sander 14 Posted November 27, 2009 (edited) Hi, A number of simple coop missions for SgtAce Everon have been released. From the readme: Use at your own risk, these files are not an official addon.Version: -------- Current version is V1.75. Total number of included missions is twenty. V1.0 - Initial release of six coop missions V1.1 - Updated existing missions - Added four new missions V1.2 - Adjustments to existing missions to remove certain rpt messages - Added three new missions V1.3 - Added two new missions V1.4 - Toned down difficulty of Company town - Added two new missions V1.5 - Corrections made to some existing missions - Added three new missions V1.6 - Use of publicVariable statements to synchronise variables - Redundant triggers added for situations where squad leader position is not selected in MP - Squad ID set for all playable units V1.7 - Fixed briefing after respawn V1.75 - Added First Aid modules to missions to fix occasional missing briefing problem in missions previously lacking it Contents: --------- This archive contains the following 21 files: readme.txt co04_insecure_line.eden.pbo co04_scratching_their_heads.eden.pbo co05_cache_crop.eden.pbo co05_hind_quarters.eden.pbo co05_keep_secret.eden.pbo co05_property_boom.eden.pbo co05_rocket_signs.eden.pbo co05_strike_a_kord.eden.pbo co08_burden_to_bear.eden.pbo co08_crossed_lines.eden.pbo co08_front_business.eden.pbo co08_track_and_field_event.eden.pbo co10_base_pair.eden.pbo co10_company_town.eden.pbo co10_front_men.eden.pbo c010_gone_with_the_territory.eden.pbo co10_hard_attack.eden.pbo co10_loaded_for_bear.eden.pbo co10_pass_denied.eden.pbo co10_stop_in_their_tracks.eden.pbo Required version: ----------------- These missions have been created using Arma II V1.04. Required addons: ---------------- The following addon is required for these missions: - SgtAce Everon (http://www.armaholic.com/page.php?id=7913) Installation: ------------- Extract the archive and then place the pbo files in your ArmA 2\Missions and/or ArmA 2\MPMissions folder. Acknowledgements: ----------------- First of all the BIS developers must be thanked for making an excellent game. The Mr Murray Arma Editing guide and Alex Sworn's ArmaEdit v213 guide as well as the Ueber Editor Tutorial have been essential sources of information. The BIS Forum, BIS Wiki and OFPEC site have also proved most useful for understanding how to edit missions. Thanks must also be given to Chris Anderson for his Arma Edit tool. Unpacking missions made by SafetyCatch and W0lle has been useful to learn the peculiarities needed for Arma II missions. Description: ------------ This archive contains 20 multiplayer coop missions that can also be played as single player missions with the player taking on the role of squad leader. co04_insecure_line.eden.pbo Insecure line is a coop mission for up to four players in a single squad. A Marine fire team has to guard a supply dump. SgtAce Everon is a required addon for this mission. co04_scratching_their_heads.eden.pbo Scratching their heads is a coop mission for up to four players in a single squad. A Force Recon team has to eliminate three enemy commanders holed up in the town of Montignac. SgtAce Everon is a required addon for this mission. co05_cache_crop.eden.pbo Cache crop is a coop mission for up to five players in a single squad. A Force Recon team has been given the task of destroying a number of guerilla weapon caches. SgtAce Everon is a required addon for this mission. co05_hind_quarters.eden.pbo Hind quarters is a coop mission for up to five players in a single squad. A Force Recon team is to destroy a number of Hind helicopters at the airfield. SgtAce Everon is a required addon for this mission. co05_keep_secret.eden.pbo Keep secret is a coop mission for up to five players in a single squad. A Force Recon team is to destroy stores of AA missiles and eliminate a warlord. SgtAce Everon is a required addon for this mission. co05_property_boom.eden.pbo Property boom is a coop mission for up to five players in a single squad. A Force Recon team is to destroy insurgent AT vehicles at Chotain. SgtAce Everon is a required addon for this mission. co05_rocket_signs.eden.pbo Rocket signs is a coop mission for up to five players in a single squad. A band of guerilla fighters has to raid a multiple rocket launcher battery at Meaux. SgtAce Everon is a required addon for this mission. co05_strike_a_kord.eden.pbo Strike a KORD is a coop mission for up to five players in a single squad. A team of Force Recon operators has to neutralise coastal defences in the area around Saint Pierre. SgtAce Everon is a required addon for this mission. co08_burden_to_bear.eden.pbo Burden to bear is a coop mission for up to eight