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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)

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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

Offline hoz

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Re: [MP coop 1-30] Kill colonel Kronsky V3
« Reply #15 on: 06 Oct 2009, 06:02:08 »
Still not seeing the text under the medic. Have a look at the attached image.
But the medic tent seems to be working this time so all is good.
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Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V3
« Reply #16 on: 06 Oct 2009, 07:54:02 »
strange... ???
Here is what I have in french and in english if i turn my game to english langage.

I had almost the same problem with "@str_missiontitle", thinking it could allow french and english mission title, but instead of that, mission title was blank in the mp mission list...
the difference is that I DO HAVE both texts for Alpha9 in the lobby with "@STR_MOBILE"... :dunno:
« Last Edit: 06 Oct 2009, 08:06:17 by fleepee »

Offline Ebden

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Re: [MP coop 1-30] Kill colonel Kronsky V3
« Reply #17 on: 06 Oct 2009, 20:41:29 »
as i'm hosting the game, i can see who are players

Flee, do you mean the mission will remain on your server, or will it be released for distribution for hosting on other servers? 
I bring this up again, specifically the bit about squad lists (yes, I was thinking of xeno's dom for player identification, too) because of possible chaos for a public release.  If the mission is released and played publicly, it'll be a crap-shoot to keep organized with such bad in-game audio if the player has no tools available to figure out who is in their squad.  Example-the final assault, given the players who eventually joined the other day, could have gone much more smoothly if we knew who was who and could communicate with discrete groups (even if only using automated commands re any language barriers).

Still, lacking a squad organization feature, it will be a successful mission when hosted privately with TS or another secondary VOIP program.

Questions:  Gorka, Devil's Castle, and an un-named village SE or Gorka (or is it Gosvondo[sp?]), all have a black box drawn around them.  Why?  Are those meant to indicate possible enemy locations?  If so-why not at the airport?

Also-you said that the mission started with Kronsky very near you, 40m.  Can you kill Kronsky in the beginning and end the mission?

I'm happy to help with the larger campaign, but I sadly lack programming skills.  I'm far more a WYSIWYG hobbyist.  Of course, if you need a hand reviewing English text, I'm a professional writer and can certainly help you there.  (It would help my teenage son, too.  He's in French Immersion and needs something in French to read that excites him-the science textbook just doesn't cut it.  Possible avenue for translation?)

Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V3
« Reply #18 on: 06 Oct 2009, 23:02:35 »
Of course, this mission is here for beta test and then a public release!
teamspeak permits squad channels and channel commander, so I don't think communications are a problem with that mission, if there are enough players, admin should disable AIs...

Quote
Gorka, Devil's Castle, (...) all have a black box drawn around them.  Why?
it's because of UPS script, markers should disappear but they don't... :dunno:

Quote
Also-you said that the mission started with Kronsky very near you, 40m.  Can you kill Kronsky in the beginning and end the mission?
mission doesn't start like this: I had to run after him after he flew from Olsha, mission ends when he's killed and you've taken control of Devil's castle.

thanks for your proposal of english texts corection, I'll remember it!
Turn your game into french langage and you'll have french texts!

Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V4
« Reply #19 on: 29 Oct 2009, 16:33:11 »
Version 4 uploaded!   :good:
One hidden objective added, radio voices and some minor changes...

Offline Ebden

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Re: [MP coop 1-30] Kill colonel Kronsky V4
« Reply #20 on: 30 Oct 2009, 15:43:54 »
Great!  I'll have a look sometime this weekend.

Will you be hosting a session?

Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V4-1
« Reply #21 on: 06 Nov 2009, 23:30:51 »
version 4-1 uploaded! ;)
I've added an AP minefield around devil's castle, more voices and briefing actualizations as you progress in the mission.
« Last Edit: 07 Nov 2009, 08:52:56 by fleepee »

Offline hoz

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Re: [MP coop 1-30] Kill colonel Kronsky V4-1
« Reply #22 on: 21 Nov 2009, 05:42:25 »
Briefing...

The picture for Colonel Kronsky is just awesome. Its probably the best looking picture I ever saw in a briefing. The color and clarity and details are top notch. I thought though the pic could be a bit shorter so all the info fit without scrolling but i guess that depends on your resolution.

Intelligence should have a capital i.
Ennemy forces should be Enemy Forces
Under Ennemy forces... underestimate should have a space like under estimate

I thought the picture in the credits section was a bit unnecessary but hey its up to you. :)

Mission...

Tasks aren't  present any more in the briefing...seems like the triggers are firing off but the names and descriptions aren't there.

The battle at the first town is much better now, and i love the random stuff on the road trips. great job. a tad on the long side.
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Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V4-2
« Reply #23 on: 21 Nov 2009, 10:16:48 »
version 4.2 uploaded.
With the last version of revive scripts, and some changes (ex: the battle for the airport), spelling errors corected, reduced size of the colonel's picture, and i let the one in the credits: I like it! :D

Quote
Tasks aren't  present any more in the briefing...
I tested on a dedi, the task to eliminate the colonel was present. There's only that one as mission starts.
Normally, but I haven't played that far, a second task appears when he's dead of have escaped, and another one on your way to the castle... ;)
Did you have them or not?

Offline hoz

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Re: [MP coop 1-30] Kill colonel Kronsky V4-2
« Reply #24 on: 21 Nov 2009, 14:50:34 »
No tasks are ever shown in the briefing. You get the notifications when you have completed the tasks tho.
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Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V4-2
« Reply #25 on: 22 Nov 2009, 06:29:55 »
Strange...
Even with version 4-2?

