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sweep

Coop 1-5 Hill 265 Group Spawn

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Hill 265 Coop 1-5 Players Group Spawn

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Information:

1-5 players

Group Spawn

8 objectives in and around Staroye

Mission is generally 1-2 hours long

Mission was created and tested on Veteran Mode

I myself have completed the mission on only 4 or 5 occasions, it is difficult.

Recommended:

Just remember it's on group spawn and there are a total of 5 lives.

So even if you don't like to play with AI within your squad, it's good to bring them along and put them somewhere safe for later.

This is my first mission ever, but it's pretty fun.

Has been updated over the course of many months.

Mission Details:

-Essentially you will insert with your squad into Chernarus and defend a radar installation from an impending Chedaki Assault.

-Most of the mission is during the early evening. 30-45 minutes along NV may be needed. But there are flare traps and plenty of light sources for those that don't like NV.

-Since it's my first mission there are no voice actors or incredible scripts. But quite a few animations, effects, & content; hopefully some decent playability.

-You can complete the mission even if you fail all of the objectives, it will only end if your entire squad is dead.

FileFront

COOP 05 Hill 265 v2.1

Armaholic:

Hill 265 Co-05

<object width="660" height="525"><param name="movie" value="http://www.youtube.com/watch?v=QLeIOqUV4Pg&hl=en_US&fs=1&rel=0&color1=0x234900&color2=0x4e9e00&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=QLeIOqUV4Pg&hl=en_US&fs=1&rel=0&color1=0x234900&color2=0x4e9e00&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="660" height="525"></embed></object>

Edited by sweep
added armaholic link - updated file to 2.1

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And while it is my first mission, I'm hoping it doesn't seem like it since I worked pretty hard on this. I promise fun for anybody that attempts "Hill 265".:)

Just download and export the pbo file to aram 2\MPMissions then it's good to go.

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You may want to change the file name to some kind of naming standards, and the mission name itself doesn't actually need underscores, spaces are fine.

Also you may want to consider changing it to "side" respawn so that you can have more control over the AI in case you play without a full human group.

Will definitely give this one a try.

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You may want to change the file name to some kind of naming standards, and the mission name itself doesn't actually need underscores, spaces are fine.

Also you may want to consider changing it to "side" respawn so that you can have more control over the AI in case you play without a full human group.

Will definitely give this one a try.

Are you talking about the name of the file that is zipped up?

If that's the case, I didn't catch that the folder was named Beta1 until I was done putting everything up, sorry about that.

When it's loaded and added to the MP Missions folder, it will appear in the correct naming standard form (CO 05 Hill 265) on the list you select from.

___________

As far as "side" respawn -- with the way it's setup with the "group" spawn, the squad is made up of 5 players. If you play as one player with the other 4 all as AI, when you die you will automatically become one of the remaining 4, and so forth until all 5 are dead.

If I changed it to "side" respawn -- then there is really no limit to how many times you can die because there are over 150 West AI, so you'd have 150 or so lives.

If you do play with a full human group of 5 players -- then there will be nothing to respawn as when it's set to "group" spawn.

I suppose the mission is probably best played with 2-3 human players, so two people can afford to die at least once. The battle is very intense.

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Yes, but when you want to delete/replace missions it helps to know which file is what. You can always re-name the PBO file after creating it.

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Quite enjoyed it, though I've only played it 2-man for around half hour so far.

The sheer number of units was hittin' my system pretty hard, though I think JTD may have had something to do with it,

since half the forest was on fire from the car bomb. Funny aswell, cos I said over voice "what's that radio looking thing by the car", it blew just after we moved away.

Edit:

Forgot to add.. arma2.RPT was full of these:

Error in expression < AND taskCompleted tskObserveBattle AND taskCompleted DefendRadar;>
 Error position: <taskCompleted DefendRadar;>
 Error taskcompleted: Type Bool, expected Task

Edited by bhaz
error

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Yes, but when you want to delete/replace missions it helps to know which file is what. You can always re-name the PBO file after creating it.

yep definitely, I have made that change.

thanks for the tip about the naming as well with regards to the spacing, just figured out what you were talking about and fixed it.

