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colosseum

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Posts posted by colosseum


  1. Celery specifically designed his zombies to work only with human players. They are not designed to be used with AI units at all. I've tried a few test missions with AI subs, and they don't always treat zombies as enemies, leading to weird behavior etc. Sometimes I've even had AI teammates open fire on ME after I've killed a few zombies.

    The mission is solo-able (albeit rather difficultly), but it can be done.

    I am working on an SP mission similar to this one using zombies that should be ready for release fairly soon.


  2. I really don't think it's a problem on your end -- I have a feeling my implementation of Celery's zombie scripts is flawed somewhere, but I genuinely cannot figure out what the problem might be.

    Let me know if a friend hosting solves the issue, and thanks for your patience.

    ---------- Post added at 08:59 PM ---------- Previous post was at 07:02 PM ----------

    I tried to make a playthrough video but Fraps lagged out on me several times. Probably a good thing since I'm normally a pretty good player but knowing I'm being recorded made my performance atrocious. Maybe another time!


  3. That is SO weird! I've tried it again and again on my own PC with all the settings I can think of, and it always works.

    Single player missions will prompt the player to set their desired terrain detail (a feature present in all of Celery's zombie missions). This appears in SP because it's a parameter set by the mission host in MP games.

    Since all my zombie missions use a modified form of Celery's code, I spend most of my bug-hunting time trying to make sure that I follow his mission set-up to the letter. Today I noticed that what looks like a critical piece of script was not present in any of my previous missions. I've added it, and I hope it eliminates the errors.

    v1.5

    - Fixed a critical piece of script not present in players' init lines

    v1.5 Download

    Thanks for getting back to me so quickly. Let me know if 1.5 fixes everything. It's the only solution I know of at this time.


  4. That's so weird. I've run the game in the editor, from a LAN server, and an Internet server and have never had that problem. I've played it both singleplayer and COOP 2 and there's always zombies.

    I have v1.59 of ArmA2 Combined Operations. I haven't yet updated to 1.60 so I don't know if that causes the problem. Other than that I really don't know what to tell you guys. The island versioning is the same as the one in the Armaholic link provided.

    If you guys could get back to me on whether or not v1.4 works I'd greatly appreciate it. Just telling me I have a problem with the mission and then disappearing really doesn't help me that much.


  5. LOL, where is that? I could have sworn I had clearMagazineCargo and clearWeaponCargo scripts in all the vehicles!

    Here are a few hotfixes for the mission as v1.4:

    v1.4

    - Fixed some vehicles having their default weapon/magazine cargo load

    - Change from globalChat to globalRadio for notifications

    - Fixed hordes not appearing after you take the keys to the plane

    Sorry to keep releasing so many versions but I just keep finding problems that need to be fixed. As always I appreciate any and all feedback and suggestions!

    Download v1.4


  6. That's really odd... I've played through it several times with different people and always encounter zombies no matter what I did. I'm using Celery's scripts so I'm not an expert on how it's executed, but there's a chance that something just didn't fire correctly at mission start.

    No amount of stealth that I've (personally) ever been able to pull off has ever led to no zombies. There might have just been a problem with v1.2.

    At any rate, v1.3 is here and should hopefully have functioning zombies. Grub, let me know if it works for you. If there are any more problems I'd definitely like to hear about them!

    v1.3 Changelog

    - Added three more player slots for the rest of Sword Team (all start unarmed)

    - Added a dead PMC pilot somewhere with NVGs and an M110/NV Scope. See if you can find him.

    - Added a few more weapons scattered around the map (mostly on the north side)

    - Zombie horde location and numbers tweaks

    - Added more flares

    - Added two backpacks that can carry flare guns (ALICE and CZ backpacks)

    - Put ammo in some of the rifles by the dead PMC convoy

    - Reduced the zombies in the starting area to be more humane (new players got killed before getting 2 min into the game)

    - Briefing/hints update

    - Fixed the two notifications at the plane not showing a global message (move from titleText to globalRadio)

    Download v1.3


  7. All,

    Have searched extensively and found out how to get two Independent player units to fight against their own side. Problem is that I keep hearing "2, BLUE ON BLUE!" through the radio. I'm not sure how the dynamic works here but I'd like to know a way to get rid of this.

