MH6~SPARTA~ Posted July 8, 2010 Share Posted July 8, 2010 I was under the impression Takistan and the Takistani army were modeled after Pakistan, not Afghanistan. Thus, they'd have a formidable military force, not just some insurgents with AKs and RPGs On the other hand, I do like the idea of small scale combat in an Afghan-style conflict. But I don't want to see ONLY that. I.E., some missions could be against a Taliban or Al-Queda kind of enemy, while the others could be against a Pakistani kind of enemy. Could even draw an imaginary line through the map of Takistan and call that the Afghanistan/Pakistan border--would lead to some interesting missions. Or not, just a thought. I think of it like Iraq. Fighting a mobilized military force, but also having to contend with local insurgents and IEDs too. Link to comment Share on other sites More sharing options...
KalXen~SPARTA~ Posted July 8, 2010 Share Posted July 8, 2010 While we are still pondering ideas on building a new map, I' help Zeno stabilize the current Dom. Odd stupid bugs that should of been caught before Dom was ever released to general public or annoyances: Currently working on: Increased size of AO's Increased # of units Increased AI Set default behaviour to combat instead of safe Fixed the comm tower to a visible object Removed the mass graves Now, as for figuring out what the patrol are doing, I decided to force the map on my dev to create markers for all the waypoints they are going to first. What I found was suprising at the least.. the patrols are all given random spots to the south of the AO.. waaaay south. You can see on the image below. 0's are initial points, and 1's are backup starting points if the 0 was invalid. As you can see, that code logic is broken and I'll take a look. Link to comment Share on other sites More sharing options...
Durka-Durka~SPARTA~ Posted July 8, 2010 Share Posted July 8, 2010 I was under the impression Takistan and the Takistani army were modeled after Pakistan, not Afghanistan. Thus, they'd have a formidable military force, not just some insurgents with AKs and RPGs On the other hand, I do like the idea of small scale combat in an Afghan-style conflict. But I don't want to see ONLY that. I.E., some missions could be against a Taliban or Al-Queda kind of enemy, while the others could be against a Pakistani kind of enemy. Could even draw an imaginary line through the map of Takistan and call that the Afghanistan/Pakistan border--would lead to some interesting missions. Or not, just a thought. I think of it like Iraq. Fighting a mobilized military force, but also having to contend with local insurgents and IEDs too. If that's the case, then yes, fighting Pakistan would be much like fighting in Chenarus. They have lots of armor and some helicopters as well. It wouldn't be "unique" I guess you could say. The idea of drawing an imaginary line and treating it like a border is excellent. You could put "border crossing" guards on each road, and could script them to fire on you if you move across. Of course, there would be places you could sneak across without being detected. You could put the two big cities on the Pakistani side, with their armor and such, and the rest on the Afghan side. EDIT: Can anyone send me a screenshot of the map? Just for kicks? Link to comment Share on other sites More sharing options...
KalXen~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 Done: Increased size of AO's Increased # of units Increased AI Set default behaviour to combat instead of safe Fixed the comm tower to a visible object Removed the mass graves Fixed the patrols walking outside of the AO's. Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 Good job Kal, as always. To be clear Kal is talking about the secondary com tower which we could never find. Link to comment Share on other sites More sharing options...
Durka-Durka~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 I saw where there was an error with ammo drops on hillsides. Apparently, they go straight through the map. Not sure if that can be fixed or not, but just highlighting it. Link to comment Share on other sites More sharing options...
DeltaSierra Posted July 9, 2010 Share Posted July 9, 2010 (edited) I saw where there was an error with ammo drops on hillsides. Apparently, they go straight through the map. Not sure if that can be fixed or not, but just highlighting it. There's another problem with the air dropped ammo boxes anyhow, even if they do get down and you are able to get into them, they have very limited supplies and you can't take ANYTHING out of the box, you can click as much as you want, you'll never be able to get anything out of the boxes. Edited July 9, 2010 by DeltaSierra~SPARTA~ Link to comment Share on other sites More sharing options...
KalXen~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 Sometimes when I hear these bugs I get speechless, because I have fixed those errors before in our Sparta Opfor map. I had rewritten the entire call drop system, etc. Just amazing. Link to comment Share on other sites More sharing options...
Lightspeed~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 lucky we have Kal and other legends taking care of business for us - thanx. Link to comment Share on other sites More sharing options...
