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Old 04-17-2008, 05:12 PM   #16 (permalink)
 
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Re: TvT Mission - The Obregan Gap

It is simple enough if you are using just the vehicle. If you want to limit who can drive it, it gets a bit more complicated.

A trigger with a !(_vehicle in thisList) condition where _vehicle is the vehicle you want to respawn would do this. Then in the OnActivation field you could put either a script of simply just a delay, then a createVehicle to make the new vehicle, depending on how complicated it needs to be.

Not sure how this would go over on a dedi server, I think the createVehicle command broadcasts on its own, and triggers are run on every client ... so it should be fine.
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Old 04-17-2008, 05:23 PM   #17 (permalink)
 
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Re: TvT Mission - The Obregan Gap

Quote:
Originally Posted by beita View Post
It is simple enough if you are using just the vehicle. If you want to limit who can drive it, it gets a bit more complicated.

A trigger with a !(_vehicle in thisList) condition where _vehicle is the vehicle you want to respawn would do this. Then in the OnActivation field you could put either a script of simply just a delay, then a createVehicle to make the new vehicle, depending on how complicated it needs to be.

Not sure how this would go over on a dedi server, I think the createVehicle command broadcasts on its own, and triggers are run on every client ... so it should be fine.
Ok mate, at least I know it's possible. Can't wait to try your quick template mission, scripting is all mumbo jumbo to me, but with a template I can just copy what you're doing.
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Old 04-18-2008, 03:33 PM   #18 (permalink)
 
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Re: TvT Mission - The Obregan Gap

v119 link for anyone having problems with rapidshare:

http://gloryhoundz.com/prmm/users/db...n_Gap_v119.rar

Last edited by fuzzhead; 04-18-2008 at 04:41 PM.
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Old 04-18-2008, 06:10 PM   #19 (permalink)




 
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Re: TvT Mission - The Obregan Gap

Been loaded, don't know what you are all waiting on to play it?!!
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Old 04-19-2008, 03:27 AM   #20 (permalink)
 
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Re: TvT Mission - The Obregan Gap

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Originally Posted by TheBigC View Post
Been loaded, don't know what you are all waiting on to play it?!!
Thanks!

Tried it out, I think it went fairly well.

It was an older version (v117) which had a few ... ahem .. bugs that made it a little interesting. The first time we played it though, it was boooring for the first 25-30 minutes. Then it picked up at the end, and a hefty battle broke out. I got shot after killing a runner, but then it seemed someone used some hacks/cheats and ruined the end game :/ .

Second time was a little more rough, the defense's chopper crashed to due .... complications. So they had no way to get their reinforcements speedily to the front (apparently none thought to walk ), BLUFOR rolled slowly into town .. but then we had some fun with someone arty-ing everybody ...

It seems to magic number is 40, after that cheaters\hackers start to come. I'm 99% sure it was NOT my mission that caused these things (can never be sure, I've seen some straaange things in ArmA scripting ).

I think they said they were going to try it once more tonight.


The latest release (v120) will be coming shortly, tomorrow afternoon most likely. I added another Mi-17 for those accidents that happen, reduced the MG ammo to 1000 rounds, re-organized the sections into 2 four man groups, re-did the order they appear in the mission assignment screen, removed some unnecessary markers, lowered the AT gun ammo to 10 rounds each (yes, in v117 there was 0 ... I know, I know), added in the "purgatory" rules for JIP players to prevent "exploiting" it to get around your spawn time, made a few tweaks to the briefing to make it prettier, and .. I think thats about it.

If anyone who played it has some suggestions, post them! I'd like to hear your thoughts on what you liked and disliked about the mission. But try to reserve final judgements for the v120 release, as this was still what I would call a "beta".

This is my first public map, so I hope you enjoy it!
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Old 04-19-2008, 08:04 AM   #21 (permalink)
 
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Re: TvT Mission - The Obregan Gap

Thought it was kinda, just like you said a bit slow at the start. I'm all for allowing cautious manoeuvres instead of rushing, but an hour perhaps might be a bit much if you are just staring at grass and trees the first half hour (45 min perhaps?).

On our side not many died, so couldn't really check the wave respawn script.

BTW. Just checked, 48 players during your mission, sweet.
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Old 04-19-2008, 09:04 PM   #22 (permalink)
 
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Re: TvT Mission - The Obregan Gap

Alright, newest version is ready to go.

A (mostly) complete change list:

-Added a second Mi-17
-Mi-17 gun is no longer crew restricted
-Got rid of Mi-17 gunner
-Added domes of death around each base
-JIP players are now put through the respawn rules
-Split sections into two 4-man elements
-Merged Strykers into one group
-Sorted the mission assignment lists, 1st Section is now first, etc.
-Cleaned the map of unnecessary markers
-Marked the position of MGs and AT guns
-Removed satchels for REDFOR
-Few fixes to the briefing
-Lowered MG ammo to 1000 from 2500
-Lowered AT gun ammo to 10 from 15
-repositioned an ammo crate to the front lines for REDFOR


I think that is everything.

Here is the download link: http://ifile.it/h7wvi0u


Could an admin please edit the first post and remove these lines:

"Download link: http://rapidshare.com/files/10822932..._v117.rar.html"

and

"EDIT: Latest version is v117."

Replacing the last line with:

"See latest post for newest version."


I can't edit the first post anymore, and I want to make sure the latest version is the only one people will download. Thanks!
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Old 04-20-2008, 08:24 PM   #23 (permalink)
 
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Re: TvT Mission - The Obregan Gap

see below for latest version - any admin could you update first post to reflect latest version?

