#Loki's Conflict Mods
1 messages Β· Page 1 of 1 (latest)
I still have AI to do for both Kunar and Chernarus,
π«‘
@icy nacelle
Feel free to make some PvE variants of these if you so desire, would offer more diversity to the options
Maybe eventually! π
Hello ! Would you like / accept to do a simple version of conflict for Dead Everon please ? with like 5 points to capture or so on the main road regarding the points of interest, (you decide this ofc)
Hello, can you create a conflic mission for my map (zimnitrita)
Sure!
I will, but there is simply not enough space
Build more space around Andreanov, with more trees and some outskirts buildings, and I should have enough well established/completed space to work with to properly fit a conflict map
4.5x4.5 KM/Sq is the least ill need, Kunar barely fits the size mark
I chose Kunar and Chernarus cause Kunar is a completed map and Chernarus is 75% done
Okay
Is the chernarus conflict working?
It should be
Lovely jubbly
It won't start to load up..it just flicks onto the loading screen then returns to main menu
seems there is a bug
Ill take a glance at it
Thank u very much π
OH YES!!
Ure a legend thank you π«‘
Updated Chernarus again, added AI patrols
Works perfectly
We like the fact there's an odd AI in the building
Could you possibly add a few more inside buildings?
No worries if not
The Ai will automatically patrol into buildings
By default theyre setup in a radius that goes in a circle thats about 500 meters across, and will actively enter and exit buildings as they take their paths
Nice π
With luck, I shouldnt need to put them in buildings cause after the most recent update, theyll put themselves in there themselves
My server loves your conflict mod π thank you...can I say maybe having a few more static enemys already in buildings n staying there would be a really good added bonus...as admin I just slap a few in so it's all good if not also is there anyway to limit the amount of spawn points there are maybe just having certain spots becoming a spawn point instead of every camp?
The little patrols u placed catch people out all the time π
Theres 4 AI spawns per camp plus a handful of wandering patrols between each, just like normal Conflict
I actually gave Chernarus Half the AI as Everon, and spread them out over a larger distance
For performance sake itll stay that way
The camp 'Georgia' we can't position a radio tower anywhere on that rock surface...could u possibly remove Georgia from the map or add it to the building just down thru the forest from it?
It's taken 2 days soo far to conquer this giant map
"Georgia?"
You do realize that the codenames are random every single match right? Send me the Base Name and a screenshot
All the trees Id guess?
Yeah
Made a new thing, should help out with designating CAS for the A-10
Cool, that'd be handy
@quartz lantern Mind taking a video for me, and walking to the impact zone? It seems to work fine in singleplayer but I cant figure out why it doesnt work in multiplayer
Yeah Iβll get you the video in a few mins, currently testing spaces new truck
Hmm
Thats interesting
Uploaded last potential fix for the night
Got other things to go and do thatll take my time for awhile, might crack at it more tomorrow
Tested the newest version and they are still doing the same thingπ
Gotcha, ill take a look at it tomorrow, Seems it works everywhere EXCEPT dedicated servers
are you using the dedicated server tool for testing in workbench?
Hey Have you had time to see the Zimnitrita update? There is now a large area between the forest, the town and the whole south-east.
How much directly north and directly south of the town? Last I remember there was 100 meters of trees then absolutely nothing for the rest of the map
The last update completely changed the forest to the east + added points of interest.
in the south-east there are now lots of villages
How about the north?
Can I drive for 10 seconds and come across a 8 KM long empty Satmap field?
In progress
There's quite a lot of area and it's quite big and playable.
I'll take a look after the new game update. Conflict has been changed up quite drastically and I'll have to change some things on my current scenarios before making new ones.
Okay
Flesh these areas out a bit more
hedgerows, forest, more buildings, whatever you can
Theyre too empty for Conflict
The Chernarus map for example has about 12x12 KM worth of "Playable" area that doesnt look like these huge open fields
Bushes, rocks, shrubbery, clutter, sparse trees, villages, etc
Once theres a good 1-3 KM of detail in each direction of Andreanov the map will be suitable for Conflict
Cause with all due respect, id hate to drive out of a beautifully well made city, to see this of all things
Getting there but needs a bit more work where it matters
Fill these 3 things in with anything but satmap grass and unfinished dirt cliffs with factories ontop, and itll be ready
Thatll give a playable area roughly the size of Chernarus
When theres a finished area west, a finished area east, and nothing but unfinished empty satmap grass inbetween them, its hard to properly make and balance a conflict map, cause players have to risk running for 3 KM under vehicle and machinegun fire just to get to a village with enemies cozily defending it
At the very least, some hedgerows along the roads would help
Like here, which is what Id consider "Finished" in this context, and in general good quality for the purpose of the area
Open fields with tree and bush cover occasionally, and in this instance some shrubs in the low ground alongside a road
Yes, it's underway, but the south-south-east is completely finished with villages, so it's largely playable, isn't it?
Indeed it is, it looks amazing
I wanted to wait for Andreanov to be incorporated into the rest of the map to do something, since its the main area of the map
Its mostly the transitional zones between the southeast, northwest, and southwest of Andreanov that need a little polishing
Ill start making a rough draft of base placements and such, cant do much work on it but I can at least start planning ahead
Color Smokes work now