    I want to have two player Independent PMC units that fight the rest of the PMC side, as in the last PMC campaign level. I use the "addRating=-10000" method but surely there has to be a better way to do this...

    Thanks

    Ian


  8. v1.2 is here:

    Download v1.2

    v1.2

    - Added more zombie hordes, but toned their numbers down

    - Added briefing hints, etc.

    - Dead pilot (who has the keys) will now most likely spawn somewhere on the control tower nearby

    - Added a few more weapons (v1.1 was insanely difficult with lack of ammo)

    v1.1

    - Moved back to older revision zombie scripts due to inexplicable MP lag

    - Dead pilot will spawn in four different locations

    - Taking the keys to the An-2 will send a huge horde to attack the player

    - Three AI helicopters will now fly over for atmosphere's sake


  9. The Podnos 2B14 and the US M252 81mm mortars have a built-in artillery computer in my experience. You brought it up using the Action Menu when in the gunner's seat. I'm not sure that you have to use the artillery module?

    But this only applied when I was personally using the mortar, not sure how to make it work with AI gunners etc.


  10. http://dl.dropbox.com/u/16140164/ArmA2/islandescapelogo.png (251 kB)

    COOP 5 Island Escape @ v1.4

    By Colosseum

    Map: Mana Island, Fiji (by Prowler.wolf)

    Players: 1-5

    Story:

    After narrowly escaping Lingor, Tanny and Dixon were recruited by a group of wealthy elite (mostly politicians, financiers, and celebrities) to provide security at their island retreat in Fiji. The elites thought their secluded hideout would be the ideal destination to ride out the zombie apocalypse, but they were wrong. The island was overrun shortly after they arrived, and the elites took to sea to escape, stranding Tanny and Dixon on the beach.

    Tanny is an accomplished fixed-wing pilot, and there is an old plane at the airstrip on the west end of the island. Get there and escape.

    Description:

    This is a cooperative zombie mission akin to Chernarus Apocalypse by Celery. The players must work together to survive with the odds heavily stacked against them.

    Features:

    Addon-free but convincing zombies

    Player characters have unique equipment

    Custom healing script with shareable bandages

    Zombies may drop bandages and magazines

    Pistols are accurate

    Selectable friendly fire damage rate

    JIP players start close to the group

    Character gear, bandages and damage are saved in case a player disconnects

    Spectator mode after death

    You can continue the game after dying by picking a new character slot

    Credits:

    Mission: Colosseum (Ian)

    Scripts: Celery

    Mana Island (Fiji): Prowler.wolf

    Apocalypse series concept: Zipper5 and Celery

    Noises and screams: Thief II: The Metal Age and freesound.org

    Requirements:

    ArmA2: Combined Operations (or equivalent)

    BAF (recommended, but will work without)

    PMC (recommended, but will work without)

    Mana Island (Fiji)

    Community Base Addons

    Installation:

    Put the pbo file into your ArmA 2\MPMissions folder.

    THIS IS A BETA RELEASE. Please report any problems you encounter!

    Changelog:

    v1.4 Changelog

    - Fixed some vehicles having their default weapon/magazine cargo load

    - Change from globalChat to globalRadio for notifications

    - Fixed hordes not appearing after you take the keys to the plane

    v1.3

    - Added three more player slots for the rest of Sword Team (all start unarmed)

    - Added a dead PMC pilot somewhere with NVGs and an M110/NV Scope. See if you can find him.

