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kenoxite

CCE2 beta 7.x series

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Hi all,
I've been given approval by Drongo69/TacRod to publish a fixed version of his CCE2 beta 7 template.

ABOUT COIN COOP ENGINE 2

Your goal is to succeed in the COIN operation by hindering all resistance activity in the area. To do so, you will be assigned a range of missions. The countryside is crawling with resistance squads and camps. As you complete missions and kill enemies, you may requisition additional vehicles and troops.

ABOUT THE DIFFERENT VERSIONS

In this thread you'll find two iterations of the original CCE2 created by Drongo69.

The first one is beta 7.1.x, which doesn't change anything from the original CCE2 releases and is only focused on fixing bugs.
The second one is beta 7.2 onwards, which uses the fixes from beta 7.1 and expands CCE2 with new features and gameplay changes.

So, it's up to you to decide which version to use. If you want oldschool CCE2 then pick 7.1. If you want more stuff pick 7.2.

You can find more info about CCE2 in the threads of old CCE versions by Drongo69, such as this: http://forums.bistudio.com/showthread.php?98846-CCE2-for-Operation-Enduring-Freedom

--

CCE2 BETA 7.1.1

REQUIRED ADDONS
- CoC Unified Artillery (if you use CWA you'll also need to apply this fix)

This update includes the following fixes:
 

beta 7.1.1



- Enemy unit won't be seen mounted in crashed chopper anymore (in CCE\Mission\RecoverIntel.sqs)

- Convoy groups will enter ActionLoop if the vehicle is destroyed OR can't move (in CCE\Mission\ManageConvoy.sqs)







beta 7.1



- Added check to control amount of CAP groups spawned, so it doesn't spawn so many that there's no room for mission groups or custom enemy units. (in mission editor, CCE\Misc\sideCount.sqf, CCE\StartCCE2.sqs, CCE\CAP\SpawnSquad.sqs and CCE\CAP\SpawnVehicles.sqs)

- Enemy groups spawned in missions should be removed properly now once a new mission is requested (in CCE\Misc\CleanUp.sqs)

- Fixed destroyed vehicle counter (in CCE\Units\KilledEnemyConvoyVehicle.sqs)

- Fixed serveral problems in CAP\spawnsquad.sqs and CAP\spawnsquad2.sqs

- Fixed "simultaneous mission" bug which was causing the spawn of tons of enemy mission groups and targets in the same one mission (in CCE\Mission\requestMission.sqs)

- Fixed mission target counter displaying wrong count after aborting a mission (in Mission\MissionMonitorGroup.sqs)

- Convoy destination marker now isn't visible once the Convoy mission ends or is aborted (in Mission\MissionOver.sqs)

- Rescue mission should be aborted properly now, deleting the unit to be rescued (in Mission\rescue.sqs, Mission\rescueAI.sqs and Mission\MissionOver.sqs)

- Fixed being able to abort missions when there weren't any, which caused the next requested mission to auto-abort on start (in CCE\Client\AbortMission.sqs)

- Added check to spawning scripts, so they stop running if the leader is dead while the script is still forming the squad. (in CCE\CAP\SpawnSquad2.sqs and CCE\CAP\SpawnVehicles2.sqs)

- Fixed counter of enemy units killed in the Search and Destroy mission. Previously the mission needed 1 more kill than it was asking for (in CCE\Mission\SnD.sqs)

- Fixed artillery units being added to global array without checking if they were already in the artillery vehicles. (in CCE\Add\artillery.sqs)

- Chance of enemy groups spawning over water greatly reduced (in CCE\Misc\overwater.sqf, CCE\StartCCE2.sqs, CCE\CAP\StartPatrol.sqs, CCE\Mission\MissionLocation.sqs and CCE\Mission\ConvoyDestination.sqs)

- Added missing CoC markers (in mission editor)

- Cost of CAS and Airstrikes is now displayed when requesting them (in CCE\Support\StartCAS.sqs and CCE\Support\StartAirstrike.sqs)

- Blowing up the chopper after recovering the intel won't tag you as "enemy" and be killed by your teammates anymore (in CCE\Mission\RecoverIntel.sqs)

- Fixed weather not following the values set in DefineMission.sqs (in CCE\Server\Weather.sqs and CCE\Client\Weather.sqs)

I think those are all the bugs in the beta 7 version that needed fixing. Note that I mean fixing bugs (broken stuff), not gameplay issues (like mission X being too hard or whatever). For the latter, read below.

