malick 0 Posted February 20, 2006 Hi all ! After looooong weeks of development and testing, I decided to release this mission as is. It's still work in progress/beta as I continue adding things and correcting many errors, but it's playable. At least I'm having fun with it *** UPDATED VERSION AVAILABLE (02/28/06) *** Download: For BIS West config CCE Malick 1.35 (BIS WEST) For OFrP CCE Malick 1.35 (OFrP) New BIS East config ! CCE Malick 1.35 (BIS EAST) *** UPDATED VERSION AVAILABLE (02/28/06)*** As you can see, 3 different configs are available for this mission: standard BIS units, JAM and OFrP units. It's playable as West Coop up to 8 players, with instant respawn (to avoid respawning at base), but can still be played as SP or local MP with a single player. Plays best with DMA Army pack ! WARNING: remember it's a beta and that with the number of units involved some times, game may be laggy as hell for low end computers. Tested on AMD 2600, 1Go PC2100 DDRAM and GeForce FX5200 128Mo with ECP, DMA Army pack, Kegety's hisky and have little impact. Expect 30 seconds slow down at start up and after each rest, that's all. I'd appreciate some feedback on the general feeling and different errors that you encountered during play. Have fun ! And I want to thank DMA members for CCE template, wonderful anims, even more wonderful DMA Army pack and everything. Cheer up guys ! Malick Share this post Link to post Share on other sites
Espectro (DayZ) 0 Posted February 20, 2006 great work, mate... Would it be possible to maybe add a base-respawn? Maybe those who die gets flewn in with chopper every 5 mintes? Share this post Link to post Share on other sites
malick 0 Posted February 20, 2006 Thanks Espectro ! Well at first I tried to add a mobile respawn that the players could move around freely on the map, because I did not like the fact of respawning at base and waiting for the others to come back while they were having fun. But, for some reason, we had problems like the client and server respawn set up at different places. Even if I did everything right for the marker "respawn_west" to be the same on each computer. Anyway, if you want to revert back to base respawn, open description.ext and change respawn = "instant" to "base", and respawn_delay to the time you want. That's the quickest way. Malick Share this post Link to post Share on other sites
.kju 3244 Posted February 20, 2006 cheers mate. we will check it out for sure Share this post Link to post Share on other sites
malick 0 Posted February 21, 2006 Thanks Q ! BTW, there's an update coming soon. It's not related with the recent update on original template, which I haven't tested yet. If I find it really superior to the original, I might adapt it. No feedback so far ? Share this post Link to post Share on other sites
.kju 3244 Posted February 22, 2006 we didnt get the chance to try your version yet too busy with ofp league gaming Share this post Link to post Share on other sites
malick 0 Posted February 23, 2006 As you can see, I edited the first post with the updated version of the mission. Some changes makes the gameplay a bit more enjoyable. Enjoy ! Malick Share this post Link to post Share on other sites
Shashman 0 Posted February 23, 2006 Excellent work, Malick Just a few issues though : Is there a way of limiting the amount of times one can TELEPORT, as it kinda makes it pointless (if a player doesn't care about realism, etc) to have infiltration and exfiltration procedures... I don't know if this is because I tried it in the mission editor, but I can't get a new mission. I get a GOOD JOB message after completing a certain mission, go back to base, report to the CO, he tells me to get some rest, then that's it. I go to the tent to save the mission thinking that perhaps this needs to be done before advancing to the next mission, but no, I just get a No Mission hint message when I ask for a new one. I tried it in MP (just me playing though) and I had a convoy intercept mission. I found a truck, took it out. Then a bunch of US support vehicles started turning up at the point where I took it out, I mean, I was still firing on the crew and a few troops which I suppose were escorting the truck and a US convoy of fuel trucks turns up. It's luck that none of my FFARs damaged any of them lol. It turned out to be not the whole convoy, so I went on a search along the route of the convoy, and when I came to their starting location, a whooole lotta empty trucks (PVS3) were spawned and reduced my frame rate to about 1 frame per minute because there was one manned one, which I engaged and destroyed, but the explosion started a chain reaction of explosions and one by one the 50 or so empty trucks cooked off With the obvious results of giving my PC a triple heart attack and stroke When the enemy camps are spawned, they look pretty randomly spawned, as I had to take one out situated near Mokropsy, but it was spawned on the edge of a very steep hill, looking really odd lol. Other than these problems, I love this mission Share this post Link to post Share on other sites
malick 0 Posted February 23, 2006 Ok, thanks Shashman for your feedback. Regarding your problems: first, you have to rest between missions. This action is available in one of the tent to the left, when you look from co's point of view. This will launch the purge script. For teleport, it's for testing purpose, as the red dots on your map showing enemy units. But I may activate it only if your insertion heli gets shot down, which leaves you helpless when it comes to getting home... Hehe, the ambush enemy convoy is very buggy it seems... If a WHOLE lot of PV3S spawned, it means that the spawn script went terrribly wrong as it should spawn at most 2 trucks and 2 escorting vehicles. Might have to rework this, again, and again. I still haven't found something satisfying for convoy missions, escort or ambush. The enemy trucks are pretty elusive, I've even been tricked by one of the escort which took a different way to the convoy objective and lured me away. In fact, as he was the leader, the red dot on the map was following him, while the other units were completely elsewhere... Anyway, I'll have a look at this. EDIT: You're right Shashman, there was an enormous mistake in the script, now corrected ! Thanks ! EDIT 2 : Corrected version already available in the first post. For random spawning enemy camps, I know it's pretty odd to see them on steep hills, as the 2D effect kicks in. But as I made their spawn random, I cannot check where they are. At least, I don't know how... I'm glad you like it. Have fun ! Malick Share this post Link to post Share on other sites
