New Mission Defend the Base COOP

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theG57
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New Mission Defend the Base COOP

Post by theG57 » Fri Nov 12, 2010 3:31 am

Hey me and Watooce are wondering about this Mission made by OGN called "Defend the Base" if we could try it out on the server it is rated up to 20 player slots. I could up the slots or lower it if need be. We do have permission from OGN to use the mission. So it's all a GO! Watooce has the mission on the TZW Newsgroup arma binaries. Under Watooce post for it. I did had to tweak it for the patch. But it does work on a server. We tried it out on Amarak's server, it's works! Rather hard mission also. Hold your ground watch out for rebels and car bombs...


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WatooceTZW
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Re: New Mission Defend the Base COOP

Post by WatooceTZW » Fri Nov 12, 2010 3:36 am

here is the original post from OGN http://forums.ogn.com.au/showthread.php?t=68092 G and I have played it a few times, would be better with more players
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theG57
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Re: New Mission Defend the Base COOP

Post by theG57 » Fri Nov 12, 2010 3:55 am

Grab the mission here. Do not use the one on the OGN forums. Will not work with current patch...

Defend the Base

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fer
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Re: New Mission Defend the Base COOP

Post by fer » Fri Nov 12, 2010 1:31 pm

G, Watooce, thanks for posting (and getting permission to use here). Just before I put this on the server, is there any chance you could quickly tweak it to remove the references to 'towelheads' in the mission description and debriefings? Not really the kind of language/tone which has a place here.

Mission premise looks fun, but just to clarify: it is slightly outside the usual scope for folk sessions - respawn/gamey type missions like Domination aren't the focus here. However, I think this could be fun for warm-ups/wind-downs, and as something people can jump on the server and play mid-week. The limited revive is a nice half-way house between realism and respawn, and I like the way we can set the number of revives via a parameter.

The other tweak this needs is the removal of ArmA2 content, as I do get at least one error about missing content when I launch it in vanilla OA. Again, if you're able to post the mission folder, I can give you a hand porting any units over. Looking forward to playing this one (at night, with zero revives)!

:clint:

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theG57
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Re: New Mission Defend the Base COOP

Post by theG57 » Sat Nov 13, 2010 1:54 am

fer wrote:G, Watooce, thanks for posting (and getting permission to use here). Just before I put this on the server, is there any chance you could quickly tweak it to remove the references to 'towelheads' in the mission description and debriefings? Not really the kind of language/tone which has a place here.

Mission premise looks fun, but just to clarify: it is slightly outside the usual scope for folk sessions - respawn/gamey type missions like Domination aren't the focus here. However, I think this could be fun for warm-ups/wind-downs, and as something people can jump on the server and play mid-week. The limited revive is a nice half-way house between realism and respawn, and I like the way we can set the number of revives via a parameter.

The other tweak this needs is the removal of ArmA2 content, as I do get at least one error about missing content when I launch it in vanilla OA. Again, if you're able to post the mission folder, I can give you a hand porting any units over. Looking forward to playing this one (at night, with zero revives)!

:clint:


Okay, I changed the reffernce subject. I think I got them all. Tell me exactly what A2 content is in reffernce to. So I can pull it out and replace with OA stuff...
I am not sure what exactly OA stuff is and isn't. Since I have A2 and OA installed...

here is the mission.sqm for addons.

addOns[]=
{
"cacharacters_e",
"ca_modules_e_weather",
"ca_modules_functions",
"camisc3",
"camisc_e",
"CAMisc",
"cabuildings",
"warfarebuildings",
"CAWheeled_E",
"caweapons",
"CAWheeled_E_stryker",
"caweapons_e",
"CAWheeled_E_ATV",
"caair2_uh1y",
"zargabad",
"caweapons_e_ammoboxes",
"cawheeled_e_v3s",
"CAWheeled",
"caair_e_mi8",
"cawheeled_e_hmmwv"
};
addOnsAuto[]=
{
"cacharacters_e",
"ca_modules_e_weather",
"ca_modules_functions",
"cawheeled_e_v3s",
"CAWheeled",
"camisc3",
"camisc_e",
"CAMisc",
"cabuildings",
"caweapons_e_ammoboxes",
"CAWheeled_E",
"caweapons_e",
"cawheeled_e_hmmwv",
"warfarebuildings",
"CAWheeled_E_stryker",
"CAWheeled_E_ATV",
"caair_e_mi8",
"zargabad"

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fer
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Re: New Mission Defend the Base COOP

Post by fer » Sat Nov 13, 2010 4:00 am

G, it's actually faster for me to do the swap-outs myself, rather than try and unpick it from the classnames lists (which doesn't necessarily go to the level of detail needed). That said, might be even better if I teach you the method I use (which is slow, but works). Before I do that, are you able to launch OA in standalone mode, or can you only launch Combined Operations? If the latter, then please post the mission folder and I'll try to do the swapouts before Sunday's session.

:v:

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theG57
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Re: New Mission Defend the Base COOP

Post by theG57 » Sat Nov 13, 2010 4:07 am

Here is a link to the Mission Folder not packed.

Anything else please let me know...

BTW, I don't think it's possible to a2oa by itself. If you already have a2 installed. Unless you can show me how? Not unless I uninstall arma2 and OA and then reinstall a2oa...


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fer
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Re: New Mission Defend the Base COOP

Post by fer » Sun Nov 14, 2010 4:05 pm

Got the files, thanks G! I won't get to this before tonight, but I hope to get to it in the next few days. Will keep you posted!

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Re: New Mission Defend the Base COOP

Post by fer » Thu Nov 25, 2010 2:59 pm

G, just FYI, this has now been posted. Let's try and play this soon.

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Re: New Mission Defend the Base COOP

Post by theG57 » Thu Nov 25, 2010 4:41 pm

SWEET!!!

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