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Far East Lieutenant

[SP/CO-04]Operation Primus Pilus v1.3 - Addon Version Released

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Hey Guys,

 

With your support, I would like to present my first mission with editor & scripting.

Vanilla: https://steamcommunity.com/sharedfiles/filedetails/?id=1584741265

Add-on Mounted: https://steamcommunity.com/sharedfiles/filedetails/?id=1589674185

Please recommend me more add-ons for better experience.

 

It is a normal assassination/intel-gathering mission, but I tried to flavor it as much as I can.

Thank all you guys for helping me out.

Some of you have already read my previous post, I'm a total newbie to editing & scripting and it was a great experience for me, trying something that I have never done in my life.

 

Hope you guys enjoy!

I also plan to make more missions including Maritime Hostage Rescue and Sea-born Battle-Royale, Mass Evacuation(MEDEVAC/CASEVAC) Operations

and I will try to bring up my past experience as a sailor.

 

Mission Info: Operation Primus Pilus(First Spear)

Type: Co-op, Infantry, Special Warfare, Vanilla
Mission: Assassination, Intelligence Gathering, Infil/Exfil
Map: Stratis
Avg Play Time: 20-30 min.
AI Difficulty: Normal / Many numbers

Re-playability: Not so much

Mission Back Ground: Hannibal at the Gate

DEFSMAC have verified all intelligence(SIGINT, IMINT) indicate an imminent CSAT invasion through OTH(Over-the-Horizon) Amphibious Operations on Altis, led by Admiral Ackbar.

Ackbar, a notorious sailor and a strategic mastermind revered by his subordinates, was expected to be heavily protected by at Vaspus.
It was just yesterday when the Joint Chiefs of Staff received unconfirmed intelligence on the location of the Admiral at Stratis.

With the POTUS approval, CJCS decided to make a bet and dispatched your team to execute all given tasks to delay CSAT offensive.
However, this mission is a pre-emtive strike on CSAT which may lead to a global diplomatic dispute.

Therefore, should any member of your team be killed or held captive, the government will disavow all knowledge of your actions.

May the force be with you :)

 

===Mounted Add-ons===

 

=== Update Direction ===

Spoiler

1. Attach Add-ons to enhance realistic game play.: Complete.

2. Design Factions much more clearly. BLUFOR - NATO OPFOR - Rival Faction instead of CSAT

3. Add multi-Trigger to add difficulty to INTEL gathering.: Discarded.

4. Provide more weapons/equipments to expand window of selection.Complete.

5. Balance Force Size / AI ability

6. Add Radio Voice Chat to make mission more realistic. I don't know how and how much effort is required, but I do hope on doing this.

7. Mount more add-ons to enhance game play. Recommend me.

 

=== Patch Note ===

Spoiler

21 DEC 2018

1. Updated Save Loadout upon respawn.
2. Modified Task owner iot make triggers fire upon respawn.

 

13 DEC 2018

1. Mounted Vcom AI

2. Mounted CUP-Weapons

 

11 DEC 2018

1. Added Respawn System
- Respawn on death position
- Respawn Duration 30 sec
- Respawn Maximum ticket 20
- Should all members die within 30 sec, game over

 

2. Updated Revive System
- No Skill required
- No Item required
- Revival duration 10 sec.

 

10 DEC 2018

1. Edited Briefing / Task Description for better understanding of the mission.
2. Set Support Helo invincible / unlimited fuel.
3. Added Virtual Ammiunition Box to Suppot Helo Inventory.
4. Set all tasks to be noticed/triggerd by all playable units.

5. Fixed Briefing Session to be available to All Players.
6. Fixed Enemy Position to fire the trigger more easily.

 

=== Next Mission ===

Spoiler

1. Continue Updating Primus Pilus

2. Build New CO-04/08 Mission - Seaborne Special Warfare

 

=== Credits ===

Spoiler

Supporters who helped this dirt noob get his first mission on Steam Workshop:

  • Vanana, SumMac, : Patient Mission Testers who re-played the mission repeatedly.
  • @pierremgi : Respawn System - This really improved the mission playability/
  • @HazJ: Restoration of Vanilla mission
  • @brian200: Provided JTAC script.
  • @johnnyboy, @JohnKalo, @GEORGE FLOROS GR : Mission Improvement suggestions
  • @Newman : Shit-talked about the BGM

 

Also, I will all add you to co-creators if you guys are willing. Send me the Steam nicknames on message.

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Just now, GEORGE FLOROS GR said:

Well done with the mission , Far East Lieutenant and i hope you a good start !

 

Thanks Sarge, hope you enjoy, and please feel free to share your thoughts and ideas to improve this one. I will do my best to address and make this mission more fun to play :)

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1 minute ago, Far East Lieutenant said:

Thanks

 

Thank you very much !

 

PS :

To avoid the (%20)

Operation%20Primus%20Pilus.Stratis

 

You can try instead of space to use _ ex :

Operation_Primus_Pilus.Stratis

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3 minutes ago, GEORGE FLOROS GR said:

You can try instead of space to use _ ex :

Operation_Primus_Pilus.Stratis

 

Thanks for the tip!

