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Kendo J

Kolgujev Redux

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Final version now available at the bottom of this post. 25/08/08

Kendo's KOLGUJEV REDUX.

Addons needed are

OFPR v1.96

CoC USMC markers,

http://www.downloads.thechainofcommand.net/zips/USMCsymbols12.zip

CoC network services,

this is a link i found in an OFPEC forum, i don't know if it still works but is worth a try

http://www.ofpec.com/forum....ch=1891

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

This is no longer a standalone addon.. boo hoo, but can be got from downloading CoC UA. It would be possible to use just the scripted version rather than the addon but I found that out too late. If you have UA then don't worry...

CoC UA

http://www.downloads.thechainofcommand.net/zips/CoC_UA110.zip

or this mission has the NS2 with it try that if you prefer

Mission: Point to Point.

http://www.gotf.net/index.p....o&id=43

The GRAA mod pack

http://www.flashpoint1985.com/cgi-bin....t=60583

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

This is a large mission.

Infact it covers the entire island. However, it is not a CTI that you might recognise.

The idea is to use the basic aspects of OFP with a select few addons to create a realistic yet re-playable mission.

You will command a team of 24 men in three 8 man squads. why 24? well thats how many you can fit in a chinook. The chinook will insert and extract you to and from anywhere on the island.

Your Team is loosley based on a NATO style commando group such as the UK Royal Marines or US ARMY Rangers. The intention is to portray a self contained task force, In this war zone your advantage over the enemy is air supeiriority. The freindly force is portrayed as one battalion from the Victor Troska Regiment (i.e Resistance soldiers working with the US)

During combat if you capture an enemy held position the base will then be occupied by freindly forces. A suitable unit will be added to that base from a 3 man Fire team to a platoon.

The hostile forces represent a regiment of Russian/Soviet Armoured infantry with some support and attached units. Due to the mobile nature of this force, East garrison units (those occupying minor bases) are similar to the West garrisons of one small fire team (4 men). Major bases or strongpoints will have a large squad or platoon respectivley.

Scripts will control the enemy attack/counter attacks. As the game advances the enemy targets change depending on the over all situation.

This is not for the faint hearted or those with time constraints. Alas this mission suffers from the Continue.fps problem. This means you can only retry while playing the mission, all saves will be lost if comming back to the game... boo hoo....

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

Changes....

AI and player Artillery

ARTY and CAS now available after their mission is over and you are still out of your base.

most of the small bug fixed i think.... links to markers spelling etc....

Many of the features promised such as swapping the radio 0-0-1 with the Action bar radio will not be available and saved for a future more ambitious mission.

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

Included in the download folder is

Some promo pictures

A readme

The mission "01_KEN_DYN.Cain.pbo" to be added to the "OFP\Missions" folder

A recommended GRAA config

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

DISCLAIMER - In the GRAA config file the option "ENABLE_DELAY_AISMOKE" should be turned on. Sanctuary informs me this can cause a CTD. However, I use this and have no problem, it adds a whole lot to the game play and Ai behaviour. USE AT YOUR OWN RISK AND DISCRECTION. If a CTD happens don't come crying to me I warned you!

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

NOTE - I have left the ENABLE_RADIO_VOICES turned on, I use this 50% of the time.

When radio voices are disabled, OFP continue to display them, but the really good side is that the AI does not wait until the slooooow speaker finish his voice acting to really do something, noticable immediately in tank battles, and town combat as a squad leader ordering AI around is enojoyable.

Read the GRAA mod pack readme for all the cool stuff it does!

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

Kendo's Credits

Please all kneel and praise these Gurus of Operation Flashpoint

Sanctuary & DMA, for the original dynamic template scripts that insipred me to make this. Plus the awesome GRAA mod pack.

Infoshare Script, By General Barron, aw_barron@hotmail.com

Heli Dust script by Vektorboson

dynamic weather - Designed by Enigmus

<p>The CoC Team,

dinger (dinger@thechainofcommand.com), jostapo (joel@ostapowich.com), denoir (denoir@thechainofcommand.com), bn880

(bn880@thechainofcommand.com), selectthis, gen. carnage , jonno, and Frandsen.

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

Kind Regards

KENDO

http://www.ofpec.com/forum....ch=3039

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I've only had a quick look into this mission for now. But it really looks great, something I have dreamed about for some time now (a dynamic mission with a platoon under your command with some command engine) . I like how you put together the radio sounds from official missions, it adds a lot of immersion.

Though I don't think it can be converted to different islands and addons easily? smile_o.gif

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Walter_E_Kurtz: thanks for the suggestions, yes the briefing is messy. Will spell check it. The editor upgrade was a just in case thing, as i stupidly forgot to check the mission.sqm

the GRAA config was for those who might be new to this sorta thing. Thanks for the CoC network services link.

