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[SP/MP] Dynamic Whole Map Missions by SaOk

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Whole Lotta War - WIP - Possible prequel mission for CGR campaign. NOW ALSO AS COOP VERSION FOR 1-9 PLAYERS!

wholelottawar.jpg

Title: Whole Lotta War

Author: SaOk

Type: Arma2 CO + (optional but suggested BAF + PMC)/ SP & MP COOP

Version: 1.62

Mission version: 0.89 SP / 0.51 MP COOP

Installation: Put WholeLottaWar.Takistan.pbo to missions folder in arma2 main folder

NOTE: Blastcore mod seem to conflict with this mission causing heavy suddent FPS loss after 1-1,5hours of playing.

Optional Addons (You can use none, some or all, any combination):

Takistani Armed Forces 2035 by AntoineFlemming

United States Marines by Binkowski

Download SP:

Download 0.89 from ArmaHolic

Download 0.89 from DropBox

Download MP COOP 1-9:

Download 0.51 from ArmaHolic

Download 0.51 from DropBox

Download Unpacked SP version for editor:

DropBox Link

Change Log SP:

SB 1.1:
-Added 5 ambientcamps
-Other tweaks
SB 1.2:
-ACR DLC now fully optional (you can play without the lite version too)
-Friendly infantry now arrive to AO with car transport, more often
-Added Camp Searchlights for night time
-Player can skip nigthtime by sleeping at the tent in US camp (Optional)
-Added civilian/soldier talking system
-Added reinforcements function for player group
-AI function now working
-Other tweaks&Fixes
SB 1.3:
-5 new camps (2 hostile + friendly tank/supply depot & fieldhospital)
-4 tasks added (hostile camps can be captured)
-new gear in briefing
-other tweaks/fixes
SB 1.4:
-3 new camps (+some tweaks in old ones)
-2 new tasks
-Added tanks guarding/patrolling certain locations (new ambient base function feature)
-Added optional high commanding
-Small friendly camps spawn also now when player is in vehicle
-Other tweaks/fixes
SB 1.4h:
-Much spawning location corrections for when player is in vehicle
-High command Fixes
-Other tweaks/fixes
SB 1.5:
-Much important tweaking/fixes in scripts
-2 new "heavy enemy movement"-areas
-Removed some forgotten ACR DLC classes 
0.7:
-Added random music for certain events
-Briefing updates
-Mission can end now
-Other tweaks/fixes
0.75:
-Heavy changes/improvements for better overall performance
-3 New Camps (British, German and Local HQ (now with life))
0.76:
-Mando Missile Scripts disabled
-One core script converted from fsm to sqf
0.8:
-New sleeping/waiting cutscenes/feature
-Choppers now commit land insertions and may fly patrol around their "cargo" 
-"Takistani Armed Forces 2035"-content added as optional addon.
-Max amount of different things changes randomly at random times during playing
-Some features accessibility changes randomly at random times during playing
-Random time added for reinforcements
-Mando Missile Script added in dialog (set disabled as default)
-Dialog text made more clear
-Performance tweaks
-Other fixes/tweaks
0.81:
-"United States Marines v1.2 by Binkowski"-content added as optional addon
-Added setting to set off enemy artillery strikes and car bombs
0.82:
-Added AI pick up chopper function for player. Call it with 0-0-9
0.83:
-Added Intro Cinema
0.85:
-Each around 500 custom voices have now two new copies with different amount of Echo
-Played amount of Echo depends of speaker´s surrounding
-3 new tasks with dialog
-Fixes in AI chopper pick up system
-Added "Israeli Air Raid Sirens"-sound by DarkXess (played in Rasman airfield) 
-Added mosque voices for Bastam
-Much fixes and tweaks
0.87:
-Added random positioned invisible capture-able tank zones
-New US camp with fighter choppers for optional use
-Other small tweaks, fixes and additions
0.89:
-New enemy supply line task
-Near 10 new hidden capture-able zones (camps, roadblocks, hidden mg´s...)
-Many small tweaks and fixes
-Important fixes in chopper transport script for player team
-As new gameplay tweak, player cant get reinforcements while in vehicle

Key Features (WIP):

-Dynamic mission using whole Takistan map

-Different ways to play (as basic infanry group, tank squad, mechanized group, transport/fighter choppers...)

