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Hubrisz4

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  1. Thanks for the response guys! Yes I agree with you Scar 100%. Zak, thank you in advance.
  2. I guess what you are really getting at is TvT means different things to different people. I didn't design it for the uber tactical EU3 bunch, just for public play - so its not a response specifically for EU3 TVT missions. If you really wanted to sure I suppose you could use it in that kind of setting, I just think those types of players want specific missions with no respawns and a conclusive winner like capture an airfield, defend a crashsite etc. not generic on-going capture/defence/sabotage missions like EU1/2. In my experience, the biggest complaint (after FPS) with I&A is that it's only AI, well this is the next logical step and I think it could be a thing. Some servers have tried to do this as well, by using the I&A code and adding TVT aspects, but after having tested their missions I was really disappointed with the build quality. So I took it upon myself to try and provide something I thought was of better quality and would actually be playable and possibly even successful to some extent. It is intended to be a nice way to jump into something familiar and shoot people not just AI which I think fills a void between EU1/2 and any PVP action that happens on 3. Generally speaking public players don't have much choice in terms of PVP. They can play Life, KOTH or Wasteland. None of which really encapsulate the combined arms warfare thing well at all and just amount to harsh gear grinds - yawn. So I hope to humbly address that by proving the seed for an alternative scene to develop. Obviously I stand no chance of achieving that alone - hence sharing the mission here and seeing what happens. I had discussed this idea with Raz/Quicksilver a bit a while ago and the answer from I&A was "do the editing, then we'll talk more". Being persistent, they probably just said that to shut me up. Oh well, here it is, I have done the editing to the best of my ability. So now its up to the community to try it, if they like it then sure more time can be put into developing it and tailoring it to their feedback. Anyone interested can try it out by downloading and putting it into the My Documents/ Other Profiles/ Arma 3 / MPMissions folder and hosting on LAN. As to whether AW will ever host it that is up to them to make that decision and honestly is unlikely. Servers cost money. You need to host game modes you know people will play. There is an existing demand for I&A EU1/2, hosting another server or dropping one would be a big call to make for something "untested". The best shot this mission would have is to find support with the player base and be tested in a game night. If people enjoy it, who knows.
  3. Yes well, technically team vs team vs team TvTvT
  4. I have finally "finished" my TVT mission edit of I&A. I don't think these kind of projects are ever really finished, but I think this is at a decent stage now to ask others to help and for me to focus on other things. I don't have an exact count of how many hours it took me to fiddle and faff my way towards this point, but it has been a long road. Basically it has all the things you have come to love and expect from I&A vs AI but with some new TVT specific elements and a few extra features I wanted to see involved. I made it for the casual public crowd but it has loads of parameters for tweaking the mission to be a little more "serious". Hopefully it is useful to the AW community. 3 Factions (NATO, CSAT, AAF), 20 players a side, radiotower plus conquest style capture in the main AO. One team is picked to defend while the other two attack. Defenders default win in the Main AO after 60min. AI just there to slow attackers down. Same story for the side missions except they expire quicker and yield lower level rewards. I have put a lot of editing time into customizing the gear options available and making sure players spawn with the basics for their class right off the bat. I've also tried to "balance" teams and encourage squad play. You can expect to do some HALO jumping and see some AI paradropping in too. There are still a few niggling bugs (e.g. some lifting) but nothing that should be game breaking as far as I know. If you come across something, please let me know and I'll try sort it. I'm not a programmer though and I'm sure there are people in AW who would do a much better job than I in terms of taking this mission forward. I don't claim ownership of anything, this mission belongs to AW and they are able to do as they please with it. You can download the mission below and I have included a little notes file in the pbo for details on my plans for the future and what remains to be done etc. I'd also welcome any ideas to make TVT a thing. You don't need any mods to play but the standard mods set on EU1/2 should be nice additions! I think the mission would run well FPS and gameplay wise on Veteran difficulty as you could disable a lot of the performance raping aids needed for forcing regular play. Either way it should be a blast when you have more than 5 a side. I hope you enjoy it! http://s000.tinyupload.com/?file_id=31446355207010183454
  5. I really don't think more rules that require enforcement is the route to go. Yes these are bad behaviors you want to address in the interest of the community, but I think addressing them will have more negative impact than the benefit it would net you. We all want top class pilots, the reality of course is it is a public mission - so every now and then a nub pilot joins and things go tits up. There are enough choppers generally for people to get to the AO so it is not really a problem.. Pilots also take risks to get troops on the ground as close as they want, sometimes they get punished. It happens, but it is a shared risk. Ultimately it is a philosophical question about realism and we have to choose one end of the spectrum or the other. If this is going to be a public mission, then it needs to be somewhat arcadey. If not, then sure put it on Veteran difficulty and have at it full mil sim style. Trying to occupy the middle ground is neither here nor there and just frustrates people I think. I fear enforcing this type of thing would make piloting a chore and we would produce offenders and less Super Snakes. Just my 2c.
