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Dynamic USMC mission

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The link I posted 4 or 5 posts up is still working smile_o.gif

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Quote[/b] ]Also, I am currently working on CoIn 2. I am coding this from the ground up with COOP functionality as the main goal. Also, the basic release will be with BIS units ONLY, no addons. Basically it will be a template so that people can simply import the markers etc to whatever island they want and edit the spawn scripts to use whatever units they want

I LOVE YOU MAN! HAVE MY CHILDREN! PLEASE! OMGFBBQ!

Customizability for dynamic missions is nothing short of awesome. I wish more people would do that. Thank you so much for putting that into consideration.

Where can I get this?!   wow_o.gif   crazy_o.gif  xmas_o.gif

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Sorry, my post was a bit misleading (edited now). Coin 2 is not ready yet, it's the first Coin that is available. I will be releasing Coin 2 in January.

Another customizable dynamic thing I have about 80% done is a mission called "Frontline". It's a very simple engine for a dynamic conventional campaign at with platoon-level battles. The player is just a grunt. I'm to capture the feeling of when I first played OFP and I felt like a small cog in a much larger machine. Once again, just using BIS units, a little editing of spawn scripts will allow any units to be used. The planned release date is sometime in Feb.

Quote[/b] ]I LOVE YOU MAN!

Erm... thanks? crazy_o.gifrock.gifbiggrin_o.gif

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Yeah... uh. I got a bit too enthusiastic there.

Anyhow... blues.gif

With so many good missions out there that require certain addons that aren't so user friendly to customize. It's good to find one that allows for any type of unit combinations you can imagine.

Now if only thruyoursternum would do the same for his unscripted war.  rock.gif

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Okay, January has come and gone, February is rapidly leaving and still no release. crazy_o.gif Sorry about that...

Work has been progressing to some degree, several key features have been tested in MP, however I am running out of steam to complete this mission.

So what I need is 1 or 2 (or a dozen or so) people with reasonable OFP scripting skills to help me finish this thing. MP scripting skill is preferable as the focus of the new version is Coop.

I don't expect a big commitment from people, if you can spend an evening or two and get a single mission's .sqs file more-or-less complete, that would be a HUGE help. Much of the code exists in the previous version.

Remember the finished product will be Coop and easily customised with whatever units you want. Help me help you biggrin_o.gif

So if anyone can help, please PM me.

Thanks in advance!

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Okay, January has come and gone, February is rapidly leaving and still no release. crazy_o.gif Sorry about that...

Work has been progressing to some degree, several key features have been tested in MP, however I am running out of steam to complete this mission.

So what I need is 1 or 2 (or a dozen or so) people with reasonable OFP scripting skills to help me finish this thing. MP scripting skill is preferable as the focus of the new version is Coop.

I don't expect a big commitment from people, if you can spend an evening or two and get a single mission's .sqs file more-or-less complete, that would be a HUGE help. Much of the code exists in the previous version.

Remember the finished product will be Coop and easily customised with whatever units you want. Help me help you  biggrin_o.gif

So if anyone can help, please PM me.

Thanks in advance!

Is there any recent version downloadable from anywhere?

If not, please send it to me to thomas.krokosz@leunet.ch

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Anyone got a mirror for a recent version of counter-insurgency? I somehow missed this and I want to play it-looks interesting.

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tacrod really great to see you're still working on this, I hope you find the help you need smile_o.gif

Edit: Sorry I don't have this on my work PC anymore, I have it at home so will post it tonight if nobody beats me to it smile_o.gif

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Okay, I have an old SP version. I am not sure how functional it is, I don't have all the addons to test right now due to a reformat. But here is the link anyway:

Coin SP version

Also accessible through the link in my sig.

Anyone interested in helping can check the types of scripting that needs doing by looking at the missions folder in the .zip.

Cheers.

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Okay, I have an old SP version. I am not sure how functional it is, I don't have all the addons to test right now due to a reformat. But here is the link anyway:

Coin SP version

Also accessible through the link in my sig.

