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Wolffy.au
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Joined: 24/06/2009
CTB COOP 24 Op Golden Retriever (Takistan) - v1.7e

A UN sponsored AH-6X (Unmanned Aerial Vehicle) deployed to track troop movements, has crashed in the northern deserts of Takistan. A reconnaissance unit has been deployed to locate the downed UAV.

You will infiltrate using civilian vehicles and ensure our local contact and civilians in the region come to no harm.

This mission is completely randomised - objective locations and defenses, squads sizes, motor patrols and weather will always vary. The mission should play out differently everytime. Enjoy!

Mission concept by Delta 51
Mission design by Wolffy.au

Addons:
Operation Arrowhead - None

Thanks to:
    Briefing text by Abize/Kebab_the_Lamb
    Patient mission testers from cB and AEF
    Random Group Spawn code by Odin
    Team Status Dialog by Dr Eyeball
    CEP Unit Caching by Myke
    CreateComposition by ArmaTec
    Weapons on Respawn/Splash Screen by Xeno
    Improved AI Driving by Sakura Chan
    Improved taskDefend and taskPatrol by Binesi
    On-the-fly GFX Changer by Deadfast
    Missions Conditions Selector - F2 MP Framework
    Simple Vehicle Respawn Script by Tophe of Östgöta Ops
    Random Group Generation, JIP Briefing, Player weapon loadout and Hide Bodies found at http://creoBellum.org

Visit Combat Team Bravo at http://www.aef-hq.com.au

Change Log:
Version 1.6
- Added Call Support Medic
- Added Call Support Vehicle Repair
- Added BIS First Aid Fix
- Added Saku AI Driver Improvement
- Added custom Ambient Civilians
- Added Ambient Civilian Vehicles
- Added random house positions
- Added BIS Injury System
- Changed CTB Branding
- Changed for Operation Arrowhead
- Changed default to medium grass
- Changed Waypoint patrol based on CityCenters
- Fixed JIP Time Sync issue
- Fixed CEP Caching to ignore civilians
- Removed AAW and ACE dependencies
- Removed custom loadout
Version 1.2a
- Rebranded as Combat Team Bravo
- Added AAW Units and Weapons
Version 1.0 - Initial Release

Developer notes:

Here is a list of nifty components to be found in this mission.

Random Group Spawn code by Odin
- This piece of code has turned out to be the most important piece of my future mission making. Using GameLogic objects, this code will spawn random enemy groups of Infantry, Motorised, Mechanised, Armour and Air. In conjunction with Binesi's taskDefend and taskPatrol code, randomised mission making has never been simpler.

CEP Unit Caching by Myke
- This code is originally from Myke's ARMA I Coop Essentials Pack. I have heavily modified it and it now supports vehicle units. Considering this mission spawns 250+ AI units from the start, this would not have been possible without this code.

CreateComposition/CreateCompositionLocal by ArmaTec
- If you don't know what compositions are yet, make sure you find out. I modified this code to spawn aesthetic objects locally on the client and mounted objects (MG Nests, etc) on the server so the AI can man them. It cut down the server workload by 90%. Extremely handy code if you use lots of compositions.
- If you want to create your own compositions (this mission has an RU checkpoint), CreateCompositionLocal will use custom composition code.

Weapons on Respawn by Xeno
- Another scripting legend, I've only used one of Xeno's masterpieces in this mission.

Improved taskDefend and taskPatrol by Binesi
- Binesi posted these improved BIS functions around the same time I was asking myself the same question. Placing patrols and defensive squads has never been simpler.

On-the-fly GFX Changer by Deadfast
- Simple graphical viewdistance and terrain control. Very slick interface, although I've hardcoded the terrain detail in this mission, as I didn't think it was fair on the AI.

Missions Conditions Selector - F2 MP Framework
- Another handy script, I modified it slightly for JIP client time setting, but it works a treat otherwise.

creoBellum scripts:

Here are some of my own scripts, which you are free to use with credits intact.

Aerial Patrol (AerialPatrol.sqf)
- A quick script that spawns an aerial patrol for your Area of Operation, who will happily engage if they spot you. I've had units successfully patrol for over 3 hours into a mission. A new group will respawn if you destroy the current patrol.

JIP Briefing (JIPBriefing.sqf)
- JIP Briefings are a real pain. This is my current model for consecutive objectives which is JIP compatible.

Enemy weapon reload (RUStaticRearm.sqf)
- This script will scan ammo levels across all static enemy DSHKM, AGS, D30, and MG Nests, and re-arm them to keep up the fire fight.

JIP Markers (JIPMarkers.sqf)
- If you create markers dynamically (not in the editor), you'll find that JIP clients will not get them. This is a bit of code to get around that issue.

Player Weapon Loadout (PlayerInit.sqf)
- Sets up weapon loadout based on mission selector and unit model. Works for human and AI playable units.

Hide Bodies (cB_HideCorpses.sqf)
- Inspired by Mr Murrays code, this one liner will remove dead bodies from the mission with no additional triggers or objects. Just add the script to your Init.sqf - very simple.

LocationsZone.sqf
- Identify map locations within a rectangular marker - handy for randomising enemy composition locations.

WaypointPatrol.sqf
- Uses markers to patrol vehicles randomly from one marker to another. Excellent to ensure all parts of your Area of Operation are patrolled.

Syndicated:

AttachmentSize
ctb_co24_goldenretriever_1-7.takistan.pbo.zip75.9 KB
gnarly_rider (not verified)
Looks nice Wolffy, saw your

Looks nice Wolffy, saw your post at BI, so will download and give it a workover with the ZSU lads.

