Arma 3
33 ratings
[FHQ] Castle Wolfenstein (COOP 16)
 
Rate  
Favorite
Favorited
Unfavorite
Data Type: Scenario
Scenario Gameplay: Multiplayer
Scenario Map: Altis
Meta: Dependency
File Size
Posted
1.208 MB
May 18, 2014 @ 3:36am
1 Change Note ( view )

Subscribe to download
[FHQ] Castle Wolfenstein (COOP 16)

Subscribed
Unsubscribe
Description
A NATO squad assaults an AA position and command post in an old abandoned castle. A Marshall APC is available as support.

Originally, I didn't want to release this mission. The performance was just abysmal. I had reworked it some and released it under the name "Plant your Fields". However, the recent multiplayer updates made this mission work, and since there are sufficient differences to the afforementioned "Plant your field" mission, I went and released it anyway.

Features:
- 16 player COOP. The mission doesn't really work in single player, although the squad leader has high command
- AI Respawn only, but uses Psycho's revive script on hardcore setting, meaning you can die instantaneiously.
- Dedicated Server certified
- Combined Arms - fight alongside APC support.

Big thank you to my squadmates at CiA for testing.

If you like (or dislike) the mission, please vote and comment. Thank you!
< >
7 Comments
Alwarren  [author] Jun 4, 2014 @ 12:25pm 
Thanks :)
Sithis Jun 1, 2014 @ 1:08pm 
Great mission that requires quiet a bit of coordination. Highly recommend it.
Variable Jun 1, 2014 @ 1:08pm 
Great mission! Thanks. Completed with a full complement. Looking forward to play the rest
Alwarren  [author] May 27, 2014 @ 4:41am 
The infantry running after the truck is, sadly, nothing I can prevent. There is a trigger around the starting area that prevents them from getting in, but after they leave the area I allow them to get into a vehicle again because you just might want to load them into an APC or something of that nature. Unfortunately, it also means the teamleaders thing it is a good idea to load up on the truck

No idea how to prevent this. I could probably set waypoints for the teams, but I think they will still want to board that stupid truck.

The best idea is really to have each team led by a human player.
Stagwine May 27, 2014 @ 4:06am 
Ok, thanks for the tip. Will definetely try the mission again.

Just tested, more info on the infantry AI. Truck unloads the squad and AI fireteams (Striker 1&2) normally. All fine so far. However, after 45 secs or so, when the truck goes to its final destination at end of the road south, Striker 1 & 2 will run to the truck, and gets back inside!

Their movemement cannot be stopped by using the HC-menu. They will not acknowledge any orders. They get back into truck, and only way to get them out again is to shoot the tires. Is there some kind of script activated when the truck gets to its final WP ?

It probably would be different if the team leader would be a slotted player.

Btw, much agreed on VAS. It is great for training purposes and large 24/7 servers, but also efficiently kills immersion and mission balance in standard missions.
Alwarren  [author] May 27, 2014 @ 2:44am 
THe link-up tasks worked for us every time. Make sure that everyone is inside the marked area. I'll have a look at the infantry truck, it has a specific waypoint to unload troops.

About VAS, I don't like to simply throw everything at the player; I prefer to take loadout/compositions that can handle the mission out of the box :)
Stagwine May 27, 2014 @ 1:24am 
Great mission. Tested this with 5 players on hosted environment. Voted thumbs up!

We liked:
- For once a proper briefing
- High Command mode adds tactical flexibility even to smaller # of players
- Realistic & sane mission layout
- Atmospheric daytime setting
- Sensible loadouts. Props for -not- using VAS in this type of mission.

Couple of issues:

- Task to link up with the APC did not tick
- HC-APC worked fine, but AI HC-infantry teams were stuck in the cargo section of the truck. Solved the issue by shooting the wheels of the truck to get them to disembark : )
- Revive script threw errors and got occasionally stuck.
- Test setup: Hosted, normal branch, no mods.