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[MP CO45] COIN - Counter Insurgency Operations

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C O I N | Counter Insurgency Operations

  • Current version: 0.92 (beta)
  • Filename: CO45_COIN_092.MapName 

 

ABOUT

COIN is a CO-45 multiplayer mission featuring USMC recon marines tasked with seizing and securing various AOs occupied by Opfor insurgents and Takistan Armed Forces.

 

FEATURES

  • COOP: 44 player slots + 1 optional headless client

  • Mod Support: Compatible with RHS and CUP mods

  • Multiple AOs: Challenging opponents and immersive gameplay in a lively Middle Eastern setting

  • Side Missions: Variety of additional missions

  • Replayability: Extensive randomized operations

  • Support Options: Various support options for the CO

  • Join in Progress (JIP): Supported

  • Respawn and Teleport: Respawn at the FOB and teleport to the team leader using the flagpole

  • Server Optimization: Optimized for dedicated server play with headless client support

 

ALL-IN-ONE PACKAGE

The AIO package includes all missions, media, and templates for forum postings:

 

SUPPORTED MAPS

  • Aliabad Region, Takistan (MCN_ALIABAD); 
  • Al-Rayak, Takistan (G.O.S Al-Rayak/PJA310);
  • Al-Salman, Iraq (swu_public_salman_map);
  • Anizay district, Takistan (Tem Anizay); 
  • Chongo, Republic of Angola (Chongo); 
  • Dariyah Region, Sudan (G.O.S Dariyah/PJA307);
  • Dingor, Republic of Lingor (dingor);
  • Diyala district, Iraq (DYA);Diyala, Iraq (DYA); 
  • Farkhar Valley, Afghanistan (ARC Farkhar Valley);
  • Federally Administered Tribal Areas (FATA); 
  • Feruz Abad district, Takistan (Takistan); 
  • Kujari Region, Sudan, (Tem Kujari); 
  • Kunar Province, Afghanistan (CLAfghan); 
  • Lythium, Afghanistan (Lythium);
  • Reshmaan Province (Reshmaan); 
  • South-Sahrani, Sahrani (Saralite);
  • Tora Bora Region, Afghanistan (Tora Bora); 
  • Zargabad, Takistan (Zargabad).

New maps will be added in future releases.

 

MOD REQUIREMENTS
The missions are designed to use either the RHS or CUP mod packs. It is recommended to use one set, not both simultaneously:

RHS Mods:

CUP Mods:


MOD Steam Collections:

 

CHANGELOG

version 0.92

  • Added: CUP Units/Weapons/Vehicles compatibility. Requires Community Factions Project;
  • Added: New maps: Chongo, Al-Rayak, Dingor, Farkhar;
  • Added: Localization (CN, CZ, FR, DE, IT, JP, KO, PO, PT, RU, ES, TR);
  • Added: Intel function. Intel provides clues, opfor location information etc;
  • Added: Side missions (can be enabled/disabled in mission params);
  • Added: IED's and VBED's (can be enabled/disabled in mission params);
  • Fixed: Airlift support when the airframe was KIA.;
  • Fixed: RPT spamming;
  • Fixed: Invunerable turret gunners (fixed for real this time);
  • Updated: Ambient civilians can be enabled/disabled in mission params;
  • Updated: Ambient air traffic can be enabled/disabled in mission params;
  • Updated: Clear map AO's and/or Side Missions, enable/disable in mission params;
  • Updated: Advanced flight models set to 'player option';
  • Updated: Applied ADF 2.26.

 

Spoiler

 

version 0.91

  • Added: new maps: Lythium, Al-Salman, Zargabad, South Sahrani;
  • Added: hand weapon ammunition to the supply container and BCo vehicles;
  • Added: Support for EricJ Taliban Units (Optional)
  • Fixed: few AO-trigger conditions;
  • Fixed: error where AO's would not always spawn as intended;
  • Fixed: bug where a second AO could not be cleared;
  • Fixed: bullet-proof turret gunners;
  • Fixed: command support options after respawn
  • Fixed: tomcat airframe would RTB with players still onboard;
  • Fixed: knight M1A1 support would get stuck when engaging enemies enroute to the AO;
  • Updated: vehicle inventories;
  • Updated: Ambient air based on map size
  • Updated: implemented a workaround to ensure the tomcat airframe moves as ordered;
  • Updated: knight M1A1 support RTB when the current AO is cleared.
  • Updated: Applied ADF 2.24.

 

 

KNOWN ISSUES

None

 

UPCOMING / FUTURE RELEASE(S)

  • Additional maps (suggestions welcome);
  • Session Saving.

 

SUPPORT / BUGS / SUGGESTIONS / ETC

Please leave comments/feedback/bug reports in this thread.

