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Discussion: ArmA - Archives / Armed Assault - Tactics, Missions and Mod Discussions - TvT SDAD mission test. - That was difficult, and it would be good to add NV goggles to the soldiers
  1. #16


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    Re: TvT SDAD mission test.

    That was difficult, and it would be good to add NV goggles to the soldiers when they respawn, or at least put them in the ammo boxes. Otherwise it gets a little hairy at night. Fun mission though.

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  3. #17


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    Re: TvT SDAD mission test.

    Quote Originally Posted by tHa_KhAn View Post
    Glad you finally got this tested Taxi....sorry for not getting it done sooner for you. I'll try to be around for the next test.
    NP, I know it pretty difficult to get enough and the right kind off people for tests like that.

    Quote Originally Posted by Toshido View Post
    If you want to keep the ambushes gonf then keep the spawns further back. This makes the team hunt those pesky SF forces.

    Quick Helo respawns would lead to more airdrops and more risks with Helos. Again if you want to keep ambushes going then you need to make those helos respawn SLOW. Again incentive to keep them alive and to hunt the OPFOR helo.


    As for helos and fuel. Just give Bluefor a blackhawk and add soem more objectives so a side has to decide to send Spec ops in to slow them down first or go for the objectives. You could keep Spec-ops and reg forces spawning seperate then if one side goes straight for objectives there is a delay in picking up the reg forces and then you have to worry about Spec ops on the ground with shoulder mounted AA... (Assuming you allow Spec ops the chance to get AA)

    Just a couple thoughts.
    Sorry Toshido I was in a hurry so I didn't read your post properly the first time, see below.

    Quote Originally Posted by Fiddlestx View Post
    It would be good to have maybe one helo per team other than the one that the SF guys get. I'm not sure if it was intended or not but the East's chopper for the SF guys was so low on fuel that we were sucking fumes trying to reach our obj. Having transport chopper would be better than having us spawn closer to the city imo
    Quote Originally Posted by bobik View Post
    Yeah, the SF need more fuel and the MH6. It's too hard to get a whole team on the ground when you can only take one at a time.
    Just to make things clear, I DON'T want regular forces in the choppers! I know it is a bit restrictive, but I actually want people to need to go through terrain that is observed and possibly ambushed. I don't want the usual stuff with people just casually passing the countryside without any worries about being observed or attacked. I want people to be on their toes, scanning the terrain, looking for likely spots for snipers or ambushes, to use tactics when crossing dangerous terrain, to think how they can approach an objective from a safe or undetected position.

    For this I need the regular forces on the ground and not in the choppers. Again I know it's restrictive, but we have plenty of other missions you can fly into the objective area. I need the choppers to give the SF the time and freedom to try and sabotage a larger force in an unpredictable fashion.

    Quote Originally Posted by Fiddlestx View Post
    That was difficult, and it would be good to add NV goggles to the soldiers when they respawn, or at least put them in the ammo boxes. Otherwise it gets a little hairy at night. Fun mission though.
    I'll try and find out how to do that.

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  5. #18

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    Re: TvT SDAD mission test.

    Hey Taxi, we played one round of it today! This version is definitely another strong foot forward!

    Things I noticed
    -Both times, I chose Day - Noon for weather, and it become nighttime. (No NVG's in box, even though we could choose them from the briefing screen for the initial loadout)
    -The capacity/fuel of the American air trans option needs to be increased, and the capacity of the Opfor air trans needs to be decreased. With the Mi-17, they can quickly transport the entire team, bypassing any ambushes (which they did). The BluFor chopper could carry only 1 passenger at a time, and had very little fuel to start.
    -It still says the opposite team wins

    I am still loving the mission concept, and feel it will be a fantastic mission soon! Thanks, and keep up the good work.

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  7. #19


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    Re: TvT SDAD mission test.