Anyone interested in helping can check the types of scripting that needs doing by looking at the missions folder in the .zip.

Cheers.

Thanks for the link. I'll check it out.

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Quote[/b] ]Do you still need help with this?

Absolutely! Are you able to help out?

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To tell the truth i just played this Dynamic USMC mission for 1 hour straight and i have not finished to destroy the enemy support yet !

I can't believe i overlooked this thread until now, this is one of the best "random" dynamic mission i ever played, it would have been in a non-beta state and a part of the mission competition , it would have got my vote.

Brillant not only because of the diversity of situations, but because despite all the features it offers i have no lag on my low end machine in that Mungari island.

A really this mission great job tacrod icon14.gif

I like this mission a lot, and i hope it will be continue to be improved by anyone that can improve it.

Thanks for making it , it is very interesting.

Only problem i have is when selecting Single player instead of Coop near the bed , the "UP", "DOWN" , "Detach team #" appear several times in the action menu after some missions are completed .

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Glad you liked it. I am still working on this, but it's on the backburner until I get motivation or help.

/subtle hint biggrin_o.gif

One thing I want to know is what kinds of missions do people want in the new version? What did people like/dislike with the original? The mission types I have in mind are:

- Patrol: Move from point A to B, scattered enemy groups on "guard" waypoints randomly roam around. It would be possible to complete a patrol with no contact (boring?)

- Raid: Hit an enemy base, kill all the bad guys

- S&R: Search in a forest for a downed helo, rescue crew. Once again, roaming enemy units

- S&D: Like patrol, but instead of A to B, the goal is to get x number of kills

Thoughts?

Finally, I am still looking for people to help me with this. The main thing that needs doing now are the mission scripts. If anyone is interested I can PM a link for a download of the rough (and limited) version I have now. This should give you an idea of what kind of help I need.

Cheers.

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I am really looking forward to the next version of this mission. I love dynamic type campaigns and your mission totally hit the mark.

    As for mission ideas.

     I like your patrol idea, even the possibility of no enemy contact. To me that is not boring, it might put you into a careless state thinking " The last 3 patrols were totally uneventful this will be a cake walk" then if you do get attacked it will be a surprise.

    Search and rescue sounds great also. Perhaps there could be a random chance (say maybe %15)that one of the random enemy patrol's target destination is the crash site. So in effect your racing that patrol to get to the survivors? The thing is not to mention if the enemy intercept group is spawned. That way the player will approach every search and rescue as a race against time, just in case the enemy may know where the crash site it.

     I think search and destroy is a must. Rather than reaching x kills though it should be to just clear the target area of all enemies. So it's not just kill them all. The AI squads do retreat in the game if they take enough casualties, unless you use this allowfleeing 0

     Some other mission ideas...

1.      Perhaps a convoy escort? Escort 3 trucks from one location to another (similar to patrol). The hearts and minds score for the mission result is better the more trucks that survive.  You could even divide this into two different types of convoy escort,

   A.  like Humanitarian aid convoy escort. You escort the trucks to a civilian town, probably would be worth more hearts and mind points than a normal one.

   B. Military convoy. Escort military trucks from one base to another.

     You would need to include Hummers and jeeps for the players squad to use so they can stay with the convoy.

2.    AAA, SAM,artillery, or Scud hunt? basically a general area is shown on the map where some sort of target is located. Your Mission find and destroy it. If you use only default units in the campaign the SCUD and Shilka would make good candidates.

3. Maybe special missions that only occur once and a while but are worth a lot of heart and mind points? Perhaps stuff such as a VIP escort (variant of convoy escort)where you escort the islands local president from the airport to the capitol. If he dies you take a massive hearts and minds penalty but if you succeed you get a hefty bonus.  

4.  Another special type mission might be a capture and/or assassination mission where you go and kill one of the enemies top leaders before he escapes the area?

5.  Also another normal type mission might be a supply interdiction mission. Basically the opposite of convoy escort. In this type mission you're attacking an enemy convoy.

