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sander

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Posts posted by sander


  1. Version 4.1 of the coop pack contains 17 new missions to bring the total of included coops up to 142. Please note that the newly released Saint David and Eilte terrains (Armaholic) are needed for many of the additions.

    New files":

    co04_cwr2_degrade_crossing.cwr2_david.pbo

    co05_cwr2_touch_base.cwr2_david.pbo

    co06_cwr2_alternative_denial.noe.pbo

    co06_cwr2_current_resistance.adam.pbo

    co06_cwr2_level_crossing.cwr2_eilte.pbo

    co06_cwr2_misguided_missiles.cwr2_david.pbo

    co06_cwr2_stop_dead.cwr2_david.pbo

    co06_cwr2_trade_secret.cwr2_david.pbo

    co08_cwr2_fal_prey.cwr2_david.pbo

    co08_cwr2_para_gone.cwr2_eilte.pbo

    co09_cwr2_brad_october.cain.pbo

    co09_cwr2_bushmaster_stroke.cwr2_eilte.pbo

    co09_cwr2_hedge_creeper.adam.pbo

    co09_cwr2_mech_daddy.cwr2_david.pbo

    co09_cwr2_star_track.eden.pbo

    co10_cwr2_a_bridged_edition.cwr2_eilte.pbo

    co10_cwr2_dushman_friday.cwr2_david.pbo

    A short summary of the missions is provided in the readme.txt file, which is included in full in the first post of the thread.

    Download current version

    Regards,

    Sander


  2. Actually, they can. Some cause the initialisation period to be extended to such an extent that missions fail to initialise properly because of all the non integral scripting being processed at the expense of the init statements in the mission file itself. They can cause such a delay that missions that feature an imminent attack on the player group have the players slaughtered well before initialisation has finished and players actually get into the mission.

    It has been observed how various AI mods also cause AI to behave very differently when they are to move over large distances. Units that in vanilla A2/OA would be proceeding flawlessly become hopelessly confused and fail to cover any ground at all. Especially vehicles with long distance waypoints can gain inordinate amounts of delay with AI mods activated, deciding to halt and recalculate routes repeatedly instead of deciding on the route and then sticking to it.

    For these reasons no other addons except for CWR2 are supported.

    Regards,

    Sander


  3. In case the regular methods with buildingpos statements and waypoints do not work, use simple setpos statements to place the units manually at specified heights.

    I even tried placing move waypoints on the buildings but the hostiles would just not get in. Sometimes they were deployed in a nearby hangar and other times they just vanished.

    If a group of AI is given a move waypoint to a specified position in a building, this tends to cause them to occupy the very same spot. It is not only the AI leader occupying the position, but also his subordinates.

    Regards,

    Sander


  4. Thanks for the feedback.

    The exact same mission happened to be played by me on a clean CWR2 dedicated server yesterday and there I could witness both drops. The AI support in the second part of the mission was more than adequate. Such occasions tend to be rare in my missions, so it is best to savour the times where the friendly forces actually solve part of your problems.

    Regards,

    Sander


  5. Thanks for your feedback.

    The Hip should drop off two squads of 7 Spetsnaz each to the south of Montignac, the Colt should drop off 3 groups of 5 regular soldiers each. It is possible that friendly AI took care of some enemies. The squad that is dropped off by the truck evacuating Meaux often does pretty well eliminating the enemy coming in from the south. Paratroopers exit the aircraft at sufficient height, so no injuries are sustained in the drop.

    Use of addons can influence missions, so please report issues occurring with a clean CWR2 Beta R6 install. I do not vouch for any other addons.

    Regards,

    Sander


  6. Version 1.3 contains an update as well as four new missions to bring the total number of included coops to a round twenty.

    New files:

    co05_cwr2_contra_rotation.trinity.pbo

    co08_cwr2_personnel_column.trinity.pbo

    co09_cwr2_take_five.trinity.pbo

    co10_cwr2_wing_tracked.trinity.pbo

    Contra Rotation has resistance fighters ambush Soviets before stealing explosives needed to destroy a bridge.

