jw custom 56 Posted February 13, 2010 (edited) co10 - KnockOut Changelog: v1.0 -Initial release Info: Uses BIS first aid system. Required addons: ACE 2 Isla Duala Situation: Success: Mission is complete when: 1. Major Mikhail is dead. 2. The ammo cache is destroyed. 3. The fuel trucks is destroyed. 4. The communication tower is destroyed. 5. The mortar nest is destroyed. 6. All playable units alive(also AI) is in the extraction zone(If your in a vehicle then disembark). Download v1.0: -> co10 - KnockOut Download v1.0 from Armaholic mirror: -> KnockOut Co-10 (@) Edited February 14, 2010 by JW Custom Share this post Link to post Share on other sites
kdjac 19 Posted February 13, 2010 Needs mando missile? found that out by loading it in the editor as it wouldnt load on our server :) Share this post Link to post Share on other sites
jw custom 56 Posted February 13, 2010 Needs mando missile?found that out by loading it in the editor as it wouldnt load on our server :) OMG that Mando Missile mod is annoying, i had to get it to avoid get that crappy hint message with the "Ding" sound every few minutes when playing on servers/hosts using it, and now i got it it add itself to my missions when in editor..... nice! I'll fix it later, thanks for reporting :) Share this post Link to post Share on other sites
kdjac 19 Posted February 13, 2010 How do you fix it? I have done that by mistake and no clue how to fix it. I dont see any links to mando in the mission :confused: Share this post Link to post Share on other sites
jw custom 56 Posted February 13, 2010 How do you fix it? I have done that by mistake and no clue how to fix it. I dont see any links to mando in the mission :confused: It wasn't Mando adding itself to the mission but me adding the Mando turret from editor to see what it was. Then when i removed it again there was a leftover entry in the mission.sqm, i simply removed it manually and compiled mission again :) Mission updated. Share this post Link to post Share on other sites
kdjac 19 Posted February 13, 2010 excellent 2 great missions today. Share this post Link to post Share on other sites
ahmedjbh 0 Posted February 15, 2010 we had a great time. Fantastic mission. We played all of your recent creations and they were some of the best games we have ever played. My only comment would be, perhaps a more forgiving revive or lives system. Currently you could take one hit early on, and be out of the game until the map is finished. As a guide we were taking at least an hour per map (sunrise, wartorn and this). Many thanks. Share this post Link to post Share on other sites
jw custom 56 Posted February 15, 2010 we had a great time. Fantastic mission. We played all of your recent creations and they were some of the best games we have ever played. My only comment would be, perhaps a more forgiving revive or lives system. Currently you could take one hit early on, and be out of the game until the map is finished. As a guide we were taking at least an hour per map (sunrise, wartorn and this).Many thanks. I hear you and i might start to use revive script again but without respawn!! The thing i like with not using revive script is that you take it a little more serious and think twice about taking chances well knowing the game could end for you :) But i'll consider using revive script in next mission, if you like it in the current ones feel free to edit it in :) Share this post Link to post Share on other sites
