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iceman77

co@18 Twisted Fork v0.2

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Operation: Twisted Fork v1

twistedfork.jpg

Meant for use on dedicated server. Civ casualties parameter will not work on hosted servers or SP

I bring you Twisted Fork. By far my best mission to date. Enjoy!! >> DOWNLOAD <<

Requirements: Arma2 Combined Operations & Dedicated server

Min/Max # of players:1/18

Player factions: U.S. / BAF

Resistance Factions: TKA / TKM

Gameplay:

*Respawn: Yes

*PlayStyle: Infantry based, with light vehicle support & helo transport. Random enemy patrols, including light vehicles, infantry, armor & air.

*Mobile Respawn: Included pulsating marker. Accessed via flag pole action

*Civilian Casualty Parameter: Select the allowed amount of killed civilians before each mission.Shows which player kills a civilian aswell as civilian death count.

*Civilian Casualty Fail Condition: Fail the mission based on civilian casualties

*Dac init screen - Be patient when DAC is initializing, it may take some time. The DAC will create upto ~550 units and upto ~150 groups at times. But don't panic!! The DAC has a built in squad reduce parameter that works in conjunction with player distance.

Mission summary:

The mission code named Twisted Fork is an combined operation (U.S. & BAF) that takes place around central Takistan. Squads Alpha (U.S.) & Bravo (BAF) will be working closely together to secure major checkpoints and objectives throughout central Takistan. Objectives are meant to be done in order, although players can secure other objectives, they wont receive credit until the targeted objectives have been completed.

Note: Looking for mission testers. I was only able to test it by my self on private dedicated. PM me if interested

Known Issues: After using the MHQ action, it may take a few seconds for the action to reappear.

To Do: Re-Initialize the DAC helo zone after spawned DAC helos are dead or !canMove.

credits:

Silola -DAC Framework

Twirly - civilian casualties parameter

deadfast - civilian casualties parameter

SavageCDN - init screen help

Xeno - Weapon respawn script

Tophe - Universal crate filler & vehicle respawn script

Shuko - TaskMaster2 JIP briefing script

Iceman77 - mission designer / scripts

version history:

v0.2 - release

v0.3 - disabled dac hint & markers

v0.4 - added static civilian casualty task

v0.5 - added MHQ

v0.6 - added adjustable civilian casualty parameter in the lobby, fixed spawned base placement as I had slightly messed this up by accidentally moving a marker slightly

v0.7 - it will now show the player who killed a civilian aswell as the total amount of dead civilians

v0.8 - adjusted helo spawn - DAC helos will no longer spawn in the AO, but at an distant airfield instead, then transport to the AO

- Adjusted mhq marker pulse, tweaked each dac zone to add more randomness, BAF AT specialist now carries NLAW

v0.9 - fixed markers getting deleted prematurely by jip players

v1 - added different check to update marker status for jip

note: I'm fixing issues as best I can when they are brought to my attention

Regards,

Iceman77

Edited by Iceman77
Did some quick fixes and added new feature

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Updated. Added civilian casualty cap task

Edited by Iceman77

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Updated : Added Mobile respawn and civ casualties cap parameter.

Edited by Iceman77

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It was weird seeing my name on the release page :p Not really necessary but thanks for the credit!!

Might give this a try in our mission rotation.

edit: if you're looking for a group to test I can scrounge up 6-10 warm bodies and a server...

Edited by SavageCDN

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I was weird seeing my name on the release page :p Not really necessary but thanks for the credit!!

Might give this a try in our mission rotation.

edit: if you're looking for a group to test I can scrounge up 6-10 warm bodies and a server...

It's okay. I was looking for the dac init variable for awhile. yeah it would be nice to test it with some players. Just let me know. If possible, I actually have an updated version with a few more tweaks. We could play that one?

---------- Post added at 17:12 ---------- Previous post was at 17:00 ----------

There, updated

---------- Post added at 18:57 ---------- Previous post was at 17:12 ----------

fixed an issue where jip players caused objective markers to be deleted... :butbut:

As I haven't had the chance to test with multiple players, I figured this out from a random person joining. At any rate, markers shouldn't disappear anymore upon jip.

Edited by Iceman77

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thank you for this mission. enjoyed it yesterday with my brother. we didnt get through though, due to too less players/time.

one question: we missed ammo for all launchers (playing ACE). is this intentional or due to the fact we had no dedicated server? i too didnt see a DAC init screen but the rest seemed to work.

thank you very much

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which blufor launchers? at4, m72 and javs are single use in ace. launchers that need rockets are maaws and smaw etc.

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frankly all of them. i know some are single use,but those were not loaded either (jav e.g.).

dont know,your reaction tells me its not meant to be, so next time ill try to setup a dedicated and see whether that makes the deal

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Yeah the mission requires dedicated server for the DAC init screen, ipod gps, and the civ casualties parameter to work. As far as the launchers go i'm not sure. There's a crate at base that contain weapons and ammo. launcher ammos seems to be there and correct too. Maybe it's becasue you used ACE. As the mission was not designed with ACE I'm not sure of what weirdness may occur when using ACE. I'll go triple check the ammo though, personally in game.

I could make a non-dedicated version + ACE too. Just let me know, it would require minimal changes. After seemingly working the MP issues out with Twisted Fork, I'm working on some other scenarios for a coop mission pac. Including some smaller missions for 9 people. Also, tweaking other aspects of the concept entirely as I go. For example, I've reworked the civilians in twisted fork, to be created by DAC instead of pre-made editor groups. Should be more dynamic and players should really have to be on there toes, as civs will also randomly use vehicles now =P

---------- Post added at 08:27 ---------- Previous post was at 08:13 ----------

I just checked, there's plenty of ammo for; maaws, javelins, nlaw etc. Every launcher has plenty of ammunition.

it's either 1 of two problems

1. ACE - READ

2. Maybe you're using the wrong crate. There's a preplaced crate with appropriate ammo and then there's the misc crates that spawn with the base composition. The crates that spawn with the composition, in my case are for aesthetic purposes only. They do contain a smal amount weapons and ammunition though.

The crate you'll want to use is the one by the bunker (spawn).

I really appreciate the feedback though :cool:

Edited by Iceman77

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