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whiztler

[MP CO15 Campaign] Wolfpack Vol. 1

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VERSION INFORMATION

 

Version : 1.74

Release date : 10 SEP 2022

Arma3 Version : 2.10

Vol 2 can be found here

 

 

 

CHANGELOG
 

Note: Both the Wolfpack website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information.

In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc.

 

It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients.

 

Version 1.74

  • General: Various issues and optimizations.
  • Updated: Insignia and texture issues finally fixed with ArmA3 2.10
  • Updated: Applied ADF 2.28 framework.
 

Version 1.73

  • Fixed: Invulnerable vehicle gunners.
  • Updated: Performance improvements.
  • Updated: Applied ADF 2.22 framework.

Version 1.72

  • Updated: Reverted all AI skill to default skill.
  • Updated: Most mission scripts for further performance improvement.
  • Updated: Applied ADF 2.20 framework.

Version 1.71

  • Updated: Player loadout; Added support for RHS/CUP/NIArms. See Wolfpack_Readme.pdf for more information.
  • Updated: Full seperation mission logic from framework.
  • Updated: Wolfpack_Readme.pdf ReadMe document.
  • Updated: Applied ADF 2.16 framework.

Version 1.70

  • Added: Mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for wolf & opfor. See readme.
  • Added: Ambient animals 
  • Fixed/removed: Legacy code.
  • Fixed: Player can no longer swap places with AI vehicle crew during exfil.
  • Updated: Spawn on demand. Now via framework function.
  • Updated: Dynamic civilians uses mods if available (RHS/PO/Factions/CUP/CFP) 
  • Updated: Helicopter infil day 2, 6, 8
  • Updated: Wolfpack_Vol_1&2.pdf ReadMe document.
  • Updated: Applied ADF 2.14 framework.

Version 1.69

  • Added: improved support for local hosted sessions.
  • Fixed/removed: Legacy code.
  • Fixed: briefing day's 6, 7, 8.
  • Updated: mission balancer to support 1-2 players.
  • Updated: mission exfil changed to actual heli/boat departures.
  • Updated: fire missions day 2, 3.
  • Updated: Language, typos.
  • Updated: Briefings (JIP info).
  • Updated: Applied ADF 2.10 framework.

Version 1.68

  • Updated: Most mission systems and triggers
  • Updated: Attempt to fix patch/insignia and texture issues
  • Updated: Applied ARMA 3 Encore update.
  • Updated: Applied ADF 2.09 framework.

Version 1.67

  • Fixed: Mission params options.
  • Fixed: initPlayerServer bug caused players to be stuck at the spawn island.
  • Updated: Applied ADF 2.05 framework.

Version 1.66

  • Fixed: Mission Objective Test Scripts (mots.sqf) timings fixed.
  • Added: Mission Balancer. Less players = less enemies and .v.v. Can be configured in mission params.
  • Updated: Language, typos.
  • Updated: Applied ADF 2.04 framework.

Version 1.65

  • Fixed: Various minor script issues.
  • Fixed: Mission Objective Test Scripts (mots.sqf) fixed and updated.
  • Fixed: Wolf loadout now correctly synchronized across the network.
  • Added: Teleport flag pole at spawn location.
  • Updated: Mission files updated in line with 3Den.
  • Updated: Code base. Completely re-written in line with ARMA 1.80.
  • Updated: Further multiplayer optimization.
  • Updated: Mission balance in most missions.
  • Updated: Applied ADF 2.02 framework.

Version 1.63

  • Fixed: Map ID checks removed.
  • Fixed: Warmup mission objective success markers.
  • Added: Additional debug and performance reporting. HC's report individually (RPT).
  • Updated: code base. Completely re-written in line with Nexus 1.54 update.
  • Updated: Applied ADF 1.42 framework.
  • Updated: code base CBA dependencies removed.
  • Updated: (Advanced) ACE3 settings removed. Missions now use server settings.
  • Updated: Briefings.Updated: Wolfpack website: http://whiztler.github.io/Wolfpack

Version 1.62

  • Updated: ACE3 mission config in line with ACE 3.2.1 update
  • Updated: ADF Framework to 1.41
  • Note: CO15, 14 players slots + 1 (optional) headless client slot.

Version 1.61

  • Fixed: SOR units uniform was not synched on multiplayer.
  • Fixed: Day 02 mission not displayed correctly in mission selection screen.
  • Added: Various new items/functionality from the ACE3 3.1.1 update.
  • Updated: Marksman/Sniper loadout & Crates/Supplies for ACE3 Advanced Ballistics.
  • Updated: Various script optimizations.
  • Note: CO15, 14 players slots + 1 (optional) headless client slot.

