To create an atmosphere of "Please give me a nice patrol in the South, i don't wanna go to the North Momma" which as suggested means bringing back the patrol mission type all over the South, but only either spawning a few enemy specops or very rarely a large attack to keep you on your toes. Make more of a distinction between mission types and locations. Gonna try and make this myself but feel free to nab the ideas cause i'm so busy at work yadda yadda yadda, really is one of the best things to come out for OFP/ArmA as it is so flexible and easy to configure, and very well converted i have to say. Hasn't been tested as much as I'd like but as Arma 2 is on the horizon I thought I'd have a last stab at it.Īlreet there these are my ideas of what could happen with this (having played the original in ofp i have a fair idea that it can all be done) Headhunter, go into enemy territory and kill at least 20 units. Sprinkled some fairy dust over a few misc files, description.ext, briefing, mission files etc.įixed too many units spawned in Armour groups Tweaked DAC config Events, have a suspicion DAC units' eventhandlers weren't configured correctly Spawning a few more enemies from the Bases I'm a bit rusty so god knows what I've broken now!įixed no evac in POW mission if they're killed before player arrives Tweaked rearming action, can now only be done after a mission like reinforcing Removed G元 references to stop conflicts with the SLX modįixed temp base medtent deleting on purge if player nearĪdded hint for distant reinforcing/rearming ![]() Stop some units spawning at main base, it was getting a bit busy More tweaks of looping scripts and deleting scripts Hopefully fixed the unit and vehicle not deleting problemĪdded mission specific music and tidied other musicįixed the Player EH broken in last versionįIxed the missions played counter broken in last versionĪdded differential in mission choice script for whether it's at main baseĪdded dialog at created bases for transport back to the main base, getting new recruits and transport for missionsĪdded ability to evac back to other basesįixed the Player EH broken in last version when bulletcam is used Using the dialogue this can be used as an alternative to the traditional helos.<-Removed for Anger Management issuesįixed the spawning unit problem on the patrol missionįixed the move spawned unit script, should be more variation for the spawned units This is received by rearming once a mission is over.Īdded abort mission option back at base for the Raid mission.Īdded Transport Helo. If you're good enough you can earn 100 extra points per mission. Monitoring key units and vehicles at the base and will now respawn them at mission endĪdded accuracy bonus. NOw keeping track of a few more stats, total deaths, E and W kills, player kills and player shots fired.Īdded timeout message to difficulty dialogue startĪdded Intel action at one of the huts, has to be earned though Infantry spawns from bases like the tracked and wheeled units Still considered beta but more robust than before and certainly less laggy, I hope!Īdded outro win 100 vulcan and 2 Hummers>200 m1 >350 another m1, hummers and strikers ![]() Īny takers? Please PM me if you're interested. It would be good if I could get a couple of Beta tests on it before I upload it for public consumption. The dynamic campaigns are a good way of doing this, there are currently 5 6 mission types with approximately 29 33 different locations and some random patrols courtesy of Kronzky's UPS script. There isn't any radical new ideas from those missions but I got bored playing the official stuff and wanted to explore the island a bit more. It's mostly based on the Dynamic War template with elements of CCE ![]() I'm currently finishing off a dynamic campaign ported over from Tacrod and Sanctuary's work in OFP.
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