OFPEC Forum

Missions Depot => Mission Discussion => Topic started by: Kaliyuga on 21 Aug 2002, 07:40:40

Title: Everon Cartel
Post by: Kaliyuga on 21 Aug 2002, 07:40:40
Well.. Guess we're all back then..  ;D ;D  I was going through withdrawals there for a day or two  ;D  

*Looking around at the new scenery, and still lamenting the unceremonious removal of four stars from my epaulet*

Well... The Cartel rolls on........

For those of you who didn't see this thread the first time around, I'll give ya a quick recap.

We, the cartel, are embarking on an auspicious campaign.

  Imagine working your way up through the ranks of an organized drug syndicate from runner, to collections, to dealer, to enforcer, all within the framework of a series of plot driven, non-linear missions....
  The choices you make will determine your next assignment, how far you will advance in the ranks, what allies and enemies you create along the way.

*So far, this campaign is slated to include:
  * The best new island(s) you've seen
  * AI 'personality scripting' for the main NPC's
  * Two Rival Organized Crime Families
  *Local and Federal Law enforcement agencies
  * Custom Addons   ;)
  * Soundtrack featuring music composed by Kaliyuga and Asmodeus
 

So basically, what we need from you good people out there are:

  *Mission Ideas that would fall within our general framework
 (looking at a 10-12 mission campaign possibly)
  *Bail Money
  *Alibis
  *Beer :cheers:


Regarding the first, please contribute any thoughts, opinions, or ideas here on this thread.

*Please feel free to IM me regarding the last three, as well as with any samples, resumes, girls phone numbers, chinese fortune cookie sayings, or answers to the meaning of life  :toocool:
Title: Re:Everon Cartel
Post by: LCD on 21 Aug 2002, 07:56:12
i think dat da most important things r :

1) girls phone numbers
2) Beer

btw in da campaign u wil get money 4 da effectivity u did ur mision nd wil buy weapons by da amount of money u got  ;D

LCD OUT
Title: Re:Everon Cartel
Post by: Jakerod on 21 Aug 2002, 23:01:12
Maybe you could do something where you are flying a plane into america and the coast guard comes after you.... When you say enforcer do you mean anti-drug person or someone who helps the drug dealers?

A good mission would be where you are trying to stop drug dealers...You could make it a bonus level or something.
Title: Re:Everon Cartel
Post by: LCD on 21 Aug 2002, 23:08:00
A good mission would be where you are trying to stop drug dealers...You could make it a bonus level or something.

We ? stopin drug dealers ?  :o :o :o :o r u crazy - we r da cartel  ;) - in da campaign u r a drug dealer - u r not thinkin obout stopin urself  ???  ::)


LCD OUT
Title: Re:Everon Cartel
Post by: Kaliyuga on 22 Aug 2002, 00:16:05
Yeah.. smuggling stuff in a cessna would be a nice idea there Jakerod. Maybe get followed by some planes.. shot down by a fighter or something... have to dump the evidence out the back of the plane.. or even just having to fly low into another island and dump the drugs by parachute at a low altitude..

But when I said enforcer, I meant like a hitman or something along those lines . As LCD said we would be playing from the criminal/smuggler standpoint
Title: Re:Everon Cartel
Post by: asmodeus on 22 Aug 2002, 02:35:55
Thanks for the input Jakerod!

We at the Everon Cartel appreciate your feedback and need more!  Come on people!  If we use your idea, you'll be included in the credits somewhere!  (readme, intro/outro possibly)

Thanks again!  Keep the ideas coming!
Title: Re:Everon Cartel
Post by: mikeb on 22 Aug 2002, 03:01:11
Although I'm partial to the more military-based missions, I love these break-away ideas of police forces, drug-cartels,etc.

Came up with a few quick ideas and I'm sure I can think of more.

Runner mission:
As a runner you won't get much respect from your overlords.  Perhaps in one mission you're doingerrands with a slightly higher-ranking lackey and you gt busted by the cops. The other guys gives up freely.  So you are expected to use your initiative and make sure the errand/delivery is accomplished.  Bonus points for eliminating the otherguy as punishment/preventing him talking to the cops.  Good for a campaign I thought as it is somethin that would impress your boss if you were only a runner.

Collector mission:
now YOU head your own collection team.  Such missions could involve careful positioning/equipping of your men at a meeting with the suppliers in case they've set it up to double-cross you.  (Scarface? Chainsaw addon!!?).  Could also involve raids from rival gangs/police.  More commn based than acting as a runner.  Also your boss will trust yu with more money and you can buy better equipment (using Res 1.75 pooling idea)

Dealer:
lots more responsibilty.  Trying to get trucks through customs, etc.  The more trucks that get through he better (never ALL of them - realism!).  Dealer missions could involve more than one rival gang who you have to try and "outbid" for you drugs or try and takeover certain gangs.

Enforcer:
You said a hitman-esque character?  Taking influence from Scarface again, how about a bombing mission to eliminate a public officil who is about to make a speech at the UN on drug enforcement.
Taking police & their families hostage or bribing them or taking photographs of the mayor's private life in order to blackmail him.
Could also do the reverse and set other cartels up so they get all the media/police attention.  In a campaign pool this could affect their resources and skill to signify the lack of business and dissent amongst their own members.


If I think of anything else I'll kepp you posted.

Hope this all helps!!!

M
Title: Re:Everon Cartel
Post by: asmodeus on 22 Aug 2002, 07:37:56
Hey Mikeb!  Thanks for the info!  

Good stuff!!  Don't be surprised if you see these types of things in the missions!  We are thinking along the same lines and I love your ideas!   :)

Thanks and keep the brain matter flowing freely people!   :P

More updates to come soon!
Title: Re:Everon Cartel
Post by: omegawolf on 22 Aug 2002, 15:35:42
Here's one...

You are ex-special forces protecting the shipments form anti-drug interdiction forces, or you are protecting the lab from a suspected raid by the U.S. military, as well as anti-drug forces.

Happens a lot in real life:)

Will post when I think of more
Title: Re:Everon Cartel
Post by: omegawolf on 22 Aug 2002, 17:14:26
Ok...Hows this sound?

Runner - As a runner you could be ordered to find out when and where the rivals will be packaging the next shipment, then ambush 'em and steel it. (For a VERY nice profit)

You could also go into the towns and recruit workers, or try to get cops to go on the take to gain info about the general anti-drug situation.

You could also be ordered to sabatoge the interdiction choppers, and pesticide spray planes, as well as try recuiting soldiers either for more muscle, or info.

Courier- Yes, your movin on up:) However your life is also getting even more hectic.  Here, your main job is not only collecting the cash, but getting it somewhere safe.  Oh yea, did I mention you also have to find a banker to launder it for a REASONABLE fee.  You could also be asked to get intel, or keep an eye on the runners (never know who's working for the opposition, or the cops or feds for that matter.)

Hitman- Da Boss sees that your working out. An dats a good ding, because dere's some who arn't.  Ya see, some politicions(sp?) think that they can take our money, but not deliver. Some soldiers think they can work both sides. Yea..Even some Lt's are doin it. An don forgit da one who's gettin high on MY supply. Our own people you say? FAAAGIT ABOUT IT. Yous do dis right, an I'll make you a made man.

Lt- Ah yous is workin out great bud. Now, I need you to scout out new terf, find alternate shipping routs and keep an eye on dings.  What dings, well lets see...

1. Protect our money pipeline
2. Protect our shipments
3. Protect our more "regular" customers
4. Spread da cash where necessary
5. Bust our loyal people out of jail, by force if necessary
6. Whak da unloyal ones
7. Do somethin about our opposition, der gettin on my freakin nerves

Oh yea, if by chance I happen to get extradited while your away, I'd really appreciate it if you would bust me out an get me back alive.  You do...an...I'll make YOU da man:)

I hope this helped some:)
Title: Re:Everon Cartel
Post by: LCD on 22 Aug 2002, 17:57:20
tanks Omega :thumbsup:  ;)

here is idea dat I thinked bout  ;)  ;D

mybe we can give da option at da start of da campaign 2 choose da side dat u want (1 of 2 cartels)  ;D - i can script dis if u want 2 make it   ;D

LCD OUT
Title: Re:Everon Cartel
Post by: Kaliyuga on 22 Aug 2002, 21:53:36
Lots of great info there Omega Wolf....... *welcome back to the forums by the way*  ;D ;D

I was thinking myself about the whole prison break deal the other day.. having to bust out some of your men or something...

I also like the idea of ex-special forces... what would a cartel be without a few mercenaries on the payroll   ;D ;D

Keep those ideas coming everyone :toocool:
Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 23 Aug 2002, 13:52:54
How about a mission where as a runner or courier you're on a standard mission but something's just not quite right.

The mission doesn't end after the drop\pick up etc (But when you go home safely without being whacked by other mobs or whatever)

The sepcial part of the mission is - if you manage to stealthily follow one of the other member's of your team after the mission - you find him being debreifed by the feds or receiving a large brown envelope from a known enemy mobster...

"Good tings will come to dose who moida da bad guys" - and if you manage to off the guy(s) quietly and get away - you get a bonus...

If you miss the whole thing in that mission then it has drastic reverberations in the next couple of missions... :D

And stuff. (Currently has a FEW ideas up here bubblin away  ;)(!))

Dan  ;D

PS. LCD - I'm gonna make you an offer yous cant refuse: Donuts- Yum.
Title: Re:Everon Cartel
Post by: LCD on 23 Aug 2002, 14:03:28
Zsa - is ur offer includes somthin 2 drink ?  ;)  :cheers:

Good idea BTW :thumbsup: keep it up - if u have ny idea post it here  ;)  ;D

c ya around  ;)

LCD OUT
Title: Re:Everon Cartel
Post by: nailbiter on 23 Aug 2002, 22:47:32
How about some mods?

Like a weed mod or something?

It would be cool if there was a mission where all you did was
do drugs..

Like smoking up and everything looks funny...

Or trying to shoot on weed and you can't hit anything...


Yeah, I would like to see some missions where you have some fun?   Kapeesh?  ;D

Title: Re:Everon Cartel
Post by: LCD on 24 Aug 2002, 01:13:02
i dono if we can do dis but dere wil be som cutscenes dat wil c ya smokin nd som oder nice effects  ;)  ;D


:Cheers:

LCD OUT
Title: Re:Everon Cartel
Post by: hiddenfox on 24 Aug 2002, 03:41:58
im working on a pretty big island that is mostly farms

want me to send you the early beta. maybe it can be used.
Title: Re:Everon Cartel
Post by: LCD on 24 Aug 2002, 04:16:03
u wil have 2 wait til kali (team leader) wil b back in bout 2-3 days nd ask him  ;)

LCD OUT
Title: Re:Everon Cartel
Post by: Jakerod on 24 Aug 2002, 05:38:49
You could make one where you are a dirty cop working for Cartel 1, then you go in as a SWAT team to stop a drug deal from Cartel 2 then you shoot your fellow SWAT and then Cartel 2 dealers...Get their drugs...Get the money...it all works out in the end. ;D
Title: Re:Everon Cartel
Post by: LCD on 24 Aug 2002, 06:14:19
@ Jakerod :  nice idea but we r not intended 2 play as cops only 2 kil em  ;)  ;D - not even dirty cops mybe we wil help dirty cops but we r not police of ny kind  ;D  ;)

 ;D

LCD OUT
Title: Re:Everon Cartel
Post by: Jakerod on 24 Aug 2002, 20:47:03
I was thinking it could be a good starting mission...
If you dont want him to be a cop then make him dress in a cops uniform and have him go on the raid thing and kill them.
Title: Re:Everon Cartel
Post by: LimeCordial on 24 Aug 2002, 23:48:51
bribes - perhaps you could introduce some kind of system that lets you notice how suceptible cops and guards are to bribes......or just play it by ear........you could offer them some money, they say no, offer them some more, no, then again and some will say yes and let you go, while others will try to arrest you, others will take it first time and the most loyal will simply try to kill you.

if you can bribe the guards to let your trucks go or whatever, the boss likes what you did, gives you extra cash and whatever........
Title: Re:Everon Cartel
Post by: SEAL84 on 24 Aug 2002, 23:58:36
Hehehehe...I'm thinking of the part in the movie "XXX" where he gets dropped off at the Colombian drug errrrm....farm....and then the Colombian Army shows up and starts ripping the place to shreds...

