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iceman77

Urban Chaos Combined Operations Map Pack

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REQUIRES DEDICATED SERVER FOR CIV CASUALTIES CAP TO FUNCTION

Urban Chaos v4

>> DOWNLOAD <<

Important!!!: The scenarios in the Urban Chaos mission pack were made with standard Arma2:CO. Using mods (ace... etc) may lead to unexpected and/or unwanted gameplay. Certain features may or may not work when using mods. Use at your own discretion.Please make sure it's not the mod before you report an issue(s).

Urban Chaos is a combined operation which includes four, 18 player coop scenarios on Takistan & one 9 player scenario on Shapur.

Scenarios:

co18 Razors Edge v5

co18 Trip Wire v5

co18 Bullet Tooth v5

co18 Twisted Fork v5

co9 Shapur Shrapnel v5

Requirements: Arma2 CO / dedicated server

Features:

Random AI resistance around objective & transition areas.

Civilians (+ vehicles) - around objective & transition areas

Civilian casualty cap (fail condition)

random IEDS - IEDS may or may not be present in any given town or road, at any given location.

MHQ (optional)

Ipod-GPS

Norrins revive

Limited lives (optional)

Mission Time Limit (optional)

Random Weather (optional)

Random Time Of day (optional)

Lobby Parameters:

-Civilian casualty cap

-Mission time limit

-MHQ (enabled/disabled)

-Number of revives allowed

-Time of day

-Weather

credits:

Silola -DAC Framework

Twirly - civilian casualties parameter

deadfast - civilian casualties parameter

SavageCDN - init screen help

Xeno - Weapon respawn script

Tophe - Universal crate filler & vehicle respawn script

Shuko - TaskMaster2 JIP briefing script

Norrin - revive script

kegetys - spectator script (with norrins revive)

Iceman77 - mission designer / scripts

version history:

version history:

v0.2 - release

v0.3 - disabled dac hint & markers

v0.4 - added static civilian casualty task

v0.5 - added MHQ

v0.6 - added adjustable civilian casualty parameter in the lobby, fixed spawned base placement as I had slightly messed this up by accidentally moving a marker slightly

v0.7 - it will now show the player who killed a civilian aswell as the total amount of dead civilians

v0.8 - adjusted helo spawn - DAC helos will no longer spawn in the AO, but at an distant airfield instead, then transport to the AO

- Adjusted mhq marker pulse, tweaked each dac zone to add more randomness, BAF AT specialist now carries NLAW

v0.9 - fixed markers getting deleted prematurely by jip players

v1 - added different check to update marker status for jip

v2 - Civilians are now created by DAC. Added IEDS. Tweaked the overall gameplay.

v3 - Fixed civilian killed eventhandler & added norrins revive

v4 - Added optional time limit parameter, added optional dynamic weather parameter, added MHQ parameter (enabled/disabled). Added a new coop co@9 Shapur Schrapnel v4

v5 - Added time condition to DAC init screen scri, so JIP players will no longer recieve the DAC init message/screen

note: Please notify me of any other issues asap

Installation: extract the pbos into your MPmissions folder which resides in your Arma2CO directory.

Regards,

Iceman77

Edited by Iceman77

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Thanks Iceman! What's the exact respawnvive mechanism of the missions? Can it be set to zero? If so, are the missions even possible without it?

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It's unlimited respawn @ base. MHQ use is unlimited. I was thinking about adding "revive" or atleast limiting respawn amount via parameter. As of now, the only way to fail a mission is to reach civ casualty cap (set by parameter). Maybe in an update I'll include revive.

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Okay so after integrating DAc civs, members of reduced groups don't catch the killed eventhandler, excluding the leader. I'm working to fix this

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Update / Fix:

*Added norrins revive / lives parameter

*Killed eventhandlers are now properly applied to dac generated civilians

Edited by Iceman77

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Will this mod clash with AI altering mods such as ASR_AI?

That is to say, do you create ai with additional variables other than the basic skill number?

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The maps use DACv3. The DAC generate random Ai and patrol paths/waypoints. I'm not sure if it would clash with asr_ai.. I see nps though

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The maps use DACv3. The DAC generate random Ai and patrol paths/waypoints. I'm not sure if it would clash with asr_ai.. I see nps though

Yeah, I have used DAC with my own creations, and it seems to work fine.

I just wasn't sure if you had implemented any customizations.

There are some gameplay altering missions such as Mark50bk's Apocalypse that fundamentally clash with AI mods, so I thought I'd ask.

Either way, it looks good, I'm going to give it a go and see what its like.

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Updated: v4 - Added optional mission time limit parameter, added optional dynamic weather & time of day parameter, added MHQ parameter (enabled/disabled), added a new coop co@9 Shapur Schrapnel v4

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takes like 30 minutes just to load (DAC initialization?) I want to play, not wait 30 minutes for it to initialize!

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takes like 30 minutes just to load (DAC initialization?) I want to play, not wait 30 minutes for it to initialize!

It's not supposed to in any case...if you literally mean 30 minutes. The longest dac init should be in the mission Twisted Fork, where it takes ~3minutes, because it's generating a large amount of random units and waypoints. Did you join while the mission was already running? Which mission was it? Did the DAc finish initializing for you? Was the server/players using any mods?

I appreciate any feedBack. Just let me know. If it causes problems I can take the dac init screen out. Else it can stay, it's an easy way to prevent players from hot wheeling it to the objectives as soon as the mission starts, before the dac is done initializing. In that case, the feedback would be "units are spawning on/around me out of thin air"

---------- Post added at 17:15 ---------- Previous post was at 16:34 ----------

Update: unless they JIP within the first 60 seconds of the mission, JIP players will no longer receive the dac init screen.

Edited by Iceman77

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