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co10@ =RTY= They Who Dare = 1944


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#1 shark-attack

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Posted 20 March 2012 - 11:07

TACTICS - TEAMWORK - COMMUNICATION

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Mission author
--------------
shark attack

mission type
--------------
CO-OP (teamwork - voice comms recomended)
Max no of players 10
Norrins revive (Limited revives or can be disabled)

mission requirements
---------------------
Invasion 1944 D Day

Community Base Addons

Mission directive
====================

Airborne Commandos are to assault the heavily fortified, enemy held town of Che-du-pont.
The primary objective of the assault is to blow up the Bridge which is vital to the Nazi's supply chain.
Secondary Objectives are to destroy the AK AK and Artillery guns within the town and to Blow up a
Road tunnel to halt any pursuit by axis forces. Local resistance fighters will assist you in your escape.

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*Nb
Can also be played in single player mode, however the AI can become troublesome after revive / respawn and will need reminding to stand up in order to rejoin the fight.

As always any feedback or suggestions would be great !



Mission update
Changelog [v 1.2]
=================

*Mission starts at first light.
*Removed flare scripts
*Removed spotlight scripts.
*New scripts for spawning enemy.
*Weapons can now be found at RV points.
*Removed loadout options fron description.ext.
*Added silenced weapons and more AT.
*Added more lives in revive options
*tweaked various scripts.
*Reduced enemy numbers

Edited by shark-attack, 29 March 2012 - 13:21.
typo


#2 Variable

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Posted 20 March 2012 - 11:13

Thank you for making this, looks like a good mission. I understand that the mission includes respawn? Can that be disabled? If not, can you provide a non-respawn version please?

#3 shark-attack

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Posted 20 March 2012 - 12:14

Hi Variable
For Coop play select 0 revives in the mission parameters to disable revive / respawn.

If its for SP play then i can easily make another version for single player what does not include respawn.

Let me know mate ...

Edited by shark-attack, 20 March 2012 - 22:21.


#4 Variable

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Posted 20 March 2012 - 23:37

Thanks for the quick response! I want to upload the mission to the CiA coop server (details on my sig). So we will just need to set revive to zero and that will cancel respawn? Great! :)
You are welcome to join us, we are playing i44 each Friday.

#5 shark-attack

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Posted 22 March 2012 - 16:07

You are welcome to join us, we are playing i44 each Friday.


I might just do that .. Thank you.

#6 NoRailgunner

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Posted 22 March 2012 - 19:59

Thank you! Little suggestion: make a version where the player can only respawn at the LZ its kinda strange to be able to spawn + appear around/behind enemy lines. Or give players some medic stuff instead of respawn. ;)

#7 shark-attack

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Posted 22 March 2012 - 21:39

its kinda strange to be able to spawn + appear around/behind enemy lines. ;)


We are Airborne were supposed to be surrounded :292:

Spawn points on East riverbank and West riverbank should be the only available spawn options until the tunnel has been blown (unlock RV III) and the Fjord cleared (unlock RV IV) .

Seemed to work fine during testing.

Are all spawn points available to you, without first clearing locations of enemy units ?

Thanks for taking the time to post comments .... Nice one

Edited by shark-attack, 22 March 2012 - 21:50.


#8 Giallustio

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Posted 23 March 2012 - 10:45

We will play this mission next week, i had to increase the number of players and editing the mission i got an error about pa1 in the "red1.sqf". It missed on the map :)
I'll report our feedback, thank you for sharing ;)

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#9 shark-attack

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Posted 23 March 2012 - 19:49

Hey Giallustio thanks for the heads up .
Pa1 is indeed missing from the map, it was i thought the name of a trenchline where a guard waypoint is created for a spawned German 5 man group.
Shouldnt really spoil anything, the group still spawns and joins the fight. I will re add the trenchline which i must of deleted when i update.

Many thanks amico.

Best whishes.

#10 Variable

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Posted 23 March 2012 - 20:18

Hey Shark-attack we are playing your mission now :) Good fun! I'm dead, so I can reports two bugs :)
1. Briefing weapon selection seriously hangs the server (windows dedi), I heard it actually crashed the Zeus server yesterday.
2. Arma 2 crashed for some of us after a while, never happened to me in any other i44 mission.

#11 shark-attack

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Posted 24 March 2012 - 19:11

Hi mate thanks for report, ill remove the weapons selection, experienced the lag on zeus server myself.

Were there any error reports in the server rpt regarding the crash?
Just it has never happened to us during ealry testing.

Apologies if it spoilt your co op night.
Again many thanks for the report
best wishes

#12 Variable

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Posted 24 March 2012 - 19:54

Hi mate thanks for report, ill remove the weapons selection, experienced the lag on zeus server myself.

Were there any error reports in the server rpt regarding the crash?
Just it has never happened to us during ealry testing.

Apologies if it spoilt your co op night.
Again many thanks for the report
best wishes

No worries mate, although the bugs we had good fun with your mission! Thank you for it.
See PM for server RPT report.

#13 shark-attack

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Posted 24 March 2012 - 22:50

WOW

Thats some list. You sure they are all my fault ?

SetFace error: custom face texture not found in d:\cia_only\oa_server\\players\variable\


Rebuild in progress !

#14 Variable

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Posted 24 March 2012 - 22:59

WOW
Thats some list. You sure they are all my fault ?


Oh no, not at all! That RPT should show the errors since the server was born :) (a couple of months ago).

#15 shark-attack

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Posted 25 March 2012 - 18:43

Phew :o

should have an new version in a day or two

#16 shark-attack

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Posted 29 March 2012 - 13:10

Mission update

Changelog [v 1.2]
=================

Rebuild
*Mission starts at first light.
*Removed flare scripts
*Removed spotlight scripts.
*New scripts for spawning enemy.
*Weapons can now be found at RV points.
*Removed loadout options from description.ext.
*Added silenced weapons and more AT.
*Added more lives in revive options
*tweaked various scripts.
*Reduced enemy numbers.

Download from top post

Edited by shark-attack, 02 April 2012 - 19:43.
typo


#17 Variable

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Posted 30 March 2012 - 10:50

Mission update

Changelog [v 1.2]
=================

Rebuild
*Mission starts at first light.
*Removed flare scripts
*Removed spotlight scripts.
*New scripts for spawning enemy.
*Weapons can now be found at RV points.
*Removed loadout options fron description.ext.
*Added silenced weapons and more AT.
*Added more lives in revive options
*tweaked various scripts.
*Reduced enemy numbers.

Download from top post

Thanks! Updated on the Comrades in Arms coop server!

Why did you remove the flares? I think they contribute to the immersive atmpsphere of the mission. Anyway, we will most probably check this mission on tonight's coop session :)

#18 VanhA-ICON

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Posted 02 April 2012 - 05:32

Played this through on saturday and enjoyed it very much.
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My missions

#19 shark-attack

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Posted 02 April 2012 - 19:40

Pleased to hear that Vanha-ICON. :)

Thanks for taking time to post.
Best wishes

@ Variable
The flare scripts and such were affecting frame rates very badly
best if i removed them for co op play.

Edited by shark-attack, 02 April 2012 - 19:44.


#20 FallujahMedic(FM)

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Posted 18 April 2012 - 21:11

Shark,
I've been away from my desktop for awhile now, But after seeing I44 and that you had a mission for it, I knew I just had to play it! Looking forward to playing this!!