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[COOP] Zenophon's Mini Co-op Missions Pack

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Overview

 

Greetings fellow Armaholics, I am proud to present Zenophon's Mini Co-op Missions (ZMCM). This mission pack is an ongoing project, although the current 'season' is over. The next 'season' will arrive eventually, with new missions to be released in an episodic fashion about every two weeks. The missions are not a campaign or connected as a series in any way; there is no overall story. Each one is a short (10 to 30 minutes) and fairly simple mission with a specific style; they are very replayable. They support anywhere from 2 to 6 players maximum, and are meant to be played by small groups of friends. They are intended to be difficult and require caution and tactics.

 

Features

 

Every mission is different, but the common features generally are:

  • Lots of randomization, such as:
    • Insertion, extraction, and objective locations
    • Enemy skill, numbers, patrol routes, and weapons
    • Weather, fog, date, and time
  • No magically spawned enemies; all patrols are there from the start
  • Fix for ridiculous AI accuracy on dedicated servers; their skill will be the same as in SP or local MP
  • AI skill and numbers scale with the number of players
  • Increased weapon lethality; 1-2 shot kills are now the norm
  • Easy repacking of magazines with an action, taking a realistic amount of time
  • Easily share magazines with teammates for their current weapon
  • No saving, respawn, or revive in SP or MP, to promote teamwork and realism
  • Good performance, whether you play in SP with AI teammates or in MP with friends
  • No mods or addons required in any mission

 

All this is done using my Mission Framework and Scripting Library (shameless advertisement, I know).

 

Missions

 

Currently, there are 14 missions in the pack. Each mission tries to provide a different style of gameplay in terms of difficulty, pacing, atmosphere, and the players' role. Each included mission is listed below with a short description.

 

Abduction

A very open-ended, randomized mission in which players must defeat or evade numerous patrols. The mission area could be anywhere across about a 25 square km area. The goal is to capture an enemy officer and get him to extraction.

 

Ambush

A simple mission in which players can choose from various means to stop and destroy a convoy of vehicles. The position of the ambush is chosen randomly from five preset locations. Players must contend with armed vehicles and enemy infantry before making their escape.

 

Blackout

A stealth mission in which players must evade a few armed guards in a large power plant. Players have the option of maintaining stealth with hand to hand kills or risking a fast assault with just pistols and SMGs. If detected, you'll only have a few minutes to complete the objectives before helicopters and dozens of troops surround you. No one has NVGs or suppressors in this mission.

 

Checkpoint

A 'day-in-the-life' mission with a twist, players manning a NATO checkpoint will routinely search a few civilian vehicles before being attacked by various insurgent forces. The checkpoint location, the nature of the attack, the direction of the attack are random.

 

Cleaner

A stealth infiltration mission in an urban environment. If you can keep it quiet, you'll only have a few guards to deal with; if you're detected, you'll have the wrath of the AAF upon you. You must search several randomly placed containers in a storage yard for chemical weapons, as well as clear 2 buildings to eliminate the weapon's inventors. After a HALO insertion, you're free to attack the yard however you want; a sniper weapon is stashed on a hill nearby.

 

Convoy

A very randomized convoy protection mission. The players must drive the vehicles themselves through various threats, including IED's, infantry ambushes, MG nests, roadblocks, and even APCs. Beware, as the Opfor may choose to attack from the air using paratroopers and helicopters.

 

Lockdown

A POW rescue mission with a significant change: the POWs are players. Three FIA guerrillas must rescue two US paratroopers from the AAF. The POWs can free themselves after several minutes, but must contend with AAF guards unarmed; the FIA can also rescue them directly. Either way, the players will then work to complete a secondary objective in the area before retreating. The FIA start location, patrols, and secondary objective are randomized.

 

Pursuit

A combined arms mission in which an infantry team and an attack helicopter face Opfor infantry, MRAPs, AAA, MANPADS, machinegun nests, and snipers in a large, random area in the hunt for an Opfor artillery piece. The artillery will randomly move it's position to another large area controlled by these Opfor threats about every 30 minutes. Thus, all your work to clear an area may be wasted, but the vehicle will be very vulnerable as it moves between areas.

 

Raid

Inspired by an old TV show, The Rat Patrol, this mission is a procedurally generated, open-ended patrol mission. The players will complete the primary objectives provided as well as any secondary objectives they come across. The entire mission area is populated with random enemy patrols. Players can choose to complete the mission as fast as possible, or spend as long as they want searching the area for AAF activity.