Version 1.60

  • Added: Dedicated support for headless client
  • Added: Dedicated support for ACE3
  • Updated: All missions updated for new framework version
  • Removed: AGM support

Version 1.58

  • Fixed: cTab group markers in tablet & android device.
  • Added: Heli DLC aircraft/objects.
  • Added: additional AGM loadout.
  • Updated: infil/exfil locations.

Version 1.57

  • Added: TFAR: same SW radio frequencies for all units.
  • Updated ingame briefings. Briefing markers/anchors added (as req).
  • Updated: Infil positions closer to the RV (as req).
  • Updated: various optimizations.

Version 1.56

  • Fixed: Air infils. No more water landings/crashes.

Version 1.55

  • Added: Warmup Mission for warmup, modline testing and training. JIP/Respawn enabled. See Readme PDF for more information.
  • Fixed: TFAR radios since 1.28 Hotfix 2.
  • Added: cTab Hemet cams (if cTab is enabled).
  • Updated: AI optimization.

Version 1.54

  • Added: Automatic detection of AGM > Earplugs, ammo, map tools, etc.
  • Fixed: Resistance camps day 4.
  • Updated: Various optimizations.
  • Updated: Chest rig added to certain crates.
  • Updated: Finetuned loadouts, less weight, less fatique, more task orientated.

Version 1.53

  • Updated: JSOC TOC communication (all missions).
  • Updated: Bootcamp training missions > Quiet timers, instructor information learning management.
  • Fixed: various bugs day 8, & 10. Thanks for the feedback everyone!

Version 1.52

  • Added: automatic detection of ACRE / TFAR.
  • Updated: TFAR radios do not replace backpacks. All units supplied with an PRC-152.
  • Updated: Crates updated with TFAR radios (when applicable) and additional uniforms.

Version 1.51

  • Fixed: various bugs day 3,4 & 6. Thanks for the feedback everybody!
  • Added: mots.sqf Mission Objectives Test Script. See readme PDF for more information.

Version 1.22

  • Fixed: Loadout client was executed twice, causing all kinds of issues.

Version 1.21

  • Added: Basic & Advanced Wolfpack training missions
  • Fixed: Detection script error
  • Updated: Wolfpack Readme Document

Version 1.20

  • Updated: ARMA v1.20
  • Updated: LAF3 v1.02
  • Fixed: cTab, didn't load
  • Fixed: Opfor balancing

Version 1.10

  • Fixed: exfil features in all 5 ops
  • Fixed: Fire missions in Day 2 and 3
  • Fixed: 'Endmission' triggers
  • Added: vehicle pool from 1.18 update

Version 1.00

  • Initial public release

 

DOWNLOAD INFORMATION

 

REQUIRED ADD-ONS
 

None.

 

OPTIONAL/RECOMMENDED ADD-ONS

  • Community Based Addons A3 (CBA A3)
  • Advanced Combat Radio Environment (ACRE 2)
  • Taskforce Arrowhead Radio (TFAR)
  • Commanders Tablet (cTab).
  • Advanced Combat Environment 3 (ACE3)

 

OPTIONAL SUPPORTED ADD-ONS

  • RHS / Project Opfor
  • RHS / 3CB Factions
  • Community Factions Project
  • CUP
  • NIArms

 

ABOUT WOLFPACK
 

Wolfpack is a multiplayer (14 slots) special operations campaign consisting of ten challenging assault, demolition and reconnaissance missions, three bootcamp training missions and a warmup mission.

 

Features:

  • 10 Special Operations/Recon Missions
  • 3 Bootcamp training missions;
  • 1 Warm-up Mission for warming-up, mod line testing and general training (11 tasks/side-missions);
  • Challenging and Immersive gameplay in a lively area of operations;
  • Detailed Special Operations style briefings (in-game and PDF/TXT for forum briefings);
  • Optimized for dedicated server play. Headless client fully supported;
  • Support for (optional) mods such as NIArms / RHS / Project Opfor / 3CB Factions / CUP / Community Factions Project;
  • Challenging opponents;
  • Automatic detection of ACRE2, TFAR, cTab and ACE3 add-ons.

 

STORYLINE
 

June 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians.

 

The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area. The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis.

 

CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression.

 

DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 3-4 weeks. Your first mission commences 11 June.