galzohar 31 Posted February 16, 2010 Yeah, revive is almost as bad as respawn IMO. Having group or side respawn though is a good idea, so that when you don't have enough players to fill the whole team you can still use the AI for more than just AI. It doesn't break the mission's balance as it's still harder than playing with an actual full team, and in fact you can switch regardless by reconnecting to the server so group/side respawn just make it less annoying to switch. Share this post Link to post Share on other sites
jw custom 56 Posted February 16, 2010 Yeah, revive is almost as bad as respawn IMO. Having group or side respawn though is a good idea, so that when you don't have enough players to fill the whole team you can still use the AI for more than just AI. It doesn't break the mission's balance as it's still harder than playing with an actual full team, and in fact you can switch regardless by reconnecting to the server so group/side respawn just make it less annoying to switch. Good idea :) Personally i prefere just using BIS first aid system and when you die thats it :cool: Share this post Link to post Share on other sites
galzohar 31 Posted February 16, 2010 I prefer to not even use the BIS first aid system nor medics (so no magic healing whatsoever, because let's face it - it *is* magic to make someone walk perfectly fine after he got shot to the ground), but then the missions have to be balanced much more carefully. If enemy doesn't have .50 cal weapons then BIS first aid system is not a lot more difficult than revive, because regular weapons rarely kill you like that. Share this post Link to post Share on other sites
jw custom 56 Posted February 16, 2010 (edited) I prefer to not even use the BIS first aid system nor medics (so no magic healing whatsoever, because let's face it - it *is* magic to make someone walk perfectly fine after he got shot to the ground), but then the missions have to be balanced much more carefully.If enemy doesn't have .50 cal weapons then BIS first aid system is not a lot more difficult than revive, because regular weapons rarely kill you like that. Well i draw the line there, after all it IS a game ;) When we play we lose people all the time, maybe it's the difficulty that plays in. Also from what people write in my mission threads it's obviously they would prefere revive script over bis first aid system. Edited February 16, 2010 by JW Custom Share this post Link to post Share on other sites
kdjac 19 Posted February 16, 2010 Any sort of respawn or revive and you kill your mission. People will play it until they have finished it using revives or respawns as "continues" ruining any need for skill and patience. Its basically just playing until its finished. I like it he way it is i do have some gripes :) Never any armour for the US side, never enough weapons in the weapon crate. We add every Ace weapon to the weaponscript and sometimes add in some armour just to give the US some balance in the battle. Still tho easily the best collection of missions for Arma if played right. Share this post Link to post Share on other sites
jw custom 56 Posted February 16, 2010 Never any armour for the US side It's primarily because i prefere infantry battles and also because i find it a pain to balance and it often gets too easy. never enough weapons in the weapon crate. Not enough weapons :confused: how many do you need? :p Share this post Link to post Share on other sites
