OFPEC Forum

Missions Depot => Arma2 - Multiplayer Beta Testing => Topic started by: fleepee on 23 Mar 2010, 16:05:36

Title: [MP coop 1-10] Fight For Freedom V5
Post by: fleepee on 23 Mar 2010, 16:05:36
Hi, beta testers!  ;)
(future campain mission 8 )
I've got some new stuff for you!
[/b]

mission author: FleePee

mission type: COOP

Number of players: 1 to 10

Game version: ARMA2 patch 1.5

Addons: none

English and french versions!

Duration: 1 hour?

Lobby Options:
- number of revives
- grass layer
- view distance
- time before respawn location choice

External Scripts used:
- revive script V0.42 by Norrin (revive by all units and mobile spawn)
- Urban Patrol Script by Kronzky
- Vehicle Respawn Script v1.7 by Tophe of Östgöta

Main Objective:
Americans settled a small base at Balota's airfield.
Things are far from being clear: russians withdrawed after their poorly prepared attack we bravely countered, but from now on, americans are taking position on our coasts!
They did it without bloodshed, but also without consulting our exiled government.
Everyone fears that their objectives may be similar than russians: control our gaz and harbour installations to secure their energy supply in that part of the globe...
That's why we're looking forward to the answer of the US government on the question of their withdraw...


I'm waiting for your feedback, enjoy! :good:
Title: Re: [MP coop 1-10] Fight For Freedom V1
Post by: Ironman on 24 Mar 2010, 06:02:31
Tested this on my dedi....

showstopper: bomb.sqf not found
Title: Re: [MP coop 1-10] Fight For Freedom V1
Post by: fleepee on 24 Mar 2010, 22:03:19
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... ;)
Title: Re: [MP coop 1-10] Fight For Freedom V1
Post by: Ironman on 25 Mar 2010, 09:05:31
the mission would not load... I can try it again but will be fearing the worst.... Some of my missions choose to do this thing too....
Title: Re: [MP coop 1-10] Fight For Freedom V1
Post by: Ebden on 26 Mar 2010, 13:50:40
Almost finished with the english edits, but some storyline mixups are beginning to show.  By this time, is the Chernarus gov't still in exile?  I took the libery of removing the exile text in the stringtable, since with the Russian's withdrawl I assumed the Chernarus gov't would be the assumed government, even if the CDF itself, just a wing of the administration, is crippled.  Exile, to me, implies a coup d'état from within the country of the established gov't (Or did this happen and did I miss it?)

I'll have to gather all the stories together and play with a storyboard of some sort.  There must be something I can try online, or maybe just 3x5 cards on the floor at home.  I wouldn't think to go this step, but you have put so much time into these missions that it would be a shame for the storyline to collapse.  That's what I estimate will keep some number of players interested from one mission to the next, or at least their interest to play the missions consecutively.

Edit: First run through the stringtable and briefing attached.  Tried to fix the flow of the conversations, because their content is growing complex as this campaign develops.
Title: Re: [MP coop 1-10] Fight For Freedom V2
Post by: fleepee on 01 Apr 2010, 12:47:30
Thanks Ebden for corrections and suggestions... :good:
Yes, the chernarus government can be just hiding somewhere...

@ironman: didn't find any prob with the bomb.sqf script...

V2 uploaded!
Title: Re: [MP coop 1-10] Fight For Freedom V2
Post by: fleepee on 06 Apr 2010, 20:36:39
I've reworked it, I hope you'll enjoy it! :D
Title: Re: [MP coop 1-10] Fight For Freedom V2
Post by: hoz on 13 Apr 2010, 05:05:58
Played this for the first time tonight and I must say well done.  The camera work was also great.
I thought at the beginning  where you need to kill the us soliders, there was no resistance really from them. That was the objective to kill the us units at the house?

Really felt like we were lacking ammo all the time.

Look forward to playing this one again.
Title: Re: [MP coop 1-10] Fight For Freedom V2
Post by: fleepee on 13 Apr 2010, 09:59:27
Quote
I thought at the beginning  where you need to kill the us soliders, there was no resistance really from them. That was the objective to kill the us units at the house?
I was using the "setfriend" command, it seems to take a while to be considered as ennemies, I'm changing it to "setcaptive true then false", it works better now...
did you have the conversation texts with emissary?

Quote
Really felt like we were lacking ammo all the time.
did you have the conversation texts about the weapons cache?
Anyway, it has always been the problem of resistance movements through history: getting ammo and weapons!!
What about food? It could be great to have this feature in Arma2... ;)
You can have ammo at the camp and the weapon cache if needed, and the V3S truck will respawn (at camp) with basic ammo if destroyed...
Another point: you get full cartridges when you respawn, so I always reload my rifle before running out of bullets in one cartridge...

I'm uploading V3...
Title: Re: [MP coop 1-10] Fight For Freedom V3
Post by: Ironman on 15 Apr 2010, 01:01:00
hey I just wanted to announce that the Control Panel my server uses alters the files in some way, no idea how but when I choose to upload missions using it, some work and others dont. So, sorry for the headache. You wouldn't believe how frustrated I was with this when my missions wouldn't work due to this bug... no missing semi colons or brackets... I was losing my mind and gave up with making more missions for the time being.

Now that I figured it out... on with more missions.
Title: Re: [MP coop 1-10] Fight For Freedom V5
Post by: fleepee on 01 Aug 2010, 08:47:54
V5 uploaded!  ;)