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Offline fleepee

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(Review Completed) [MP COOP 1-8] Release Karl
« on: 01 Sep 2008, 15:25:06 »
Mission name: Release Karl

Mission type: multiplayer Coop
 
Players Numbers: 8

Version: 1.15

Size: 141ko

Duration: 1 to 2 hours, depending on the number of players...

Author: FleePee

patch 1.14
Required addons: none
Language: english
weapons pool in the briefing!
moving respawn points as you change of objective and weapon respawn (you keep weapons and ammo after you die)

Description: Karl has been caught yesterday and is acused of espionage... At 4h00 AM, we have intercepted some radio exchanges giving orders to execute him at 8h00 AM... Sorry for the decision and transport delays, but now, you only have 30 minutes left!!
You have to release him at all cost, we need the informations he has!
Once informations in your possession, move to the evacuation zone, a chopper will evacuate Karl and your team...
As far as we know, there is no heavy armor in Paraiso...

Enjoy!!!

Installation: Copy the file "release_karl.Sara.pbo" into the "ArmA\MPmissions" folder.

scripts:   
- hostages by Nataniel (edited)
- Weapons Respawn Script v1.04 by toadlife revised by norrin
- dismount by sharkattack
- initFlags by Spooner

Special thanks to Mandoble and Spooner  for their scripting helps, to Cheetah and Hoz for their beta tests of the mission! :good:

OFPEC Download Link
« Last Edit: 24 Jan 2009, 15:05:02 by Cheetah »

Offline hoz

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Re: [MP COOP 1-8] Release Karl (review please)
« Reply #1 on: 02 Sep 2008, 03:30:43 »
Intro

There is none, even a short one would be nice.

Briefing

Picture in there. Hard to see but workable.

Typo in the first sentence  as should be has and  acused should be accused.
Second sentence  Informations should be Information

The Briefing is pretty good has enough information.

You don't allow the person to choose the ammo to begin with. Which is a shame, you should consider adding some especially when you get further advanced and you have those loaded ammo crates out there.

Mission

The first WP when you begin is in french. The first couple blocks are quite exciting lots of resistance tough to forge ahead. What it lacks is if you take off out side the areas you don't see much. Especially at the first respawn point over to the left/west of the point. If you go west you can easily come in the back of that area.

The battle at the top of the hill in Parisio "citadel" could do with some strategic 2nd floor placements around the medical tent/flag I see now you have a couple but I would consider more.  There is about 4 or 5 buildings you could easily take advantage of. Overall not a bad battle, you could do with more patrols.

The part where you release the prisoners, the captive Blufor guy his text is in french. I would put some guys kneeling in around the grave yard and also in the church. You could make this a bit tougher.

After that it never ended and I didn't receive any updates after I took over the citadel.  No updates when you took over the respawn point either.

Lastly, the mission didn't end after 30 mins like the briefing indicate I did receive all the warnings about time advancing.


« Last Edit: 02 Sep 2008, 05:53:32 by hoz »
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Offline fleepee

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Re: [MP COOP 1-8] Release Karl (review please)
« Reply #2 on: 02 Sep 2008, 11:20:53 »
 :(
Thanks for the reply!
Quote
Picture in there. Hard to see but workable.
That's true, I don't know why the picture is so dark...
And I don't know why when I make an intro, I can't see it when I play the mission... I didn't have that problem with OFP... :dunno:
I made some changes, I think the mission is going to be real tough! The rar file of the first post is modified too...

The mission  doesn't end after 30 minutes, even if you don't manage to release Karl and that he is executed...
I've seen that a trigger wasn't in "switch" mode (?!), so I think that you didn't see any paratroops and fighting back squads as you approach the citadel... And if you didn't release ALL prisonners, neither did you see the change of waypoint to the evacuation zone, wich is well defended... The mission ends as Karl (or you if he's dead) gets in the evacuation chopper!
Will you try again?