 

Shootout

This mission takes a slight detour from the serious, authentic nature of the other missions to bring you a simple and fun shoot-out style mission. You will be fighting with some Opfor over control of a randomly generated junk yard full of objects for cover. This isn't a run-n-gun mission; you'll still need some CQB tactics and teamwork to win. The mission difficulty and arena size scales to the number of players.

 

Silence

A special forces infiltration mission with undercover and assault parts. Players must secure an Opfor radio outpost to locate their target and direct an airstrike onto it. The mission offers CQB and urban fighting against Opfor attacks, and randomized patrol areas outside of town to hinder the players' extraction. The position of everything has been randomized, resulting in nearly a hundred combinations of objectives.

 

Specter

An asymmetric warfare special forces CQB style mission; players must assault and clear a large building in search of intel. The exact objective location and enemy patrols are different every time. Once they secure the building, players must cross an open area to reach their extraction vehicle.

 

Sweep

A sniper-spotter team and an assault team must use teamwork to defeat numerous Opfor infantry and vehicle patrols in an urban area. A random town on Altis will be selected, and players will start at random around it. The number of Opfor will scale to the size of the town; Opfor will receive reinforcements by ground and helicopter. There will be enemies hiding in houses to provide CQB opportunities as well as MRAPs in the town. The Opfor will detect the sniper's fire and employ mortars and vehicles to counter him.

 

Vendetta

An atmospheric sniper mission that makes players choose between trusting their sniping accuracy or risking a closer shot. A tense opening sequence is followed by an open-ended objective in which players must eliminate a target while working under a time limit.

 

 

Coming Soon

 

Well folks, I've run out of ideas for mini missions; I don't want to do missions that just repeat the same thing with slight variations of location or objectives. Thus, I'm going to stop releasing new missions for now. I'll put it as 'Season 1' is over and I've got 14 'episodes' to done, and I really want to do a 'Season 2' at some point.

If anyone has some good ideas for an interesting new mini mission, I'd like to hear them and include them in the next round of mini missions. Of course, I'll still support the current missions in the pack with bugfixes and improvements. For now, I've got mission ideas that require more than 4-6 players, and I'd like to do some interesting missions for larger groups of players.

 

Download

 

Each mission is a separate .pbo, and all of them are packaged in an archive you can download below.

Google Drive: https://drive.google.com/file/d/0B-QFvxyAVKTUQmZ0MllyN014TVE/view?usp=sharing

 

Installation

 

Copy the .pbo files from the .7z archive to the Missions or MPMissions folder in your ArmA 3 install directory. This is by default at (Windows 7) C:\Program Files (x86)\Steam\steamapps\common\Arma 3. All the missions can be installed and played separately; they are not connected in any way.

 

Changelog

 

8/11/17

  1. Fixed: Non group leader slots could not be used

 

6/17/17
        1. Added: Fatigue parameter for all missions
    Abduction
        1. Added: Tanoa version
    Ambush
        1. Added: Tanoa version
    Checkpoint
        1. Added: Tanoa version
    Convoy
        1. Fixed: Removed debug markers (Takistan version)
    Sweep
        1. Added: Tanoa version

 

7/24/16

  • All Missions
    • Improved: AI skill is now a mission parameter
  • Abduction
    • Added: Porto version
    • Added: Zargabad version
  • Blackout
    • Improved: Players should now move silently
  • Lockdown
    • Fixed: The POWs dying now fails the mission
    • Added: Porto version
    • Added: Zargabad version
  • Silence
    • Added: Takistan version
    • Added: Zargabad version
    • Added: Three new possible cities where the mission can randomly take place (Altis Version)
    • Improved: Rewrote mission objectives and randomization parameters
    • Improved: Friendly AI can now be equipped easily
  • Specter
    • Added: Porto version
    • Added: Zargabad version
  • Sweep
    • Tweaked: Adjusted the scaling of Opfor infantry and vehicles with player count

5/10/16

  • Ambush
    • Fixed: Insertion task did not complete in all cases
    • Added: Takistan version
  • Checkpoint
    • Added: Takistan version
  • Convoy
    • Added: Takistan version
  • Sweep
    • Added: Takistan version

