wiggum2 31 Posted July 16, 2014 (edited) No addons required No respawn Predefined loadouts, no VAS, no Virtual Arsenal Revive system Improved AI behavior Random enemy placement, patrols and reinforcements COOP 04 Out Of Fuel v0.9 Destroy a fuel truck captured by pro-Turkish separatists DOWNLOAD Last Update: 081500Baug14 COOP 05 Negotiations Failed v0.9 Rescue a hostage held by Libyan terrorists DOWNLOAD Last Update: 091600Baug14 COOP 05 Dragon Rising v0.9 PLA Special Forces inject a Virus into the command and control system of the ROK Armed Forces prior of a full scale invasion. coming soon COOP 04 Cold Response v0.9 Argentine Army Special Forces against Falkland Islands Defence Force (FIDF) coming soon Please give me some feedback and report bugs ! More missions coming soon ! Edited September 23, 2014 by Wiggum Share this post Link to post Share on other sites
Variable 322 Posted July 16, 2014 Sounds great! I love the use of other nationalities, and the no respawn no VAS. Looking forward to trying this especially since we loved your missions for Arma 2! I'll let you know how it went. Might take a while since it's for a low player count and we usually a lot more than 4. Share this post Link to post Share on other sites
genesis92x 810 Posted July 16, 2014 Looking forward to trying this :D! Keep us updated Wiggum Share this post Link to post Share on other sites
wiggum2 31 Posted July 18, 2014 I fixed the biggest problems and uploaded the mission again, please try it and give me feedback ! :) The only things i could not really test (no second player) are the revive system and the JIP compatibility, if you encounter bugs then let me know. Share this post Link to post Share on other sites
Variable 322 Posted July 18, 2014 I fixed the biggest problems and uploaded the mission again, please try it and give me feedback ! :)The only things i could not really test (no second player) are the revive system and the JIP compatibility, if you encounter bugs then let me know. Thanks, reuploading! Share this post Link to post Share on other sites
wiggum2 31 Posted July 19, 2014 Updated the mission again. I hope i finally fixed the helicopter insertion and the revive markers. :p Share this post Link to post Share on other sites
Variable 322 Posted July 19, 2014 Thanks Wiggum, will update. Share this post Link to post Share on other sites
wiggum2 31 Posted July 27, 2014 Updated the mission. For all I care it now can be uploaded to armaholic, hopefully i will get some feedback this way. Share this post Link to post Share on other sites
Variable 322 Posted July 27, 2014 Thanks Wiggum! What revive script are you using? I'll recommend Psycho's AIS, it's great. Share this post Link to post Share on other sites
wiggum2 31 Posted July 28, 2014 (edited) No, i dont use that one. I use a customized version of Farooq's Revive. As i said i would especially need feedback on that, because i only did a short test with 2 other players once (we just shot and revived each other :p). Im working on the next mission, it will be a British SBS team hostage rescue mission (Ghost Hotel as location). I think of a 8 player mission with 2 separate 4 player SBS's teams that need to work together. Setting of the mission will take place at the coast of Libya where local rebels have taken control and try to make money with some Piracy in the Mediterranean Sea... Edited July 28, 2014 by Wiggum Share this post Link to post Share on other sites
spaceBeluga 10 Posted July 28, 2014 Can you still succeed with with 2 players? Sounds really nice. Share this post Link to post Share on other sites
Brainbug 10 Posted July 28, 2014 the mission says "doesn't work in SP", but I tried nevertheless, and it did work. Getting out of the chopper needed some fast teamswitching because the other three guys wouldn't get out by command, and the inability to save let me feel a bit uneasy, so I looked carefully for the fuel truck, found it, went in quickly, killed two guys close to it, blew it up and vanished quickly again (without the help of my AI teammates, which I left behind at the LZ in order not to need to babysit them). The extraction triggered by itself, I just had to order my AI teammates to enter it and do so myself, no issues here. Flawless and easy victory ;) I did spot a couple of enemies in the red circle, so the area was populated (don't know if really 50 as you wrote), but I didn't wait for any reinforcements to arrive or managed to get shot, so I can't say how that works in SP though. Share this post Link to post Share on other sites
wiggum2 31 Posted July 29, 2014 (edited) @spaceBeluga Yes you can, the mission spawns less enemies of you play with only two players. AI is deactivated, but like I said, should play fine with two player ! Thanks for the feedback Brainbug ! I use a BIS function that counts human players for the insertion/extraction (that's why AI does not get out) and the mission failed/victory triggers. I also use this function to spawn less enemies if there are only two players or less... ;) Reinforcements get spawned two ways, if you get detected and if you blow up the truck, but like in real live they need some time to arrive. The number of 50 is just a rough estimation of your HQ about the enemy number in the area (not only in the red circle). I hope you had some fun playing it, although it is really designed for MP. :) Edited July 29, 2014 by Wiggum Share this post Link to post Share on other sites
