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accuracythruvolume

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About accuracythruvolume

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  1. accuracythruvolume

    Kujari: PMC ops

    Most features are now complete. The mission is now winnable when you control more towns than either of the other two sides. Just need to do more testing and write a proper how-does-this-mission-work in the briefing.
  2. accuracythruvolume

    Kujari: PMC ops

    Custom dialogs extend into missions. For example, one of the civilian missions is "defuse the carbomb" type: Simply get to the rigged vehicle: And your magic decoder tool will give you the disarm code... .. For a short amount of time. You then have one chance to enter the code in the correct order. A countdown timer will be displayed at the top. If you are an engineer, you'll have more time. If you're an engineer who happened to bring a toolkit, you'll get max time. Code length ranges from 4 digits (easy peasy) to 8 (super pucker factor)
  3. accuracythruvolume

    Kujari: PMC ops

    The enemy will now attack your base periodically. If they can get close to your flag for a time, they will set charges and destroy your base, ending the mission in failure! Militants will occasionally send kill teams against a random player. More missions added... Most features are now in place and are in the testing phase. Just a couple of things to go for getting uploaded for more victims more players to enjoy! When your prized air dropped vehicle gets stuck on your comms tower.....
  4. accuracythruvolume

    Kujari: PMC ops

    Work continues... lots of bug fixes and additions. I've refactored the vehicle purchasing menu. IFVs are now APCs and some vics moved around. QRF teams added to the Lost legion. They will either fastrope or quick land from a heli to deliver troops to troublespots. Also working on ways to differentiate the two factions. I'm likely going with the Lost Legion has access to helis and the militants can bring out armor.
  5. accuracythruvolume

    Kujari: PMC ops

    Testing of the mission continues... The donate function was broken and now fixed. Missions moved to a new system which broke them, now fixed. Working on some new missions like roadblocks (both having to man them or take them out). It's pretty much playable right now, I just need to assign costs to all the build-able doodads. Also moving them needs some tweaking, can't move the really big ones yet.... work continues.
  6. accuracythruvolume

    Kujari: PMC ops

    Here is the player stats menu: Kills are tracked on the left, other stats on the right. Here you can see your dynamic camo stats. This stat will update every few seconds while the menu is open. An additional sub menu takes the player to the certifications: As the player performs tasks, cert points are earned and tracked. This is how the player earns additional ranks. The above example is after playing a couple of missions.
  7. accuracythruvolume

    Kujari: PMC ops

    Here's the details on the Commander menu: The top three are the advance time functions, in 8/10/12 hour increments. The barracks facility must be built in order to perform this function. First on the second row is the establish base function. When you first start a brand new mission, use this to get your base going. Cannot be near any town. Other than that it's the commander's choice. Want to plant it right on a road? Be prepared to deal with the traffic. Next up is the stockpile function. Use this to set the stockpile location to your current location. As the stockpile is physicality represented when deposited, it would be a good idea to select somewhere away from your important parts of the base. This can be relocated as many times as needed. Final function for row 2 is the purchasing of more storage cases. As you go up in rank, you can buy more storage cases for the base to pack rat more gear. Row three starts with...hmmm this one originally was going to be an establish outpost function. Still debating on using this..might not make the cut. And outpost would be a small composition that would serve as a fast travel point to somewhere else on the map, not near a town. With the fast travel system allowing quick travel to any town you control and your base, this might be superfluous. Second button on row three is the mission toggle button. Here you can toggle missions to favor nearby towns to your base or be map wide. Not all missions apply. Last row starts with the function to step down from the commander position. Next is the cleanup function. This will delete garbage dead units / ground items across the map in case too much junk is out there. This brings us to the server save function. This save differs from the player save as it triggers the server to save the current status. This is how you save the base / your nearby vehicles / town status / etc. Last function exits the commander menu and returns to the main menu
  8. accuracythruvolume

