Arma 3
Hitman | Contract Killer v0.4!
Showing 1-8 of 8 entries
Update: 25 Apr, 2014 @ 3:13pm

0.4 - Simple patrol script updated to handler road positions - Holster gun script now saves attachments (Silencers) - Resolved #fffff error - Fired near handler is the same for all units - Added 2 police checkpoints in each town. Each checkpoint has one patrol group - NATO forces now shoot towards mercenaries - Decreased mercenarie accuracy - Mercenaries are sometimes called on after completing contracts - When leaving area mercenaries have a 50% chance of following player - Shoot target in the leg to incapacitate them and enable interrogation. - Interrogated targets increase the reward by 5 score - Player becomes wanted when spotted by 2 or more civilians firing. - Increased chance of gaining reward weapon in loot - Added phonecall mechanic. Player can now choose their target

Update: 24 Apr, 2014 @ 11:30am

Version 0.3 release I read everyone's feedback from v0.2 and the consensus was that 'AI is stupid' and 'It's too easy to complete contracts'. In v0.3 i overhauled the AI behaviors so stealth and patience is rewarded. To remain undetected the player must holster their weapon. Civilians will not answer your questions while you are showing firearms. To prevent getting a wanted level after killing your target you must ensure that no civilians are nearby. In addition successful contracts will drop loot. (Silencers, scopes, magazines). This is to add a sense of achievement and a simple progression system. (Dead soldiers no longer hold weapons and ammo) I aim to improve the progression system in future. Furthermore, i felt that the change clothes action in 0.2 was a little overpowered. To address my concern, players that are spotted shooting anyone will have to wait 30 seconds before they are allowed to swap clothes. In addition swapping clothes with a NATO unit will set the player side as WEST and CSAT will set the player side as EAST. Therefore making the type of clothes you take a strategic decision... not just a get out of jail free card. Finally i have added some new features. Mercenaries will start hunting the player at random times during the mission. The mercenaries will be targeted as enemies by NATO forces (Town police too). Thus rewarding patience and smart play. To balance this CSAT forces (East) will target the player while mercenaries are in action. The only way to remove the mercenaries is too kill them all OR swap uniforms with a CSAT unit. Another new feature is the dynamic music system. To build atmosphere music will play during the mission. When the player is 'wanted' or hunted by mercenaries the music will change to suit the mood . To address the bug of the dialogs disappearing after reloading from a save game i have added a addaction that will restart the dialogs. Full changelog 0.3 - Updated gear menu. Player is now given weapons after gear selection is complete - Addaction costs are easily changed using new variables in assassin init - Repairing vehicles now 'flips' them too - Changing uniforms changes player side to match uniform. - Targets "firednear" EV is only removed when the player is the shooter - Added action to restore dialogs - EOS and COS now wait for each other to finish before spawning (Should reduce lag in populated areas) - Added holster sidearm script - Approaching target with weapon drawn will cause them to spot you. - Targets now fight back when they have spotted you. - Added new bios and coversations - Removed obvious hats/glasses from targets to increase challange - If player is spotted killing unit then take clothes action will only work after 30 seconds. - Shooting target when no one sees is rewarded with re-set wanted level. - Added soundtracks. Themes and wanted soundtracks. - Mercenaries will sometimes hunt player. - Added tooltips - Killed targets now drop loot - Removed all weapons/magazines from soldiers when killed.

Update: 22 Apr, 2014 @ 6:04am

Update: 22 Apr, 2014 @ 6:00am

Update: 22 Apr, 2014 @ 5:55am

Update: 21 Apr, 2014 @ 8:29pm

Update: 21 Apr, 2014 @ 8:25pm

0.2 Customise starting uniform and weapon Score can be spent on repairing vehicles and losing wanted level (Take clothes addaction) Units face player and stand still during conversations Independent faction patrols towns too (As police) If target becomes aware that the player is a hitman then the player is classed as an enemy by everyone Improved AI patrol Range variable now effects warzone targets Added new conversation options Players information is shown by default

Update: 18 Apr, 2014 @ 12:07pm