Maybe you could even draw the story out so that you have to keep an eye on the guys under your command...maybe they start skimming a little off the profits and you have to go burn his house down ;D
Title: Re:Everon Cartel
Post by: LCD on 25 Aug 2002, 01:58:41
Good ideas everybody :thumbsup:

bout da bribe thing - i can script dat  ;D its not a prob - i can even make deir loyality wil b random (somtimes dey wil b loyal nd somtimes no  ;D) ;)

@ seal : dis gonna b dere 4 sure  ;)  ;D - nd somtimes da army wil com nd try 2 attack u  :o  ;D

@ Jakerod : good idea  ;) wil think bout it  ;D

LCD OUT

Title: Re:Everon Cartel
Post by: Jakerod on 25 Aug 2002, 17:28:37
Here is an idea for your mission...
You are at a "drug farm" and the governemnt is coming after it and you have to get all the stuff out before they destroy it.

Another one: You are in a boat and are being chased by the government and have to get it to a certain destination.


Title: Re:Everon Cartel
Post by: LCD on 25 Aug 2002, 17:48:05
@ Jakerod : u have 2 meny ideas  ;)  ;D

i like da drug farm idea nd it wil surely b done (nd i wil use da drop command 2 make da farm burn so u can stop nd smoke  ;)   ;D :toocool:

bout da sec idea - dere wil b a smuglin misions get dashipment 2 somwere  ;) so we can make itwid boats not only wid trucks  ;)  ;D

LCD OUT
Title: Re:Everon Cartel
Post by: Kaliyuga on 26 Aug 2002, 08:03:15
WoW.. you go away for a few days.. and look what kinda response ya get..... ;D ;D

Love the Ideas guys... I think We're close to starting to plan some of the missions out , so everything you've mentioned will sure help out.
Somehow bribery had slipped my mind...
I thought of blackmail... some sort of recon/photo gathering mission  8)....
 Also I like the idea of planting tracking devices and/or bugs on your enemies...

@LimeCordial: I'm back from vacation now, so I'll play yer mission some more now  ;D .  Bribery, don't think that one had occured to me yet... good call... maybe we could add where you can talk to certain people for gossip.. etc.... and learn info in that manner.

@ Hiddenfox:   I'll take a look at your island.. just send it to my e-mail addy (dj_kaliyuga@yahoo.com)    ;) Second thought... send me an IM also.. if you like workin on islands I got something that might be right up your alley  ;)

@Nailbiter: this campaign was inspired by the "Hemp" add-on that was released some months ago.. so we will be having this featured in the campaign... we also intend to use lots of cutscenes most of which will feature custom music, as well as "personality scripting" for non player characters, so you can expect to be dealing with all types people in this campaign.

@Zsa Zsa:  Of course there will be informants, undercover agents, etc.. to watch out for.. who you choose to do business with will effect the storyline... I am a big fan of branching objectives... having a mission where there may be a total of 7 or 8 objectives, but only two or three neccesary to beat it.. sort of leaving two or three paths towards completing the mission... Completing one objective causes you to gain some intel that leads you to another optional objective.....

@Jakerod: Having an inside person on the police force or somesuch is definately something we have considered. This is where bribery and blackmail come into play of course....
  Also... regarding the boat... number one on my wish list has to either a nice, shiny new speedboat for this campaign, or a small inconspicous fishing trawler for smugglin... seems that OFP has a serious lack of boats in the first place :-\.. and if I can't manage to get one of those two.. then I'll just have to resort to plan B and use.... oh .. wait I can't tell you about plan B   :o  ;)

@Anyone I missed:.... wow this is a long post, but I'm glad to see all the input... May post some screenshots of the Beta island I am working on for this campaign later in the week
Kaliyuga
:cheers: :toocool:

Title: Re:Everon Cartel
Post by: Cedaie on 26 Aug 2002, 08:10:28
hehe, just think, you got bongs tat have the same amount of smoke as a campfire  :-X  ;D do the full over-exaggeration thing, heheh, make that a small cutscene somewhere
Title: Re:Everon Cartel
Post by: Kaliyuga on 26 Aug 2002, 08:15:28
Yeah... I'm gonna put that Lynx Smoke Generator to some good use there Cedaie  ;D ;D   Or at least that's what I'm thinking there... I have a sick and twisted vision of Homegrown meets Cheech and Chong meets Blow or something like that... And I'm taking a cinema class this semester so look out cutscenes ;D  ;D
Title: Re:Everon Cartel
Post by: LCD on 26 Aug 2002, 08:31:39
Welcom back Kali   ;D


u forgot seal  ;)


wat is plan b ??? - or even i dont get 2 know it ?  ;D

7-8 objectives ? remindin me somthin  ;)  ::)

LCD OUT


Title: Re:Everon Cartel
Post by: Waterman on 26 Aug 2002, 19:48:05
You could also use my island if you would like? ???
You can download the beta at my site...
http://www.freewebs.com/watermansofpsite/index.htm

It has a few rivers, large towns, farm(s) (Made 1 at the moment) and some cool bases... 8)
Go to the WRPedit section also to view my island under the WATERMANS island thread. ;)

Also Phaedens island would be a good addition.... :)

Waterman.
Title: Re:Everon Cartel
Post by: Kaliyuga on 26 Aug 2002, 21:01:29
See.. I knew I forgot somebody.....  ;D ;D

@SEAL84: Haven't seen 'XXX' yet, but that scene sounds cool anyways  ;D  And of course anyone trying to skim from our profits will be dealt with appropriately  ;D Give em a Colombian Necktie... LOL   :P


@Waterman: Thanks for the offer... but I already have one or two islands that are being worked on for this.. I am interested in seeing Fox's Map however, because even if I don't use it per se.. It will give me some good ideas for making my own farmlands...  ;D

@LCD:   Plan B is on a need to know basis  ::)   ;D
Also.. about the whole 7 or 8 objectives thing.. I'm saying like in OSALKA   ;) ;D where there are alot of objectives, but only a few of those need to be completed in order to finish the mission.... it adds to the replayability... optional tasks and secondary objectives and such... maybe some hidden ones you might or might not stumble upon
Title: Re:Everon Cartel
Post by: LCD on 26 Aug 2002, 22:22:35
KA ??? Dats new  ;)  ;D ;D - nywayz i got da Plan B discription  :P good plan  ;)  ;D

u need 2 c da next mision in da OSA series - it have mor objectives dan in OSAL - KA  ;)  ;D

LCD OUT
Title: Re:Everon Cartel
Post by: Rubble_Maker on 27 Aug 2002, 17:23:23
Ok, in general I dont like "Mafia"-like games where you're the bad guys, but this deifinetely sounds like fun coz it involves a lot of *really* advanced scripting. The ideas you've come up
with so far sound more like an advanture than a FPS, so you'll need dozens of custom scripts to tweak the AI.

One aspect of mission design I always felt is neglected by most designers is to set up a realistic enviroment. Just shooting ppl is boring, and we all have seen the built-in
animations and AI behaviour a coupla thousand times... so what needs is something new.
What really helps is atmosphere. Make this guy (player character) have a girlfriend, and also make him live somewhere, in a small house where he has some nice guns at his disposal and a nice car.
Now that girl will have some scripted AI, and she will randomly do things, like talk to the  player if he's around, or drive to the next store etc pp. Maybe you could even make a mission
where she gets captured by another cartel...

You'll definetely need an interface to talk with ppl. This could be made like in those good old adventure games, where you walk up close to someone, and a bunch of phrases pops up that you can choose from.

Also script some AI for the local residents. They should hang around, or drive in their cars, or go for a walk, chat, etc pp - everything is triggered randomly by some smart script. When
they feal threatened, i.e. if they see how you get out your big shotgun right in front of them, they'll call the police, or run away or something. Ok, so you need:

* a police station
* some gamelogics on the map which mark positions where a resident could call the police
  (open buildigns, phone booth etc).
* an AI script for da police

About that personality thing for non-player units... this will require really advanced scripting. Check out my tute on AI scripting and fuzzy logic in the Advanced Editing forum
to see what I have in mind ;)

For the cutscenes you can use my GT script; I can tell you how to use it no prob. Basically it moves a camera along a curved path, so things look a bit more spectacular than they normally would. Also you can rip off the voice generator script from the ST16MPenetration mission and use it for the local residants so they have a chat randomly.

When you script the AI, use lots of global vars to store various states for each unit, so you can query stuff like "has this guy spotted the player" or "is an enemy unit around this place".
Using these states, each unit makes its decisions using a simple pseudo fuzzy logic where you basically just have a bunch of options, and you weight the importance of the different unit states to make a decision. Also you need a script which keeps track of how close the units are to each other to draw conclusions from that information .Otherwise you need to put up with the stupid build-in AI; well you prolly know what I mean: the player shoots some guy, and the guy next to him wont get his lazy ass off even if his friend's guts are slattered all over him ;)

Before you start scripting the AI, make a list of available data that the units can draw from.
Example:

*how close is the player?
*did he see the player?
*did the player see him?
*did someone open fire in his general direction? (I wrote a nice script for my SPM "The Prey"
that I can send you; it detects if someone has opened fire. Using the "getdir" command you
can query the general direction in which a unit has fired).

This is only an example and you can prolly come up with more like these. Then when you have a
complete list, make a script which keeps track of this information and saves it in an array.
At mission start, the script is executed for all units, and each of them gets his own array
to save the state data. The script could also run at different frequencies for each unit to
reflect different levels of awareness.

Also you gotta mark specific regions on the map that the AI can use for specific tactics, like
waylaying the player or hiding. These could be trees, bushes or buildings. For the latter ones, use the new "inspect ID" editor feature in Res, and make a list with the IDs for all (enterable) buildings on the map. If the AI script decides that a specific unit should hide, you simply traverse the list and pick a building which is close enuff.

There's a lot of other neat stuff you could do with such a script, like make a list of all cars
on the map, and make the AI dudes use them occasionally. For example, when some enemy unit spottes
the player, the AI script chooses from one of these options:

1. Attack (condition: enuff allied units around OR enuff units in player squad are dead already. Use
   a simple ratio here)
2. Hide (condition: same as above, just negate them)
   -if possible, pick a building from list which is close enuff)
3. Surrender (condition: same as above, but only if the ratio is high enuff so that the unit is
   definetely outnumbered and wouldn't stand a chance anyway)
4. Run away (condition: same as above; use random to decide which one to pick. Coordinates for
  DoMove are obtained by simply making a vector from one of the enemy units to the player, then
  inverse and scale it)
5. Drive away (condition: same as above AND a car has been found which is close enuff AND
   distance to car is within a certain limit which depends on the distance between player
   and unit, i.e. how much time there's left to get into the car).
6. do nothing (condition: player hasn't drawn his weapon yet or hasn't opened fire yet)

For a more realistic effect, I'd give only handguns to the player in most missions. Most of the
time he'd have to be stealthy and try not to be suspicious to residents or the police. So he
only carries a handgun or maybe a Scorpion).





Ok I hope I could show ya that its definetely possible to do something special with AI scripts and make this campaign a outstanding one :)
Only drawback is that it takes an aweful lot of time to script and debug that stuff ;)


Oh, and one more thing: Make sure you properly plan your missions before you even think about working on it! I suggest you make a list of scripts that you need for your mission, and then you make some beta-versions of them and you debug them on plain Desert Island, with no other crap around that only confuses you. Then when you're 100% sure that the script works as it should, you put it into your mission. Tell ya, it saves you hours of work if you seperate things for betatesting! Thats one of my experiences from working on STMPenetration, which is a pretty complex mission and took quite some time to finish ;)



Title: Re:Everon Cartel
Post by: Kaliyuga on 27 Aug 2002, 18:45:17
WOW  :wow:  thanks for the tons of great input Rubble Maker.. I'm on my way out the door to classes right now, but I'll digest all that info later...  ;D ;D

As far as the gamelogic/phonebooth thing goes, pure  genious... don't know how it slipped by all of us for this long..  :P  

I will check out this whole "fuzzy logic" thing you're talking about also ..


But thanks again for all the input, I know your experience on the STM6 mission is invaluable to anyone planning such an ambitious undertaking....  