Shashman 0 Posted February 23, 2006 Really happy to see such a quick response I'll download the updated version straight away, especially now that I can proceed past one mission ( lol ) and I don't have to worry for my PC's well-being Ah and there's a new issue. I played this using FFUR European Crisis, and it's great, but, when the choppers are spawned, and it's usually a RAF Puma or RAF Chinook (replacements for BIS Blackhawk and BIS Chinook respectively) and up until they take off, they make a constant engine winding up/starting up noise, which really hits the FPS bad. I presume this is because their fuel is set to 0, and they are constantly trying to start their engine, but it gets cut off the second they do this, and they start it up again, then it gets cut off, etc, etc (BIS choppers don't have an engine start sequence sound which is why you wouldn't have this problem if you were playing this using BIS units), so is there another way, other than setting the choppers' fuel to 0, of keeping them on the ground? Because as it stands, everytime the mission starts, I have to tell the choppers to bugger off to fix the FPS hit resulting from the stopping and starting of the engine startup sound effect. Share this post Link to post Share on other sites
malick 0 Posted February 24, 2006 Well, your PC well being may still be threatened by some other mishap For the helo engine starting, I really don't know what I can do... As I haven't got FFUR installed, I can't really make a version that works with those. And sorry, but I can't make a version that works with every replacement pack, in fact... I'll try to find a workaround for this, in order to keep the chopper grounded until you ask him to move, which the "this setfuel 0" did perfectly Isn't there a way to disable such scripts on init ? If you have any other problem, feel free to ask. Malick Share this post Link to post Share on other sites
Shashman 0 Posted February 24, 2006 Well, your PC well being may still be threatened by some other mishap For the helo engine starting, I really don't know what I can do... As I haven't got FFUR installed, I can't really make a version that works with those. And sorry, but I can't make a version that works with every replacement pack, in fact... I'll try to find a workaround for this, in order to keep the chopper grounded until you ask him to move, which the "this setfuel 0" did perfectly Isn't there a way to disable such scripts on init ? If you have any other problem, feel free to ask. Malick OK, it's an addon related issue... I don't know how to disable these engine startup sounds, but as an alternative, could you not make the crew stand around their chopper, instead of placing them inside with their bird setfuelled to 0? Not only would it solve my problem, but I reckon it would look more realistic too, having the crew milling around their aircraft, playing cards, talking bout women and politics waiting for a mission Share this post Link to post Share on other sites
quiet_man 8 Posted February 24, 2006 Well, your PC well being may still be threatened by some other mishap For the helo engine starting, I really don't know what I can do... As I haven't got FFUR installed, I can't really make a version that works with those. And sorry, but I can't make a version that works with every replacement pack, in fact... I'll try to find a workaround for this, in order to keep the chopper grounded until you ask him to move, which the "this setfuel 0" did perfectly Isn't there a way to disable such scripts on init ? If you have any other problem, feel free to ask. Malick OK, it's an addon related issue... I don't know how to disable these engine startup sounds, but as an alternative, could you not make the crew stand around their chopper, instead of placing them inside with their bird setfuelled to 0? Not only would it solve my problem, but I reckon it would look more realistic too, having the crew milling around their aircraft, playing cards, talking bout women and politics waiting for a mission first time trying this mission, just as you say, I wondered why the pilots sit around in the chopper quiet_man Share this post Link to post Share on other sites
twisted 128 Posted February 25, 2006 this is great. i tried playng it whiler usinf the ffur2005 mod. it rocked. well until i chose rearm. then for some reason the men get ammo low messages and no new ammo. the choppers also change - think it was after rest. please help cause FFUR + this = damn awesome action. Share this post Link to post Share on other sites