« Last Edit: 02 Sep 2008, 15:25:33 by fleepee »

Offline hoz

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Re: [MP COOP 1-8] Release Karl modified (review please)
« Reply #3 on: 02 Sep 2008, 16:54:11 »
The civies and Karl never moved after I freed them. Perhaps when you have clear the area, you could have some title text pop up to tell you to free the civies. Also its a bit of a pain to go up to each civi and click rescue. Maybe consider lowering the number of civis or use one action for all the units.

I never saw the para troopers at all.

I'll give er another go tonite.

I changed the topic title to remove the (review please) since your really just beta testing at this point. I'll have an update in a little bit...

New test New version

2 players

Overview

Just noticed the first sentence should be changed a bit...
Karl has been caught yesterday...  should be Karl was caught yesterday, or Yesterday Karl was caught...  Might even consider captured instead of caught.

Move forward in the town until (add you reach the) citadel where Karl is detained.

Briefing
Again I have to encourage you to use the weapons pool so that players can choose a weapon from the briefing. Its the difference between a polished mission and a quick whip it together type mission. Its easy enough to do just add the entries to the description.ext. There is an ofp tutorial which makes it basically a cut and paste job and replacing the weapons with arma ones.

The Evac Marker is covering the town name Corinto, so its a bit hard to see.

I think you should consider putting a flag marker where the respawn pt. is.

Mission

Ok this time around it was a lot tougher. Almost impossible with 2 people. So you might want to tone the mission down based on the number of humans playing. Like if there is only 2 humans playing maybe avoid the helo drop.

You might want to add some notification once you have advanced the respawn pt (Titlecut or a hint) and maybe change the flag at the outpost to a blufor flag.

The 30 mins trigger didn't end the mission as it should. However briefing was updated with a fail.


« Last Edit: 03 Sep 2008, 04:14:26 by hoz »
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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #4 on: 03 Sep 2008, 13:19:03 »
Hi!
I'll try to update the mission regarding your suggestions...
(I allready made every prisoner released once citadel is under control)

Code: [Select]
The 30 mins trigger didn't end the mission as it should. However briefing was updated with a fail.

The principal objective of the mission is failed if Karl is dead, but the mission ends when you're in the evac chopper, Karl dead or alive... Do you think it would be logical to end and restart the mission if Karl is dead?
I don't... but it's up to the player to restart if he wishes to have ALL objectives "done", isn't it?

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #5 on: 03 Sep 2008, 14:44:33 »
I think the mission should end. Since the objective is to complete the mission in 30 mins.
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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #6 on: 03 Sep 2008, 18:33:08 »
Sure, but it's fun to clean the evac zone, even if karl is dead!
Mission updated and downloadable!
« Last Edit: 03 Sep 2008, 18:44:10 by fleepee »

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #7 on: 03 Sep 2008, 19:01:46 »
Sure its fun, but its not really a challenge. The whole battle your assuming the mission will end after 30 mins so your working carefully to get the job done if you can't beat the first objective in my opinion the mission should end. This way your providing some kind of reason for re playability.
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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #8 on: 03 Sep 2008, 21:45:13 »
ok... But finally, I made an alternative scenario... The major objective is to bring back documents hidden by Karl...
« Last Edit: 04 Sep 2008, 10:58:01 by fleepee »

Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #9 on: 08 Sep 2008, 11:47:32 »
new version downloadable... with respawn updates
As anyone released Karl in 30 minutes with the last mission update? (I didn't!!!)
If none did achieve that objective, I may give a delay of 45 minutes instead of 30...
« Last Edit: 10 Sep 2008, 16:53:38 by fleepee »

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #10 on: 11 Sep 2008, 03:35:00 »
The mission wouldn't load on the dedicated server. I unpbo'd and noticed that there is an addon added. "porto" so thats new and if your going to use an addon update the first post.

« Last Edit: 11 Sep 2008, 05:46:14 by hoz »
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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #11 on: 11 Sep 2008, 10:33:46 »
Quote
there is an addon added

I've just tried, only launching the game patched in 1.14 version and did not encounter that problem... :dunno:
are you sure?

Offline Cheetah

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Re: [MP COOP 1-8] Release Karl
« Reply #12 on: 11 Sep 2008, 12:21:43 »
I can confirm that this required porto (= Queens Gambit).