We are going to draw out a rough plot line before starting any mission... the only thing that might have to come later are any add-ons we decide to use.. (I.E. police units that are not finished yet)


Title: Re:Everon Cartel
Post by: LCD on 27 Aug 2002, 22:01:05
We did say dat we wil give em personality scriptin right? dis thin dat Rubble_Maker said is personality scriptin (part of it)  ;D but i dont think we can nd need 2 put 2 much trigers/scripts in dat mision cuz somtimes weaker comps wil start lagin  ;)  ;D

LCD OUT
Title: Re:Everon Cartel
Post by: asmodeus on 27 Aug 2002, 23:34:42
Hey there Rubble_Maker!!  WOW and thanks!!     :o

Yes, I think what we are going to need for this campaign is a delicate mixture of advanced scripting/triggers and limiting such things to keep the lag and save times down.   ;)   ;D

I love your ideas Rubble_Maker and have no doubt we will be glad and honored to use your scripts and ideas!    :D

This is exactly the route we are taking, we plan on having an environment that is always changing and very random.  It will definately be non-linear and I agree with you that the player will have to start with hand guns!   ;D

What we will end up doing is setting a "minimum system requirement" for the campaign.  After all, what we have planned won't really be able to be completed with too slow of a computer...   :-\   We shall have to see how it goes though..  Since we are going to use custom Islands, some of them are not as large as say, Malden.  This will help a lot with the lagging probs, I hope.   :D

Asmo out.  Time to go to work.   :-\    ;D
Title: Re:Everon Cartel
Post by: LCD on 28 Aug 2002, 00:15:57
i thinked a litl bout da AI scriptin (didnt read da TUT cuz of me beign lazy  ;)) buti have a Idea we r usin OFP engine so we should use it @ da best way we can - so if we want ppl runin away just set deir allowfleeing on haigher value - its always da best thing 2 b simple  ;) so if we want lets say 5 ppl have da ability 2 run away in cars we script em (not every1 can steal a car right ?) nd a;ll da oders we can just write in deir init

this allowfleeing 0.8 or anything else nd save us scriptin (cpu takin nd just da thinkin dat iw wil take us 2 write it  ;)  ;D)


LCD OUT
Title: Re:Everon Cartel
Post by: hiddenfox on 28 Aug 2002, 01:05:43
how about even moving part of the campaign to the mideast.

poppy farms, and escaping US military involment in the region with your cash crops. seems like fun to me.

anyway about the farm island it IS still a work in progress but im going to finish up a couple more farms before i send it to you.

probably in the next day or two
Title: Re:Everon Cartel
Post by: Kaliyuga on 28 Aug 2002, 07:54:59
Well... While I was in class today I started to sketch out a possible plot tree for the campaign.... I think I'll actually have more time to work on this part of it now that I am back in school.. LOL  ;D  

@ Rubble Maker: A few men in dark business suits decided to pay me a visit today, and they convinced me :help: to tell you that this mod has absolutely nothing to do with the "Mafia" , in fact there is no such thing as this alleged "Mafia".
 I want to ensure you that we are in fact all members in good standing of the International Order of Smugglers and Dealers , Local Chapter 420. And if there were such a thing as a "Mafia" we would neither advocate or condemn this alleged "Mafia"

Now.. on to business then...  your ideas blow my mind :wow: you need to go make yer own game and then hire me  ;D

Quote
Also you can rip off the voice generator script from the ST16MPenetration mission and use it for the local residants so they have a chat randomly.
Send it on over.. my e-mail is somewhere down there on this thread  ;D
Quote
*did someone open fire in his general direction? (I wrote a nice script for my SPM "The Prey"
that I can send you; it detects if someone has opened fire. Using the "getdir" command you
can query the general direction in which a unit has fired).
Send that too ;D
Send me anything you want including the kitchen sink.. yer a fookin genious M8 ;D :cheers:

@HiddenFox: This mission will be taking place partly on Everon (Or some other custom island that starts with an 'E'???)  and partly on a Custom Island that is yet to be named , which I should be working on right now  ;D.
I think I might just have to name the damn thing while I'm at it .....
No huge rush on that island ....I know what a pain it can be to create a proper one ;)

@LCD: Allow fleeing is definately something that will come into play as well, and anything that involves less thinking is good... LOL  :P  ... but does allow fleeing 1 make them automatically flee no matter what the circumstance?

Umm that's about it for now I guess... So.. I'll keep you updated.. and when I have  a rough plot tree lined out I'll post some tidbits from it for your thoughts ...

:toocool:
Title: Re:Everon Cartel
Post by: LCD on 28 Aug 2002, 08:52:04
stil not sleepin  ::) :P

dont think so but allow fleeing wil make em flee wen outnumbered or wen man is kiled from deir group  :P

u dont want em fleein from da start of da mis right ? b4 dey c u  ::)?

nywayz i think i can do som AI scriptin nd it shouldnt b much of a prob  ;)  ;D

bout da island thingy - y not doin it on mor dan 1 island ? we can always take over 1  ;D

LCD OUT
Title: Re:Everon Cartel
Post by: Kaliyuga on 28 Aug 2002, 10:26:24
Well.. here's what I was thinking plot wise.. this is just a rough draft of course....

*The Cartel is well established already... you however are just starting to be associated with them... I haven't quite worked out how you come to be a member yet.

*The island the Cartel is based on is an autonomous country, which has up until this point largely ignored our presence due to bribes and such... Our Cartel serves as sort of a waypoint for large drug shipments from Asia as well as our own plantation of high grade Marijuana, and a small designer drug lab.
*Now.. either due to the finding of some natural resource, or some other such reason... trade related is what I'm leaning towards at least for now.. another country steps in and wants the cartels out before they will give whatever the deal is... you get the picture.. this part is all subject to change..

*So.. faced with pressure, the local law enforcement decides to arrest a few people... try and get some informants , that sort of thing... I think there will be a guy in there that turns informant and you have to assassinate for the cartel.... ;D

*Finally there is a raid... you must fight off before finally retreating to another part of the island temporarily .. the Decision is made to send an advance recon squad to the base of the rival cartel .. (custom Island I am working on) which then leads to a full scale invasion... (not militarily mind you.... but more like small mercenary squads )

*Once control of the island has been established,more missions will follow... but I haven't thought that out too far yet...

*Now.. as this as going on the player character is going about his missions which all tie into the main plot somehow.. of course there will be a subplot for the player.. some more personal things ..... stuff like that... but I am imagining a fairly quick rise through the ranks

*Perhaps you unknowingly do a favor to the Cartel and are offered a few small jobs ... or maybe some sort of family involvement? Any ideas on how the player would come to be involved would be great .... throw em out there.. I'll listen to anything.. LOL ...  ;D  

Oh.. something else I forgot to mention earlier... Rubble Maker, when you talk about the dialog options coming up when you approach certain characters in game.. I'm assuming you mean via the action menu? or some other way I haven't thought of yet?
Title: Re:Everon Cartel
Post by: LCD on 28 Aug 2002, 10:52:40
here is idea - u save da cartel leader from assasinaton accidantly  :o  (mybe u dont know him nd c som1 trin 2 kil him so as a honest citisen u get ur pistol nd kil da assasian) - wicj is y da boss start 2 like u nd u join his cartel nd raisin in da ranks cuz da bos like u  :o :wow:

bout da trade related thing - here is anoder idea - dey find a resource (patrol/uranium) nd its in our turf  ;D

nd da misions after we flee nd capture da oder cartel - lets say go 2 da country dat want us out of our island nd kil som ppl mybe even take deir president as hostage  ;D nd den after dat we get back into our island nd kil da president nd every1 else who wanted us out of da island  ;D

LCD OUT
Title: Re:Everon Cartel
Post by: Rubble_Maker on 28 Aug 2002, 12:00:16


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Title: Re:Everon Cartel
Post by: LCD on 28 Aug 2002, 14:55:55


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Title: Re:Everon Cartel
Post by: Kaliyuga on 28 Aug 2002, 20:24:15
You'll have to make the LCD texture for the Campaign...  ;D
I like the shirt... It's good practice if nothing else ;)
But he needs to look like this smiley more  ;D ... LOL ;D

We will definately have to work on some new textures for the campaign......      

Is that guy you're fooling around with a Civ or Resistance? cause I'm thinking our Cartel members are going to have to be resistance.... ???  
 But how would this work with the police Mod? what are the addons coming out of that going to be classed as? West/East/Resistance?   (Quicksilver are ya out there? :P)
Something to definately think about.... I mean what if we both make our teams be resistance for ease of combat?
I mean who wants to hack the .sqm for every cop or cartel member we use in our Campaign? :noo:


*EDIT*....  Also how about an arm patch that shows the flag? or how about making a civ that has the dragon from our flag on the back of his shirt? Asmo has the original dragon pic and I'd like to see it on the back of a black shirt or something.. maybe on the hood of a car? *EDIT*
Title: Re:Everon Cartel
Post by: LCD on 28 Aug 2002, 20:47:02
its goin 2 b a LCD texture 4 da campaign dont wry  ;)  ;D

it was practice but mybe we can get dis ppl into our launching party 4 da cartel  ;D

i didnt took his face it was just a random fce da comp gave him  ;D

its curently civ but i can always change his side  ;) nd we can define da cartel ppl so dere r som 4 each side so we can use da side dat suits as mor in ech mis  ;D

i can do da texture thing (put dragon on back, armpatches) but i stil didnt try retexturing car  ;D - we can realese som cartel pack - i have som interestin ideas  ;)  ;D

LCD OUT

Title: Re:Everon Cartel
Post by: Kaliyuga on 28 Aug 2002, 21:03:51
Yeah.. that's a good idea.. a few guys for each side.. just for the sake of versatility.

I had this crazy idea last night.. and It's too bad you can't make the player "change clothes" somehow midmission.... now of course this can be done from mission to mission easily enough, but to do it mid mission would be crazy.. you could hide from someone and then change into something else to lose them from your trail.....  

I just had another crazy idea... you're getting chased by the cops so you duck into a garage where you get new plates and a quick paint job.. (really just swap one car for another in reality )
Being in this new car puts you in captive status so you can just drive past the cops casually .....
 
one question about that though.... say I'm shooting at the enemy... I obviously become a target for them at that point... I manage to escape for a little bit..then I become "setcaptive true" , If I go back to those same guys I was shooting at just prior will they shoot me ?  :-\
Title: Re:Everon Cartel
Post by: LCD on 28 Aug 2002, 21:15:40
i think dat I can make a script dat wil make u setcaptive false again so dey wilx shpt nd if dere r som new guys in dere we can always "tell" oder ppl dat dey r after u

LCD OUT
Title: Re:Everon Cartel
Post by: mikeb on 28 Aug 2002, 21:16:35
The only way I can see about changing clothes mid-mission would be to actually start a new mission as you change clothes.  This creates restricted times at which you can change clothes but makes a mission ve interesting.  You can use savevar to save variables from the first "half" and transfer them over.

Moreover, changing clothes could be a useful option for a mission.  Perhaps the mission can be completed without changing clothes but if you decide to do so it activates another of the mission end triggers and loads up the second half.  Then finishing the second half gets to the same mission as if you'd completed the whole mission without changing clothes.  Make sense!  Of course you could give less points for using the clothes as this makes it slightly easier (but then you probably don't have to kill as many people)

I suppose an idea like that is also good for assassin missions...
Title: Re:Everon Cartel
Post by: LCD on 28 Aug 2002, 21:25:33
good idea Mikeb  ;D

gonna discus it wid da team  ;)  ;D
Title: Re:Everon Cartel
Post by: Hawkins on 28 Aug 2002, 21:32:37
This idea is related to the mod AND to it's team too.... ::)

Ya guys should make a website for your campaign. :P To keep us fans up-to-date. ;D

Hawk
Title: Re:Everon Cartel
Post by: LCD on 28 Aug 2002, 21:40:05
in da meantime we r usin dis thread as our offic site   ;D

mybe u wanna make our website?  ::)  ;D

LCD OUT
Title: Re:Everon Cartel
Post by: Kaliyuga on 29 Aug 2002, 00:33:40
As things start to come together a little more , we do have a website we are planning to launch......

Just wanted to get some of the rough ideas out of the way here on the forums.. and will still probably keep this thread going as long as it remains pertinent and on topic ;)

Good idea MikeB .... That is something to think about for sure...

And hey there Hawkins.. haven't seen you around too much since classes started.. glad to know you're still out there :wave:
Title: Re:Everon Cartel
Post by: Rubble_Maker on 29 Aug 2002, 16:43:01
How about that new SetTexture command in Res? Sefe once said it only works for tanks, but has anybody every tried to use it on characters?
Title: Re:Everon Cartel
Post by: LCD on 29 Aug 2002, 17:11:13
i got da blood textures 2 work on da EC civ addon  ;D

bout da setobjtexture command it can be used only on units who have da option in deir config file - nd til i c a config file of one of dis units i cant do ny units usin em  ;D

LCD OUT

P.S @ Rubble_Maker da only units it work 4 r - russian armored vehicles nd da 5th truck, ural nd da resistance truck (watever it called)  ;D
Title: Re:Everon Cartel
Post by: Rubble_Maker on 29 Aug 2002, 22:01:24
hey thats a cool discovery. So all that needs is some tweaking of the config.cpp files... no prob I guess.
Title: Re:Everon Cartel
Post by: Rubble_Maker on 29 Aug 2002, 22:01:35
hey thats a cool discovery. So all that needs is some tweaking of the config.cpp files... no prob I guess.
Title: Re:Everon Cartel
Post by: LCD on 29 Aug 2002, 22:04:29
u know cpp writin ? can u open one of da config.bin dat BIS use ? i need 2 know dat 2 know wat command give da soldier da option 2 use setobjtexture   ;D

LCD OUT

P.S i started workin on script dat make da AI behave as it have personal live (goin 2 work, goin home ec.)
Title: Re:Everon Cartel
Post by: Quicksilver on 30 Aug 2002, 00:00:24
I'm here, i would think that the cartel would have to be East since we're using the resistance as the police.

