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-ASA-ODEN

co12 Infantry Squad Mission Pack

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Update 9th July 2010

Added "Deploy Weapon" userActions and helo extraction features from co51 Frontline series.

Update 10th June 2010

Added French Infantry Version based on HEXAgon

Available on Chernarus, Celle, Podagorsk, Thirsk and Utes both as respawn (co12r) and no respawn (co12) increasing the mission pack to 110 files.

All missions now include Medical Chain by granQ.

Update 24th March 2010

Added 4 options: AI Skill, Set Mission types, Block ACE2 and Block Ext.Ev.handlers.

New mission type: Clear Town

Also reworked the random combat areas to not repeat between two tasks/missions.

Restored aircrafts/helicopters but added AAA in base.

Removed Kulima due to horrid config file.

Added Celle 1.1.

Update 21st March 2010

Removed United Sahrani and fixed addon[] arrays in all mission.sqm

Update 20th March 2010

Added Thirsk, Thirsk Winter, Kumila, Podagorsk and United Sahrani

* co12 Infantry Squad Mission Pack *

55 missions of same concept where players start in a script-spawned base and gets a random assignment to solve (Escort convoy, eliminate enemy base, destroy enemy asset, evacuate civilians, clear enemy town or ambush convoy).

No respawn nor JIP to increase ingame tense and make players move more natural.

As long as no player dies new assignments will be generated as each task is accomplished.

In singleplayer you will have the whole squad at your disposal with teamswitch available.

Singleplayer mode also allows for saveGame from menu and has no ACE2 block.

* co12r Infantry Squad Mission Pack *

Same as co12 but with respawn/JIP (neverending mission as such)

(another 55 missions in pack)

Available versions:

  • CDF Infantry Squad
  • Guards Infantry Squad
  • Chedaki Squad
  • Marines Squad
  • MVD Security Squad
  • Recon Squad
  • Specnaz Squad
  • Swedish Squad (needs @Oden 2.1)
  • French Infantry Squad (needs @HEXAgon 1.2)

Available for:

  • Chernarus
  • Utes
  • Podagorsk
  • Thirsk
  • Thirsk Winter
  • Celle

Put files in [Missions] folder for singleplayer or in [MPMissions] for multiplayer

Download Mission Pack [843kB]

Note: "Thirsk Winter" missions need KuiK's Winter Camos Addon

Edited by [ASA]ODEN
Updated to co51 Frontline standard

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Bump for extensive update:

Added Thirsk, Thirsk Winter, Kumila, Podagorsk and United Sahrani for each version.

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nice, update! ;)

I sent him a PM, do you get all missions as posted?

In the pack i only find chernarus, utes and duala missions. (total=34 files)

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In the pack i only find chernarus, utes and duala missions. (total=34 files)

Same here.

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Sorry, had CAA1 loaded when updating all mission.sqm and as the virus that is all missions got dependency messed up - new pack uploaded with correct mission.sqm (and United Sahrani has been removed, even from my warfare pack)

/pissedOffOden

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I messed around with this a bit and it looks great for quick tactical action.

-------

One thing I am wondering is how to adjust AI skill. Would changing the skill (anywhere from 0.2-1.0) for the 3 dummy AI to the north change the skill for ALL spawning AI (infantry & vehicles)? I changed them to 0.2 for a quick test and it seemed like it worked but can't say for sure.

Can I suggest adding these 2 islands even if its only 1 mission for each?

  1. Sap Everon

  2. Celle
    (It feels like a hybrid between SapEveron & Chernarus)

-EDIT- Also, why is ACE not recommended for this mission in MP? I commented out that one line of code and it seems to work fine, but is there a possible bug by using this mission with ACE?

Thanks,

Edited by Rg

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I honestly haven't had a single thought on AI skill :-)

The dummies are there as a fix to my "failure" using createCenter (civilians wouldn't jump into truck trying to rescue them) so you need to search and edit all "createUnit" calls (thats a good idea though, maybe setting specops to higher and others to random).

ACE block is for people not understanding the diff between addons and mods and when they respawn I get these errors for all kinds of ACE stuff but maybe one day very far into the future I might create ACE versions of all my missions.

There are no other implications so do not worry over removing the ACE block (while at it add "ace_core" to the addons[] array in mission.sqm or even better, change the few units in the mission to ACE dudes making it mandatory).

SAP Everon used to be part of my missionpacks but I felt it rarely got used so I dropped that one, Celle is a very nice map but I had problems with the new one in my Warfare so I never got into adding that one for this pack.

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ODEN;1594490']I honestly haven't had a single thought on AI skill :-)

The dummies are there as a fix to my "failure" using createCenter (civilians wouldn't jump into truck trying to rescue them) so you need to search and edit all "createUnit" calls (thats a good idea though' date=' maybe setting specops to higher and others to random).

ACE block is for people not understanding the diff between addons and mods and when they respawn I get these errors for all kinds of ACE stuff but maybe one day very far into the future I might create ACE versions of all my missions.

There are no other implications so do not worry over removing the ACE block (while at it add "ace_core" to the addons['] array in mission.sqm or even better, change the few units in the mission to ACE dudes making it mandatory).

SAP Everon used to be part of my missionpacks but I felt it rarely got used so I dropped that one, Celle is a very nice map but I had problems with the new one in my Warfare so I never got into adding that one for this pack.

You mean find the "createUnit" calls and add something like setSkill for each? I wonder what skills they are now. I would guess they are all default values like when you place a group down in the editor or maybe all single units placed default to X (0.2 maybe).

--------

What problems are you getting with Celle? I hope you still will consider using that island though.

--------

Thanks ODEN,

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Minor bump for addition of French Infantry version (HEXAgon), see first post.

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