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Author Topic: [MP coop 1-30] Kill colonel Kronsky V5-3  (Read 9440 times)

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Offline fleepee

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[MP coop 1-30] Kill colonel Kronsky V5-3
« on: 28 Aug 2009, 16:56:06 »
Hi, beta testers! ;)

I've got some new stuff for you!

mission author: FleePee

mission type: COOP

Number of players: 1 to 30

Game version: ARMA2 patch 1.5

Addons: none

English and french versions!  (english radio voices)

Duration: 2 hours? :dunno:

Specifications:
- 3 squad of 10 soldiers
- revive by all units and mobile spawn (you should die many times!)
- NVgoggles in crates for night fight

Lobby Options:
- time
- number of revives and choice between two units for mobile respawn
- grass layer
- view distance
- time before respawn location choice

External Scripts used:
- revive script V0.42 by Norrin
- Urban Patrol Script by Kronzky

Main Objective:
Colonel Kronsky is suspected to exhort his troops to do exactions against civilians...
We know, due to a transmitter installed by our services in his mobile phone (his cleaning woman works for us), that he is actually having a meeting in Olsha with an officer in charge of security there... As a member of the resistance, Your task is to eliminate colonel Kronsky, then exactions against civilians may end...
But that's not all, you also have to get rid of enemy forces on your way to the Devil's Castle, his residence and base camp.


I'm waiting for your feedback, enjoy! :good:
(I hope Kronsky won't be upset by the use of his name, it's a wink!)
« Last Edit: 01 Aug 2010, 08:58:48 by fleepee »

Offline hoz

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Re: [MP coop 1-30] Kill colonel Kronsky V2
« Reply #1 on: 08 Sep 2009, 21:20:57 »
Gday fleepee...

We gave this mission a few tries, sorry I haven't gotten around to reporting on it. I wish I had more time.

The briefing has tonnes of spelling errors and grammar errors, I hope to send you some fixes soon for that. You might want to attach the briefing script it would speed things up a bit. Good job on the pictures included in the briefing.

Intro was pretty cool, again a few grammar and spelling errors.  Also would like to have the option to bypass it in the mp lobby.

The first part of the mission where you go try to get the general is a pretty good battle. I think the General leaves a bit quick. The timing here could be random so some times he lingers around and other times he takes right off. We got into the habit of sending one 1 unit to the town and then headed west to the road and got ready to blast him away with a rocket as hes coming down the road.

Transportation is a real problem in this mission. You might want to use the medic and the CAS mobile respawn. It really sucked once all the trucks were blown up.

A pretty good mission, we are still working our way through it. But look forward to some changes in the respawn locations or mobile respawn(I think this would fit much better, see sharkattacks mission he's using it)

Xbox Rocks

Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V2
« Reply #2 on: 09 Sep 2009, 09:43:23 »
Quote
The briefing has tonnes of spelling errors and grammar errors, I hope to send you some fixes soon for that. You might want to attach the briefing script it would speed things up a bit
Sorry about that...
briefing uses stringtable... Do you want the stringtable file?

Quote
Intro was pretty cool, again a few grammar and spelling errors.  Also would like to have the option to bypass it in the mp lobby
I'll put it when next patch is ok (not the beta one) to allow more than 2 options in the MP lobby.
I tried to disable intro when jip players connect, but it's not a success! ;)

Quote
I think the General leaves a bit quick. The timing here could be random
there's allready a SHORT random time, you're right i'll change it.

Quote
Transportation is a real problem in this mission. You might want to use the medic and the CAS mobile respawn.
One way to get to the castle is stealing a chopper at the airport.
Driving down the road is possible if you stop regularly to look ahead if it's clear of patrols...
The camp moves (respawn point) near the castle when resistance is spotted in the area, i'll check if i can enlarge the trigger.
Due to the revive script, you can progress if you use 2 vehicles, because if the first one is blowed by one rocket, other players can secure and revive dead players.
But ok,  I'm adding the mobile spawn point.
But all this is just tactics of progression in an hostile area! ;)
« Last Edit: 09 Sep 2009, 10:37:04 by fleepee »

