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Author Topic: [MP coop 1-8] Ambush convoys V1-9  (Read 1602 times)
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fleepee
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« Reply #15 on: 03 Feb 2010, 14:15:27 »

I realized that after the (badly done) supression of the mobile spawn, the "Camp" spawn point was'nt available anymore...
Back again in V1.5! Good

EDIT: done in 22mn too: I took time to revive AIs before going to the resistance camp! Wink
« Last Edit: 05 Feb 2010, 16:54:53 by fleepee » Logged
hoz
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« Reply #16 on: 15 Feb 2010, 21:54:46 »

Replayed version 5 last night with 3 players. We felt the convoy action was really slow this time and indeed the helos are responsive now. Smiley other then that it went as it did before. I wondered if you should have some fast moving vehicles try to barge thier way through at different intervals.
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« Reply #17 on: 25 Feb 2010, 15:38:57 »

V1.6 uploaded! Good
I added some fast vehicles as you said and full radio voices, with my french accent of course! Wink
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hoz
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« Reply #18 on: 25 Feb 2010, 19:01:45 »

Excellent.. is there any chance in getting the missions grouped together by name so they can be played 1 after another without going off and searching for the missions? Kinda like we talked about in another thread.


edit:

Played it through 3 times tonight and the fast vehicles are getting through and its a bit more challenging now.
Couple of issues tho as always. Smiley

1.  the new start location, or the new fast vehicles are making the mission start too soon, theres no time to arm the other units and not a lot of time to get any mines down. either arm the units or slow the start down slight by like a 1 or 2.

2.  some units would pass us.. and then  get to igores house and then come back to the camp. really they should of kept going no?

Once the convoy has passed the players and the task has failed I would end the mission there... or is there an alternate ending?
« Last Edit: 26 Feb 2010, 05:05:24 by hoz » Logged

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« Reply #19 on: 27 Feb 2010, 09:36:54 »

Quote
the new start location
new start location? It must be a mistake... wasn't it near wood warehouses? If not, perhaps I uploaded a version with an editor testing position...

Quote
some units would pass us.. and then  get to igores house and then come back to the camp. really they should of kept going no?
must be disembarked units (only driver/gunner) from fast vehicles patrolling up and down the road.

Quote
Once the convoy has passed the players and the task has failed I would end the mission there...
why not... only the ending dialogs are different, in the campaign you should restart the mission if you failed...

EDIT: V1.7 uploaded
« Last Edit: 27 Feb 2010, 19:40:03 by fleepee » Logged
hoz
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« Reply #20 on: 28 Feb 2010, 16:15:13 »

Played this through  last night and found no issues!
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« Reply #21 on: 07 Mar 2010, 13:08:45 »

I added weapons for units at mission start and the new mp lobby option: Time before respawn location choice
V1.8 uploaded!
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Ironman
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« Reply #22 on: 24 Mar 2010, 06:02:00 »

Tested this on my dedi....

showstopper: bomb.sqf not found
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fleepee
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« Reply #23 on: 24 Mar 2010, 22:07:31 »

Can youl oad and play the mission without the script?
did anyone else have that problem?

I tested it on my dedi and didn't have it...
It's a little script making fuel and ammo trucks REALLY explode when you destroy them... Wink
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Ironman
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« Reply #24 on: 25 Mar 2010, 09:09:41 »

once again, I'll try it again, no gaurantees though. And no it didn't load...
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« Reply #25 on: 01 Aug 2010, 07:55:19 »

V1-9 uploaded!  Wink
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