4/12/16

  • Ambush
    • Fixed: Indfor was friendly to Blufor (Proving Grounds version)
    • Added: Chernarus version
  • Checkpoint
    • Added: Chernarus version
  • Convoy
    • Added: Chernarus version
  • Sweep
    • Added: Chernarus version
  • Vendetta
    • Added: Chernarus version
    • Improved: Escape task success now considers the position of both players

3/24/16

  • All Missions
    • Fixed: Missions display their map name in the description of the SP scenario menu
    • Improved: Made the increased damage EH a mission parameter
  • Abduction
    • Added: Utes version
  • Ambush
    • Added: Proving Grounds version
  • Checkpoint
    • Fixed: AI mortar no longer fires at the players when they get close
    • Added: Proving Grounds version
    • Improved: Added player role descriptions
    • Improved: Gave more time before first vehicle
  • Lockdown
    • Improved: Optimized
  • Pursuit
    • Fixed: Add briefing text about MRAP
  • Shootout
    • Added: VR version

3/12/16

  • Abduction
    • Improved: Added ambient FOB objects to Takistan version
  • Ambush
    • Fixed: Extraction marker was placed wrong
    • Fixed: The convoy did not drive through the designated path in some cases
    • Improved: Added more explosives to box
  • Checkpoint
    • Fixed: AI were counted as players in SP, making the mission much more difficult
  • Cleaner
    • Added: UAV equipment to sniper equipment box
  • Convoy
    • Improved: Drastically reduced the number of threats spawned for higher numbers of players
    • Improved: The number of convoy vehicles spawned and mission difficulty tweaked in SP
    • Improved: Starting position now avoids houses
  • Lockdown
    • Fixed: Rescuing the POWs in SP caused the task to fail
  • Pursuit
    • Fixed: Mission provided the wrong vehicles when there were either no infantry or no pilots
    • Improved: Artillery vehicle no longer starts in the center of the search area
    • Tweaked: Objective area size on Takistan and Chernarus
  • Raid
    • Fixed: Some opportunity objectives were not placed as intended
    • Added: A small number of hostile vehicles
    • Added: Civilian cars in nearby towns
    • Improved: Increased the number of random ambient objects
    • Improved: Slightly increased the number of opportunity objectives
  • Shootout
    • Tweaked: Slightly increased the scaling of Opfor with player count
  • Silence
    • Fixed: Insertion/Extraction boat does not move while players are not on board
    • Improved: Players must now call for and guide the airstrike manually
  • Silence
    • Fixed: Insertion/Extraction boat does not move while players are not on board
    • Improved: Players must now call for and guide the airstrike manually
  • Specter
    • Added: Ambient clutter around optional objective
  • Sweep
    • Fixed: Removed some debug printing
    • Improved: Added markers for the insertion point of the infantry and sniper team
    • Improved: Visual quality of the town marker displayed on the map
    • Tweaked: Area patrolled by Opfor for some towns
  • Vendetta
    • Fixed: Enabled increased damage for all weapons
    • Fixed: Timer until helicopter take off was much too short

9/4/15

  • Abduction
    • Added: Chernarus version
    • Added: Takistan version
  • Pursuit
    • Added: Chernarus version
    • Added: Takistan version
    • Improved: Optimized
  • Raid
    • Added: Chernarus version
    • Added: Takistan version
    • Improved: Optimized

8/21/15

  • New Mission: Co-6 Convoy
  • Added: Saving in SP
  • Lockdown
    • Added: Hand to hand kill for POWs on nearby guards
  • Silence
    • Fixed: Extraction vehicle can no longer be destroyed
    • Improved: Mission only waits for one player at each staging point
    • Improved: Gear changes are now voluntary actions
  • Specter
    • Fixed: Wrong .45 magazine in insertion helicopter
    • Fixed: Insertion helicopter cargo was over-filled
  • Sweep
    • Fixed: Mortars can now track the spotter
    • Added: Random Opfor radio operator in the town, killing him will disable mortars
    • Improved: Mission complete when 90% of Opfor are killed
    • Improved: Mortars now have limit ammunition and increased firing down-time
    • Improved: Detection of the sniper and spotter more is more realistic
    • Improved: Mortar placement is more random and based upon Opfor knowledge of the sniper/spotter
    • Improved: Mortars no longer fire on the town

8/8/15

  • New Mission: Co-4 Raid
  • Blackout
    • Fixed: All friendly AI are added to the player's group in SP
    • Added: Explosion for planted bombs once the players are far enough away
    • Tweaked: AI now receives better vision after the alarm has been triggered
  • Silence
    • Improved: Players must now swim to the boat for extraction
    • Tweaked: Distance to swim to and from the boat decreased