Offline hoz

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Re: [MP coop 1-30] Kill colonel Kronsky V2
« Reply #3 on: 09 Sep 2009, 19:01:30 »
Yeah the string table will be fine.
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Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V2-01
« Reply #4 on: 10 Sep 2009, 09:55:47 »
version 2-01 available
Minor changes, plus Mobile spawn, stringtable added in the zip file. ;)
« Last Edit: 11 Sep 2009, 22:53:59 by fleepee »

Offline hoz

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Re: [MP coop 1-30] Kill colonel Kronsky V2-01
« Reply #5 on: 10 Sep 2009, 14:42:31 »
Here is the updated string table

edit try newly attached
« Last Edit: 13 Sep 2009, 06:15:45 by hoz »
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Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V2-02
« Reply #6 on: 12 Sep 2009, 16:38:54 »
Lot of changes!
including an in game menu wich gives you options to change view distance, amount of grass and to fix headbug!
intro modified and outro added.
« Last Edit: 05 Oct 2009, 16:45:08 by fleepee »

Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V2-04
« Reply #7 on: 18 Sep 2009, 19:24:36 »
version2-04 uploaded! :good:

Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V2-04
« Reply #8 on: 22 Sep 2009, 15:39:38 »
Some changes, and as I'm no more member of a team, new version without team reference...
Version 2.05 available!

Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V2-06
« Reply #9 on: 01 Oct 2009, 09:40:37 »
version 2.06 available
Minor changes, plus grass and view distance parameters options in the lobby...

EDIT: i've just uploaded a new version (same version number) with MP choices in the lobby working... sorry about that! :whistle:
« Last Edit: 01 Oct 2009, 11:06:10 by fleepee »

Offline G-Man

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Re: [MP coop 1-30] Kill colonel Kronsky V2-06
« Reply #10 on: 04 Oct 2009, 02:47:34 »
I tried the latest version on our server today it was good till after we cleared the transmitter area and we set off in convoy to the objective. Half of the  server froze or lost all options then I couldn't use any admin commands to restart or go to missions menu. I had to restart the server. I'll try it again see if it happens and I'll post back here. Very nice mission

Offline hoz

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Re: [MP coop 1-30] Kill colonel Kronsky V2-06
« Reply #11 on: 04 Oct 2009, 05:08:41 »
Also played this tonite and noticed the mobile respawn isn't working. Also you should identify the medic in the lobby as mobile respawn.
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Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V2-06
« Reply #12 on: 04 Oct 2009, 08:11:54 »
mobile respawn works all right at home...
And you should have that english text in the lobby for slot 9: "Medic: Mobile Respawn Man" added in the description line of alpha9 with "@STR_MOBILE"...

EDIT: i've suppressed scripts from my older team generating some errors seen in .rpt file, perhaps they could make the game crash... V3 uploaded
« Last Edit: 04 Oct 2009, 09:08:07 by fleepee »

Offline Ebden

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Re: [MP coop 1-30] Kill colonel Kronsky V3
« Reply #13 on: 05 Oct 2009, 15:37:16 »
I had a great time playing the mission with you Flee.  No major quirks came to light from when I joined to the end of the mission, other than that bit with the last enemy in the Castle.  The AI was as challenging as I could expect, and the friendly AI was actually useful.  Success in MP for this mission will require excellent comms, situational awareness, and mounds of inter-squad teamwork to help maneuver enemy focus.

Is there a means to see who is in your squad?  Not on-screen location diamonds (as with Regular skill level), but a dropdown list somewhere to ID the abilities and AI/Human on the team?

I certainly like your plans with this mission's end as the staging for the next mission (maintinging the current map condition, etc)

I didn't see the beginning of the mission, but I like having to search for transportation instead of starting off as a fully equipped high-speed force (I don't know if you start with vehicles or not).

Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V3
« Reply #14 on: 05 Oct 2009, 18:06:42 »
it was great playing with you too! :good:
it's a shame that this game has so poor in game players voices quality... i wish i could separate Ai radio coms level and player's voice level and not use teamspeak or mumble... :confused:
as i'm hosting the game, i can see who are players... i won't add a dialog box like in the "domination" mission from xeno...
the beginning of the mission was very hot, with an "OK corral" confrontation with colonel Kronsky at 40m in front of me after i blew his BTR with 3 rockets... i won but he wounded me!

as you're part of the resistance, you don't have a lot of weapons choice at mission start, one gps for each team leader, and no vehicle... that's why you have to find, steal what you need for that mission... great challenge!
I like it like this! :D