Mangled 10 Posted September 29, 2013 (edited) [TVT/Coop] Cache_Hunt Based on the original alpha version Fock[ers] cache hunt, this version has been modified to work on Altis. The object of the mission is for both teams to seek and destroy the cache. The cache is randomly generated and placed on the map; Either hidden in a house, on the balcony or in the yard. Could be a challenge at times to find the cache as they are well hidden. The mission features smart AI which will thoroughly check every house and corner within the zone. AI could be disabled or enabled along with recruiting AI. To add to the fun, this mission can easily be turned into a Cooperative gameplay where players join alliances and fight the AI. They could be just as competitive and will definitely show no mercy. There are a few significant changes as well which include: Hotfix to v4.6 -Fixed intro -Fixed ai ratio Update to v4.5 -Updated AI Recruiting script to [FOCK] AI Recruit - Cheap and cheer full :: Player grouping now available -Added =BTC= TK punishment script -Added civilian death counter script :: Game will end after 4 civilian casualties from either side -Re-organized parameters and the array -Updated description Update to v4.0 -Added ambient life -Fixed respawn Update to v3.9 -Fixed restriction zones Update to v3.8 -Added =BTC= Revive -AI unit classes removed (more likely to spawn explosive specialist) -Added Radio chatter ambience -Mobile respawn available Current Version v3.6 -Fixed Intro Briefing Screen -Fixed Intro Music Current version v3.5 -Added Weather forecast parameter -Added Intro Briefing -Added Intro music -"Time of Day" parameter -Zone size increased -Updated vehicle respawn script -Updated VAS script -Removed old functions ::now playable on Altis -Added more vehicles In development: -Rank Option -Artillery Support Known bugs: -HUD needs adjustments Latest build v4.6 Download Mirror - Armaholic (May not be updated) Thanks to Mikie Boy and his team who made this possible! Edited October 19, 2013 by Mangled Share this post Link to post Share on other sites
Mangled 10 Posted October 1, 2013 Current version v3.5 -Added Weather forecast parameter -Added Intro Briefing -Added Intro music Share this post Link to post Share on other sites
Mangled 10 Posted October 1, 2013 Current Version v3.6 -Fixed Intro Briefing Screen -Fixed Intro Music Share this post Link to post Share on other sites
watarimono 0 Posted October 1, 2013 We tried your mission tonight and it's really fun but we experienced a couple of servercrashes during the session, haven't isolated what caused it. Also the server.rpt file is spammed with messages. for example: waituntil {((leader _groupnamed) distance (getmarkerpos _mar> 22:57:41 Error position: <_groupnamed) distance (getmarkerpos _mar> 22:57:41 Error Undefined variable in expression: _groupnamed Share this post Link to post Share on other sites
Mangled 10 Posted October 2, 2013 Thanks, I will take a look into it! Share this post Link to post Share on other sites
watarimono 0 Posted October 2, 2013 Suggestions from my team playing last night. - Revive system - Ambient life. Civilians, dogs, (cars). Share this post Link to post Share on other sites
kremator 1065 Posted October 2, 2013 The ambient life can be added using tpw's mods .... go look in Addons Completed Section. Share this post Link to post Share on other sites
watarimono 0 Posted October 2, 2013 Yes, but those are nor dedicated server friendly :( Share this post Link to post Share on other sites
mikie boy 18 Posted October 2, 2013 waituntil {((leader _groupnamed) distance (getmarkerpos _mar>22:57:41 Error position: <_groupnamed) distance (getmarkerpos _mar> 22:57:41 Error Undefined variable in expression: _groupnamed its to do with the AI looking for the Cache - check that the correct markers are on the map and that nothing has been changed when creating the soldiers Share this post Link to post Share on other sites
Mangled 10 Posted October 3, 2013 Update to v3.8 -Added =BTC= Revive -AI unit classes removed (more likely to spawn explosive specialist) -Added Radio chatter ambience -Mobile respawn available ---------- Post added at 01:58 AM ---------- Previous post was at 12:34 AM ---------- link restored Share this post Link to post Share on other sites
Mangled 10 Posted October 3, 2013 Updated to v3.9 -Fixed restricted zones Share this post Link to post Share on other sites
Mangled 10 Posted October 4, 2013 Suggestions from my team playing last night. - Revive system - Ambient life. Civilians, dogs, (cars). Finally got the revive system to work properly. I will try to make ambient life an option in the parameter. ---------- Post added at 01:20 AM ---------- Previous post was at 01:19 AM ---------- We tried your mission tonight and it's really fun but we experienced a couple of servercrashes during the session, haven't isolated what caused it. Also the server.rpt file is spammed with messages. for example: waituntil {((leader _groupnamed) distance (getmarkerpos _mar> 22:57:41 Error position: <_groupnamed) distance (getmarkerpos _mar> 22:57:41 Error Undefined variable in expression: _groupnamed I couldn't locate the issue. Please try the new version and let me know if it comes up again. Share this post Link to post Share on other sites
Mangled 10 Posted October 4, 2013 Update v4.0 -Fixed respawn -Added ambient life Share this post Link to post Share on other sites
Mangled 10 Posted October 8, 2013 Update v4.5 -Updated AI Recruiting script to [FOCK] AI Recruit - Cheap and cheer full -Added =BTC= TK punishment script -Added civilian death counter script -Re-organized parameters and the array Share this post Link to post Share on other sites
Mangled 10 Posted October 10, 2013 Hotfix to v4.6 -Fixed intro -Fixed ai ratio Share this post Link to post Share on other sites