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Author Topic: [MP coop 1-10] The Broadcast Tower V8  (Read 4974 times)

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Offline fleepee

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[MP coop 1-10] The Broadcast Tower V8
« on: 03 Jan 2010, 11:37:49 »
Hi, beta testers!  ;)

I've got some new stuff for you!
(future campain mission 5)

Another episode of my future campain!

Here's the context:

At the time russian tanks crossed our border, special forces were
paradropped over the national broadcast tower. Operators didn't even have time to announce the invasion, they just had time to load the first CD under their hand: it was the french partisan's song. Enemy propaganda is now spread over all our country. If we want to stop our people disinformation, we MUST take back the control of that tower until regular forces based south come to secure the zone...


mission author: FleePee

mission type: COOP

Number of players: 1 to 10

Game version: ARMA2 patch 1.5

Addons: none

English and french versions!  (future english voices)

Duration: 30mn

Specifications:
- 10 playable slots
- revive by all units

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

External Scripts used:
- revive script V0.42 by Norrin

I'm waiting for your feedback, enjoy! :good:
« Last Edit: 01 Aug 2010, 08:49:56 by fleepee »

Offline Ebden

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Re: [MP coop 1-10] The Broadcast Tower V1.0
« Reply #1 on: 04 Jan 2010, 14:57:03 »
So...I'm dying to try but can't until this evening.  Do you play as Igor and his neighbors again?

Offline hoz

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Re: [MP coop 1-10] The Broadcast Tower V1.0
« Reply #2 on: 04 Jan 2010, 17:36:38 »
We had a quick run at it last night. I thought it could use some flares to help light up the areas maybe a continous flare shooting off every minute or something. You pictures are in daylight but the mission was in the night for us. The grass option didn't seem to work for us but i wasn't a 100% i selected no grass. We'll give it another attempt soon.
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Offline fleepee

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Re: [MP coop 1-10] The Broadcast Tower V1.0
« Reply #3 on: 04 Jan 2010, 18:11:03 »
Quote
You pictures are in daylight but the mission was in the night for us.

it's because paratroops arrived the day before... ;)
there's an optional action at mission start to wait for sunrise, did you have it?
the flare use is a good idea.

Quote
Do you play as Igor and his neighbors again?
Not in that one in which you're allready a member of the resistance, but in another mission i'm editing (ambushing convoy after mission "once uppon a time"), it will be the case... ;)
Sorry for the lack of chronology!! :scratch:
« Last Edit: 04 Jan 2010, 18:17:33 by fleepee »

Offline Ebden

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Re: [MP coop 1-10] The Broadcast Tower V1.0
« Reply #4 on: 04 Jan 2010, 18:56:57 »
Quote
Sorry for the lack of chronology

No trouble, as long as it all links up in the final product.  Also, I don't think you'll have a problem in a campaign if each mission isn't the exact same characters.  It'll be fun to play different roles of the bigger story.  The part to remember though, once you organize the missions, is to keep the timeline of the overall story correct.  (eg, 1. Once upon a time, 2. The Broadcast tower, 3. Kill Colonel Kronsky...)

Offline fleepee

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Re: [MP coop 1-10] The Broadcast Tower V2
« Reply #5 on: 10 Jan 2010, 11:34:00 »
V2 uploaded!
I Added Ebden english corections, campain identities on playable slots, and flares fired while approaching the tower. :good:

Offline hoz

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Re: [MP coop 1-10] The Broadcast Tower V2
« Reply #6 on: 15 Jan 2010, 04:56:47 »
The version wasn't updated so I don't know if we were playing the newer version.

We found that the switch to daylight only happened on 1 pc. Which of course made it very frustrating :)

thats all for now.
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Offline fleepee

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Re: [MP coop 1-10] The Broadcast Tower V3
« Reply #7 on: 15 Jan 2010, 20:33:01 »
V3 uploaded!!
The switch to daylight should work for every player now, I won't write about some changes... :scratch:

Offline hoz

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Re: [MP coop 1-10] The Broadcast Tower V3
« Reply #8 on: 16 Jan 2010, 15:06:32 »
Played this one last night and it didn't end properly.  The helo never came in. Everything else seemed to work.
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Offline fleepee

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Re: [MP coop 1-10] The Broadcast Tower V3
« Reply #9 on: 16 Jan 2010, 17:05:12 »
it ends when regular forces are present at the tower and no ennemies are present in a small perimeter around it...
did you have no ending?
the helo may have crashed on his way...

Offline Ebden

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Re: [MP coop 1-10] The Broadcast Tower V3
« Reply #10 on: 17 Jan 2010, 02:12:50 »
If the helo does go down, is there a way to have a radio command come to the players, relaying something along the lines of lost communication with their evac, and that they need to find their way to a secondary extraction point (which would be something accessed by driving or hiking, not too terribly far?)

Offline fleepee

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Re: [MP coop 1-10] The Broadcast Tower V3
« Reply #11 on: 17 Jan 2010, 08:49:24 »
it's not an evac helo we're talking about, it's an helo dropping spetsnaz near the tower... :whistle:

Offline Ebden

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Re: [MP coop 1-10] The Broadcast Tower V3
« Reply #12 on: 18 Jan 2010, 12:59:22 »
Oh-got it. 

I haven't tried this one yet.  My compu is frizzlin'g and I can't figure out why, so ARMA2 time is cut back.

Offline fleepee

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Re: [MP coop 1-10] The Broadcast Tower V4
« Reply #13 on: 27 Jan 2010, 09:30:59 »
V4 uploaded!!
Lot of new stuff, the mission is tougher!! ;)
enjoy!! :blink:
« Last Edit: 27 Jan 2010, 13:22:32 by fleepee »

Offline hoz

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Re: [MP coop 1-10] The Broadcast Tower V4
« Reply #14 on: 30 Jan 2010, 02:36:20 »
We played this one last night no issues to report other then the ending takes a while. I would maybe go for a cut scene or something after the last man is down.
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