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co@24 Attack 1.4 Revive [ACE]

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co@24 Attack 1.6 Revive [A.C.E.]

Game mode: MP, coop 1-24

Addon's required: A.C.E., FDF island Podaga (Podaga needs Queens Gambit)

Respawn: Revive/Base

Side: West

Features: A.C.E., Revive, DAC

This is it!

After we have lost east Podaga to the SLA we are now trying to get back in.

Your first task is to clear an old US base that SLA forces seized during their attack.

You will get other objectives during the mission.

Queens Gambit is required as FDF_Isle1 needs it (no other FDF addons are needed, means, you only need FDF_isle1.pbo, FDF_isle1_c.pbo and FDF_obj.pbo).

Podaga is one of the best if not the best island that got released smile_o.gif

Download

co@24 Attack 1.6 Revive [A.C.E.]

Enjoy!

Xeno

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Had a quick test -looks very good so far!

And yes you are correct-tis the best island for Arma! smile_o.gif

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Extraordinary addons blend.

BIS could offer you a job making gamemodes and campaings for Arma 2.

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Any chance of a bit of help/hint here Xeno wink_o.gif

We have taken back the base or cleared it but nothing seems to happen after.

Remembering that with ACE all downed enemies need a few extra rounds in the head to make sure their dead!

Now are we missing something here or are we just looking for that last bugger that is not completely dead?

Considering we've been looking for well over half an hour at least by which time he should've died anyway.

Many thanks for excellent mission so far! smile_o.gif

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I've changed the trigger. If there are 5 enemy soldiers left the trigger will get activated (before it were 2).

I know that it can be very hard to find all enemies with A.C.E., specially with all those trees. Allways be sure to check tanks and vehicles too.

Hope that will solve it for you smile_o.gif

Download:

co@24 Attack 1.41 Revive [A.C.E.]

Enjoy!

Xeno

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Still no go Xeno  biggrin_o.gif

Had 7 of us running all round that damn base and well beyond!

All vehicles/buildings etc checked!

Could it be that they fled?

Not sure the conditions for the trigger.

Thanks Again.  smile_o.gif

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We've played it multiple times and allways cleared the base. Look harder smile_o.gif

Trigger condition:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

isServer && (("Car" countType thislist  == 0) && ("Tank" countType thislist  == 0) && ("Man" countType thislist < 6))

Xeno

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Look harder smile_o.gif

LOL We've been there almost 2 hrs biggrin_o.gif

Btw does the trigger area just cover the red square area?

Also last night when we played it at first there was a T72 but everyone was asking where it was cause  no-one destroyed it.

Could'nt find it. huh.gif

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Btw does the trigger area just cover the red square area?

Yes,it does only cover the red square area.

Xeno

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Updated to version 1.5.

Changelog:

- fixed snowfall (snow will now only fall now and then, not allways)

- burning vehicles will no longer kill the unconscious revive body which stops revive spectating

- added a mobile respawn vehicle

Download:

co@24 Attack 1.5 Revive [A.C.E.]

Enjoy!

Xeno

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Updated to version 1.5.

Changelog:

- fixed snowfall (snow will now only fall now and then, not allways)

- burning vehicles will no longer kill the unconscious revive body which stops revive spectating

- added a mobile respawn vehicle

Download:

co@24 Attack 1.5 Revive [A.C.E.]

Enjoy!

Xeno

i love this mission. I love the snow too it took me a while how you did it too very nice.

Also any chance you could add your Duel weapon script in or maybe as a seporite mission the domination duel script i tried but failed bad :P would be awesome to use a shotgun for CQB and then your rifle  smile_o.gif

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Thanks Xeno-Nice One! smile_o.gif

Btw -we still aint managed to clear that darn base! biggrin_o.gifbiggrin_o.gif

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Quick question Matt/Xeno?

Should we see the Snow in game automatically?

Or does it need to be enabled in ACE?

Thanks

ck xmas_o.gif

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Quick question Matt/Xeno?

Should we see the Snow in game automatically?

Or does it need to be enabled in ACE?

Thanks

ck  xmas_o.gif

Nah it gets enabled through ACE.

If you look in his Init, it comes and goes at specific intivals then if you look in his x_scripts folder at the JIP script thats where it gets activated ACE_environment_snow = 1; or something like that

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Cheers Matt-i didnt mean snow straight from the off. smile_o.gif

I just remember reading in the ACE thread about enabling snow!

Just didnt know if it had to be enabled server side or Xeno enabled it if and when through the mission.

Thanks

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Updated to version 1.6.

Changelog:

- fixed mission end trigger

- removed old display eventhandler attached on display 46 in the revive scripts (rendering some A.C.E. features unusable)

- fixed typo in mobilerespawn script (didn't respawn)

- added missing GetTerrainSlope script in revive script folder

- removed some vehicles from DAC Config Units

- fixed one zone (was to small)

- if the base is clear JIP players will get transfered there

- added backpack script just for Matt Rochelle (if somebody doesn't like it just remove line "execVM "x_scripts\x_setupbackpack.sqf";" in x_scripts\x_jip.sqf)

Download:

co@24 Attack 1.6 Revive [A.C.E.]

Enjoy!

Xeno

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Xeno,

Great work mate. Would it be possible to release an AI-enabled revive version? I think it would help those that only play with a small amount of friend or play solo.

[TAO] Kremator

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Would it be possible to release an AI-enabled revive version?  I think it would help those that only play with a small amount of friend or play solo.

Should be doable (though I'm not familiar with the AI enabled revive scripts).

If anybody wants to drop in and do an AI enabled version, go ahead (like allways no problem for me).

Xeno

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Xeno,

Great work mate.  Would it be possible to release an AI-enabled revive version?  I think it would help those that only play with a small amount of friend or play solo.

[TAO] Kremator

Kremator,

I did one with the AI-Enabled it worked but had some conflict in version 1.4 with Bots respawning and then not responding anymore. Have not tried since with 1.6. If I get some time I will give it a go again.

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Fantastic vengeance1. Look forward to it mate !

I can mod missions a little but RL is getting in the way currently (have time to play a little just not code!wink_o.gif

[TAO] Kremator

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Wow what a mission we gave this a good flogging from start to finish.

Would love to see Revive taken out with ACE and add Re spawn at Base instead.

The island is Awesome must find more missions with ACE notworthy.gif

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Updated to version 1.7.

Changelog:

- included in the download file is now a version without revive

- added a new target

- replaced custom weapon boxes with the ones from A.C.E.

Be aware that you do need A.C.E. 1.02 now to play the mission.

Download:

co@24 Attack 1.7 (Revive) [A.C.E.]

Enjoy!

Xeno

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Updated to version 1.71.

Changelog:

- Had to disable ACE_Sys_Ruck_SpawnRuckItemsOnDeath, otherwise both versions didn't allow to respawn with a rucksack (got deleted by ace_sys_ruck killed eventhandler before it was possible to save the rucksack into a player weapons array)

Be aware that you do need A.C.E. 1.02 now to play the mission.

Download:

co@24 Attack 1.71 (Revive) [A.C.E.]

Enjoy!

Xeno

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