sxp2high 23 Posted July 29, 2014 Nice mission, tough but very enjoyable, we had some really intense fighting. The fog really forces you to get up close. :) We dipped in and retreated a couple of times, made for some interesting dynamic. Enemy behavior was also good. We beat it on the second attempt, destroyed the truck using an RPG we grabbed from an enemy. No issues at all, but I do have one suggestion: Make the nametags and player map markers optional (as lobby parameters). We dislike both in our group. No big deal, but it's always good to have options for such things. :) I'll keep an eye out for future missions of yours. Thanks for this one. Share this post Link to post Share on other sites
wiggum2 31 Posted July 30, 2014 (edited) Nice mission, tough but very enjoyable, we had some really intense fighting. The fog really forces you to get up close. :)We dipped in and retreated a couple of times, made for some interesting dynamic. Enemy behavior was also good. We beat it on the second attempt, destroyed the truck using an RPG we grabbed from an enemy. No issues at all, but I do have one suggestion: Make the nametags and player map markers optional (as lobby parameters). We dislike both in our group. No big deal, but it's always good to have options for such things. :) I'll keep an eye out for future missions of yours. Thanks for this one. Thanks for your feedback ! I will try to make the name tags and player-markers optional. Could you please answer some questions ? Did you play on a dedicated server ? Did you notice the reduced enemy accuracy ? Did the revive system work, did you see the 3D marker for wounded teammates ? What happened in your first attempt, did all of you die ? Thanks. Edited July 30, 2014 by Wiggum Share this post Link to post Share on other sites
sxp2high 23 Posted July 30, 2014 Sure... - Yes we played on a dedicated. - Haven't noticed anything about the enemy accuracy (good sign), it was just right, I think, not too bad not too good. Long firefights but we got hit here and there, it felt realistic. - The revive system worked well, no complains, and we saw the 3D markers. - In the first attempt we were trapped in a bad spot, completely surrounded, with bad visibility. After a while 3 of 4 were dead, and the last man standing had no first aid kits left. Then he died too and the mission ended. :) Share this post Link to post Share on other sites
wiggum2 31 Posted July 30, 2014 Thank you, that helps me a lot ! Share this post Link to post Share on other sites
wiggum2 31 Posted August 8, 2014 (edited) UPDATE: COOP 04 Out Of Fuel updated COOP 05 Negotiations Failed v0.9 released Next Mission: COOP 04 Dragon Rising PLA Special Forces inject a Virus into the command and control system of the ROK Armed Forces prior of a full scale invasion. Edited August 10, 2014 by Wiggum Share this post Link to post Share on other sites
Variable 322 Posted August 8, 2014 Hey Wiggum, we gave "Out of Fuel" a shot last night. The Turkish are just great for the Greek environment, and I'm quite surprised this was the first mission that take advantage of the real world Geopolitics. Good job! The customized uniforms are spot on as well. We were lucky, the fuel truck was at the edge of the search area and we found it in the first location we searched. However, it was fun and we have a few comments: 1. Please don't disable the AI. It prevents JIP which is necessary when some players have weak connection. Leave the decision to cancel the AI to the server admin, who can always disable them in the slots screen. 2. Would be good if you give control via parameters to disable the (rather cool!) name tags. A lot of groups, such as ourselves are using mods to add name tags and it conflicts. 3. Same goes for the AI enhancements, we are using ASR AI and TPWCAS on the CiA dedicated coop server. Looking forward to play "Negotioations Failed" and "Dragon Rising"! Share this post Link to post Share on other sites
wiggum2 31 Posted August 8, 2014 (edited) Thanks for the feedback, i just updated "Out Of Fuel" to version 1.0. :) 1. Mhh, i thought JIP was still possible with with disableAI, iam almost sure i had friends JIP in other missions that used disableAI. Did someone try to JIP and it did not work, was there a error or something ? What happens if a mission does not use disableAI but the admin disables the ai in the slot screen ? For example 4 player coop mission with only 3 players, admin disables the ai for slot 4, can a player that looses connection now reconnect into the slot 4, does AI take control over the empty slot until the player reconnects ? 2. In v1.0 (and all future scenarios) its now possible to disable Nametags, player markers and Revive system markers. 3. I think this would be possible but generally (from the players view) i would not try scenarios with AI-addons enabled as long as this is not clearly intended by the scenario designer. AI-addons tend to break missions, there are many threads where people tell the scenario designer the mission did not work and later it turns out that they used AI-addons. The problem is that there are many different AI-addons. Its to much work to make sure your mission and your scripts work with all of them. I would advice anyone, play these scenarios without addons and especially without AI-addons. With the AI scripts i use im able to have better AI behaviour without loosing too much control over the AI. Edited August 8, 2014 by Wiggum Share this post Link to post Share on other sites
