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see when it loaded it dropped me stomach first from about 75 meters up with out a parachute and killed me, then it halo dropped me. wierd.
i also took a look thru mp lan, pretty cool stuff.
i'd very much like to play this solo since theres ai to fight. im sorta a solo PVE guy when it comes to arma game play.
anyway,this scenario is fun.Great job
Anyway,how to check how many AI Units that still alive?
40 AI Units I think
+ SafeZone is now randomily placed at start of match, rather than a fixed position (center).
+ Added more player/unit tracking intervals (1,5 & 15 seconds options added)
+ Spawn Type option added
- All Units Halo Drop
- All Units Spawn On Ground
- Player Only Spawn On Ground (AI Halo)
- AI Only Spawn On Ground (Player Halo)
+ Ensured AI units get killed by restricted zones, they'll move to Safe Zone if no targets in range.
Imagine that nearly all the zones are restricted and all the NPCS restort to flying their parachutes and walking to the safe zone just to live and there being a all out war with Players/NPCs.
When you made that A.I improvement the NPCs sorta felt like players lmao!
Here are a couple features I'd love to see.
Features:
*Dynamic AI Count (X number of bots that roam the map)
*(In Parameters options) Being able to modify what weapons are most likely to spawn in a supply drop.
*(In Parameters options) Spawn directly on ground instead or parachute.
*(A.I Feature) A.I will move to a more safe zone if the Zone is becoming restricted.
*(A.I Feature) A.I will loot nearby supply drops and will randomly be rearmed with a weapon. Then the supply drop will disappear. (Memory Optimized)
*(A.I Feature) A.I will persue the highest bounty player/NPC (Should be a parameter) (NPC Aggresion)
*A Safe zone could have a tower in the middle like a minature fort or something.
*Vehicle Density (Forgot if this feature is included)
*A.I Persue the safe zone agressively instead of being the restricted zone. (Near the end of the match, NPCs are harder to find since they're stuck in a restricted Zone and are rarely affected by the bombings since only Players are recognized by the bombing script.)
*Player tends to teleport ontop of perachute when landing causing player to injure themselves or die.
*A.I will walk out of the map unknowningly, I don't know how your code handles that situation. Maybe kill them or teleport them into a random square on the map.
- Improved AI behaviour; AI will head to blue zone when no targets are within range (800m)
- Updated/Fixed valid target types (players were not targeted correctly by AI)
- AI will no longer hunt and shoot empty vehicles :/
- AI parachutes that drift over water will be immediately killed (they will respawn again)
- Improved AI spawn code, used technique from mt CrazyTownMP mission so that this mission doesn't hit the group limit (causes wierd AI spawn issues).
- Removed player fatigue.
- Disabled save option when exiting game.
- Fixed uniform issues, all checked and work.
- Fixed bug in crate spawner that didn't add items correctly.
- Restructured player/AI unit configuration.
- AI auto refils ammo on empty (trial).
Changes ported over from Stratis with 1 new feature added...
- Maximum AI units increased to 50 from 20.
- Marked For Death optimisations/bug fixes.
- All weapon types included (missing ones added).
- Briefing added (How to play on map screen).
- Loading image added.
- Respawn delay changed from 60 to 25 seconds.
- Added player score display to track kill count.
- Increased player slots to 80 due to request from community.
- Marked for death implemented, top 3 players will be tracked by yellow skull symbol every second.
- Fixed AI player tracking bug, limiting tracking to first 16 slots.
- Removed redudant variables
- Fixed unit type bug with soldiers (not civs) being available from addtional player slots created from last patch.
- Added new UI element that warns when the game/mission is about to end. 10(18 in total) remaining zones warning.
- Renamed player unit slots in lobby to "Combat Royale Player"
- Increased crates from 3 to 6, Altis only for the time being.
- Zone decay rebalanced, slower and more controlled.
- AI will now have random weapons upon spawn, just like the player.
- Fixed a bug with the end condition that prevented server map rotation and end game from working correctly.
- Increased player count from 16 to 40 slots to support larger community based sessions.
- Changed crate marker from solid blue circle to a red border for increased visibility.
- Top 5 player scoreboard UI added
- AI Players included in scoreboard
- Scoreboard only lasts during the map session, reset on map change/restart.