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whiztler

[MP CO15 Campaign] Wolfpack Vol. 2

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We never properly tried episodes 8-10 in Vol.2. We are going to give this another go. We'll let you know how it goes :)

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Updated to v1.66. See OP for more info and download links.

 

Mission Balancer
As off version 1.66, the missions make use of a mission balancer that spawns AO’s based on the number of populated player slots. Less players means less enemies. The recommended minimum number of players is 4.

 

In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc.

 

Version 1.66

  • Fixed: Mission Objective Test Scripts (mots.sqf) timings fixed
  • Added: Mission Balancer. Less players = less enemies and .v.v. Can be configured in mission params
  • Updated: Language, typos.
  • Updated: Applied ADF 2.04 framework.
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Updated to version 1.67. See OP for more information and download links

 

Changelog version 1.67:

  • Fixed: Mission params options
  • Fixed: initPlayerServer bug caused players to be stuck at the spawn island
  • Updated: Applied ADF 2.05 framework.
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Updated to version 1.68. See OP for more information and download links

 

Changelog version 1.68:

  • Updated: Most mission systems and triggers
  • Updated: Attempt to fix patch/insignia and texture issues
  • Updated: Applied ARMA 3 Encore update.
  • Updated: Applied ADF 2.09 framework.

 

Please note that some missions require the use of AI helicopters, either for infil or for mission objectives. AI Enhancement mods such as VCO-AI, bCombat and ASR-AI, influence the scripted behaviour of the helicopter pilots often resulting in a broken missions in terms of the helicopter part.

It is recommended to disable AI enhancement mods during missions which require helicopter usage: Day 1, Day 2, Day 6, Day 8.

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Updated to version 1.69. See OP for more information and download links

 

Changelog version 1.69:

  • Added: improved support for local hosted sessions.
  • Fixed/removed: Legacy code.
  • Fixed: briefing day's 6, 7, 8.
  • Updated: mission balancer to support 1-2 players.
  • Updated: mission exfil changed to actual heli/boat departures.
  • Updated: fire missions day 2, 3.
  • Updated: Language, typos.
  • Updated: Briefings (JIP info).
  • Updated: Applied ADF 2.10 framework.
  • Thanks 1

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Hello Whiztler.
After some time we tried in two person missions

 

Day_07 U12

Approaching was smooth despite we made wrong some route calculations.
Enemy presence in farther foregrounds was in my opinion too low. We met no one during approaching. I don't know if it was intended.
But base is definitelly to heavy guarded for two persons. Especially with ifrits. My mate, who was an AT specialist, couldn't locked any of them because obviously they had engines turned off and we had some very modern AT launcher at our disposal. Then our AT launcher in fact was useless which was extremely big weakness.
Anyway we started attack from the south. I was supporting sniper located about 500 meters from base. My position was difficult.
After some short time my teammate was killed by ifrit which has totally no reasons to fire in his direction.

 

It was our second approach to this mission. It had more heroic character.
In first trial we decided to retreat because overwhelming forces in U12 and our team then had four persons.

Then from my current experience this mission is unplayable for small team (because it leads to confrontation with guards) or I don't see some obvious solution.
Of course except sniping way but then we risk target will be killed or moved.


Day_09 Dragon Fly

We didn't passed this mission. My teammate was killed during routing between depot and airfiled. Anyway I hade some remarks.
This mission has good potential but because tasks are signed during playing too late it makes it confusing.
To the very end we didn't knew what will we do in the depot and because of this how to approach it. I mean, we were ready to action and had a plan more earlier we entered into "reveal zone", but we couldn't proceed because we didn't know what will be main direction of action. Eg. one proposition was to enter through the port and swipe the city in CQC but it would be totally unnecesary because main task was observation (as i understood from radio comm). Another plan was swipe edge patrols on our side and close to the town under cover of long range weapon and observe - this plan was more suitable for whole opeartion but we didn't know about it when we planned it.
I think first target should be revealed much earlier or there should be pointed in briefing it will be initially close observation with option of destroy/something else of depot.

Best Regards.

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@kromka thanks for the extensive feedback. Really appreciate it. All patrols, garrisoned units etc are randomized. So one time you run into a patrol the next time you don't. 

 

I admit that from the vol 2 missions are very challenging for small groups even with the mission balancer set to auto or low. Day 7 takes a lot of patience (and skill) to complete. Day 9, like some other missions has multiple objectives. The depot objective is indeed an observe/gather intel objective. The objective orders are communicated at mission start. 

Note that you can read back all hq communications in the wolfpack log (map screen).

 

Is it quite normal with special operations missions that mission objectives are communicated whilst en-route or they change on site. Sometimes they depend on a local contact or gathered intel.

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Updated to version 1.70. See OP for more information and download links.

 

Additional (optional) supported mods

As off version 1.70, the following optional mods are used by Wolfpack: Project Opfor / 3CB Factions / CUP / Community Factions Project. Some of these mods require other mods to function properly.

The mods are used for visual aspects of Blufor and Opfor units – e.g. uniforms, vests, head gear, backpacks, etc. Weapons and vehicles are BIS Vanilla.

 

It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients.

 

Changelog version 1.70:

  • Added: Mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for wolf & opfor. See readme.
  • Added: Ambient animals
  • Fixed/removed: Legacy code.
  • Fixed: Player can no longer swap places with AI vehicle crew during exfil.
  • Updated: Spawn on demand. Now via framework function.
  • Updated: Dynamic civilians uses mods if available (RHS/PO/Factions/CUP/CFP)
  • Updated: Helicopter infil day 2, 6, 8
  • Updated: Wolfpack_Vol_1&2.pdf ReadMe document.
  • Updated: Applied ADF 2.14 framework.
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whiztler, first I want to congratulate you for the amazing amount of content and specially the fun all your missions bring to the community.

 

Second, I wanted to ask if there is any way we could get our hands on a clean slate of the ADF 2.14 framework (or whatever the latest version might be).?

 

I've searched Github and other places but only found old versions and I am really looking forward doing a mission using the incredible ADF framework for my latest mission.

 

PS: Also wanted to specially thank you for adding better support for Hosted missions. Not all players can/want to deal with Dedicated Servers.

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Thanks LSValmont. I have stopped with developing ADF as a separate framework. To get the last version of ADF, simply download the last version of either Wolfpack or Two Sierra. I just uploaded a new version of Two Sierra which is based on ADF 2.15. Feel free to use.

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Updated to version 1.71. See OP for more information and download links.

 

OPTIONAL OPFOR/BLUFOR MODS
As off version 1.71 the Wolfpack campaign utilizes a new player loadout. Day and night missions, wet and dry missions, each have their own loadout. Like in RL, tier-1 operators each have their own loadout, including uniform, vest, backpack, primary weapon, hand weapon, etc.  Mods are optional. The missions functions fully without mods

Players are equipped according to the availability of mods which are applied in the following order:

1. Red Hammer Studios (USAF) 
   >> 3CB Factions
   >> Project Opfor
2. CUP (Units) 
   >> Community Factions Project
   
OVERRIDES
To override vanilla or modded weapons (primary weapons, hand weapons) with NIArms weapons at mission start using the mission params.
If both RHS and CUP mods are active and one wishes to use CUP then you can override RHS with CUP using the params at mission start.

 

Version 1.71
- Updated: Player loadout. Added support for RHS/CUP/NIArms. See Wolfpack_Readme.pdf for more information.
- Updated: Full seperation mission logic from framework.
- Updated: Wolfpack_Readme.pdf ReadMe document.
- Updated: Applied ADF 2.16 framework.

 

Album: https://imgur.com/a/VgBaAK1

 

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