Variable 322 Posted August 9, 2014 Thanks for the feedback, i just updated "Out Of Fuel" to version 1.0. :) Updating! We will play it again. Did someone try to JIP and it did not work, was there a error or something ? To be honest we didn't try. The only missions I saw JIP was possible with disabled AI are Moerderhochy's. Ususally you just turn into a bird when trying to JIP and spawn to a mission without an available AI. What happens if a mission does not use disableAI but the admin disables the ai in the slot screen ? In this case the mission will start without AI. For example 4 player coop mission with only 3 players, admin disables the ai for slot 4, can a player that looses connection now reconnect into the slot 4, does AI take control over the empty slot until the player reconnects ? If all AI were disabled then no, the player will not be able to spawn to anything but a bird. Note that AI can be disabled for each slot, even if a player slotted into it. Just don't use the disableAI parameter, the admin can always disable the AI if he wishes to. 2. In v1.0 (and all future scenarios) its now possible to disable Nametags, player markers and Revive system markers. Great! 3. I think this would be possible but generally (from the players view) i would not try scenarios with AI-addons enabled as long as this is not clearly intended by the scenario designer. AI-addons tend to break missions, there are many threads where people tell the scenario designer the mission did not work and later it turns out that they used AI-addons. The problem is that there are many different AI-addons. Its to much work to make sure your mission and your scripts work with all of them. I would advice anyone, play these scenarios without addons and especially without AI-addons. With the AI scripts i use im able to have better AI behaviour without loosing too much control over the AI. We are using ASR AI and TPWCAS and I can say that after 3 years of playing with it, it rarely (if at all) break missions. There are many many server that are using this combination. These mods add so much to the game that even if they did break some missions, we will never play without them. And since it's not easy to turn them on and off (that would require shutting the server down, editing its startup parameters or having a dedicate startup service just for that purpose, and starting it again), I assure you no dedicate server admin will go through all that for one mission, as good as it may be. Therefore I think that adding a parameter to turn the AI enhancements off will be worth your time as most of the dedicated servers out there do use AI enhancements mods, and these are not going anywhere. Uploading your new mission now! :) Thanks! Would you consider making missions for a larger play count, say 10+? That would be greatly appreciated and we would be able to provide feedback much faster since having only 4 or 5 players on the server rarely happens... Share this post Link to post Share on other sites
wiggum2 31 Posted August 9, 2014 (edited) Ok, i will add the ability to turn off the ai scripts via lobby parameter. But especially for stealth missions like Negotiations Failed, i dont know how this will turn out... UPDATE: I just updated Negotiations Failed, there was a bug (locality issue) that caused the mission to not end if you rescued the hostage and had it in the helicopter. Edited August 11, 2014 by Wiggum Share this post Link to post Share on other sites
Alwarren 2767 Posted August 11, 2014 I'd like to add one thing to what Variable said, am I right in assuming that you disable fatigue? Would it be possible to make that optional? I really prefer to play with Fatigue enabled, and making it a parameter should be trivial. I must say I very much like the polish you have on your missions. Working briefing, intro, tasks, unfortunately these things aren't exactly a given these days. Share this post Link to post Share on other sites
wiggum2 31 Posted August 11, 2014 (edited) Ha, and i already thought nobody would notice that... :) Yeah, will make it optional too via a lobby parameter ! But on the other side i dont cared about weight while creating the loadouts, so you could expect the run out of breath quickly with the currently very restrictive fatigue system... Edited August 11, 2014 by Wiggum Share this post Link to post Share on other sites
Variable 322 Posted August 11, 2014 Here's my angle on Negotiations Failed Now that was a professional mission. And as Alwarren said, really polished. It was the first time I entered the abandoned hotel and I have to say this is a lovely spot! When the mission is so cool, it's good to fail it once just to admire the all the delicate mechanisms and designs (we actually got spotted and the hostage was executed, but we proceeded and extracted safely). Looking forward to playing it again! (Cross posting from the CiA debriefing thread) Share this post Link to post Share on other sites