editWhen I ried to post this the first time the filename for the picture was already used and abused so I went back and now I have to write it all over again. So, I miht miss something out and it will be considerably shorter.The movie isn't as focused in the details as the book.
Another thing the film missed out, which it definitely should have included was a wicked high speed car chase between Kazuo (in a mini-van blasting rounds out from his Ingram) and Shogo, Shuya and Noriko (In a truck - like the one that in the film Shinji Mimura rigs with all the explosives - with Shuya sticking out of the sun-roof and Noriko blasting away from the passenger window). And when both sides run out of ammo Shogo and Kazuo have a ramming competion while speeding through the main residential area. Then, after Shogo rams Kazuo (van and all) into a farm building, all apears to be over, before Kazuo finds some more ammo and then the gun battle takes place like the one in the film.
Also if the players decide to take out the soldiers, none of the weapons are really good for tanks and all. There should be hidden anti-tank and anti-air weapons in soldier territory.
If we do decide to include any heavy artillery it should be heavily guarded by soldiers. (Let's face it; if we set the soldier AI really high and give them good weapons then it would definitely be a challenge for a little girl with a fork to get to them ;D). Also, I don't think the soldiers should use them - just to make it fair.
If we put a trigger around the school building area (ie. including about a 50/ 100metre diameter around the school) and set it to something like this:-
Activation: Resistance (we would have to make the models for the kids as resistance so the soldiers would fire on them easily)
Frequency: Repeatedly
Type: None/ Switch
Condition: this
OnActivation:
soldiers/groupname doFire guer (or: = true // to take off the hold fire command)
OnDeactivation: [] exec "init.sqs"
And, obviously, in the "init.sqs" we have something like:-
soldiers/gropupname not(doFire) = true //or whatever.
Thanks goes to Planck. I will try and post it on my website so anyone who thinks they can improve on it and put trees and stuff on it can do just that. The picture showing the elevations of the terrain is on a file at the end of this post.
Is this going to be a role play scenario then, say if u r kiriyama you have to be a evil killing machine. I would rather all the players are unidentifiable with the movie so people can make up their own minds as to how their characters act
I think we should use the characters from Battle Royale to make faces, names, models etc. but if you do happen to pick to play as Kazuo, you don't have to be some psycho guy.
Has anyone downloaded the .zip file I posted here about the "Forbidden Zones" thing? In the folder there was a briefing and an overview. I just quckly wipped them together using Chris's OFP Script Editor. I know the Overview works okay. But in the Breifing I can't get everything to line up right.
!!!!!IMPORTANT!!!!!If you downloaded it, make sure to run it either in the mission editor or in single player NOT multiplayer.
Anyway, the breifing went something like this, constructive criticisms welcomed:-
PlanBasically it explains the rules says the Program number etc.
Objectives1. Be the last one remaing, thus winning the game.
2. Try and escape (hah!) etc..
NotesIt just says things like: What should I do, I hope I get a good weapon. Dould I try and team up with someone. Can I trust anyone. Can anyone trust me. Hmmm. Maybe I can exploit someone else's trust. etc.
End1Congratulations!
Thank you for participating in this year's Program. Your card signed by The Dictator is on its way to your last given address.
End2Death
As your eyes slowly close into a deep sleep, you can't help but wonder how the Greater Republic of East Asia became so sadistic...
End3Impossible!!
Somehow you've managed to escape the island. Enjoy your freedom for it shall be short! Your parents and family are most likely being brutally murdered. Your fate shall be the same.
Congratulaions, you are now a fugitive wanted in over half the world!
Needs work, I know.
About the "This Zone Will Be Forbidden In 5 Minutes" topic. I think it would be better if they appeared as hints instead of white text that will dissapear after a short time. If it was on a hint, you could recall it if you didn't see it the first time because you were smacking the bejeebers out of someone with a baseball bat!
One more thing, mission over cutscenes. There should be about two different cutscene at the end. One, showing the winner doing something... I don't know, is there a way to make the winning player show in the cutscene instead of the same unit all the time. You could even have the characters name appear and say ______ wins. Although it didn't happen, it would give it a dark flare if the character kills them selves because they feel bad about all the deaths they caused- just an idea. And if most escape, there could be a movie part about them leaving.
Remember in the film, at the start, there were these news pictures on a TV of the 11th Program's winner. Remember the image of the little girl with the sadistic-hysterical-psyhcopathic smile hugging her little teddy-bear? (for me the creepiest bit in the film - if you don't remember, watch it again). Well, using the command
setMimic. We could make a really demented face for the winner at a cutscene at the end.
OK, now for a couple of questions:-
1) Should the mission have a soundtrack. It could be something catchy or comething chilling to set the scene. I don't recall any particular music from the film, (it was probably drowned out by the screaming and Xplosions) but I will check.
2) How long should the mission, approximately, take? In the film it could last for up to 3 days. (We will need to cut that down a bit ;D). This will giveme an idea as to the delays between forbidden zones and the announcements. In the film the announcements happened at 6:00am, 12noon and 6:00pm.
3) I think, as the GPS is a "weapon". That players should have a map and a compass (just like in the film). So you would have to nagigate around using distinctive points (like the scholl, lighthouse etc.). And the person who gets the GPS as a weapon gets it. Also, the GPS not only showed the location of the user, but also the location of the other players (that's the advantage). We could define that in the description.ext and make a new weapon using markers that follow the oter players around.