Lightspeed~SPARTA~ Posted July 2, 2010 Share Posted July 2, 2010 I have started a thread at Blackfoot Studios and GR.Net about trying to introduce a GR-style mission template so that players can knock up missions using a formula quickly and easily and hopefully we will end up with a list of coop missions for up to 9 players. Just finalising one such mission but need to test it out - could be ready for a run this weekend. Anyone interested in playing and hosting perhaps? Link to comment Share on other sites More sharing options...
EBE Posted July 2, 2010 Share Posted July 2, 2010 So COOP mission for Arma-II If you build it he will come .. euh i will come there is somutch coming out .. the days our to short. Link to comment Share on other sites More sharing options...
custard~SPARTA~ Posted July 2, 2010 Share Posted July 2, 2010 Yep if we are on at same time mate, is it near finished enough for a test on one of the dedi servers? Link to comment Share on other sites More sharing options...
Lightspeed~SPARTA~ Posted July 3, 2010 Author Share Posted July 3, 2010 i think i will it have it ready by end of today but would be good to get number of ppl in bcoz the AI will be furious and kick our asses - i will be in a scalable missions which deletes groups of AI if player numbers are smaller though. Link to comment Share on other sites More sharing options...
Lightspeed~SPARTA~ Posted July 3, 2010 Author Share Posted July 3, 2010 ok i the mission is ready for testing - would like about 4-9 players to have a fighting chance at this lol. can someone host and if so what time? Here is the file - http://www.filefront.com/16946341/co8_castle_day.Chernarus.pbo Link to comment Share on other sites More sharing options...
Lightspeed~SPARTA~ Posted July 3, 2010 Author Share Posted July 3, 2010 this is the first mission to set the foundations for the GR-style Mission Template which I am putting together. working title for this template is "Ghosts in the Arma" or "ARMAed Ghosts" Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted July 3, 2010 Share Posted July 3, 2010 I have put this on the server for you - SPARTA Tactical Password lion (it is in regular mode). A few points You have called it co8_castle_day.chernarus, in the mission.sqm its called co9_Witch Fire, you should syncronise these names (there are 9 players) You need to disable AI The mission says its finished in 20seconds and restarts after 1 minute, the cycle repeats constantly. It seems to be buggy during the load, I failed once, took a long time the second time, but the restart were quick. I will leave the server up so you can check it yourself. When you fix the problems please change the name as I need to stop all the servers to replace the mission, but can add a new one without having to do so. Cheers Z Link to comment Share on other sites More sharing options...
Lightspeed~SPARTA~ Posted July 3, 2010 Author Share Posted July 3, 2010 thanx mate - i will go through all of it and fix it up see where the problems lie. Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted July 3, 2010 Share Posted July 3, 2010 No worries, sometimes you cannot properly test missions until they are on a server (as we keep discovering). Link to comment Share on other sites More sharing options...
Lightspeed~SPARTA~ Posted July 3, 2010 Author Share Posted July 3, 2010 hmm not sure why mission ends, nor how to switch AI off - ill b back Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted July 3, 2010 Share Posted July 3, 2010 Create a file called description.ext (if you havent already) and add this line disabledAI = 1; That will take care of the AI in a file called init.sqf add these lines setViewDistance 3000; setterrainGrid 50; This will set a reasonable view distance and get rid of the grass if you want to. Cheers Z Link to comment Share on other sites More sharing options...
Lightspeed~SPARTA~ Posted July 3, 2010 Author Share Posted July 3, 2010 thanx mate - i had actually found the answers - ill set the grass to 25 which leaves a bit of eye candy at close range but clears it out at a distance - a fairer fight for both sides i guess. do you think respawns - evn if it's only one is a good idea for these missions? trying to balance fun with realism. also, thinking about a spectator script. Link to comment Share on other sites More sharing options...
Lightspeed~SPARTA~ Posted July 3, 2010 Author Share Posted July 3, 2010 Here is the new file Zeno - hopefully better. http://www.filefront.com/16949197/co9_OGR_witch_fire.Chernarus.pbo Link to comment Share on other sites More sharing options...
custard~SPARTA~ Posted July 3, 2010 Share Posted July 3, 2010 Dai's mission you can set respawns from zero to three at start, I think this is a good balance. I'm sure Dai can help with this Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted July 3, 2010 Share Posted July 3, 2010 This version wont run on the server, I cant even make it run locally. I cannot tell you what is wrong. Link to comment Share on other sites More sharing options...
Lightspeed~SPARTA~ Posted July 3, 2010 Author Share Posted July 3, 2010 hmm strange Link to comment Share on other sites More sharing options...
Grizzly Posted July 4, 2010 Share Posted July 4, 2010 can't wait to try it out, Im always down for coop missions Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted July 4, 2010 Share Posted July 4, 2010 If you have tested it Lighty give me a link and I will throw it on the server Link to comment Share on other sites More sharing options...
Cent~SPARTA~ Posted July 4, 2010 Share Posted July 4, 2010 Let me know when you get it sorted im up for a bit of coop. Link to comment Share on other sites More sharing options...
Lightspeed~SPARTA~ Posted July 4, 2010 Author Share Posted July 4, 2010 well its working - i tested it with a couple of guys separately today but im not happy with the respawn/revive set up. ideally im looking for o1 or 2 respawns per player max with revive from medic only but basic heals from all classes. looking at the 'Light Weight Revive script' the 'Revive script' which i think is too damn buggy, and the BIS First Aid system which seems gr8 but no respawns that i can see. once i figure out the best way to do it ill send you the link Zeno. Link to comment Share on other sites More sharing options...
Lightspeed~SPARTA~ Posted July 5, 2010 Author Share Posted July 5, 2010 link to new file - hope this works http://www.filefront.com/16968079/co9_OGR_witch_fire.Chernarus.pbo Link to comment Share on other sites More sharing options...
Lightspeed~SPARTA~ Posted July 6, 2010 Author Share Posted July 6, 2010 wondering if Zeno has put this on the server to see if it works if it does i will start on a second mission which will be a remake of another GR mission - Farm Night - downed aircraft and pilots hostage. i wont do all GR remakes but just to get players into the flow and see how they compare to GR. Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted July 6, 2010 Share Posted July 6, 2010 Its on the server, but it wont launch and I cant launch it locally. No errors are reported it just gets stuck after it reads the mission. , its on the tactical server now if you want to check. When I have time I'll take a look under the hood Link to comment Share on other sites More sharing options...
Lightspeed~SPARTA~ Posted July 6, 2010 Author Share Posted July 6, 2010 that is so frustrating - when it works on the scripters machine but noone elses. ah the joys of modding - ill continue checking Link to comment Share on other sites More sharing options...
Lightspeed~SPARTA~ Posted July 6, 2010 Author Share Posted July 6, 2010 my feeling initially is and having had a look at the mission file it tends to support my conclusion that fiddling around too much with a mission, adding removing, adding, removing, etc etc can make the code screwy much like used to happen with IGOR in Ghost Recon. not sure if any other experienced Arma scripters can confirm this. i am thinking i will start from scratch and redo this mission on a clean palette now that i know exactly how i want it. unless of course, you find the issue first Zeno Link to comment Share on other sites More sharing options...
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