toecutter
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I have released a dynamic mission/campaign using MARPAT Marines fighting terrorists on Mungari Island. It features: - 6 mission types - Air/fire support - Randomised mission allocation - Randomised enemy forces - Jungle, desert and urban missions - Technicals - Medevac - Civilians Latest version: http://hx3.de/files/ofpc/hosteddownl/2004qua4/Counter-Insurgency.zip The mission is currently playable but I need your feedback to improve it. Required addons: OFP: Resistace 1.96 Marine Assault Pack: http://ofp.gamezone.cz/index.php?showthis=5544 OR http://www.mtco.com/games/downloads/usmc/go.html Edge's Retextured Guerrillas http://ofp.gamezone.cz/index.php?showthis=5319 UCE Middle-east Resistance 1.1 (JAM) http://ratatosk.dyndns.org/~jw/uce_kuffiya_11jam.rar OR check this thread: http://www.flashpoint1985.com/cgi-bin....5;st=15 PFLP Troops http://ofp.gamezone.cz/index.php?showthis=1551 BAS Tonal and Opfor http://ofp.gamezone.cz/index.php?showthis=5155 PATCH 1 http://ofp.gamezone.cz/index.php?showthis=5210 PATCH 2 http://ofp.gamezone.cz/index.php?showthis=5351 Mungari Island (and necessary addons) http://ofp.gamezone.cz/index.php?showthis=6548 F/A - 18C Hornets Final Pack V1.3!!! http://ofp.gamezone.cz/index.php?showthis=4543 JAM 2 (should be included in TONAL, but anyway...) http://www.ofpec.com/addons/JAM.php Snypir's SP/MP support pack http://www.ofpec.com/editors/spt_pack.php ARAB FACES http://www.edgefiles.com/files/15514.html or check this thread: http://www.flashpoint1985.com/cgi-bin....;st=300 BAS Helos http://ofp.gamezone.cz/index.php?showthis=5792 http://ofp.gamezone.cz/index.php?showthis=2533 http://ofp.gamezone.cz/index.php?showthis=3998 Please post any bugs, suggestions, etc. Cheers.
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@ Killswitch: Noted. As far as I can tell from the UCE ME Resistance JAM readme, the new units use the same unit name (uce_r_kuffiyaSoldier) as the original version. So, my mission should work OK with the new version of the units without recoding. I only use the one unit and dynamically allocate weapons. I will update my readme. Thanks for the heads-up.
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Thanks for the feedback. Here's a quick update. I'm still working on the next version. I have attempted to recode it for COOP but as I lack a LAN, I have sent it to a clan to test. Fingers crossed... Hopefully I'll hear from them in the next few days. If it works, I'll release it. If all goes well the next step will be recoding it using only standard BIS stuff so that people can edit it to suit themselves. Ideally I would like to see people using this mission as a starting point, add their own stuff and then release it. Anyway, from the readme on the new version: ======= Changes ======= 2.2 - COOP support (hopefully): too many changes to list - lowered the support rating to make games shorter - Added support number to STATUS display - Added health to STATUS display - Changed it so attackers flee when they break on defence missions - Added some .50 cal mgs to the base - Revised reloading script to accomodate M4s, shotguns, supressed weapons, sniper rifles - added a bunch of guns to the ammo crates - added a search and destroy mission - added last_mis to prevent 2 of the same mission types in a row - renamed some variables to try to make scripts easier to read - removed binoculars from all marines (except squad leader) to stop them from breaking formation - added remove and add NVGs to marines to stop them wearing them all day - added CO revival to the mission_control script - added unassignvehicle to RTB to avoid grouping bug - changed medevac to use a mapclick - random weather - raised terrorist skill to 0.4 - changed ME Resistance JAM to regular ME Resistance for download reasons - added a cosmetic moveout helo, then disabled it due to a few issues. Code commented out in \server\mission_control.sqs if you want to enable it
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Glad to hear people are enjoying the mission I'm looking at the problems that have been listed here. I should be releasing another version around the weekend. The not ending thing has me stumped though... can't see why on earth it would run both endings If all goes well, the next version will have a new sniper mission type, cosmetic helos, some ambience and various small bugfixes. Also, I have started looking at coop. I have never played a coop mission, let alone made one After looking over some MP editing guides, I may have a fair bit of re-coding to do. A big problem I foresee is that the role of the squad leader is so essential, if he gets wasted, the rest of the squad will be without fire support, RTB, etc. If anyone with coop scripting experience could give me some tips, that would be great. Assuming I get anywhere with coop scripting, I'll need someone to test it with online. I live in Japan and don't have any PC gaming buddies here (everyone has a PS2), so any volunteers who think they can get a decent ping, please send me a PM. Thanks!
