Call to Arms

Call to Arms

Work In Progress ManHunt
Tjdagger  [developer] 7 Oct, 2018 @ 12:36am
Capture Enemy
In each round the very last enemy alive is vulnerable to capture. To capture an enemy you must be looking directly at the enemy within 5m of him, without him directly seeing you.
A vocal will play and the enemy will stand with his hands in the air.
You can then either execute him or...
Move in very close and a "educate" button will bcome available. You will show him who's boss and he will then come under your control.

Effectively you can begin your own little gang of outlaws. Your original "Badass" character must survive.

Basically captured enemy become your minons. While they will level up when you use health and stamina boost, they will level up at 2%, as opposed to the 5% your "badass" character gets.

Use captured enemy to plant C4 and mount emplacment guns and run to trigger C4 fuses.
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Showing 1-13 of 13 comments
Peanut 8 Oct, 2018 @ 5:01am 
Really love this feature, since it provides the option to completely rethink the survival based playstyle. The issue however which im currently having is that the risk of capturing an enemy is really high. It does'nt always respons perfectely in time, and one wrong move and it will end your survival streak. I dont know what your personal opinion about this situation is, and perhaps whether or not you experience this issue as well, but maybe it would be an option to increase the "capture distance" to 10m? Obviousely it should still remain somewhat risky (cause otherwise it would be to easy to capture + survive with ease).

Still loving the feature though! Well done.
Tjdagger  [developer] 8 Oct, 2018 @ 6:01am 
Hi Peanut,
Thanks for the feedback. I agree it could possible be increased a bit. I'm thinking somewhere between 7.5 and 10m.

If you open the editor and place the entity called "meter h" on the map. It is basically a 10m measuring stick. This willl give you a visual reference to the distances in question. 5 meters is pretty close, i know.

I should have time before the weekend to play with distances and mabye even add the mission to another map or two for variety... as I've made this one very easy to add to existing maps.

Peanut 8 Oct, 2018 @ 6:31am 
Aah ok. Thanks for the editor tip! I'll be looking forward to it.
Tjdagger  [developer] 12 Oct, 2018 @ 12:30am 
Tinkered with the capture script, in an attempt to make it a lttle easier.
Capture can now be triggered from 10m. Previouse value was 5m.
Enemy are now vulnerable to be caputured if the player has more, or an equal number of units to the enemy.

eg. if you have captured 4 enemy in the previouse rounds and have a total of 5 units under your control. It willl be possible to capture the last 5 enemy of the next round, and so on and so forth.

If you move more than 15m away from an enemy unit that has been catured (standing with thier hands above their heads), but, not "educated"(submited to your control), then they will return to being hostile.
Peanut 15 Oct, 2018 @ 10:36am 
Aah solid changes. Really like the second part (more captured than hostile), since it gives multiple options regarding who to capture. Will test it out tomorrow i think.
Peanut 18 Oct, 2018 @ 3:05am 
The capturing system has benifited a lot from the recent changes. The buttons for the different fire modes make life a lot easier, and the increased distance helps out a ton as well (and the buttons work well, with the exception for a manned KORD, which seems to ignore this). There is still a great risk in capturing enemies, but at least its a better risk / reward ratio now. Well done.
Tjdagger  [developer] 18 Oct, 2018 @ 3:14am 
Oh, ok, yeah. I forgot to account for the mounted kord with the "hold fire" etc. I'm sure I'll be able to include then to be effected by the buttons too.

Thanks again Peanut NL
Tjdagger  [developer] 18 Oct, 2018 @ 5:17am 
Done, made changes to address the mounted guns, and any other vehicles you may have. Uploaded changes.
Peanut 19 Oct, 2018 @ 6:07am 
No problem, happy to help! Well done one again!
Tjdagger  [developer] 19 Oct, 2018 @ 6:46am 
Thanks mate, I found another issue too. If I do a manual save and then try to load my save it crashes.
I believe I've found the cause, and worked out a solution. It appears to be caused by my music script "function". I discovered this while revamping an older mission, adding the music script to it. When this save issue suddenly appeared.
I'm pretty sure I can work out a method to perform a working autosave at the end of each round.
I've had success in my testing so far.
This will enable you to continue from the last successful round if you wish to try again without having to start again.
Peanut 19 Oct, 2018 @ 7:18am 
@Tjdagger, regarding your latest sentence "and any other vehicles you may have.". Are you planning on implementing other vehicles into this mod? Would be awsome btw! The current model is functioning quite good, with the single downside that wave after wave of infantry based badguys gets a bit repetative.

If you would for example pick a wave number (15 / 25 for example) and start implementing vehicles that would change things up a lot. I would recommend starting with light PKM technicals, and progressing to lighter BTR's etc. The AT weapons you would need to combat these vehicles is already in the game (in the form of the contractor squad leaders which are carrying rockets), and as a addition you could perhaps add a RPG / AT-4 variant to the supply boxes, which would add a buyable AT option.
Ofcourse these are just some ideas, and I know it takes a lot of work (so I wont be complaining if you decide not to go this route). Anyway, thats my current view of things.

Keep up the good work!
Tjdagger  [developer] 20 Oct, 2018 @ 4:08pm 
@Peanut NL, I added the "and any other vehicles you may have.". Because what I've always intended to do with this little concept is release it as a template mission other mappers can easily include in their mod with their map. So if someone puts a vehilce on there map to use it will be covered with the buttons script.
There a lot of good mappers out there who don't know how to make missions. I want to make a series of small easy to imlpement missions for mappers to add to their creations.

I do like the idea of vehicles in the mix, and as you know, I like to experiment. I'm thinking this one is almost complete as a little arcade quick fix type mission.

I would certainly consider making something similar, from the ground up, with a focus on vehicles. I always find it easier to build things from the ground up, repurposing existing tried and tested scripts, Rather than trying to add new elements to an existing mission concept.

This is why I have about a dozen mods in CTA in just over 12 months. But don't worry, I'm not going anywhere, and each mission/mod increases my scripting and practical implementing knowleadge. This is the time to experiment, while the game is still being heavily updated.

I really do appreciate your interest and feedback and look forward to game updates settling down. Then we can make some serious missions.
Peanut 21 Oct, 2018 @ 5:34am 
@TjDagger. Yea i forgot the part you previously metioned regarding it becoming a template for usage on other maps, my bad! Haha yea, i remember the MOW AS2 days where pretty much each update would mess up all your mods completely. ;)

Good luck my man, im enjoying your work!
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