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Drongo69

Dynamic Campaigns

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I am not alone behind this, we are working together with TacRod and Honchoblack in the Dynamic Mission Alliance to provide you the results of our projects as polished as we can.

The result should worth the wait.

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and i will not yet for obvious reason.

you don't want everything spolied, don't you ?

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Tacrod,

Would you send the latest version of the addon-free template my way? I've been brainstorming how the Chain-of-Command (CoC) engine could work with CoIN.

~TA-50

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The "latest" no-addons template is the one that Honchoblack and Sanctuary started with. I haven't updated it, the current version of Coin has been written entirely from the ground up. The current version is not yet complete. I'll PM a download link for you, I hope it will be some help. I'm interested to see how the CoC engine can enhance Coin.

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I'm personally interested in that add-on free dynamic campaign. It would make customization easier rather than having to remove stuff.

marcus

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I hope to finish it soonâ„¢

I know it is no indication of a date, but that's all i can say for now, as i explore some alternatives scripts to the ones i have currently running, as the goal is to have them the more efficient possible for the template mission.

But i think the result should be more interesting.

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This sounds really cool. I'm very interested in it. What is CoIn though? Where can i get a dynamic mission from (bearing in mind that the only place i can download stuff is at work, and will get busted if i download anything that will cause a problem on the network...!)?

Also i'm creating a campaign on Map Fact nogova (rebels/insergents have risen up against the FIA and US is sent in to sort it out) and a dynamic structure would work better than the fixed mission one, mision two, etc rigid path.

One more thing, Sanctuary mentioned 'Radio commands', how could i only alow this if the player is carrying one of the radio packs from Lasers weapon pack? (in other words, loose the radio, loose the ability to use 'radio commands')..

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i just implemented the new radio codes for Dynamic Afghanistan 1.3, the mission is greatly enhanced by it, and yes, once you lose your radio operator you wont have these functions anymore wink_o.gif

the functions i implemented are:

1. Call HQ: get update on mission status, and report in successfull or failed mission, get new assignments (rest in field, but new troops only available once rest at base)

2. Call Insertion: Call a insertion helicopter, the helicopter will take you from the field to new directions, can be redirected inflight

2. Call Para: Call a insertion helicopter for paradrop, will take you from the field to new directions, can be redirected inflight

get a dynamic mission from my sig (Dynamic Afghanistan smile_o.gif )

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Quote[/b] ]once you lose your radio operator you wont have these functions anymore

Clever, how big are all the downloads required to play your afgan campaign?

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i think about 64 mb total, with island units and all included, will be 2 addons more for the next update, but only small ones wink_o.gif

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hmm...64MB...a bit risky, might draw atention to my self getting that.

I'll have to pull some late night shifts and get them when the comms team have left! wink_o.gif

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hmm...64MB...a bit risky, might draw atention to my self getting that.

I'll have to pull some late night shifts and get them when the comms team have left! wink_o.gif

One could say it's only 64MB. Belive me, it's well worth it.

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I've been experimenting lately with a dynamic campaign that's actually the opposite of Coin - the player is a guerrilla and your missions are things like raids on artillery batteries, convoys, etc. So far it's working well, but it's hard trying to find excuses for backwoods rebels to have helicopter support. I'm still working that out, though... I may just limit them to ground vehicles but give them the ability to steal/capture enemy vehicles.

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Hellfish6 -

those changes sound very good smile_o.gif

i would go for ground vehicles too, maybe add heli support once the player captures a helicopter wink_o.gif

i was thinking of making a Dynamic Campaign with both sides available, let the player pick the side, but i daught it will be possible in one mission, might have to make two versions of a mission

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Sounds cool Hellfish6. I would skip the rebels having air support; ground vehicles or carbombs might fit better. TA-50 mentioned the idea some time back of an MP version where one team are insurgents and the other team the opposing army. That would be pretty sweet.

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If you don't mind my asking, what is the biggest obstacle to a Co-op version of the Dynamic Campaigns?

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Yep, I'm trying to make a MP mission with opposing sides using the addon-free CoIN template.  I also tried CoOP with players in seperate squads, but haven't tried it with players in same squad.

For both CoOP and Adversial, I removed "Move-out" and "RTB".  It worked, but the way the script was originally designed, the screen blacks out for the move.  It works in MP, but it does this even your not in the same squad and your not being moved.  