kdjac 19 Posted February 18, 2010 It's primarily because i prefere infantry battles and also because i find it a pain to balance and it often gets too easy. But the odds are uneven even with the 15% chance of spawning 8 guys vs 2 tanks is a non runner and the humvees are rocket magnets :) 3 times we started this mission and there was a BMP facing us on the crest of the hill and wiped out half of us before we even got our guns :D getting the balance is tough i edit most of your missions to give that but only have good few plays of it and mostly justa bigger weapon selection. If they have tanks we should have one is my motto. Not enough weapons :confused: how many do you need? :p this many :D There are some excellent weapons in here that normally you wouldnt find the QBZ with thermal imaging is awesome. clearMagazineCargo _this; clearWeaponCargo _this; ////////////////////////////////////////////////////// //////////////////// ////////////////// /////////////////// Weapons & Gear /////////////////// ////////////////// //////////////////// ////////////////////////////////////////////////////// _this addWeaponCargo ["G36a", 10]; _this addWeaponCargo ["ACE_FAL_Para", 10]; _this addWeaponCargo ["ACE_HK416_D10", 10]; _this addWeaponCargo ["ACE_HK416_D10_SD", 10]; _this addWeaponCargo ["ACE_HK416_D14", 10]; _this addWeaponCargo ["ACE_HK416_D14_SD", 10]; _this addWeaponCargo ["ACE_SA58", 10]; _this addWeaponCargo ["ACE_SKS", 10]; _this addWeaponCargo ["G36C", 11]; _this addWeaponCargo ["G36_C_SD_eotech", 11]; _this addWeaponCargo ["G36K", 11]; _this addWeaponCargo ["M1014", 11]; _this addWeaponCargo ["M16A2", 11]; _this addWeaponCargo ["M16A2GL", 11]; _this addWeaponCargo ["M16A4", 11]; _this addWeaponCargo ["M16A4_GL", 11]; _this addWeaponCargo ["M16A4_ACG_GL", 11]; _this addWeaponCargo ["M16A4_ACG", 11]; _this addWeaponCargo ["M4A1", 11]; _this addWeaponCargo ["M4A1_HWS_GL", 11]; _this addWeaponCargo ["M4A1_HWS_GL_camo", 11]; _this addWeaponCargo ["M4A1_HWS_GL_SD_Camo", 11]; _this addWeaponCargo ["M4A1_RCO_GL", 11]; _this addWeaponCargo ["M4A1_Aim", 11]; _this addWeaponCargo ["M4A1_Aim_camo", 11]; _this addWeaponCargo ["M4A1_AIM_SD_camo", 11]; _this addWeaponCargo ["MP5A5", 11]; _this addWeaponCargo ["MP5SD", 11]; _this addWeaponCargo ["M8_carbine", 11]; _this addWeaponCargo ["M8_carbineGL", 11]; _this addWeaponCargo ["M8_compact", 11]; _this addWeaponCargo ["Mk_48", 11]; _this addWeaponCargo ["M240", 11]; _this addWeaponCargo ["M249", 11]; _this addWeaponCargo ["M8_SAW", 11]; _this addWeaponCargo ["DMR", 11]; _this addWeaponCargo ["M107", 11]; _this addWeaponCargo ["M24", 11]; _this addWeaponCargo ["M40A3", 11]; _this addWeaponCargo ["M4SPR", 11]; _this addWeaponCargo ["M8_sharpshooter", 11]; _this addWeaponCargo ["Colt1911", 11]; _this addWeaponCargo ["Javelin", 11]; _this addWeaponCargo ["M136", 11]; _this addWeaponCargo ["SMAW", 11]; _this addWeaponCargo ["Stinger", 11]; _this addWeaponCargo ["Binocular", 11]; _this addWeaponCargo ["NVGoggles", 11]; _this addWeaponCargo ["Laserdesignator", 11]; ////////////////////////////////////////////////////// //////////////////// ////////////////// /////////////////// ACE /////////////////// ////////////////// //////////////////// ////////////////////////////////////////////////////// _this addWeaponCargo ["ACE_Rangefinder_OD", 11]; _this addWeaponCargo ["ACE_Earplugs", 11]; _this addWeaponCargo ["ACE_Glock17", 11]; _this addWeaponCargo ["ACE_Glock18", 11]; _this addWeaponCargo ["ACE_M16A4_Iron", 11]; _this addWeaponCargo ["ACE_M4A1_GL", 11]; _this addWeaponCargo ["ACE_M4A1_GL_SD", 11]; _this addWeaponCargo ["ACE_M4A1_ACOG", 11]; _this addWeaponCargo ["ACE_M4A1_ACOG_SD", 11]; _this addWeaponCargo ["ACE_M4A1_Aim_SD", 11]; _this addWeaponCargo ["ACE_M4A1_Eotech", 