-Quicksilver
Title: Re:Everon Cartel
Post by: Kaliyuga on 30 Aug 2002, 04:07:05
  Yeah ... makes sense you'd do that for versatility Quicksilver ;)  Just something that had slipped my mind to ask... so our players would have to be defined as east, but of course we wouldn't be limited to using east weapons ;D

Title: Re:Everon Cartel
Post by: LCD on 30 Aug 2002, 04:55:36
and da oder cartel wil b west side ?

LCD OUT
Title: Re:Everon Cartel
Post by: Kaliyuga on 30 Aug 2002, 05:28:43
Yeah.. LOL... looks like the sides have been chosen  ;D

So we'll need to have addon guys for both sides then East and West

Asmo and I were talking last night about finding some interesting animations to "freeze" guys in thus making them appear passed out and such... homeless guys huddled over a burning trash can  ;D or drunken/high  people passed out in places..
This would add to the umm atmosphere I guess you'd call it.. for the missions...

  Also there are some nice looking sports cars coming out soon that would make nice vehicles for the cartel.. or for the player when they get higher up.. could be given as a gift.. or you have to kill someone and you take it... or someone could owe money.. give you the car.. and the boss says... eh.. go ahead and keep it.. I saw a pretty sweet looking corvette last night I think it was.. and there's a Jaguar out there somewhere I'm still looking for ... LOL ;D  (I'll find it LCD, just have to remember the dam site )

Title: Re:Everon Cartel
Post by: Hawkins on 31 Aug 2002, 21:47:27
Quote
And hey there Hawkins.. haven't seen you around too much since classes started.. glad to know you're still out there

Hey Kali! ;D Yep. Schools started and I got "drafted" to college. :P I went there on my own will but still. Hey that rhimes!! :D :P

To topic:
So ya guys are planning on making a site right? Where? Give us an address. :P
Also: When ya open the site, could you make a list of new things that will be in the campaign. Like units, islands... That kinda stuff. :) I'm a really big fan of the Cartel. :P Ya are all Goodfellas. ;D

Hawk
Title: Re:Everon Cartel
Post by: Kaliyuga on 31 Aug 2002, 23:39:39
 Yeah I know how you feel there Hawkins... I'm taking 17 credits myself this semester.. I just started back this last monday. ;)

 About the site... I've got a long weekend with the holiday Monday, so Asmodeus and I are shooting for getting the site up and running before I go back to school on Tuesday... providing that everything works as planned of course..  ::)
If not.. then the next weekend will be an alternate launch date...

 We're also in the process of compiling a list of add-ons we will probably use in the campaign.. but the thing is that some of these addons will  be have to be modeled or textured by us.... this is another reason for collaborating with the Nogova Police Mod...  If we use alot of the same addons, then people will be able to play both mods without alot of extraneous addons... I mean if they're doing a great job on the modeling and such of law enforcment addons,which they are!!! (Quicksilver and @Cero are both doing great work on that mod).
 And actually looking around... there aren't too many addons that would be needed for the Cartel.. there are plenty of great sports cars that are already out, and tons more on the way (I'm waiting for that Aston Martin Vanquish V-12 to come out for my personal car, unless of course someone comes out with a Bentley convertable  ;D)
 About the only thing I can think of off the top of my head would be creating new units.. as it was mentioned somewhere up there, we will need our Cartel to be East, and a Rival Cartel that will be West.. the Nogova mod's police are classed as Resistance.  Oh and of course the LCD, Asmodeus, and Kaliyuga addons  :o And if oxygen goes public as all the talk seems to point towards, we will probably make a small addon pack which will contain various small items that are more for background or atmosphere ;)

 Also... The Cartel would like to announce that we will be expanding our operations to Waterman's new island Skye... Expect a few screen shots to come... and Welcome to Waterman... the Cartels new WRPEditor

:cheers:

 And oddly enough.. I do have a question for all of you to brainstorm some ideas on .....
It has been mentioned somewhere on this thread before..butt :booty:....

 We have all these wonderful mission ideas coming together, and even a plot for all this stuff... but there is still one sticking point in my mind.... How does the player come to be a member of the Cartel??   Since the original idea has been expounded upon to now include "rising through the ranks" as it were now there has to be a reason for joining in the first place.... so here's what I have for ideas so far...
*Family member/significant other is already in the Cartel
*Family member/significant other  is already in the Cartel, dies, and you join to avenge them so to speak
*You are a small time dealer/criminal who unknowingly does a favor for the Cartel, thus gaining their attention.
*And for a strange one... how's about you're an undercover cop that is assigned to infiltrate the Cartel, but decide to defect when you see all the cash, drugs, and scantily clad women ;D
Of course, any other ideas would be appreciated, as well as any way to flush out those ideas that have been mentioned already... I'm leaning towards the third one myself.. but that one raises another question... what "favor" do you do the Cartel without knowing?  Murder? Theft? Blackmail?

Anyways.. once again .. welcome to Waterman , and keep those great ideas coming everyone :thumbsup:
Title: Re:Everon Cartel
Post by: Waterman on 01 Sep 2002, 00:19:06
Thank you Kaliyuga! :)

About the Screenshots... go to the WRPedit section under the topic called WATERMANS ISLAND (believe it or not! ;))

Good idea about keeping the addons simular to the Police Mod.
It will help encourage people to download it when the MOD's finished.  Keep the ideas coming...(I like the strange one... ;) ;D)

----------------------
So LCD can understand... ;)

Bout' de screenies...go to de WRPedit sec. under de topic called WATERMANS ISLAND (believe it or not! ;))

Good idea bout keeping de addons similar to de Police Mod.
It will 'elp encourage peeps to d/l it when de MOD's finished.  Keep de ideas comin...(I like de strange one... ;) ;D)

Waterman. ;D
Title: Re:Everon Cartel
Post by: asmodeus on 01 Sep 2002, 00:52:28
Yes yes...  The Site will be up soon!   :)  (Now I know a little bit of how Wolfsbane feels)   ;)   lol

I've got about 1/3 of it done at this point...  Like Kali said he and I are going to get it finished soon!

Welcome Waterman!  Great job on Skye!   ;D  We will be proud to use it in our campaign!

And like Kali said, we need you all to take a vote as far as the best and most believable way to become a member of the Cartel.  This is important as it is the basis for the plot and the main part of the first mission.   ;)  

Eiter way, it's all good.   :D

Power to the EC!

P.S.  Welcome back Hawk!   ;D
Title: Re:Everon Cartel
Post by: Frosty Slamander on 01 Sep 2002, 06:18:20
Ahhh! The new EC topic and its on page 5! I gotta spend even more time on OFPEC!
Title: Re:Everon Cartel
Post by: Hawkins on 01 Sep 2002, 10:01:26
It would be cool if the player was an undercover cop and then will defect to the cartel. :D :P It would be (in my oppinnion) the best choice. ;) Then the cartel would know more about the police operations in their area, and could avoid them. ;D

Hawk
Title: Re:Everon Cartel
Post by: LCD on 01 Sep 2002, 14:23:17
Welcom back frosty slam  ;)  ;D

i think we can join som ideas 2gether (we r stil stickoin 2 da secret plan right ? ;D)

so here is 1

player is undercover cop dat gets 2 da cartel nd fell in love wid a member of da cartel nd after dat she gets kiled nd da player will defect to the cartel to avenge them so to speak
.   :beat: :toocool:

BTW  im goin on vication in Thursday - 4 a week nd im nor sure if dere wil b comps were im goin  :'( nd surly not OFP :'( so if dere is any special thing i need 2 doin d next week tel me  ;D
 
LCD OUT
Title: Re:Everon Cartel
Post by: Robbo on 01 Sep 2002, 14:25:53
I was thinking that the player is a Drug Enforcement Cop and they had arrested the drug cartel leader, the drug cartel boss offers bribes to the player and later the player secretly accepts and during transport to a prison or something he kills some guards and drives the boss to a safehouse and joins the cartel.
Just my idea
Robbo
Title: Re:Everon Cartel
Post by: LCD on 01 Sep 2002, 14:36:58
i was just thinkin again as a memmberof da commandin in da cartel  ;) here is som things dat a wais cartel leader wil never accept

1) join som1 dat take bribes - he can always b bribed back
2) join som1 dat he knows dat he is a cop - cuz he wil never know if da cop is stil workin wid da cops or not

so dere may b som probs wid da cop versions

LCD OUT
Title: Re:Everon Cartel
Post by: Waterman on 01 Sep 2002, 14:38:46
Just to let you know that I put your names up on ma site like requested LCD! ;D
Get some good eary publicity in...
So you guys think the site will hopefully be up tomorrow then.  Do you want me to send a whole heap of pictures to you by email for the site? (whoever is making the site...)
Or could could just take some of your own...

I done some more today. More vegetation and sorting out some problems.  Planck also kindly sent me a wee .paa picture to go beside the name of the island. I'm going to check it out... :-*

P.S. Nice idea there Robbo...but maybe to origional.(I don't know?) ??? :)

Waterman. :)
Title: Re:Everon Cartel
Post by: Kaliyuga on 01 Sep 2002, 21:07:11
Sounds good Waterman .. keep up the good work, and you can send those pics over to my email addy if you want and I'll pass em on Asmodeus to see what we can use on the site ;D

LCD: Another vacation?  :o  LCD the world traveller.. Your mission is to relax and have fun before going back to school  this week.... Well.. maybe something else before thursday comes around.. LOL

Everyone keep those ideas coming ... sounds like some interesting stuff so far
Title: Re:Everon Cartel
Post by: Wolf on 01 Sep 2002, 22:57:21
Whew!
That's one long thread
lol
I just finnished reading it.
WoW!
Right now I have only one thing to say in reguards to the campaign.
One problem with the cop joining would be that all law enforcement agents would know who you were, wouldn't they?
They'd have all that information on you already.
Just a thought.
Title: Re:Everon Cartel
Post by: LCD on 01 Sep 2002, 23:58:34
actualy im back 2 school tomowrow (monday) but som of my freinds invited me 2 go wid em  ;D nd we have a sain here - if its free take a lot  ;)  ;D - i wil loose som school days but its in da meadel of saom holiydays so im loosin bout 2 days  ;D

bout da prob wolf discovered  :o didnt think bout it b4 but ;D mybe u can make em think u r dead by kilin som1 dat lokes like u or somthin  :)

LCD OUT

Title: Re:Everon Cartel
Post by: Wolf on 02 Sep 2002, 00:12:32
Yes, but if your ever spotted by the police again, or they get a driscription of you or something, they could use any of the information that would have been in your file.
fingerprints, pictures, phycological reports, so on ...
The only thing I can think of for getting around that would be to have one mission where you have to go back into police HQ and steal or destroy all of your records.
Title: Re:Everon Cartel
Post by: LCD on 02 Sep 2002, 00:20:31
:wow:

good idea wolf :thumbsup:

i think we should use it if uwe use da undercover thing  ;D

LCD OUT
Title: Re:Everon Cartel
Post by: Kaliyuga on 02 Sep 2002, 01:42:25
  Hmmm.... that's a pretty good idea there Wolf... in this day and age though.. (depending on the time frame we decide ultimately, but I think it should be modern day) you could visit some crazy hackers and get them to erase all yer stuff.... could even have plastic surgery.... (you could change faces in the middle of a mission couldn't you ?? :P using setface command?
  I do like the idea of sneaking into the police HQ,... (could be that large building used as Victor's office in the campaign) stealing some evidence, ;) stealing your records, and planting a bug or two if possible.. or planting tracking devices on the police jeeps that are around, then you'll know where the cops are at all times ;D    

I think every campaign needs a recon/stealthy type mission included so this one is a definate possibility :thumbsup:

Title: Re:Everon Cartel
Post by: Ram TN on 02 Sep 2002, 11:14:43
Here's an idea: how about making a mission where you need to take down the police chopper? This, of course, would be a hard mission: say, the chopper is in the air, planning to help the cops catch some of your mafia buddies, and you get ONE AA missile, and after you shoot it, the cops are after you. You have to get back to a safehouse. If you missed the chopper, then not only the cops will be after you, but they also managed to catch your buddy - and all because of you. That's why you'll get EXPELLED (or something like that) from the mafia, and if you hit the chopper and got it down - then you will not only get promoted, but will also get large amounts of cash from your mafia buddy - who happens to have a VERY high rank at the mafia.  :)
Title: Re:Everon Cartel
Post by: Kaliyuga on 02 Sep 2002, 13:07:08
Yeah I like the idea there Ram... definately might have to take out some helicopters... for buzzing too close to our fields... LOL ;D
Title: Re:Everon Cartel
Post by: LCD on 02 Sep 2002, 13:17:17
Tanks 4 da idea TN  ;) :thumbsup: we have a raper here named TN :wow:  ;)  ;D

mybe we wil use it but we dont want da payer 2 b expelled so mybe u wil have a oportunity (new mision - dat dont happen if u get da choper)  2 save da man from da police  :)

LCD OUT
Title: Re:Everon Cartel
Post by: asmodeus on 02 Sep 2002, 15:48:00
Well...  I too like the ideas that you guys have been coming up with..  So the player is probably gonna be an ex-cop that spends a whole bunch of money for some hackers to erase some data...  But then you find out that the cops are still pushing paper!  D'oh!!   So you have to go destroy the paper backup copies of your files as well..  And then on your way home when you think it's all over a police chopper comes after you!   :o  That way you get the best of all worlds!!  Muwha ha ha ha!!    ;D

Thanks for the ideas all and keep them coming!  All ideas that we use will include the orignal person in the credits who had the idea.  (of course)    ;)    ;D

Oh yeah, one other quick note..  We have the beginnings of a website!  ;D  Check my sig below to get the link:  
Title: Re:Everon Cartel
Post by: Waterman on 02 Sep 2002, 18:10:58
  Nice website there! :thumbsup:
Would you like some screenshots Asmodeus for my island Skye?  You can get them at my site (Check my signature) or I can send some new better ones to you via email.
  If you do, what size do you want them? 800x600?

