lightspeed_aust 681 Posted January 9, 2011 (edited) Ok guys, well you know I've been busy the last few months on this campaign (my efforts to bring Ghost Recon to Arma2). It's available as SP or 9-man MP COOP. Teaser Trailer by wombat50 (thankyou brother for your skills again) - http://www.youtube.com/watch?v=HCuvjTiWpS4 Mission 2 - (live coop) Mission 3 - (live coop) Mission 4 - (live coop) Download - version 2-2 for MP COOP - updates to 5 missions (dedicated server compatible) http://www.gamefront.com/files/21134800/GRIT_coop_2.2.rar Download - SP Campaign 2.2 (A BUNCH OF FIXES AND ENHANCEMENTS) http://www.gamefront.com/files/21134254/GRIT_Campaign_2.2.rar ACE2 version1 - (thanks to silent_op.pxs for this conversion) http://www.zshare.net/download/87975869900c638b/ -revive -respawn -ACE2 wounding system -ACE2 markers off -ACE2 weapons added to the helicopters -ACE2 backpack system with PXS packed kits Updates/Fixes - General bug fixing 9 players (from 7 in previous release) Improved Revive (more realistic) - with option to increase lives in parameters. (note - no revive in SP - team switch only) Weapons selection - either from vehicles during insertion or box on the ground. Mission tweaks to increase replayability and enhance the experience. Features - Norrins Revive - adjustable in parameters (default 1) - Leader has 1 revive only so protect your leader at all times! UPSMON script Random House Patrol Requires - Lingor Island and Lingor Units. This is my passion now in the gaming world - and if you decide to play it then I hope you enjoy it. ;) Lighty. Original thread - http://forums.bistudio.com/showthread.php?t=109123&page=5 Lighty. Edited December 30, 2011 by Lightspeed_aust Share this post Link to post Share on other sites
Nazul 10 Posted January 9, 2011 I am watching this space!! Share this post Link to post Share on other sites
sick1 13 Posted January 9, 2011 Cool, anyway to get some voice work from original, or is this strictly just the missions? Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 9, 2011 it's a bit of everything from the original but with Arma2 blended in Share this post Link to post Share on other sites
deltaGhost 10 Posted January 9, 2011 (edited) Hey , im working on a Ghost recon mod to . Full one for arma 2 , ive already made some unifroms from Ghost recon to arma 2 , not exacly the ones but i sued the same textures , is there anyway to contact with you ? id liek t ohelp you o nthe island thunder mission , i can make real fast the uniforms , i just need to delete the PASGT helmet and add a woodland boonie hat. Ive already made the Original oens fro mthe russian campaign and the desert siege now " mp1 " now i just gotta make this happend on arma 2 Edited January 9, 2011 by deltaGhost Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 10, 2011 i would def be interested in using your skins although the Force Recon units which are stock in Arma2 make pretty good modern day Ghosts. i guess the main difference would be the camo pattern which was woodland not marpat in IT. ---------- Post added at 09:01 PM ---------- Previous post was at 09:00 PM ---------- Share this post Link to post Share on other sites
sick1 13 Posted January 10, 2011 (edited) Yeah make this happen, Just make sure its highly polished. Would love to see voice overs and old ghost recon music;) If you don't mind me asking, what were some of the objectives in Island thunder? I never played it on PC. edit. just read the old thread;) Edited January 10, 2011 by Sick1 Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 10, 2011 (edited) gr8 news - i just played first mission using the upsmon script with a mix of fortify, nowait and nowp and also tweaked the radio distance low enough so that AI would not all abandon original zones at the first sign of conflict. as such, it plays out very similar to a Ghost Recon mission where objective zones will have units patrolling or guarding and will then move to fight/flank. please remember though that we are playing on a new map - and i have selected similar landscapes to the original IT but obviously the places aren't exactly the same. i will continue to tweak until it feels like GR and every test seems like its getting closer to what i want. i will release 2 to 3 different versions of this - SP, 7 player coop, and possibly a 12-15 man coop for the larger groups with more AI but essentially same mission. the 7 man coop and sp consists of the following units - Squad Leader Grenadier AT Specialist Demolitions Specialist Heavy Gunner Sniper Medic (these may be adjusted depending on the demands of each mission) Edited January 10, 2011 by Lightspeed_aust Share this post Link to post Share on other sites