11]; _this addWeaponCargo ["ACE_Flaregun", 11]; _this addWeaponCargo ["ACE_M4SPR_SD", 11]; _this addWeaponCargo ["ACE_SOC_M4A1_Aim", 11]; _this addWeaponCargo ["ACE_SOC_M4A1_AIM_SD", 11]; _this addWeaponCargo ["ACE_SOC_M4A1_GL", 11]; _this addWeaponCargo ["ACE_SOC_M4A1", 11]; _this addWeaponCargo ["ACE_SOC_M4A1_GL_SD", 11]; _this addWeaponCargo ["ACE_SOC_M4A1_Eotech", 11]; _this addWeaponCargo ["ACE_SOC_M4A1_GL_13", 11]; _this addWeaponCargo ["ACE_SOC_M4A1_GL_EOTECH", 11]; _this addWeaponCargo ["ACE_SOC_M4A1_SD_9", 11]; _this addWeaponCargo ["ACE_SOC_M4A1_SHORTDOT", 11]; _this addWeaponCargo ["ACE_SOC_M4A1_SHORTDOT_SD", 11]; _this addWeaponCargo ["ACE_SOC_M4A1_RCO_GL", 11]; _this addWeaponCargo ["ACE_SOC_M4A1_GL_AIMPOINT", 11]; _this addWeaponCargo ["ACE_M109", 11]; _this addWeaponCargo ["ACE_M110", 11]; _this addWeaponCargo ["ACE_M110_SD", 11]; _this addWeaponCargo ["ACE_TAC50", 11]; _this addWeaponCargo ["ACE_TAC50_SD", 11]; _this addWeaponCargo ["ACE_M249Para", 11]; _this addWeaponCargo ["ACE_M249Para_M145", 11]; _this addWeaponCargo ["ACE_M240G_M145", 11]; _this addWeaponCargo ["ACE_M60", 11]; _this addWeaponCargo ["ACE_M32", 11]; _this addWeaponCargo ["ACE_M79", 11]; _this addWeaponCargo ["ACE_MP5A4", 11]; _this addWeaponCargo ["ACE_UMP45", 11]; _this addWeaponCargo ["ACE_UMP45_SD", 11]; _this addWeaponCargo ["ACE_RPG29", 11]; _this addWeaponCargo ["ACE_RPG22", 11]; _this addWeaponCargo ["ACE_RPG27", 11]; _this addWeaponCargo ["ACE_FAL_Para", 11]; _this addWeaponCargo ["ACE_SA58", 11]; _this addWeaponCargo ["ACE_AS50", 11]; _this addWeaponCargo ["ACE_ParachutePack", 11]; _this addWeaponCargo ["ACE_HuntIR_monitor", 11]; _this addWeaponCargo ["ACE_Kestrel4500", 11]; _this addWeaponCargo ["ACE_Wirecutter", 11]; _this addWeaponCargo ["ACE_USP", 11]; _this addWeaponCargo ["ACE_USPSD", 11]; _this addWeaponCargo ["ACE_P226", 11]; _this addWeaponCargo ["ACE_M79_CQB", 11]; _this addWeaponCargo ["ACE_oc14", 11]; _this addWeaponCargo ["ACE_oc14sp", 11]; _this addWeaponCargo ["ACE_oc14gl", 11]; _this addWeaponCargo ["ACE_oc14glsp", 11]; _this addWeaponCargo ["ACE_oc14sd", 11]; _this addWeaponCargo ["ACE_oc14sdsp", 11]; _this addWeaponCargo ["ACE_gr1", 11]; _this addWeaponCargo ["ACE_gr1sp", 11]; _this addWeaponCargo ["ACE_gr1sd", 11]; _this addWeaponCargo ["ACE_gr1sdsp", 11]; _this addWeaponCargo ["ACE_TT", 11]; _this addWeaponCargo ["ACE_Scorpion", 11]; _this addWeaponCargo ["ACE_APS", 11]; _this addWeaponCargo ["ACE_APSB", 11]; _this addWeaponCargo ["QBZ95", 11]; _this addWeaponCargo ["QBZ95_GL", 11]; _this addWeaponCargo ["QBZ95_SD", 11]; _this addWeaponCargo ["QBZ95_SP", 11]; _this addWeaponCargo ["QBZ95_TI", 11]; _this addWeaponCargo ["QBZ03", 11]; _this addWeaponCargo ["QBZ03_SP", 11]; _this addWeaponCargo ["QBZ03_TI", 11]; _this addWeaponCargo ["QBZ81", 11]; _this addWeaponCargo ["QBB95", 11]; _this addWeaponCargo ["QJY88", 11]; _this addWeaponCargo ["QBU88", 11]; _this addWeaponCargo ["m99", 11]; _this addWeaponCargo ["QCQ05", 11]; _this addWeaponCargo ["QSZ92", 11]; _this addWeaponCargo ["QSZ92_LS", 11]; _this addWeaponCargo ["QSW06", 11]; _this addWeaponCargo ["PF89B", 11]; _this addWeaponCargo ["PF98", 11]; _this addWeaponCargo ["HN5B", 11]; ////////////////////////////////////////////////////// //////////////////// ////////////////// /////////////////// Magazines /////////////////// ////////////////// //////////////////// ////////////////////////////////////////////////////// _this addMagazineCargo ["ACE_20Rnd_762x51_B_FAL", 20]; _this addMagazineCargo ["ACE_10Rnd_762x39_B_SKS", 