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#361 Posted at 2010-06-23 17:21        
     
Yeah, a green zone update regarding vegetation would be nice. But aside from that, I'm thoroughly enjoying speeding around Baghdad in the Humvees ;).

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#362 Posted at 2010-06-24 04:06        
     
Right. Reporting back in.
I've done some tests with the AI and the wall.
Mixed results, though as good as one could hope for I suppose.
I tested with a group of infantry, a group of mechanized infantry and some humvees on the side. Unless stated otherwise wedge formation was used.
On all accounts: If you put waypoints close to each other on each side of the wall (the blue line in the picture) the units will get stuck at the wall. However, if you put your waypoints a little further from the wall (the red line) then the cars have no problem passing the walls even in combat behaviour. The infantry however had some problems getting everyone through the gate when in combat behaviour. On safe behaviour there did not seem to be a problem with the infantry. And of course there are no problems when you micromanage the waypoints.
EDIT: I should propably note, that only the two-lane road in the piture has a gate, the others are sealed off.


When commanding a squad by myself, I had a hard time getting my AI group through the gates in wedge formation while in combat behaviour. Combat behaviour was not a problem in the diamond formation. On safe I had no problems at all.

I guess that is all pretty much as could be expected. Personally I kinda like it that way, as there are also potential benefits of the AI restrictions. To me the purpose of the wall would be to conduct operations out of, and into the green zone. I dont really see myself in a scenario where the above limitations would be a problem. On the other hand, I kinda like that the wall keeps dismissed soldiers and civilians in the green zone from wandering into the city. I have thought of having seperate civs for the green zone and the red zone. This would make it easier to make the environments inside and outside the wall seem more distinct. Also it keeps potential renegade opfor AI from running loose in the safe zone.
It is a relatively large section of the map to wall in. I just think it really gives it that Baghdad feel (not that I have been there). And it opens up some cool opportunities like doing FOB Prosperity, which would propably be awesome with the new palace object in OA.

This post was edited by Nielsen (2010-06-24 04:17, ago)


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#363 Posted at 2010-06-24 09:31        
     
thanks Nielsen i will have a chat to ebanks and we will take a look

well done mate :)

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#364 Posted at 2010-06-29 23:29        
     
cant wait to see some AO objects and buildings in the Baghdad map :)

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#365 Posted at 2010-06-30 01:00        
     
# EMERY : cant wait to see some AO objects and buildings in the Baghdad map :)

Yeah, me neither. And the new ALICE is really great imo. Simply cant wait to see that on Baghdad also ;)


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#366 Posted at 2010-06-30 01:37        
     
# Nielsen : Yeah, me neither. And the new ALICE is really great imo. Simply cant wait to see that on Baghdad also ;)
Totally. Would be so awesome.

Though most of the buildings for OA are very run down type looking. Afghanistan style. A mix of OA and OPX buildings would suit Iraq the best.

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#367 Posted at 2010-06-30 02:26        
     
@Enad: I totally agree. Besides thats all good. Less replacement, and better performance on Baghdad. But some of the Zargabad buildings are cool, and would also be cool in Baghdad. Just need to place enough buildings to make ALICE work right, and to have some more enterable buildings around the city.


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#368 Posted at 2010-06-30 02:39        
     
# Enad :

Though most of the buildings for OA are very run down type looking. Afghanistan style. A mix of OA and OPX buildings would suit Iraq the best.

..of course after this mix you 'll get the impression of playing ArmA1+ArmA2 in 1 map due to buildings quality
differences.
You see..either we like it-either no..the OPX buildings pack have ArmA1 gfx.
I must add that OPX buildings at ArmA1 era was revolutionary,enterable (e.t.c.)and gave me lots of nice moments in past.
But IF somone really cares to build quality "thingies"..imho this "pack" must be upgraded/re-made to fit the 2010 era.
Anyway..i don't have problem playing the map as is now..and i don't have
problem playing the map using things from OA,but as an artist i see a "possible" mix... "weird"


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#369 Posted at 2010-06-30 03:05        
     
# Nielsen : @Enad: I totally agree. Besides thats all good. Less replacement, and better performance on Baghdad. But some of the Zargabad buildings are cool, and would also be cool in Baghdad. Just need to place enough buildings to make ALICE work right, and to have some more enterable buildings around the city.

Yeah the buildings in Zargabad would work I guess! :D
Good idea!

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#370 Posted at 2010-06-30 04:34        
     
# Arm@gedon : ..of course after this mix you 'll get the impression of playing ArmA1+ArmA2 in 1 map due to buildings quality
differences.
You see..either we like it-either no..the OPX buildings pack have ArmA1 gfx.
I must add that OPX buildings at ArmA1 era was revolutionary,enterable (e.t.c.)and gave me lots of nice moments in past.
But IF somone really cares to build quality "thingies"..imho this "pack" must be upgraded/re-made to fit the 2010 era.
Anyway..i don't have problem playing the map as is now..and i don't have
problem playing the map using things from OA,but as an artist i see a "possible" mix... "weird"
@Arm@gedon:
I see where you are getting at, and I dont disagree. It shouldnt be made into a big (brick house/clay hut) blend. But I dont think that it is important to restrict oneself to a certain objects pack. That is not necessarily very artistic. Some of the OA buildings would (imo) look nice in the outskirts of baghdad. And some buildings like the mosque would be a shame not to use. Also, one of my main concerns is making ALICE work. If that requires other objects than OPX, then the best bet is propably OA.


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#371 Posted at 2010-07-01 11:11        
     
Hello i tink i found a little bug,
when i use the GK humvees the vanila unarmed humvee does not show up in the editor.
i tink its the mod because i only loaded the GK mod when i have seen it.
does someone else has that problem?

And keep up the good work! *THUMBS UP*


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#372 Posted at 2010-07-12 13:04        
     
Just wanted to know if you're making any progress with the map?
I'm trying to be patient, but I simply cant wait to see an update :D


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#373 Posted at 2010-07-12 15:11        
     
It's being worked on don't worry.

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#374 Posted at 2010-07-16 01:50        
     
Reporting a bug.
In grid 031-042, on the right side of the eastern wall, of the police station in NW Baghdad. Theres a lot of bushes floating in the air.
Just letting you guys know. Looking forward to an update.

@Emery: Any news on the IED's? :)


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#375 Posted at 2010-07-20 22:32        
     
Hey guys, just wanted to check in an give a bit of encouragement, this really is a unique project, the future prospects for Baghdad is truly mouthwatering. How are things coming along and do you have any idea of when the beforementioned ALICE support will be implemented?
Running PMC convoys through a populated, lifesize Baghdad, or combining with NeoArmaggeddons Advanced Satchels for a turn of the tables and engaging in some Takiban Suicide Patrol Group action, simply leaves me with a considerable amount of moist in my panties... So to say :-D

So a big parade with a howitzer salute at the end to you guys!
HOAH!





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