If you don't believe me, the mission.sqm doesn't lie.

Quote
   addOns[]=
   {
      "cacharacters",
      "sara",
      "CAWheeled",
      "CATracked",
      "caweapons",
      "CABuildings",
      "CAAir",
      "camisc",
      "WarfareBuildings",
      "EditorUpdate_v102",
      "porto",
      "CAWheeled3_TT650"
   };
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Offline Planck

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Re: [MP COOP 1-8] Release Karl
« Reply #13 on: 11 Sep 2008, 12:24:45 »
Yes, 'porto' is in the addons list in your mission.sqm, in both addons and addonsAuto sections.

Porto is the island that came with Queens Gambit, so if you ever used any objects from QG that are used on this island then that would explain why it is included in the addons list.


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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #14 on: 11 Sep 2008, 12:35:43 »
I think that the only things changed since last release is the addition of straw pile, a backpack and a sleeping bag...
anyway, most of players have queen's gambit, don't they?

Offline Cheetah

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Re: [MP COOP 1-8] Release Karl
« Reply #15 on: 11 Sep 2008, 12:38:16 »
Sleeping bad and backpack could be from QG.

Definititely not all players have QG. But I have no idea how many do have it.

However, for things like a backpack or sleeping bag I wouldn't include QG.
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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #16 on: 11 Sep 2008, 14:19:38 »
sure... i removed them, but I still have "porto" in the list of addons...
« Last Edit: 11 Sep 2008, 16:10:59 by fleepee »

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #17 on: 11 Sep 2008, 16:23:58 »
Edit the mission.sqm and remove all the addons, save the file then reload it in the editor and preview, then save the mission again and check the sqs file to see if its still there.
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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #18 on: 11 Sep 2008, 16:36:34 »
it's magic!
I upload the new version in the post...

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #19 on: 16 Sep 2008, 06:07:05 »
Ok we gave this another go tonite. My one buddy really liked it.

The last objective never ticked completed, even though we got the message that the capitol was freed.

I think that the mission should end when karl is dead, and you set it up so a couple of the units auto fire on karl when the time is done(maybe it is like this we didn't get the area around karl clear to see it happen). If you happen to kill those units then karl still remains for the capture. you could also set him so hes not a captive and any remained east units would consider him a target.

I don't think your timer script isn't counting time properly. It seemed over 50 mins when we received the 30 min warnings. It may of just seemed like the time wasn't working properly. The messages/warnings are great, they really get you pumped.

thats as far as we got then gave up. played 59 mins.


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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #20 on: 16 Sep 2008, 11:08:59 »
Quote
My one buddy really liked it.
I do like it too! :D 
Quote
I think that the mission should end when karl is dead, and you set it up so a couple of the units auto fire on karl when the time is done(maybe it is like this we didn't get the area around karl clear to see it happen). If you happen to kill those units then karl still remains for the capture. you could also set him so hes not a captive and any remained east units would consider him a target.
You've got the choice in the new version to abort or continue the mission...
There is allready some units that "dotarget" then "dofire" karl ( setcaptive false: other Opfor units have to know about karl to shoot him, and he is a little bit hidden...) as the time is done, which is now 40 minutes... 30 was really a tough job!
And yes, there was an error in the time countdown...
get the last version in the post...

Questions: when I play with a friend and that he is releasing Karl, it doesn't work very well, and I have to go to Karl and do the "release Karl" action myself, as the server, to get the objective "done"... The same with another action script "search the ashes" later in the mission... Do you know a solution to that problem?
(I have allready a game logic trigger named "server" on the map...)

Where are you from and on which server do you play?
I wish I could join you if it's not too late for France time...

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #21 on: 16 Sep 2008, 14:36:08 »
Quote
Questions: when I play with a friend and that he is releasing Karl, it doesn't work very well, and I have to go to Karl and do the "release Karl" action myself, as the server, to get the objective "done"... The same with another action script "search the ashes" later in the mission... Do you know a solution to that problem?
(I have allready a game logic trigger named "server" on the map...)

Ask in the ED this is the type of thing they do there.


