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AJsarge

8-Apella
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Everything posted by AJsarge

  1. Looking at it in the editor, there's a few issues. First, the officer has no "playable" or "player option on it, forcing him to be AI controlled. Second, the trigger that makes you finish the mission is a "lose" trigger. It needs to be one of the other ending triggers. I'm poking about right now, but it really ruins the experience once you know what you're up against and what's available for escape. But, it's sloppily done, and could use a few tweaks here and there. I'm fixing the officer to be a player (and changing him to a squad leader instead) and bumping up the player count to 8 (leader, corpsman, automatic rifleman, rifleman (136), and 4 more riflemen). Should be good. PS: And I'm adding a few more pre-placed squads near the escape routes.
  2. Great so far! Just remember to keep it simple. You can link to the vehicle section of the other guide, but keep the information we NEED to know simple. Things like the rules (always use taxiways/runways, No goofballing, only attack targets you're asked to [unless given a general "kill" order, and then it's only what you're told {CAS for example, or SEAD}], etc.) and procedures need to be easy enough to memorize for the test. I don't want to have to remember a whole instruction manual just to fly a virtual airplane. Maybe keep it to a small page of info. And on the taxi'ing in specific: I like setting up takeoff/landing to one direction (always southeast-bound? So that we minimize risk of head-on collisions), but forcing the helis (and sometimes F-35B/AV-8B) to use the taxiways and runway is a bit much. Unless it's an emergency, they should never cross the runway, and can't cross the helipads unless they are landing. But keep up the good work. We'll start cutting off chunks when you're done with it.
  3. Namalsk is a beautifully done map. And I actually meant that it was too big to DOWNLOAD, not too big taking up space on my HDD.
  4. Agreed on the islands. It's a pain already to keep standard addons in check, currently WiP maps would be worse. The reason why sahrani isn't played as much is because of the HUGE download you have to do for CAA1. I looked at it, and decided it wasn't worth doing. On the "themed" towns, just take your current towns, and add a variable. If it pulls up a tank base, you get extra tanks there. Helis, helis. Infantry, ditto. That is added onto what's already there. And the storyline domi: Maybe start with a base at the cherno docks, first taking the (VERY heavily defended) city by foot. you then get access to the respawning humvees (which should despawn after 5 minutes so that nubs not on TS can be allowed to take them) and the MHQs. Capture the Balota airport next (which would have a red circle until capp'd, then switch to the standard main base setup with no circle), and you get A: A second non-moving spawn point and B: access to lift/wreck choppers and reward vehicles. From there, it goes into the standard domi route (randomly picking towns) until you hit the host-set town limit. You can also have a set path (say taking elektrozavodsk, then the towns north of there, then farther, etc.) available in the parameters menu. Little details to try.
  5. What missions did you guys play? Because I know that the Cipher one has a few odds and ends that would provide some replayablity. Or at least something different from domi.
  6. If you want the capabilities of the MV-22 without the hassle, there's some M-53 addons coming out (one of which is usable, and you can freely DL it if you can find it, but not public yet due to a legal snafu) which would be suitable for heavy-lift operations. I'm hoping for one which has been neatly polished and with a set of guns (miniguns in the door and side hatch, minigun or .50 M2 on the ramp) to be released.
  7. o/ *raises hand* No special 3-screens or Track-IR, and I'm a little more daring than others when choosing LZs, but I fly a mean rotary-wing and am working on mastering the Osprey.
  8. The FARP idea was really to change the service points to more mini-bases. Somewhere you can park the MHQ and have it decently defended (possibly having AI man most of the defenses). Removing the vehicles from them was an odd idea that I don't know why I mentioned it. But it'd just be there with 4-5 humvees and a MTVR, ammo, and a repair point for vehicles/helis/F35s. No parachute, teleporting maybe.
  9. A couple things to change/add A. Remove all humvees from the rewards. With the respawning set we don't need any more. B. Change the HH-60 that delivers ammo/humvees to a C130. Makes for faster deliveries in the southern regions of the map. C. remove the ammo boxes that are sitting behind the MASH. Try adding one or two like the ones you can load onto the MHQ. D. Add MH6's FARPS in, or just make them where you currently have the vehicle service points. And maybe remove the vehicles already there. Otherwise, some very nice changes to the map.
  10. Just thinking about the different things we could do, following the "Land Domi" name... A. Remove the MH-60S lift choppers and replace with MTVRs (removing the current two there, and keeping the ammobox loading) B. Remove the lift script entirely C. Change the Wreck Chopper to the Salvage Truck D. All salvage trucks use a modification of the emplacement loading and lift scripts to carry wrecks ("Load Wreck" puts it "in" the truck like emplacements now, Tow Wreck AttachTo's it to the truck) E. Pull the Repair Truck script from Evo and use that instead of having all the ammo/fuel trucks. F. Remove ALL aircraft rewards and move the vehicle reward area closer to the tower. Keep the MHQs and their respawns. In pubby games, people would whine and cry otherwise. And possibly add in the motorcycle/bicycle spawns next to the flag. This removes the idiots taking the choppers, and we may even be able to move the base away from the Airfield. Maybe somewhere like where we would put the FARPs. If I knew anything about how the scripting works, and where to look for that little bit I want to change, I'd try doing it myself.
  11. One more thing you can do, is change the Platoon leader (what's the reasoning behind the extra guy anyways?) and Arty/Rescue operators to Force Recon Commanders instead of the officers. Oh, and making the MV-22 act like the C-130 and be able to carry vehicles/statics as well as the "Start/Stop Jump" button.
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