Waterman. 8)
Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 05 Sep 2002, 13:02:13
just my opinion here - but I don't think the player should join the cartel as a defecting police police officer - as this implies a lack of "loyalty" and "honesty", and he likely wouldn't be trusted and only promoted "Sideways" if you get me...

It would be easier from the promotion point of view that the player was merely too young (But was part of da "family")
and is now trying to "prove himself"

Think "Goodfellas" or "Sopranos"

Dan  ;D
Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 05 Sep 2002, 13:06:37
Oh - I also just remembered another Mafia film where Jack Nicholson was a hitman...
Maybe during some job or other you're interrupted by some random civilian passer-by...
Now normally - if you're seen that person has to be whacked...
Only THIS person happens to be the Police chief's wife\child\whatever - thereby raising police hostilities TENFOLD...

But maybe you just scare her off, or manage to intervene and post your guards PROPERLY before the job (She comes via a route you dont expect) then you dont piss of da cops.

Dan  ;D
Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 05 Sep 2002, 13:09:11
oh - and Gimbal's tossers might come in handy for "have-a-go-hero" civilians, or the distraught members of one of your unfortunate targets  :P

Dan  ;D
Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 05 Sep 2002, 13:13:57
oh - another idea - being able to read papers (A la Return to Castle Wolfenstein) - so then you'd KNOW what the police chief's wife\daughter (Mentioned in above...) looks like - and you'd know not to spray the contents of her skull across the opposite wall :)

Dan  ;D
Title: Re:Everon Cartel
Post by: LCD on 05 Sep 2002, 13:45:58
Hi Zsa Wuzup  ;D :wave:

good ideas - we r goin 2 thin bout em  ;)  ;D


LCD OUT

Title: Re:Everon Cartel
Post by: asmodeus on 05 Sep 2002, 14:20:49
Hey Zsa Zsa!!!  (Dan)  :o

Thanks for the ideas!     ;D  I like where you going with this...  I too was just thinking about having some papers to read in the briefings with things you wouldn't think would be important.. But turn out to be important later like the Police Chiefs' wife idea!   ;D

Gimbals tossers are definately in the addon list we are deciding on using..   :D  Thanks.

I do also agree with you on how the player would not be able to rise to a high rank in the Cartel, if he was a cop!!  It's like dating your friends chick, she'll cheat on you too!

Anyways, I was just working on the first mission, and the player is not coming from a cops standpoint, but a small time (personal and a little extra use) hemp grower out in the country...  And something goes wrong to shatter your lifestyle and force you into the arms of the Cartel.   ;)  One day a cop knocks on your door and wants to check your back yard for a missing child..  You try to resist, but he goes back there anyway and you have to kill him!  

Then you have to go and earn the EC's trust...  You know it's the only way for you to get off the Island..  

So...... Any ideas on how to expand on this would be cool!  (I have some ideas, but am still open to suggestions..)   Thanks again for all the ideas so far everyone!   ;D  With the help of all your brain cells flowing, this campaign is going to kick arse!   :)   ;D

P.S.  Thanks again about the website Waterman!!    ;)  I'm glad you like it!  ;D
Title: Re:Everon Cartel
Post by: Waterman on 05 Sep 2002, 18:25:08
Hi there Asmodeus!
I have a banner that was created for me by a friend and I've put it at the bottom of my site. (Reason for this is that you can't change the existing title. :(

I will send you the files soon... :)

Your right about the cop idea...
How about when you move off the island the cops follow you in a boat(s) or something without you noticing at first? You just get to an island in the middle of the sea after dissposing of the cops boat(s), but with damage to your boat. You then have repair it or find a new one...(where your wee island that you said you where making could come in?) ???
Just brainstorming...

Waterman. 8)
Title: Re:Everon Cartel
Post by: Kaliyuga on 06 Sep 2002, 04:18:23
 Yeah, funnily enough.. I was just mentioning to Asmodeus and LCD that I wanted to implement some sort of "tail" script so the player can have someone following them in one or more missions... like if you go in a certain area, an enemy or undercover cop, or snitch decides to follow you when you're detected... staying a safe distance behind..
Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 09 Sep 2002, 12:39:05
some other ideas...
Is it possible for a unit to detect whether or not he is in the player's field of view?

I'm thinking that if the "tail" is following the player, then perhaps if the player turned and he was in the player's view that he might do a number a number of scripted things...

he might:
a> Pretend he ISNT following and walk straight past without a glance, and then try to pick up the tail later

b> turn quickly into a building\another direction

c> panic!!! (ie. Stop and look around obviously)

or some others :)

That might add to the paranoia - with civilians obviously walking the streets and passing the player all the time.

Dan ;D

ps. Will send a beta of my mission over ASAP LCD (Just fine-tuning) (Intro is still buggered tho!) ;P
Title: Re:Everon Cartel
Post by: Waterman on 09 Sep 2002, 19:56:33
Just seen your trailer today and I would like to say...

WOW! :wow: :wow: :wow:

Nice trailer there Asmodeus and the rest that helped work on it... I especially like where the lady runs and gets the gun and then... ooops, I've said too much.  Go and get it people! ;)

Waterman. 8)
Title: Re:Everon Cartel
Post by: Kaliyuga on 09 Sep 2002, 21:01:46
@Dan:  I was thinking about implementing the "knows about command" or something to that effect to do just what you said... cause the "tail" to go to stealth mode, or setunitpos "down", or some other thing to avoid detection... also I want to add the option where if you decide to get in a vehicle, then the "tail" gets into the nearest vehicle to follow you ;)
Title: Re:Everon Cartel
Post by: asmodeus on 10 Sep 2002, 02:51:06
Hey there Waterman!  

Thanks a lot!!   :o   ;D   LOL...  Yeah... I like it too.. I've watched it a lot.   ;)

Thanks for the compliments!   :)

Oh yeah, it was Kaliyuga that helped with it too.. (he started the camera script and I altered it from there with his help [this is my first time doing camera scripting])   ;)

@Kaliyuga and Zsa Zsa... Yeah, I like the idea of using the knows about command to create more realistic reactions for the tail..  That will be interesting to implement.   ::)
Title: Re:Everon Cartel
Post by: Hawkins on 10 Sep 2002, 08:34:30
The music in the trailer was THE BEST! :P ;D It really was! I liked it. :) I was so amazed of the song that I installed all of my music editing programs today and started makig and editing songs. ;D Also gonna make some radio chatter on my nam mission. ;)

About the tail thing; Ya can detect the cop boat if it get's too close right? If right than that will be cool. ;D ;)

Hawk
Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 10 Sep 2002, 12:01:52
trailer?
what trailer?
Where can I get that from...?
Dan  ;D
Title: Re:Everon Cartel
Post by: LCD on 10 Sep 2002, 20:24:47
hi every1  :) reportin from poland here  ;) i hop im not loosin very much - i think i wil try 2 script da tail like dat unles som1 make it b4 i comback  ;)

@ Asmo - is my scripts workin ? dey r da base  ;)

@ Kali - can i wen im back c da trailer nd try 2 c if it can make it beter  ;)  ;D

@ Zsa - waitin 4 ur mision  ;) keep da good ideas comin :thumbsup: BTW u can get da trailer from our site   ;D

@ Hawkins - nothin special 2 tel u  :-\  :-* but Hi  ;D

LCD OUT

P.S - u dont know wat r u loosin here  :P lot of blondes :wow:

Title: Re:Everon Cartel
Post by: Kaliyuga on 11 Sep 2002, 03:51:22
@ LCD:  I thought all the blondes were in Sweden ?
         And I have a blockbuster trailer in the works that I may need some of your help on once you're back.. I did however get my hands on the ultimate camera script, so I think I might just manage...

@Everyone else: been having some modem problems at home so that explains the sporadic posts, but I hope to get that little problem solved soon

One question... say you are sent to a location, and once you get there things are terribly wrong, there has been a fire fight and everyone is dead....
Now.. would it be better to arrive and the police are already on the scene? Or.. you show up and the cops are right behind?

If it is scenario 1, then you would have to sneak in and destroy evidence at the crime scene
and if scenario 2 then you'd obviously get in a shoot out with officers arriving on the scene......

So any suggestions on that note would be greatly appreciated

Kaliyuga ... :toocool: :cheers: :dude:
Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 11 Sep 2002, 12:42:49
how about you go past the cops on the way and you have to delay them...?
(Hijack a bus and leave it across the road\something)

Then you could have either depending on how well you play...?

Dan  ;D
Title: Re:Everon Cartel
Post by: Kaliyuga on 12 Sep 2002, 00:03:58
  Well the thing with that idea is that you'd have to know they were heading to the same spot you were in order to know to delay them somehow....

 I want this to be more of a surprise.... like a straightforward mission of go here and pick something up, bring it back...
but once you show up you realize that things have changed... there are dead bodies around, blood splatters, etc...

:toocool:  
Title: Re:Everon Cartel
Post by: LCD on 12 Sep 2002, 14:24:35
@ Kali - ultimate ?  :o nothin is ultimate  :P u r usin oder ppl made scripts 2 do it ? im makin my own cam scripts not usin oder scripts  :P  :-* - we wil c wen im back  :-* - nd da blondes r in poland as wel  :P - i think its beter da sec scenario  ;D - i like shotouts  ;D

LCD OUT
Title: Re:Everon Cartel
Post by: Kaliyuga on 13 Sep 2002, 04:28:04
Wow... 1000+ views on this thread now ;D :toocool:

just had to throw that out there ;)

anyways.. what I meant about the whole camera script thing Is that in my hands it will be the ultimate tool ;D  With you fixing my mistakes of course LCD ;)  :-*

Now.. anyone else want to weigh in on this question of mine?
Zsa Zsa and LCD your responses are duly noted of course...

 Is it better to show up and have the cops already there, or have them show up slightly afterwards??

 I actually have it where you show up and the cops do slightly afterwards right now. but it just doesn't feel right for some reason.
 I think one sticking point is the fact that you have no idea they're coming , so sometimes you'd just get straight blasted with no warning... :gunman:
 What do you think about me playing a siren as a music file when the police start heading to the town? I can fade in to give the doppler effect of increasing amplitude as distance decreases.    On a side note, just how the He!! do you get the police jeep's light to come on ? not the headlights, but the flashing one... I've seen it once, but I have no idea how it was done ;D

Ok.... so give me all those ideas... LOL... I want to see 2000+ views on this thread before we know it :toocool:
Title: Re:Everon Cartel
Post by: Waterman on 13 Sep 2002, 18:20:17
The flashing light on the police car only comes on at night. :-\
It would also have been better if Bis had inclued a siren noise available through the action menu...

Might I ask how much of the campaign will be on Skye? I'm not after a definate answer, just an estimate...

On my island, I have created a small runway with a harbour beside it also.  Could be used for a drug smuggleing operation?

If it was possible if there was a police station, and a way to put it into Skye, then it could be used in a mission where you have a sniper rifle and you pick of some of the police guys?

Just some thoughts...

