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Author Topic: [Co16] JointCooperations v1.1  (Read 2870 times)

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Offline piXel

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[Co16] JointCooperations v1.1
« on: 19 Oct 2008, 00:30:01 »
Hi, I made a coopCampaign for 1-16 players. If anyone has any comment please do.

Title: JointCooperations
Mission Version: 1.1
Author: piXel
Release date: 24th of October 2008
Game (version): ArmA 1.14
Gametype: COOP
Addons required: none

Mission Summary:
Your mission is to recapture OPFOR occupied territory. Every game renders random 6 from 21 missions, OPFOR has random skills and is of random size.

CHANGELOG version 1.1:
- no ammo at weaponbox fixed
- parajump height-consistency fixed
- removed "TT650C" (sudden deathbug ArmA)
- changed from 10 to 16 players
- use correct name "[co16] JointCooperations v1.1"
- added Spetsnaz version "[co16] JointCooperations RED v1.1"
- lowered chance of a baseattack
- adjust balance OPFOR mancount
- delete dead playerbody to 6 seconds
- tweaked endscript
- small cosmetic changes


download:
http://members.chello.nl/ddelug/jointcoops/

Use Radio and "actions" for:
- medkit
- show players on the map
- call airsupport, HMVV or ammo
- recruit soldier
- create vehicle

Credits:
I learned from, used and adjusted many scripts from the ARMA community. Three of them are more or less close to the original. Those are:
- USP script / Kronzky
- Coop essential pack / -eutf-Myke
- Dropit script / Kronzky
- Vehiclerespawn / Norrin

Special thanks to them and everyone else who makes scripts and maps.


edit:
Added Coop tag ~ Denz
« Last Edit: 25 Oct 2008, 16:17:28 by piXel »

Offline loki72

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Re: JointCooperations (pleaseReview)
« Reply #1 on: 19 Oct 2008, 00:53:17 »
someone put this on my server already.. looks like we'll be checking it out. :)

Offline piXel

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Re: [Co10] JointCooperations (pleaseReview)
« Reply #2 on: 19 Oct 2008, 13:07:28 »
Great loki72 . Thanks  :)

@Denz
thx for correcting

Offline i0n0s

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Re: [Co10] JointCooperations (pleaseReview)
« Reply #3 on: 24 Oct 2008, 23:09:13 »
Bugs:
-Can't select MP5 from weaponcrate.
-Teamkill-Error: No Unit
Happens when player is leading a vehicle, then it get destroyed.

Then we cancelled the mission. Lack of motivation. Confronting a bunch of infantry/vehicles without a real change of defeating them. So it got very fast boring.

Offline piXel

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Re: [Co16] JointCooperations v1.1 (pleaseReview)
« Reply #4 on: 24 Oct 2008, 23:48:51 »
updated. See first post.

@i0n0s
ammobox bug fixed
Teamkill error, I filtered driving in a vehicle as teamkill because vehicle accidents with squad onboard should not count as a kill (or even a multiple teamkill) on purpose.
Lack of motivation is sad to hear but not something I can script  :confused:

Cheers,

.

Offline hoz

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Re: [Co16] JointCooperations v1.1 (pleaseReview)
« Reply #5 on: 25 Oct 2008, 00:37:13 »
We played it too and found it slow to get going. Just like evo it takes time to rank up, you have to be in to a mission like this for many hours.  One thing that turned us off was that our first mission was at the north east side of the map. So the traveling takes a toll on ya. If you had a moving respawn point it might seem not as long...
Xbox Rocks

Offline piXel

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Re: [Co16] JointCooperations v1.1 (pleaseReview)
« Reply #6 on: 25 Oct 2008, 14:54:29 »
@hoz  :scratch:
True there is rank progression, for weapons and recruit a rifleman.
Right from the start you can take a chopper (no rank required) or even get instant into the action with a paradrop at the flagpole. Hope this helps...

Cheers,

.

Offline Ironman

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Re: [Co16] JointCooperations v1.1
« Reply #7 on: 25 Oct 2008, 18:32:08 »
so basically the mission is a small scale domination?
TS3 IP: tor.zebgames.com:9992

Offline piXel

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Re: [Co16] JointCooperations v1.1
« Reply #8 on: 25 Oct 2008, 20:16:21 »
In my interpretation I give every game a unique story by:
1. adding non-linear mission progress by rendering random 6 from 21 missions in every game.
2. OPFOR has enhanced intelligence (they will use avasive and flanking manouvres)
3. OPFOR has random accuracy and is of random size. And balanced amount of enemy by humanplayer count.

No rank nescessary for driving and flying. Rank progression is only used for heavy weapons and recruiting. So you can dive into a mission right from the start. Even if the game was in progress when you entered.

The score system used is to spend your earned points by killing OPFOR and succesfully end a mission to make paradrops, create cars, tanks and planes. Teamkilling will cost you though.

I hope this adds some info to my first post.

@ironman
You are right, seems there are similarities



« Last Edit: 28 Oct 2008, 11:57:13 by piXel »