Five base classes available for use until the player replaces them with custom classes (base class loadouts can be tailored to the mission by the mission designer).
Modular Weapon Attachments; purchase custom optics and accessories. Up to 72 possible accessory combinations per weapon, 32 weapons available.
MP weapon balancing; carefully chosen weapons and parameters to ensure no weapon is identical to another, each have their own strengths and weaknesses in terms of damage, recoil, rate of fire, magazine capacity, price and accessory range.
Arcade health system; regenerating health, wounds cause blackouts depending upon severity. Inverse armor, hitting the torso does more damage than hitting arms or legs. Only sniper rifles and explosives are one hit kills.
New gear; including proximity triggered claymores, underslung shotguns, grip-pods, flashbangs, frag-12 ammo and more.
Killstreak system; all core game modes support the following killstreaks; 3 kills=UAV recon, 5 kills=Predator missile, 7 kills=Precision airstrike/JDAM, 10 kills=Reaper UCAV, 15 kills=AC-130 pass
Support for faction dependent multiplayer announcers in all game modes (audio files are not included).
Template mission folders for each game mode to allow rapid creation of new missions. Just add props and vehicles (lots of multiplayer missions for all of the MWC game types have already been written to support beta testing).
Choose the camouflage you want to use from the lobby (each playable role in a free-for-all mission corresponds to a different camo pattern).
Core game modes: Spoiler:
3 Team Capture and Hold (two flag domination), annex the flags to gain points for your team, controlling both flags causes enemy teams to lose points.
Deathmatch (with flag). One point per kill. Get the flag to the destination to get ten points.
Domination; three zones, one point per second per zone for the team that controls it.
Hunter; Each player is assigned to "target" another player and is in turn targetted by one other player. A player's target is tracked on the map so they can always hunt them down. Killing your target gives you five points (50FP), killing a non-targetted player gives you one point (10FP).
Kill Confirmed; Team Deathmatch variant, while players can score normally through kills, their team score is only increased by retrieving "dog-tag" flags from the bodies of enemy players (confirming a kill). Retrieving flags from friendly bodies prevent the enemy team from scoring (denying a kill). Bodies holding dog-tags are clearly designated by a colour coded smoke marker (or chem-light if its dark).
King of the Hill; Gain one point every ten seconds you hold the area uncontested, the area moves to a new location every four minutes.
Oddball; Take the flag from the pole, gain one point for every ten seconds you hold the flag. The flagholder's location is tracked on everyone else's map.
Team Deathmatch (with flag); get the flag back to your team's base to score for your team.
Team Oddball; score points for your team by carrying the flag.
All core game modes support two to eight players, 3 Team Capture and hold supports up to nine players (three teams of three).
Wager Match modes: Spoiler:
Gun Game; Kill enemies with the provided gun to progress through the ranks, each new rank corresponds to a different gun. Melee other players to force them to drop ranks. First player to progress through twenty one ranks wins the match.
Sharpshooter; All players are given the same randomly selected weapon, a new gun is chosen every 45 seconds.
One in the Chamber; Players are given an insta-kill revolver (the "Mk44 Refibrillator" no less) with one bullet. Kill a player, earn a bullet. If you miss you must melee kill a player to get another bullet.
All wager matches support two to six players, the winnings are split accordingly.
Weapons:
In MWC you may carry a primary weapon, secondary weapon, launcher and ancilliary equipment (hand grenades, mines etc). The primary weapon can be of any type except a pistol.
The secondary weapon can only be a pistol, SMG, carbine, assault rifle or shotgun.
Why bother to take a pistol you may ask? In MWC it is much faster to switch to a pistol than either reloading your primary weapon or switching to a secondary long barreled weapon.
Magazines for the primary weapon consume standard ammo slots which must be shared with launcher ammo and ancilliary equipment. You may carry up to four magazines for a secondary weapon (regardless of type), secondary mags don't use up inventory slots.
The weapons of MWC have been carefully selected to provide strengths and weaknesses that match their real life counterparts. A few examples:
When you want an assault rifle do you choose the lower damage, low recoil, 30 round clip AK-107 or the high damage, high recoil, 25 round clip ACR 6.8?
When you want a carbine do you choose a fast firing but less accurate G36C or the higher damage Groza or the low recoil AKS-74U or the jack of all trades M4?
When you want a sniper rifle do you choose a one hit kill L-115A3 or a low damage automatic marksman rifle like the Mk-12?