7/24/15

  • New Mission: Co-6 Pursuit
  • Blackout
    • Improved: Flares are now stronger
  • Shootout
    • Fixed: Added briefing text
  • Sweep
    • Fixed: Too few houses were garrisoned in some random cases
    • Fixed: Spotter now has the correct name on the role selection screen
    • Fixed: Spotter now has the correct group name in side chat
    • Fixed: Briefing text now includes the spotter
    • Added: A random chance for civilians to be in the same houses as Opfor
    • Improved: Some Opfor are stationed at windows in their houses, others still patrol the building
    • Improved: Some civilians seek cover in a nearby building if they're close to the combat, others run for their lives

7/10/15

  • New Mission: Co-6 Shootout
  • Abduction
    • Improved: One player role changed to medic
  • Blackout
    • Improved: Opfor now use flares if the players are detected
  • Specter
    • Added: Medic loadout
    • Improved: One player role changed to medic
  • Sweep
    • Fixed: Increased damage did not apply to all units
    • Added: Spotter playable role
    • Added: Team leader and medic loadouts
    • Improved: Civilians killed by the Opfor do not count against players
    • Improved: Insertion helicopter will avoid flying over the town
    • Improved: One player role changed to medic
    • Improved: Opfor in houses now patrol their building and the street outside
    • Removed: Enemy markers
    • Tweaked: Insertion helicopter cargo
    • Tweaked: Loadout equipment

6/25/15

  • New Mission: Co-4 Blackout
  • Lockdown
    • Improved: Rescue POW task now fails on POW death
  • Silence
    • Improved: Optimized

6/11/15

  • New Mission: Co-5 Lockdown

5/28/15

  • New Mission: Co-4
  • Checkpoint
    • Improved: Optimized
  • Sweep
    • Improved: Optimized

5/21/15

  • Abduction
    • Improved: Opfor group size now scales to player count
  • Ambush
    • Improved: Indfor patrols are spawned at the start
    • Improved: Indfor patrols scale with player count
  • Checkpoint
    • Fixed: Vehicle disappears when the driver is killed
    • Fixed: Some odd AI driving behavior
    • Fixed: Removed some debug markers
  • Sweep
    • Improved: Limited the number of Opfor vehicles
    • Improved: Reduced Opfor infantry scaling with player count
    • Improved: Opfor infantry and vehicles also scale based upon sniper presence
  • Vendetta
    • Improved: Opfor patrols now scale more based upon player count

5/14/15

  • New Mission: Co-4 Checkpoint

4/29/15

  • New Mission: Co-5 Sweep
  • Vendetta
    • Improved: Prevented HVT from running away
    • Improved: HVT's helicopter now has a crew
    • Improved: HVT helicopter starts its engines 1-2 minutes before it leaves
    • Improved: Mission only fails if the helicopter can fly away
    • Improved: Some Opfor patrols have AA weapons
    • Tweaked: Task description text

4/15/15

  • New Mission: Co-4 Cleaner
  • Abduction
    • Added: Realistic camp near the officer
    • Improved: Capture task fails upon the officer's death
    • Tweaked: Task description text
    • Tweaked: Objective placement parameters
  • Ambush
    • Added: Fourth playable slot
    • Added: Random Indfor patrol
    • Improved: Indfor reinforcements arrive sooner
    • Improved: Extraction now uses the insertion vehicle
    • Tweaked: Expanded briefing
  • Specter
    • Tweaked: Task description text
  • Vendetta
    • Added: Marksman DLC weapons and equipment (only if players have the DLC)

 

Feedback

 

Any feedback about the missions is welcome, particularly about their difficulty and replayability. Obviously, if you find any bugs or issues, I would like to know. Either this thread, PM, or email is fine.

Contact the author: ZenophonArmAFramework@gmail.com

 

Legal

 

These missions are released under Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)

http://creativecommons.org/licenses/by-nc/4.0/

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Oh I love short coop missions! I wish there were more like these. Thanks Zenophon, installing on the Comrades in Arms Coop Server.

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Looking forward to trying these on House of Clowns, they seem just what we are looking for. Thanks Zen :)

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Overview

Greetings fellow Armaholics, the first update to this mission pack brings a new mission, Co-4 Cleaner, and improvements large and small to the existing missions. Most notably, Ambush has been changed significantly to support 4 players and to be more difficult. The first post has been updated with a description of the new mission, the changelog, and a new coming soon mission description.