Waterman. 8)
Title: Re:Everon Cartel
Post by: Kaliyuga on 13 Sep 2002, 19:44:45
 Well the missions we've been making so far have mostly been on Everon, But if I had to guess I'd say Skye will be used for at least four or five missions maybe more ;)

   As far as the police station idea goes that would be cool... now that O2 is out I want to make some small addons for the campaign, like signs for some of the buildings, billboards, and other miscellaneous objects that would add to the atmosphere, so I can make a sign that says police station or something ;)
 And yeah.. that small runway sounds like just the ticket ;) something you can take off in a cessna from is good enough..
and the harbor sounds nice too.. we're definately working on having some custom boats made for this too.. I'm thinking a speed boat and some small fishing vessels

I agree with the siren thing , but I think I can get a nice siren sound somewhere online and convert to .ogg  
Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 14 Sep 2002, 14:47:30
As for that snipey idea - how about you have to pick off a certain bent cop whos asking for a bit too much money or something...?
So that you SHOULDNT shoot indisciminately, otherwise the cops just start getting heavy, but you should recognise him from paying him off or something in an earlier mission.

And have it so he shows at a particular place at a particular time otherwise you miss him - kinda like Driver.
Then you have a little sub-mission where you have to reach the correct destination safely and in time AND kill the right guy :)

(And maybe as a bonus if you wait a little rather than shooting as soon as you see him, maybe you get a captain from the other mob show up for a deal too ;))

Dan  ;D
Title: Re:Everon Cartel
Post by: Waterman on 14 Sep 2002, 19:03:30
Nice ideas there but I would have to know how to put user made addons into my island.  Also nice ideas about the missions Zsa_zsa_rasputin...

Another idea I had was where in one mission you have to kill some guy but he keeps getting away.  He appears in some missions and then dissapears and then he reappears... :D

Keep the ideas rollin' in... ;) ;D

Also is LCD back yet...
...and do you want a picture for the site Asmodeus? You know, the little one that goes beside my profile?

P.S Skye beta3 is out...check my site! (link below :P).

Waterman. 8)
Title: Re:Everon Cartel
Post by: LCD on 14 Sep 2002, 19:31:12
stil intersted in me  :o dont wory b back in 24 h  :)

i c im mesin a lot  :( misions r out nd o2 is out  :o wil have 2 catch up wen im back nything else im mesin /

LCD OUT
Title: Re:Everon Cartel
Post by: Waterman on 14 Sep 2002, 19:56:09
Yep! OFPEC isn't the same without ya m8!

If I remember correct the Nogovan Police Mod were making a police station, but I don't know if it's available to us or if it's even finished...

If there isn't one or it's not available could you (LCD) or Hawkins make one? Only if it's not too much trouble!... :)

Cheers,
Waterman.
Title: Re:Everon Cartel
Post by: Hawkins on 15 Sep 2002, 09:36:04
I think it might be easy now with Oxygen and everything. Just re-model the big house that was in res. the one that was... damn... can't remember the name... It was a town center house or summin'.... :)

Hawk
Title: Re:Everon Cartel
Post by: LCD on 15 Sep 2002, 15:53:38
guess hows back, back again, LCD is back, tell a freind, guess hows back, guess hows back, guess hows back  ;D

nd now im back  ;)  ;D

@ waterman sry im mor a texture mandan a modeler bur realy im a scripter  ;D

is dere somthin realy important dat i have 2 catch up wid ?  :)

LCD OUT

Title: Re:Everon Cartel
Post by: Kaliyuga on 15 Sep 2002, 22:26:32
  Don't think u missed too much there LCD... the only thing I can think of for you to figure out is how to do the weapons pool so we can carry weapons over from mission to mission ;)

  Oh, and the whole voices thing of course :toocoo:
about remodelling an existing building, that sounds cool..so you'd just have to open and alter the P3d model then Hawk? pretty much ?
Title: Re:Everon Cartel
Post by: LCD on 16 Sep 2002, 00:28:51
daweapon pool is workin allright 4 me in da OSA campaign so i think i figured dis 1 out  :)

did u start recordin da voices ? cuz i cany try da things dat i learned widout voices 2 try  ;)  ;D

btw just a q bout da trailer (very good btw :toocool::thumbsup::dude:) wat do u think bout addin som special effects dere ? (slow mo nd weapon scope view ?) u know wat i mean  ::)  ;D

LCD OUT
Title: Re:Everon Cartel
Post by: Hawkins on 16 Sep 2002, 08:09:37
@LCD: I think that would make the trailer even more cooler! :D Good idea! :)

@Kali: Yepo, it would just be a remodelled building. :) But the only q is: Can the models that came with the game be altered? The units can't be altered, but I dunno 'bout buildings. And I also have to find out the name of the building. And I dunno any checz. :P ;D I'll look into it. :)

Hawk
Title: Re:Everon Cartel
Post by: Kaliyuga on 16 Sep 2002, 08:33:22
 Tell me what the building looks like and I'll tell you what the name is .. I'm making my island right now and using all those buildings... ;D  
 
 I could model a completely new building maybe with cells and stuff that would be cool also, and I think it would be easier than modeling a vehicle or something ??? ..  
 I wonder if you could get a architect/remodelling program that had a 3D output you could somehow get into O2, you know how they have all those ones you see in stores where you sort of click and build your house then make a model of it, do a walkthrough etc....   like CAD for dummies or something
If it were that easy I'd make buildings all day long ;D  crack houses.. and grocery stores for the crackheads to rob, and nightclubs.... wow.. maybe I have to look into that stuff a little bit or something....
Title: Re:Everon Cartel
Post by: LCD on 16 Sep 2002, 12:02:45
k i wil change it 2day  :) - i think u can remodel buildings now dat we have o2  :)

LCD OUT
Title: Re:Everon Cartel
Post by: LCD on 16 Sep 2002, 15:18:49
K i have changed da trailer a litle  ;D ny1 dat wanna tel me if it works as it should b or have ny sugestios nd want me 2 send it 2 him PLZ post ur Email here  ;D

LCD OUT
Title: Re:Everon Cartel
Post by: LCD on 17 Sep 2002, 04:06:41
just a update 4 ny1 whos interested  ;D

u can D/L da new trailer (stil beta)  - from here (http://lcd23.tripod.com/Cartel1.zip)

LCD OUT
Title: Re:Everon Cartel
Post by: asmodeus on 17 Sep 2002, 15:21:31
Hey everyone!

@ Kaliyuga  Well, I was researching the AutoCad idea.. And it looks like some of them export in DWG format..  Don't know what that is but here's a link to where I got that info for an autocad program:

http://usa.autodesk.com/adsk/item/0,,617036-123112,00.html

http://www.caddepot.com  -- this is a list of freeware and shareware CAD programs...

Dunno if that stuff helps, but I'm trying!   ::)   :P   ;D

P.S.  Check out my signature below for news on the Cartel!!
Title: Re:Everon Cartel
Post by: Waterman on 17 Sep 2002, 19:58:40
What an amazing co-incadence! (or however you spell it...)

I'm just the man...I have the full AutoCAD 2000 programme! (Costs about £4,500 - no joke!)

I only now the basics though and I don't know how to work O2. :-\ I know enough to draw a half decent looking house but not with the 3D feature. :'(

PS. Good to be back! (I had connection probs yesterday and some smaller one still to sort out.)

Cheers,
Waterman.
Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 19 Sep 2002, 17:00:02
Im thinking if you have a nice large flat bit of land to work on, you could make the police building a proper maze - so that any bust outs you have to do are a real challenge...

Or if you have a proper hospital, and you have to silence a wounded patient (From your gang\other gang\whatever) who's under police protection...

ACTUALLY... Thinking about the above idea - you could have a "Doctor" skin you wear and you can get past the civilians and police easily enough, but the staff you have to avoid or they alert the police... See where I'm going...?

You have to sneak into the ward and give the patient a "jab"  ;) and then get out without getting caught :P

Dan  ;D
Title: Re:Everon Cartel
Post by: asmodeus on 19 Sep 2002, 17:09:51
Hey Zsa!

Great ideas M8!  

You know the saying..

"Great minds think alike."

Well... There you go!    ;D  Kali and I have discussed many similar things as you are saying.   ;)  I like your idea to have the staff recognize you!  Good mix of realism and challenge!   :D  

**Asmo calls all the Cartel members over here to give their opinion on this**

After all, if agreed, this will need to be on the Island.   ;D   ;)

Thanks a lot Zsa and keep the idea's coming!    :-*   ;)

@Waterman    That's cool about the CAD program!  We'll have to see how and/or if we can use that with OFP!   ;D

Time for me to sleeeeeep!!   :P  
Title: Re:Everon Cartel
Post by: LCD on 19 Sep 2002, 17:17:23
great ideas as always Zsa  ;)  ;D :thumbsup: :toocool:

Btw i have a idea bout a weapon concealment script  ;D usin a action menu script  - wat do u think should b useful in da same mision  ;D

LCD OUT

 
Title: Re:Everon Cartel
Post by: Waterman on 19 Sep 2002, 18:15:21
Good ideas from Zsa and LCD... I like the action menu idea particularly!

If I remember, you said something about .dxf files. AutoCAD does support that format but I'm not sure about O2.  If anyone could link these two programmes to work with each other that would be great! :D

P.S My email is down and has been down for the past few days... :-\ It should be up in a day or two... :)

Cheers,
Waterman. 8)
Title: Re:Everon Cartel
Post by: LCD on 19 Sep 2002, 18:20:02
tanks Waterman  ;)

here r 2 thing u need 2 do  ;D

tels us bronete or blonde  ;)  ;D  or mybe redhed wat do u wantit 2 b  ;D

chck ur im (dis is 4 all da cartel members  ;D

LCD OUT
Title: Re:Everon Cartel
Post by: Waterman on 19 Sep 2002, 18:58:17
Check your Private Messages LCD... ;)

Waterman. 8)
Title: Re:Everon Cartel
Post by: macguba on 20 Sep 2002, 01:45:03
Keep seeing this Everon Cartel tag, thought I'd find out what it is.    Fantastic!    

Few thoughts and ideas.

If this campaign is going to be based around mone character (like OFP:R) then its probably a good idea to make him a strong, believable character - the player needs to believe that he is that that character.   Give him a home and some friends in the village and make him go back to meet them regularly.   Maybe have little mini-missions where all you have to do is meet up with your mates, collect some beers and sit on a hillside watching the sun go down - almost a glorified cutscene in fact.    

If he has a girlfriend then he meets up with her 3 or 4 times during the campaign (or in in-between cutscenes) and she has an important role to play near the end.   In other words do it better than OFP:R when you saw this girl once for two seconds and 19 missions later you're supposed to be upset because she may be about to die (don't want to give away too much plot here ....)

I would go one step further than Rubble Maker and say before you even have a mission tree you should have a plot and character tree.     This thing should feel like a small but exciting interactive novel before you even start the mission design.   Who are your characters?  What happens to them?  What you don't want is lots of minor characters who appear for one mission and that's it:   a good rule of thumb might bethat every character who has a speaking part must appear at least twice.    

If the debate about how you get into the Cartel is still open I propose this.   You are a criminal who moves to the island to avoid the heat from the past.    Not knowing about the Cartel you decide to do a little smuggling to earn a crust.     A small scale turf war erupts on your patch as you unknowingly intrude on the Cartel's operations.   The hit squad sent to take you out doesn't come back, because you're good.   (That's a mission in itself.)    The leader of the Cartel, being smart, decides to negotiate and you, also being smart, quickly join the team.  Obviously you have to join at a junior level because you are new, but equally obviously you rise quickly because you are already experienced.

Mission idea.   You are hanging out at Cartel HQ when there is an unexpected police raid.    You are doing your bit in the fighting when somebody tells you to go and see the boss.   You find him and he orders you to use the diversion of the firefight to eliminate one of his lieutenants.    The boss says that he has an agent inside the police who has told him that the lieutenant is a stool pigeon.  He can't be eliminated in the normal way because that would reveal the source in the police.    Naturally this lieutenant has, in the previous missions, been built up to be your best friend in the Cartel.      Four possible outcomes of course, either you shoot him or you don't, and he is really a stool pigeon or not.  (Perhaps the boss saw him as a rival and wanted him out of the way, the whole stool pigeon thing being a tall tale.)     Another possibility, its not a real order its just a test.  

Big question which I haven't seen discussed (may have missed it)    What is the ending going to be?   Do you get killed?  Take over the Cartel?   Take over both Cartels?    Does your girlfriend get killed and you retire, griefstricken, to raising tomatoes?   Do you see the error of your ways and destroy the Cartel?   You want the ending to be something less predictable than just "conquer the island".

