• Home
  • Portal
  • Forums
  • Search
  • Members
  • Log Out
  • Help
  • Extras
Forum stats
Show team
View New Posts
View Today's Posts

Comrades in Arms Discussion Board
Login to account Create an account
Login
Username:
Password: Lost Password?
 

  Comrades in Arms Discussion Board Comrades in Arms Life Mission Releases
« Previous 1 ... 28 29 30 31 32 ... 35 Next »
co 8 = RTY= Devgru Redux [v1.1]

Thread Modes
co 8 = RTY= Devgru Redux [v1.1]
shark-attack Offline
Guest Player
Joined: Feb 2013
Posts: 12
#1
10-10-2014, 11:46 AM (This post was last modified: 10-10-2014, 03:21 PM by shark-attack.)
Hi
I have remade my first mission for ARMA 3.
I would be eternally gratefull if you guys could give it a go sometime and  give me some feedback.
All seems to be working as it should during testing on my server but most of that was done alone.
                                                      Best wishes guys.
                                                        shark-attack.


changelog v Redux [1.1]
------------------------
*Added 3 new objectives
*Added playable Sniper and Spotter unit.
*Added HALO insertion to Sniper team.
*Dive team now insert from  SDV.
*Added low level Sea fret to insertion area.
*Added Psycho's revive system.
*Added limited artillery support directed by Spotter unit.
*Added Custom layout to airfield.
*Added 6 possible new locations for Hostages.
*Added new loadout to dive team.
[Loadout includes a pre loaded tactical vest so switching from wet suit
to Battle dress is a simple 3 click event]
*Enhanced mission briefing

Optioinal via Params
\\\\\\\\\\\\\\\\\\\\\

Reduce enemy AI skills

*Tweaked enemy AI aimingAccuracy
*Tweaked enemy AI aimingShake
*Tweaked enemy AI aimingSpeed
*Tweaked enemy AI Endurance
*Tweaked enemy AI spotDistance
*Tweaked enemy AI spotTime
*Tweaked enemy AI courage
*Tweaked enemy AI reloadSpeed
*Tweaked various other scripts within mission.

*Add player markers to map.




Attached Files
.rar   co8=RTY= Devgru redux 1.1.RAR (Size: 1.18 MB / Downloads: 198)
Find
Reply
Variable Offline
CiA Member
*
Joined: Apr 2006
Posts: 6,975
#2
10-10-2014, 12:46 PM
Great! Mission sounds awesome. Will test as soon as possible.

If AI is disabled, where do JIP players spawn?
The fewer men, the greater share of honor
[Image: 5552321289_7b6bf9a999.jpg]
Website Find
Reply
Outlawz7 Offline
CiA Member
*
Joined: Mar 2013
Posts: 948
#3
10-10-2014, 12:48 PM
Quote:*Disabled AI for co op version. [jip is still possible as group respawn is set]

Group/side respawn needs AI to spawn into.

https://community.bistudio.com/wiki/Desc...xt#respawn
Find
Reply
shark-attack Offline
Guest Player
Joined: Feb 2013
Posts: 12
#4
10-10-2014, 01:11 PM (This post was last modified: 10-10-2014, 01:31 PM by shark-attack.)
Matt was able to join  in progress during testing.
He simply selected a unit from the lobby after the mission had started and joined in.
respawn = group didnt present an issue.

When respawn = none he joined as a bird.

Not a true JIP but players can occupy the slots from the lobby and enter the mission at the mission start point  if they arrive late.  I could be wrong but it seemed to be that way when testing.
Find
Reply
Alwarren Offline
CiA Member
*
Joined: Apr 2012
Posts: 2,871
#5
10-10-2014, 01:41 PM
Respawn = Group allows you to spawn into an empty slot with AI disabled, anything else (like respawn side) doesn't. This has a couple of downsides, like

- Respawn can only be done within the group. If the group is full, you need to disconnect and reconnect to the other group, which sometimes spawns you as a bird.
- You will respawn at the initial position of the disabled AI, which typically means at the very start. How you link up with the rest of your team is left to you, and frankly, may prove impossible.
- This type of respawn can cause trouble especially with custom loadouts.

Bottom line, I don't see the purpose of disabling AI. It only causes issues, and the admin can always disable AI if they don't want to handle them. I simply wouldn't do it.
I don't need luck, I have ammo.
Website Find
Reply
shark-attack Offline
Guest Player
Joined: Feb 2013
Posts: 12
#6
10-10-2014, 02:29 PM
OK
I will re enable the AI, like you say it can be left to the admin to decide on that.
thanks for the input, recieved some negative feedback about the AI from the beta version of this mission mainly from those playing it in SP mode. Will update the mission file...

Thanks again !
Find
Reply
shark-attack Offline
Guest Player
Joined: Feb 2013
Posts: 12
#7
10-10-2014, 03:22 PM
Have enabled AI and updated the mission file.
Thanks again.

                                                                shark-attack
Find
Reply
Variable Offline
CiA Member
*
Joined: Apr 2006
Posts: 6,975
#8
10-11-2014, 08:07 PM
Uploaded! Thanks Shark. We will play it the first chance we get (which means the first time player count drops to 8).
The fewer men, the greater share of honor
[Image: 5552321289_7b6bf9a999.jpg]
Website Find
Reply


  • View a Printable Version
  • Subscribe to this thread

  • Contact Us
  • Forum team
  • Forum stats
  • Return to Top
 
  • RSS Syndication
  • Lite mode
  • Home
  • Help
 
Forum software by © MyBB - Theme © iAndrew 2014



Linear Mode
Threaded Mode