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Thread: Modern War(fare) Crisis

  1. #1

    Modern War(fare) Crisis

    Version v1.0 release

    Hotfix 1

    Hotfix 1

    Version 1.1 release

    WW4 based multiplayer total conversion.

    Persistent client side player profile implemented using Sinews of War saving.

    In game currency: FlashPoints, earn ten flashpoints per kill in core game modes, earn a match bonus based on how long you play.
    Use your FlashPoints to purchase weapons and attachments in the Create-A-Class mode.

    Gamble your FlashPoints against other players in wager matches. Several lobby buy-in options available, in-game double down voting supported.

    Create-A-Class mode; Try out weapons at the firing range, purchase weapons from an in-game shop that can be saved to one of five customised loadouts. Saved custom class loadouts are available for use in core game modes.

    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:

    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:

    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.

    Weapons List:
    Spoiler:


    Attachments list:
    Spoiler:


    Oh and here's the MLODs for Macsers G36C, I forgot to include them in the main release.

    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

  2. #2
    Congratulations on release

    Is it Arma:Cold War Assault compatible?

  3. #3
    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.

  4. #4
    There is a cooperative?
    Last edited by =SappeR=; Aug 6 2012 at 13:14.
    My releases:
    Spoiler:

  5. #5
    Quote Originally Posted by =SappeR= View Post
    There is a cooperative?
    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.

  6. #6
    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.
    Last edited by *Zeewolf*; Aug 14 2012 at 18:12.

  7. #7
    Gunnery Sergeant krzychuzokecia's Avatar
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    One question: am I supposed to install "Default Classes" folder, and "ZeewolfAP.adf" file? If so, where should I put them?

  8. #8
    Quote Originally Posted by krzychuzokecia View Post
    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.

  9. #9
    Quote Originally Posted by =SappeR= View Post
    There is a cooperative?
    @*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...

    Well that is only my opinion

    Take care, Icarus

  10. #10
    I had in mind: Is there a co-op missions for multiplayer for one team? Or only for the two teams?

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