6. Defend mission? This one might be like Alamo in Red Hammer. You set up your limited defenses (barricades, Machine gun nest, sand bags)then radio your ready and the enemy attacks.

       Final suggestion I can think of for now. Maybe the composition and number of troops in the random enemy groups in a mission should be based on the hearts and minds level. For example if the hearts and minds level is low the enemy may have bmps or even tanks.

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tacrod , can i try to adapt this usmc dynamic mission to BIS standard OFP units/vehicles/islands to cut down the needed addons requirement that can put unfortunately a lot of people off this fantastic mission ?

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Absolutely. I intended from the start for people to customise and re-release it.

As it happens, I had a Coin no-addons (well, just the editorupdate) template sitting in my user missions folder. This should save you a bit of work.

Coin - No Addons (template)

I'm not sure, but it may be a slightly older version. Note that it is a TEMPLATE only, the logics etc have not been reasonably placed. It should be fully functional, but not all that playable. Feel free to edit, improve etc. Let me know how you go.

Have fun!

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Thank you, actually this saved me certainly hours and hours of headaches wink_o.gif

I will try to work on this.

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I converted the mission to Malden to improve performance (a lot) on less powerfull computers , and got rid of any addon requirements (so it actually works without any kind of addons, even editorupdate102)

I located the base on the small island to the east of Malden and replaced the bed with a field hospital.

Until now, i am trying to find good locations for the missions in the Malden island and placing the triggers accordingly.

I tweaked the rearm.sqs script to get rid of those annoying "out of ammo" that the AI say after rearming and upped the time skiping of the Move Out and RTB actions (to make more time elapsing between missions when you don't rest to the bed/hospital, to add more variety of combat time)

In its current state , i don't have an AI saying "ammo low/out of ammo" anymore that's good , but now when i click on "rearm" it seems i have to press space to change back to my primary weapon single shot fire , as it gives me the smoke shells as selection (and when i have no smoke shell , it give me a blank selection so i have to press space to change back to the primary gun single shot firemode)

But i will experiment with your scripts a bit more to solve this minor problem.

As i use no addons and so as it looks totally like the classic OFP, i think i will change the resistance to soviet forces to modify a bit the insurgency/rebels context, to match up with the CWC scenarios of OFP.

Tested quickly with some of my replacement config and it works very well so far with them.

The only problem i will have to figure out is the lack of HD weapons for the opfor , as even if in this actual state they have all a skill of 0 , they are always very accurate with their shot.

Maybe a dispersion script (but how performance friendly will it be ?) or upping the skill of the squad members to 1 should solve the problem.

Your template is very well done and easy to understand, to figure out the different missions locations, and adapting it to Malden seems going very well thanks to that.

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Sounds good. This is probably what I should have released it as in the first place. The original addon list is pretty huge, and a lot of them are largely unnecessary. The original started off as a randomised firefight in Iraq and mutated from there (hence the lack of naming conventions and the shoddy scripting). Originally I wasn't even going to release it.

I hope you can solve the dispersion problem. It's pretty important for the feel (and balance) I think.

Also, another way to maintain the original OFP feel would be to use Russians as the player's side and the resistance as OPFOR.

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Good idea about the soviet side , i will change the west units to east ones.

Not only it remains in a OFP CWC context, but it should be better if i succeed in introducing some dispersion scripts for the opfor, as it fits more a resistance to not really be trained in firefights.

Your original dynamic USMC mission, despite the addons requirement is really good , Mungari is an awesome place for this missions .

It is just sad this island require so much addons to work and could potentially put off some OFP users that would miss a great mission with dynamic events.

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If I can stick my oar in for two seconds, to be honest the island it was originally set on and the addons used are what interested me the most in playing it (as much as the simple to pick hard to put down playing style). It struck me as a quite nice emulation of the day to day conflicts/situations faced in places such as Iraq/Afghanistan smile_o.gif

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The idea behind making an addon-free and "simple" version of TacRod work on the USMC dynamic mission is to finally end with a template easy to convert to any island / units , and so to any kind of warfare context.

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