To apply the fixes over your mission just copy/paste the CCE directory over your that of your mission (make a backup first, just in case), then tweak DefineMission.sqs and DefineUnits.sqs accordingly (or copy the content of the CCE dir but those two files to avoid having to re-tweak). Then copy the trigger in the middle of the map in the mission editor to your mission or create a new one yourself with the settings: Axis a and Axis b about 8000 both (adjust depending on the size of your island, but it has to cover every single unit), Activation: anybody, Once (so, no repeat), Condition: CCE_Ready, On Activation: CCE_All = thislist

DOWNLOAD CCE2 beta 7.1.1 Template: http://www.mediafire.com/download.php?zzs9vwrp73huuyg

--

CCE2 BETA 7.2.3

This version of CCE2 expands on the original, fixing bugs and adding new features and gameplay changes.

REQUIRED ADDONS
- CoC Unified Artillery (if you use CWA you'll also need to apply this fix)

These below aren't actually needed, but heavily recommended:
- SNYSptPack.pbo (from SP/MP support pack) - for the rope and rappel anims
- DrongosToolkitVoices.pbo (a modified version from Drongo's Toolkit), ECP_DSAI.pbo and ECP_DSAI_2.pbo (from ECP and its patch) - to activate DSAI
- BN_tracer.pbo (BN880 version) - to see the tracers

OTHER
- FWATCH - to be able to show the personal menu with a key press - HIGHLY RECOMMENDED


NEW FEATURES

- New mission: Liberate Hostage
- Helicopter insertions and extractions: The insertion types available are normal (by landing), fast rope, paradrop and HALO
- Informer: There's a local informer in the camp that might know the approximate location of active camps, for a price. (additions in CCE\Informant, CCE\CAP\CampBossAI.sqs, CCE\Client\Start.sqs)
- Equipment automatically assigned to players on (re)spawn (starting gear can be edited at CCE\respawnGear.sqs)
- Disband: You can disband any of your units. When doing so, those units will be able to be recruited by any player. They'll be removed after a few minutes (in CCE\disband)
- Reorder Unit(s): You can now send any unit or units to the end of your group formation. This way you can now, for instance, easily sort the big gaps in formations when units die or by having vehicles in the middle or the start of your group. (in CCE\reorder)
- Reinforce: You can access the Reinforce menu from anywhere
- Request Airdrop (CWA ONLY): Players can request vehicles and ammo crates to be airdropped to a specific location, for an increased fee. Only works for CWA. It's automatically deactivated for OFP servers.
- Rearm: Players can now rearm the whole squad with their standard equipment. They'll keep radios and NV goggles given by the player, though.
- civPopulate is now integrated into CCE2, in a modified version that works in MP. This allows to populate all the towns (and any other desired area) with civs, while actually using just a handful of civ units. It also features traffic, but only while playing in SP.

For the full changelog refer to the readme in the /docs directory.


BETA 7.2.3 MISSIONS

 

 


WW4

cce2b722ww4promo1.jpg

Lead a Special Forces squad in your mission to hinder resistance activity in southern Everon.

REQUIRED ADDONS
- WW4 v2.5

For the rest of addons needed refer to the ones listed in the beta 7.2.3 template

FEATURES PARTICULAR TO THIS MISSION
- Modular Weapon System (MWS): You'll be able to apply different modules to your weapon on the fly. You can find this feature in the actions menu.

CREDITS
- Sanctuary, for WW4

DOWNLOAD MISSION CCE2 BETA 7.2.3 - WW4: http://www.mediafire.com/download.php?y906t32eneyvisa



WW4 - MAPFACT's RUCKSACK

Same mission as above, but with rucksacks.

REQUIRED ADDONS
- WW4 v2.5
- MAPFACT's Rucksack - WW4

DOWNLOAD MISSION CCE2 BETA 7.2.3 - WW4, MAPFACT's Rucksack: http://www.mediafire.com/download.php?p705mgcxa9ranm0


 



--

EXTRA

Modified DrongosToolkitVoices.pbo

While you can use the default DrongosToolkitVoices.pbo found in Drongo's Toolkit it is recommended that you use this version instead.

I edited the sound levels so they are like those found in ECP. Previously, all were set to 1, the maximum level, and it was hard to tell the distance from you of the yelling enemies as they all sounded like they were a few meters ahead. Now this issue should have been solved.