  6. Yes you will need all the supporting scripts to the mission.sqm file. Especially the missioncontrol.sqf file for the main missions and the init/initserver/initplayerlocal etc files. As mentioned before rather copy the whole lot over then decide what you want to remove if that's your plan.
  7. Hi guys, I have also been working on a TVT mission for some time, but it's just been sitting on my hard drive for ages. I'd say its about 95% complete right now. I gave it a quick once over for the new I&A version, it seems like everything works ok mechanics wise. There are a couple issues I still have to get around to, but it should be fine for play testing. Basically it has all the things you have come to love and expect from I&A vs AI but with some new TVT specific elements and a few extra features I wanted to see involved. I made it for the casual public PVP crowd and not for mil sim serious types. I suppose you could tweak it with the parameters if you wanted to. 3 Factions (NATO, CSAT, AAF), 20 players a side, conquest style capture in the main AO. One team is picked to defend while the other two attack. Defenders default win in the Main AO after 60min. AI just there to slow attackers down. Same story for the side missions except they expire quicker and yield lower level rewards. A long time ago I suggested this mission and Quiky/Raz were helping me with it but we never took it further. Maybe now it will live again. Since it is based almost exactly on the normal I&A I think people should be able to make the transition relatively easily and we could expect more or less similar results. If this meets with approval I would love to see it played. I'd be available to support to some extent it, but I honestly think the guys at AW would do a better job than me with all the details of the scripting/hosting. I'm not a programmer and I just made the mission as a kind of side project to learn more about scripting by editing. I don't claim ownership of anything, this mission belongs to AW, but I would appreciate it if AW involved me if they wanted to see it used (serious hours sunk). You can download the test mission below and I have included a little notes file in the pbo for details on my plans for the future and what remains to be done etc. http://s000.tinyupload.com/?file_id=04182115254131941681 // not production version, requires no mods and supports VTS WeaponResting. Test it in multiplayer, I haven't sorted out all the singleplayer launch bugs for parameters etc. I'll put a bit more work/polish into it this week in case some body would like to try it out hosted on dedicated.
  8. Bumping this thread. Honestly the scope sway is ridiculous and really detracts from the game. You're pretty much forced to stop and bipod up everywhere you go if you intend to shoot anything and the fun of close quarters is totally negated. Given the AI don't suffer the same kind of penalty and given how much running players need to do inside AO's it's pretty ridiculous and just encourages a 700-1000m duck hunt which is not realistic anyay. I know there are a couple fixes that are available, if only AW would allow them on the servers I think players who want to mitigate the scope sway should be able. The marksman DLC has been out for ages now and still no fix to this issue even with the shitty bipods BI introduced. I mean have you even tried to look through binoculars after you've moved a meter? It is completely over the top. Pls. http://www.armaholic.com/page.php?id=26266
  9. Hey! I've been taking a long break from ARMA focusing on real life stuff for a while. Will upload a fix so if you guys want to take it forward you can, for now though I think I'm done. It has taken way too many hours to get into it and I still feel like I'm at square one. Sorry guy it has kind of killed my love for ARMA!
  10. Hey! I've updated this game mode to the new cleaned up I&A. Still way out of my depth with mission scripts of course! Be a legend and help me out please. There's a notes file with an issue list (critical is for your eyes), I suggest depbo'ing it right way and working through the editor preview and have fun testing things on the test island! I want to include these two small addons that I've edited, but I can't seem to repackage them, if you can help with that I would really appreciate it. I committed to the asymmetrical warfare thing and made a few other changes to spice it up a bit - including a new airbase at Almyra Salt Pan. http://www.speedyshare.com/GH8zM/Island-Conflict-v051.Altis.pbo -- mission PBO not incl. addons http://www.speedyshare.com/bMXxE/Addons-to-be-repackaged-for-install-as-mod-by-host.rar -- chopper addons Zip File (to be repackaged)
  11. Hello Quicky. I had a very dirty go, I hope it works someday lol. Must say this version is easy to work with. Good job on that it looks great. If this method doesn't work one could transfer ownership with SetOwner (dicey). Or if it breaks spawning, to make global spawning markers/triggers. http://www.speedyshare.com/peEDX/co40-Invade-Annex-2-75-exportH.Altis.pbo - I made changes to mission.sqm (and in editor), serverinit.sqf and description.ext. HC unit, parameter for HC on/off and server script execution scenarios. Does initserver.sqf only ever get seen by the server? If so you will need a regular init.sqf. I seem to have broken the serverinit somehow with my additions and HC param 1, still trying to figure out why exactly. Probably because of a grammer/syntax error (I'm an idiot most of the time) but it may be because of it being a initserver.sqf file and that is just not compatible. You can change the HC unit to whatever side as long as it's named HC. Position doesn't matter if the server allocates "local" bandwidth to HC. The readme should cover everything else execution wise. Anything not handled by the two scenarios (HC present/not) is forced to be on the server. Contact me on [email protected] and we can set up some time to talk it through on your TS or something. I'm away next week for work and a wedding, but should be able to do this weekend or the next week (26th). I'll pop on your TS this weekend a couple times and see if I can catch you (I'm GMT+2).