This is a wonderful project, the trick will be not letting get out of hand.     Don't go overboard on mods - there will be enough creation and downloading as it is.   Probably best if you make sure that all the mods can be used in at least two missions.      And non-linearity is great fun but its a lot of work .... If you want an 8 mission campaign with every second mission having two possible outcomes (i.e. in the whole campaign the player gets four binary choices) that adds up to something like 30 missions unless some of the paths join up again.  

Anyway, that's enough for one post.

l8er

Title: Re:Everon Cartel
Post by: LCD on 20 Sep 2002, 02:22:08
Quote
If this campaign is going to be based around mone character (like OFP:R) then its probably a good idea to make him a strong, believable character - the player needs to believe that he is that that character.  Give him a home and some friends in the village and make him go back to meet them regularly.  Maybe have little mini-missions where all you have to do is meet up with your mates, collect some beers and sit on a hillside watching the sun go down - almost a glorified cutscene in fact.    

i think it wil b dere - but not sure

Quote
If he has a girlfriend then he meets up with her 3 or 4 times during the campaign (or in in-between cutscenes) and she has an important role to play near the end.  In other words do it better than OFP:R when you saw this girl once for two seconds and 19 missions later you're supposed to be upset because she may be about to die (don't want to give away too much plot here ....)

finished da resistance campaign 3 days after it was in my hom  ;)  ;D - nd i have a bet dat our player wont have a girlfreind LOL or mybe  ::)

Quote
I would go one step further than Rubble Maker and say before you even have a mission tree you should have a plot and character tree.    This thing should feel like a small but exciting interactive novel before you even start the mission design.  Who are your characters?  What happens to them?  What you don't want is lots of minor characters who appear for one mission and that's it:  a good rule of thumb might bethat every character who has a speaking part must appear at least twice.    

im not sure bout da at least twice thing we think bout makin it dat u can speak wid every1 nd som of dappl r just regppl dat we wont need nymor  ;D - in da meantime we have decided bout 8 caras i think all of em being major  ;D

Quote
If the debate about how you get into the Cartel is still open I propose this.  You are a criminal who moves to the island to avoid the heat from the past.    Not knowing about the Cartel you decide to do a little smuggling to earn a crust.    A small scale turf war erupts on your patch as you unknowingly intrude on the Cartel's operations.  The hit squad sent to take you out doesn't come back, because you're good.  (That's a mission in itself.)    The leader of the Cartel, being smart, decides to negotiate and you, also being smart, quickly join the team.  Obviously you have to join at a junior level because you are new, but equally obviously you rise quickly because you are already experienced.

atualy if u wil D/L da trailer from da site it wil clear a lot of things 4 u  ;D = i think dis thing is decided already (but we can always change  ;D)

Quote
Mission idea.  You are hanging out at Cartel HQ when there is an unexpected police raid.    You are doing your bit in the fighting when somebody tells you to go and see the boss.  You find him and he orders you to use the diversion of the firefight to eliminate one of his lieutenants.    The boss says that he has an agent inside the police who has told him that the lieutenant is a stool pigeon.  He can't be eliminated in the normal way because that would reveal the source in the police.    Naturally this lieutenant has, in the previous missions, been built up to be your best friend in the Cartel.      Four possible outcomes of course, either you shoot him or you don't, and he is really a stool pigeon or not.  (Perhaps the boss saw him as a rival and wanted him out of the way, the whole stool pigeon thing being a tall tale.)    Another possibility, its not a real order its just a test.  

i like da idea - but in da meantime da cartel wil b ruled by 5 ppl if im not wrong - we were thinkin bout makin a addons of ourselevs - (lcd cara,Asmo cara etc..)  ;D

Quote
Big question which I haven't seen discussed (may have missed it)    What is the ending going to be?  Do you get killed?  Take over the Cartel?  Take over both Cartels?    Does your girlfriend get killed and you retire, griefstricken, to raising tomatoes?  Do you see the error of your ways and destroy the Cartel?  You want the ending to be something less predictable than just "conquer the island".

we stil didnt decide but it should b good 1  ;D

Quote
This is a wonderful project, the trick will be not letting get out of hand.    Don't go overboard on mods - there will be enough creation and downloading as it is.  Probably best if you make sure that all the mods can be used in at least two missions.      And non-linearity is great fun but its a lot of work .... If you want an 8 mission campaign with every second mission having two possible outcomes (i.e. in the whole campaign the player gets four binary choices) that adds up to something like 30 missions unless some of the paths join up again.  

well ... we stil dont have a real plan in da meantime we stil makin da base scripts dat will make da campaign so good - but its top secret only 4 cartel members sry  ;D but i can promise u dis r a good scripts (i know im 1 of dose who r writin em  ;D  ;D)

LCD OUT
Title: Re:Everon Cartel
Post by: macguba on 20 Sep 2002, 03:40:59
Blimey I wasn't expecting a big reply like that!    I just wanted to throw a few ideas into the pot in case they helped.    Having about 8 main characters but you can speak to loads of dudes is a very cool way of doing it.     I wasn't applying to help out, I don't have time, but I'll do some beta testing when the time comes if you want me to.


Title: Re:Everon Cartel
Post by: asmodeus on 20 Sep 2002, 04:08:42
Hey macguba!!

Thanks a lot!   :o  

A lot of really good stuff there!  Any and all hints, suggestions, facts, info and anything else is greatly appreciated!   ;D

You're right about the non-linear type of campaign being a pain in the rear...  That's ok though!  That's why this is gonna be the shiznit!  :thumbsup:  We'll probably be voting on that and deciding all the details soon...  It's gonna be a surprise (for the public) what we decide on this subject!   :P

Thanks again for your ideas!  Keep them coming everyone!   ;D

P.S.  You want us to tell you the ending??  No way!!  You're gonna have to beat it first!   :P   :-*
Title: Re:Everon Cartel
Post by: Kaliyuga on 20 Sep 2002, 05:02:25
 Hmm.. I also think that the main character should have a girlfriend ;)  :-*  

God I don't know how I didn't think of that before, seriously!  ;D

Great ideas all around Macguba .... I'm sure you'll see at least a few of them in action...

 I have some boring classes this semester so it gives me time in class to actually work on a whole plot/character/mission tree...and I actually got alot done today during English class as far as setting a rough mission outline based on the ideas we have so far...
  I'm still working on the plot as well.. feels like writing a book or something ...  maybe I can get a movie deal after this... lol . sell the screenplay or something ;D

 Oh .. and I'll change my vote to brunette for the player character if the girlfriend is blonde.. ;)

Oh.. how about the strip club add-on :booty: like on the Soprano's?  ::)
I think I could 3D model a brass pole... lol  
Title: Re:Everon Cartel
Post by: LCD on 20 Sep 2002, 07:28:44
Quote
Hmm.. I also think that the main character should have a girlfriend    

God I don't know how I didn't think of that before, seriously!

damn u Kali   ;)  ;D  ::)

Quote
I'll change my vote to brunette for the player character if the girlfriend is blonde

u  r getin worse everytime nd dere is no revotin  :P :-*

LCD OUT
Title: Re:Everon Cartel
Post by: asmodeus on 20 Sep 2002, 10:50:45
Yeah!   Brunettes rule!   ;D  heh...

I like the strip club idea Kali!  That'd be cool!  It'd be real hard to skin some skin though wouldn't it?  lol  Well, maybe it'd be easier??  I dunno...  

Maybe we should have a junkyard or some such place where they dispose of ex-investments too..   ;)

@LCD

Quote
u  r getin worse everytime nd dere is no revotin

Ha!  I say he's getting better!   :P   lol    

Maybe we'll have to compromise and make red or purple hair!   :P
Title: Re:Everon Cartel
Post by: LCD on 20 Sep 2002, 13:10:49
so da player wil have a girlfreind ? :o  ::) - u r getin worse 2 Asmo  :P

but here is a idea da player is 1 of dose who pain deir color every time nd it wil have som color hairs - blond/Brunette/red/pink/prpl/green  :o  ::)

LCD OUT
Title: Re:Everon Cartel
Post by: Hawkins on 20 Sep 2002, 15:19:55
Brunettes rule! ;) ;D

Ya have some great idea there mcguba! :) :D

Pink!? GREEN!?!?!?!?! :o

Hawk
Title: Re:Everon Cartel
Post by: JanBlanc on 20 Sep 2002, 15:24:41
da player should have more than one beetch around, or, as he earns more reputation, he gets more beetches
Title: Re:Everon Cartel
Post by: LCD on 20 Sep 2002, 16:36:02
Kali u have 2 IM me bout it al of u r grtin crazy  :P

y not pink nd green ? mybe u think dat blue is beter ?

LCD OUT
Title: Re:Everon Cartel
Post by: Waterman on 20 Sep 2002, 18:28:06
Right this is getting out of hand... ::)
Pink, green, blue... :-\ :P ::)

Make it in between blonde and brown. (some call it strawberry blonde...)

Remember to include a high speed car chase! (in da Challenger!) :wow:

I was thinking about a putting a prison on an island of it's own in the middle of the sea somewhere...could be used for a mission where you get captured and you have to use your initiative (if that's how you spell it?) to escape.

Also any progress on the Police Station thingy?...

Cheers,
Waterman. 8)

Title: Re:Everon Cartel
Post by: LCD on 22 Sep 2002, 01:03:32
Hi cartel members  check ur IM  ;D

btw if u didnt get nything bout my speacial AL (sry non cartel ppl top secret info  :P) script - IM me  ;D

LCD OUT
Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 24 Sep 2002, 16:47:49
Hmm...
I like the idea about the boss testing you or lying to eliminate a rival (Good way to branch out on the plot tree suddenly with dramatic results depending on your choice) (May develop on this ida further later on)

But I'm really not sure about the girlfriend\wife Idea...
Sentimentality has a habit of RUINING an otherwise good story if it is done ANYTHING LESS than AMAZINGLY WELL...

But maybe you form particular attachments along your spell with the cartel - this seems to be a bertter way of doing it to my mind :)

Hmm...
Now as regards my earlier hospital idea...
I'm not sure bringing a weapon into the hospital would be a good idea...
(Maybe you have a choice before the mission), and when you get there you see that as he is a high-security patient the police guarding the ward have erected a metal-detector-gate-thingy (Like you get at airports)

So then you might have to get in another way if you brought a weapon... And of course, it has to be silenced or all Hell breaks loose...

The scenario would have to be realistic... Maybe you can even just walk straight in, and if you know where to look, turn off the ECG (The beeping thing that monitors heart rate) and turn off his drip\life support and walk out :)

(But only after you see him being inspected (He's checked every now and again) and if this is spotted the hospital will go on alert and the guy wont be dead)

You get me?

As regards the "Kill your buddy and I'll buy you some pie" idea - Ill come back to that later :)

Dan  ;D
Title: Re:Everon Cartel
Post by: LCD on 24 Sep 2002, 16:55:44
@ hospital idea - logic as always zsa  ;D

@ kil 4 a pie idea - lol how hungy r u ?  ::)  :P

LCD OUT
Title: Re:Everon Cartel
Post by: Kaliyuga on 25 Sep 2002, 03:31:10
 Well what I was thinking about for the girlfriend now is definately not sentimental...

  More like they're just using each other.. sneaking around behind everyone's backs.. each with their own hidden agendas so that way I can throw some nice plot twists into the mix.  


  About the police stuff.....  to whoever finds the links to the police mods... I know there was two at least.. and I believe that one is still going on, I saw a reskinned version of the PBR that someone had done for their mod as a police boat.. maybe we can salvage at least a few of the people who were on those mods if they're not still going and see if we can work together somewhat... like I had planned before....
  I know Quicksilver had some models that he had done for a SWAT van, police bike, and I thought he said something about a boat......   I'd like to see if I can't get in touch with him... and see if we could work on texturing them and give him credit for the modelling if he isn't planning on moving forward with it....
 
  I plan on posting alot more info on the website sometime this next weekend.. plot.. characters.. etc...      

:toocool:
Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 25 Sep 2002, 14:10:51
SLIGHTLY COMPLICATED BIT AHOY:

As regards that ECG idea in the hospital...
I think that would be a really cool thing to implement if only you could somehow limit the effect of "knowing" about it...

(ie. Normally with useable things (Vehicles\doors\ammo boxes) you have a range of about 4-5 metres and they appear in the action menu... Now if you could somehow limit this then you would have to walk right up to the ECG and the Artificial Respirator before the action "Turn off" appeared in the action menu... Either that or only HAVE the option appear in the action menu once you activate a trigger with a very small radius)

Dan  ;D
Title: Re:Everon Cartel
Post by: LCD on 25 Sep 2002, 14:53:43
@ kali : dere is da g8 mod but i dont have da link check ofp.info dey surly have it  ;D

@ zsa - i can do dis easily  ;D

LCD OUT
Title: Re:Everon Cartel
Post by: Kaliyuga on 25 Sep 2002, 18:55:40
  Yeah, when I was adding action menu stuff to vehicles, I usually used 1 meter as the distance and it worked well for me ...


