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Author Topic: (Review Completed) [MP COOP 1-8] Release Karl with AI enable revive script!  (Read 766 times)
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fleepee
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Enter the Matrix!


« on: 05 Dec 2008, 16:19:05 »

Mission name: Release Karl V2.1 v2.2

Seven random positions for Karl's firing squad...
With the revive scripts, a new way to play that mission, anyway, the first version , run and kill type is still fun to play!


Mission type: multiplayer Coop
 
Players Numbers: 8

Version: 2.2

Size: 896ko

Duration: 1 to 2 hours, depending on the number of players...

Author: FleePee

patch 1.14
Required addons: none
Language: english

Description: Karl has been caught yesterday and is acused of espionage... At 4h00 AM, we have intercepted some radio exchanges giving orders to execute him at 8h00 AM... Sorry for the decision and transport delays, but now, you only have 30 minutes left!!
You have to release him at all cost, we need the informations he has!
Once informations in your possession, move to the evacuation zone, a chopper will evacuate Karl and your team...
As far as we know, there is no heavy armor in Paraiso...

Enjoy!!!

Installation: Copy the file "release_karl.Sara.pbo" into the "ArmA\MPmissions" folder.

scripts:  
- AI ENABLED REVIVE SCRIPT by Norrin
- hostages by Nataniel (edited)
- dropit by kronsky
- dismount by sharkattack

Special thanks to Mandoble and Spooner  for their scripting helps, to Cheetah and Hoz for their beta tests of the mission!


Edit: This mission has been reviewed and is available from the Missions Depot.

Also, attached images (release_karl5 & 6) lost in crash of November 2009.
« Last Edit: 12 Oct 2010, 12:35:27 by Walter_E_Kurtz » Logged
hoz
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« Reply #1 on: 06 Jan 2009, 06:19:22 »

We went to give this a go tonite, but the starting position was in the water. and once we did start we were getting that head bug where you can't turn.

Any chance for an update?

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Enter the Matrix!


« Reply #2 on: 10 Jan 2009, 07:47:39 »

happy new year! Cheesy
I've been busy these last weeks, but I think the water bug is fixed, I don't know the reason of the head bug...
The post is updated with version 2.2  Good
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hoz
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« Reply #3 on: 13 Jan 2009, 01:06:02 »

we'll give it a go tonight and see how it works.

The initial ammo crates that are parachuted have the same parachut bug, the scripts are running on all clients. Secondly I think you only need one crate with all the stuff in it.

The weapons pool is gone. ;(

The initial cutscene you should be using the preloadcamera commands. you can see alot of blocky textures becuase of all the panning around.  this something you don't see after a few tries but on initial load you want to be preloading the scene.

All in all its the same mission. I think you should focus on a different objective. Smiley
« Last Edit: 13 Jan 2009, 05:58:05 by hoz » Logged

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« Reply #4 on: 14 Jan 2009, 17:50:10 »

Quote
All in all its the same mission. I think you should focus on a different objective.
Scratch Chin perhaps you're right...
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