Whatever your style of play you should be able to find a weapon that suits you and use different attachment sets and customised loadouts to tailor your gun to a wide range of battlefield situations.
Assault rifles can mount Reflex, Holo, aimpoint, ACOG, Elcan or marksman optics. They cannot mount a masterkey or launcher at the same time as a barrel attachment.
MGs:
M249
PKP Pecheneg
RPK-74
MGs can mount Reflex, Holo, Aimpoint, ACOG or Elcan optics, a grip and a flash suppressor.
Sniper rifles must mount either a ACOG, Elcan, Sniper scope, ART or Ballistic optics. The M39, Mk12 and VSS can be suppressed (VSS is always suppressed).
Shotguns:
M-1014
Masterkey (attachment)
Shotguns and masterkeys can be loaded with buckshot, slugs or Frag-12 ammo.
AT Launchers:
M72 LAW
M136 AT4
Mk153 SMAW
FGM-148 Javelin
Attachments list: Spoiler:
Optics:
Reflex RX-01 (Kobra on Russian weapons)
Aimpoint
Holographic
ACOG (PSO-1 on Russian weapons)
Elcan
x6 Marksman scope
x8 Sniper Scope
ART scope
Ballistic scope
Barrel:
Flash Suppressor
Suppressor
Handguard:
Grip-pod
Grenade launcher (M-203 or GP-30)
Masterkey
I've included an excessively detailed editor guide for those wishing to fiddle with this mod or just learn from it, you'll need to read at least part of it to make MWC missions. Not every unit or weapon class available in the mod's configs is listed in the editor guide, mostly because I forgot about them, I guess you can consider them Easter eggs.
The included multiplayer missions all use content included in the mod, no extra addons required. Since most of the missions used in the beta test have exotic addon requirements only about half of the missions included were in the beta test. The remainder have been cranked out from the MWC templates and stuff I had lying around (grass templates and the like). The remaining missions from the beta test (which also happen to be my favorites) may be released as themed "content drops" which require common addon sets.
Possible content drops would be:
Afghanistan (CAT Afghan and Taliban based)
Africa (BAS Tonal based)
Japan (BOH Buren and Kanon)
Vietnam (Seb Ilo, RIJ, HC Meekong) since every FPS needs Vietnam DLC
Chechnya, Chechnya island (the controversial but brilliant .chechen one).
But that depends on what happens with supporting the main mod with patches etc.
Last edited by *Zeewolf*; Apr 16 2013 at 21:16.
Reason: v1.1 release
Yes, it was developed on v1.99, beta tested on v1.96. There are a lot of scripts that would have benefited from GetposASL but they all use work arounds for backward compatibility.
If you mean; can you play MWC game modes cooperatively against AI? No you can't, no AI is allowed in the MWC game modes, many features actually rely on it not being present. It could be implemented but playing against AI always feels different to playing against a human and they can never be relied upon to properly balance out teams in team game modes. As provided MWC game modes are strictly PVP.
It is backward compatible with standard SP and MP missions though since it replaces standard BIS classes. You can also use the create-a-class shop in Debug mode to view the weapon and magazine classes for a given attachment combination then add these weapons to your own missions as you see fit.
It appears a bug slipped in when building the release. Some of the missions aren't displaying the Outro sequence which is pretty important in MWC because it's where the player's profile is updated with their earnings from the mission.
The effected missions can be patched with this hotfix.
Also included is a content drop of new missions using the BIS islands. Only "Bloc" and "Rust" require a third party addon in the form of AGS Industrial Pack v3.0.
I will release content drops for third party islands if there is sufficient feedback/demand.
One question: am I supposed to install "Default Classes" folder, and "ZeewolfAP.adf" file? If so, where should I put them?
No the purpose of default classes is described in the editor's guide. Basically they are the scripts used to define the default class loadouts used in missions, if you're not actually making MWC missions then you don't need them.
Also the mission folders in "templates" should be placed in Users\Username\MPMissions not your BIS template folder since they are not wizard templates. You open them like a regular mission in the mission editor to move stuff around and add props.
As for the .adf file, well consider that an amusing easter egg for you to unlock if you choose to research it, the file extension should be enough to go on.
@*Zeewolf*:
I must agree with =Sapper=, if you are not going to host a Dedicated server or have somebody else do that, then having a separate Singleplayer mode would be necessary to experience the gameplay of your mod.
Please bear in mind that OFP/Arma:CWA multiplayer community is quite small nowadays...