Bon 12 Posted July 15, 2009 (edited) Hi Community, second version of my very first mission - so its the very second mission I'd say. Here some details. Coop Mission for 43 players: Same story, find Waldo, the oppositions leader, and bring him to your base. Waldo hides somewhere in Chernarus, to find him we have to clear seven cities from enemy forces. (These cities were picked randomly on the whole map). Mission accomplished if Waldo stands on the airfield, mission failes if he dies. - In every city there is a radio tower that can only be destroyed by satchel charges and which is used by the enemy to call paratroops from time to time. - Once again only pilots can fly, engineers can build stuff, Squadleader can call artillery missions, only ATs can carry launchers and so on. - Clearing a city the team unlocks a special vehicle like LAVs, M1A1, Cobra. - Trucks and HMMWVs can be lifted by the blackhawk helicopters. Now to the heart of this mission: the reward system. Standing near the Service Truck the engineers can build MG Nests, AA Tripods, TOW Tripods or Respawn points which cost money. After a city is free of enemy forces, the team receives money, the amount dependend on the teams deathcount due to this mission. Means more than 20 Deaths there won't be any money, up to no deaths in the team which means earning a lot of money. Note that respawn points are very expensive. Of course it is a bit boring just to clear cities from enemies, so expect some other action from time to time. This is the beta phase. Download it, have fun, report bugs, suggestions and so on to this thread. Thanks in advance. Download page Edited July 20, 2009 by Bon Share this post Link to post Share on other sites
Landstriker 0 Posted July 16, 2009 Bon, I've played the first "hunt waldo" so many times and absolutely loved it! Can't wait to check this out! :D Share this post Link to post Share on other sites
SnR 1 Posted July 17, 2009 20 of us gave this a good go and found that the amount of Opfor % was a miss match. No much action within in the towns, did find the odd contact out and about, would love to see them have an increase in presence. Share this post Link to post Share on other sites
Bon 12 Posted July 17, 2009 Hi SnR, the presence of the enemy increases from target to target, so at the last there's a lot more than at the first target. Anyway at the beginning I actually had more enemies at all, but then thought I overdraw the whole thing and cut some. So putting in more enemies just means to uncomment some lines in a script. If you guys were a bit bored because there were too few enemies, the final v1.0 (what will be v1.01) will just have some more. Thx for your suggestions, only by those I can improve the whole gameplay. 20 of us gave this a good go and found that the amount of Opfor % was a miss match. No much action within in the towns, did find the odd contact out and about, would love to see them have an increase in presence. Share this post Link to post Share on other sites
Bon 12 Posted July 20, 2009 Here the first official version of this mission, hope you'll enjoy it. Cheers, Bon. changelog v1.1 - every player class can now take RPG launchers from enemy corpses - FOP weapon box fix for JIP players - added cover stuff to construction (still space for more construction objects, reserved for future) - increased enemy presence - "Destroy Radar" sidemission task update fix - decreased target number from 8 to 6 - changed mission goals from clearing city to destroying HQ located in city - fixed small vehicle service issue Download page Share this post Link to post Share on other sites
Bon 12 Posted August 6, 2009 Made this mission compatible to the current ArmA2 version 1.03. Version 1.03 is required now. Also added some screenshots to the download page. Mission link: http://10th-community.com/download.php?fileID=19 Share this post Link to post Share on other sites
TAW_T-Bone 10 Posted August 8, 2009 So the old version isn't compatible with 1.03 patch. Then that should be the issue we had last Training - hunt waldo 2 crashed the server twice. We will give v1.1 a shot. Thanks for the update. Share this post Link to post Share on other sites
Bon 12 Posted August 9, 2009 As mentioned in the thread of the predecessor mission I had to hotfix the task thing after players respawn. Mission link: http://10th-community.com/index.php?site=files&file=19 Hf, Bon. Share this post Link to post Share on other sites
Desiderius 0 Posted August 9, 2009 thx for the mission, we will try today the 14er version on utes. Thx Share this post Link to post Share on other sites
