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ArmA 2 & OA - USER MISSIONS For discussing missions/campaigns created by the community for ArmA 2 & the standalone expansion Operation Arrowhead

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Old 10-03-2009, 07:57 AM   #1
nichevo
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COOP 1-8 Terror from the Seas

Updated 31 October 2009.

A force of insurgents has landed on southeast Utes. You play as a squad of Marines tasked with crippling this invading force.



The mission is designed for 1 to 8 players in co-operative multiplayer.

Mission features:
  • No addons required.
  • User-selectable objectives. There are three different objectives -- neutralising the insurgent leader, destroying a stash of supplies, or taking out an enemy mortar position. Choose to do any one alone, or if you have the time, try to do all three.
  • User-selectable difficulty setting: you choose how many enemies there are -- "Tiny", "Small", "Medium" or "Large".
  • User-selectable time-of-day. Play the mission at any time.
  • Random enemies -- all soldiers have random equipment and skill levels. All squads have randomly varying sizes and most follow randomised waypoints. This allows for greater replayability as the mission is never the same twice.
  • Random weather.
  • Uses the BIS first aid modules -- if you get hit there's a chance your comrades can drag you to cover and apply first aid.
  • Custom spectate script. No player-controlled crows!



This mission, as far as I can tell, is complete. It has undergone hours of play-testing already so I am fairly sure there are no bugs. Well, no major bugs anyway.

Updates 31 October 2009:
  • Added: Option to alter grass (e.g. turn it off).
  • Added: The HMMVs at the base now carry a modest selection of ammunition.
  • Fixed: Spectate script could hear crying civilians at any distance.
  • Fixed: One randomised weapon loadout carried mismatching ammo/weapon.



Latest version (31 Oct 2009) download locations:
Armaholic Mirror
SW Depot Mirror


[SIZE="1"]Original version download locations:
ArmedAssault.info Mirror

I would love to hear your feedback!
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Last edited by nichevo; 10-31-2009 at 02:40 PM.
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Old 10-03-2009, 12:25 PM   #2
dale0404
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SWDepot Mirror:

Terror from the Deep COOP1-8
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Old 10-03-2009, 07:35 PM   #3
Razorman
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Quote:
Originally Posted by nichevo View Post
A force of insurgents has landed on southeast Utes. You play as a squad of Marines tasked with crippling this invading force.



The mission is designed for 1 to 8 players in co-operative multiplayer.

Mission features:
  • No addons required.
  • User-selectable objectives. There are three different objectives -- neutralising the insurgent leader, destroying a stash of supplies, or taking out an enemy mortar position. Choose to do any one alone, or if you have the time, try to do all three.
  • User-selectable difficulty setting: you choose how many enemies there are -- "Tiny", "Small", "Medium" or "Large".
  • User-selectable time-of-day. Play the mission at any time.
  • Random enemies -- all soldiers have random equipment and skill levels. All squads have randomly varying sizes and most follow randomised waypoints. This allows for greater replayability as the mission is never the same twice.
  • Random weather.
  • Uses the BIS first aid modules -- if you get hit there's a chance your comrades can drag you to cover and apply first aid.
  • Custom spectate script. No player-controlled crows!



This mission, as far as I can tell, is complete. It has undergone hours of play-testing already so I am fairly sure there are no bugs. Well, no major bugs anyway.



Download from here.

I would love to hear your feedback!
Needs respawns, needs revives, needs grass on/off filter, needs difficulty select, otherwise not bad.
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Old 10-04-2009, 04:39 AM   #4
MadRussian
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Sounds extremely cool. Gotta check this out! (I especially like seeing the built in custom spectator script as a feature.)

Quote:
Originally Posted by Razorman View Post
Needs respawns, needs revives, needs grass on/off filter, needs difficulty select, otherwise not bad.
IMO, plenty of missions (especially if on the smaller side), are fine without respawn or revives. Difficulty settings are always nice, but certainly not a necessity. In short, having or not having these things does not necessarily make a mission good or bad. The good news is there are all kinds of missions coming out, so for the most part we can all be happy.
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Old 10-04-2009, 07:30 AM   #5
Old Bear
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ArmedAssault.info Mirror and News:



We have also added this release to your personal author profile
If a release or contact information is missing, feel free to drop a PM, it will then be added.

And here is the BBCode if you want to add our Mirror to your release post :
Spoiler:
[/SPOILER]
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Old 10-04-2009, 02:08 PM   #6
nichevo
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Thank you for the feedback. I really do appreciate it.

Quote:
Originally Posted by Razorman View Post
Needs respawns, needs revives, needs grass on/off filter, needs difficulty select, otherwise not bad.
You're right about grass. It's easy to implement (I think) and there's no reason not to.

As for respawns and revives, personally I think smaller co-op missions like this do well without them. Fear of death can make the game more enjoyable, and the BIS first aid stuff means you sometimes get a second chance.

I'm not sure what difficulty selection you're after beyond what's already included (enemy size and objective choice). Would you be able to elaborate on what you might like?

Quote:
Originally Posted by MadRussian View Post
Sounds extremely cool. Gotta check this out! (I especially like seeing the built in custom spectator script as a feature.)
Thanks.

I thought about using an already-existing spectate script, but most of those are quite complicated. I thought I would keep things simple.

Quote:
Originally Posted by MadRussian View Post
IMO, plenty of missions (especially if on the smaller side), are fine without respawn or revives. Difficulty settings are always nice, but certainly not a necessity. In short, having or not having these things does not necessarily make a mission good or bad. The good news is there are all kinds of missions coming out, so for the most part we can all be happy.
Having played this mission with my tester friends I can say there's a pretty big difference between doing the easiest objective (probably destroying the supplies) with a "tiny" enemy force and doing all three objectives with a "large" force. I can do the former on my own, with my meagre skills. The latter I've not managed to accomplish with friends helping (I think this'll be our long term goal).

Quote:
Originally Posted by dale0404 View Post
SWDepot Mirror
Quote:
Originally Posted by Old Bear View Post
Mirror and News
Cheers for the mirrors. The more the merrier.
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Last edited by nichevo; 10-04-2009 at 02:13 PM.
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Old 10-05-2009, 07:59 AM   #7
galzohar
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I usually prefer to play missions that are designed around no revive/respawn, simply because those missions are usually more realistic and overall better and more fun to play. I mean, if you want a respawn-based mission, domination/evolution do a great job at that.

As for grass, I'm already used to editing every mission to a nograss version, takes me 2 seconds but yeah, having it an option is nice (but I'd still have to make a nograss version that has the default option as no grass, in case someone wants to play it when no admin is present).
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Old 10-06-2009, 01:00 PM   #8
Mercx
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looks good cant wait to play!
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Old 10-08-2009, 06:49 AM   #9
Mandrake5
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any chance of enabling AI in co-op?
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Old 10-08-2009, 07:51 AM   #10
nichevo
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Quote:
Originally Posted by Mandrake5 View Post
any chance of enabling AI in co-op?
I actually didn't expect that people would want to play with AI. But that would certainly be possible.

Would I be correct in assuming you'd also like the respawn mode where you take over AI soldiers on death?

Just out of curiosity, may I ask what you use AI for? Do you take them with you or do you leave them at base as spare bodies to control if you die?
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