    Quote Originally Posted by bobik View Post
    Yeah, the SF need more fuel and the MH6. It's too hard to get a whole team on the ground when you can only take one at a time.
    Damn I really need to learn to actual READ what people say. MH6 now used and increased fuel. Mi-17 and Opfor SF placed further away from regular force and reduced fuel a bit more, making picking up regular army less likely (may need further changes)


    Quote Originally Posted by boudreux View Post
    Hey Taxi, we played one round of it today! This version is definitely another strong foot forward!

    Things I noticed
    -Both times, I chose Day - Noon for weather, and it become nighttime. (No NVG's in box, even though we could choose them from the briefing screen for the initial loadout)
    Nighttime thing is prolly some BAS f functionally got lost somewhere in the saving, will look into it. I'm not yet sure how to get the NVG into the boxes without giving regular forces access to SF gear.

    EDIT: I searched a bit atm I see two ways of doing it:

    1 Make a custom crate which include NVG's
    2 Make all players spawn with NVG's AND make people respawn with the load out they spawned with.

    My preference atm is the 2nd option.

    EDIT2: added nvgoggles to the crates still working on 2nd option.

    -The capacity/fuel of the American air trans option needs to be increased, and the capacity of the Opfor air trans needs to be decreased. With the Mi-17, they can quickly transport the entire team, bypassing any ambushes (which they did). The BluFor chopper could carry only 1 passenger at a time, and had very little fuel to start.
    Yes that was quite a silly of error of me, MH6 is now used in stead.

    -It still says the opposite team wins
    Will look into it.

    EDIT3: Not sure what you mean here, I've tried this with both a Blufor and an Opfor win. If Blufor wins it says Opfor is defeated and vice versa, looks ok to me?

    I am still loving the mission concept, and feel it will be a fantastic mission soon! Thanks, and keep up the good work.
    Hope so, having a small Opfor chopper would make it easier to get the mission concept working.



    Oh BTW, would a non-respawn version with spectator script be appreciated, or would people need to wait too long?
    Last edited by Taxi; 08-06-2007 at 03:13 PM.

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  9. #20

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    Re: TvT SDAD mission test.

    Taxi,

    I'm sorry I haven't been engaged in helping you much with this mission. I haven't had a chance to play it yet, but it sounds great so far. One suggestion, which I have reluctantly adopted for my TvT mission is to set the RACS to friendly to opfor (same dialog to set mission name in the editor) and then give the opfor the MH6_RACS edition.

    I'm not sure this "fits" perfectly with what you are accomplishing, but this will allow you to provide similar vehicles to both sides and makes balancing MUCH easier in TvT.
    |TG-12th| SHINER


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  11. #21


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    Re: TvT SDAD mission test.

    Quote Originally Posted by Shiner View Post
    Taxi,

    I'm sorry I haven't been engaged in helping you much with this mission. I haven't had a chance to play it yet, but it sounds great so far. One suggestion, which I have reluctantly adopted for my TvT mission is to set the RACS to friendly to opfor (same dialog to set mission name in the editor) and then give the opfor the MH6_RACS edition.

    I'm not sure this "fits" perfectly with what you are accomplishing, but this will allow you to provide similar vehicles to both sides and makes balancing MUCH easier in TvT.
    That sounds like a very good idea, it might not "feel" the same as an Opfor chopper, but I think the balancing argument is more important. I'll give it a shot thanks.

    EDIT: Ok added RACS MH6 and an Opfor pilot.

    BTW, perhaps it's more appropriate by now to move this over to the missions forum, not sure?
    Last edited by Taxi; 08-06-2007 at 03:14 PM.

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  13. #22


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    Re: TvT SDAD mission test.

    Ok got respawns with original weapon loadout working now. Next version should be done shortly and will include the following changes:

    -All infantry spawns with NVG's
    -All infantry respawns with original weapon load outs (wonder why BI didn't do this anyway)
    -Blufor now uses MH6
    -Opfor now user RACS MH6 (thanks Shiner)
    -Opfor MH6 and SF placed further away from main force
    -Slight increase in fuel for the MH6
    -Choosing of time and weather "should" work now.

