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Ghost Recon - Island Thunder campaign


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#1 Lightspeed_aust

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Posted 09 January 2011 - 03:19 AM

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Ok guys, well you know I've been busy the last few months on this campaign (my efforts to bring Ghost Recon to Arma2).
It's available as SP or 9-man MP COOP.

Teaser Trailer by wombat50 (thankyou brother for your skills again) -


Mission 2 - (live coop)

Mission 3 - (live coop)
http://www.youtube.com/watch?v=foDJsKrP3dA
Mission 4 - (live coop)
http://www.youtube.com/watch?v=sQ9oHUj4td4

Download - version 2-2 for MP COOP - updates to 5 missions (dedicated server compatible)
http://www.gamefront...IT_coop_2.2.rar

Download - SP Campaign 2.2 (A BUNCH OF FIXES AND ENHANCEMENTS)
http://www.gamefront...ampaign_2.2.rar

ACE2 version1 - (thanks to silent_op.pxs for this conversion)
http://www.zshare.ne...975869900c638b/
-revive
-respawn
-ACE2 wounding system
-ACE2 markers off
-ACE2 weapons added to the helicopters
-ACE2 backpack system with PXS packed kits

Updates/Fixes -
General bug fixing
9 players (from 7 in previous release)
Improved Revive (more realistic) - with option to increase lives in parameters. (note - no revive in SP - team switch only)
Weapons selection - either from vehicles during insertion or box on the ground.
Mission tweaks to increase replayability and enhance the experience.

Features -
Norrins Revive - adjustable in parameters (default 1) - Leader has 1 revive only so protect your leader at all times!
UPSMON script
Random House Patrol

Requires - Lingor Island and Lingor Units.

This is my passion now in the gaming world - and if you decide to play it then I hope you enjoy it. ;)

Lighty.

Original thread - http://forums.bistud...t=109123&page=5

Lighty.

Edited by Lightspeed_aust, 30 December 2011 - 05:01 AM.


#2 Nazul

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Posted 09 January 2011 - 04:34 AM

I am watching this space!!

#3 Sick1

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Posted 09 January 2011 - 07:59 AM

Cool, anyway to get some voice work from original, or is this strictly just the missions?

#4 Lightspeed_aust

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Posted 09 January 2011 - 11:40 AM

it's a bit of everything from the original but with Arma2 blended in

#5 deltaGhost

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Posted 09 January 2011 - 12:14 PM

Hey , im working on a Ghost recon mod to . Full one for arma 2 , ive already made some unifroms from Ghost recon to arma 2 , not exacly the ones but i sued the same textures , is there anyway to contact with you ? id liek t ohelp you o nthe island thunder mission , i can make real fast the uniforms , i just need to delete the PASGT helmet and add a woodland boonie hat.

Ive already made the Original oens fro mthe russian campaign and the desert siege now " mp1 "

now i just gotta make this happend on arma 2

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Edited by deltaGhost, 09 January 2011 - 12:21 PM.


#6 Lightspeed_aust

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Posted 10 January 2011 - 10:01 AM

i would def be interested in using your skins although the Force Recon units which are stock in Arma2 make pretty good modern day Ghosts. i guess the main difference would be the camo pattern which was woodland not marpat in IT.

---------- Post added at 09:01 PM ---------- Previous post was at 09:00 PM ----------

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#7 Sick1

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Posted 10 January 2011 - 10:11 AM

Yeah make this happen, Just make sure its highly polished. Would love to see voice overs and old ghost recon music;) If you don't mind me asking, what were some of the objectives in Island thunder? I never played it on PC.

edit. just read the old thread;)

Edited by Sick1, 10 January 2011 - 10:22 AM.


#8 Lightspeed_aust

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Posted 10 January 2011 - 11:57 AM

gr8 news - i just played first mission using the upsmon script with a mix of fortify, nowait and nowp and also tweaked the radio distance low enough so that AI would not all abandon original zones at the first sign of conflict. as such, it plays out very similar to a Ghost Recon mission where objective zones will have units patrolling or guarding and will then move to fight/flank.

please remember though that we are playing on a new map - and i have selected similar landscapes to the original IT but obviously the places aren't exactly the same.

i will continue to tweak until it feels like GR and every test seems like its getting closer to what i want.

i will release 2 to 3 different versions of this - SP, 7 player coop, and possibly a 12-15 man coop for the larger groups with more AI but essentially same mission.

the 7 man coop and sp consists of the following units -

Squad Leader
Grenadier
AT Specialist
Demolitions Specialist
Heavy Gunner
Sniper
Medic
(these may be adjusted depending on the demands of each mission)

Edited by Lightspeed_aust, 10 January 2011 - 12:01 PM.


#9 -)rStrangelove

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Posted 11 January 2011 - 07:22 AM

i will release 2 to 3 different versions of this - SP, 7 player coop, and possibly a 12-15 man coop for the larger groups with more AI but essentially same mission.


Nice. :)

Btw you could use scripts to spawn more units in each enemy group depending on the player numbers. No need to do several versions imo.
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#10 Lightspeed_aust

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Posted 11 January 2011 - 11:35 AM

have you got such a script? and can i control where the units spawn? if so, that would be ideal.

#11 -)rStrangelove

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Posted 11 January 2011 - 10:28 PM

Could write you one.

So you dont have any spawning scripts in your mission yet? All enemy groups are set in the editor?

