Arma 3
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Operation KRIOS [COOP 20]
 
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop
Scenario Type: Air, Infantry, Vehicles, Water
Scenario Map: Altis
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
0.732 MB
Jan 20, 2015 @ 4:01pm
Dec 12, 2015 @ 3:42pm
6 Change Notes ( view )

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Operation KRIOS [COOP 20]

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Description
MP COOP mision for 20 players (faction AAF).
Clear all assigned sectors from NATO units.

No unofficial addons are required.
Mission can be played as SP (via local MP).

More than 60 available tasks - activated in real time as players are moving across the map.
Tasks: Capture town, settlement, area, elimination of officer, destroy armoured vehicles and AA systems etc.

Startup parameters:
Adjustable daytime and weather
Possibility to turn off radio chatter
Support of helicopters, APCs, UAV and CAS planes
Support of service vehicles (fuel, ammo, service)
Mortar support (3 mortars in backpacks)
Adjustable parameter for maximum amount of active tasks (from 3 to 66 tasks)
Support of civilian vehicles (w/o respawn)

Mission contains special actions menu which is available for every player once the "U" key will be pressed.

Available actions:
Deployment of weapons and ammo + free quadbikes
Fast travel to base and back to the MHQ
Move of respawn for units and vehicles (helicopters and planes are still respawned on the base. boats in the port)
Possibility to Save/Load actual loadout (system by aeroson)

Other features:
Enemy patrols/defenders generated on the ground/in the water/in the air
Dynamic markers for all playable units and MHQ
Once important task is succeeded, bonus vehicle (w/o respawn) is created in bonus area - air base
Only pilots can drive helicopters and planes
Possiblity to load ammo crates on the rope (under helicopters)
Playable slots with various professions/specializations
Implemented BIS revive system
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16 Comments
zonker3210 Feb 9, 2016 @ 12:29pm 
Okay, that's wonderful news. Thanks again for sharing these missions. They're a lot of fun!
EMSI  [author] Feb 2, 2016 @ 10:47pm 
Hi zonker3210,
thanks for your report.
I'm actually working on a new version of this mission modified for CSLA, so there I'm trying to solve all these issues. Once the Operation RESOLVER (codename of CSLA version for US faction) will be done, all changes will be ported "back" to the KRIOS.
zonker3210 Feb 2, 2016 @ 4:12pm 
2 of 2...

Also, in one case, I had configured the mission for a maximum of three tasks at any one time. While I had three tasks in-progress, I killed an enemy officer in one of the cities...normally that's a separate task. After completing some of the existing tasks, I passed by that area again...and triggered the "kill the enemy officer" task. The task couldn't be completed, of course, since he was already dead.

Finally, one suggestion...it might be helpful to make it clear that new tasks are assigned when you move past certain areas. Once I'm in a area marked by a circle, I'd expected that new tasks within that area would be automatically assigned upon completion of existing tasks.

Still...this a great mission and is loads of fun! Thanks!
zonker3210 Feb 2, 2016 @ 4:12pm 
1 of 2...

Okay, here's one way to recreate some of the issues I encountered.
1.) run this mission on a dedicated MP server
2.) connect as a regular client and complete one or more tasks
3.) exit the server
4.) rejoin the server...any existing tasks are gone *BUT* the triggers will fire again and automatically be marked as Complete.

That's not really a problem except for the fact that I think the tasks should either be shown as Complete to any JIP players *or* not be triggered again.

One scenario that I haven't tested...if you leave the server while tasks are *not* complete. I wonder if the tasks are immediately shown to players who join at a later time.
zonker3210 Jan 12, 2016 @ 8:14am 
Yes, I was running the latest version on a dedicated server. The only mod used was the VTS Weapon Resting mod.

As for getting new tasks, do I need to move to a new circle/zone to get new tasks? I didn't try that because I'd only received one task in that zone...I expected more.

Also, I've definitely experienced issues where tasks/briefing info doesn't appear at all. I'm not sure if it's a JIP issue or if they disappear at some point after dying & respawning. I will try to recreate the issue and report back.

Thanks for sharing this mission!
EMSI  [author] Jan 11, 2016 @ 12:23am 
New (next) tasks are activated while player(s) are moving across the map. Don't wait in position. You need to advance and activate the tasks on the map by activation of predefined triggers.
Mission on the dedicated server was in the latest version? Played w/o or with any mods?
zonker3210 Jan 10, 2016 @ 10:16am 
Is anyone else experiencing any issues with this mission in MP? I've been running it on a dedicated server and the tasks/objectives don't seem to update for JIP players. Also, I had at a game where we never got another objective assigned after completing the first one. We waited for about 5 minutes after completing the objective but...nothing. Thanks!
EMSI  [author] Dec 10, 2015 @ 12:14pm 
Mission has been updated.
See the changelog here: http://steamcommunity.com/sharedfiles/filedetails/changelog/378684157
EMSI  [author] Feb 7, 2015 @ 12:29am 
Hi, I will not to add a virtual ammobox, because I don't want to have this in this type of mission.
Anyway, there is an feature to unload ammo boxes and also to save/load exact loadout for each playable entity.
[-SF-] AngrySkin Feb 5, 2015 @ 9:52am 
Hi, can you add virtual arsenal or ammobox?