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strango

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  1. strango

    Strango's Random Co-Op Series

    Nothing yet. I was planning on doing an update for Convoy Abduction after the Driver AI update, but after seeing the issues the AI still have decided to hold off. No time table on new missions just yet, but I'll get to them eventually.
  2. strango

    AI Driving - Feedback topic

    I've run some tests where collisions between different AI driven vehicles do occur. Sometimes with enough force to destroy the front wheels or even blow up the vehicles. Tests were on Altis with pick-up trucks and other civilian vehicles.
  3. strango

    Strango's Random Co-Op Series

    An Altis version of Hostage Rescue has been added to the series. Original Post updated with the new link.
  4. I've also seen this when using Zen_MoveInVehicle with the 'cargo' setting on a troop transport Blackfish.
  5. strango

    Strango's Random Co-Op Series

    Web Links in original post updated with corrected file names that won't cause problems on local host servers. Are the briefings / tasks still showing up for the host and the clients? What is the error being given and is it only showing on the server or also the clients? The tasks and briefings shouldn't effect mission progress other than not being notified when they've been completed. The logic that actually ends the mission is not connected to the zen framework so that should still function fine. Not being notified about task updates will make some missions more difficult than others (such as Patrol not letting you know when it's recognized you as completing a waypoint). I will admit that very little testing has been done for local host servers; most of the attention went to dedicated. I guess I made a bad assumption that if it was working on dedicated and it was working for a preview in the editor it would also work for local host.
  6. strango

    Strango's Random Co-Op Series

    Tuskegee, I just tested and also received the error with those files. It turns out the version numbers I added to the end of the filename are causing errors in the engine for local host servers. As a quick work-around until I change the links remove the additional " . " from the file name. Example: co_10_SRCS_hostage_rescue_v1.0.Tanoa change to co_10_SRCS_hostage_rescue_v1.Tanoa I'll see about getting the web links updated later today.
  7. strango