Quite enjoyed it, though I've only played it 2-man for around half hour so far.

The sheer number of units was hittin' my system pretty hard, though I think JTD may have had something to do with it,

since half the forest was on fire from the car bomb. Funny aswell, cos I said over voice "what's that radio looking thing by the car", it blew just after we moved away.

Edit:

Forgot to add.. arma2.RPT was full of these:

Error in expression < AND taskCompleted tskObserveBattle AND taskCompleted DefendRadar;>
 Error position: <taskCompleted DefendRadar;>
 Error taskcompleted: Type Bool, expected Task

wow. you have officially introduced me to the arma2.RPT ;) appears very useful (I'll say!). I made that Radar task typo fix, and will now start going through this list that the .rpt generates. there a couple of more that constantly come up like some Miles face error, and a couple of items which were ordered to transport and apparently are not supposed to be doing that.

I'll work on these, and wait for possible more feedback on things I should change or fix and then upload a new and cleaner file; thanks very much.

happy to hear the car bomb didn't kill you the first time in! (oh boy, the testing of just that little scenario -- as a first-time maker it took me days. there is even a civilian running from his remote device, whom you might not have noticed yet. I usually take my -1 and put him down) :)

I felt kind of bad having the General suggest jumping into a vehicle for a ride -- because that's actually a horrible idea. :) Best bet is to keep your distance and cover them from the side of the hill up the road, or heck, play it safe and just follow them in or completely ignore the orders - that General isn't your superior. The mission is to protect the Radar, and essentially just observe the situation in Chernarus before the USA is officially involved. Time/Action will keep moving forward even if you aren't doing the tasks. I'll keep an eye out for the map being played and hopefully jump into a match.

Just wanted to add I forgot to mention ---

This mission is made in line with the Campaign portion of the game, taking place a few days before the Campaign kicks off, with the entire 5-team Razor Team led by Miles.

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For a first mission it is a great one, I had much fun and advise anyone to have a play at it.

Your IED in the forest was a success, I was standing near the white car while waiting an AI "struck" in the castle, the rest of the team was sent forward, thinking the car has some technical problems with the orange light, I did not think on it too much; on my left CDF troops were sprinting in the forest, and the radio call indicated me that I could benefit the convoy to rejoin the hill position. I would been more cautious as the convoy arriving suddenly a flash no sound and me laying dead! what a fool I have been waiting here near the car IED; again a great idea.

After a restart of the mission while being wounded in the reckon of that small village, me and 3 AI get ourselves surrounded by tanks! so we ran for cover into a small compound, we were stuck there nothing we could do, that's great I didn't expected the tanks roaming the village.

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wow. you have officially introduced me to the arma2.RPT ;)

You can also run the game with -showscripterrors in the command line (ex: D:\Steam\Steam.exe -applaunch 33910 -nosplash -maxmem=2047 -world=empty -showScriptErrors) so that any error that goes in the RPT also gets displayed on your screen, so you only have to go to the RPT for "big" errors, and small errors you can just see in-game and quickly fix and restart.

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You can also run the game with -showscripterrors in the command line (ex: D:\Steam\Steam.exe -applaunch 33910 -nosplash -maxmem=2047 -world=empty -showScriptErrors) so that any error that goes in the RPT also gets displayed on your screen, so you only have to go to the RPT for "big" errors, and small errors you can just see in-game and quickly fix and restart.

thanks for these tips. I tried getting this -showScriptErrors command to work, but it appears something doesn't allow it to work with Steam since 1.4. I've put it within the command line for Steam.exe and Arma2.exe, all commands above work (like nospalsh, empty, etc), but the showscripterrors never seems to do anything unless there is a command that makes it go live or something that I don't know about.

