This is a template for a Resistance style multi player campaign based on the DMA Coin Coop Engine v0.3.
(Thanks to Tacrod and the rest of the DMA team)
As with the original CCE it is set up as a template so you must export it to MPMissions from the editor.
The package is completely open for people to re-arrange and add thier own choice of addons. But for those that don't want to do much work, run it with one of the DMA packs. I've put in a bit of thought as far as base and mission layout are concerned and I welcome people to enjoy it as it is.
If you find any bugs or just something to say on the matter let me know
Addons reqired ;
MP Resistance Campaign V0.52
see below for changes
Original CCE Features
- Adaptable to any unit or island
- MP coop play
- Includes an editor's guide to get you started on your own coop campaign
- Now features DAC support
Extra features include
-Rework of basic CCE engine to better handle online play.
and ironed out a few bugs
-Enemy vehicle spawn:
*** Small squads in Jeeps
*** Mechanised infantry
-mobile spawn point in form of ambulance
-randomised renewal of some vehicles (prevents player dependancy and provides battle field scenery)
- saves select variables to progress through campaign
-BIS pluggins for those that prefer bis standard
Missions, Old, New, and Reworked
*Patrol your Base.
And hunt down any enemy info gathers in the area
Take the Cities and push the enemy out.
*Defend your Base.
Repel the enemy as it invades your base in strength
Huntdown and kill the enemy V.I.P
*Search and Destroy.
Weaken the enemies hold on the zone.
*Search and Rescue.
Find the downed pilot before the enemy does.
*Escort the Convoy.
Get the convoy to its destination in one piece.
Save the freindly from imprisonment or worse at the hands of the enemy.
*Acquire the Secret.
Steal the secret information.
*Capture the V.I.P.
Ambush the VIP's vehicle escort and bring the VIP in alive.
*Ambush the Convoy.
Ambush the Military Vehicles and destroy or steal as much as possible.
*Attack the Enemy Base
Take the fight to the enemy and do your worst to thier bases and depots.
Players can also call on reinforcements as part of the support dialoge providing either armour or troop support. The reinforcements once called will move to future waypoints when called via the dialoge again.
After a good bit of play testing I think I've got almost all the bugs from perivious versions but please be patient, 12 mission types with between 1 to 17possible locations means a LOT of variation (exactly 96 missions in 1), so if you spot one please let me know so I can fix it ASAP.
I noticed a bit of a typo in the purge script. A series of mechanized_x = false
should have read as per the int script
mech_x = false
It may lead to some spawn mishaps.
You can change it or wait for betav0.4 which will be out as soon as I finish the reinforcment scripts. Going well (so far) and should be done by the end of the week.
All the jupping about in this web of scripts has let slip a couple of things under the radar .
I've been testing your mission with a friend in full MP, I being the client for this game. As I'm making my own adaptation of Tacrod's CCE, I wanted to have a look at your attempt Yes, I'm ruthlessly stealing your ideas...
First, we wanted to try your mission because of the setting: playing as resistance against a superior opponent. It mays sound simple, but, good idea. The immersion factor is very important and should not be overlooked when making a mission, specially a dynamic one. I know your mission is in WiP state, but keep this in mind.
We have encountered problems during this game, some being due to CCE design flaws, some to your scripting. At the end of the first rest, the client and server had a desynchronisation. In game time it was midnight for the server, while I was lagging behind at 8 in the morning. I believe this is CCE's flaw, which I'm trying to correct on my side. Same thing for weather...
The first mission was an escort convoy one. We climbed into the trucks and got immediatly obliterated by 2 Hinds. The mission lasted less than a minute. Try to give us a chance there...
Then, when players die, they respawn in the base, which is a great pain when the battle rages far away. As I couldn't get a moveable respawn point to work as intended, I avoided this problem by making the respawn "Instant" in description.ext and respawn delay around 30 seconds. This avoids killing the ambience and game experience for players.
Second mission was a raid. Obvious enough, it was a pure massacre. The insertion heli got blown out of the sky by a BMP, we all died before reaching the LZ. With a bit of teleport, we managed to get there And we met with 3 infantry squads helped by 2 BMP. Less than 30 seconds. OK, we're not really top notch OFP l337 gamers, but the odds were clearly against us. Try balancing this a bit.
Third mission was a downed pilot. Except for insertion heli that flew on drugs, no prob Right after that we both crashed and had to reboot.
We'll give you another report when we'll have the chance to try the new mission types. They sound pretty cool, so I'll maybe give them a try in local MP game. I'm glad to see other people working on the same conversion. So keep up the good work, even if criticism sounds harsh.
Thanks for the feed back Malick.
The desync thing has been the biggest prob. So far elusive in its cause so difficult to fix.
For my information could you tell me what kind of connection you played with. And you may think this stupid, but I'd also like to know wich version you used. (I'd assume the latest but I need to be sure)
As far as the game play issues are concerned.
I've attempted to improve some aspects of game balance with each beta. And your observations are correct. I will do something to aleviate the difficulties with the next version.
I would like it to be as simple as swapping unit names for those who aren't inclinded to play with the scripting
In the mean time make what ever changes to your version that you think necessary, maybe extra AA in the ammo boxes and a vulcan about the base?. Or reduce/remove the possibilty of hinds appearing
via the "enemy_spawn\sp_R-xxx Veh.sqs"
In real life many guerilla missions are hit and fade, destroy one veichle and run.
There should be a mix of missions: Some you wipe out a force half your size, others you have to flee a force three-ten times your size.
If the player could exert some control about how much risk is taken (primary and secondary/ambitious objectives?) it would add a lot.
Thanks for the work!
I have to say a good point. With a bit of imagination I don't think it would be too difficult to implement primary/secondary objectives. Infact some of my additional missions already have 'levels' of success in that you may kill a VIP or capture him for geater reward. But that is all so far.
Originally Posted by (Avimimus @ Feb. 22 2006,16:58)
I'll try to keep this in mind with the next version wich won't be till I've had a good look at Tacrods latest CCE engine.
I'm hoping the next version will good enough to call my last, so thanks for the timely suggestion.
Hi Pathetic_Berserker !
I tried last version of your mission but couldn't ***play ! I got an error message "bad format in p3d file". Anyone else has this ? Can't seem to find where it comes from.
EDIT: It seems to be a problem on my side as I get the same message with the new version of CCE. I haven't touched anything in my addon selection in between.
I have another problem here, when i ask for a mission it either no build up, and take long time to buil.
Malick it sounds like an addon prob, I may have left JAM3 in the addons folder, sorry.
Its true some missions may take some time to generate. I had to give a fair bit of time for some groups to spawn or there would be all sorts of spawning mishaps going on. i doubt there will be much I can do about it, as some missions require quite a complex spawning process, but will try to keep it in mind with the next version.
Originally Posted by (L etranger @ Feb. 23 2006,22:36)
There are some limitations to making such a dynamic campaign without using time wasters such as cameras and cutscenes to hide the grinding binary behind......though that could be a nice idea. Aargh I'm so not going to have the time.