 

CREDITS & ACKNOWLEDGEMENTS
 

Concept & Development: whiztler (http://steamcommunity.com/id/whiztler/myworkshopfiles/)

This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: Nopryl Community (www.nopryl.no), CIA community (ciahome.net), Project Milsim (reddit.com/r/ProjectMilSim/)

 

VOL 1 MISSIONS


DAY 01 - THE PACKAGE - Our area of operation lies north of Athira. JSOC expects a HVT to arrive and inspect the CSAR Frini base tomorrow. Wolf will eliminate the HVT once he arrives at the base. Due to the sensitive nature of this mission, detailed objectives will be given on a need to know basis once you have reached the RV. Our local on the ground will do an extensive briefing.


DAY 02 - KAJMAN FIRE - CSAT has taken over the Abdera Airfield and turned the airfield into a helicopter base. The base is home to the 127 AAC Squadron with 6 or 8 Kajman Attack helicopters and to the 17 Air Support Group. The Kajman is a formidable opponent and can do some serious damage to the upcoming campaign. About one kilometer north east lies the village of Krya Nera. This used to be a little fisherman's village until CSAT stationed a small fleet of attack vessels there. 
Primary objective: Abdera Airfield, sabotage all Kajman Attack helicopters stationed at the airfield. Secondary objective: Krya Nera Naval Base, take control of the Naval Base and wait for further instructions.


DAY 03 - SWITCH OFF - CSAT's primary communications station is situated on the outskirts of Kavala. It is essential we disrupt communications before we commence the NATO invasion. The nearby power station provides power to the Kavala region, including the communications station. We need to take both out in order to be sure that CSAT's ability to communicate is disrupted. 

Primary objective: Sabotage the communications station. Secondary objective: Sabotage the power station.

 

DAY 04 - TOP SCREEN - CSAT's propaganda campaign is out of control. Their fear and retribution series broadcasted on television and radio has caused grave concerns both locally and abroad. We need the local populous on our side once the invasions commences. We need to shut down the Altis Broadcasting Company (ABC) in the Capital of Altis, Pyrgos.

Sabotage the ABC headquarters. You'll be filled in on the specifics once you are close to the objective.
 

DAY 05 - BULLSEYE - Maj. F. Kallaziz's replacement has arrived in Pyrgos, Maj. Farrokhzad. We know very little about Maj. Farrokhzad. According to Niko, the major has already made his mark by having tens of civilians arrested. Supposedly there is a public hanging the day after tomorrow. CIA and MIS are working hard to get more intel about this guy. So it looks like your Wolf troops are going back to Pyrgos. Your objective is to find intel on Maj. Farrokhzad.

Edited by whiztler
Updated to 1.74
  • Like 1
  • Thanks 1

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Perfect! This is exactly what we need now on the Comrades in Arms server, in terms of player count and adaptation to dedicated server requirements. the background already looks appealing and professional. The detailed package with PDF containing the briefings and images is top notched, you really set a new standard. It's highly appreciated. I was also very happy to find that you didn't use respawn and VAS, it's hard to find hardcore missions nowadays.

Good job Whiztler! Looking forward to playing this campaign. *Uploading*. We will provide detailed review through playing the campaign (maybe even videos).

One comment - I saw you chose to disable the AI. While I understand the immersion and ease of handling reasoning, out of the server admin perspective take into account that players that get disconnected will no longer be able to JIP back to their slot. I recommend letting the admin choose whether or not to disable the AI, which is always possible through the slots screen. In the meantime, is there some kind of dependency on the disableAI parameter that makes it a bad idea for me to enable back the AI?

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Thanks for the feedback Variable. Much appreciated.

Re AI slots, most communities want it disabled. JIP / respawn is currently disabled. Perhaps I'll look into a solution where we can enable JIP without dumb Bluefor AI's running all over the place :)

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Thanks whiztler. You recommend on playing on expert difficulty, so I wanted to ask, on your nopryl server, what AI settings do you use? Is it the default expert AI difficulty, or do you use a custom AI difficulty?

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We use AI enhancement mods suchs TPWCAS and ASR. Makes a huge difference.

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We use AI enhancement mods suchs TPWCAS and ASR. Makes a huge difference.

Yep we use TPWCAS and ASR AI too. However, I was wandering what SkillAI and AIPrecision levels do you have on your server?

We completed the first mission last night. Great fun! Few problems were observed: At the beginning, the drivers of the two rubber boats were missing and were at some distant part of the island. Luckily, we managed to use a monitor to teleport one of them back.

After completing the mission, we all got to the extraction point. We received a message that extraction will arrive in two minutes, but none arrived.