-Dynamic life generator for enemy/friendly units (patrols, scouts, camps, towers, slow/fast-reinforcements, support vehicles)

-Enemy groups communicate to track player's position, offering still change to flee unnoticed

-Random positioned dynamic tasks to give different feeling for the mission every time

-Much optional, but meaningful tasks included

-All tasks have effect on generating scripts or/and bigger tasks

-Optional HighCommanding (AI groups can handle by themselves too)

-Difficulty level goes slowly higher during progress

-Random events

-Much improved heavy dynamic civilian/animal ambient life

-Many Custom gameplay elements (Smoke signals, dynamic reinforcements, minefield truck, medic packs...)

-Cutscenes

-Friendly AI groups fighting with player depending on relationship values

-Many factions involved

-Made with Perfomance Friendly Methods

3rd Party Scripts:

-Dynamic weather script by Engima (+ folumetric fog effect by BIS)

-Mando Missiles Script by Mandoble

-Surrendering script borrowed partly from USPMON (by Mondasa & Kronzky)

-OilFire script from CE5A_Sandstorm.Takistan (by sxp2high or BIS?) - modified

Thanks:

-SavedByGrace (Ideas and US battleshouting/AI function voice-overs)

-Rejenorst (US battleshouting and mortar idea)

-Bardosy (hungarian battleshouting)

-Tslava (czech battleshouting)

-Poacher (british battleshouting)

-Nettrucker (german battleshouting)

-OFPEC for feedback

Note:

Working on this new dynamic mission, made with modified Zub scripts. I have been tweaking much and adding new functions to fit the concept in Takistan map. If you are interested, I have the "sandbox"-part ready for testing. There isnt yet any tasks, you can just explore the map and try to stay alive. Let me know if you have any feedback or any new feature ideas. I continue working on this, tweaking the core scripts and slowly creating tasks/cutscenes/story into it.

Note2:

I added more village names to populate the houses more easily, there is also green "F"'s around the map marking fortress positions that are populated too. I will remove the F's later.

Zub - Official sequel mission for Chasing Grim Reaper campaign. (Now also as COOP for 1-9 players!)

missionpic.jpg

Mission Description:

We have located the stolen journal in Chernarus held by insurgents. Your team will take part in undercover operation to get that back by working together with NAPA and CDF.

Key Features:

-Dynamic mission using whole Chernarus map

-Dynamic life generator for enemy/friendly units (patrols, scouts, camps, towers, slow/fast-reinforcements, support vehicles)

-Enemy groups communicate to track player's position, offering still change to flee unnoticed

-Random positioned dynamic tasks to give different feeling for the mission every time

-Much optional, but meaningful tasks included

-All tasks have effect on generating scripts or/and bigger tasks

-No HighCommanding, AI groups instead.

-Difficulty level goes slowly higher during progress

-Random events

-Much improved heavy dynamic civilian/animal ambient life

-Many Custom gameplay elements (Smoke signals, dynamic reinforcements, minefield truck, medic packs...)

-Cutscenes

-Friendly AI groups fighting with player depending on relationship values

-Many factions involved (US, NAPA, CDF, INSURGENTS, CIVILIANS, ARMED CIVILIANS, RUSSIANS, PMC, .......)

-Made with Perfomance Friendly Methods

Requirements: Arma2 Combined Operations 1.62

Optional Addons:

-Armed Forces of the Russian Federation by Red hammer Studios

-Project CDF by GossamerSolid (Must be 1.04 or newer for version 1.8)

-CBA (Enables TPWC AI Suppress (TPWCAS) by TPW && -Coulum- && fabrizio_T)

NOTE: Blastcore mod seem to conflict with this mission causing heavy suddent FPS loss after 1-1,5hours of playing.