 

GAME PLAY

COIN's COOP missions are designed for at least 10 players, with a headless client recommended. Small AOs typically consist of 35-55 Opfor, while larger AOs can have up to 255 Opfor. Some AOs include a base populated by Takistan Armed Forces.

 

SCREENSHOTS

The All-In-One archive includes a folder with media for forum posts. Latest screenshots can be found on the Steam collection page. Screenshots from the different maps: https://imgur.com/a/Xu10Gef.


 

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I have played with COIN on Kujari. When requesting Air Lift I get all the radio command hints and the LZ is marked with purple smoke. I also see the helicopter get spawned in on the map. But it never makes it to the LZ.

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4 hours ago, gutiarhero814 said:

I have played with COIN on Kujari. When requesting Air Lift I get all the radio command hints and the LZ is marked with purple smoke. I also see the helicopter get spawned in on the map. But it never makes it to the LZ.

 

Thanks for the report. I'll look into it.

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Just played a bit on my own and here are a few points


Issues

  • On Takistan, It seems after clearing an AO, the "AO's left" will go to -1 and no new AO will be active
  • On Aliabad Region, it did give a new AO, but after clearing that 2nd AO of all enemies, it never turned cleared (I checked with Zeus, no enemies in the entire circle area)
  • With RHS, there's a 1911 in the inventory of the crate/vehicle but there are no magazines for it
  • With TFAR, Squadleaders don't seem to receive a LR by default and need to take one from the vehicles?
    • The TFAR radios included in inventory uses the deprecated 0.9 version instead of the 1.0 BETA by Dedman. Though Dedman states these radios can still be used so it's not gamebreaking

 

General Feedback

  • The ability to only activate one support at the time is a bit cumbersome. Say you want to airlift out of the AO, but your tank support is still active you must wait for the tank to bugger-off before you can leave. I'd say the used support going on a cooldown seems enough

Got nothing more at the moment. Will try to run a bigger session with my group and see if we can find some more feedback. But looks cool Whiz!

 

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3 hours ago, NyteMyre said:

Issues

General Feedback

 

Great points Nyte. I'll look into them and fix/update where needed. Thanks!

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On 5/1/2020 at 12:56 PM, NyteMyre said:

The TFAR radios included in inventory uses the deprecated 0.9 version instead of the 1.0 BETA by Dedman. Though Dedman states these radios can still be used so it's not gamebreaking

Dedmen*
once you pick them up, they will automatically be replaced by the newer variants. I wouldn't recommend changing to the new classnames as that would break it for players who are still on old TFAR.

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Do you have a notification when someone says dedman ? 😛

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On 5/10/2020 at 1:19 AM, NyteMyre said:

Do you have a notification when someone says dedman ? 😛

No, but I read every forum post.

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Updated to 0.91. See OP for download information.

 

CHANGELOG

  • Added: new maps: Lythium, Al-Salman, Zargabad, South Sahrani;
  • Added: hand weapon ammunition to the supply container and BCo vehicles;
  • Added: Support for EricJ Taliban Units (Optional)
  • Fixed: few AO-trigger conditions;
  • Fixed: error where AO's would not always spawn as intended;
  • Fixed: bug where a second AO could not be cleared;
  • Fixed: bullet-proof turret gunners;
  • Fixed: command support options after respawn
  • Fixed: tomcat airframe would RTB with players still onboard;
  • Fixed: knight M1A1 support would get stuck when engaging enemies enroute to the AO;
  • Updated: vehicle inventories;
  • Updated: Ambient air based on map size
  • Updated: implemented a workaround to ensure the tomcat airframe moves as ordered;
  • Updated: knight M1A1 support RTB when the current AO is cleared.
  • Updated: Applied ADF 2.24.
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Updated to 0.92. See OP for download information.

 

CHANGELOG

  • Added: CUP Units/Weapons/Vehicles compatibility. Requires Community Factions Project;
  • Added: New maps: Chongo, Al-Rayak, Dingor, Farkhar;
  • Added: Localization (CN, CZ, FR, DE, IT, JP, KO, PO, PT, RU, ES, TR);
  • Added: Intel function. Intel provides clues, opfor location information etc;
  • Added: Side missions (can be enabled/disabled in mission params);
  • Added: IED's and VBED's (can be enabled/disabled in mission params);
  • Fixed: Airlift support when the airframe was KIA.;
  • Fixed: RPT spamming;
  • Fixed: Invunerable turret gunners (fixed for real this time);
  • Updated: Ambient civilians can be enabled/disabled in mission params;
  • Updated: Ambient air traffic can be enabled/disabled in mission params;
  • Updated: Clear map AO's and/or Side Missions, enable/disable in mission params;
  • Updated: Advanced flight models set to 'player option';
  • Updated: Applied ADF 2.26.
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Been playing it a bit and it looks awesome.

 

Is the script that forces first person outside vehicles but no in vehicles public?