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The 2 player co-op... snipe the HVT

Camped the helicopter for a looong time. Watched various enemy patrols move about, never saw HVT appear. Helo never took off but mission failed. Don't believe were were ever spotted. It just abruptly ended in failure. We closed to within 600m to the east-southeast of the airstrip, on the hillside.

What happened?

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The 2 player co-op... snipe the HVT

Camped the helicopter for a looong time. Watched various enemy patrols move about, never saw HVT appear. Helo never took off but mission failed. Don't believe were were ever spotted. It just abruptly ended in failure. We closed to within 600m to the east-southeast of the airstrip, on the hillside.

What happened?

The HVT is standing next to the helicopter; the exact placement is random along the airstrip. He's wearing an officer's uniform and has two guards; unfortunately, the uniform difference is hard to see at dawn. When time runs out (about 30 minutes) he will get in the helicopter and the mission fails. It would be more realistic to have him drive up in a car, but I wanted to give players time to maneuver around a stationary target.

If nothing in the mission says he is right next to the helicopter, I'll have to tweak some of the task descriptions or dialog. He also shouldn't move from that spot (especially if he hasn't spotted you); next release I'll force him to stay there no matter what. Having the helicopter start and take off would be more immersive, so I'll add that in the next release. It's also a good idea to have him take off as soon as the players are spotted; that will make the mission harder.

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A request, or two...

1) Last ditch effort. Ok, so you miss the guy when he's getting in. Helo takes off and either makes it to a mission fail point or the pilot gets sniped out, helo crashes and mission is still a success. Helo armor may be an issue here, not sure.

2) Spool up the engines as the blip approaches. That would probably be a more realistic scenario, anyways.

And its cruel to give the spotter a toilet paper tube for a scope. Mean, just mean. Brilliant. Still mean.

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These missions are pretty cool even being small and not very difficult, but the one I really like is the one that you have in your framework, Infinite Patrol.

The endless random objectives and AI behaviour makes the mission immersive giving countless hours of intense gameplay, one of the best.

I've managed to make it COOP for 6 players (AI disabled), replaced Halo respawn for Base respawn because after Halo we couldn't join group anymore and new players couldn't see the objectives in Map and Diary, now after mission start (first objective) I can leave it running in server and join whenever I (or some one else) want to continue the gameplay, also I've added Revive, Virtual Arsenal (VR loadout with respawn) and Flag Deploy to join alive team mates after Base respawn.

Playing it in Veteran with Fatigue Disabled and I am enjoying alot, really one of the best, you did there a great job with AI, random missions and objectives.

In my opinion when we speak about AI behaviour nothing compares with Zenophon Framework, simply the best.

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A request, or two...

1) Last ditch effort. Ok, so you miss the guy when he's getting in. Helo takes off and either makes it to a mission fail point or the pilot gets sniped out, helo crashes and mission is still a success. Helo armor may be an issue here, not sure.

2) Spool up the engines as the blip approaches. That would probably be a more realistic scenario, anyways.

And its cruel to give the spotter a toilet paper tube for a scope. Mean, just mean. Brilliant. Still mean.

Randomly giving an AI patrol an AA launcher could be interesting; damaging the helicopter's engines on the ground should also stop the timer. I like the idea of turning on the helicopter's engines about 2 minutes before time runs out, as a warning.

The spotter is there for realism and teamwork. The lack of realistic ballistics makes the spotter unnecessary (IRL he does rangefinding, wind estimates, shot correction, etc.). If detected, he can also provide medium range semi-automatic fire to protect the sniper. The 4x scope is to differentiate the players' roles.

These missions are pretty cool even being small and not very difficult, but the one I really like is the one that you have in your framework, Infinite Patrol.

The endless random objectives and AI behaviour makes the mission immersive giving countless hours of intense gameplay, one of the best.

I've managed to make it COOP for 6 players (AI disabled), replaced Halo respawn for Base respawn because after Halo we couldn't join group anymore and new players couldn't see the objectives in Map and Diary, now after mission start (first objective) I can leave it running in server and join whenever I (or some one else) want to continue the gameplay, also I've added Revive, Virtual Arsenal (VR loadout with respawn) and Flag Deploy to join alive team mates after Base respawn.