Download SP version 2.5 (Requires GAME VERSION 1.62 + ACR DLC or Lite version of ACR DLC)

Download 2.5 from ArmaHolic

Download 2.5 from Gamefront

Download SP version 2.5 without ACR content, replaced with Project RACS (requires PRACS addons Troops, A4, Wheeled, Tracked, Trucks, Weapons or Full version of that mod). Conversion by Sweguy96

Download from GameFront

Download SP version 2.4 without ACR content. Conversion by Starsky396

Download 2.4 from GameFront (Pbo-file)

Download 2.4 from MediaFire (Open mission-file)

Download SP version 1.8 (WITHOUT LOS UPDATES): (I suggest to play with J.S.R.S sound mod to have great effects for distant fights)

Download 1.8 from Gamefront

Download MP version 1.0 for 1-9 players: (I suggest to play with J.S.R.S sound mod to have great effects for distant fights)

Download 1.0 from ArmaHolic

Download 1.0 from Gamefront

Download MP version 1.0 for 1-9 players (without ACR DLC, conversion by Starsky396):

Download 1.0 from MefiaFire

Gameplay video from SP version 1.8:

Intro video by SavedByGrace (Outro cinema in CGR-campaign) (Not included in mission version):

Custom AI Function Demonstration (more W.I.P in second vid):

Change Log for SP:

0.9:

-New sidetask

-Added custom event for heavy injuring

-Added extra effect when capturing supply truck

-Added Outro

-Mission is little more challenging now from start

-Many other tweaks/fixes

0.95:

-New random defend-task

-Improved last tasks

-Empty vehicles can now be found in villages

-Some new fixed camps

-Some voices added for hostiles

-Improved markers

-Dialog improvements

-Crate with marker is no longer deleted in antenna task

-Much other tweaks/fixes/additions

1.00:

-NAPA HQ is now at random place (3 different)

-CDF task is at random place (2 different)

-Random cutscenes

-New events

-Player can now talk and receive intel with/from civilians

-Additional vehicles used if addon "Project CDF by GossamerSolid" is detected

-New optional function to remove unwanted team-member(s)

-Spawning distance tweaks

-Ambient Civilian Vehicles Module added

-Added Hungarian/Czech voices by Bardosy and Tslava

-Optimizations

-Much other tweaks/fixes/additions

1.10:

-Important hot fixes

-Performance tweaks

-New radio function

1.5:

-Added new possible path with alternative tasks and new factions

-Most of dialog corrected by Kommiekat

-NAPA camps fixed again

-Added angry villagers

-Added mechanized groups

-Civilian conversation may reveal NAPA camp position now

-Version 1.03a of "Project CDF by GossamerSolid" now supported

-Performance tweaks

-Many other tweaks/fixes/additions

1.8:

-New AI functions (AI may hear your movement or sounds from bolted animals/civilians)

-AI may also react on dead bodies

-Voices for the function are made by SavedByGrace (more coming in next version)

-Much text corrections by Kommiekat

-New hidden CDF cutscene

-Player may now find weapons/ammo from houses and enemy camps (credit to DayZ for idea)

-British Units added as rare faction

-Russian status script improved

-NAPA soldier no longer shoot player rarely

-Player may ask now help from friendly soldiers too in first task

-Civilian talking system (+insertion) works now with any civilian

-Player is now saboteur (with backbag and ability to repair)

-Version 1.04 of "Project CDF by GossamerSolid" now supported

-Added custom dialog to set amount of ambient life and BIS`s advanced first aid system (if set on, a custom injured event is set off)

-Russians ignore player in vehicle now in peacetime

-Many other tweaks/fixes/additions (Thanks for feedback)

1.9:

-THIS VERSION REQUIRES GAME VERSION 1.61 or (1.60 with beta 93296 or newer)

-Line of Sight and Body Direction checks added for many functions

-Dead Bodies need to be seen now for alarm

-Civilians react now on certain things only when seeing it

-In peace time russians dosent react on hidden player now

-Some other functions updated with the LOS command/Body direction

-AI function voices are now much less repeating

2.0:

-THIS VERSION REQUIRES GAME VERSION 1.61 or (1.60 with beta 94103 or newer)

-Added TPWC AI Suppress (TPWCAS) by TPW && -Coulum- && fabrizio_T (enabled if CBA addon is detected)