Thanks a lot, and looking forward to playing the next episode!

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Thanks for the feedback Variable! Much appreciated. To be honest, we haven't played the first mission in a while. Perhaps some things have changed with the last few Arma3 updates. I'll look into it.

Re the moving inside the transport vehicle at mission start, this seems to be a bug in Arma. Tried everything. (see: http://forums.bistudio.com/showthread.php?171547-moveInCargo-Russian-roulette). But they should not spawn elsewhere. Again I'll look into that one. Thanks for reporting.

Yep we use TPWCAS and ASR AI too. However, I was wandering what SkillAI and AIPrecision levels do you have on your server?

To be honest I currently have no idea. We are constantly running perf test and changing everything. Will look into it.

Edited by whiztler

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Played the first two missions on CiA coop night. I liked them a lot, fun to play, not too many enemies (so you don't get the feeling of "us against the Red Army"), but enough to keep things spicy. Very nice!

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Played the first two missions on CiA coop night. I liked them a lot, fun to play, not too many enemies (so you don't get the feeling of "us against the Red Army"), but enough to keep things spicy. Very nice!

Great to hear buddy. Thanks for the feedback!

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Great first two missions. Thanks a lot for them whiztler!

However, the extraction didn't work in both of them, and in the second the cruise missile strike also didn't work (leader didn't have an option to call it once the harbor was clear)

Could you please check and update the rest of the campaign for critical trigger issues that got broken in latest BIS updates? Will be great to play them with all this cool stuff actually happening! :)

By the way, we play on stable.

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Could you please check and update the rest of the campaign for critical trigger issues that got broken in latest BIS updates? Will be great to play them with all this cool stuff actually happening! :)

Thanks mate. I'll update the Wolfpack Vol.1 next week with the legacy issues fixed.

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I only played the second mission, but if all missions are like this one i'm so looking forward to play them. DAY 02 - KAJMAN FIRE leaves room for multiple squads coordination which makes it interesting, and the atmosphere is appropriate, with road civ traffic and patrols making all feel natural. Good job bro!

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Thanks aliascartoons! Great to hear.

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Updated to version 1.10

CHANGELOG:

Version 1.10

- Fixed: exfil features in all 5 ops

- Fixed: Fire missions in Day 2 and 3

- Fixed: 'Endmission' triggers

- Added: vehicle pool from 1.18 update

Version 1.00

- Initial public release

Thanks everyone for your feedback & bug reports!

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Great! Updating the server and we will certainly carry on to the day 3 mission on Sunday!

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Great! Updating the server and we will certainly carry on to the day 3 mission on Sunday!

Excellent. Have fun guys. Looking forward to see any feedback.

Hey buddy, fancy commanding/Briefing our community this Sunday here http://armaseries.com/event/65 we are to start the first mission, if not don't worry :bounce3:

Sorry mate but have other plans on Sunday. Have fun tho!

If anyone happens to record the session on video, please feel free to post here!

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Updated to 1.20

CHANGELOG

Version 1.20

- Updated: Arma v1.20

- Updated: LAF3 v1.02

- Fixed: cTab didn't load

- Fixed: Opfor balancing

See OP for download information

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Updated to 1.21

CHANGELOG

Version 1.21

- Added: Basic & Advanced Wolfpack training missions

- Fixed: Detection script error

- Updated: Wolfpack Readme Document

See OP for download information

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We've been trying to get Day 3 to work for some time now but we didn't manage to. For some reason, we get our equipment at the beginning, but all radios are gone (we play with TFA) and we're not teleported - all of us are still in the field.

Just out of interest, why do you do the whole setup like this? Wouldn't it be easier to just put everything were it is supposed to be?

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Sorry mate, this is due to how are framework works. Gear can only be applied when not in a vehicle.

Found the bug, I'll post an update later on Friday.

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Sorry mate, this is due to how are framework works. Gear can only be applied when not in a vehicle.

Found the bug, I'll post an update later on Friday.

Yeah, I ran avross that problem as well. I usually apply the gear then moveInCargo in the unit's init field, that usually does the trick (except for the pesky uniforms).

It would be better if the briefing was available at briefing time, it's better for planning, but it works like this. The major issue is TFA Radio, since that gets added at the beginning of the mission and then replaced by the loadout scripts.

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I am looking into adding TFAR to the mission params. Never worked with it so be patient.

I'll drop you a PM later today with a new Day 3 version for you guys to test. If it works as it should, I'll release the updated pack.

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