kennychr Posted December 17, 2013 Share Posted December 17, 2013 So Ive spent the latter of 2 weeks making a mission inside the ALiVE-mod. For you who dont know ALiVE the basic functions of the mod is very similar to MSO from A2(same guys who made that) Key features are : Features: ALiVE features the revolutionary Virtual Profile System that supports thousands of units operating simultaneously across the map with minimal impact on performance. Unlike older caching systems, Virtual AI groups will continue to move, operate and fight and will seamlessly spawn into the visual game world when players are in range. ALiVE identifies key military, industrial and civilian installations automatically for any map. It uses an advanced, multi-layered AI Operational Command structure which assesses the strategic, operational and tactical situation across the battlespace, analyses the relative strengths of enemy and friendly forces and issues missions accordingly. The result is a fluid, dynamic and credibly realistic battlefield as forces modelled on real world Combined Arms doctrines fight for key objectives. So you get the gist, large scale war with minimal server stress. The mission I have made is geared more towards us at AW, and when the player persistancy is added we wont need to start the mission again from scratch,say if we take a town and we call it a day,we log, and next time it will start exatcly where we left of. Now lets get to the basic outline of the mission: CSAT have taken 3-4 towns N--NW of the main airfield of Altis and also have landed forces in Kavala. BLUFOR have a 2-squad+Reconfireteam group stationed on the military airfield SOUTH of Feres, they also have available following land vehicles: 1xM2A1 SLAMMER, 1xAMV-7 Marshall, 2xHunter GMG, 2xHunter HMG, 4xHEMMT Transport for ferrying building supllies for FOB's. Available air assets are: 1xCH-49 MOHAWK, 1xUH-80 GHOSTHAWK, 1xMH-90 LITTLEBIRD. Also on station is 1xAH-9 PAWNEE and 1xAH-99 BLACKFOOT that can be radioed in for CAS. The mission is simply to deal with the invading forces! I would like to run a test of the mission as a game night some time soon if possible,to iron out bugs and stuff in the added scripts. Ill add some pictures later of the AO and some intel from locals depicting the invading forces. Update 0.6 -tweaked zones and added cqb module for kavala and pyrgos. -INS tweaking and adding of people who can revive. -Updated igiLoad to 0.97 -added c130j by thebuu, this enables transport of large quantity of personell and hardware exept for armor.(transport and cargo version) -reworked recon teams into two 4man patrols. -added 4 chopper pilots and 2 pilots. razgriz33 1 Link to comment Share on other sites More sharing options...
AdamStain Posted December 17, 2013 Share Posted December 17, 2013 I'm in Link to comment Share on other sites More sharing options...
kennychr Posted December 18, 2013 Author Share Posted December 18, 2013 Pictures have just been uploaded by our civillian asset working in Kavala: Link to comment Share on other sites More sharing options...
razgriz33 Posted December 19, 2013 Share Posted December 19, 2013 A lot of air units! When and where? Link to comment Share on other sites More sharing options...
kennychr Posted December 20, 2013 Author Share Posted December 20, 2013 Yeah the mohawks the so you can lift the large bunkers, and the CAS units are controlled by AI like in MSO for A2. Im probably noy have anytime to do some playing before after the 24. Link to comment Share on other sites More sharing options...
Jager Posted December 20, 2013 Share Posted December 20, 2013 How is the server performance compared to invade & annex? Link to comment Share on other sites More sharing options...
kennychr Posted December 29, 2013 Author Share Posted December 29, 2013 So im thinking about playtesting this on the 6th of january if anyone is interested, ill send raz the .pbo on monday if get some spare time after work. Link to comment Share on other sites More sharing options...
Danny_S Posted December 29, 2013 Share Posted December 29, 2013 Sounds good! I'm in! Never got much chance to play MSO on A2 so this will be awesome Link to comment Share on other sites More sharing options...
Bruce Posted December 30, 2013 Share Posted December 30, 2013 I have to say "I'm in !" depending on time constraints etc. been waiting to do something more 'tactical' with you guys rather than running in shooting and dying with the CoDDers and BeeFers Link to comment Share on other sites More sharing options...