    Personnel Column involves an ambush of Soviet vehicles and reaction forces by a resistance group that proceeds to attack an enemy base.

    Take Five features an attack by British light armour with the aim of clearing rebel forces from five villages.

    Wing Tracked has a guerilla band attack an enemy airfield in order to destroy aircraft, air defences and radar installations.

    Download current version

    Regards,

    Sander


  7. Nice work on these missions, keep it up.

    One suggestion for the Rangers mission is to make binoculars available to the group leader, either by defining it in the init line of the character (this addweapon "Binocular";) or by making it available in the weapon selection. A commander's task is to direct the other team members rather than to handle weapons himself so the field glasses are an essential piece of kit to exercise group command.

    Regards,

    Sander


  8. Try attaching invisible objects that are destructible by small arms fire to a tank and make the AI target those objects instead of the armoured vehicle to give the illusion of small arms fire aimed at heavy armour. Use the hideObject to make an object invisible to players. As the objects might be destroyed too soon for your purposes, you may consider making them indestructible for a while with allowDamage statements.

    Regards,

    Sander


  9. Thanks for the feedback. The pack is in need of overhaul to take into account changes made with Operation Arrowhead that have influence on a Combined Operations set up. One of the unfortunate results of apparent lack of regression testing by BIS is the fact that the inheritance structure of boats is affected which results in the CRRC not able to store magazines. This makes the spare ammunition in the boats in this particular mission not available to apply the second rule of universal problem solving (*1* any problem in the world can be removed using explosives *2* if use of explosives did not make the problem go away, add more). In case the objective does not tick off it might be that indeed the truck is destroyed, but not the machinegun or AA launcher. In that case putting a magazine or two into the attached static weapon might do the trick.

    ---

    The 117 includes duplicates, as the pack was intended for use with the addons I made right after release of A2. There were near identical default versions added for use with vanilla A2.

    At some point in the future an update will be released as the missions are slowly reworked to incorporate lessons learned in the intervening years (eg bullet proof briefings that do not result into duplication of briefings for players on respawn) and to counter the effects of changes in AI (making helicopter extractions more dependable as assignAsCargo statements at some point were no longer sufficient to make AI mount up, but absolutely required an orderGetIn statement to make them actually board the chopper).

    Regards,

    Sander


  10. The existing missions have been revised and three new missions were added in Version 1.2 of this pack.

    New files:

    co06_cwr2_ambush_league.trinity.pbo

    co08_cwr2_sixtyfours_field.trinity.pbo

    co09_cwr2_echo_ranging.trinity.pbo

    Ambush League has British soldiers intercept an enemy column and destroy ammunition supplies while withdrawing back to their own lines.

    Sixtyfours' Field features a raid by Spetsnaz to locate and destroy helicopter gunships.

    Echo Ranging has light infantry attack and hold a town in expectation of reinforcements.

    Download current version

    Regards,

    Sander


  11. The 4.0 version of this coop pack contains updates to numerous missions to correct minor problems as well as 20 new missions, many of which take advantage of the updated FIA units available in beta release six of CWR2, to bring the total of included mission files to a solid 125.

    New files:

    co04_cwr2_gunship_wreck.cain.pbo

    co04_cwr2_smoke_colum.eden.pbo

    co05_cwr2_route_pressure.abel.pbo

    co05_cwr2_storage_track.noe.pbo

    co05_cwr2_wet_work.noe.pbo

    co06_cwr2_plaster_saint.eden.pbo

    co06_cwr2_rounds_incomplete.cain.pbo

    co08_cwr2_post_op.noe.pbo

    co08_cwr2_rebel_rousing.abel.pbo

    co08_cwr2_repellent_behaviour.eden.pbo

    co08_cwr2_route_66mm.eden.pbo

    co08_cwr2_tasmanian_exorcism.noe.pbo

    co08_cwr2_tel_time.abel.pbo

    co09_cwr2_bear_hug.noe.pbo

    co09_cwr2_brad_punch.noe.pbo

    co09_cwr2_louis_seize.abel.pbo

    co09_cwr2_support_band.eden.pbo

    co09_cwr2_wood_shots.noe.pbo

    co10_cwr2_home_front.adam.pbo

    co10_cwr2_impassive_aggressive.abel.pbo

    Full details can be found in the readme.txt file reproduced in the first post of this thread.

