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Narcan

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  1. I don't think that's necessarily a breaching bug, I think it's bad pathfinding. I've had the same route plotted when trying to enter any of the buildings in that row through the doorway. IIRC, my squads also went the same way when I tried to send them into the alley on the left. (The one roughly across from the start of your line.)
  2. I have even tried assigning an AI group number to each bunker, then painting their setup zones in the AI plan. I'll try placing them again and see what happens. Thanks for the tip.
  3. WARNING: This is a largely stream of consciousness rant. It's meant to be constructive criticism, even if the tone seems a bit shrill. I would really like to see some of these issues addressed in future patches. #1 No LOS Tool I have to playtest scenarios just to check LOS. Making sure setup zones can't be seen by the enemy is annoying enough, but it's much worse when I'm trying to figure out reasonable waypoints for the AI. #2 Units I'm working on a scenario in which I wanted a dismounted squad to start with a Javelin. I added a Stryker, went into the deployment phase, moved the squad into the Stryker and... There's no acquire command. Beyond that, why should I have to remember that setting equipment quality before I purchase a unit has a different effect than setting it after? Why can't I just bring up a "Unit Properties" menu and adjust all the unit variables (e.g. weapons, ammo, fitness, etc.) on the fly? In another scenario, I placed two Syrian bunkers. When I play it, they're gone. Okay, I'll place them outside the setup zone. Same thing... Maybe if I set them to be immobilized... Nope. We really need to be able to lock the placement of specific units. Especially because the AI kept moving the bunkers to really stupid positions. #3 Buildings Why can't we have the aforementioned properties menu for buildings? A series of pull-down menus with things like window type and texture would be much less aggravating than trying to remember if I want Alt, Ctrl, Shift, Ctrl-Shift, Shift-Alt, etc. (And, of course, if I hit the wrong combination, there's no undo option.) If I could right-click the side of a building and get a pull-down with wall types, that alone would be a huge improvement. How come we can only put doors on the first floor? It seems weird that I can make a stair-stepped building, but can't add a door leading onto the roof. #4 Flavor Items Really? I really have to pick an item based on a meaningless number, go into 3D mode and do this RSI-inducing hold-a-key-and-click dance? Why can't I place and position these objects the same way as a vehicle? Why can't I key-click an object in 3D mode and change the model? Right now I find myself placing every object in a category, then deleting all except the one I wanted. I'd also love to see a toggle option that would draw the locations of flavor objects on the 2D map, even if they're non-selectable. I'm getting tired of eyeballing the distance between power poles. #5 Overall How come the editor interface is designed like we've all got three keys and one mouse button? There are no hotkeys outside of the 3D preview, and even then it's a nonsensical jumble of Alt, Ctrl and Shift. Frankly, I find it a little bizarre that the in-game interface refuses to allow any key combinations at all, and yet the scenario editor relies solely on very cryptic ones. The game itself is much more intuitive for me after the hotkey patch, I'd like to see some attention given to the editor's interface too. There's also a lack of "direct access" to units, much like in the QBs. Was this due to time constraints, or is there some fear that we'll create scenarios with 36 snipers and no HQs? Or that we'll replace every AK on the map with an RPG? I'm afraid that the forces in each scenario will have a cookie-cutter feel, and we'll miss out on more nuanced missions. Ideally, a scenario designer should be able to start a unit with on-map casualties, half of their ammo and no working smoke launchers. Can something like that be approximated now? Sure. But will the designer be spending his time on the mission itself, or on clever workarounds?
  4. Have you ever used the Flashpoint/ArmA mission editor? That's closer to the control level I'd like to see. It lets you script lots of fairly complicated triggers. (e.g. If 'convoy_leader' enters area X and 'friendly_reinforcement' has been in area Y for 2+ minutes, then execute maneuver Z.) Although frankly, if the TacAI was a little bit brighter, I think the current AI scripting technique would work. Units need to be smart enough to halt or reverse when they meet resistance, and to pause if their destination is occupied. I haven't been real impressed by the AI's, "time is up, now we drive straight at that tank" mentality.
  5. The new spotting system is begging for coop multiplayer. Any word on that?
  6. My only gripe with fire support is an interface problem. I'll click in the center of an area target, then extend the circle to the radius I want. If I don't have LOS to the second click, however, the call gets screwed up. It still says "Click again to set target radius." Nothing happens if I click though. I have to close the fire support interface and open it up again. Can you remove the LOS requirement for the second click?
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