Phisher~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 Possible idea? Winning the hearts and minds of the population. The single player has an interface that already replicates this. Basically if you complete certain objectives the Independent forces will either be friendly or enemy to you. Example scenario: A Takistani warlord is trying to make his escape. There are several routes he can take to escape in a vehicle we don't know which one it is. If we kill him and bring proof to the independent leader they will be friendly to us and possibly help attack AO's, or give us protection on certain roads. If he escapes than they lose confidence that we could succeed and join the Takistani forces. The independents could be implemented into AO's or have random spawns across the map. Along with this idea, we could get warning that a civilian controlled town is about to be attacked (20 minutes warning) If we can defend the town, and its inhabitants from the Takistani forces than we succeed and they support us. If we fail then they join the enemy. Other possible ideas: IED's, basically random spawns on certain high-traffic roads. When a BLUFOR presence trigger is true, the ordinance will explode (make it a % of success so that they don't always explode) I don't think we would need to create a bomb ordinance team, that would be cool but more difficult to create (if I am correct). Just the ability to destroy it with conventional explosives. Also in single player was a hostage rescue objective that was time relative, not like the 20 minute warnings we get in current dom, but you have say 30 seconds to neutralize the hostage taker once in a certain radius. Finally, right now assets act as the carrot in front of our faces when completing objectives. Along with winning vehicles we could also have it so certain realities change in-game. For instance, if we complete the AO that is near the Northern Airfield it unlocks 2 AI Controlled A10's that will fly over the map every 20 minutes or so and then despawn or Protecting an independent controlled town will now create a small independent squad that spawns at each friendly AO and protects them. Hopefully these suggestions help. Link to comment Share on other sites More sharing options...
MH6~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 Some good ideas Phisher. ... IED's, basically random spawns on certain high-traffic roads. When a BLUFOR presence trigger is true, the ordinance will explode (make it a % of success so that they don't always explode) I don't think we would need to create a bomb ordinance team, that would be cool but more difficult to create (if I am correct). Just the ability to destroy it with conventional explosives. I've actually written a script for this already, along with suicide bomber civilians. For the IEDs, a unit is spawned nearby. This unit will keep watch over the IED location, either from within a house, roof, alley ,etc. If they see enemy troops near the IED, they will detonate. If they aren't near the IED at the moment, they won't know of the enemy troops, and won't detonate the explosive. This is also true if they are killed. The suicide bomber on the other hand acts like a civilian, wandering around town. Should he see an enemy though, he will try to close the distance between them so he can detonate. Could also add logic to make the unit prefer detonating when a higher number of enemies are nearby. Whether or not either of these scripts will be used has yet to be decided upon, but they're there, and they work nicely. Some other things I thought about adding: Car bombs, and mortar/spotter teams. Take out the spotter, mortar fire stops (for the most part). Spotters would be hiding inside buildings, on roofs, etc. Car bombs would either be parked or driven. Kind of morbid I know, but that's life. Link to comment Share on other sites More sharing options...
Durka-Durka~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 Kind of morbid I know Yeah, I know. Link to comment Share on other sites More sharing options...
Yankee~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 (edited) Having an actual populated ao with both civilian and opfor forces would be awesome. No longer would i be able to sit on a hilltop with the M107 TWR and just pop anything thats white and doesn't have a name tag. You could even set a threshold where, if >35% of civilian lives are lost, they turn and take up arms against you. Team that with the IED's, car bombs, and suicide bombers, and you've got yourself a damn realistic AO. Out of curiosity, what is the distance that the spotter for the IED is set to be away from the actual bomb itself. Usually, any enemy not hiding is killed long before the forces get within a distance where an IED would be effective. Unless of course the placement is completely random and not just for the AO area. Even then how many people actually drive across the map? Just some thoughts. Keep up the good work. Edited July 9, 2010 by Yankee~SPARTA~ Link to comment Share on other sites More sharing options...
MH6~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 ... Out of curiosity, what is the distance that the spotter for the IED is set to be away from the actual bomb itself. Usually, any enemy not hiding is killed long before the forces get within a distance where an IED would be effective. Unless of course the placement is completely random and not just for the AO area. Even then how many people actually drive across the map? The IED setter would be unarmed, so whether or not he dies is determined by the civilian casualty rate--or, if I can find something to make him carry to resemble a detonator. Then there'd be a way to distinguish him. Link to comment Share on other sites More sharing options...
