rejenorst 18 Posted June 21, 2012 (edited) [COOP] ZARGMOUT Up to 16 players. (Not sure if that may be to many players for this mission, feedback/suggestions appreciated.) A few people have asked me for a Coop version of my Martyrdom mission. This mission is not the same but is similar. There are around 100 AI on the map at any one time so this mission may be best for dedicated however feel free to try and run it any way you like. Required: -I have ARMA2 & OA but I tried to make this mission version using only ARMA2:OA items. Let me know if you have any problems. FEATURES: - Enemy Patrol buildings, plant bombs,mines and static weapons, and hunt down enemy players within the city. - Use the UAV terminal in your base to select equipment and to teleport into your team's Stryker, join/leave a player's team. - Vehicles currently in mission: Blackhawk, littlebird, 2 HUMVEE Jeeps with M2, 1 Specops HUMVEE, 1 motorcycle, 1 Bradley tank, 1 Stryker M2. - Voice communication menu, - Primitive satellite view (access at UAV terminal). - Enemy Mission targets spawn in completely random locations each time the mission is run. - Revive script. MISSION: Insurgents in Zargabad stormed the U.S. embassy and in the process killed several staff members. The perpetrators are believed to be hiding in Zargabad at different locations/safe-houses within and around the city. Your task as part of a delta force unit is to eliminate the leaders of the insurgency. Beware! The enemy is keen for a fight and resistance may be fanatical. CREDITS: Norrin - Revive script. Simple Vehicle Respawn Script v1.7 by Tophe of Östgöta Ops [OOPS] Voices/Mission - Rejenorst Script support - Ueber Special thanks to Zonekiller for showing me the ropes in MP coding. Special thanks to Bingobango, Saok and Celery! v1.5 This version uses ARMA2 first aid module. Respawns for player and enemies is off. You have 1 life only. http://www.rejenorst.com/projects/%5BCOOP%5DZargmout_r1_v1_5_nr.Zargabad.rar Includes two versions 1) using Norrin's revive and 2) using R3F revive. These versions are heavy action orientated; Enemy respawn and player respawn is on: http://www.rejenorst.com/projects/[COOP]Zargmoutv1_5.rar Armaholic mirror: - http://www.armaholic.com/page.php?id=17073 CHANGELOG: v1.5 *Fixed Client side Task script causing tasks not to be listed as done and causing the wrong marker to disappear. This has been fully tested today and now and seems to work fine. (Was a stupid, easy to fix mistake which I should have noticed earlier). *Extended all unit respawn times for better mission pacing and easier difficulty *Added smoke grenades as part of the UAV menu *Fixed a bad use of exitwith in the enemy ground squad scripts. v1.4 *Fixed CIV AI script. Spawned civs where not being placed into the global civ array for use with the civ patrol script. *Added Button for GP25 grenade selection *Mortars will no longer fire on players that are more than 30 meters above the ground. (Mortars where previously targeting helicopters). v1.3 *Fixed enemy units congregating around the edge of the city and doing nothing. they will now spread out around the city until the script moves them into buildings. *Fixed small pistol select issue. Choosing a pistol now automatically removes all equipment first so select it before a primary weapon. (Its a work around for now). *Enemy ground squads will occasionally send men into the building your in/closest to. *Enemy units now occasionally spawn and use static weapon backpacks. Mortar units will fire 1-5 shots then displace to another location while other static weapon units will setup and displace every 500 seconds. *Enemy units will now plant mines as well as detpacks. *Added Bradley tank and motorcycle to respawnable vehicles at FOB. *Added ability to call in airstrike once every 1000 seconds. *Added more polish to briefings/credits mission startup. *Bunch of small scripting fixes. *Added Norrin's revive script (Team leader unit can create mobile respawn point). *Enemy ground/attack squad numbers doubled based on difficulty feedback. *Adjusted 1 enemy spawn location which was to close to Zargabad. v1.2 *Enemy respawnable ground squads will now increase based on player number (needs testing as I don't have that many friends who have ARMA2:OA). 5 players and above will spawn 2, 9 players and above will spawn 3 making the maximum AI unit count around 120. *Players can now grab M203 and hand grenades from the UAV terminal at base. v1.1 * fixed Camera jerkiness for Satellite camera. Should be much smoother now. v1.0 * fixed setgroupid error on player spawn. (each player has a callsign now at start of game. If players leave a group they will not have a callsign, was having trouble getting that command to work globally.) I plan on adding to the mission but I prefer to test things every stage of the way before adding more. The mission is 1.8 to 2 megs due to sounds such as enemy combat yells which may be subject to change. please report problems here in this thread: http://forums.bistudio.com/showthread.php?136243-COOP-Zargmout Edited November 2, 2012 by Rejenorst Share this post Link to post Share on other sites
rejenorst 18 Posted June 22, 2012 Have uploaded version 0.6. Fixed client to server task/marker sync issues and added a voice/shout communication menu. Please let me know if there's any problems. I'll be adding polish to this over next few days but feedback in terms of what the mission needs/could do with is appreciated. Share this post Link to post Share on other sites
