[COOP] ZARGMOUT
Up to 16 players. (Not sure if that may be to many players for this mission, feedback/suggestions appreciated.)
A few people have asked me for a Coop version of my Martyrdom mission. This mission is not the same but is similar.
There are around 100 AI on the map at any one time so this mission may be best for dedicated however feel free to try and run it any way you like.
FEATURES:Required:
-I have ARMA2 & OA but I tried to make this mission version using only ARMA2:OA items.
Let me know if you have any problems.
- Enemy Patrol buildings, plant bombs,mines and static weapons, and hunt down enemy players within the city.
- Use the UAV terminal in your base to select equipment and to teleport into your team's Stryker, join/leave a player's team.
- Vehicles currently in mission: Blackhawk, littlebird, 2 HUMVEE Jeeps with M2, 1 Specops HUMVEE, 1 motorcycle, 1 Bradley tank, 1 Stryker M2.
- Voice communication menu,
- Primitive satellite view (access at UAV terminal).
- Enemy Mission targets spawn in completely random locations each time the mission is run.
- Revive script.
MISSION:
Insurgents in Zargabad stormed the U.S. embassy and in the process killed several staff members. The perpetrators are believed to be hiding in Zargabad at different locations/safe-houses within and around the city. Your task as part of a delta force unit is to eliminate the leaders of the insurgency. Beware! The enemy is keen for a fight and resistance may be fanatical.
CREDITS:
Norrin - Revive script.
Simple Vehicle Respawn Script v1.7 by Tophe of Östgöta Ops [OOPS]
Voices/Mission - Rejenorst
Script support - Ueber Special thanks to Zonekiller for showing me the ropes in MP coding.
Special thanks to Bingobango, Saok and Celery!
CHANGELOG:
v1.5
This version uses ARMA2 first aid module. Respawns for player and enemies is off. You have 1 life only.
http://www.rejenorst.com/projects/%5...r.Zargabad.rar
Includes two versions 1) using Norrin's revive and 2) using R3F revive.
These versions are heavy action orientated; Enemy respawn and player respawn is on:
http://www.rejenorst.com/projects/[C...rgmoutv1_5.rar
Armaholic mirror:
- http://www.armaholic.com/page.php?id=17073
v1.5
*Fixed Client side Task script causing tasks not to be listed as done and causing the wrong marker to disappear. This has been fully tested today and now and seems to work fine. (Was a stupid, easy to fix mistake which I should have noticed earlier).
*Extended all unit respawn times for better mission pacing and easier difficulty
*Added smoke grenades as part of the UAV menu
*Fixed a bad use of exitwith in the enemy ground squad scripts.
v1.4
*Fixed CIV AI script. Spawned civs where not being placed into the global civ array for use with the civ patrol script.
*Added Button for GP25 grenade selection
*Mortars will no longer fire on players that are more than 30 meters above the ground. (Mortars where previously targeting helicopters).
v1.3
*Fixed enemy units congregating around the edge of the city and doing nothing. they will now spread out around the city until the script moves them into buildings.
*Fixed small pistol select issue. Choosing a pistol now automatically removes all equipment first so select it before a primary weapon. (Its a work around for now).
*Enemy ground squads will occasionally send men into the building your in/closest to.
*Enemy units now occasionally spawn and use static weapon backpacks. Mortar units will fire 1-5 shots then displace to another location while other static weapon units will setup and displace every 500 seconds.
*Enemy units will now plant mines as well as detpacks.
*Added Bradley tank and motorcycle to respawnable vehicles at FOB.
*Added ability to call in airstrike once every 1000 seconds.
*Added more polish to briefings/credits mission startup.
*Bunch of small scripting fixes.
*Added Norrin's revive script (Team leader unit can create mobile respawn point).
*Enemy ground/attack squad numbers doubled based on difficulty feedback.
*Adjusted 1 enemy spawn location which was to close to Zargabad.
v1.2
*Enemy respawnable ground squads will now increase based on player number (needs testing as I don't have that many friends who have ARMA2:OA).
5 players and above will spawn 2, 9 players and above will spawn 3 making the maximum AI unit count around 120.
*Players can now grab M203 and hand grenades from the UAV terminal at base.
v1.1
* fixed Camera jerkiness for Satellite camera. Should be much smoother now.
v1.0
* fixed setgroupid error on player spawn. (each player has a callsign now at start of game. If players leave a group they will not have a callsign, was having trouble getting that command to work globally.)
I plan on adding to the mission but I prefer to test things every stage of the way before adding more.
The mission is 1.8 to 2 megs due to sounds such as enemy combat yells which may be subject to change.
please report problems here in this thread: http://forums.bistudio.com/showthrea...-COOP-Zargmout
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Let me know if its shit/not fun or has bugs and what it needs to make it better. I might not get time right away to make changes but it gives me something to put on the to do list. Feel free to be brutally honest because I am a fish out of water when it comes to MP. Cheers.