Last edited by fuzzhead; 04-20-2008 at 08:56 PM.
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Old 04-20-2008, 08:25 PM   #24 (permalink)
 
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Re: TvT Mission - The Obregan Gap

Think this will be the final release for this mission, unless someone spots some bugs/errors/problems.

I added the Shack Tac marker system, it keeps track of the various units. I fixed/changed a few other small things that might have caused problems.

So, barring any further bugs spotted by someone else (I've forced myself to stop looking ), this is the final version, v122.

Download link:
http://gloryhoundz.com/prmm/users/db...22_release.rar

Last edited by beita; 04-20-2008 at 08:33 PM. Reason: Fixed link.
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Old 04-21-2008, 04:07 AM   #25 (permalink)
 
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Re: TvT Mission - The Obregan Gap

Well, another run on the mission. WOW, those AT guns sure were harsh.

So, to let the BLUFOR actually get within a kilometer of their objective ... I've removed the AT guns, now the REDFOR AT team has two launchers with 6 rounds to start, and 6 available in Obregan.

Change list:

-added launcher to AT Team Leader
-increased AT Team Leader and AT Gunner AT rounds to 3 from 1
-increased PG7V ammo to 6 from 2
-added a Ural Open at the south end of the bridge
-move mine crate to the north, changed amount to 200 from 30
-removed pre-placed defensive minefields, REDFOR now have something to do
-added a UAZ MG near the mine crate
-added some direction of BLUFOR attack arrows for REDFOR
-changed a few markers
-compiled all ammo into one crate at the main bases
-increased vehicle service area at BLUFOR main
-added 6 minutes to timer, it ends short at 54 minutes
-put the satchels into the strykers (5 each) instead of being in a crate
-changed a few things in the briefing


I'm going to do some final tests tomorrow and get it hosted and post the link here.

Thanks again to everyone who has played the mission, it's getting better
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Old 04-22-2008, 06:34 AM   #26 (permalink)
 
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Re: TvT Mission - The Obregan Gap

So, I made some big changes to the mission.

In an attempt to kill the boredom of defense, the REDFOR now have far less defensive structures placed, they have fortified houses. The REDFOR can place 50 barbed wire fences and 50 foxholes, along with 5 HMGs.

The BLUFOR, to speed along their attack, have satchels and ammo pre-loaded into their Strykers and they have a 2-man recce team already deployed near a good OP to overwatch Obregan.

I changed around some of the kits, got rid of a few slots, added two Urals (from which the stuff is deployed), added a UAZ MG, and gave the REDFOR 200 mines, since they no longer have their defensive minefields to the north (the big one to the west is still there).

With the addition of the deployable assets, I think the mission will become much more replayable as it can be vastly different depending on how REDFOR sets up their defense.

Plus, no AT guns

Without further adieu,

Download link: http://gloryhoundz.com/prmm/users/db...28_release.rar
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Old 04-25-2008, 05:28 AM   #27 (permalink)
 
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Re: TvT Mission - The Obregan Gap

It has been a long and particularly grueling week, but it is over. Just about at 30 new versions since the last public release (v153 now). And a name change which is a sign of things to come ...

In the end, a new version is ready to go. Many changes and fixes.

Main changes:
-Completely new briefing, much more organized and easier to find info

-New respawn, you now have to wait for 6 players to die (and be in purgatory with you), NOT for 4 players at your main base, also, you can walk around and see in purgatory (it looks a lot like an internment camp)

-Added another objective, the BLUFOR must capture Obregan HQ and the REDFOR must defend it, no more crazy tard rushes to the bridge, you actually have to FIGHT now

-Engineers have been added, they can remove wire and foxholes

-Medics can set up a field hospital (up to 2)

-Cleaned up a lot of the code, things should work more reliably and faster

-Compiled the Sections back into 8-man groups, less Side chatter this way, remember to assign and use your 2IC's

-Added a recce element for the BLUFOR so they have more immediate recon

-BLUFOR now start in the northern part of Bagango, shorter transit times, faster to get the fighting started

-REDFOR now have 1 RPG Gunner per section, they start with 1 round and there are 10 extra available

-REDFOR has 2 pre-placed HMGs and 4 available to place

-Swapped the Stryker ATGM for a Stryker MK19

-Added an engineer to the BLUFOR Platoon HQ


I think thats about it, probably some more I didn't mention, but that is the main stuff.

A link will be available soon, by the evening, 18:00 at the latest.

Hope you enjoy.

Last edited by beita; 04-25-2008 at 05:30 AM. Reason: Speeling is hurd.
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Old 04-25-2008, 09:11 AM   #28 (permalink)
 
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Re: TvT Mission - The Obregan Gap

Obregan Gap v153:

http://gloryhoundz.com/prmm/users/db...153release.rar
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Old 04-26-2008, 01:22 AM   #29 (permalink)
 
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Re: TvT Mission - The Obregan Gap

Just finished polishing up the mission.

All the features I was looking to get into it are in, and working relatively bug free. So, I am going to start to make other similar missions based off of the scripts of this mission.

I made a quick one just to get a proof of concept. Looking to get about 6 good maps before I start to do an overhaul on the underlying scripting.

Four more to go ...

Here is the two missions included in the "mini-pack".

Download link: http://ifile.it/ltokudz/wac_mappack_v105_release.rar
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Old 04-29-2008, 04:34 PM   #30 (permalink)
 
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Re: TvT Mission - The Obregan Gap

Your just a mission crazy machine!!!!!!!!!!!!!!!!!!!!

;-)

Good work m8!
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