Quote
Where are you from and on which server do you play?
I wish I could join you if it's not too late for France time...
I play on my own server and we play at like 11pm canadian eastern time.
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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #22 on: 18 Sep 2008, 10:05:29 »
there's a new version in which I tried to solve the problems of JIP, but I didn't try it...

Offline Trapper

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Re: [MP COOP 1-8] Release Karl (review please)
« Reply #23 on: 20 Sep 2008, 10:56:16 »
Thanks for the reply!That's true, I don't know why the picture is so dark...
And I don't know why when I make an intro, I can't see it when I play the mission... I didn't have that problem with OFP... :dunno:

Hi fleepee,

I was just skimming your topic, but haven't played the mission.
Probably the picture is looking so dark, because you're using a higher gamma value for your Windows desktop than in ArmA. You should be able to get rid of this with an image editing software which allows you to rise gamma/brightness of your picture, and verifying the result in game only.

If it's still like OFP, multiplayer intros have to be included in the "mission" part of your mission as the "intro" and "outro" parts are never playing in multi player environment. Then you should also add the possibility to skip the intro in the game lobby if it's very long.

Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #24 on: 21 Sep 2008, 11:47:09 »
Code: [Select]
You should be able to get rid of this with an image editing software which allows you to rise gamma/brightness of your picture
it's allready a modified picture from the one in this post (more brightness and contrast) that is in the briefing...

By the way, I also modified the mission so I think that there is no more problem with the "release actions" in MP, thanks to Mr Peanuts!!! :good:
test it please!!!
« Last Edit: 29 Sep 2008, 10:50:52 by fleepee »

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #25 on: 01 Oct 2008, 06:03:36 »
Played it tonite, did quite well, managed to release karl after the fireing squad warning. We managed to get in there and kill all the guys around karl, the timer went off but we were still able to rescue him. Thats really as far as we got. the run up the hill is a killer.

Theres a problem with the release civis, you run it but nothing happens.
I think you should make the respawn updates so they trigger when there is a percentage of east. Those long walks back coupled with having to kill that last east guy is a bit of a drag.

The street battles are quite exciting.


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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #26 on: 01 Oct 2008, 09:45:37 »
I changed the respawn trigger in the citadel so it is effective when you reach it...
You have to release ALL prisoners there to have a change... that means Karl, two others prisoners and the civilians...
I hope it will be ok...

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #27 on: 04 Oct 2008, 15:39:20 »
Gave it another go last night. Here are some bugs we saw.

*Mission didn't end even though the the helo came in to get us.
*Helo didn't stick around, it touched down and then off in a matter of a sec.
*Prisoners release doesn't work.
*Last respawn point seem to move us between 2 battles and put us in the middle. for the first few mins its just constant death as your beaten from both sides. I think you move the respawn ahead too far we were essentially pushed into a new area and two of us didn't have any ammo.


Your triggers that detect east in the trigger, I think you need to use a percentage of east in the triggers. leaving it till the last man is hunted down sucks.

After you rescue karl the last part of the mission is terrible in the sense that your already playing for 40 mins, and the last part took us up to an hour to complete. IMO this is way to long to keep people interested. The extraction should only take a max of 10 mins. IMO the last part of the mission could be a mission in itself.

The part about where you update the mission plan after karl is dead, I think should be removed. Switch the radio trigger out so you can call in the extraction chopper. maybe use 2 radios one to bring in the chopper and then the second to send the chopper off when your in it.



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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #28 on: 07 Oct 2008, 17:26:58 »
Thanks Hoz for your coments! :good:

I've tested the mission, everything seems to be ok... The mission ends!

Quote
Helo didn't stick around, it touched down and then off in a matter of a sec.
When I tried, it worked all right...

Quote
Prisoners release doesn't work
it was a problem with dedicated servers...  Thanks to Mandoble, it works now!!!

Quote
Last respawn point seem to move us between 2 battles and put us in the middle
I moved the respawn and the extraction points, changed the mission ending...