You could spawn groups when one of the players is near an objective zone. Yes, you could control where the units spawn.
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#12 galzohar

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Posted 12 January 2011 - 04:46 AM

I usually randomly delete units based on number of players (less players = more units deleted). Something like this (note that some variables are defined outside of this script, so this should just give you an idea):
if (!isServer) exitWith {};
_group = group (_this select 0);
_params = _this select 1;

waitUntil {!isNil "blueforCount"};

_difFactor1 = 0.6;
_difFactor2 = 0.8;
if (!isNil "paramsArray") then
{
	
	_difFactor1 = 0.6 + 0.1*(paramsArray select 2);
	_difFactor2 = 0.8 + 0.05*(paramsArray select 2);
};

_presenceChance = _difFactor1 * sqrt (blueforCount / 13);
_groupPresenceChance = sqrt (_difFactor2 * blueforCount / 13);
_deleteLeader = true;
if (count _this > 2) then
{
	_deleteLeader = _this select 2;
};
if (count _this > 3) then
{
	_groupPresenceChance = _this select 3;
};
if (count _this > 4) then
{
	_presenceChance = _this select 4;
};

if (random 1 > _groupPresenceChance) then
{
	{
		if (_x != vehicle _x) then
		{
			deleteVehicle vehicle _x;
		};
		deleteVehicle _x;
	} forEach units _group;
}
else
{
	{
		if (random 1 > _presenceChance) then
		{
			if (_x != vehicle _x) then
			{
				deleteVehicle vehicle _x;
			};
			if (_deleteLeader || !(_x == leader _group)) then
			{
				deleteVehicle _x;
			};
		};
	} forEach units _group;
};

if (count units _group > 0) then
{
	([units _group select 0]+_params) execVM "scripts\UPSMON.sqf";
};

Of course for missions where there is a very small amount of enemies in every area, you might want something a bit less random, like picking X units at random for deletion rather than having a chance to delete each units (so enemy count is the same or about the same every time).

Edited by galzohar, 12 January 2011 - 04:48 AM.

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#13 -)rStrangelove

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Posted 12 January 2011 - 08:23 AM

There are several decisions need to be made when dealing with dynamic groups imo.

You'd need to check the player numbers several times in a mission since ppl can connect / disconnect at any moment. Worst cases would be if 1 player triggers the spawn scripts resulting in small enemy groups and then suddenly far more players connect and engage the same zone. Same problem when lots of players result in big enemy groups and then suddenly 99% of all players are disconnecting. :D

On the other hand you can't update the enemy groups once they're in combat with a player. That player would see units appearing / disappearing into thin air and that would break atmosphere.

I guess you'd need a script which only updates the enemy numbers when a player is not 'watching'. Thats a bit tricky but could be done.
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#14 galzohar

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Posted 12 January 2011 - 11:37 AM

Yeah, if you want a mission to scale, you can't really have JIP in it. Respawn=BIRD in init.sqf solves it. For missions with respawns or if they're played with the AI enabled then of course scaling the mission to the number of players is rather pointless. Group respawn combined with disabled AI can cause all sorts of problems that you probably didn't account for with your scripts (for example init lines might not run at all if someone re-enables a slot and then join, and scripts that make arrays of existing units based on what exists at the start of the mission will not work correctly). Of course with BASE respawn you also have to deal with some things.

If you're going for realistic GR style COOP gameplay, respawn=BIRD and make the mission scale based on number of players is probably the best way to go. Just try not to make 5 hour missions.
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#15 Lightspeed_aust

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Posted 12 January 2011 - 01:13 PM

As you would know by now Gal - I do provide limited revives but no or only 1 respawn.
And missions will always be less then 1 hour to complete.

#16 galzohar

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Posted 12 January 2011 - 05:29 PM

Yeah revive script is not very compatible with making missions scale, unfortunately, unless you want to dynamically spawn/despawn enemies as player connect/disconnect or intentionally disable JIPing in a different way.
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#17 -)rStrangelove

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Posted 13 January 2011 - 06:59 AM

You surely need a thought out concept before throwing in dynamic scripts. Just putting in tons of features and then looking what comes out of it might yeld frustrating results.
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#18 Sick1

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Posted 13 January 2011 - 10:16 AM

k.i.s.s.;)

#19 Lightspeed_aust

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Posted 13 January 2011 - 12:26 PM

my focus at this stage is SP and 7 man coop - and I am removing respawns altogether - they just don't fit with GR. instead, limited revives with Medic carrying most revive packs and the rest of the team 1 or 2 for backup. i havent played much SP before and only just realised i can send my medic to each injured soldier to fix them up. as far as coop goes, medic should know his primary role and stay safe.

in terms of 15 man coop i just dont like the idea of spawning in a few extra troops to add AI - I prefer to make it more challenging bcoz 15 man team can/should be able to deal with more scenarios not just randomly place AI.

happy to say, second mission is running well with AI and im now on the 3rd mission.

all objectives are firing as required and missions ending as they should.

all looking good so far.

Edited by Lightspeed_aust, 13 January 2011 - 12:32 PM.


#20 mrcash2009

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Posted 13 January 2011 - 01:49 PM

Nice to see updated and a correct section for it :)

I get what your saying ref spawning and keeping the OGR balance, all makes sense really. Yes SP is not as bad as some MP only folk might paint it. Plenty of flexibility.

Just like OGR you have to keep your precious team members close and safe, just wouldn't be the same any other way.

If im right, COOP campaign missions in OGR, did they have re-spawn, I dont remember it? I just remember being on Alpha Squad server back then, getting killed and then sitting silent on TS (playing dead ) and watch the rest of the smaller team try to finish the job (or not).

The big test was if your dead your dead, so plan right and play cautious.

Edited by mrcash2009, 13 January 2011 - 01:52 PM.


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