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1 hour ago, kerozen said:

Been playing it a bit and it looks awesome.

 

Is the script that forces first person outside vehicles but no in vehicles public?

 

Thanks! The forced third person option can be enabled/disable in mission params (multiplayer, slotting screen). It's part of the ADF framework. See ADF\fnc\players\fn_disable3P.sqf

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5 hours ago, whiztler said:

 

Thanks! The forced third person option can be enabled/disable in mission params (multiplayer, slotting screen). It's part of the ADF framework. See ADF\fnc\players\fn_disable3P.sqf

 

Thanks! Is there documentation on how to use the framework or how to implement the disable3P function into other missions?

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4 hours ago, kerozen said:

 

Thanks! Is there documentation on how to use the framework or how to implement the disable3P function into other missions?

 

Check the file header. To use it without the framework then add

ADF_disable3PV = true;

to your init.sqf or initPlayerLocal.sqf

 

And remove the reporting lines:

// Reporting
if (ADF_extRpt || {ADF_debug}) then {diag_log "ADF rpt: fnc - executing: ADF_fnc_disable3P"};

 

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Ok, i'm a newby and really bad at this.

 

I have the InitPlayerLocal with

ADF_disable3PV = true;

and

player spawn ADF_fnc_disable3P;

as it said in the header but how do i use the function? Do i copy the function's code to the Init too?

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Ignore what I said before and copy below in your InitPlayerLocal.sqf:

 

Spoiler

ADF_fnc_disable3P = {
	/*********************************************************************************
	 _____ ____  _____ 
	|  _  |    \|   __|
	|     |  |  |   __|
	|__|__|____/|__|   
	ARMA Mission Development Framework
	ADF version: 2.26 / Jul 2020

	Function: ADF_fnc_disable3P
	Author: Whiztler
	Script version: 1.01

	File: fn_disable3P.sqf
	**********************************************************************************
	ABOUT
	Disables third person. In the mission params you can define if 3rd person view is
	disabled. There is an extra option to disable 3rd person when inside a vehicle

	INSTRUCTIONS:
	Execute (spawn) on player clients

	REQUIRED PARAMETERS:
	0. Object:		Player.

	OPTIONAL PARAMETERS:
	N/a

	EXAMPLES USAGE IN SCRIPT (initPlayerLocal.sqf):
	if (ADF_disable3PC || ADF_disable3PV) then {player spawn ADF_fnc_disable3P};

	EXAMPLES USAGE IN EDEN:
	N/A must be executed after mission init

	DEFAULT/MINIMUM OPTIONS
	player spawn ADF_fnc_disable3P;

	RETURNS:
	N/a
	*********************************************************************************/

	// Reporting
	//if (ADF_extRpt || {ADF_debug}) then {diag_log "ADF rpt: fnc - executing: ADF_fnc_disable3P"};

	if !hasInterface exitWith {};

	//Wait until the client has initialized
	if (player != player || didJIP) then {
		waitUntil {!isNull player};
		waitUntil {time > 0};
	};

	// Start with 1st person view
	player switchCamera "Internal";

	// Stacked EH to check if player switches from 1st person view
	["3P", "onEachFrame", {
			if (cameraView == "External") then {
				if !(isNull objectParent player) then {
					if (ADF_disable3PV) then {
						player switchCamera "Internal";
					}
				} else {
					player switchCamera "Internal";
				}
			}
		}
	] call BIS_fnc_addStackedEventHandler;
};

ADF_disable3PV = true; // True: also disable 3rd person when inside a vehicle. Set to false if you want to enable 3rd person on when inside a vehicle.

player spawn ADF_fnc_disable3P;

 

 

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8 hours ago, whiztler said:

Ignore what I said before and copy below in your InitPlayerLocal.sqf:

 

  Hide contents


ADF_fnc_disable3P = {
	/*********************************************************************************
	 _____ ____  _____ 
	|  _  |    \|   __|
	|     |  |  |   __|
	|__|__|____/|__|   
	ARMA Mission Development Framework
	ADF version: 2.26 / Jul 2020

	Function: ADF_fnc_disable3P
	Author: Whiztler
	Script version: 1.01

	File: fn_disable3P.sqf
	**********************************************************************************
	ABOUT
	Disables third person. In the mission params you can define if 3rd person view is
	disabled. There is an extra option to disable 3rd person when inside a vehicle

	INSTRUCTIONS:
	Execute (spawn) on player clients

	REQUIRED PARAMETERS:
	0. Object:		Player.

