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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 who have been tasked to seize and secure various AO's occupied by Opfor insurgents and Takistan Armed forces.

 

FEATURES

  • COOP 44 Player slots + 1 (optional) headless client;
  • Support for RHS and CUP mods;
  • Multiple AO's, offering challenging opponents and immersive game play in a lively Middle Eastern setting; 
  • A variety of Side missions;
  • Extensive replayable randomized operations; 
  • Various support options available to the CO;
  • Join in Progress (JIP) supported;
  • Respawn at the FOB. Teleport to team leader using the flagpole;
  • Optimized for dedicated server play with the support of a headless client. 

 

ALL-IN-ONE PACKAGE

Besides all missions, the AIO package also contains media and slotting and briefing templates for forum postings etc:

 

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.

 

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:

 

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 to be enjoyed by at least 10 players. A headless client is recommended.
Small AO's generally consist of 35-55 Opfor, while the largest AO's can have as many as 255 Opfor. Some AO's have an army based which is populated by Takistan Armed forces.

 

SCREENSHOTS

The All-In-One archive contains a folder with media that can be used for forums post etc. 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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