Rocky Posted February 23, 2009 Share Posted February 23, 2009 I don't feel like uploading it again, lol. Tell me about it, I tried to upload it to Filefront, then Fileplanet got nothing but errors! Gonna try again now because that guy's been mailing me a lot about it, he wants DYNACOMP bad! Quote Link to comment Share on other sites More sharing options...
Rocky Posted February 23, 2009 Share Posted February 23, 2009 DOWNLOAD FIXED. Available from Filefront and Fileplanet now. Quote Link to comment Share on other sites More sharing options...
Parabellum Posted February 23, 2009 Author Share Posted February 23, 2009 Since I made my post I decided to go take a look at the mission scripting. The "allow players to switch avatar" was *off*, so I turned it back to *on* in the mission scripts. Went back through and everything played just fine. This time when the AI hung up on the stairs I just switched, moved a little, and switched back. Great idea to limit the avatar/soul switching, but the AI is too stupid to deal with. The change was quick and easy, less than 5 minutes to open Igor, load the mission, and find the line in the script and set to "on" Great mod! Cheater. The missions are supposed to be hard, lol. Quote Link to comment Share on other sites More sharing options...
P@LaD!n Posted February 24, 2009 Share Posted February 24, 2009 Para, Hard yes, and I like that...but is it *really* supposed to have the elite of the elite Ghosts playing the three stooges running into each other blocking stairs and ignoring their weapons to just sit there in front of tanks (not to mention getting flattened by an M2 Bradley!). If the above is what's *supposed* to happen, then I'll undo my fix and replay it again and just let the player team AI act like Monty Python rejects. Quote Link to comment Share on other sites More sharing options...
Parabellum Posted February 24, 2009 Author Share Posted February 24, 2009 I usually use my AI teammates to cover positions and provide suppressive fire, while I do the tricky maneuvering. What's supposed to happen is for you to get your butt handed to you, repeatedly, until you finally manage to beat it, and sigh an exasperated "FINALLY!". Then you proceed to the next mission, and it gets worse. Rinse, repeat. Quote Link to comment Share on other sites More sharing options...
P@LaD!n Posted February 24, 2009 Share Posted February 24, 2009 Disabled the avatar switching and set myself up on team A solo and left fire teams B &C up on the roof to hold the helipad. Managed through alone with a bad limp and one useless arm - but managed to take out 3 tanks in the process! Dunno what the AI was doing on the roof while I was "working", prolly drinking beer and playing GR on their PDAs! I do the same as you for running the player AI, but sometimes they get themselves stuck in places where change of commands and/or bumping into them don't fix them. Switching to the offending AI avatar and having them sidestep a tree, hydrant, rock, etc. is just fixing them to do what needs done (as in move to waypoint and cover X direction). With the exception of having the demo AI actually plant the demo charges or fire at armor I don't "fight" using the AI characters. If you read my prior posts regarding playing the mission you'll see what the problems were. I've got a couple of video replays showing the AI team members on the second level of the stairs facing each other and running like cartoon baseball players after a pop fly. Changing their commands or combat posture didn't change anything, nor did running up to bump them to move. Trying to get the AI players to move to their cover locations when they're stuck is a pain, especially when you're under fire and just want to play the mission. Quote Link to comment Share on other sites More sharing options...
P@LaD!n Posted February 24, 2009 Share Posted February 24, 2009 I know that the mod was released as incomplete and I haven't gone into the editor to look at the scripting, but in A06 is there anything happening? I'm trying the mod in campaign mode and A05 was really tough, especially with all that armor - great job btw for scripting those ambushes, too much like RL for a couple of them. At the end of A05 the team ends in the department store. In A06 there are no objectives showing at the mission briefing and no objectives are given during play. To end A06 I had to auto-win it after an hour of nothing happening so I could continue on to the next campaign mission. The art for this map is fantastic though - I've always thought a night version of this city map would be great and walking through it waiting for something to happen just showed how good y'all are at what you do. Great work! Quote Link to comment Share on other sites More sharing options...
P@LaD!n Posted February 24, 2009 Share Posted February 24, 2009 Kudos to all of the Dynacomp mod team! I finished out the missions in campaign mode and gotta say this was a great mod! The mission scripting was great for hard intense combat, the ambushes setup were right on, and the map changes were well done! The missions are hard, which is great, and the only downsides I see are a) it never got finished and b) the player team AI is problematic since avatar switching is off. The AI issue has always been an issue with GR so little can be done there. It would be great to see the whole thing finished, but thank you all for releasing what you did. It's great! Quote Link to comment Share on other sites More sharing options...
Parabellum Posted February 25, 2009 Author Share Posted February 25, 2009 I think mission 6 is just a placeholder, and never got finished. Quote Link to comment Share on other sites More sharing options...
budgie Posted March 3, 2009 Share Posted March 3, 2009 Yo Para - finally released? Wow. Dude I was in Hong Kong when you started that. That was three countries ago man! Quote Link to comment Share on other sites More sharing options...
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