    Strango's Random Co-Op Series

    Web download links added to original post.
  8. strango

    Strango's Random Co-Op Series

    I'm currently working on a mirror, but do not have it ready yet.
  9. Strango's Random Co-Op Series is a collection of missions with the common design theme of being highly re-playable along with hardcore mission design elements. Each play-through will select a new area of operations from anywhere across the entire terrain, against enemy with varying strength and composition during dynamic weather & time of day. All missions will not utilize respawn. Starting load-outs of the players are designed to force teamwork and keep the one-man army syndrome to a minimum. Features: Dedicated Server Support – All missions will function on dedicated server, local server and single player. In multiplayer Friendly AI are disabled in most of the missions, but will be present if loaded as a single player scenario. No Add-ons Required other than Apex - If a mission is ported to an add-on island then obviously that island will be require for that particular version. RHS and CUP Support – If the server has loaded RHS or CUP then the mission will automatically detect and utilize those add-ons. Select-able AI Skill Level – Each mission will have a lobby parameter to set the skill level of the enemy AI. Enemy Strength is Scaled to Player Count. Revive System, but No Respawn Short to Medium length missions Disclaimer: Some of these missions, such as Hot Extraction and Pilots Down, have a very high level of dynamics that can create a wide range of difficulty levels. Depending on how the dice roll that particular play-through it could be anywhere from easy to unfair. Keep this in mind the first time you play a mission and if you get a bad roll that first time give it another go and your next play-through will probably be drastically different. Future Plans: Port missions to additional islands once initial bug reports have been cleared New missions A special thanks to Zenophon for his Co-Op Mission Framework. https://forums.bistudio.com/topic/170177-zenophons-arma-3-co-op-mission-making-framework/ Steam Workshop Collection Page: http://steamcommunity.com/workshop/filedetails/?id=754382563 Missions: Convoy Abduction Description: Abduct an enemy VIP traveling in a motorized convoy while they are en route to a meeting location. Players will know the convoy starting position and destination at the map screen allowing them to formulate a plan before the mission starts. Player Count: 1 to 10. Will be difficult with 1 player, but possible. Random Elements: Random Convoy starting location, Random Convoy Destination. Player selected insertion point and extraction. Mission Duration: 15 to 30 minutes Intended Difficulty: Medium Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=754379921 Web Link: http://rocksraiders.com/downloads/co_10_SRCS_convoy_abduction_v0_90.Altis.pbo __________________________________________________________________________________________________________________________________________________________________________________________________ Hostage Rescue Description: Rescue a hostage and eliminate their captors. Captors will receive orders to execute the hostage shortly after the players have been detected. Player Count: 1 to 10 Random Elements: Random AO, Random building picked for hostage to be placed in. Random enemy patrols. Player selected insertion point. Mission Duration: 5 to 10 minutes Intended Difficulty: Medium / Hard Steam Workshop Links: Tanoa: http://steamcommunity.com/sharedfiles/filedetails/?id=754386423 Altis: http://steamcommunity.com/sharedfiles/filedetails/?id=757248572 Web Links: Tanoa: http://rocksraiders.com/downloads/co_10_SRCS_hostage_rescue_v1_0.Tanoa.pbo __________________________________________________________________________________________________________________________________________________________________________________________________ Hot Extraction Description: A recon team has been compromised in the field and is under heavy attack. A helicopter gunship and transport have been ordered to extract them. Player Count: 1 to 10. Playable positions are the recon team, helicopter gunship and helicopter transport. If players do not take the helicopter positions those roles will be performed by AI allowing the mission to still be playable with 1 player as long as they choose a recon team slot. Random Elements: Recon team starting location. Enemy locations and composition. Mission Duration: 10 to 30 minutes Intended Difficulty: Medium / Hard Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=754388436 Web Link: http://rocksraiders.com/downloads/co_10_SRCS_hot_extraction_v1_0.Altis.pbo __________________________________________________________________________________________________________________________________________________________________________________________________ Outpost Defense Description: A squad must defend an outpost against enemy attacks until reinforcements arrive. The group leader has curator abilities and will build a custom outpost for the players to defend. Player Count: 1 to 10. Random Elements: Random AO (but always near a road), Dynamic Outpost created by the players, Enemy locations and composition. Mission Duration: A lobby parameter allows the admin to select how long the outpost must be defended before reinforcements arrive. Intended Difficulty: Medium Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=754390907 Web Link: http://rocksraiders.com/downloads/co_10_SRCS_outpost_defense_v0_85.Tanoa.pbo __________________________________________________________________________________________________________________________________________________________________________________________________ Patrol Ambush Description: A group of resistance fighters will ambush a government military unit on patrol. Players