-)rStrangelove 0 Posted January 11, 2011 i will release 2 to 3 different versions of this - SP, 7 player coop, and possibly a 12-15 man coop for the larger groups with more AI but essentially same mission. Nice. :) Btw you could use scripts to spawn more units in each enemy group depending on the player numbers. No need to do several versions imo. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 11, 2011 have you got such a script? and can i control where the units spawn? if so, that would be ideal. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted January 11, 2011 Could write you one. So you dont have any spawning scripts in your mission yet? All enemy groups are set in the editor? You could spawn groups when one of the players is near an objective zone. Yes, you could control where the units spawn. Share this post Link to post Share on other sites
galzohar 31 Posted January 12, 2011 (edited) I usually randomly delete units based on number of players (less players = more units deleted). Something like this (note that some variables are defined outside of this script, so this should just give you an idea): if (!isServer) exitWith {}; _group = group (_this select 0); _params = _this select 1; waitUntil {!isNil "blueforCount"}; _difFactor1 = 0.6; _difFactor2 = 0.8; if (!isNil "paramsArray") then { _difFactor1 = 0.6 + 0.1*(paramsArray select 2); _difFactor2 = 0.8 + 0.05*(paramsArray select 2); }; _presenceChance = _difFactor1 * sqrt (blueforCount / 13); _groupPresenceChance = sqrt (_difFactor2 * blueforCount / 13); _deleteLeader = true; if (count _this > 2) then { _deleteLeader = _this select 2; }; if (count _this > 3) then { _groupPresenceChance = _this select 3; }; if (count _this > 4) then { _presenceChance = _this select 4; }; if (random 1 > _groupPresenceChance) then { { if (_x != vehicle _x) then { deleteVehicle vehicle _x; }; deleteVehicle _x; } forEach units _group; } else { { if (random 1 > _presenceChance) then { if (_x != vehicle _x) then { deleteVehicle vehicle _x; }; if (_deleteLeader || !(_x == leader _group)) then { deleteVehicle _x; }; }; } forEach units _group; }; if (count units _group > 0) then { ([units _group select 0]+_params) execVM "scripts\UPSMON.sqf"; }; Of course for missions where there is a very small amount of enemies in every area, you might want something a bit less random, like picking X units at random for deletion rather than having a chance to delete each units (so enemy count is the same or about the same every time). Edited January 12, 2011 by galzohar Share this post Link to post Share on other sites
-)rStrangelove 0 Posted January 12, 2011 There are several decisions need to be made when dealing with dynamic groups imo. You'd need to check the player numbers several times in a mission since ppl can connect / disconnect at any moment. Worst cases would be if 1 player triggers the spawn scripts resulting in small enemy groups and then suddenly far more players connect and engage the same zone. Same problem when lots of players result in big enemy groups and then suddenly 99% of all players are disconnecting. :D On the other hand you can't update the enemy groups once they're in combat with a player. That player would see units appearing / disappearing into thin air and that would break atmosphere. I guess you'd need a script which only updates the enemy numbers when a player is not 'watching'. Thats a bit tricky but could be done. Share this post Link to post Share on other sites
galzohar 31 Posted January 12, 2011 Yeah, if you want a mission to scale, you can't really have JIP in it. Respawn=BIRD in init.sqf solves it. For missions with respawns or if they're played with the AI enabled then of course scaling the mission to the number of players is rather pointless. Group respawn combined with disabled AI can cause all sorts of problems that you probably didn't account for with your scripts (for example init lines might not run at all if someone re-enables a slot and then join, and scripts that make arrays of existing units based on what exists at the start of the mission will not work correctly). Of course with BASE respawn you also have to deal with some things. If you're going for realistic GR style COOP gameplay, respawn=BIRD and make the mission scale based on number of players is probably the best way to go. Just try not to make 5 hour missions. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 12, 2011 As you would know by now Gal - I do provide limited revives but no or only 1 respawn. And missions will always be less then 1 hour to complete. Share this post Link to post Share on other sites