-New russian harbour base

-Added conversation system for friendly soldiers

-Added civilian tasks (to unlock civilians cars in villages)

-AI have now randonly mortars in camps and uses it against random enemies (thx rejenorst for idea, blakeace for spawned module template)

-AI function improvements

-Enemy can now update player´s position only with line of sight (+old conditions)

-Enemy camps have randomly a static weapon

-Random convoys

-Friendly factions sometimes now commit assaults against enemy (while enemy isnt after player)

-New dialog/scenery

-Added random animations for civilians

-Added fleeing civs when village is under attack

-Many other tweaks/fixes/additions (Thanks for feedback)

2.3:

-Added the latest version of TPWCAS and new TPWLOS

-Both chooseable now in start dialog (dont enable if you have addon version)

-Added ACR content with new tasks

-Some dialog corrections by SavedByGrace

-New Outro Cinema (thx KBourne for animationLoop.sqf and animations list)

-Additional vehicles used if addon "Armed Forces of the Russian Federation by Red hammer Studios" is detected

-Animals now travel together sometimes to new places

-Civilian are staying more near of houses

-Many other tweaks/fixes/additions (Thanks for feedback)

2.4:

-HOTFIX: Removed JSRS-mod requirement

-Updated TPWLOS to 1.03

-Updated TPWCAS to 3.04

2.5:

-HOTFIX: Massive slowdown after 1.5h should be fixed now

-Added berry picking grannies to animal system

-Empty cars shouldnt be leaning to houses/fences anymore

-Much optimizations in scripts

-Added Null-object removal (thanks Tansien & Dwarden)

-Updated TPWLOS to 1.04

Change Log for MP:

1.0:

-Added TPWCAS and TPWLOS by TPW && -Coulum- && fabrizio_T (Can be enabled via MP parameters)

-Added russian tasks (the alternative hidden path to end the mission)

-Added ACR tasks

-Added civilian tasks

-Added custom civilian/soldier talking system (available for team-leader)

-Added custom AI functions (AI hears players movement, animal/civilian noises, voices by SavedByGrace)

-Added empty vehicles module (cars unlocked via civilian tasks)

-"Ambient house effects"-script follow now every player

-Many other scripts now follow every player

-Smoke signals now work and for every player

-Updated civilian/animal/enemy&friendly camp generateing scripts

-AI uses camp mortars now sometimes

-Weapon crates fixed

-Added "hidden"-weapon crates

-Stringtable updated (thx Kommiekat & SavedByGrace for corrections)

-Added timesaving Zonekiller-client method for many things (thx Zonekiller)

-Much other tweaks, fixes and things from the latest SP version

-Let me know if you find any issues. Feedback is always welcome

Notes for COOP version:

-Teamleader is only one that can communicate with task targets (speak to characters, launch tasks...)

-When moving far away from other players, villages have full life only for team-leader

-Same for Village events

-Many other life is multiplied with amount of players moving 700m away from rest of the players (not exact description)

3rd Party Scripts:

-Dynamic weather script by Engima (+ volumetric fog effect by BIS)

-Mando Missiles Script by Mandoble

-Surrendering script borrowed partly from USPMON (by Mondasa & Kronzky)

-OilFire script from CE5A_Sandstorm.Takistan (by sxp2high or BIS?) - modified

-Revive System by Norrin in MP

-TPWC AI Suppress (TPWCAS) by TPW && -Coulum- && fabrizio_T

-BIS Artillery Module spawning template by blakeace

Thanks:

-SavedByGrace (Ideas and US battleshouting/AI function voice-overs)

-Rejenorst (US battleshouting and mortar idea)

-Bardosy (hungarian battleshouting)

-Tslava (czech battleshouting)

-Poacher (british battleshouting)

-Nettrucker (vehicle attached camera)

-Kommiekat (Text corrections)

-Also: Ruebe, Zonekiller, Celery, Zipper5, Gossamersolid, Mad_Cheese, Undeceived, Orcinus, Djol, Asa, Kommiekat, Richchad

-Armaholic for hosting

-OFPEC for feedback

Future:

-I44 conversion

-Mission concept copy&pasted and expanded to be used in Iron Front/ArmA3

Comments:

-This is the first mission for my new dynamic mission concept using heavy scripting to generate alive feeling life around player, no matter where on map he goes. Many tasks spawn randomly giving different feeling on each play. This mission still have some more fixed positioned tasks, but I plan to add more and more dynamic tasks and other features in future.