Playing it in Veteran with Fatigue Disabled and I am enjoying alot, really one of the best, you did there a great job with AI, random missions and objectives.

In my opinion when we speak about AI behaviour nothing compares with Zenophon Framework, simply the best.

Thank you, I call it a framework precisely because you can add and change things to make the kind of mission you want. If you haven't already, look at my Black Ops mission to see what you like there.

Randomization is one of the primary goals of my framework, so I'm glad you like the random AI spawning and patrolling. My patrol function also directs individual AI groups to attack their nearest threat, so they seek and destroy fairly realistically. I haven't linked AI groups together to allow them to communicate; there are several AI mods that do that and more.

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I like Black Ops, played countless times, I have ported it to Wake Island and also there gives a nice gameplay.

Infinite Patrol is a bit similar to Black Ops, that's why I like it. With Black Ops the mission ends after completing all 3 objectives/extraction, with Infinite Patrol we can play countless hours always having a different missions and objectives.

Still, I need to figure using your respawn vehicle how to delete the wreck before the new vehicle spawn, because if for some reason the vehicle gets destroyed in base, the wreck is still there when the new one appears and it will spawn in a different place, sometimes in a place where is not possible to have vehicles and explode, then a new come and the history is the same and this can create some mess.

Edited by Bratwurste

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I like Black Ops, played countless times, I have ported it to Wake Island and also there gives a nice gameplay.

Infinite Patrol is a bit similar to Black Ops, that's why I like it. With Black Ops the mission ends after completing all 3 objectives/extraction, with Infinite Patrol we can play countless hours always having a different missions and objectives.

Still, I need to figure using your respawn vehicle how to delete the wreck before the new vehicle spawn, because if for some reason the vehicle gets destroyed in base, the wreck is still there when the new one appears and it will spawn in a different place, sometimes in a place where is not possible to have vehicles and explode, then a new come and the history is the same and this can create some mess.

Abduction was purposefully done in the style of Black Ops; the other missions don't have nearly as much area to randomly place the objective. Ambush has 5 preset locations (too hard to randomize it completely); the others just rely on random AI patrols or moving the object around a within a building or small area. In next mission, I hope to include almost every town on Altis as a possible location; the insertion points will also be random.

You mean f_VehicleRespawn? It should delete the wreck just before calling Zen_SpawnVehicle (about line 230). You could try adding 'sleep 5' or similar in between; it might be a timing issue. You could also try Zen_SpawnVehicle parameter 5 to force the vehicle to spawn at the exact position; that might make it worse though.

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Yes, the wreck should be deleted before the new one spawn, still I am stuck with it, cant figure how.

I have played Abduction, yes it is a simlar to Black Ops, instead of 3 objectives we have one and instead of spawning in heli we spawn in base and then we go to heli. Nice mission, the heli part and how its done is a dam nice job.

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Overview

Greetings fellow Armaholics, the second update to this mission pack brings a new mission, Co-5 Sweep, and several improvements for Vendetta. The first post has been updated with a description of the new mission, the changelog, and a new coming soon mission description. Concerning Sweep, be advised that a minimum of 2 players is highly recommended to enjoy the mission as intended. Concerning Vendetta, mission failure now depends upon the helicopter's ability to fly away; if you disable it somehow, you must still kill the HVT to complete the mission.

Changelog

4/29/15

  • New Mission: Co-5 Sweep
  • Vendetta
    1. Improved: Prevented HVT from running away
    2. Improved: HVT's helicopter now has a crew
    3. Improved: HVT helicopter starts its engines 1-2 minutes before it leaves
    4. Improved: Mission only fails if the helicopter can fly away
    5. Improved: Some Opfor patrols have AA weapons
    6. Tweaked: Task description text

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Overview

Greetings fellow Armaholics, the third update to this mission pack brings the total mission count to 7 by introducing: Co-4 Checkpoint. The first post has been updated with a description of the new mission, the changelog, and a new coming soon mission description. There are no changes to the other missions, other than using my latest framework.

Changelog

5/14/15

  • New Mission: Co-4 Checkpoint

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Thanks Zenophon, we played a couple of these missions and it was great! Keep them coming!

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Sounds great, thanks for you work!

Just uploaded them to our server, will try them next week and report back. :)

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Zenophon, with friends we just tested your missions and everything worked like the number of AI was multiplied by the number of players.

Is this intended ?

Without revive, in Sweep, it's really hard to destroy something like 6-7 (or more?) MRAP while fighting more than 60 ennemies.