malick 0 Posted February 25, 2006 Hi all ! It's cool you seem to like this mission. I know there are still some problems : some I can solve, others I don't know how ! One of my main concern right now is the "no/low ammo after rearm" bug. It's present in all builds, whatever I do. In fact, OFP AI knows it has ammo only when it is given an ammo clip before the corresponding weapon. For example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_troop addweapon "M4" _troop addmagazine "M4" will result in the AI believing it has no ammo. If you put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_troop addmagazine "M4" _troop addweapon "M4" the AI has a weapon and ammo, it's fine. The the rearm script works now, it looks what kind of weapon the unit has, remove all magazines and add new ones back to full complement. Thus, it does not yet comply with what I just stated above. In order to make it work properly, I would have to remove the unit's weapon and ammo, and add it back in the correct order. The problem is, the units will find themselves with no weapon selected and believe that they have none... Strange AI sometimes, because all they have to do is circle their weapons with <spacebar> Anyway, it's pretty mind boggling, and I still try to correct it. EDIT: on your side, a workaround for this problem is to tell your units to reload their weapon, through action menu. Cause if you look on your notebook (in map screen), under "gear" menu, you'll see all your troops have weapon and ammo. Expect another update, with one brand new mission: recon, you have to gather intelligence on the enemy in a given area, avoid being detected and do not engage enemy units. If you are spotted by too many enemy leaders or if you kill too many enemies it may compromise the entire mission Yes, it's a very sneaky mission. If only I could find a way to make dynamic weather work again  By the way, does anyone here tried the airstrike support option ? Did it work as intended or not ? Thanks... Malick Share this post Link to post Share on other sites
l etranger 5 Posted February 25, 2006 Hello Manick, it seem the Ofrp Config don't work properly. Share this post Link to post Share on other sites
malick 0 Posted February 25, 2006 Hello L'etranger What do you mean : it doesn't initialise properly, or some spawning problems ? What version have you tried ? Is it the file I put for download on OFP-Fr forums or the one available here ? They are supposed to be identical, except that the OFrP version is already built. It is the config I use for my current test... OK, I've just spotted an error in mission.sqm... One addon slipped in inadvertedly. Open mission.sqm (with notepad) and remove: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"oc_fr_armes" from the addons sections at the very beginnin of the file. This will be corrected in next version anyway. Was it what bugged your mission ? Otherwise download it from OFrP forum. Malick Share this post Link to post Share on other sites
Shashman 0 Posted February 25, 2006 Yup, I called in an airstrike on my own base once, when I was frustrated and bored at not being able to move onto the next mission It worked fine and I was finding chairs and boxes scattered for hundreds of metres around the base Yeah, I've been using the action commands to rearm my AI, and their status stays as red, but they have ammo and shut up about it so I don't mind EDIT: What do you think about my possible engine starting up and shutting down issue solution? Where you make the pilots stand around their chopper rather than having them sit inside constantly trying to lift off? Share this post Link to post Share on other sites
quiet_man 8 Posted February 25, 2006 EDIT: What do you think about my possible engine starting up and shutting down issue solution? Where you make the pilots stand around their chopper rather than having them sit inside constantly trying to lift off? don't know if you already found it, when the heli is spawned just hit "Return to base", he will start and hover (with "land" you can make him land again) not perfect but simple and fast work around quiet_man Share this post Link to post Share on other sites
Shashman 0 Posted February 25, 2006 EDIT: What do you think about my possible engine starting up and shutting down issue solution? Where you make the pilots stand around their chopper rather than having them sit inside constantly trying to lift off? don't know if you already found it, when the heli is spawned just hit "Return to base", he will start and hover (with "land" you can make him land again) not perfect but simple and fast work around quiet_man Yeah I know, that's what I've been doing, but I was hoping a simple solution like the one I suggested could solve having to do that every time. It's just, the lag, when using FFUR, caused by this issue makes such an awesome mission slightly less awesome Share this post Link to post Share on other sites
malick 0 Posted February 26, 2006 Hello all... I think that your solution is doable Shashman. I'll try to implement it in next version, either with an "assignasdriver" or with a "moveindriver" command, whichever works best. Right now I'm working on the new mission and on a little bonus for you lads... So the airstrike works nice, that's cool, cause I tried to tweak it so that bombs could actually hit something and still look "realistic". Malick Share this post Link to post Share on other sites
XCess 0 Posted February 26, 2006 good idea to use assignasdriver aswell as moveindriver, just to be on the safe side Share this post Link to post Share on other sites
Shashman 0 Posted February 26, 2006 Hello all...I think that your solution is doable Shashman. I'll try to implement it in next version, either with an "assignasdriver" or with a "moveindriver" command, whichever works best. Right now I'm working on the new mission and on a little bonus for you lads... So the airstrike works nice, that's cool, cause I tried to tweak it so that bombs could actually hit something and still look "realistic". Malick Ahhh splendid stuff Yeah the (in FFUR Euro) Phantom swooped in low and fast and dropped a couple of MK-84s (I think, judging by the power of the explosions) about 30 seconds after I made the call. Was awesome to watch Share this post Link to post Share on other sites
malick 0 Posted February 26, 2006 Actually, they were laserguided bombs, cause there's nothing close to free fall bombs (like Mk82/84) in original OFP. Malick Share this post Link to post Share on other sites
l etranger 5 Posted February 27, 2006 Thanks Malick, your mission is working fine, can i ask you if it is possible to have the Puma, VBL and other frenchpoint vehicules instead of the Nato one? And also if it is possible to take OFRP weapons from crate. Share this post Link to post Share on other sites