20]; _this addMagazineCargo ["30Rnd_556x45_G36", 20]; _this addMagazineCargo ["30Rnd_556x45_G36SD", 20]; _this addMagazineCargo ["8Rnd_B_Beneli_74Slug", 20]; _this addMagazineCargo ["30Rnd_556x45_Stanag", 20]; _this addMagazineCargo ["30Rnd_556x45_StanagSD", 20]; _this addMagazineCargo ["30Rnd_9x19_MP5", 20]; _this addMagazineCargo ["30Rnd_9x19_MP5SD", 20]; _this addMagazineCargo ["1Rnd_HE_M203", 12]; _this addMagazineCargo ["FlareWhite_M203", 8]; _this addMagazineCargo ["FlareGreen_M203", 8]; _this addMagazineCargo ["FlareRed_M203", 8]; _this addMagazineCargo ["FlareYellow_M203", 8]; _this addMagazineCargo ["1Rnd_Smoke_M203", 8]; _this addMagazineCargo ["1Rnd_SmokeRed_M203", 8]; _this addMagazineCargo ["1Rnd_SmokeGreen_M203", 8]; _this addMagazineCargo ["1Rnd_SmokeYellow_M203", 8]; _this addMagazineCargo ["100Rnd_556x45_BetaCMag", 10]; _this addMagazineCargo ["100Rnd_762x51_M240", 10]; _this addMagazineCargo ["200Rnd_556x45_M249", 10]; _this addMagazineCargo ["20Rnd_762x51_DMR", 20]; _this addMagazineCargo ["10Rnd_127x99_m107", 20]; _this addMagazineCargo ["5Rnd_762x51_M24", 20]; _this addMagazineCargo ["20Rnd_556x45_Stanag", 20]; _this addMagazineCargo ["7Rnd_45ACP_1911", 20]; _this addMagazineCargo ["Javelin", 11]; _this addMagazineCargo ["M136", 2]; _this addMagazineCargo ["SMAW_HEAA", 16]; _this addMagazineCargo ["SMAW_HEDP", 16]; _this addMagazineCargo ["Stinger", 1]; _this addMagazineCargo ["HandGrenade", 3]; _this addMagazineCargo ["HandGrenade_West", 3]; _this addMagazineCargo ["SmokeShell", 3]; _this addMagazineCargo ["SmokeShellRed", 3]; _this addMagazineCargo ["SmokeShellGreen", 3]; _this addMagazineCargo ["SmokeShellYellow", 3]; _this addMagazineCargo ["PipeBomb", 16]; _this addMagazineCargo ["Mine", 6]; _this addMagazineCargo ["Laserbatteries", 2]; _this addMagazineCargo ["ACE_8Rnd_12Ga_Slug", 20]; _this addMagazineCargo ["ACE_8Rnd_12Ga_Buck00", 20]; _this addMagazineCargo ["8Rnd_B_Beneli_74Slug", 20]; ////////////////////////////////////////////////////// //////////////////// ////////////////// /////////////////// ACE /////////////////// ////////////////// //////////////////// ////////////////////////////////////////////////////// _this addMagazineCargo ["ACE_Claymore_M", 3]; _this addMagazineCargo ["ACE_BBetty_M", 3]; _this addMagazineCargo ["ACE_Battery_Rangefinder", 2]; _this addMagazineCargo ["ace_flashbang", 8]; _this addMagazineCargo ["ace_m84", 8]; _this addMagazineCargo ["ace_m7a3", 8]; _this addMagazineCargo ["ace_m34", 8]; _this addMagazineCargo ["ACE_IRStrobe", 1]; _this addMagazineCargo ["ACE_M86PDM", 5]; _this addMagazineCargo ["ACE_M2SLAM_M", 5]; _this addMagazineCargo ["ACE_SSWhite_M203", 8]; _this addMagazineCargo ["ACE_SSGreen_M203", 8]; _this addMagazineCargo ["ACE_SSRed_M203", 8]; _this addMagazineCargo ["ACE_SSYellow_M203", 8]; _this addMagazineCargo ["ACE_5Rnd_762x51_T_M24", 20]; _this addMagazineCargo ["ACE_20Rnd_762x51_T_DMR", 20]; _this addMagazineCargo ["ACE_10Rnd_127x99_T_m107", 20]; _this addMagazineCargo ["ACE_SMAW_Spotting", 20]; _this addMagazineCargo ["ACE_30Rnd_556x45_T_Stanag", 20]; _this addMagazineCargo ["ACE_200Rnd_556x45_T_M249", 20]; _this addMagazineCargo ["ACE_8Rnd_12Ga_Slug", 20]; _this addMagazineCargo ["ACE_8Rnd_12Ga_Buck00", 20]; _this addMagazineCargo ["ACE_9Rnd_12Ga_Slug", 20]; _this addMagazineCargo ["ACE_9Rnd_12Ga_Buck00", 20]; _this addMagazineCargo ["ACE_6Rnd_40mm_M32", 20]; _this addMagazineCargo ["ACE_25Rnd_1143x23_B_UMP45", 20]; _this addMagazineCargo ["ACE_33Rnd_9x19_G18", 20]; _this addMagazineCargo ["ACE_17Rnd_9x19_G17", 20]; _this