Quote
After you rescue karl the last part of the mission is terrible in the sense that your already playing for 40 mins, and the last part took us up to an hour to complete.
Even if I changed the end, it's still a long mission! You've got to get the hidden documents before calling for extraction...

Quote
The part about where you update the mission plan after karl is dead, I think should be removed.
that part is removed...

The leader was setcaptive true!  :blink:

« Last Edit: 08 Oct 2008, 21:01:00 by fleepee »

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #29 on: 08 Oct 2008, 21:27:39 »
Good stuff, we'll give it a go this evening...

The mission seemed to lag alot for me tonite. My buddy said it didn't on his pc but it sure did on mine. Did you add alot more units ? Or do you have some script running a muck?
« Last Edit: 09 Oct 2008, 05:54:40 by hoz »
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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #30 on: 09 Oct 2008, 07:56:32 »
Quote
The mission seemed to lag alot for me tonite.
i didn't add units... just modified the release scripts...
I did the same with "lighthouse expedition" and had a lot of lag playing it on dedi server... :dunno:

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #31 on: 09 Oct 2008, 18:24:34 »
I guess it must be something with the scripts then. Pretty much became unplayable on my crappy puter.

EDIT - You might also want to consider a dead body removal script it may help to reduce lag. You have a lot of dead units in there by the time you hit the karl area. THis time it played alot better. We pretty much end it after the karl assassination.  the last part drags on too much for us. The respawn after the karl area is too far if you ask me. IMO its too long after karl is dead or rescued.
« Last Edit: 11 Oct 2008, 11:17:12 by bedges »
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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #32 on: 12 Oct 2008, 06:37:56 »
Quote
You might also want to consider a dead body removal script it may help to reduce lag
I'm looking for one, but lag appears till the begining of the mission... and I like to see how efficient we've been!! ;)

Quote
The respawn after the karl area is too far if you ask me. IMO its too long after karl is dead or rescued
did you release ALL prisoners and had that objective checked? I f you did, the last respawn point is updated as you get near the place where you have to take the documents... IMO=extraction?
Mission updated... chopper evac modified

« Last Edit: 14 Oct 2008, 14:44:11 by fleepee »

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #33 on: 15 Oct 2008, 21:34:40 »
We managed to play through past the killing of karl last night. One guy complained of lag, and you may want to revisit removing the dead bodies or atleast some of them. You may want to increase the respawn by a few seconds, sometimes an instant respawn could cause a bit of lag. The last respawn is even worse now if you ask me. You will never reach it by car or by and imo should be on the other side of the city. Instead you are just killed and then respawned into an unfamilar location. the mission it self has been fun but its almost gettin boring for us to play over and over.


Update: the JIP respawn point isn't being updated properly.

« Last Edit: 16 Oct 2008, 02:52:37 by hoz »
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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #34 on: 16 Oct 2008, 05:57:42 »
i'm updating with the spooner's script the problem of jip and respawn...
I played the mission on a public server and didn't have lag... I don't know why it appears on dedi servers... ???
Im gonna change karl's position because of a bug with the building on the map...
« Last Edit: 28 Oct 2008, 19:24:05 by fleepee »

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #35 on: 29 Oct 2008, 05:24:40 »
We replayed this tonite with 3 players with one JIPing later on. THe first part of the mission went great we captured karl, cleared out what we thought was the town. and moved on to the next part. However I guess we missed one prisioner and still cleaned out bonanza.  then had to go back and get the prisioners. 

So it took a long time for the last respawn pt to be updated.

The helo came in before we got the documents so we missed that completely. it doesn't wait around either.
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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #36 on: 29 Oct 2008, 08:38:27 »
hi!
I modified the mission and posted it...
Karl's position has changed and the delay before his execution is back to 30 minutes!

Quote
However I guess we missed one prisioner and still cleaned out bonanza
I added a message to go back to the citadel if ALL prisoners aren't released.

Quote
The helo came in before we got the documents so we missed that completely.
You can't call by radio the evac chopper before having the documents... ???
Wasn't it an ennemy chopper with paratroops? (there is one as you reach Bonanza...)