Yeah the photos are crap i know, there are just there for a bit of atmosphere. Plus The Flag I just made in paint shop!

The Chinook thing on the ground is vital as I originally had it take off and delete, but men were sometimes in side it, and they would fall and die, or it would comeback down and blow up. So deleting on the ground was my last resort.

I have no idea how long it takes to complete because I haven't fully done it. I just manipulate the script to test each base individually as an enemy position. this is war it takes as long as it takes, I suggest taking a holiday to play it through!

Nepumuk: actually I made a template of all the bases and the scripts and tried it out on 4 different islands before deciding on Kolgujev. It has the most stuff on it and looks good because there are no proper towns that you enter thinking "where are all the civilians!" I even tried a user-made Island. For a whole year it was actually made with the Liberation 41 mod and you were a German, but then I wanted a helicopter. Your CAS was originally an Skdfz with SS in it! To make it with other addons is easy but tedious just change all the names of all the units in the spawn scripts about 20 of them.

Regards

Kendo

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A hasty AAR of some action I had yesterday:

My platoon is to attack two small outposts east of the enemy's strongpoint. The LZ is on a relatively flat piece of road a bit south of the objectives:

00lzqm5.th.jpg

The platoon is dismounting it's transport on the LZ:

02dismountso3.th.jpg

Some Recce on the objective reveals the first outpost is hardly defended:

03recceor6.th.jpg

The enemy attempts a mechanized counter attack which is destroyed by my CAS and AT specialists:

06casfa6.th.jpg

05bmpgu4.th.jpg

The platoon fights it's way through some Spetz Natz patrols to the next, nearby outpost:

http://img92.imageshack.us/img92....MG]

Bravo advancing towards the objective:

http://img291.imageshack.us/img291....MG]

Finally both outposts are secured and the platoon is waiting for the extraction:

http://img369.imageshack.us/img369....MG]

On the way home:

http://img77.imageshack.us/img77....MG]

The platoon took two outposts with the costs of about 5 friendly KIA and the platoon leader (me) being injured in the course of events.

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Nepumuk: I am glad you had some cool action the screens look good.

Walter_E_Kurtz: The error "Leader G2" is all I need to know thanks this is a simple error. Cheers

I knew someone would spot the hand guns thing... I really spent far to long trying to decide if I should get rid of Handguns for all Platoon members. I probably will...

Yes the Blackhawk radio message is kinda odd when you play this mission... This is due to the fact that the original script i made was before I added the CE lite and used only one player squad which would fit in a blackhawk... but then I got greedy and wanted a chinook.

Regards

Kendo

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To make it with other addons is easy but tedious just change all the names of all the units in the spawn scripts about 20 of them.  

Regards

Kendo

I hope you dont mind, but I've changed it to use Blackblodd's Royal Marines and a desert Kolgugev. If you dont mind, I will upload it later.

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I hope you dont mind, but I've changed it to use Blackblodd's Royal Marines and a desert Kolgugev. If you dont mind, I will upload it later.

I don't mind at all, sounds Good, I did consider making a mission like this with PUKF stuff, infact I think one of my protoypes used the Blackblood troops.

BUT the radio voices are American, and it makes it more avaliable to anyone with as few addons as possible.

Kendo

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I hope you dont mind, but I've changed it to use Blackblodd's Royal Marines and a desert Kolgugev. If you dont mind, I will upload it later.

I don't mind at all, sounds Good, I did consider making a mission like this with PUKF stuff, infact I think one of my protoypes used the Blackblood troops.

BUT the radio voices are American, and it makes it more avaliable to anyone with as few addons as possible.

Kendo

My problem is that Blackbloods stuff have normal faces, so their face textures are all screwed up with GRAA.

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Use the GRAA light config.... although you will not get the cool new weapons and uniforms/textures for the resistance and East troops. This means you will have to use addons for these as well!

Kendo

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I have been playing the mission and almost completed it (I have completed it in testing in sections, never played all the way through), just one small base left before final attack on the Russian HQ.

There are a few bugs I need to work out... after retrying (using savegame workaround, see Walter's post) the M2A2 keeps deleting and respawning.... the Field medic doesn't respawn after the enemy have taken the resistance HQ and I have taken it back.

Plus I think in your action menu radio you need some Mortar support... the only problem is If you have Arty, how much do I give to the Russians? a good arty hit can wipe out most of your platoon, plus which enemy squads get it, those attacking, supporting or just the sept natz?

Also I had one CTD due to the AI_Smoke.... good thing I saved just before.

Regards

Kendo

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This might be a long shot, but does anyone have a copy of this mission they would be happy to share?

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