addMagazineCargo ["ACE_5Rnd_25x59_HEDP_Barrett", 20]; _this addMagazineCargo ["ACE_20Rnd_762x51_SB_M110", 20]; _this addMagazineCargo ["ACE_20Rnd_762x51_S_M110", 20]; _this addMagazineCargo ["ACE_20Rnd_762x51_T_M110", 20]; _this addMagazineCargo ["ACE_5Rnd_127x99_B_TAC50", 20]; _this addMagazineCargo ["ACE_5Rnd_127x99_S_TAC50", 20]; _this addMagazineCargo ["ACE_5Rnd_127x99_T_TAC50", 20]; _this addMagazineCargo ["ACE_RPG22", 2]; _this addMagazineCargo ["ACE_RPG27", 2]; _this addMagazineCargo ["ACE_RPG29_PG29", 2]; _this addMagazineCargo ["ACE_RPG29_TBG29", 2]; _this addMagazineCargo ["ACE_SSWhite_FG", 6]; _this addMagazineCargo ["ACE_SSRed_FG", 6]; _this addMagazineCargo ["ACE_SSGreen_FG", 6]; _this addMagazineCargo ["ACE_SSYellow_FG", 6]; _this addMagazineCargo ["ACE_20Rnd_762x51_B_FAL", 20]; _this addMagazineCargo ["ACE_30Rnd_762x51_B_FAL", 20]; _this addMagazineCargo ["ACE_HuntIR_M203", 8]; _this addMagazineCargo ["ACE_Knicklicht_R", 5]; _this addMagazineCargo ["ACE_Knicklicht_G", 5]; _this addMagazineCargo ["ACE_Knicklicht_W", 5]; _this addMagazineCargo ["ACE_Knicklicht_Y", 5]; _this addMagazineCargo ["ACE_Knicklicht_B", 5]; _this addMagazineCargo ["ACE_Knicklicht_IR", 5]; _this addMagazineCargo ["ACE_Bandage", 5]; _this addMagazineCargo ["ACE_Morphine", 5]; _this addMagazineCargo ["ACE_Epinephrine", 5]; _this addMagazineCargo ["ACE_40mm_Buck_M79", 12]; _this addMagazineCargo ["ace_6rnd_cs_m32", 10]; _this addMagazineCargo ["ACE_12Rnd_45ACP_USP", 20]; _this addMagazineCargo ["ACE_12Rnd_45ACP_USPSD", 20]; _this addMagazineCargo ["ACE_15Rnd_9x19_P226", 20]; _this addMagazineCargo ["ACE_20Rnd_9x39_B_OC14", 20]; _this addMagazineCargo ["ACE_20Rnd_9x39_S_OC14", 20]; _this addMagazineCargo ["30Rnd_762x39_AK47", 20]; _this addMagazineCargo ["ACE_30Rnd_762x39_T_AK47", 20]; _this addMagazineCargo ["ACE_30Rnd_762x39_SD_AK47", 20]; _this addMagazineCargo ["ACE_30Rnd_762x39_S_AK47", 20]; _this addMagazineCargo ["ACE_8Rnd_762x25_B_Tokarev", 20]; _this addMagazineCargo ["ACE_20Rnd_765x17_vz61", 20]; _this addMagazineCargo ["ACE_20Rnd_9x18_APS", 20]; _this addMagazineCargo ["ACE_20Rnd_9x18_APSB", 20]; _this addMagazineCargo ["30Rnd_580x42_QBZ", 20]; _this addMagazineCargo ["30Rnd_580x42_QBZSD", 20]; _this addMagazineCargo ["1Rnd_HE_QLG91", 20]; _this addMagazineCargo ["FlareWhite_QLG91", 20]; _this addMagazineCargo ["FlareGreen_QLG91", 20]; _this addMagazineCargo ["FlareRed_QLG91", 20]; _this addMagazineCargo ["FlareYellow_QLG91", 20]; _this addMagazineCargo ["1Rnd_SmokeRed_QLG91", 20]; _this addMagazineCargo ["1Rnd_SmokeGreen_QLG91", 20]; _this addMagazineCargo ["1Rnd_SmokeYellow_QLG91", 20]; _this addMagazineCargo ["1Rnd_Smoke_QLG91", 20]; _this addMagazineCargo ["30Rnd_762x39_T81", 20]; _this addMagazineCargo ["30Rnd_762x39_AK47", 20]; _this addMagazineCargo ["75Rnd_580x42_QBB", 20]; _this addMagazineCargo ["200Rnd_580x42_QJY", 20]; _this addMagazineCargo ["10Rnd_580x42_QBU", 20]; _this addMagazineCargo ["5Rnd_127x108_M99", 20]; _this addMagazineCargo ["50Rnd_580x21_QCQ", 20]; _this addMagazineCargo ["50Rnd_580x21_QCW", 20]; _this addMagazineCargo ["20Rnd_580x21_QSZ", 20]; _this addMagazineCargo ["20Rnd_580x21_QSW", 20]; Share this post Link to post Share on other sites
jw custom 56 Posted February 19, 2010 But the odds are uneven even with the 15% chance of spawning 8 guys vs 2 tanks is a non runner and the humvees are rocket magnets :) Well it takes a little planning, just rushing direct towards objectives with the famous DMR/SMAW combo isn't always the best approach :) this many :D There are some excellent weapons in here that normally you wouldnt find the QBZ with thermal imaging is awesome. Most of the stuff in your list is already in :) Share this post Link to post Share on other sites