deuces80th 11 Posted August 9, 2009 Bon - Waldo seems to end up dead in the ocean 3 out of 5 times I've tried the current update resulting in a failure. The end result will not let you select "I'm Ready" to try again. Instead you have to disconnect and re-select the mission. Share this post Link to post Share on other sites
TAW_T-Bone 10 Posted August 10, 2009 Yes we had the same problem last night in our training. i uploaded the new version 1.1 and waldo kept dying in the ocean. The mission was unplayable. I hope you can fix it cause we really want to play this mission. Share this post Link to post Share on other sites
Bon 12 Posted August 10, 2009 Hi, please make sure you are playing the current version and that ArmA2 is patched to version 1.03. The current missions version is v1.1.03, where the .03 indicates which version of ArmA2 you have to run. A few minutes ago I tried it out myself TEN times (no kiddin), and Waldo did not die in the sea once. The thing is that Waldo is set into a house on the map by using the houses IDs. With every ArmA patch (so far) these IDs changes. And when the IDs are wrong Waldo will spawn into the ocean. Sometimes the game engine let Waldo die even when placed him correctly, perhaps because he was set into a wall. I guess that happens 1 out of 30 times. Then simply restart the mission, should not be a big deal :cool:. Once again, make sure you are running ArmA2 v1.03 both client and server, then download the mission (must be v1.1.03) again from the download page. Tell me if it is still not working with you. Otherwise enjoy. Cheers, Bon. Share this post Link to post Share on other sites
TAW_T-Bone 10 Posted August 10, 2009 Haa thats funny you are right i had indeed 1.1 and not 1.1.03. It is very strange cause i downloaded it after you post about the fix for 1.03. But doesn't matter we can have another go on it. Share this post Link to post Share on other sites
deuces80th 11 Posted August 11, 2009 Will check it out Bon. We are running the 1.03 patch. I'll re-download it and try it again. Share this post Link to post Share on other sites
Batstat 10 Posted August 21, 2009 (edited) Played the mission yesterday - noticed two bugs? 30 - 50 seconds after we started the mission a meesage told us that the airport was under attack - and we should give priority to defend it. There was no hostile attack so we continued with our main goal to take the first town. From time to time this false message appear. After we wiped the first town and hq, then the message come again, this time it was real. The wait and preparation for attack is maybe to long. The engineer could set up defence when the teams are working on then main objectives? bug 2: The airfield was overrun and we respawned to a second location. This respawn point need to be adjusted, because many respawn inside the ammo crates, and some then die. Easy fix I believe. Not a bug but a feature: There is to much fog, and in my opinion the view distance is to short. Most of all get done with the fog - witch are present all to much and all to long, in my opinion. If this was real life, I also believe that the enemy to some degree would have chosen to place heavy tanks more on the outside of towns. I believe they start outside towns, but they are not patrolling the area, they drive inside town when we attack. When inside town the tanks is sitting ducks, and cant use the speed and big guns in any efficient way. But that's just my opinion. In short: Fix the AI attacking airstrip trigger/message warning Shorten the amount of time waiting for the AI counter attack Fix respawning inside ammo crates in respawn location 2 Reduce the amount of fog (or turn it permanent off), raise the viewdistance? Maybe adjust AI tank behaviour - and avoid driving them inside town to much. Also ensure that they always are moving. Good mission I believe, but we did not end it so I'm not 100% qualified to tell the tale. Edited August 21, 2009 by Batstat Share this post Link to post Share on other sites
Bon 12 Posted August 21, 2009 Many thanks for your feedback. Will take care of all that you've mentioned. Share this post Link to post Share on other sites
Bon 12 Posted August 22, 2009 changelog - fixed: "spawn-in-box" issue of respawn point when base is lost - fixed: using the laser marker in base will not give the "base-under-attack" warning anymore - set default viewdistance to 5000m; viewdistance now as a mission parameter - player can set individual viewdistance in base (near ammocrate) - decreased fog - enemy AI moves in wider circles around main target now - decreased base attack preparation time from 20 to 10 minutes Share this post Link to post Share on other sites
Batstat 10 Posted August 22, 2009 :bounce3: Wow I pray that I did not misguide the effort. If no one complain we will play it on the NoPryl server first thursday to come 21:00 cet. Thx Share this post Link to post Share on other sites