DOWNLOAD MODIFIED DrongosToolkitVoices.pbo: http://www.mediafire.com/download.php?kiro3zbgvgkv6cz

--

CREDITS

- Drongo 6-9. Because, you know, CCE2. Props to the man.
- Blip, for his Multi Rappel scripts
- snYpir, for SNYSptPack.pbo and overwater.sqf
- David Berka, for helidrop.sqs (renamed to airdrop.sqs)
- toadlife (Real Halo scripts and shuffle.sqf)
- Backoff (createunit2.sqf)
- Liquid_Silence (distancepos3d.sqf)
- General Barron (nearestobj.sqf)
- Tophe of Östgöta Ops (randomBuildingPos.sqf)
- weasello (rndPosInRadius.sqf)
- Igor Drukov (getrelpos.sqf)
- bn880 (sortbubble.sqf, tracers)
- Faguss (FWATCH)
- The BAS team, for the river crossing and helo rotor wash scripts (permission obtained through Ebud)
- The VTE team, for the mist script (permission obtained through Snake Man)
- Sanctuary, for the sandstorm script (used with permission)
- The people who still maintain OFPR.info, OFPEC.com and the other few sites that still host OFP stuff. You are a very important part of why OFP is still alive.
- All the rest of modders, scripters, modellers, forumites and contributors in general to OFP, those still active and those who left. None of my stuff would have been released without your work, guidance and tools. So, a big thank you to you all.
- Anything else not credited was created by either Drongo69 or kenoxite

Edited by kenoxite

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Please upload here some missions using that templete.

Thanks in advance Rożek and NacroxNicke.

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Hey guys,

I've updated the first post with a new mission that uses WW4. It's based on the beta 7.2.2 version of CCE2.

As you can see I haven't released the template for b7.2.2 yet. That's because I wasn't able to test properly in MP some of the new stuff, but I wanted to release something ASAP, as promised.

So, take the WW4 mission as a test area for the upcoming template. If you find anything odd, buggy, etc just let me know and I'll fix it if I can.

With that said, there're a couple known issues, none of them game breaking:

- I tried to make the mission as addon free as possible. To do that I've removed all dependencies to the listed "optional addons" in the mission.sqm. This is because the mission is scripted in a way that whenever it detects that an addon isn't loaded all the features related to that addon are disabled (voices, fast roping, tracers, etc). Funnily enough, by doing so the mission WILL display an error popup complaining that it doesn't find bn tracers pbo when you're in fact using it. Well, that's nonsense, as that message only displays when you have that addon loaded. Anyway, if you agree on this being too annoying and counter-intuitive just let me know. All this was done to avoid putting the tracers pbo as needed, but I really don't care one way or another.

- Related again to the tracers, if you have them active and the addon loaded you'll see a script error just after loading the mission. This is something related to the addon itself and not CCE2 as far as I can tell. It also doesn't have any negative effect on the mission through its extensive testing.

Well, try the mission if you can and let me know what do you think about it. If you're lost with any of the new features make sure to pay attention to the hints displayed in-game or read the instructions in the in-game dossier. Also, you can read some backstory in the Notes section.

If everything works as intended I'll post the 7.2.2 template in a few days.

Have fun!

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Hi all,

I've updated the WW4 mission to 7.2.3. This version should have fixed most, if not all, the bugs present in 7.2.2 (which were plenty on the MP side).

It has been tested locally with a listen server and 2 clients and a dedicated server and one client, also locally. I'd have wanted to test it also with a listen in real MP with another human being, but RL stuff keeps making that impossible.

The mission comes now in the default version (same as 7.2.2 but with bug fixes) and a new one with rucksacks integrated.

Please, if you get to play this and find a bug or any kind of weird behaviour don't hesitate to post here and let me know.

Have fun!

CHANGELOG

beta 7.2.3

- CoC Network Services (CoC NS, using the one included in CoC UA) is now used extensively for server-client sync.
- Most strings moved to stringtable.csv, so they can now be easily edited and localized
- Fixed "lose" debriefing not showing up
- Fly altitude of CAS units lowered, to make sure it's compatible with most addons (previously some units didn't engage due to high altitude)
- Added custom init files to infantry and vehicles, which can be used to init whatever you want to those units whithout having to edit the core scripts
- Modified option to "skip nights" feature, so it can also now skip day missions
- DSAI reduced during nighttime
- Most Faguss Red Tracers dependencies removed from the core files, as dedicated servers can't run that addon. The original tracers by BN880 are suggested instead.
- Mission success, failure and abort messages properly displayed now on clients when using a dedicated server
- Added option to make enemy infantry and vehicle kills grant only Command Points, without advancing the Operation Progress.
- Buy Artillery Ammo is now handled by the server
- Aand all the rest of the broken stuff in 7.2.2 should be fixed