will know the patrol route at the map screen so they may plan their ambush accordingly. Player Count: 1 to 10. Low player counts will be difficult, but possible. Random Elements: Random AO, Random Patrol Waypoints, Player selected insertion point. Mission Duration: 5 to 30. Varies greatly depending on where the players decide to launch the ambush and how long they fight before deciding to extract. Intended Difficulty: Medium / Hard Steam Workshop Links: Altis: http://steamcommunity.com/sharedfiles/filedetails/?id=754392949 Stratis: http://steamcommunity.com/sharedfiles/filedetails/?id=754395087 Tanoa: http://steamcommunity.com/sharedfiles/filedetails/?id=754396862 Web Links: Altis: http://rocksraiders.com/downloads/co_10_SRCS_patrol_ambush_v1_0.Altis.pbo Stratis: http://rocksraiders.com/downloads/co_10_SRCS_patrol_ambush_v1_0.Stratis.pbo Tanoa: http://rocksraiders.com/downloads/co_10_SRCS_patrol_ambush_v1_0.Tanoa.pbo __________________________________________________________________________________________________________________________________________________________________________________________________ Pilots Down Description: Survivors of a helicopter crash must extract out of a hostile area. High enemy presence including air and armored vehicles. Friendly CAS (AI controlled) assisting players. Player Count: 1 to 10 Random Elements: Random AO, Random enemy locations & compositions Mission Duration: 15 to 30 minutes Intended Difficulty: Medium / Hard Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=754398676 Web Link: http://rocksraiders.com/downloads/co_10_SRCS_pilots_down_v0_90.Altis.pbo __________________________________________________________________________________________________________________________________________________________________________________________________ Random Assault Description: This is a simple and straight forward mission: Eliminate all resistance in the objective area. Player Count : 1 to 10 Random Elements: Random area with several buildings, enemy locations and composition. Player selected insertion point. Mission Duration: 15 to 30 minutes (depends on size of urban area) Intended Difficulty: Medium Steam Workshop Links: Altis: http://steamcommunity.com/sharedfiles/filedetails/?id=754400371 Stratis: http://steamcommunity.com/sharedfiles/filedetails/?id=754401997 Tanoa: http://steamcommunity.com/sharedfiles/filedetails/?id=754403855 Web Links: Altis: http://rocksraiders.com/downloads/co_10_SRCS_random_assault_v1_0.Altis.pbo Stratis: http://rocksraiders.com/downloads/co_10_SRCS_random_assault_v1_0.Stratis.pbo Tanoa: http://rocksraiders.com/downloads/co_10_SRCS_random_assault_v1_0.Tanoa.pbo __________________________________________________________________________________________________________________________________________________________________________________________________ Random Patrol Description: Player squad must perform a patrol of their ordered way points, clearing out enemy presence as they encounter them. Player Count: 1 to 10 Random Elements: Random AO, Random Waypoints, Random enemy locations & compositions Mission Duration: 15 to 30 minutes Intended Difficulty: Medium Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=754405635 Web Link: http://rocksraiders.com/downloads/co_10_SRCS_random_patrol_v1_0.Tanoa.pbo
  10. Over 10 years ago, back in the Operation Flashpoint days, I was the co-head of a co-op tournament called Flashpoint Combat Missions. As you've probably already guessed we also based our tournament around the show Combat Missions. It was a big success and fun. We ended up running a season of 8 missions. If you like, send me a PM and I can give you some lessons learned from that experience to help you with your design of this event. As for participation in this event, Rock's Raiders would be interested.
  11. I have a question about Zen_OrderInfantryPatrol. A mission I have in development contains an alarm system. At the start of the mission I execute Zen_OrderInfantryPatrol with the groups in limited / safe. Once the alarm has been raised I set them to normal / combat. This works for a time, but Zen_OrderInfantryPatrol will eventually override the new setting and return them to limited / safe once they reach their next waypoint. My question: Is there a way to have Zen_OrderInfantryPatrol stop executing once a condition has been met? That would then free me up to reissue the function with the new parameters. or perhaps another way to tackle the problem? Thanks.
  12. This is a co-op mission where a squad of 8 soldiers assault a randomly chosen position on Altis. 96 possible locations. No Add-ons Required. Random Time of Day and Weather. Virtual Arsenal for custom loadouts. Multiple insertion options. SRS Revive - Medic Only with a small window until bleed-out. CSSA3 Spectator script upon death. Recommend running ASR AI 3 Download off of Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=401239036 Armaholic mirror: - Random Assault Co-08 Please report any bugs you find. Change log: V 0.85: Fix for issue that would cause equipment to be lost by players when a new JIP connected. Added fool-proofing to the HALO option to insure that players w/o a parachute are not allowed to execute the option Added in Zenophon's Damage Multiplier Modified spawn script to remove possibly of the recon units being utilized Modified random weather script to have weighed probabilities for the different types of weather (i.e. more likely to be clear than foggy) Increased patrol range Adjusted Dawn Time
  13. strango

    Double-Click not working

    Up to this point I've had it running all the time so I can not say.
  14. strango

    Double-Click not working

    yeah, its not a consistent issue. I can run ArmA with TrackIR running and not have the issue. There is another factor involved.
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