rejenorst 18 Posted June 23, 2012 Have uploaded version 0.7. Changes: *Completed voice comm menu. ( Added the rest of the sounds and replaced some but I won't be adding any more sounds as the file is already around 1.8 or 2 megs. Want to keep MP filesize to a minimum.) *Menu at UAV terminal: Added a feature for players to join other player's groups (I still need to add a selection to leave group) *Have named the mission targets so that players can communicate which target they're going after. Current to do list: -Am working on a satelite camera accessible via the UAV or Stryker. -Need to set respawn delay to 7 seconds due to revive script. -Need to add an option for the player to leave group after group selection. -Each player is randomly assigned a groupID. This is local at the moment. Will make it global asap. Share this post Link to post Share on other sites
rejenorst 18 Posted June 24, 2012 Have uploaded version 0.9. Mission can be uploaded to Armaholic. If anyone has any problems with the mission then please copy paste the error from the RPT file. Thanks. changelog 0.9: -Ability to use Satellite camera from UAV terminal. (Very primitive script but you can control the camera via control dialog. Just move the dialog window into a corner. -Ability to leave group from join menu. Share this post Link to post Share on other sites
rejenorst 18 Posted June 24, 2012 (edited) Have uploaded version v1.0 *Fixed setgroupid error on player connect. (Somehow missed it in yesterday's testing.) EDIT: Have uploaded v1.1 changelog: v1.1 * fixed Camera jerkiness for Satellite camera. Should be much smoother now. Edited June 25, 2012 by Rejenorst Share this post Link to post Share on other sites
rejenorst 18 Posted June 25, 2012 Have uploaded V1.2 I think that will be the last version I upload for a while unless there are any urgent changes I need to make. I anyone has any suggestions or requests for alternate versions let me know. Thanks. changelog: v1.2 *Enemy respawnable ground squads will now increase based on player number (needs testing as I don't have that many friends who have ARMA2:OA). 5 players and above will spawn 2, 9 players and above will spawn 3 making the maximum AI unit count around 120. *Players can now grab M203 and hand grenades from the UAV terminal at base. Share this post Link to post Share on other sites
Variable 322 Posted June 26, 2012 Thanks Rejenorst! Uploading to the Comrades in Arms coop server! Details in my signature. Share this post Link to post Share on other sites
rejenorst 18 Posted June 26, 2012 (edited) Thanks Variable. :) Let me know if its shit/not fun or has bugs and what it needs to make it better. I might not get time right away to make changes but it gives me something to put on the to do list. Feel free to be brutally honest because I am a fish out of water when it comes to MP. Cheers. EDIT: also please note it takes around 1:20 mins for all AI to spawn so as not to overload the server (or so I was told). That's about the time it takes to drive into the city. In any case doesn't matter if you arrive early/late the city may just seem a bit empty is all. The action varies in intensity depending on where enemies are in the city. Edited June 26, 2012 by Rejenorst Share this post Link to post Share on other sites
rejenorst 18 Posted July 2, 2012 (edited) Have uploaded version 1.3. I'll try and upload a new video at some point soon as well. v1.3www.rejenorst.com/projects/[MP]Zargmout_v1_3.Zargabad.rar CHANGELOG: v1.3 *Fixed enemy units congregating around the edge of the city and doing nothing. they will now spread out around the city until the script moves them into buildings. *Fixed small pistol select issue. Choosing a pistol now automatically removes all equipment first so select it before a primary weapon. (Its a work around for now). *Enemy ground squads will occasionally send men into the building your in/closest to. *Enemy units now occasionally spawn and use static weapon backpacks. Mortar units will fire 1-5 shots then displace to another location while other static weapon units will setup and displace every 500 seconds. *Enemy units will now plant mines as well as detpacks. *Added Bradley tank and motorcycle to respawnable vehicles at FOB. *Added ability to call in airstrike once every 1000 seconds. *Added more polish to briefings/credits mission startup. *Bunch of small scripting fixes. *Added Norrin's revive script (Team leader unit can create mobile respawn point). *Enemy ground/attack squad numbers doubled based on difficulty feedback. *Adjusted 1 enemy spawn location which was to close to Zargabad. Edited July 2, 2012 by Rejenorst Share this post Link to post Share on other sites
rejenorst 18 Posted July 3, 2012 (edited) I've changed the download link to include two versions of this mission: http://www.rejenorst.com/projects/zargmout_v13.rar Version 1.3 [COOP]Zargmout_revive1_v1_3.Zargabad.pbo uses Norrin's revive script. I've had one friend of mine report a CTD while testing this version on a dedicated server. His server however uses a lot of different mods so it may be better to use [COOP]Zargmout_revive2_v1_3.Zargabad.pbo which uses R3F revive and is a less complicated script (I cannot be certain that there is a conflict however but R3F was used in the last version which had no CTDs on the various servers used). Should you experience any CTD's please let me (Rejenorst) know at: http://forums.bistudio.com/showthread.php?136243-COOP-Zargmout The R3F revive version now has the player call out in pain every 10-20 seconds as well until revived/respawned. Feedback is desperately needed on COOP missions in order to improve on them and to add to them Thank you very much! Edited July 3, 2012 by Rejenorst Share this post Link to post Share on other sites