  Oh.... and stupid me.. was it G8 that made the police vehicles?  I know that ofp.cz has a link to them like you said.. and I'll go see what I can see ;)
Title: Re:Everon Cartel
Post by: STO_blackbird on 26 Sep 2002, 17:19:01
Cartel members.  i am working on the base for a model of an AEGIS Destroyer, maybe we can work something out if ya'll want to put it in your mod(something for the drug runners to defenatly avoid) when i am done.  send me an IM or e-mail me if your interested.

e-mail is black__bird@hotmail.com

2 _'s in the middle
Title: Re:Everon Cartel
Post by: Kaliyuga on 29 Sep 2002, 00:11:34
  That sounds like a good addition to OFP , but what do I have to do to get you to make us a speedboat  ;)   should be simple compared to making a destroyer eh?   ;D

Or... at least the model, I'll get the thing textured, etc...

I'll make you an offer you can't refuse   ;D  :toocool:

Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 04 Oct 2002, 17:01:41
why's it gone all quiet since I last left a thread???
You guys missed me...? ;)

Dan ;D
Title: Re:Everon Cartel
Post by: Kaliyuga on 04 Oct 2002, 20:54:17
http://www.ofpec.com/intel/index.php?a=show&newsID=88



check that out there Zsa_Zsa  ;)
Title: Re:Everon Cartel
Post by: @cero on 05 Oct 2002, 02:44:27
Hi guys, nice to see your EC thingy stills going, I my selfe had a few thoughts about the Novogo police force mod and after having in consideration the time consuming with this project and the time I need for my private life I decided to give up, Quicksilver is back with his learninggs and I got the impresion we won't see much of him until he got time, so I don't know what's gonna hapen to the Novogo Police Mod.
 However, making missions and a nice campaign shouldn't take that much time from my time ;D so after having a go with the new HK pack from The Lost Brothers Mod I decided to use that pack to build a nice campaign.
 I just read a boock call The Shooting Gallery from a former SAS call Gaz Hunter and it really open my mind to new ideas.
 I'll kip contact with you guys, by the way, I sended a Email to the EC addres, I wonder if you recived it, cos I had a herror message just wen I send it, something to do with my Kernell 32 dll, pain in the rear it is. ::)
Later all.
@CERO.
Title: Re:Everon Cartel
Post by: Kaliyuga on 08 Oct 2002, 07:33:27


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Title: Re:Everon Cartel
Post by: @cero on 11 Oct 2002, 19:34:56
 ;DHey, what a great idea!! :o
That would bring a lot of color to the towns and all this little houses in the middle of the road would be great little road hotels with the proper signs on them. Nice and easy, I'm banging my head agains the computer desk right now, how I didn't thought about that my selfeeeeeee??????
 ;Dlol, how hard is it going to be to put in the game? is gonna be a setpos getpos thing that gos on a building?
later.
@CERO.
Title: Re:Everon Cartel
Post by: Kaliyuga on 11 Oct 2002, 21:02:55
  Yeah.... I've got a few in-game already and you just have to setpos them into position where you want em ;D  Makes it nice and easy
Title: Re:Everon Cartel
Post by: Wolf on 12 Oct 2002, 06:46:25
D*mn, don't pay attention for a minute and you got to read ten pages just to get back on track here. ;)

hmmm, suggestions, well, if you haven't already thought of them, you could add generic international signs, what do I mean by that?
I'm glad you asked. ;) ;D
Around here, you can be driving along and see some large signs with picstures on them, so anyone looking at them can understand what they mean without knowing the local language.
as in, motel ahead, airport, so on. something that will add to the enviroment.
Plus, like you already planned, make up some billbords for some imagined(Not nessarily imaged) products, like shampoo, some resort or attraction.
Buckle up and be safe signs and so on.

Oh, heres one, big low billboards, the kind you always see in TV shows and movies that cop cars and cop motorcycles hide behind to catch speeders, and so on.
Large overheard billboards, the kind you see on highways, you know that have a poll on either side of the road with the sign up overhead.

Now, I hope this is the kind of suggestions you were looking for.
Or else I did alot of pointless typing.  ;) ;D
Title: Re:Everon Cartel
Post by: Kaliyuga on 12 Oct 2002, 08:53:44
   Those are great ideas Wolf... hadn't thought of the international symbols on signs.... I know exactly what you're talking about with those ..


And the ones that sit on the ground are a good idea too.. throw some bushes around em.. and you got a nice little speed trap ;D

Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 16 Oct 2002, 14:00:16
So what IS actually going on?
Has all the conversation moved to the Cartel forum you guys set up?
Dan ;D
Title: Re:Everon Cartel
Post by: LCD on 16 Oct 2002, 15:07:46
yeah everything is in da new forum  :P

LCD OUT
Title: Re:Everon Cartel
Post by: asmodeus on 16 Oct 2002, 15:19:57
Hey Zsa!

Thanks for the interest!   ;D

Yes, we're trying to keep most things in that forum since they broaden out way past just "mission ideas"..  

We will make as many announcements of our progress as possible in the "General Everon Cartel" Thread in our forums.  (open to the public) Please feel free to have a look!   ;D

http://waterman.conforums.com/index.cgi?board=DeCartel2

As far as progress, the Cartel is smuggling along nicely.   ;D  

Anyone have an idea for good names of Cartel people?  Any other ideas, suggestions about the Everon Cartel?

Thanks again for everyone's interest!  ;D
Title: Re:Everon Cartel
Post by: Kaliyuga on 10 Nov 2002, 10:05:02
 Hmm.... been a while.. but really big things are coming ;D

 Had a though about how a Cartel could get it's hands on some nice shiny weapons .... how about negotiating/blackmailing a russian general to get security codes/base locations/or to purchase weapons....

what ya think about that idea??  I mean... with alot of cash you could always deal with an arms dealer.. but I think the easiest way would be to get them from a former soviet republic or something....

Title: Re:Everon Cartel
Post by: contraz0rz on 18 Nov 2002, 05:39:38
Glad to see this mod is still going!
Title: Re:Everon Cartel
Post by: asmodeus on 19 Nov 2002, 01:21:13
Hey Contra!  

Thanks!  

Yeah, we've been working hard on it.  It's an amazing amount of work for the amount of members we have, but we are making progress!   ;D

There will be updates on our site very soon!   :-*

Asmo
Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 06 Dec 2002, 11:31:31
hey guys,
long time no see :)
I don't know if you even still check here anymore, but seeing as I can't log into your forum (password troubles + hotmail troubles so I can't get a new one(!)) I thought I'd leave a message here...

Howabout a mission like the famous "Lost in the forest" episode from the Sopranos...?

Let's say a rival mob has caught you, bundled you in the back of a car and driven you to a remote, freezing cold wood, snowing like Hell, to dig your own grave...
You smack em in the face with the shovel, and start running - this is where the mission starts...

Fortunately - the other dudes (Two of em) only have pistols, and due to you smacking em in the face with a shovel - their aim's pretty messed up.
But they try and track you down and kill you. You could do this maybe using the GetPos command and have them following you vaguely (not so you can't hid though, obviously)
Your aim is to hijack a get away and leave the woods. Your best bet is to lead them in circles and steal THEIR car.

You could add a load of extra things in too- like areas in the woods where you scare birds so that you can see where they are or something...?

Just a thought - that episode kicks ass :)
(maybe sometimes you could hear them when their mobile phone rings and you can listen to em talking to their boss "Tony says he's an interior decorator - he killed 16 Czecheslovakians" "Interior decorator? but his flat looked shit")

Dan  ;D
Title: Re:Everon Cartel
Post by: asmodeus on 06 Dec 2002, 11:43:54
Hey Zsa!

Long time no see is right!   ;D

That's a good idea!   Thanks!   Haven't seen any new sopranos episodes...  *mutters*  no cable here..   :-X

I like the idea though!  However, if it were me, I'd keep hitting them with the shovel, take their pistols, bury their bodies and take their car..  (after taking their money and valuables of course)...    :o    ;)    ;D   ;D

J/K

Don't be surprised if you see something like this implemented in the E.C...  

Oh yeah, why can't you get into our forum?  Let me know in PM and I will bend some rules for you.  (I'm an admin there.)

 8)

Asmo
Title: Re:Everon Cartel
Post by: Kaliyuga on 25 Dec 2002, 22:11:36
 Yeah, the Sopranos are always a good source of inspiration  for mission ideas...

 We are focusing more on add-ons at the moment.. but the mission ideas are coming right along as well..


 We are going to hit as many types of missions as possible in the campaign, and some other new kinds of things as well...

 Right now I am working more on the whole  theft of soviet weapons for use by our cartel plot line..
 so anything anyone can add details wise would be appreciated


Happy Holidays  

Kaliyuga
Title: Re:Everon Cartel
Post by: Kaliyuga on 28 Jul 2003, 21:03:16
 Well....   we're starting to think about a release date for the submarine...  ;D

and we want to make a top-notch demo mission for this bad-boy,

so I figured why not bring back one of the longest running threads of
OFPEC to ask you all the burning question:

what would you like to see in a submarine demo mission? ;)

 
Title: Re:Everon Cartel
Post by: BronzeEagle on 28 Jul 2003, 21:12:26
How about a mission where you have the building surrounded, bad guys inside with guns,  and they're not coming out plus they have civillians in there.  You could land on the roof and go inside and if they try to shoot you you can shoot them.  
Title: Re:Everon Cartel
Post by: Kaliyuga on 28 Jul 2003, 21:36:17
Somehow I think this idea was meant for another thread? lol  ;D

Title: Re:Everon Cartel
Post by: max_killer_payne on 28 Jul 2003, 22:51:47
Errmm. I got it! A rival gang is stealin some of ur crack or wateva drugs and you gotta go out and take out thier boats, and then retrieve the merchandise
Title: Re:Everon Cartel
Post by: m21man on 29 Jul 2003, 03:54:58
How about this: You have to infiltrate the enemy naval formation and sink/cripple a critical enemy supply ship. You could also do a mission where you have to defend the waters off a beach from incoming enemy APCs.
Title: Re:Everon Cartel
Post by: Captain Winters on 29 Jul 2003, 04:07:33
How about this: You have to infiltrate the enemy naval formation and sink/cripple a critical enemy supply ship. You could also do a mission where you have to defend the waters off a beach from incoming enemy APCs.

of course the APC's would be carrying tons of dope  ;) ;D

Tanks! 8)
Title: Re:Everon Cartel
Post by: Kaliyuga on 29 Jul 2003, 23:46:02
 I think we're going to go with something like M21man said more than likely..

lots of UH-60's  with torpedos of their own to try and take out  the submarine  as you have to attack a convoy or some such thing ;D

:cheers:

Title: Re:Everon Cartel
Post by: Homefry31464 on 02 Aug 2003, 03:14:03
Wow, maybe steal a rival gangs helicopters, then chop of their horses head and put it in their bed. MUHAHAHAH!!  But really, I was serious about the first idea.
Title: Re:Everon Cartel
Post by: BronzeEagle on 04 Aug 2003, 00:53:34
How about some Russian documents to steal or plain jane documents?  Unless the focus of this mod is to infiltrate an American top secret base with a safe in it and....
Title: Re:Everon Cartel
Post by: Kaliyuga on 04 Aug 2003, 00:59:18
 more of an addon idea.. but yeah ... we've thought about updating those documents ;)


and the campaign.. well it will be about...

stuff  and things
:cheers:
Title: Re:Everon Cartel
Post by: zsa_zsa_rasputin on 14 Aug 2003, 18:31:50
Dammit I should check this more often:
Yeah I had password problems over at the forum and since I now have a new machine I cant even remember the link :/
Anyway...
My username is the same...
If you could send me a personal message or email or somethjing with a default password Ill try again and change it :)

Dan ;D

Ps. LCD - hows things dude? Im so busy recently - long time no see :)
Title: Re:Everon Cartel
Post by: Semith on 16 Aug 2003, 05:06:36
Way early in this topic, someone mentioned using a chainsaw to kill with.  Found one at ofp.gamezone.cz (http://ofp.gamezone.cz)   ;D
Title: Re:Everon Cartel
Post by: KJAM on 18 Aug 2003, 01:20:31
how about this, using the sub to insert you near a rival dealers factory to steal some of his stash, cash or whatever else you can, place a bomb near his production machinery or his crop, and maybe kill one of his men, to get accest to a safe, which has some secret inciminatibng evidence on him that you could use for blackmail