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puje

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Posts posted by puje

  1. 3 hours ago, Sequoia said:

    Chris ND (AKA Normal ) dude had a very clever mission in his CMSF II Airborne Campaign (I can't  recall the exact name ATM). You had to reach a blue spy and escort him to safety through a dense urban map as he had some important intel . You had a limited number of men and never knew where the insurgents would pop up. I've considered asking for permission to update the campaign for CMSF2 beyond what the editor "translator" will do but I want to see how much work is involved once the new game comes out before committing.

    So I'm guessing it was basically a counter assassination mission from my first post? 

  2. With SF2 around the corner, I'm looking forward to playing with the editor again.

    However the standard, "capture ground" objectives can get a bit stale at times.

    What are some clever/different/interesting/alternative way of making mission objectives?

     

    Eg. Assassination mission

    Now, I'm sorry I don't recall the exact game terms. But if you reduce an enemy unit strength (eg. HQ squad) to a single man, and set the unit as a "unit goal" (am I remembering this right?) with a very high point award, you will win the battle when you kill him. Also add an exit goal, so your soldiers must escape, and the mission will be an assassination mission, in the style of the Bin Laden raid.

  3. Obviously "kill enemies until they surrender or time runs out, while at the same time capturing some target areas" is at the core of Combat Mission.

    But what "alternative" gameplay scenarios is one able to create in the scenario editor? And how do you make it in the editor?

    Examples:
    Assassinate enemy commander - give BLUFOR unit objective to destroy certain enemy unit (in this case, the commander). Points solely based on whether this is accomplished or not.

    Escape - Unit must escape from map by reaching an exit point. Enemy might be so overwhelming that resistance will be futile. If they do not make it in time, they will be counted as "lost". Done by making an exit point and giving OPFOR a unit objective to destroy BLUFOR.

  4. How exactly do Exit objectives work in terms of winning/losing conditions?

     

    I am trying to make a scenerio where I want a unit (alpha) to reach a base (X) to reinforce a smaller unit (bravo). Once the entire alpha reach X I would like the mission to be completed (cease fire). Is it possible to use the exit objective to make this a win?

  5. Having played a lot of Shock Force, and just a little bit of Black Sea so far, I'm still not sure I understand how the AI works when clearing buildings.

     

    Let's say you have a plain 2 story building.

    If I send my men to occupy the first floor, will they (ever) spot enemies on the second floor?

    Can fire be exchanges between floors?

    If I send my forces to occupy the roof of a building, will they clear floors as they climb the building?

     

    What about buildings that join through a door, can they fire between room?

     

    Finally, what order do you use, when changing floors in a building that might contain hostiles?

     

  6. This is really nice - thanks.  I think I found a mistake though. On page 12 the picture for Strt lt 1 and Strt lt 2 are identical.  I have not checked in game but that does not look correct.

    Yeah I caught that too just after releasing it. But then I though, "Nah, people don't care that much about street lights!" B)

     

    I figured people would rather notice eg. the vending machines in the "Haystack" section. Or the plow in "Pallet". But that's no mistake though.

  7. I was in the Danish Army for a short while. Did one deployment to Iraq.

    We got mortared a lot (never very close), and shot at a few times. Mostly shoot n' scoot where they are gone before we realized what hit us.

    My company got into 2 real firefights, I only took part in one, which went fine, in the other we lost a guy :(

    Luckily for us, that day where I took part, a journalist was riding along with us, so we made the news back at home:

    http://www.liveleak.com/view?i=1d3_1200103810

    This was in 2006, before Denmark started losing a lot of soldiers in Afghanistan, so back then Danish soldiers in a firefight were still newsworthy.

  8. I can't seem to find it. I think I remember reading a "features" page at some point, which contained this?

     

    This is from the early released manual:

    "Ability to create AI Triggers that execute actions based on other units or interaction with Objectives"

    This not exactly what I was talking about, but maybe?

    Though I definitely believe I read something like the first stated also...

  9. One of the more interesting things I noticed being added to the editor, was what I understood as reenforment triggers.

    I think the example given was that when moving your forces, on the edge of the map, across flat terrain, it doesn't really make sense for enemy reenforements to appear right next to them, just because you happened to reach their spawn point at the exact time they spawned in.

    From what I understood, there would now be an option to trigger reenforments by making essentially a hidden "touch" objective some distance away from the enemy's spawn point.

    Am I getting this right?

    I hope I am, because I see a lot of possibilities in this.

    Would I also be able to make my own reenforcement appear using triggers?

  10. I thought of this idea about how to indicate a units current field of view.

    I always found it very anoying how the terrain obstructs my units' ability to target something, when I, the player, cannot really tell how much the terrain is obstructing.

    2qlwlti.jpg

    So the idea is that in itself the map is in grayscale. Only the units and vision cones of the selected unit are in full color. Objects obstructing a unit's view would have a gray cone to the rear.

    Units not currently selected would have a sepia vision cone, indicating that they are watching, but not activly selected.

    And of course all enemy indicators will only show up in color or sepia.

    What do you guys think of this idea? Has it been done in another game before? Do you think it would help the playing experience?

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