  12. Wow I am amaze! Thank you! Yes it does need a tidy up and no unfortunately I haven't had a real play test yet, until it's really functional I don't think that will possible. The guys here will not really play it unless its a "complete" experience, but I think they will be lenient in terms of getting it to improve over time. Ah that's probably exactly the issue. I'm trying to call EOS on existing markers that I'm moving around. Will experiment a bit with creating and deleting for each side mission and see if that works a bit better. Will also add another area marker and see if I can get the patrols working. Thnx for tips. Well yes I'm not sure I&A is the best framework to do it in, but I think given my ignorance it's a fantastic base to work from. You guys made a pretty robust mission and my bumbling to get it into something resembling decent shape is testament to that. If it catches on I'd be happy to see it grow into something else entirely. For now the AI is pretty much just a buffer resistance to slow a team down so the other team can contest. There really is no rush with it, so don't feel I'm putting pressure on you at all - I know life and I&A comes first! I really do appreciate your responses thanks again. Oh and yes, there WILL be bugs -- Snuck in my latest progress, will leave it alone for some time. I added flares for the Pawnee/OrcaBlack, removed thermals from vehicles and nerfed the BTR by removing it's Titan Launchers (so many small changes like this). Still having trouble with a few things though. http://www.speedyshare.com/w6Sbm/AW-20Invade-20-20Annex-20TvT-20V1.Altis.pbo
  13. Hi I'm bumping this thread to see if anyone has any ideas on how to take this forward. I have gotten pretty much everything done except for the conquest style capture points and the rewards split per faction. For some reason I can't get the AI to spawn via EOS at side objectives, even though I can do it exactly the same way in another mission. I left the MAS edits on the backburner for now, I really just want to get it functional. We're looking to host on our local server here. Come on you glorious code geniuses you, help a neanderthal out here. I know your time is limited and it does take a while to get a feel for it, but I'm not asking someone to make it work, just to kindly give me ideas on how it could be done and whether I'm on the right track or not. You don't even need to read all this stuff in the thread, the map pretty much explains it. Any feedback is appreciated, thanks in advance. http://www.speedyshare.com/kBbu3/AW-20Invade-20-20Annex-20TvT-20V1.Altis.pbo Just click on the header for the download.
  14. After endless hours of VAS and other editing and testing until my eyes bled, I think it's coming on not too shabby. I hope this could be a nice Zeus event mission and possibly something AW take on and host someday (a guy can have dreams ok). It's geared at 54 players (1 squad each side extra) but I dropped the cap to 38 players. Having 2 extra squads worth of slots does make teambalance harder but I'd like to see if it could run with decent frames with that many players. Please would someone help me a bit with some of my final goals for this mission? There are two critical issues facing me: 1) embed the objective capture point system into the init.sqf (I have all the assets there already in the editor). 2) create a way to assign rewards/notifications by who completed them. I have done all the other editing I can think of, including changing all the units to be spawned as resistance plus much, much more. Any support is welcome! Unfortunately I just don't have the knowledge to come up with the solutions myself right now. If I can get some direction, I reckon I can manage the rest to get it to a V1 that is playable. I've come this far I'm going to see it finished it somehow. An experienced eye looking over things would help a lot, I may well have missed something silly especially where dedicated server is concearned. Your feedback is much appreciated! You can download the test version below. For now there are no client side mods, but I think it would be cool to get them in at some point. if only for the name tags issue on vehicles etc. I'm sure people would also love to see the weapons packs in it. I just named the mission Team vs Team because I was tired. Could always come up with something snappy. Thanks for reading and taking a look! http://www.speedyshare.com/CUR2j/AW-20Invade-20-20Annex-20TvT-20V1.Altis.pbo -- 28/4 update to get scuba and urban missions working (no AI there just yet as I'm thinking about spawning them in traditionally vs using EOS)! Many more background changes. I'm preparing VAS configs and class restrictions to handle the new mas NATO and Spetsnaz weapons packs. I'm leaving them open to both sides, but restricting the extra models so its easier to navigate.
  15. Nice idea Jux, that could also spice things up a lot in the standard Invade and Annex with Zeus - would love to be the Opfor!! Yes I must admit making sense of Invade and Annex is not a simple business. Thanks for the suggestions I will look up the ALiVe Mod for sure, Youtube videos look good. I think in terms of players it's always going to be a bit tough at the beginning as people have to hear about it, play it and decide to tell others to play it. I think as long as it presents players with something unique then it's just a matter of patience and giving them what they want to improve their experience. Obviously having guys like Leutin make videos about your game mode is even better!
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