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  15. #23


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    Re: TvT SDAD mission test.

    I saw some people playing my mission yesterday. I don't know how many played it, but if you got any feedback/comments/bugs on the latest version I'm interested in hearing it.

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  17. #24

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    Re: TvT SDAD mission test.

    Hey there Taxi. Yeah, we played it Saturday afternoon. Went well, only problem was Opfor's vehicles weren't respawning. Their chopper had to bit hit with AT several times before it was finally "dead", and respawned. This is probably just a game bug though. Other than that, it was fantastic!

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  19. #25


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    Re: TvT SDAD mission test.

    Quote Originally Posted by boudreux View Post
    Hey there Taxi. Yeah, we played it Saturday afternoon. Went well, only problem was Opfor's vehicles weren't respawning. Their chopper had to bit hit with AT several times before it was finally "dead", and respawned. This is probably just a game bug though.
    Only the chopper or other vehicles as well (remember there is a 2 minutes delay on vehicle respawning)? If it were up to me the choppers wouldn't respawn at all, I mean if you as SF team loose your chopper, well you lost your chopper. But I'll check Opfor chopper/vehicle respawning.


    Quote Originally Posted by boudreux View Post
    Other than that, it was fantastic!
    Cool, did the mission end triggers work correctly (at least conditionselection works now)? Looking forward to AAR's about yesterdays event.

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  21. #26

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    Re: TvT SDAD mission test.

    It'd be great if you could have the chopper respawn just once, with the full load of fuel. The vehicles not respawning on Opfor side forced an early conclusion to the battle, as they were stuck back at their base. But yes, the end script did work.

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  23. #27


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    Re: TvT SDAD mission test.

    Respawning just once is cool, but maybe providing a means by which to refuel them would also be helpful. It wouldn't take away from the realism factor especially considering it is based out of an airfield.

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  25. #28


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    Re: TvT SDAD mission test.

    Quote Originally Posted by boudreux View Post
    It'd be great if you could have the chopper respawn just once, with the full load of fuel. The vehicles not respawning on Opfor side forced an early conclusion to the battle, as they were stuck back at their base. But yes, the end script did work.
    Strange I just tested it and the opfor truck respawned just normal after 2 minutes. I didn't see the RACS chopper respawn, might be due to it not being east nor west (there are only respawn markers for east and west AFAIK, will check).

    Were the normal opfor vehicles destroyed or abandoned/damaged? I think the script just makes destroyed vehicles respawn, not abandoned/damaged ones.

    Quote Originally Posted by Fiddlestx View Post
    Respawning just once is cool, but maybe providing a means by which to refuel them would also be helpful. It wouldn't take away from the realism factor especially considering it is based out of an airfield.
    I'll consider refuelling, I'm just afraid that the chopper will be used to transport regular troops, while I want to force regular troops to travel through areas that might be observed by SF forces.

    EDIT: I might replace the blufor MH6 with a RACS one as well. That would mean that both sides chopper will not respawn, so simply be careful with your assets.
    Last edited by Taxi; 08-20-2007 at 04:11 PM.

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  27. #29

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    Re: TvT SDAD mission test.

    Anyone who played Opfor Saturday want to comment on the vehicles? I was on BluFor, and our side worked perfectly with the vehicles.

    Yes, please leave the limited fuel on the first run, maybe even start the Specops/chopper at a separate location. I love the possible ambush angle.

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  29. #30


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    Re: TvT SDAD mission test.

    Quote Originally Posted by Taxi View Post
    I'll consider refuelling, I'm just afraid that the chopper will be used to transport regular troops, while I want to force regular troops to travel through areas that might be observed by SF forces.

    EDIT: I might replace the blufor MH6 with a RACS one as well. That would mean that both sides chopper will not respawn, so simply be careful with your assets.
    That is understandable. Is there a way to lock a vehicle so that only specific units, the SF in this case and the pilot, can board it? It would still force the regular troops to use conventional means of travel and allow the SF to penetrate behind enemy lines.

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