PeteWaddell 1 Posted July 4, 2012 Epic mission. I played it with a couple of mates, and we were pinned down in a building for ages, the whole town came down on us. Thanks for the fun! Share this post Link to post Share on other sites
Rojas 10 Posted August 23, 2012 Hi Rejenorst, It is possible that in a future update we can have ai recruitement? Many thanks for your good missions. Share this post Link to post Share on other sites
rejenorst 18 Posted August 23, 2012 Hi Rojas, that shouldn't be to hard to implement. I'll keep it in mind for the next update of the mission. Thanks for the feedback :) Share this post Link to post Share on other sites
rejenorst 18 Posted October 30, 2012 (edited) Have uploaded version 1.4 v1.4 http://www.rejenorst.com/projects/[COOP]zargmout_v1_4.rar CHANGELOG: v1.4 *Fixed CIV AI script. Spawned civs where not being placed into the global civ array for use with the civ patrol script. Simple stupid mistake I should have noticed earlier it was causing civs to pile up at the mosque when to many civs where being killed. Please let me know if you still experience this problem. Should no longer happen with this update. *Added Button for GP25 grenade selection *Mortars will no longer fire on players that are more than 30 meters above the ground. (Mortars where previously targeting helicopters). I may do further updates in the future and add some more features but only just had some time to fix some smaller buggy issues. Edited October 30, 2012 by Rejenorst Share this post Link to post Share on other sites
Kommiekat 11 Posted October 30, 2012 Dude is that your voice? Man, you've got a good military voice! I bet you get your women in line with that cool voice. Share this post Link to post Share on other sites
rejenorst 18 Posted October 31, 2012 It is my voice but I don't normally go shouting SNIPER! MOVE OUT! etc in a military voice at women :P Thanks though :D Armaholic mirror up thanks to Big: Armaholic mirror: - Zargmout Co-16 v1.4 Share this post Link to post Share on other sites
Kommiekat 11 Posted October 31, 2012 Do you STAND AT ATTENTION! for your woman? ;-] Share this post Link to post Share on other sites
rejenorst 18 Posted October 31, 2012 :P I have been told to maintain a strict Aussie accent in the bed chamber and not to wander off into French accents lol. Share this post Link to post Share on other sites
rejenorst 18 Posted November 1, 2012 (edited) Have uploaded version 1.5 with a very important fix that I should have seen earlier. v1.5 Includes two versions 1) using Norrin's revive and 2) using R3F revive. http://www.rejenorst.com/projects/[COOP]Zargmoutv1_5.rar CHANGELOG: v1.5 *Fixed Client side Task script causing tasks not to be listed as done and causing the wrong marker to disappear. This has been fully tested today and now and seems to work fine. (Was a stupid, easy to fix mistake which I should have noticed earlier). *Extended all unit respawn times for better mission pacing and easier difficulty *Added smoke grenades as part of the UAV menu *Fixed a bad use of exitwith in the enemy ground squad scripts. *Also removed a rar file of sounds that had no business in the mission file to lower the mission size. EDIT: Armaholic mirror has been updated as well: http://www.armaholic.com/page.php?id=17073 Edited November 1, 2012 by Rejenorst Share this post Link to post Share on other sites
rejenorst 18 Posted November 2, 2012 I made another version of my mission at Variable's request that removes both player and enemy respawns. I have lowered the maximum random accuracy levels of enemies to 50% for this one to give players a chance and have also lowered the number of ground squads that spawn to make it easier. Only one single enemy ground squad will respawn every 2000 seconds to give a little life. Players can join the game at any time. If killed you will spawn as a bird and can watch as spectator. Feel free to try out the mission, I have been enjoying this one with friends over team speak. V1.5 No respawns http://www.rejenorst.com/projects/%5BCOOP%5DZargmout_r1_v1_5_nr.Zargabad.rar Share this post Link to post Share on other sites
Variable 322 Posted November 2, 2012 Thanks a lot Rejenorst! Much appreciated. Share this post Link to post Share on other sites
VanhA-ICON 11 Posted November 26, 2012 I played this with some friends and we all now suffer from a shellshock and demand compensation! ...just kidding... but it sure felt scary being bombarded at the outskirts of town. :) We liked the mission very much regardless of abandoning hope in completion of it , hehe. Very neat personal touches all around the mission core. Share this post Link to post Share on other sites
rejenorst 18 Posted November 27, 2012 Thanks Vanha-ICON :) Some things I need to implement for the next version: 1) A safety check loop to double check if the warlord has run outside his circle zone (in which case he will be placed in the center of the circle so that players can find him). 2) Param arrays (finally learned about this). I'll make the following param arrays: - will try and let the player set the maximum of random accuracy of units if he/she is feeling frustrated with enemy difficulty). - Will allow players/admin to setfog for the mission. - Will probably allow players to set enemy respawns to on/off. Share this post Link to post Share on other sites