galzohar 31 Posted January 12, 2011 Yeah revive script is not very compatible with making missions scale, unfortunately, unless you want to dynamically spawn/despawn enemies as player connect/disconnect or intentionally disable JIPing in a different way. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted January 13, 2011 You surely need a thought out concept before throwing in dynamic scripts. Just putting in tons of features and then looking what comes out of it might yeld frustrating results. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 13, 2011 (edited) my focus at this stage is SP and 7 man coop - and I am removing respawns altogether - they just don't fit with GR. instead, limited revives with Medic carrying most revive packs and the rest of the team 1 or 2 for backup. i havent played much SP before and only just realised i can send my medic to each injured soldier to fix them up. as far as coop goes, medic should know his primary role and stay safe. in terms of 15 man coop i just dont like the idea of spawning in a few extra troops to add AI - I prefer to make it more challenging bcoz 15 man team can/should be able to deal with more scenarios not just randomly place AI. happy to say, second mission is running well with AI and im now on the 3rd mission. all objectives are firing as required and missions ending as they should. all looking good so far. Edited January 13, 2011 by Lightspeed_aust Share this post Link to post Share on other sites
mrcash2009 0 Posted January 13, 2011 (edited) Nice to see updated and a correct section for it :) I get what your saying ref spawning and keeping the OGR balance, all makes sense really. Yes SP is not as bad as some MP only folk might paint it. Plenty of flexibility. Just like OGR you have to keep your precious team members close and safe, just wouldn't be the same any other way. If im right, COOP campaign missions in OGR, did they have re-spawn, I dont remember it? I just remember being on Alpha Squad server back then, getting killed and then sitting silent on TS (playing dead ) and watch the rest of the smaller team try to finish the job (or not). The big test was if your dead your dead, so plan right and play cautious. Edited January 13, 2011 by mrcash2009 Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 14, 2011 In OGR (Original Ghost Recon for the uninformed) had the option to include respawns, however, I also adopted the Alpha Squad "the way it should be played" motto (no respawns) and would work hard to keep myself and teammates alive so I wouldn't have to sit and watch the rest of the mission in spectator mode. The way these missions are running at present - if you rush in you will get your ass handed to you but if you move slowly and cautiously you may escape unscathed. Alternatively, you may get a few hits but if you keep the Medic safe and use your medic pack backups wisely there is no reason why anyone should die. I don't overdo the number of AI that you have to tackle - I make it fair - and anyway, 1 well-placed opfor can do the job of 10 poorly placed opfor. Not long now Ghosts - I will be looking for beta testers for the first few missions over the next week. I will be using Lingor v1.1. Share this post Link to post Share on other sites
old_painless 183 Posted January 14, 2011 Very exciting! Just downloaded Lingor 1.1 (and its required addons) yesterday, so all set Share this post Link to post Share on other sites
-)rStrangelove 0 Posted January 14, 2011 Will have Lingor 1.1 very soon, so beta sounds very interesting. :) Share this post Link to post Share on other sites
mrcash2009 0 Posted January 14, 2011 1.1 of Lingor is out so good timing I guess. Lets hope the add-ons to the island dont mean your well places ai suddenly has a tree or house sat on it :) BTW as regards beta, i would be very much up for it if your interested. Im a OGR nutjob so I know the feel your trying for :) I can only assist for SP mind you. Share this post Link to post Share on other sites
lightspeed_aust 681 Posted January 14, 2011 no chance of missions being destroyed - my locations are safe. ;) Share this post Link to post Share on other sites