Offline hoz

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Re: [MP coop 1-30] Kill colonel Kronsky V4-3
« Reply #26 on: 24 Nov 2009, 16:46:31 »
Yep.
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Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V4-3
« Reply #27 on: 24 Nov 2009, 22:03:50 »
same error as for "destroy power station": revive_init not edited after the change for version 3g of norrin's scripts...
but for the tasks, i haven't had that problem on a dedi...
version 4-3 uploaded

edit: new version uploaded with same version number...
« Last Edit: 25 Nov 2009, 16:44:43 by fleepee »

Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V4-6
« Reply #28 on: 03 Jan 2010, 11:27:40 »
V4.6 uploaded!

Offline hoz

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Re: [MP coop 1-30] Kill colonel Kronsky V4-6
« Reply #29 on: 08 Jan 2010, 17:09:16 »
Mobile Respawn  no longer working in this mission. It was workin in the previous versions.
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Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V4-6
« Reply #30 on: 10 Jan 2010, 10:07:03 »
I've tested many things that don't work on a dedicated server, when you choose "mobile", you respawn at "Camp", even with older versions of revive_init and folder... :dunno:
At that point, I'm going to contact Norrin...

Offline norrin

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Re: [MP coop 1-30] Kill colonel Kronsky V4-6
« Reply #31 on: 11 Jan 2010, 03:49:58 »
Hi Flee,

I've just updated your mission to the latest version of the revive (both revive_init.sqf and revive_sqf folder) and as far as I can tell the mobile spawn is now working on a dedicated server (see attached file).  Let me know if you've still got problems.

norrin

Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V4-6
« Reply #32 on: 12 Jan 2010, 13:57:20 »
Thanks Norrin!!
I've tested it and it works all right! :good:
Just one thing perhaps: I've played it just once on a dedicated server, it seemed that the reward function started only after my first death...

I'm updating first post with version 4.7!

Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V4-8
« Reply #33 on: 27 Jan 2010, 09:16:50 »
I forgot t oupload V4.8...
Now done!

Offline hoz

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Re: [MP coop 1-30] Kill colonel Kronsky V4-8
« Reply #34 on: 17 Feb 2010, 02:41:02 »
Mobile respawn doesn't seem to be working in this version.
This mission could really use the external ammo box at the tent or some kind of air drop would be nice.
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Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V4-8
« Reply #35 on: 19 Feb 2010, 11:09:49 »
I will check the mobile respaw again...
If you control olsha, russian ammo boxes are transfered to the castle's camp respawn point...

EDIT: Mobile spawn worked all right on a dedi, did you you try to restart the mission once you saw it wasn't working good?
castle minefield now working on a dedi...

V5 uploaded with new mp lobby parameter for the revive script: time before respawn location choice
« Last Edit: 07 Mar 2010, 13:44:33 by fleepee »

Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V5-0
« Reply #36 on: 07 Mar 2010, 19:57:00 »
V5 uploaded with new mp lobby parameter for the revive script: time before respawn location choice

Offline hoz

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Re: [MP coop 1-30] Kill colonel Kronsky V5-0
« Reply #37 on: 08 Mar 2010, 03:46:05 »
Mobile respawn still no working
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Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V5-1
« Reply #38 on: 09 Mar 2010, 19:50:58 »
Effectively, mobile respawn was not working in that version...
perhaps i was connected to my dedi by lan when i tested it before upload... ???

I played the mission to the end, I really like it! :whistle:
Mobile spawn worked all right.
This time i hit the road to devil's castle, forgetting the airport, and it was... interesting! :D

Offline hoz

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Re: [MP coop 1-30] Kill colonel Kronsky V5-1
« Reply #39 on: 09 Mar 2010, 20:02:10 »
Did you give it a go on my server?
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Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V5-1
« Reply #40 on: 09 Mar 2010, 20:17:22 »
I tried before editing it and your server disapeared before i could start the mission...

edit: outro modified, looks better now!
V5.1 uploaded
« Last Edit: 10 Mar 2010, 09:39:28 by fleepee »

Offline hoz

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Re: [MP coop 1-30] Kill colonel Kronsky V5-1
« Reply #41 on: 11 Mar 2010, 03:01:29 »
It rebooted for patches I guess :)  give it ago when you get a chance.
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Offline hoz

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Re: [MP coop 1-30] Kill colonel Kronsky V5-1
« Reply #42 on: 21 Mar 2010, 04:48:29 »
Mobile respawn is still not working for us. Could it be a string issue here like in the other mission?
If you're planning on bringing this mission into the campaign I think you need to move to the same number of men in the other missions. Its been a while since we played this mission too so thats all I have to offer, we quit after 8 mins because without  the mobile respawn here, this mission takes for ever.
« Last Edit: 21 Mar 2010, 15:35:52 by hoz »
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Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V5-1
« Reply #43 on: 21 Mar 2010, 10:55:52 »
I've tested on both servers and I really don't understand why it's working on my dedi and not on yours!! ???
I couldn't find any error so I've send a PM to Norrin... :scratch:
« Last Edit: 21 Mar 2010, 11:19:35 by fleepee »

Offline Ironman

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Re: [MP coop 1-30] Kill colonel Kronsky V5-2
« Reply #44 on: 22 Mar 2010, 08:00:19 »
is hoz running CBA? just a possibility.
TS3 IP: tor.zebgames.com:9992

Offline fleepee

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Re: [MP coop 1-30] Kill colonel Kronsky V5-3
« Reply #45 on: 01 Aug 2010, 08:59:22 »
V5-3 uploaded!  ;)