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Just a thought... at what point are you saving your game? After a getting a "mission complete" from the CO, it may take 20 or 30 seconds to purge the dead units and exit the scripts associated with them. If the delays were shorter, this should clean stuff up sooner. That should mean less stuff to save. I'll try that in the next release.
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There is a USMC weapons crate next to the big pile of crates, stocked with shotguns and all kinds of goodies. You can order your marines to take weapons from this crate. However, the rearm script only works with M16s and SAWs at the moment. This should be fixed in the next version. Thanks for the mission ideas. I'll try to implement them over the next few days. Cheers
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It would be great if you could do that voice stuff. Also, I was thinking, maybe it might be cool to add voices to some of the fireteam orders, "Down!", "Everyone up!" etc. Might get repetitive though... what do you think? Planned changes: - add manned .50s to the base - add a respawn script to the CO - make the enemy retreat when broken As for expanding the scope, adding in a few unique missions is a good idea. To improve replayability, it'd be good to have a pool of 6 or more with 2-3 occurring each time you play. What kind of missions though? I was thinking: - Major assault: Join some AI squads and maybe some tanks etc in attacking an enemy city. Maybe use respawning to reduce lag - USMC Base defence - Maybe change Raid missions to a special mission - Rescue a pinned-down AI squad - ? Adding more units shouldn't be a problem, but what kind do you think? I don't really think it fits for the terrorists to have air or armour. For that kind of combined-arms platoon-level stuff I'm working on another project (about 20% complete). Other things I was thinking about adding: - adding a helo to moveout for cosmetic effect. - adding missions where the USMC must protect civilians from the terrorists - changing the BIS hummers to community ones with MGs - COOP So my questions are: What kind of extra units should I add? What kind of missions should I add? Finally, I have absolutely no idea about that reload bug. Has anyone else tried this mission? Impressions?
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Thanks for the upload Mr Burns. Changes in the new version: - Fixed technicals spawn (now spawn at their squad leader) - Added a save point at base - Added an abort mission function - Added links to the briefing/plan to make it easier to find the current mission objective - Added NVGs to the marines - Medevacs now reduce the support penalty of marine casualties - Changed RTB to return the hummers to base as well as repair and refuel them - Moveout tweaked to allow moving directly to mis_obj in defence/ambush missions - Hopefully improved the randomness of mission/location choice - Moved Navy Corpman to Fire team 1 - Modified civ spawn - Modified civ movement Thanks for the helpful feedback SEAL84. Please keep it coming!
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I'll add a save point to the next version. Using the "Rest" option also saves the game, but I forgot to mention that in the readme I actually put the hummers in as eye candy for the base. I always use "Move out" to save travel time. However, I've fixed it so that RTB now moves the hummers back to base and repairs/refuels them. As for the other issues, I'm looking into them. The "peaceful protesters" in particular have me scratching my head as there shouldn't be any spawn points near that bridge. When I figure out the spawn problems I'll release an updated version. Thanks for the feedback
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It's only SP, but if there's enough interest I could try to make a COOP version. As far as testing goes, I'm not looking for anything too serious, just general impressions, recommendations, criticism, etc. Play it once and post your feelings. No need to write an essay. Cheers.