-When I get this more ready, I will add the mission also to the current campaign. Now as separate mission.

-Let me know how this works, is the performance good, is the difficulty level too high? Its smooth on my i7 2600K, but I can always add custom settings for older CPU´s if the FPS feels bad.

-Let me know if you have any task or feature ideas. I am trying to make this feel like light RPG (expanded Black Forest)

Hints:

-Keep moving after enemy contact

-Its safer in forests

-Unlimited Savegame 0-0-1 (in SP)

-Medicpacks 0-0-0 (in SP)

Edited by SaOk

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Thanks :), I noticed one information missing (if player dosent pay attention to the dialog). After CDF task, you can begin new NAPA task at the HQ by using an action.

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:yay:Hi Saok

Thanks very much for sharing this. Played through to

reaching the Napa base in the castle

with no problems. Great so far.

The reference to 'Black Forest' hooked me - I recently played through that & enjoyed it very much :)

Also downloaded Zavarak this morning - thank you for making that with an SP option, I'm looking forward to playing that as well as soon as time allows.

I really like your missions. Thank you & keep up the great work :)

BR

Orcinus

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Thanks :), I prefer creating SP missions. I will focus on those in future too, but make MP conversions as extra.

I tryed to get back in Black Forest mood in this one (and hopefully even more with upcoming updates.). The Chasing Grim Reaper campaign forced to keep things quite linear and it ended being very actionful. I will try to offer much more RPG style freedom and quiet moments in these dynamic missions.

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Thanks for that great Mission SaOK. Enjoying this one very much too. :)

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Thanks :), I prefer creating SP missions. I will focus on those in future too, but make MP conversions as extra.

I tryed to get back in Black Forest mood in this one (and hopefully even more with upcoming updates.). The Chasing Grim Reaper campaign forced to keep things quite linear and it ended being very actionful. I will try to offer much more RPG style freedom and quiet moments in these dynamic missions.

Cool :)

Okay, I reloaded my saved game from yesterday & got the following error:

Error in expression <ariable "mando_warning";
};
};
};

if (!isNull _misecm) then
{
_numecm = _unitec>
 Error position: <isNull _misecm) then
{
_numecm = _unitec>
 Error Generic error in expression

I had CBA (build 175), zp5_at_fix, OKT_noblur, & Jedra's skills slider loaded. Tested with vanilla & got the same error on loading a saved game.

Haven't seen any effects from this, but then I haven't tried firing any missiles yet. Will test that this evening.

BR

Orcinus

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Thanks Humwee28. :)

That error is from mando missiles script. I have it in every my mission that uses it. Its not causing any effect, but I will try to fix that too unless its already fixed in newer script version. I guess that isNull should be isNil with "", but lets see.

New mission version is in work too. I fixed the earlier bugs, made the mission little harder from start, the truck dosent dissapear now so quickly, traffic issue/fire effect is fixed, and I added proper removal for some generated friendly units/vehicle + enemy vehicles. In the 0.8 mission version that causes those appearing badly (especially the units) when player have moved a lot.

I will also try to add some new tasks and if all goes good a custom heavy injury effect (so if player got really badly wounded with damage 0.7->not dead, he would knock out before wakeing up in some random near forest or at HQ with his team-mates + maybe random losses). I dont make him immortal or make that even happen on every hit. I hope to keep all balansed and not to highlight any annoying features. For next version I will also include more transport vehicles between the tasks.

Edited by SaOk

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Woowoo! Another Sa0k mission! And just when I got back to Chasing Grim Ripper in order to complete it... Perfect timing.

Thank you for making this!

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Very nice mission so far. I love this "non too directive" mission.

After an evening of play I arrived to the Castle to meet the NAPA chief.