    - Added a few more weapons scattered around the map (mostly on the north side)

    - Zombie horde location and numbers tweaks

    - Added more flares

    - Added two backpacks that can carry flare guns (ALICE and CZ backpacks)

    - Put ammo in some of the rifles by the dead PMC convoy

    - Reduced the zombies in the starting area to be more humane (new players got killed before getting 2 min into the game)

    - Briefing/hints update

    - Fixed the two notifications at the plane not showing a global message (move from titleText to globalRadio)

    v1.2

    - Added more zombie hordes, but toned their numbers down

    - Added briefing hints, etc.

    - Dead pilot (who has the keys) will now most likely spawn somewhere on the control tower nearby

    - Added a few more weapons (v1.1 was insanely difficult with lack of ammo)

    v1.1

    - Moved back to older revision zombie scripts due to inexplicable MP lag

    - Dead pilot will spawn in four different locations

    - Taking the keys to the An-2 will send a huge horde to attack the player

    - Three AI helicopters will now fly over for atmosphere's sake

    DOWNLOAD:

    Download v1.4

    Download v1.3 (Armaholic mirror) (buggy release!)


  11. v1.2a is here. I've moved back to the old zombie scripts, which seem to work perfectly fine to me. Reason being that the newest iteration causes framerate drop in some players' games. I will update to the latest zombie scripts when I can fix this problem, but for now the old-ish ones seem perfectly adequate.

    COOP-10 Lingor Survival v1.2a Download

    Changelog:

    v1.2a

    - Changed the Pilot from a standard US Pilot to a US Pilot (light)

    - Changed the starting boat back to a PBX

    - Reduced the fuel in the starting boat by 50%

    - Added 3 boat markers so players will have to search for the boat

    - Landing the An-2 at the Conoteta Island airport will now win the mission

    - Disabled saving

    - Removed some vehicles that unbalanced gameplay

    - Added more large concentrations of zombies

    - Removed extra zombie spawns in towns

    If anyone would like to volunteer to playtest with me on a server, I would REALLY appreciate it. All of my testing has been local, except for one game with a group of friends. It was amazing how many bugs were ironed out when playing with other people!


  12. v1.2 will be released later today. Among the improvements are a total move to Celery's newest zombie scripts which should increase the performance of the mission. Stay tuned.

    Edit: Strange issue: a small framerate decrease when playing v1.2 in MP, but not in the editor? This is while testing my mission with one player in a LAN server I host. Only occurs with v1.2 in the LAN server, never with anything else. v1.2 runs perfectly fine while testing in the editor.

    ArmA2 drives me nuts sometimes!


  13. Awesome, glad you liked it. Celery's missions disable saving, but I reenabled it because we often have to take breaks during play. I have a feeling having it present will cause problems though, since the script wasn't originally meant for it. I will most likely disable it in v1.2. Celery's scripts support JIP, which means that if any client dies, he can click Abort and then choose one of the unused characters to rejoin the game near the rest of the group. This won't work for the server player, though, if he dies, he's dead and can't come back unless the mission is restarted.


  14. Several issues came to light today, and I have done my best to fix them.

    Download for version 1.1 now available.

    Changelog:

    v1.1

    - Made the starting boat spawn at one of three random locations

    - Markers placed in-game by players are now visible to the entire group

    - Incorporated Celery's GPS system (players with GPS maps can see the other players on it)

    - Changed the starting boat from a PBX to a small civilian pleasure craft

    - Guerrilla has a custom diary with cache/vehicle locations and coordinates instead of markers

    - Replaced broken horde notification markers with generic "danger" zones

    - Removed aviation fuel markers; players are advised to search likely areas for the fuel truck

    Planned: full update to Celery's newest zombie scripts


  15. Armaholic mirror added -- thanks Big!

    Also, please keep in mind that this is an extremely BETA release of this mission. If you encounter any bugs, problems, or fundamental flaws, PLEASE report them to me so I can do my best to fix them!

    Edit: Also, here's some tips that I've figured out when testing with a few friends:

    Hints:

    Player Selection:

    1. The first five available units should be picked first. The second group are all unarmed and have no special abilities, and are basically just extra player slots.