I tested the evac chopper behaviour in the editor preview and it waited for my team to be on board to take off... :scratch:
« Last Edit: 29 Oct 2008, 08:43:14 by fleepee »

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #37 on: 05 Nov 2008, 05:46:19 »
still having some problems with the release prisioners. I select release and they didn't release. ended up shooting them. Not sure if i had the most up todate version the file says ver 11 but in side the mission it says v5.
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Offline Ironman

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Re: [MP COOP 1-8] Release Karl
« Reply #38 on: 08 Nov 2008, 06:40:27 »
It is basically like this. The less addons the mission has the more people play it. The more addons the less they play it. Do as you will with it.
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Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #39 on: 08 Nov 2008, 07:57:42 »
 ???I've checked scripts and mission and don't understand why you have a problem with the  prisoners... Is it with all prisonners or just with civilians?

I think you have the corect version (11) perhaps I did not change the name (5) in the editor...

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #40 on: 08 Nov 2008, 08:15:06 »
Its with the civies. and I must have the newer version.
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Re: [MP COOP 1-8] Release Karl
« Reply #41 on: 08 Nov 2008, 09:43:57 »
There is no longer civilians in the mission as they are not important... :D
« Last Edit: 08 Nov 2008, 10:19:07 by fleepee »

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #42 on: 08 Nov 2008, 15:24:10 »
Cool they just got in the way anyhow. :D It occurred to me that maybe the script was screwing up if one the civies was shot. But you solved it another way. we'll give it a test tonight or tomorrow night and then put it in the que for review. :D
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Offline NoBrainer

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Re: [MP COOP 1-8] Release Karl
« Reply #43 on: 10 Nov 2008, 09:46:19 »
This one was tested yesterday, version 12, and Karl kind of got away. Ordered him to join group, but he didn't join our group...
Called for extraction, the heli did a touch'n go....1/10 th of a second. We didn't make it inside he heli.


Offline fleepee

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Re: [MP COOP 1-8] Release Karl
« Reply #44 on: 10 Nov 2008, 12:04:54 »
Thanks for the feedback!
I've tried something different with the "release karl" script and init file... and hope it will work corectly!
The same with the chopper, all changes tested in the preview of the editor and was ok...
I update the post and will test it this afternoon on a public server. :scratch:

Offline hoz

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Re: [MP COOP 1-8] Release Karl
« Reply #45 on: 21 Nov 2008, 17:08:34 »
This one was tested yesterday, version 12, and Karl kind of got away. Ordered him to join group, but he didn't join our group...
Called for extraction, the heli did a touch'n go....1/10 th of a second. We didn't make it inside he heli.

You need to be close to Karl to release him. Once he is released he will become part of your, you should see this if your the leader. Its your job to keep him safe, each time you respawn you may need to give him a new order as the old order is sometimes lost. Mark sure you arm him as well and what we did was simplly sent Karl to a safe spot on the map and then told him to stop. When we were done in parisio and cleared the next objective, we he had him walk up to our location. Same thing applies to captives.

We had the same issues with the helo touch n' go. 1 in 5 times it would work, I suspect if karl is dead the helo won't stay around. Luckily fleepee added the secondary extraction point.
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Offline [NOCS]Bixio

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Re: (Review Completed) [MP COOP 1-8] Release Karl
« Reply #46 on: 06 Dec 2008, 11:55:18 »
Hi all, sorry but after free Karl or 2 prisoners no one i see under my comand , is impossible end mission if Karl no dead!!
P.S:Sorry 4 my english!!!
Bye Bixio.

Offline fleepee

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Re: (Review Completed) [MP COOP 1-8] Release Karl
« Reply #47 on: 06 Dec 2008, 13:22:03 »
 :dunno: don't understand why... It works allright on public servers... did you play it on a dedi? were you the team leader?

Offline [NOCS]Bixio

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Re: (Review Completed) [MP COOP 1-8] Release Karl
« Reply #48 on: 07 Dec 2008, 07:39:13 »
Yes, we have played this mission on our server (IP:213.92.118.144:2302) and I was the team leader! 
« Last Edit: 11 Dec 2008, 16:40:05 by bedges »