players in a single squad. A Force Recon team needs to defeat enemy quick reaction forces before their unit can be extracted. SgtAce Everon is a required addon for this mission. co08_crossed_lines.eden.pbo Crossed lines is a coop mission for up to eight players in a single squad. A Force Recon team has been ordered to raid a Russian air defence site at Lamentin. SgtAce Everon is a required addon for this mission. co08_front_business.eden.pbo Front business is a coop mission for up to eight players in a single squad. A squad of US Marines has to clear the no man's land of enemy patrols before destroying heavy weapons and raiding a command post. SgtAce Everon is a required addon for this mission. co08_track_and_field_event.eden.pbo Track and field event is a coop mission for up to eight players in a single squad. A Force Recon team has to raid a pair of locations where armour and heavy weapons are hidden. SgtAce Everon is a required addon for this mission. co10_base_pair.eden.pbo Base pair is a coop mission for up to ten players in a single squad. A squad of US Marines has to clear two guerilla base camps. SgtAce Everon is a required addon for this mission. co10_company_town.eden.pbo Company town is a coop mission for up to ten players in a single squad. A squad of US Marines must defend a patrol base against insurgent attack. SgtAce Everon is a required addon for this mission. co10_front_men.eden.pbo Front men is a coop mission for up to ten players in a single squad. A squad of US Marines has been given the task of capturing Le Moule from its Russian occupiers. SgtAce Everon is a required addon for this mission. c010_gone_with_the_territory.eden.pbo Gone with the territory is a coop mission for up to ten players in a single squad. A squad of Marines has to beat off attacks on Montignac before making its escape from the island. SgtAce Everon is a required addon for this mission. co10_hard_attack.eden.pbo Hard attack is a coop mission for up to ten players in a single squad. A squad of Force Recon marines has to seize the airfield. SgtAce Everon is a required addon for this mission. co10_loaded_for_bear.eden.pbo Loaded for bear is a coop mission for up to ten players in a single squad. A squad of US Marines has been ordered to secure an enemy observation post and beat off the expected counterattack. SgtAce Everon is a required addon for this mission. co10_pass_denied.eden.pbo Pass denied is a coop mission for up to ten players in a single squad. A squad of US Marines has to stop the Russians from advancing to Saint Pierre. SgtAce Everon is a required addon for this mission. co10_stop_in_their_tracks.eden.pbo Stop in their tracks is a coop mission for up to ten players in a single squad. A squad of US Marines has to halt the Russian advance on Regina. SgtAce Everon is a required addon for this mission. Disclaimer: ----------- The software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The software is not an official addon or tool. Use of the software (in whole or in part) is entirely at your own risk. Version 1.75 Download version 1.6 at Armaholic Regards, Sander Edited January 18, 2010 by sander Share this post Link to post Share on other sites
nicolasroger 11 Posted November 28, 2009 thx im gonna use them next time i do a coop with my friend. We are only 2, so i like to play small coop like that :) Share this post Link to post Share on other sites
sander 14 Posted December 1, 2009 (edited) Version 1.2 incorporates some changes to existing missions to prevent certain Arma2.rpt messages and adds three new coop missions. Download version 1.5 Regards, Sander Edited December 13, 2009 by sander Share this post Link to post Share on other sites
Bavator 8 Posted December 1, 2009 Thanks, really appreciated! Not many missions out there for my fav island...:D Share this post Link to post Share on other sites
sander 14 Posted December 5, 2009 (edited) You are welcome. Two additional missions bring the total number of coops included in the pack to 15. (Current number: 20) Download version 1.5 New content: - co05_strike_a_kord.eden.pbo (raid on coastal defences) - co10_company_town.eden.pbo (defence of a patrol base) Regards, Sander Edited December 13, 2009 by sander Share this post Link to post Share on other sites
sig 10 Posted December 9, 2009 I’m playing these missions in singleplayer. There is a problem with some of your squad decide and run off in another direction. Can you rectify this as it is very annoying. Also when you get to your location after you have taken out a fixed emplacement; it doesn’t show up on the map in green (completed). The first mission has this after you clear out the gun emplacement and reach the house. Also, there’s more. I shot the enemy with DMR three times and he still got up and run away. Can you sort out the AI ballistics and balance out the games. Ten blokes up against more than three squads without additional fire support is a bit hard going. Apart from that is TOP! :) Share this post Link to post Share on other sites