PendragonUK (not verified)
Hi guys, Thanks to Wolffy for

Hi guys, Thanks to Wolffy for the hard work. I'm testing the mission out on our clan server before the guys jump on over the weekend. All looks good but, you sort of knew there was going to be a but... When playing on your own, when your dead your dead. Bit of a bummer, also if you restart the server it's all a bit screwed up. To get the server to reset properly I have to leave, give it a min then jump back in. Thankfully I don't have the server set to "persistent"


From what I have seen so far it looks good, the only issue is "billy no mates" here can't play on his lonesome!


 


PS not sure if I can get back to your forum regularly to read any replys, drop me a line if you want a chat... Thanks.

Wolffy.au
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Joined: 24/06/2009
Thanks PendragonUK. This

Thanks PendragonUK.


This mission is very (very) server intensive. You'll notice the Mission Initialisation counter at the beginning - I suggest you always let that finish before leaving the briefing. Regards restarts, I've found even a #reassign is sometimes not good enough for the server to 'reset' itself, so I usually go back to #missions and it works fine from there. Let me know how you go.


As for "Johnny no mates", I spent many hours (days?) testing on a dedicated server with an AI squad. AI will happily protect you and the AI medic will revive you when you're killed. The mission isn't really meant to be a respawn mission, to encourage team play. Feel free to change the revive wait time for your own mission instance if you wish.

PendragonUK (not verified)
Thanks I'll give it a go...

Thanks I'll give it a go...

Wolffy.au
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Joined: 24/06/2009
Just been checking out ARMA

Just been checking out ARMA II stats for this mission - http://arma2.swec.se/game/data/2437064

Good to see the mission getting around a bit - here are the top 10 servers playing it.

1 XDF Squad | www.xtremedefenceforce.com (AU)
2 UGAF Server 1 (GB)
3 Clan N-N-G (FR) Eliot Ness Server (FR)
4 HF (CA)
5 Greek Operation Forces (DE)
6 CHS Academia - Comunidad Hispana de Simulacion (FR)
7 ZSU Co-Op (AU)
8 AACF Server (AU)
9 -=Kellys Heroes=- ArmA2 Event Server (GB)
10 [-44-]Clan *COOP/EVO Mission* (GB)
Victim
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Joined: 09/11/2009
Great mission, good and hard.

.Awesome stuff, slow and steady is definitely the order of the day. We'll be playing it again for sure

Encountered a few issues with it:

  1. Different time of day settiings for different players on 'night' mission ie some players night, some players day. Occurred whether players all started at the same time, or JIP.
  2. One game I noticed no revive markers at all appearing, whereas previous game they were working fine (might be option 4, no XM8/no GPS)
  3. Some players "washed ashore" with no gear, possibly due to falling into the water and losing their weapon?

Some other thoughts:

  1. Intro music needs an option to be removed, it kicked in during the approach to shore and makes calling boat / chopper contacts during ingress impossible.

  2. Choppers (Hind and Ka?) spawned right next to start position and mowed us down, if there is a radius on their spawn, perhaps tighten it.
  3. Inability to engage boat patrols, Its alwasy a bit odd having boat patrols that can shoot us, but we can't return fire at all to say take out the gunners.

zspecialunit.org

Delta
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Joined: 05/07/2009
1.2: They were taken out as

1.2: They were taken out as it encourages people to stick together and form buddy teams, remember this is trying to focus on realistic teamplay

2.1: Turn your music down or off

2.2: It's random, that's just tough love

3.3: An infiltrating SF team is meant to evade, not engage during the initial breach. Avoid them

 

The campaign is built for the use of realism and tactics, if they are efficiently used, you'll find it being a lot easier. The campaign is just gonna get tougher and use the same principles so best use OpGR as a training ground :P. Thankyou for the opinions though.

Wolffy.au
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Joined: 24/06/2009
Thanks for that Victim

Thanks for that Victim - I'll see what explanations I can provide.


The time bug used to happen in a previous version - thought I'd fixed it as I haven't seen it play up for a while. Its hard to nail, as I can't find how to replicate it every time.


The revive markers are dependent on Regular or Veteran settings - I'm using the ARMA I command cadetMode, which maybe dodgy.


The "washed ashore" thing sounds normal - Norrin could probably tell you better.


Yeah, or everyone just turns down their music. Before I made this mission, my music was always set to zero - but I like Nine Inch Nails, so I've turned it up a little bit since then. Laughing


Choppers spawning right next to you is also from a previous version. The choppers/aircraft actually now spawn near Solnichniy - no idea how that happened to you guys.


As you requested in your PM, you are free to modify the mission, just ensure the credits stay intact. Appreciate your feedback - contact Delta if you want to organise a JO night.


EDIT: Sorry - just noticed Delta's post before me. Don't mind him, he's always like that! Tongue out

Victim
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Joined: 09/11/2009
Thanks

Thanks Delta and Wolffy.au, some of your comments seem to indicate we might be using an outdated version, we'll re-download and give it another go.  We are using 1.0a so I'm assuming the download link above is still relevant.

 

Other comments indicate we're a bunch of softcores, we'll take that under consideration and harden up :)

zspecialunit.org

Wolffy.au
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Joined: 24/06/2009
Can you believe its been

Can you believe its been almost a year since I released the first version of this mission.


Its been completely re-written for OA/Takistan and has many, many improvements to the code. Initial testing shows its not as server CPU intensive as the first version was. Let me know any feedback.

 
Original Design by Gary Storey