Updated my title to :[COOP 04]Operation_Primus_Pilus

  • Thanks 1

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Congrats on publishing your first mission FEL!  Welcome to the club.  Is this mission using "Respawn To Group"?  If so, then advertise your mission as SP/COOP 1-4.  If not, consider changing to "Respawn to Group" so you can advertise it as SP/COOP 1-4 (telling player to take Leader slot).  That will increase your audience to include SP folks.  A single player can then run it under MP and play solo.  Of course this will only work if you your mission supports commanding the AI.

 

Best of luck.

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On 2018. 12. 9. at 1:47 AM, johnnyboy said:

Is this mission using "Respawn To Group"?

 

Dear Sergeant Major Johnnyboy,

 

Thanks for the comment. Due to my bad English and lack of understanding on Arma, I wanna double check what you wrote.

 

So in order to switch my game to SP/COOP 1-4,

1. Enable Respawn

2. Change Multiplayer Settings to "Switch to Group Member?"
3. Enable AI to let players re-spawn on the AI-controlled slots. 

 

Again, thanks for the tip :)

 

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Hello. For my suggestion, all you need to do is put this in your description.ext file:

respawn = "Group";

And set the 4 units to be playable in the editor.

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8 hours ago, johnnyboy said:

respawn = "Group";

 

I didn't know it could be done this easy haha, and in this case, I have two questions...

 

1. What would be the difference between your method and the settings I wrote on my settings on the above comment?

2. Also if I do it your way, how should I set the multiplayer settings?

 

Thanks!

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Congrats on the first mission release!

There is an issue however. In your first post I cannot see if there are any required add-ons, and as mentioned above if there is any re-spawn. As for re-spawn I would suggest enabling revive and also placing a re-spawn on position of death mode. A lot friendlier for players who are not looking for extremes. Oh and uploading on armaholic too would be nice. 

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3 hours ago, JohnKalo said:

As for re-spawn I would suggest enabling revive and also placing a re-spawn on position of death mode.

 

Thanks for the tips Sarge! I will apply it ASAP!

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4 hours ago, JohnKalo said:

As for re-spawn I would suggest enabling revive and also placing a re-spawn on position of death mode.

 

Dear MSgt Kalo,

 

Added Respawn & Revive system. Again, thanks for the tips!

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On 09/12/2018 at 12:19 PM, johnnyboy said:

Hello. For my suggestion, all you need to do is put this in your description.ext file:


respawn = "Group";

And set the 4 units to be playable in the editor.

 

Yep. I'm using "base" (that allows to respawn on base, places, and I add local markers on fellows (playable or not)

 

Something like (simplified):

Spoiler

addMissionEventHandler ["Entitykilled", {
  params ["_victim"];
  if (isPlayer _victim) then {
    deleteMarkerLocal format ["respawn_%1_%2",side _victim,name _victim];
    _mark2 = createMarkerLocal [format ["respawn_%1_%2",side _victim,name _victim],getPosATL _victim];
    _mark2 setMarkerTextLocal (name _victim);
    {
      deleteMarkerLocal format ["respawn_%1_%2",side _x,name _x];
      if (alive _x && {!(isObjectHidden _x)} && {!((getposatl _x) isEqualTo [0,0,0])}) then {
        _mark = createMarkerLocal [format ["respawn_%1_%2",side _x,name _x],getPosATL _x];
        _mark setMarkerTextLocal (name _x);
        [_x, _mark] spawn {
          _unit = _this select 0;
          _marker = _this select 1;
          while {alive _unit} do {
            _marker setMarkerPosLocal (getPosATL _unit);
            uisleep 0.1;
          };
        };
      };
    } forEach playableUnits - [player];
  };
}];

 

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@pierremgi,

 

I'm on the verge of releasing my second mission, which you already know.

 

But I still can't get the respawn system included.

The loadout problem has been addressed with your help,

but I got another problem with task progress, because I envolved two teams on this mission.

The first mission I posted was able to be fixed because it only involves a single team on a task progress, so all i had to do was to set the CreateTask Module owner "All-playable".

 

Let me re-explain the situation so others can also read about this.

 

I tried  a number of solutions including your suggestion by setting the module owner: 'Synchronized to selected Group' or 'Synchronized to selected Group',

But for some reason, players don't get re-tasked upon respawn. As soon as they complete current task assigned, the next task won't fire.

 

Setting the module to 'All-playable' allows players to get re-tasked upon respawn, but they are also assigned tasks for the other team, which will probably make players confused, because they have to re-assign themselves continuously.

For example, if Alpha team finishes AlphaTask 1, Alpha and Bravo both get assigned with AlphaTask 2, and Bravo has to re-adjust their task settings back to BravoTask 1.

 

So I'm considering 3 options: 1. Publish the 2nd mission with revive system only. 2. Post-pone publishing the mission until respawn system is complete. 3. Publish the mission with revive and respawn hoping players will find a clue regarding task assignment.

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Sorry mixed up the threads. Posted my solution to the Editing and Scripting thread.

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