    Kujari: PMC ops

    Rebellions are working. Any town that has a majority of faction standing with you and controlled by another faction has a chance to rebel. This will spawn a special mission. Your job will be to protect the armed citizens: If successful then: Also I have integrated Grumpy Old Man's dynamic pylon script: Both of the airfields have a laptop where you can repair / refuel / rearm / change loadouts of pylon equipped aircraft.
  9. accuracythruvolume

    Kujari: PMC ops

    Due to the use of Zenophon's framework, this mission will require multiplayer. Dedicated is preferred. It can run in local multiplayer, so you could always solo the mission that way.
  10. accuracythruvolume

    Kujari: PMC ops

    Purchasable helis working on dedi now 😎. Another mechanic struck off the to do list.
  11. accuracythruvolume

    Kujari: PMC ops

    ** Spolier Alert ** Here's some pics of the vehicle dealer dialogs: Hmmm what's this thing? And a seek peek of the aircraft purchasing system. When you build the vehicle dealer at the base, the two airfields on the map will populate with a randomized selection of aircraft. New aircraft will spawn to take the place of purchased ones. They spawn Locked and unable to damage. Buying them reverses these effects. Looking down an airfield: Inspecting a potential ride: This mechanic functions fine on local multiplayer. Not so happy on dedicated yet. Work continues....
  12. accuracythruvolume

    Kujari: PMC ops

    I'm going to cover the rest of the facilities here that you can build. The method for the rest is the same as covered above, so I won't repeat the in-depth explanation and instead give a summary of what the other facilities do. For reference: I've covered the HQ and weapon dealer so on to the next one: Paradrop services. *** Building this facility will allow the players to do halo drops all over the map. This is the solution I came up with to get players back in the action when they are killed. On a related note. A system is in place that puts death markers on the map where players die, with a timestamp. This will help players get back to their gear in conjunction with the paradrop system. You cannot paradrop vehicles...sorta, see below.... Next up is the Vehicle Services Facility. This is a contract to rearm / repair your vehicles. *** Building this facility will place a helipad on the map. Simply drive over this object with any vehicle and it will rearm and repair it. Starting on row two is the Paramedic. *** Building this facility gives you a base medic. This handyman can heal your boo-boos you've earned out there in the wilderness. He also is the vendor for medical supplies and Food / Water (ACE survival). Next is the Barracks. *** Building this facility allows the commander access to the advance time mechanic. Don't want to do night ops? Just acquired those hard to find NVGs and want to use them to your advantage? Nap it off and let some time pass. This brings us to the Tactical Tailor *** Building this facility gives you a clothing vendor. A selection of stitched up goods are available. The last facility on row 2 is the vehicle dealer. *** Building this facility grants you a variety of vehicles... for a price. Since this is the middle of nowhere, your order will be airdropped. If your shiny new toy drifts into a tree and goes kaboom, you're out of luck, no refunds! The vehicle dealer is its own custom dialog with sub-menus by vehicle type. I'll leave this for players to eventually explore. And finally this brings us to the last of the facilities. This is the comms tower. *** Building this facility gives you the ability to intercept enemy communications. To demonstrate, when you get into a kerfuffle in a town you'll eventually get the following: But if you have a comms tower you"ll get additional information: This will come in handy, say for knowing when the enemy plans to attack your base....
  13. accuracythruvolume

    Kujari: PMC ops

    Found this old reddit thread awhile back showing some MCLC action (Mine Clearing Line Charge): Since there will be several missions involving mines, I thought it would be appropriate to try to get this feature working. Did some work on the code and made some other additions and was able to get it working on a dedicated server
  14. accuracythruvolume

    Project OPFOR

    Sad to see the latest update hid the Enfield. The railed version is still in VA. Hopefully that one will be kept around?
  15. accuracythruvolume

    Generate convoy for 3D positioning - Script

    interdasting! I will have to see if I can mod this to take custom position arguments and custom vics
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