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Discussion: ArmA - Development / ArmA - Mission Development - [TG]TvT51_Fallout_v1 - postapocalyptic mission Released! - Continue feedback here - > http://www.tacticalgamer.com/armed-a...critiques.html .
  1. #16

    Mikee's Avatar

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    Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!


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  3. #17

    Mikee's Avatar

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    Arrow Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

    Version 2.0 of Fallout was released with huge help from |TG| Inq.
    It will not be clusterfufk anymore. All feedback has been used to make this mission more tactical, playable and fun.

    List of changes:


    * added ACE Medical Module

    * Fuel Trucks are now indestructible. If destroyed, they will respawn at the position after 60 sec

    * all vehicles will also respawn

    * civilians were divided into 6 different groups of 4-5-6 people. every group has a leader, this will keep people from getting out of control

    * Marketplace point was created at Megaton. Players can meet there to trade equipment/medications/cars/etc...

    * civilians can't steal anymore from Blufor/Opfor/Independece weapon crates

    * now places can be sized by certain groups and everybody will see a message when this happens. example: Fort Bannister is now under control of (name of the group)

    * added Hospital at northern part of the Fairfax city

    * ending trigger was fixed

    * JIP briefing works now

    * Mariposa Military Base (Blufor camp) was moved to Ghost Church position (equal distance between Raiders and Regulators)

    * there is no more one together respawn for civilians. now, civilians will respawn at their group towns

    * now there is about 3 sniper rifles for whole map, this should solve problem with campers

    * added few more things


    DOWNLOAD: http://www.speedyshare.com/files/200....aiaktalik.pbo

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  5. #18

    Mikee's Avatar

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    Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

    We are working with Inq on quick fix version 2.5.

    It was my mistake for all the weapons yesterday, I forgot to delete weapon_respawn script.

    With new version, civilians will respawn without the weapons.

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  7. #19

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    Re: [TG]TvT51_Fallout_v1 - postapocalyptic mission Released!

    Quote Originally Posted by Sc[ + ]pe View Post
    As the sheriff of Megaton, I would suggest the following improvements be made:

    -remove everything but a map from all respawns, including compasses, watches, and radios

    -create random caches that include more diverse equipment, like claymores, smoke grenades, chemlights, batteries, or binoculars

    -introduce the ACE medical system, and add medical supplies to caches

    -remove the fuel truck objective and instead make something that's a little more passive -- ie. an objective in which there is no "set" way to accomplish it. I could recommend making each outpost/camp/city worth a certain number of points to the team holding it. To hold an objective, you need to approach X building and toggle its state from civilian to one of the three factions. Think of it like a big light switch. I would suggest this method so that civilians could choose to independently inhabit (and thus impede) faction progress, choose to surrender, or operate under any particular faction

    -remove looping audio

    -give us some way to repair vehicles, for the love of God
    I was wondering who that was. Thanks for holding onto my fathers fathers fathers m16 and agreeing to kill me Luckily the raiders showed up and healed me.
    Nihility

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