On Saturday, I reworked the AI for the new gamemode, after watching my little teaser CHILLRA mentioned that it would be nice if the insurgent soldiers would react if you made too much noise when approaching them, which I thought was a nice idea.
Now if you move too quickly near a soldier they will hear you, so if you are planning a stealthy takedown, make sure you are are doing a slow walk to them. Stealth really works best at night, especially if the Insurgent soldier doesn't have night vision.
Whilst adding the above code, I also added the ability for the Insurgents to hear you if you are using the ACRE radio nearby, at the moment this is talking or broadcasting near, unfortunately the ACRE API system doesn't have the ability to judge volume. So for the moment it is just if you are within approximately 20-25m of a soldier they may hear you.
On Sunday, I started work a new mission system, the ground work for which is quite complicated but the end result should mean that new missions/tasks are generated dynamically as you play based on a whole series of factors... more on this soon!
Wednesday, 5 December 2012
Monday, 26 November 2012
a little teaser video
I've been working with Badger on a vehicle simulator prototype in Unity3D recently so have not had much time to do any work on the new Arma game mode. This weekend managed to get quite a few things added (things I really wanted to test out). Here is a very short video of two things. Melee attack and adjustable Night Vision. (no addons needed, works with standard Arma 2 Operation Arrowhead).
Monday, 29 October 2012
Working on a new game mode...
Sorry for the lack of updates, I've been busy the last few days working on a new game/mission mode for Arma. More details to follow!
Wednesday, 24 October 2012
ACRE gets updated to v1.4.10 - Servers now up-to-date
The Advanced Combat Radio Environment mod (ACRE) has now been updated to v1.4.10 as TeamSpeak released its new stable version 3.0.9.
The dedicated servers are now up-to-date.
The dedicated servers are now up-to-date.
Thursday, 18 October 2012
Dedicated Linux Servers Updated with Arma 2 OA Beta 1.62.98099
I've just updated both the linux arma 2 oa dedicated servers with the latest Linux Beta v1.62.98099 which should bring them upto the current Windows server release.
Wednesday, 17 October 2012
Doors, Dragging and Darkness
Wednesday's Update
After Tuesdays gameplay noticed a few issues and had a few more ideas for Insurgency Simulator on Lingor.
The above ideas all need testing, but hopefully a few more interesting things for the island.
After Tuesdays gameplay noticed a few issues and had a few more ideas for Insurgency Simulator on Lingor.
- Doors - Winters mentioned closing doors on the map in the last post, I thought this might be interesting so I've setup that about 30% of the doors on buildings maybe closed now.
- Dragging Bodies - There were a few bugs with dragging dead bodies in the last update, mostly due to multiplayer/dedicated oddness, hopefully I've corrected these, although I've not tested with anyone on the public server yet.
- Darkness - Having enabled the ambient house lights onto the map, it works well, illuminating many of the houses with a variety of lights and colours. The only problem now is that with nightvision googles, it's really bright in some areas. So that maybe be think....
I've now created a simple power station system using the three existing areas on Lingor. If you destroy one of the power stations (namely the power transformers pictured below), the street lights and ambient houses lights will be cut to the island. However as long as there is an active power station still alive, the Lingor Power Company will attempt to re-route circuits and restore power to the island (which takes approximately 30 minutes).
The above ideas all need testing, but hopefully a few more interesting things for the island.
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| The Lingor Power Company Central power station located to the west of Maruko |
Monday, 15 October 2012
Let there be light!
Updates for Monday:
I've made a few more changes to the Lingor version of Insurgency Simulator this evening.
I've made a few more changes to the Lingor version of Insurgency Simulator this evening.
- No more injury text messages - If you get hit and wounded you need to let your squad know.
- Drag Body option - If you should need to drag a dead body out of sight/danger now you can. (Thanks Viper for suggesting this)
- Ambient house lights - Many people have suggested this idea, I think I've now implemented this for the dedicated server. However I've not actually tested with anyone let. Hopefully at night time you should need small lights and glow in some houses around Lingor.
I may need to tweak the settings on this one, as I'm not sure about the performance hit having many light sources will cause.
I didn't have time to make a nice screenshot, so I've included a video showing the ambient lights in Takistan so you get the idea...
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