    Download current version

    Regards,

    Sander


  12. The Conflict Zone RTS game had a nice twist where one had to win the information operations/propaganda war as well as do good on the battlefield. The two sides had to fight in an asymmetric conflict, so one could either pursue a decent fight in line with strict ROE or be a conniving bastard using underhand methods.

    Regards,

    Sander


  13. Practice makes perfect: lead the target, observe the fall of shot and adjust accordingly. Use the editor to set up a situation for training where you have a vehicle or weapon with nearby ammo supply of the right kind and fire away a lot of rounds and missiles to acquire a feel for the weapon system. Initially you might wish to use a this setCaptive true statement to acquire experience without too much pressure, then remove it to make it a two way range to see whether you have acquired the speed necessary to find and obliterate targets under adverse conditions.

    Regards,

    Sander


  14. The acronyms for the DLC (BAF, PMC and ACR) pretty much sum it up: Best Additional Faction, Pretty Mediocre Content and Appallingly Catastrophic Release.

    The British Armed Forces DLC is high quality work, with the models, textures, configs and missions all setting a standard that the subsequent DLCÅ› unfortunately failed to match. The state in which ACR was released was abysmal in quality, with a stupendous amount of bugs affecting just about every single item in the package.

    Regards,

    Sander


  15. Yes, and they will be released in due time. For the next few weeks I am tied up in creating some CWR2 units and expanding the pack to make use of the new content. There will be several dozen new coop missions in the next installment of the CWR2 pack.

    Regards,

    Sander


  16. That might not actually be specified in any manual, but that is the method of identifying targets since OFP so it would come naturally for long term players of this series of games. It would indeed be difficult for a starting player to figure out on his/her own. The English manual was rather compacted, but the German one was much more extensive and useful (DL here).

    Regards,

    Sander


  17. Hi,

    You have to use the binoculars in order to identify the mortars. This is done by looking at the targets with the binoculaurs and then proceeding to right click with the mouse. This mouse button action will reveal the object one is looking at, thereby triggering the bombardment. It may take a couple of clicks to achieve the result, but a radio message will follow and rounds will start to come in to annihilate the Soviet position.

    The game is indeed great. The campaign has some bugs, but overall it will deliver tense action and a varied experience.

    Regards,

    Sander


  18. In the first deployment to Everon the mission has always completed fine for me, though sometimes it takes time to find that last enemy AI. In one case I had to scavenge nearly every handgrenade around to blow up a stuck BMP that insisted on driving through a building, in others a single AI was remaining in a bush, in a building or one the slope towards the coast. Sometimes one needs to do all the work, sometimes the Cobra and Abrams clean house. I have never had a problem in the aborted mission to Regina. It is a matter of picking an appropriate route: first head to the forest and only then turn north, as running away through an open field is too tempting for the Soviet gunners.

    The MP5SD is no longer the overpowered weapon of OFP, but three round bursts to the head do the job fine. Ranging the gun makes a lot of difference as using a correct zero makes the rounds impact on the most vulnerable part of the target and not the torso or legs.

    Regards,

    Sander


  19. As I don't have Take On Helicopters, which has its own editing section, I am not familiar with the map. In Arma2 one can determine whether a building had enterable positions and where they are by doing a preview in the editor in Regular mode (no indicators are provided on Veteran mode) with you and a second AI grouped to you as commander. This will allow you to command the AI to particular buildings and positions. Perhaps TOH offers the same possibility.

    Regards,

    Sander

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