sander 14 Posted December 10, 2009 (edited) Thanks for your comments. Command of your squad requires some understanding of how the AI responds to particular orders. An order to engage a certain enemy will at times cause the friendly AI to move position in order to get a good firing position or simply to move within a better range for his main weapon. Ordering a unit to target an enemy and giving the unit a stop order would limit the AI wandering off. Objectives completed will show up as green in the task list, there are no changes in the map markers. Generally an on screen message will also inform you of a task being accomplished, but the task list is the best manner of keeping track of the mission objectives completed. Ballistics are not defined by a mission: these values are dependent on the weapon's config settings. If proficiency with sniper rifles is not up to par, try out machineguns. These are quite stable when fired from the prone position and offer the advantage of more ammunition. In my experience a burst can take down enemies faster than successive shots with precision rifles that demand the player to reacquire the target and adjust aim. The hard going is intentional, as these are missions intended to be completed by a team in cooperation. If a certain approach is not working out, try other methods to accomplish your goal. Try for instance to defeat larger enemy forces in detail, maximise the advantage provided by the scoped weapons and machineguns in your squad by engaging on stand off ranges to minimise return fire, establish killing zones in which to lure enemy reaction forces, use command detonated explosives to take out patrolling enemies and use hit and run tactics where there is no time pressure. Remember that time spent on reconnaissance is seldom wasted and is essential in planning your actions against the enemy. Updated to version 1.5. Regards, Sander Edited December 13, 2009 by sander Share this post Link to post Share on other sites
sig 10 Posted December 11, 2009 Thanks for your comments.Command of your squad requires some understanding of how the AI responds to particular orders. An order to engage a certain enemy will at times cause the friendly AI to move position in order to get a good firing position or simply to move within a better range for his main weapon. Ordering a unit to target an enemy and giving the unit a stop order would limit the AI wandering off. Objectives completed will show up as green in the task list, there are no changes in the map markers. Generally an on screen message will also inform you of a task being accomplished, but the task list is the best manner of keeping track of the mission objectives completed. Ballistics are not defined by a mission: these values are dependent on the weapon's config settings. If proficiency with sniper rifles is not up to par, try out machineguns. These are quite stable when fired from the prone position and offer the advantage of more ammunition. In my experience a burst can take down enemies faster than successive shots with precision rifles that demand the player to reacquire the target and adjust aim. The hard going is intentional, as these are missions intended to be completed by a team in cooperation. If a certain approach is not working out, try other methods to accomplish your goal. Try for instance to defeat larger enemy forces in detail, maximise the advantage provided by the scoped weapons and machineguns in your squad by engaging on stand off ranges to minimise return fire, establish killing zones in which to lure enemy reaction forces, use command detonated explosives to take out patrolling enemies and use hit and run tactics where there is no time pressure. Remember that time spent on reconnaissance is seldom wasted and is essential in planning your actions against the enemy. Two missions have been added to version 1.4. Regards, Sander I’ve tried all the above mentioned. I can’t remember the mission but you have 5 guys wearing flecktarn jackets. When you have them in an ambush position their response time in reacting to the enemy are slow, plus the wandering off is now getting highly annoying. :mad: You’re outnumbered even when placing five of your ten men in a flanking manoeuvre. Especially when there is amour to combat with, they’ll get picked off as soon as you give them the command to fire. As there are so many objectives on the map you have to reequip your troops and downgrade your weapon from a DMR or a M16 ACOG to an AK47. Put in supply drops and two teams of ten, and an option on different fire teams depending on what kind on strength the enemy have at any given location. When you approach a location, it should be up to the player whether he wants to bring in more troops. Can you put in .50cal sniper rifle and a sniper with a ghillie suit? Share this post Link to post Share on other sites