    2. The Pilot should only be taken if you plan on flying to safety.

    3. The Medic and Guerrilla Fighter should always be in your group, since the Medic has 8 bandages (a la the Doctor character in Celery's missions), and the Guerrilla knows where caches and vehicles are located.

    4. The Czech Special Forces Operator (with M4A3) and the Contractor (with M1911) are the next logical choices since weapons are extremely scarce.

    5. Some of the extra slots have GPS maps which makes navigating easy with the RCtrl+M minimap.

    Tactics:

    1. Selective engagement is the best option.

    2. Towns are heavily infested and should be avoided if possible.

    3. If you plan to take the plane, look for the fuel truck in one of the locations marked. Be advised that bringing it to the airfield will attract a lot of zombies (more than usual), and spawn two large hordes to attack you.

    4. There is an 81mm mortar in the back of one of the vehicles at the airport. One of the team members should set it up and use the artillery computer to drop some mortar rounds on the zombie hordes while the plane gets fuelled up. Alternatively, if you're really fast, you can all just hop in the plane and try to escape (not recommended)...

    5. There is a man-portable DSHkM 12.7mm machine gun in one of the caches. Find a tripod bag and you can assemble and use it. It can come in handy sometimes.

    6. Even if you don't choose to take the plane, the fuel truck can be a huge boon for a group travelling in convoy.

    7. A player in one of the illuminant towers at the airport can spot the fall of mortar rounds and vastly improve targeting. Our group was able to completely eliminate one of the hordes before it got within 200 yards.


  16. I've wanted a mission similar to the Chernarus Apocalypse missions, but set on Lingor for quite some time, so decided to try my hand at making one. This mission uses Celery's zombies (scripts from CA Part 2) and IceBreakr's Lingor (v1.3) island. Aside from that, everything else is stock A2CO.

    Please keep in mind that I am an extremely amateur mission designer and this may contain many bugs, exploits, and flaws that I would love to hear about (and how to fix them!). I would really appreciate feedback on what I can do differently and what can be done better.

    Now onto the mission itself:

    Map: Lingor v1.3

    Players: 1-10 (3-4 recommended...)

    Story:

    Your helicopter has been forced down during your attempt to escape Lingor. Realizing that there's no way to get the helicopter running again, you must find a way back to the safe zone at Conoteta Island.

    Description:

    This is a cooperative zombie mission akin to Chernarus Apocalypse, but set on Lingor.

    Equipment and munitions are scarce and the enemy is dangerous and numerous, which promotes tactics, teamwork and good shooting. The zombies are resistant to bullets, and only a headshot is a reliable way to kill them.

    The players can choose to fuel up an An-2 at the Sargentas airport (which requires the Pilot as part of the team), or they can just venture to the safe zone on foot. If the latter option is selected, the mission will involve almost 60% of Lingor's usable territory.

    Features:

    • Addon-free but convincing zombies
    • Player characters have unique equipment
    • Custom healing script with shareable bandages
    • Zombies may drop bandages and magazines
    • Pistols are accurate
    • Selectable friendly fire damage rate
    • JIP players start close to the group
    • Character gear, bandages and damage are saved in case a player disconnects
    • Spectator mode after death
    • You can continue the game after dying by picking a new character slot

    Credits:

    Mission: Ian

    Scripts (and basically everything, most of what I did is totally derivative): Celery

    Apocalypse series concept: Zipper5 and Celery

    Noises and screams: Thief II: The Metal Age and freesound.org

    Lingor: IceBreakr

    Requirements:

    ArmA2: Combined Operations (or equivalent)

    BAF (recommended, but will work without)

    PMC (recommended, but will work without)

    Lingor v1.3

    Installation:

    Put the pbo file into your ArmA 2\MPMissions folder.

    THIS IS A BETA RELEASE. Please report any problems you encounter! I'd really appreciate feedback on whether or not the mission is even fun.

    DOWNLOAD:

    Download for version 1.2a now available!.

    Armaholic Mirror for version 1.2a

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