Few quirks then.

The talk is very long and you can not skip it. I had to go through it three times. Mainly due to Arma2 bugs.

During this long talk, my team was under attack and got decimated : 2 guys left with one wounded.

I understand you do not want to break the absence of disbelief but I would suggest to make it shorter and avoid enemy nearby.

Keep the good work - thanks for it

djol

Edited by djol
add spoiler safe guard

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Thanks :), I was also worried the cutscene would become too long. I already tried to keep it as short as possible (12 lines ~2minutes), but I may tweak it more. Adding invisible dialog with esc detector would maybe offer a way to skip cutscenes. I add it the do-pile, but I may not be yet in next version. I am trying to create an outro and add much new stuff, before tweaking too much earlier stuff.

But I will add ways to prevent losses in cutscenes already to next version.

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Really looking forward to this.

Lemme know if you need a half-decent voice-over

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Thanks, domokun. :) Not sure yet, if I will try to have voice-acting for this mission. There may be too much dialog at the end, but lets see.

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It seems an great mission, but for me and my Squad it lacks 2 major things and they are ACE & ACRE. Hope to see that in your next realeses. Keep up the good work. ;)

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Thx, :) I will add more ACE stuff soon too. ACE version of mando scripts is already automatically activated if player have the mod enabled when starting mission. I didnt get that ACRE work, while testing it earlier quickly, but I will check that again.

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Hello, this seems to be a good work but the only thing i can see when i start the mision is a black screen, even in map option. All options work but the screen remians black. (maybe i´m very very silly):butbut:

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There is a rare bug that stuck "start location finder"-loop at start of the mission. Keeping the screen black. Its fixed in next version. Reverting mission should help for that.

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after an evening of frustration :confused:

I am trying to leave the Castle/Napa HQ.

I am ALWAYS and I mean ALWAYS getting killed in the 15mn due to AI artillery.:D

I am unable to locate the artillery but sure they know where I am.

Is there a way to avoid being killed ?

It is difficult enough to fight standard AI in Arma2 (veteran level).

The AI is far from perfect but can spot you so easily and is fairly accurate.

Furthermore, because the mission is not directive, I have to think of what I have to do and how to go there and BOUM I die. :confused:

A technical remark, dying is very long:o. At least a minute between the time I got obliterated and the popup menu to revert or quit. This is not critical. I am not expected to die anyway.

I am using the following MODS: CBA, JTD, ASR_AI, J.S.R.S.

thanks - Djol

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Artillery is currently virtual (I will add a sidetask for that), you cant destroy it. When you see the radiomessage, enemy uses the artillery to position where they last spotted you. Its then better to move or at least avoiding getting back to where you have recently been. Dispersion is set quite high, so it should be highly possible to stay alive. Shells do also much less damage when you are down.

AI mods shouldnt have much effect on that. Player believed position is updated 2 times in minute only if his team get damage, there is enemy group less than 500m away, they know about you (knowsabout value over 0.4) and they are in combat mode. Avoiding any of these, will make the enemy loose you.

The slow popup menu is new to me. Does it happen already in early game? I use also JSRS and CBA without problems, JTD could be heavy with mission like this, but havent tested it myself in this missions yet. I have few optimisations also coming for next version if those would help.

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I was trying what you described: move often. It worked at the beginning. And then I was stuck in a fight with some guys and before I get rid of them I was killed by the artillery. I would propose to stop artillery completely after two or three misses. Question: if the artillery loses me, it is for good ? In that case I could first lose this artillery and then proceed on next task.

Does it happen already in early game?

No, after the meeting with NAPA only.

Thanks.

Edited by djol

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Hi, enjoying the mission so far...

Question:

At the Castle

I can't find weapons nor ammo caches. The general said I can load up as I wish, but can't find them.

Other than that....coolio!

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The crates come with next version. ;) Currently only the random generated camps may have crate with random content too. In next version, if you capture supply truck and bring it to NAPA HQ, random special weapon is added to the crates in HQ.

Edit: djol, I will work on that artillery. Making it some less deadly. I could also add difficulty selection at some point.

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