Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.

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Add media Report RSS Airdrop ingame test (view original)
Airdrop ingame test
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pvcf Author
pvcf - - 4,943 comments

here is a test from the Airdrop in a worst case scenario.
-Devkid runs native in 64bit OS with a special 64bit patch
-settings all maxed out,
-extrem stuffed map,
-player calls airdrop delivery
-recording the already FPS dying game (fps dropped again by 30%)
-finally this recording was done with ~25-28 FPS (my PC is to weak)

what is the idea behind a airdrop:
player buys some weapons, place them inside a special airdrop package, and can call this package as airdropdelivery at any time he likes (one time).
after calling the package, he have to wait and secure the area. inbetween enemies have notice that and will send a reinforcement to that position.

what happens inside the engine:
-devkid sets a beacon and a nice particle effect on planned landing place
-devkid spawns a cargochopper, creates flying routes
-then spawns in air a invisble platform, additional 3 ropes for troopers
-then on the platform 4 troopers, 3 of them are desired to enter the cargochpper
-the spawned troopers get nice clothes, weapons and behaviours
-the invisible platform is a special entity with a lot of helpers so the engine can exactly spawn troopers, cargochopper and rops on special positions.

after some time (you see it on the stopwatch), the cargochopper get the load and fly command. on a usual map in not so extreme conditions the chopper lets land the 3 troopers within 1 minute, so they have ~1.5 minutes to guard the planned airdrop landing point (where the smoke effect is).
if the stopwatch is at 0.00, a crate on a parachute is spawned and falls from sky.

i visualized that with the fast forward command, which accidentaly show a earlier landing from the crate, but this is a little bug in my fastforward routine, i will repair it, but this fasforward routine is only availible in a special devmode for developers, not for players.

ok, there are some new routines behind, like new equipementdrop routines for AI and crates, because usually a enemy have a wepaon equipementpack and a dropequipement pack, which is created for each map by the mapper. because i spawn the enemies here on the fly, i have to give them weapons without such predefined, mapspecific equipementpacks, and i have had also
create total new weapondrop routines for enemies and for the destroyed crate.

however, all seems working (beside that the cargochopper is very very slow in landing on that heavy map, have to capture such behaviour somehow -.- )

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Blue199
Blue199 - - 6,971 comments

I like that feature a lot, nice addition to the tactical sandbox. A question though: do enemy reinforcements always arrive automatically or only when other enemies already on the map notice the airdrop and set off alarm?

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pvcf Author
pvcf - - 4,943 comments

automatic, because player ofcourse call the airdrop at a spot where no enemies are around, therefore there is no possible call for reinforcement.

maybe i can change the automatic reinforcement depending on difficulty level, so in touristmode there would be none, but as a bad guy which i am, i tend to forbid airdrop support for player as Tourist :D

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Blue199
Blue199 - - 6,971 comments

No offense, but it doesn't seem fair to have players always loose some of their supplies on automatically spawning enemies :p

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pvcf Author
pvcf - - 4,943 comments

> No offense

no worries! i like a discussion about new gameplay mechanics very much!

the enemies does not spawn out of nothing or behind player, player see them always coming, and have about 1-2 minutes (!) time to watch them landing.
if they not see the player, they simply go to the crate and relax.

it's on players task how to handle this, he can hide or try shoot them during glide down on ropes.
atleast it's also good if player dies the first time, so he is next time more carefully by choosing a perfect place for such a airdrop supplay. atleast player is never forced to do this, it is a cheat like thing which have had to be limitated / prosecute the player somehow.

just give player a pack of ammo and weapons without any consequences is way to easy and will break the complete game mechanic, which is: earn money and weapons and ammo by shooting down enemies by sneaking and hiding or by beeing just good.

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Szczekus
Szczekus - - 380 comments

It`s good to see you back.

Are the supply drops limited? I can`t remember.
The mechanic seems natural, we`ll see how it works in gameplay overall.

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pvcf Author
pvcf - - 4,943 comments

hey :)

> It`s good to see you back.

you are welcome and nice to see you here too!

The Predefined enemy reinforcement is not limited, the mapper can place as much he like and trigger them.
But i spawn here things (*) all out of nothing here, so it works completely without any mapping interaction.
theoretically its possible to call this routine as often as i like.
(*)
cargochopper, rops, soldiers, navigationpoints, airsupplay crate

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