Here are the current changes I've made although I haven't updated the file that is currently up in order to wait for any more possible glaring issues I should fix.

Fixes:

1. Changed the mission's name at the .pbo level from beta1 to CO_05_Hill_265_v2.Chernarus

2. Removed the underscores from the mission name at the mission display level.

3. Error position: <taskCompleted DefendRadar;> --- fixed this taskCompleted tskDefendRadar

4. Replaced Miles with the Team Leader character in order to remove the face glitch. It didn't seem to actually effect anything, but it no longer appears in the .rpt.

Guess there is an issue with Mile's face. He's just a character from the Campaign, not sure why he would be glitched. See #4.

As far as the transport messages, I don't quite understand them. All those objects are just sitting on the map without any orders, groups, syncs, completely on their own.

Mods: CA

Distribution: 1459

Exe version: 1.04.59026

SetFace error: class CfgFaces.MilesHead.Face107 not found

Error: Error during SetFace - class CfgFaces.MilesHead.Face107 not found

No speaker given, patched to Male01EN

SetFace error: class CfgFaces.MilesHead.Face107 not found

Error: Error during SetFace - class CfgFaces.MilesHead.Face107 not found

CDFRadar is not soldier nor transport.

No transport

14870c00# 1055593: wf_barracks_east.p3d is not soldier nor transport.

No transport

14871400# 1055594: misc_cargo1c.p3d is not soldier nor transport.

No transport

14871c00# 1055595: misc_cargo1d.p3d is not soldier nor transport.

No transport

14bec800# 1055655: wf_vehicle_service_point_east.p3d is not soldier nor transport.

No transport

Creating debriefing

Known issue:

a. When approaching Chernarus initially while still in the chopper, should the driver of a truck survive after it blows up (1in20) -- he requests to be healed at the chopper you are in. This causes the pilot to circle around and hover over the accident indefinitely. This error requires a mission restart, but can only happen in the first 2 minutes and hardly ever occurs. (you don't have to restart, you can eject and walk, but that's crazy)

Your IED in the forest was a success, I was standing near the white car while waiting an AI "struck" in the castle, the rest of the team was sent forward, thinking the car has some technical problems with the orange light, I did not think on it too much; on my left CDF troops were sprinting in the forest, and the radio call indicated me that I could benefit the convoy to rejoin the hill position. I would been more cautious as the convoy arriving suddenly a flash no sound and me laying dead! what a fool I have been waiting here near the car IED; again a great idea.

After a restart of the mission while being wounded in the reckon of that small village, me and 3 AI get ourselves surrounded by tanks! so we ran for cover into a small compound, we were stuck there nothing we could do, that's great I didn't expected the tanks roaming the village.

happy to hear the mission has been fun!

It's definitely one that requires patience. That's why I made the main overall mission as 'Observe the CDF frontlines'. Not really a war that a small unit wants to get tangled up in on their own unless they are armed with Javelins, Mines, & Satchels. Definitely should make use of the cover & available items around the hill. The enemy will arrive at different times each battle, so I've been caught in the middle of Staroye many times. If you are in town at the point, leaving alive is probably 50/50. Most rounds I leave a couple of AI at the barracks near the gear boxes on the hill for safe-keeping.

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You could always force the driver to die once the truck explodes?

this addEventHandler ["killed", "truckDriver setDamage 1"]

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You could always force the driver to die once the truck explodes?

this addEventHandler ["killed", "truckDriver setDamage 1"]

thanks a lot for this, that did the trick. and it also eliminated a 'hitch' that always occurred within that area over the road, now it's suddenly gone.

I have updated the file with this fix to 2.1 within the first post, as well as the previous listed fixes. I also went ahead and just changed the entire squad away from the campaign's razor team as they were all causing face problems in the .rpt and the new guys do not.

As this is my first mission, I'm not quite sure the protocol of what is acceptable as far as errors within the .rpt.

