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celery

COOP 10 Chernarus Apocalypse, part one

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You abort the mission as a client and pick another slot that hasn't been used, disconnecting is not necessary. A host can't do it because otherwise the whole mission ends.

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What does everyone think about name tags that start appearing on top of your friends when they're close enough to you?

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What does everyone think about name tags that start appearing on top of your friends when they're close enough to you?

I'd like it. Others might not, possible parameter?

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So tried this mod out on free arma II and liked it, purchased OA but don't understand how to get it to work (says that is one of the req), how do I get the map?

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The legendary Pudd'n and Dimebag are uploading 14 episodes of Chernarus Apocalypse:

http://www.youtube.com/neddle69

They made me lol. :shine:

Yeah been following there vids of it, there not doing terribly well so far but great watching.

And thanks for the mission mate had fantastic fun on it, look forward to the next part.

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Mission updated to v1.4!

v1.4

  • Updated scripts to match part 3 v1.4
  • Zombies have slightly less aggro range in urban areas
  • Added window lights
  • Improved loot sparkle functionality
  • Made mission end before the last player enters spectating mode
  • Improved addWeapon script compatibility with vanilla Arma 2
  • Explicitly specified all magazines for crate and addweapon scripts to avoid unexpected bugs with mods

Combined Ops v1.60 is recommended.

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Since we have succeeded in all four Zombie missions we have replayed the first because we never were able to take the photos with us (at least while surviving). :D

Anyway we experienced at least two times (one now and one some time ago) that around the supermarket the game gets asynchronous and the desync values get higher and higher while the whole bandwidth of one Megabit is in use.

Of course we have to restart the map in this cases.

There are not many Zombies around at the time so I think it is a bug in Arma or this map that something generates massive traffic especially since it doesn't get better.

I think we also had this issues once or two around the radio tower but I haven't checked it that well there.

Did anybody experience the same? I never had this issue with the other Apocalypse maps but maybe it is random and an Arma netcode issue.

Just out of curiosity did you reduce the amount of Zombies running around in later map releases or did we just got better? :)

EDIT: We had the desync issue again today. It started around the Super market. It either had something to do with the weapon box, the pk or the city in general. We were using as always the current Six Updater Beta and version 1.4.

Some had the maximum desync value of 100,000. After everybody disconnected the red symbol went away but as soon as they connected the red symbol reappeared and one had 100,000 again. So we were again unable to finish the mission.

Can anybody confirm this?

Edited by Black Russian

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I've never had that problem playing this mission -- with 6 of us we've gotten the photos and won the mission with nothing like that happening. It might be your connection?

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I've never had that problem playing this mission -- with 6 of us we've gotten the photos and won the mission with nothing like that happening. It might be your connection?

It works fine until we reach the city with the Supermarket. Could you retry it with the current Sixupdater Beta? Do you pick up the PK? And how fast is your connection?

Maybe if you got fiber or similar it is able to deal with the high bandwidth.

We have played the other Apocalypse missions without this problem. I suppose I have to check the logs.

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I don't use Six Updater... sorry... and no I have never picked up the PK but I can see no reason why using some weapon would kill your game.

I live out in the middle of nowhere USA so my connection is pretty bad, usually 1.5 mbps download speed and an even worse upload speed.

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I don't use Six Updater... sorry... and no I have never picked up the PK but I can see no reason why using some weapon would kill your game.

I live out in the middle of nowhere USA so my connection is pretty bad, usually 1.5 mbps download speed and an even worse upload speed.

Because it would be a bug. There were bugs for some things generating very high network traffic.

And it most likely only happens with the Betas or 1.60 RC release candidates because of the immense increase in network packages combined with the amount of Zombies.

But like I said I didn't have this problem with the other Apocalypse missions and most of the time it happens around the city so I think something is triggering a bug.

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Hi dudes,

first of all i love this Mod, but if you played this mod much times, my wish is rising for some new missions!!!

So i started to edit this mod for new missions, but i want disable the 1 life method and add a player respawn, did anybody know how to do this???

im very glad if someone out ther that can help me!

also im interessted on follow:

- add Backpack to this script

- add Save gear (same equipment after respawn)

my emailadress:

lightteamclan@yahoo.de

regards

Lightwolf

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- add Backpack to this script

addBackpackCargo.

- add Save gear (same equipment after respawn)

... that would make these missions far too easy and would remove the fear of death for the player, since he's not penalized in any way.

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addBackpackCargo.

... that would make these missions far too easy and would remove the fear of death for the player, since he's not penalized in any way.

true, that mission will be to easy... but i dont mean these Mission,

i just use the script,... at the Moment i create a new mission/missions, in different citys... like have a headquater and then starts cleaning citys from Zombies, city after city...

for these it will be fine if we are able to respawn,...

Or you arrive a checkpoint and all dead players respawn...

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Celery- I need your help :(

How do you get your Part 3 of CA into the editor? We want to experiment with some stuff (weapons, cars, objects etc) and I cant, for the life of me get it to show up when I click "load" in the Chernaurus level. Any chance of getting a small little tutorial?

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Celery- I need your help :(

How do you get your Part 3 of CA into the editor? We want to experiment with some stuff (weapons, cars, objects etc) and I cant, for the life of me get it to show up when I click "load" in the Chernaurus level. Any chance of getting a small little tutorial?

Get PboView or Eliteness and extract the mission pbo and move the resulting folder into Documents\ArmA 2 Other Profiles\Username\missions.

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God, you are. Please excuse my ignorance, but I dont see the weapons in the in game script anymore, how do we change the spawned weapons this time :)

Still loving your work, and waiting on the edge of my seat for P4! :D

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I dont see the weapons in the in game script anymore, how do we change the spawned weapons this time :)

The classname specific loadouts are in init.sqs.

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The classname specific loadouts are in init.sqs.

We need more Celery!!!!!!!!!!!!!! We need a PT4.......... I love these zombie missions u make but as i suck with the editing.......... its best to leave the expert to make them! This makes arma 2 so much more enjoyable........ WE NEED MORE! Heh!

Hope u will make something like this in ARMA 3!!!

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I really love this mod, found about it on dayz forums.

I have a question about how to edit the mission to add more player slots as for my group it would be nice to have like 15 to 20 slots.

If anyone can point me out in the right direction I would grateful.

p.s. I never edited any mission or used any arma2 tools.

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I just want to come in here and say... that even though DayZ is the big thing now, there is still bands of people who play the Chernarus Apocalypse (all parts). Thank you for making them all Celery.

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