3 Commando Brigade

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Posted: Sat Feb 14, 2015 12:57 am     Super secret spam barrier
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Public Server Missions


There are probably around 100+ AI in each square kilometre of the current public server mission.
Heavily populated areas have more units in houses.
Mountainous/forested areas have sporadic patrols.

If you're finding only a few contacts here and there, it's because they have all already been killed and you're late to the party. If you can't find any enemy and the red areas have been turned green, ask an admin for a server restart.

Anyway, the desire to have more side missions is of course fine and we'd all love that. However, this takes a massive amount of work to hand-code in, so until Evrik and Dom finish their auto-mission generator, or @Alive gets it's act together with side-missions that actually work, or Goodson finishes his insurgency port, you'll have to make the most of what you've got.

It's very hard to make the public server mission suit everyone's taste.
It has to run 24/7, provide a challenge for 4 players or 40, have multiple objectives and yet still give something to do when they've all been completed, cater to those that want insurgency style and those that want full on battles with combined arms warfare.


Posted: Sat Feb 14, 2015 11:11 am     Super secret spam barrier
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Building public missions is remarkably hard.

Potentially harder than setting up ops by a mile as you need to account for a mission that may be running for 24 hours or longer !

Remember we're also hamstrung by a game that "breaks" each time it gets updated - with modders who do not properly code/config their mods and with pre-made mission's or playtypes that don't suit us or the Unit.

Trust me - as someone who did it "Literally" non stop for 4 months last year Running/building/developing public missions is a nightmare.

I suppose we could re-code our old insurgency mission ? Apollo - want me to dig out all the old mission files ?

SJ 


Posted: Sat Feb 14, 2015 11:47 am     Super secret spam barrier
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Serjames wrote:
I suppose we could re-code our old insurgency mission ? Apollo - want me to dig out all the old mission files ?

Yeah mate, that could be useful.

I've been taking a look at the insurgency mission available for Altis, but was hoping Goodson would finish his development of the 'auto-insurgency' for any map as that would save millions of hours of work.


Posted: Sat Feb 14, 2015 12:42 pm     Super secret spam barrier
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@Apollo have copied across all my missions + some others I found in the archive - probably need to discuss what needs to be done to translate them across to current Script Protocol and units/mods etc.... might be you just use the "Insurgency" code etc

Rar File is stored on the 3cb Server - root in the FTP 16mb archive


Posted: Sat Feb 14, 2015 1:09 pm     Super secret spam barrier
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I've recreated Insurgency from the ground up to resemble classic A2 Insurgency.

I stopped working on it since it's very likely (*wink* *wink*) it will be released in the next ALiVE update. However, if people are getting bored with the current missions, I could finish it off and get it up on the public server (after testing ofc).


Current features:
- Enemy weapon caches are spawned at random inside buildings, Opfor rebels attempt to defend these at all costs.
- Blufor must locate and destroy all ammo caches.
- Room clearance is very important - high chance of enemies hiding in buildings.
- Chance that insurgents roam around a town.
- Enemy vehicles - ranging from technicals, APCs, and tanks (although tanks are very unlikely)
- Small chance that enemies will drop intel when killed - provides intel on cache positions via map markers.
- Static rooftop weapons - ranging from AA, AT, and MG.
- Completely dynamic - works with any map without any extra setup.
- Completely configurable - intel spawn chance, cache count, static weapon count/type, vehicle count/type, etc.

To do:
- Civilian interaction system.
- Small chance of suicide bombers (chance decided by civilian relations with Blufor).
- IEDs (chance decided by civilian relations with Blufor).


Image
Intel

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Intel (more intel collected = greater intel accuracy)

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Static Weapons

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Enemy Vehicle

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Cache destroyed

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FOB Clyde (vehicles to be added)


Posted: Sat Feb 14, 2015 1:14 pm     Super secret spam barrier
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Jamie, just a word of caution, don't go too nuts with the base template - it's just wasted Object clutter if it gets too complicated... Looks dead cool though :-)


Posted: Sat Feb 14, 2015 1:21 pm     Super secret spam barrier
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Yeah it could do with a little scaling back. I didn't make that base btw, Clyde did - so he gets all the credit ;)


Posted: Sat Feb 14, 2015 2:11 pm     Super secret spam barrier
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Goodson, I'd be interested in taking that code and using it for the next public server mission, but on a different map.
Would you mind, or do you want to do it?
I'm not holding my breath for Alive's insurgency, as Alive doesn't even work too well in default mode on many of our maps at the moment.


Posted: Sat Feb 14, 2015 4:50 pm     Super secret spam barrier
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Wouldn't it make more sense to use Jamies version of insurgency? That way we have all control over features, code and updates.

If we run in to any problems Jamie can fix it asap where if we use alive it could break and then we're stuck.

Image


Posted: Sat Feb 14, 2015 6:06 pm     Super secret spam barrier
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We do have an A3 Patrol Op's on the rotation, but it doesn't currently fit with the new maps we are trying to introduce / validate.


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