Known issues that pop up constantly and searching to fix them:

Bunch just like this:

Error: cannot load sound 'ca\dubbing\global\radio\female03\cz\numbers\zero.wss', header cannot be loaded.

&

Bunch just like this:

Protocol bin\config.bin/RadioProtocolRU/: Missing word light

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I'm very open to any critiques of the mission or making additional changes.

I'm assuming that maybe having only 5 guys in the group may make it extremely difficult to advance far in the mission, if that's an issue just let me know and I'll add another 5 guys or so.

I've seen it played on Regular instead of Veteran quite a bit, that makes me sad. Regular setting shouldn't be allowed. :p

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Learned a lot by making this mission, so I tried to learn a little about making movies too: added a promo clip for Hill 265 --

<object width="660" height="525"><param name="movie" value="http://www.youtube.com/watch?v=QLeIOqUV4Pg&hl=en_US&fs=1&rel=0&color1=0x234900&color2=0x4e9e00&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=QLeIOqUV4Pg&hl=en_US&fs=1&rel=0&color1=0x234900&color2=0x4e9e00&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="660" height="525"></embed></object>

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We'fe tried this mission twice now, tonight i played along.

And in fact we couldnt do much, obj get to radar works.

But the convoy doesnt want to move.... what might be the problem?

Us not beiing at the trigger? of a mission thing?

BTW, we used version 2.1

Edited by Killg0re
Added version

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We'fe tried this mission twice now, tonight i played along.

And in fact we couldnt do much, obj get to radar works.

But the convoy doesnt want to move.... what might be the problem?

Us not beiing at the trigger? of a mission thing?

BTW, we used version 2.1

the trigger for the convoy to start moving is located as a long slanted rectangle running along the east side of their road, it would be tough to miss if you are crossing the road east to west near them or down the next mile or so. Did you possibly go after the AA squad, then approach the convoy from the West? Never thought of that, thanks I will fix that.

Plus, if you have not met with the General upon landing, I believe that's a required task in order to get the convoy available/moving.

If you have it in the editor or have changed to play on a different side or something, the triggers are grouped with the American soldiers in the chopper, so many things would not be in sync.

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the trigger for the convoy to start moving is located as a long slanted rectangle running along the east side of their road, it would be tough to miss if you are crossing the road east to west near them or down the next mile or so. Did you possibly go after the AA squad, then approach the convoy from the West? Never thought of that, thanks I will fix that.

Plus, if you have not met with the General upon landing, I believe that's a required task in order to get the convoy available/moving.

If you have it in the editor or have changed to play on a different side or something, the triggers are grouped with the American soldiers in the chopper, so many things would not be in sync.

I think we met the general, not sure about it after such a time...

But we moved from East to West, eventualy from W to E, to the convoy itself etc, nothing happened.

And the mission is not edited/opened in the editor. I'd like to give feedback to the mission builder instead of fixing it myself, to get to a bigger public

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I think we met the general, not sure about it after such a time...

But we moved from East to West, eventualy from W to E, to the convoy itself etc, nothing happened.

And the mission is not edited/opened in the editor. I'd like to give feedback to the mission builder instead of fixing it myself, to get to a bigger public

thanks very much for the feedback, I will look into this but I'm 99% sure you must not have met with the general which is the first task and must be completed in order for the convoy to proceed.

He is just E of the LZ on top of a tower, but you really only need to just enter the bottom of the tower and the trigger will go off -- he'll start talking.

From there you head W down the hill towards the road. About 25 M away from the road a trigger then goes off which will ask you to escort the convoy (which is entirely optional since it is dangerous, you can always just proceed up to the hill and the convoy task will complete itself once they make it through).

If you had been asked by the General to escort the convoy (hint in the upper right will go off) and it still didn't move -- please let me know because then there must be something I'm missing and I'll fix it.

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When we play/try this mission again i'll keep an eye on it.

I'll keep u updated

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