GooniversalSoldier~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 Even then how many people actually drive across the map? We have been doing a fair number of convoys recently. Though i suppose around the base and AO would be good high traffic areas for IEDs As for the suicide bomber...if there arent other civilians around this will be kind of obvious, so id suggest we add civs so we dont just pop everything we see. Plus, if you could make him yell stuff while charging someone that would be awesome. Link to comment Share on other sites More sharing options...
MH6~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 We have been doing a fair number of convoys recently. Though i suppose around the base and AO would be good high traffic areas for IEDs As for the suicide bomber...if there arent other civilians around this will be kind of obvious, so id suggest we add civs so we dont just pop everything we see. Plus, if you could make him yell stuff while charging someone that would be awesome. Yes, civilians are a given. If there are no civilians, there's no point to it. Though actually I thought this was the thread for the custom Sparta map, not the Domination map. I won't be working on anything in Domination, so it's up to whoever does to implement any of this. Link to comment Share on other sites More sharing options...
Yankee~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 Oh very true...are you working on missions? Link to comment Share on other sites More sharing options...
KalXen~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 There are internal discussions ongoing for a new Sparta project. We will provide details if/when necessary.. but it will be a longer term activity. Link to comment Share on other sites More sharing options...
Durka-Durka~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 everything we see. Plus, if you could make him yell stuff while charging someone that would be awesome. Please, for the love of pete, no. Anyways, here are a few things I'd like to see, after playing TacDom, is... 1. An option to hide the radio tower/camps on the map 2. All infantry AOs. 3. Pretty much everything that ArmaII domination had that we had tweaked for so long EDIT: Oh yeah... 4. Varied AOs. Instead of fighting just in towns, which are mostly located in valleys, put some AOs on top of a hill or ridgeline, where we have to assault up it. Link to comment Share on other sites More sharing options...
Durka-Durka~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 I noticed a bug tonight, and not sure if it's a part of the game or what, but at night, when you have your NVGs on, and you scope in, you can't use the NVGs, so it's just a black blob. So, basically, fighting at night is useless at the moment. Link to comment Share on other sites More sharing options...
Lightspeed~SPARTA~ Posted July 9, 2010 Share Posted July 9, 2010 (edited) I was having a chat to Kav about the IED stuff (he's currently working on something tasty for us) and it should be easy enough to set it up so that if friendlies walk near an IED that it will advise that an IED has been detected. They must then hold their position (not leave the trigger zone) until an Engineer (Bomb Disposal Specialist) can move in to their position and defuse the bomb (this process of defusing may not work everytime and all may blown to kingdom come - so there will be some tense moments for all). While the units are waiting for the Engineer to move in they wil have to defend their position against opfor who may be triggered to move in on our units at the same time the IED trigger is activated. Edited July 9, 2010 by Lightspeed~SPARTA~ Link to comment Share on other sites More sharing options...
KalXen~SPARTA~ Posted July 10, 2010 Share Posted July 10, 2010 3. Pretty much everything that ArmaII domination had that we had tweaked for so long Hah... planning to dedicate time to our own creation. Can discuss with you next time we're online. I was having a chat to Kav about the IED stuff (he's currently working on something tasty for us) and it should be easy enough to set it up so that if friendlies walk near an IED that it will advise that an IED has been detected. They must then hold their position (not leave the trigger zone) until an Engineer (Bomb Disposal Specialist) can move in to their position and defuse the bomb (this process of defusing may not work everytime and all may blown to kingdom come - so there will be some tense moments for all). While the units are waiting for the Engineer to move in they wil have to defend their position against opfor who may be triggered to move in on our units at the same time the IED trigger is activated. There is a canned IED script out there that does this already. I hope Kav is just working it out instead of rewriting one. Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted July 10, 2010 Share Posted July 10, 2010 I noticed a bug tonight, and not sure if it's a part of the game or what, but at night, when you have your NVGs on, and you scope in, you can't use the NVGs, so it's just a black blob. So, basically, fighting at night is useless at the moment. No they have specialised the equipment, if you use a scoped rifle it has to be NV or TWS, many scoped rifles have secondary battle sights press num pad / key. Link to comment Share on other sites More sharing options...
KalXen~SPARTA~ Posted July 10, 2010 Share Posted July 10, 2010 Zeno - here is the fix for the "Call Drop" for ammo box. Very simple: \x_server\x_createdrop.sqf, line 114. Add "USBasicAmmunitionBox_EP1" into the array. Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted July 10, 2010 Share Posted July 10, 2010 excellent Kal, I'll sort that out Link to comment Share on other sites More sharing options...
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