Hi !
I hope its ok to start this thread here... Â
As you may know im working on a new coop mission for 10 players called "The Jackals - No-fly zone".
I plan to do more coop mission in this style in which you play as the "Jackals" a chernarus resistance group fighting against the ChDKZ and Russians.
All missions will be stealth, low-tech, hit-and-run tactic missions during night, dawn or sunrise (because of the atmosphere).
I use a custom heal script (made by Celery with some modifications by me) and a "playernames above head's" script also made by the master Celery.
Also i use my WPDS.sqf script and my Simple_Reinforcements.fsm to get a more realistic behaviour of the enemy force.
You may know that in many missions you just run around, kill a bunch of badguys here and there but it feels somehow odd because you would expect the enemy to hear the shots and explosions or communicate with each other ?
Thats something i tried to get right with my scripts !
You cant just kill a lone patrol without face the possibility that other enemys in the area will start hunting you or call in reinforcements.
Thats part of the whole concept of the mission(s).
You have no chance in a bigger confrontation with the enemy. You have to hide until you are close to your target and then apply some hit-and-run style attack.
Complete the objective and get out before the reinforcements arrive or patrols from other parts of the mission area can move towards you.
The mission is uploaded on the CiA server and is called:
co10_jackals_noflyzone.chernarus.pbo
(this version has a bug that will prevent you from really playing the mission, will get fixed soon !)
I just would get some feeback and bug reports here !
Thanks for any kind of feedback !
I hope its ok to start this thread here... Â
As you may know im working on a new coop mission for 10 players called "The Jackals - No-fly zone".
I plan to do more coop mission in this style in which you play as the "Jackals" a chernarus resistance group fighting against the ChDKZ and Russians.
All missions will be stealth, low-tech, hit-and-run tactic missions during night, dawn or sunrise (because of the atmosphere).
I use a custom heal script (made by Celery with some modifications by me) and a "playernames above head's" script also made by the master Celery.
Also i use my WPDS.sqf script and my Simple_Reinforcements.fsm to get a more realistic behaviour of the enemy force.
You may know that in many missions you just run around, kill a bunch of badguys here and there but it feels somehow odd because you would expect the enemy to hear the shots and explosions or communicate with each other ?
Thats something i tried to get right with my scripts !
You cant just kill a lone patrol without face the possibility that other enemys in the area will start hunting you or call in reinforcements.
Thats part of the whole concept of the mission(s).
You have no chance in a bigger confrontation with the enemy. You have to hide until you are close to your target and then apply some hit-and-run style attack.
Complete the objective and get out before the reinforcements arrive or patrols from other parts of the mission area can move towards you.
The mission is uploaded on the CiA server and is called:
co10_jackals_noflyzone.chernarus.pbo
(this version has a bug that will prevent you from really playing the mission, will get fixed soon !)
I just would get some feeback and bug reports here !
- Do you think something nor worked ?
- Anything odd spotted ?
- Lag during playing ?
- Any ideas what else cool could be add ?
Thanks for any kind of feedback !