Bon 12 Posted February 19, 2010 (edited) Hi JW_Custom and all, usually I am never doing anything like self-advertising in a sense of pointing to scripts that I wrote myself, and neither is my intend to do now. But two of my scripts are more or less addressing perfectly some points that are mentioned here so far. ReviveI scripted a somewhat simpler BIS AIS clone some time ago, that, apart from its incompatibility to AI (which affects only SP missions anyway) behaves exactly the same way as the BIS module does. It also comes with the possibility to set the "tolerance" against hits. This "tolerance value" you can extract to a mission parameter, so that you can set the difficulty of the mission in the following sense: The parameter would be the threshold of either fall in agony or die instantly when receiving damage. A Lower Tolerance means that you fall in agony as usual, but also can die easier, a very high tolerance would make it harder to die instantly - you can even increase this to a value you cannot die anyway, this would be almost equal to Revive (like Norrin, except that you can still bleed out). Loadout presetsThe advantage of this script is that the mission maker can predefine weapon setups instead of using ammo boxes. That would give you as mission maker full control of who carries what, to avoid SMAW-Sniper dudes, and makes it easier for you to balance sides out. I myself used the combination of these two features in a couple of coop missions that I made or edited, both with exactly the two suppositions as I mentioned above, and in all cases they did what they were supposed to. As I said, not that I want to self-advertise myself, hoping that this could help you a bit? Hf. EDIT: My overall thinking is just: if there are different minds about some functionality: Do it as a parameter. Edited February 19, 2010 by Bon Share this post Link to post Share on other sites
jw custom 56 Posted February 19, 2010 Hi JW_Custom and all,usually I am never doing anything like self-advertising in a sense of pointing to scripts that I wrote myself, and neither is my intend to do now. But two of my scripts are more or less addressing perfectly some points that are mentioned here so far. ReviveI scripted a somewhat simpler BIS AIS clone some time ago, that, apart from its incompatibility to AI (which affects only SP missions anyway) behaves exactly the same way as the BIS module does. It also comes with the possibility to set the "tolerance" against hits. This "tolerance value" you can extract to a mission parameter, so that you can set the difficulty of the mission in the following sense: The parameter would be the threshold of either fall in agony or die instantly when receiving damage. A Lower Tolerance means that you fall in agony as usual, but also can die easier, a very high tolerance would make it harder to die instantly - you can even increase this to a value you cannot die anyway, this would be almost equal to Revive (like Norrin, except that you can still bleed out). Loadout presetsThe advantage of this script is that the mission maker can predefine weapon setups instead of using ammo boxes. That would give you as mission maker full control of who carries what, to avoid SMAW-Sniper dudes, and makes it easier for you to balance sides out. I myself used the combination of these two features in a couple of coop