CoOP issues:

Only player who initiates mission (or player's computer who's server?) sees the mission on the map.  I need to retest this though, each player was in a different squad.  Maybe having players in the same squad can fix this.  But the goal is for every player on the same side to see new mission objectives.

I also remember issues with seeing the mission briefing.  The commander briefs the player who created the mission with on-screen text.  One rememdy is to have the commander use sidechat instead.

Adversial & CoOP issues:

Huge lags / freezes when using SnYpirs SP/MP support pack.

Goals for this weekend:

-Integrate CoIN and CoC templates on Everon

-Test SnYpirs SP/MP support pack without CoIN in MP

-Test CoOP with players in same squad

-Test CoOP with players in different squads

-Fix map click loop(?)

-Change commander role to RTO.  Have ability to end and recieve new missions in the field without RTB-ing.

@Tacrod, I'll PM you the CoIN CoC mission to look it over once its done.  It should work fine.  I'm just worried the enemy map markers (from the USMC marker addon) won't label enemy units.  We'll see.

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If you don't mind my asking, what is the biggest obstacle to a Co-op version of the Dynamic Campaigns?

The difficulty is that MP is decided by a client / server relation.

A script that is running in the server can sometime not run in a client (i remember in early MP OFP days, we played a coop with some friends and for the one being the server the mission was completed, but not for us players)

so it means that scripts working totally for SP can stop working correctly in MP , you have to rewrite it completly with several publicvariable codes to make the changes of some variable occurs in clients and servers.

That and the fact some commands do not work in MP the same as in SP are making MP scripting more limited in what you can do, and that can be very frustrating.

Plus the lag is more noticable with some scripts in MP than in SP.

By example if several helicopters are flying in MP, unlike what happen in SP, lag can be heavy for some clients and it can gives some problem to the synchronisation of the MP game , where for some people a script has finished to be played and not for other.

That's why it is more difficult to create a coop version of the Dynamic missions like TacRod and TA-50 are doing than making a SP version.

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It hasn't been heavily tested, but I think I have solved most of those MP issues (I don't use Snypir's pack though, I use my own scripts). What worries me is that with so many variables flying around synchonisation may be a problem. I plan to release a limited test version very soon. I guess we shall see then.

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Here's another interesting idea for dynamic campaign theme. I was about to start working on it quite a few times but never found enough free time. Maybe somebody else will be interested and pick it up? rock.gif

Merc/security contractor campaing on Tonal

BLUFOR: Let player decide at the beginning who they want to play:

- mercenaries from Eastern Europe (BAS TSF addon could be used).

- generic security contractors (from Generic OPFOR addon or CIA Operator pack by Extraction).

Have CO (the guys that assigns new missions) replaced with a sexy long legged secretary that answers the phone calls from "clients". tounge_o.gif

OPFOR: Tonali milita and rebels.

Location: BAS Tonal. The hangars at the airport or one of the military compounds could serve as a base.

Economical "simulation" elements:

Earn money by completing mission objectives. Get money by selling weapons confiscated from militia. Spend money on new vehicles and sophisticated weapons that can be shipped to you from civilized countries. Pick up your deliveries at the airport. Spend money to hire new mercs....uhm...employees.

Campaign objective: earn enough money (let's say 50M $$$) to buy a private island on Carribean and peacfully spend the rest of your life on a beach with your before-mentioned secretary. wink_o.gif

Weapons & vehicles:

- at the beggining you start with a couple of AK47 and RPG7. As you earn more and more money, you can replace these with brand new imported hardware, eg. M4 SOPMODs, sniper riffles, western AT weapons, etc. (Use LSR_uswp weapon pack for example).

- buy new vehicles:

SUVs like Ford Explorer, etc.

civilian Humvee versions.

Helicopters like UH-1 (black SEB_UH1 spec ops version would work well) or Bell 206 (olive drab painted version from Martin).

- Confiscate armed BRDMs and UAZ from militia.

Missions:

- militia leader assasinations

- government officials escorts

- hostage rescue

- militia weapon depot raids

- insurgent cell elliminations

- patrols

- etc...

-------------------

So, how does this sound? Any takers? smile_o.gif

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I thought of something similar, but didn't want to bother with the economic scripting. tounge_o.gif

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