sander 14 Posted December 11, 2009 (edited) That mission would be Rocket signs. Here is a tip: There are different manners to complete the mission. One of the team members carries a RPG with three rounds, which the player can use to knock out the MRL's at standoff range. Selection of the G36K and use of shoot and scoot can help reduce enemy numbers at Meaux. An alternative is to acquire vehicles with crew served weapons to aid in the attack. There may be a truck with a ZSU 23-2 at Montignac that can be captured and put to use against the enemy at Meaux. There is also a chance that a UAZ with AGL can be present at the base to the north of Gravette. Although there is a variable chance of those vehicles being present and they cannot be acquired without a fight, it may be worth pursuing these side objectives in order to have a force multiplier for the main mission objective To combat armour it is advisable to use mines and satchels to achieve mobility kills and engage crippled vehicles with AT weapons. The reduced power of mines means they will seldom cause catastrophic brew ups on their own, unless laid in a close pattern, but they can cause the vehicles to be immobilised or force the crew out. Limited amounts of spare ammunition to stock up expended basic loads that force players to resort to the use of battlefield salvage to replace the original loadout is by design. It is interesting for group dynamics in a coop to put to the test to what extent players are thinking of the good of the team rather than individual achievement by reorganising weapons and equipment during the mission execution. If you think you need additional units or different weapons, you could ofcourse unpack the missions and adapt it yourself for your own purposes in the editor. The way I set up the missions is to suit my own preferences, but I do not mind if others adapt them to their own tastes. Regards, Sander Edited December 11, 2009 by sander Share this post Link to post Share on other sites
sander 14 Posted January 11, 2010 Version 1.6 contains a number of alterations to the missions to prevent and/or diminish problems encountered in MP. - Use of publicVariable statements to synchronise variables - Redundant triggers added for situations where squad leader position is not selected in MP - Squad ID set for all playable units Regards, Sander Share this post Link to post Share on other sites
mr burns 131 Posted January 18, 2010 Some good stuff here, thanks for sharing! Apart from mostly missing briefing texts or clickable 'hyperlinks' in briefings, all the missions are made rather simple and we always found out the mission objective nonetheless. This pack might be best sided with the PMC Fury campaign. No blings, no bells or whistles, just plain fare. Once we´d started the first mission the four of us suddenly found ourselves transformed from a wimpy revive familiarized bunch of headless chicken back into the hardened OFP characters we´ve once been! We even retried one mission (defending that small strip south of Morton) several times just to beat it! Haven´t had such tense and well communicated fun with any of our new wimp-styled missions in a long time. Thumbs up for OFP flair in ArmA missions :) Share this post Link to post Share on other sites
sander 14 Posted January 18, 2010 (edited) Thanks for your comments. The missions may be quite simple, but they are the type I like best. Additional missions can be found in the RCIR coop missions pack. In the latest update I included several missions in a default version not requiring any addons. Some of the problems with missing briefings after respawn should have been fixed by the latest update. Version 1.75 Could you please report the problems encountered with missing briefings and links not working correctly and the circumstances? As I test these either in SP or hosting myself not all possible situations are covered and I may not have encountered the particular problem myself. *edit* Testing seemed to indicate that those missions lacking the First Aid modules for some arcane reason did not consistently and properly generate the briefing. Adding those modules to the missions appears to have fixed this. Regards, Sander Edited January 18, 2010 by sander Share this post Link to post Share on other sites