missions that I made or edited, both with exactly the two suppositions as I mentioned above, and in all cases they did what they were supposed to. As I said, not that I want to self-advertise myself, hoping that this could help you a bit? Hf. EDIT: My overall thinking is just: if there are different minds about some functionality: Do it as a parameter. Thanks for your input :) 1. I find BIS first aid system just fine, people here are talking about having respawn and/or more lives so i see no point in using your version/clone.. no offense :) 2. It's the exact opposite people want, they want more guns which is weird as most of them are included anyway. Personally i prefere that people play their role they are assigned and in some of my missions i assisgned weapons to each unit. After lots of people were bitching about not being able to select their loadout i decided to just add a crate with lots of guns and stuff. So now its up to the team/squad leader to make sure they are equipped properly. What i meant by the DMR/SMAW combo comment was that if people decides to go that way it may not always work out as planned! Share this post Link to post Share on other sites
kdjac 19 Posted February 19, 2010 Well it takes a little planning, just rushing direct towards objectives with the famous DMR/SMAW combo isn't always the best approach :) I agree, best way to approach your missions is to split into 2 teams and attack from different sides. Then regroup and move on but again splitting up as each target needs to be taken. But we play on veteran and from the outset we know we are severly handicapped as they have tanks and we dont :) Re: the weapons the list above has all the east and plz weapons nice to try them out and see different rifles. Re: the respawn its perfect the way it is, you die your out. Altho the damn crow is annoying :) Share this post Link to post Share on other sites
jw custom 56 Posted February 19, 2010 (edited) I agree, best way to approach your missions is to split into 2 teams and attack from different sides. Then regroup and move on but again splitting up as each target needs to be taken. But we play on veteran and from the outset we know we are severly handicapped as they have tanks and we dont :) I/we play on veteran/expert aswell. Making sure the team is packing a Javelin often pays off :) P.S. next mission will have armor and uses revive script to calm down the arcade crowd :p Edited February 19, 2010 by JW Custom Share this post Link to post Share on other sites
svo 10 Posted February 19, 2010 My little group of 5 to 6 guys loves your missions JW. They are small, challenging, and fun! I did add revive/respawn to 6 of them so far though. We love playing them, but we play between 12am and 4am. When that good ole' crow comes around for you it becomes pretty easy to lose someone for good that night to the sleep bug! So we try to keep people as active and into the game as possible. We don't mind not having armor, as the challenge of being on foot and living are our major goals. I'll have to check out this revive mentioned here as I've been using the rF3 simple script. Keep those missions coming JW. You've been a life-saver for me. A beginning mission maker with too little time to really do any good. At least until this summer! Thanks for your hard work! Share this post Link to post Share on other sites
Treelor 0 Posted February 20, 2010 Make sure to make using revive a mission parameter so that your veteran crowd doesn't moan, either :v Share this post Link to post Share on other sites