	OPTIONAL PARAMETERS:
	N/a

	EXAMPLES USAGE IN SCRIPT (initPlayerLocal.sqf):
	if (ADF_disable3PC || ADF_disable3PV) then {player spawn ADF_fnc_disable3P};

	EXAMPLES USAGE IN EDEN:
	N/A must be executed after mission init

	DEFAULT/MINIMUM OPTIONS
	player spawn ADF_fnc_disable3P;

	RETURNS:
	N/a
	*********************************************************************************/

	// Reporting
	//if (ADF_extRpt || {ADF_debug}) then {diag_log "ADF rpt: fnc - executing: ADF_fnc_disable3P"};

	if !hasInterface exitWith {};

	//Wait until the client has initialized
	if (player != player || didJIP) then {
		waitUntil {!isNull player};
		waitUntil {time > 0};
	};

	// Start with 1st person view
	player switchCamera "Internal";

	// Stacked EH to check if player switches from 1st person view
	["3P", "onEachFrame", {
			if (cameraView == "External") then {
				if !(isNull objectParent player) then {
					if (ADF_disable3PV) then {
						player switchCamera "Internal";
					}
				} else {
					player switchCamera "Internal";
				}
			}
		}
	] call BIS_fnc_addStackedEventHandler;
};

ADF_disable3PV = true; // True: also disable 3rd person when inside a vehicle. Set to false if you want to enable 3rd person on when inside a vehicle.

player spawn ADF_fnc_disable3P;

 

 

 

Thank you very much

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If anyone can lend a hand, my server keeps getting this error message:

 

Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.CUP_Misc_e_Config, CUP_CAStructures_E_HouseL, CUP_CAStructures_E_HouseK, CUP_Buildings_Config, CUP_CAStructuresHouse_A_Hospital, CUP_CAStructures_E_HouseC, CUP_CAStructures_E_Ind_Ind_FuelStation, CUP_Ind_Workshop01

Mission C O I N - Lythium.lythium: Missing 'description.ext::Header'

I have all of the required addons including Community Based Addons ARMA 3 (CBA_A3); CUP Terrains Core + CUP Terrains Maps; Red Hammer Studios USAF, AFRF and GREF; 3CB Factions

I am not sure what else I am missing at this point. Any help would be greatly appreciated.

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Sorry for the 3year bump but suggestions were directed to be made here.

Suggestions:

  1. Add this composition to your missions for earplug functionality, vehicle un-flipping, magazine repacking, and more:  https://steamcommunity.com/sharedfiles/filedetails/?id=2965509871
  2. Change how you word/display the required mods:

    Currently:

    On 4/28/2020 at 12:14 PM, whiztler said:

    REQUIREMENTS

    • Community Based Addons ARMA 3 (CBA_A3);
    • CUP Terrains Core + CUP Terrains Maps; 
    • The map of choice + it's required add-ons;
    • -or- Red Hammer Studios USAF, AFRF and GREF (requires Project OpFor -and/or 3CB Factions);
    • -or- CUP Weapons/Units/Vehicles (requires Community Factions Projects).


    The following Steam Collections contains all the required mods needed to play COIN:

    Updated

    Spoiler

     

    REQUIREMENTS

    • Community Based Addons ARMA 3 (CBA_A3)
    • CUP Terrains Core + CUP Terrains Maps
    • The map of choice + it's required add-ons
    • Must run option 1 or option 2 with additional mods
      • Option 1 Red Hammer Studios USAF, AFRF and GREF
        • Additional requirements: (both can be ran together)
          • Project OpFor
          • 3CB Factions
      • Option 2 CUP Weapons/Units/Vehicles
        • Additional requirements:
          • Community Factions Projects


    The following Steam Collections contains all the required mods needed to play COIN:


     

     

  3. Loadouts aren't saved upon respawn, suggest updating your framework or using a known working solution such as: https://steamcommunity.com/sharedfiles/filedetails/?id=2764558652&searchtext=Arsenal
  4. Arsenal would be nice to have, at least have as a parameter for the mission. (I know this can lead to missions not being played the intended way)
  5. Support call in wait time is great for a more realistic feel but most the time they dont work as intended. 2 suggestions: have wait time set by a parameter,  use better solutions for support calls.


My own desire/suggestion:
Hey, just going through your COIN setup. I noticed the VBED's are dependent on the ACT which is part of your ADF framework. I was wondering if you wrote all that code yourself or if the VBED was inspired from another script you found. I have been looking for VBIED/VBED scripts and everything I see is player/Zeus controlled. You have the first AI VBED script I have found but it is very interwoven into your framework. Just want your input on how difficult it would be to pull out of the ADF framework and open this function up to the community.


I am still looking for the location of this function: ADF_fnc_createIED

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Thanks for the feedback @Ironman13. Helpful!

You can use the ACT VBED function as you see fit. It's not a complicated script. The params will tell you what you need to pass to the function and the few functions (ADF_fnc_delete, ADF_fnc_delWaypoint, ADF_fnc_addToCurator, etc) that are part of the code you can either replace by script or include the part of the function that is needed.

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