Jump to content
Sign in to follow this  
sander

Everon coop missions

Recommended Posts

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 by sander

Share this post


Link to post
Share on other sites

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

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 by sander

Share this post


Link to post
Share on other sites

Thanks, really appreciated! Not many missions out there for my fav island...:D

Share this post


Link to post
Share on other sites

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 by sander

Share this post


Link to post
Share on other sites

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

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 by sander

Share this post


Link to post
Share on other sites
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

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 by sander

Share this post


Link to post
Share on other sites

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

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

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 by sander

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×