Edited by kenoxite
grammar

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Just wanted to say excellent release; if you don't mind a few suggestions/bug reports:

- waypoints for extraction; using the waypoint feature of insertion you can get into heavily defended areas quickly. It would be nice to have the same for extraction (you specify the route to the Extraction point and to the FOB), so the choppers don't get shot down flying over hot areas

- binoculars are not saved/restored when using "Set respawn gear"

- some script is sometimes hogging the CPU, thus reducing the game to a slideshow; unfortunately I can't reconstruct when this happens

- currently civilians are only spawned when a player is near a city; that's completely understandable because of performance issues. The problem with this is that shelling a town with artillery while outside the spawn distance will kill only bad guys and is thus a viable strategy

Anyway thanks for lots of fun!

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- waypoints for extraction; using the waypoint feature of insertion you can get into heavily defended areas quickly. It would be nice to have the same for extraction (you specify the route to the Extraction point and to the FOB), so the choppers don't get shot down flying over hot areas

Yes, I thought about that. TBH I did that on purpose to speed up the extraction petition process, as I found myself requesting extraction under heavy fire more often than not. And also to even out the powerful tool that is to be able to trace flight paths. So you had it for insertions but not for extractions (on the other hand, choppers fly higher on extractions to compensate a bit). That was actually a design choice.

Anyway, I was planning to rewrite the flight path scripts so they use CoC NS to synch instead of damage values of game logics. That would allow even more freedom when storing data (no 63 units hard limit), so I'll definitely think about this for a next version.

- binoculars are not saved/restored when using "Set respawn gear"

I remove binoculars from AIs so they don't waste precious time sightseeing while in a firefight. I guess I forgot to exclude players from that to happen in the respawn gear array (they are in the prepfriendly script). I'll look into that.

- some script is sometimes hogging the CPU, thus reducing the game to a slideshow; unfortunately I can't reconstruct when this happens

And when I thought I already squashed that bug...

Well, that's unfortunate indeed. That bugs is starting to become unfixable. The problem is, I can't locate it. I know (or think so) WHEN it does happen, which is when the player is driving a vehicle. But I don't know WHY it does happen, as there's no script associated with that with any kind of infinite loop (which is more likely the cause). BTW, the script that lowers the volume of some vehicles isn't the culprit. That was my primary suspect.

The only solution, and I'm aware that isn't a solution, is to try to not drive vehicles yourself. Or cross your fingers when doing so. I'm truly sorry about that.

- currently civilians are only spawned when a player is near a city; that's completely understandable because of performance issues. The problem with this is that shelling a town with artillery while outside the spawn distance will kill only bad guys and is thus a viable strategy

That's my civPopulate thingy, which does those dynamic civilian migration things. I was aware of it but thought nobody would care. I see I was wrong :D

Luckily there's an easy solution for this. There's in fact two:

a) Deactivate civpopulate in the preferences, so the default civ system is automatically used instead

OR

b) In CCE\CAP\InitialEnemies.sqs change

?(!CCE_civPopulate): [] exec "CCE\Misc\SpawnCivilians.sqs"

to

[] exec "CCE\Misc\SpawnCivilians.sqs"

That way you'll have both civPopulate and the default civ scripts running together. Haven't tested this yet, though, but it should work.

Anyway thanks for lots of fun!

Glad to be of service :)

And kudos to Drongo69, as this is his mission. I just beefed it up, polished it a bit and added some bells and whistles.

Thanks a lot for trying out the mission and reporting back. It's really appreciated.

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GUYS! hey, how is this mission type called? i wanna download more of this type of game modes, but i dont know how is this called :s

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Did you happen to read anything in this thread or look at the tags?

 

These are dynamic coop missions made with TacRod's CCE script package. They range from vanillia OFP to CoC arty and WW4Mod. Links are above.

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What values did you guys use for Drongo's Toolkit Voices? The link above is dead so I had to edit it myself. I set mine up at 0.6, but I feel like I want to try out what you guys used.

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Hello again, just wanting to ask if you ever plan on releasing a guide of sorts for adding more weapons into the modular weapon system, managed to add ukf's daimaco but the ag36 doesn't show up

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