In the ghost hotel mission, nearly every single room had an AI.

For info, we were playing on a non-dedi server.

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Forgot to add those:

- Checkpoint: massive script errors, resulting in only one car spawning, disapearing in the middle of the checkpoint then nothing

- Ambush: one time, we never saw the convoy yet we lost (without dying). One time, the reinforcements died on spawn

Many times the missions failed to finish when all players died.

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Zenophon, with friends we just tested your missions and everything worked like the number of AI was multiplied by the number of players.

Is this intended ?

Without revive, in Sweep, it's really hard to destroy something like 6-7 (or more?) MRAP while fighting more than 60 ennemies.

In the ghost hotel mission, nearly every single room had an AI.

For info, we were playing on a non-dedi server.

Yes, AI skill and numbers (both number of groups and units in the groups) will increase with the number of players. The number in Sweep also scales based upon the size of the marker; although, that is too many vehicles. There are also AI in buildings in that mission.

I agree that Sweep is a bit excessive; I was trying to balance the sniper in the mission. A skilled sniper can kill dozens of enemies from relative safety (just keep moving and don't fire too many shots to avoid mortars). Without a sniper, the infantry squad is at a big disadvantage, so I'll factor that in for next release. I'll also add a limit to the number of MRAP's (4 or 5 max). The enemy AI are supposed to carrying many AT weapons, to give players a chance to scavenge things to destroy the MRAPs with.

In general, the missions are aiming for about 4-5 times the number of AI than humans. In Specter, clearing that hotel is intended to be hard. At close range AI accuracy and spotting deficiencies are not a factor, so clearing 10-20 rooms without a casualty is hard. For a mission like Abduction, player accuracy is much better and the AI are at a big disadvantage.

Forgot to add those:

- Checkpoint: massive script errors, resulting in only one car spawning, disapearing in the middle of the checkpoint then nothing

- Ambush: one time, we never saw the convoy yet we lost (without dying). One time, the reinforcements died on spawn

Many times the missions failed to finish when all players died.

For Checkpoint, try without any mods. In testing, I only get one minor error that makes AI driving weird, but the mission can still advance (AI just drive away from the checkpoint instead of through it and you check their vehicle). I think there is also a bug with killing the driver of a civilian vehicle (that shouldn't happen though). There's also some harmless debug markers that appear on the map.

In Ambush, this is due to AI driving issues. Sometimes they get stuck or decide to go off-road; they likely went around your position and the mission thought they had gotten through the ambush.

I rely on the game engine to end the missions when the players are dead. It works on a dedicated server (just saw it in testing). It might be that non-dedicated servers don't do that automatically, I'm not sure.

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Hey

We played your mission for 4 players called Checkpoint. Two cars came, we checked them and they drove around the ramps into nowhere. Not much happened.

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Hey

We played your mission for 4 players called Checkpoint. Two cars came, we checked them and they drove around the ramps into nowhere. Not much happened.

The AI currently isn't driving through the checkpoint properly every time. I think I have that working 100% now, as well as correcting a few other parts of the checkpoint logic. I'll likely release an update to the pack tomorrow or Thursday at the latest that fixes things. It will just a be a 'review and fix' update for the existing missions. The next new mission will come in about a week.

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Overview

Greetings fellow Armaholics, this is a bug fix and general improvement update to the existing missions. The new mission will be released on schedule next week. Checkpoint is fixed; AI drivers passing through in beginning part should be fine. I have also reviewed the other missions, specifically for difficulty and balance. For Ambush, the patrols will be around your insertion point at the beginning of the mission, so be ready. For Sweep, I've tried to balance town size, player count, and whether there is a sniper; tell me if a specific town is too easy or too hard.

Changelog

5/21/15

  • Abduction
    1. Improved: Opfor group size now scales to player count

    [*] Ambush

    1. Improved: Indfor patrols are spawned at the start
    2. Improved: Indfor patrols scale with player count

    [*] Checkpoint

    1. Fixed: Vehicle disappears when the driver is killed
    2. Fixed: Some odd AI driving behavior
    3. Fixed: Removed some debug markers

    [*] Sweep

    1. Improved: Limited the number of Opfor vehicles
    2. Improved: Reduced Opfor infantry scaling with player count
    3. Improved: Opfor infantry and vehicles also scale based upon sniper presence

    [*] Vendetta

    1. Improved: Opfor patrols now scale more based upon player count

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