Stuffedsheep Posted December 30, 2013 Share Posted December 30, 2013 I'll be there Link to comment Share on other sites More sharing options...
Bruce Posted January 4, 2014 Share Posted January 4, 2014 After playing some today, i have to say... That was freakin' awesome Link to comment Share on other sites More sharing options...
Rockfrog Posted January 6, 2014 Share Posted January 6, 2014 I'm interested in joining in on this. Link to comment Share on other sites More sharing options...
kennychr Posted January 6, 2014 Author Share Posted January 6, 2014 Im doing some changes to the mission before a game night will be held, IE looking at the revive script and adding some vehicle respawn and sorting out the garbrage collector so the frames keep stable Link to comment Share on other sites More sharing options...
Bruce Posted January 6, 2014 Share Posted January 6, 2014 in regards the Revive stuff, I presume you mean restricting the ability to Combat Life Savers; Maybe I can ask for yours and others thoughts on a suggestion? http://www.ahoyworld.co.uk/topic/2555-combat-life-savers-revive/ **EDIT** I have cut n' paste this to the ideas box, Link to comment Share on other sites More sharing options...
Jager Posted January 8, 2014 Share Posted January 8, 2014 How was the performance during the testing? Link to comment Share on other sites More sharing options...
Bruce Posted January 9, 2014 Share Posted January 9, 2014 How was the performance during the testing? depending on the host, but due to the low player count (about 15 of us at peak ?) it was really good FPS and lag free. I wasn't around when it was posted on the AHOY server, so can't say more than that Link to comment Share on other sites More sharing options...
Dingo Posted January 9, 2014 Share Posted January 9, 2014 Performance was good but I think we still had that fps fall off after time not a quick as usual though, Alive mod is more about the way Ai are handled and behave closer to an actual player would, rather then just stand and return fire, there are some performance boost with the caching that's done, there is still the dandruff build up that eventually bogs the fps, lots of theories on the BI forums about it, but like I said I reckon it's dandruff, dust, GSR, pollen, and spent bullet rounds travelling and spinning extremely slowly being processed constantly and maybe not cleaned up at all that may be causing this fps drops, Link to comment Share on other sites More sharing options...
Bruce Posted January 9, 2014 Share Posted January 9, 2014 spent bullet rounds travelling and spinning extremely slowly being processed constantly and maybe not cleaned up at all that may be causing this fps drops, Oh crap ! .. then it's MY fault ? the way I go through four boxes of Zafir ammo in miliseconds Link to comment Share on other sites More sharing options...
kennychr Posted January 15, 2014 Author Share Posted January 15, 2014 Updates\changes on the mission: -Tweaked the amount of units in large sectors (charkeia,pyrgos) -Changed the sector around the main airfield to include airfield and upped the ai spawned here to simulate a HQ/center of supply chain. -Tweaked the time for vehicles to respawn, changed some respawn settings and for the next update im adding a resawn for the recon unit(which are stationed on top of Agios Stemma. -Changed from sector display to military intelligence( this is more akin to MSO style reporting of EI,shows movements for 15minutes in some places,not whole map. Will add some immersion so you actually need to recon, not just go to that red square) -Fixed the possibility that an IED could spawn inside the starting base. -Considering upping the ai more so they engange from further away.FEEDBACK ? -Considering adding CIVS to some of the larger towns,simulating people fleeing to larger cities to get away from the war. FEEDBACK ? Link to comment Share on other sites More sharing options...
Danny_S Posted January 15, 2014 Share Posted January 15, 2014 I'm all for the civs being added in as long as they don't decrease performance too much! Link to comment Share on other sites More sharing options...
kennychr Posted January 15, 2014 Author Share Posted January 15, 2014 Thwy get cached by the profiling system Link to comment Share on other sites More sharing options...
kennychr Posted February 25, 2014 Author Share Posted February 25, 2014 Update 0.6 -tweaked zones and added cqb module for kavala and pyrgos. -INS tweaking and adding of people who can revive. -Updated igiLoad to 0.97 -added c130j by thebuu, this enables transport of large quantity of personell and hardware exept for armor.(transport and cargo version) -reworked recon teams into two 4man patrols. -added 4 chopper pilots and 2 pilots. Link to comment Share on other sites More sharing options...
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