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Thread: 'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability

  1. #561
    Master Gunnery Sergeant Kommiekat's Avatar
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    Can we agree that Cipher is the FIRST dynamic mission that came out?

  2. #562
    Sergeant Major JuggernautOfWar's Avatar
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    Yes I think it is.
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  3. #563
    thats great and all- but is there ANY way to edit this mission so i dont have to deal with the enemy helicopter? I play this SP and its rare when i can take it out without losing my whole team

  4. #564
    Quote Originally Posted by Gameqb11 View Post
    thats great and all- but is there ANY way to edit this mission so i dont have to deal with the enemy helicopter? I play this SP and its rare when i can take it out without losing my whole team
    Dude there is a stinger missile in the crate.... Just give it to one of your guys

  5. #565
    Is there a way for someone who doesn't know scripting to port this mission to another map? I'd like to play on Zargabad.
    Would just moving all modules to another map be enough or are there some other change I'd have to make?

  6. #566
    Quote Originally Posted by kiberkiller View Post
    Is there a way for someone who doesn't know scripting to port this mission to another map? I'd like to play on Zargabad.
    Would just moving all modules to another map be enough or are there some other change I'd have to make?
    Scripting is what makes or breaks the randomness of the mission and you'd have to do a lot of editing of those scripts so that you're referencing Zargabad locations instead of Chernarus ones. Not impossible, but it would also require a lot of testing/troubleshooting to ensure that your random spawn locations were generating properly.

    In my update I pretty much didn't touch any of the scripting that dealt with location spawning because I didn't want to break anything.

  7. #567
    It's been ported long ago. Search in armaholic.
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  8. #568
    Quote Originally Posted by karphead View Post
    Hi all,

    I've done an extensive update to Cipher to bring it up to date with Combined Ops. I've included two different files, one features BAF units and the other has US (in case people don't have the BAF addon). Location is still in Chernarus. No other addons required but it does play well with ACE. You can download it from here:

    www.crepusculum.org:3711/domus/Cipher_CombinedOpsv0-1.zip


    INSTALL NOTE: YOU NEED TO INSTALL THE PBO FILES IN YOUR "arma 2 operation arrowhead\MPMissions" FOLDER AND START THE GAME THROUGH MULTIPLAYER - IT WILL NOT WORK THROUGH SINGLEPLAYER MODE (Of course, you can play it solo within MP mode).



    Some of the changes (but not all):

    · US or BAF unit missions
    · 3 mission modes: Task Force w/Recon Unit (10 Players, 7 in the main squad and 3 in an advance recon unit placed randomly outside the perimeter of the general's location). Task Force w/o Recon (7 Players). Solo (1 player with slightly lower enemy units)
    · Default random time start (can be day or night) default (as well as selectable day/night options)
    · no Addons needed (does work with ACE if you like)
    · Units/vehicles/weapons have been updated to reflect Combined Ops types. Hooray for engineers!
    · Randomized enemy units have been updated.
    · Starting unit loadouts edited in detail to reflect optimal loadouts based on unit assignments
    · Starting vehicles are selectable
    · Ammo cache location now has a random support vehicle
    · Storyline/briefing has been expanded upon a bit. You're now working with Chernarus National Forces who provide you with your starting vehicles and caches, so the vehicles / weapons / ammo now reflect that.
    · New starting vehicle options (helicopters/armored/random)
    · Initial gear selection in the briefing screen should now reflect units you've selected (BAF/US loadouts)
    · Team leader now has a mortar call option in their action menu. HE or WP depending on what you choose in the parameters. To use, select the option, open the map and select where your target. One time use only.
    · 4 different endings depending on your task completions (code fetched, general killed, chopper extraction)
    · Extract chopper is no longer indestructable once you make the radio call - you need to be a bit more careful when calling for extraction. A bad chopper extraction will effect your score. Remember that enemy soldiers can carry AA. If the chopper goes down after you've completed the primary or secondary objective the game will end.
    · Bunch of typo fixes and other small changes...



    Big thanks to Wiper - as a fan of the mission I already had a lot of respect for what he accomplished in this mission with it's high level of replayability. Digging into the coding exponentially increased that respect.

    Let me know if you run into any errors...
    I tried to play the BAF version of this on a dedicated server running ace and the screen stayed black with intro on or off and the helicopter started on the ground + the recon unit started next to the helicopter. None of that last stuff actually mattered though because like I said,the screen stayed faded to black.

  9. #569
    Quote Originally Posted by Kerc Kasha View Post
    I tried to play the BAF version of this on a dedicated server running ace and the screen stayed black with intro on or off and the helicopter started on the ground + the recon unit started next to the helicopter. None of that last stuff actually mattered though because like I said,the screen stayed faded to black.
    That's an error I haven't run into before. Are you actually playing with online with other people in co-op mode? That's the one thing I couldn't test for.

    One other thing - are you waiting for the mission to load once you're in the debriefing screen? It takes a few seconds for the scripts to execute and the units to get placed. You'll know it's good to go once "Tasks" come up in the sidebar.

  10. #570
    karphead, thank you so much for updating this! I can comfirm what Kerc Kasha observed, however. With the current ACE version we get a constant fade-to-black layer for both, the BAF and the US missions. This only happens on a dedicated server (listenserver seems fine), as far as I can tell. The scripts were fully loaded, "tasks" was showing. I would dearly like to see this mission back and "updated". It's one of the greatest coop missions I've played for ArmA2!
    Any chance we can talk you into "fixing" this? I gladly offer you to test the missions using my dedicated server, of course!
    Casual ArmA Players

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