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Re: Co-op Nights - Insurgency Takistan/Tanoa/Malden/NapfWinter

Posted: Mon Sep 24, 2018 8:39 am
by 8ody8ag
Awesome Co-op Night but kinda Little ppl showing up, but it's cool, we will be more next weekend! Started up with "Eliminate Leader" with 11 members, and ended with "Destroy Radio Tower" on a Group of 4 and Jook as Pilote. Have Heard what you all wanted when it comes to improvements and will have this done Before you know it. Here is a small video clip from the last mission, enjoy!

Edit: After working with "freshing up" the mission at Napfwinter I had some time over to fix the function to toggle on/off snowfall, vapor etc. plus added new vests and the "base-building" for engineers. You'll need to download two small files tho, couse I couldn't manage to implement it to the mission file. You find @Boxloader and @TAC VESTS on Mandrakes DropBox here bellow.

BoxLoader - Link: ... 65.7z?dl=0

TAC VEST - Link: ... .5.7z?dl=0

Re: Co-op Nights - Insurgency Takistan/Tanoa/Malden/NapfWinter

Posted: Thu Sep 27, 2018 11:23 am
by 8ody8ag
A short clip including what we added to our server/mission last update.

You asked for snow, now it's snowing. The snow, vapor and blizard is a script added to the mission file, nothing you need to worry about. If you dont like it, simple disable it while in-game. You asked for viking beard, the crowns underwear, winter equipment, snow shoes and white vests.. .now you have that too. Been working alot around the logistic part when it comes to transporting and building. The FARP will from now on have a new best friend called the FOB, a forward operation base. All you need to do is get the shit there, and then build it up. Enjoy!

Music by Hulkoff - Einherjr.

Re: Co-op Nights - Insurgency Takistan/Tanoa/Malden/NapfWinter

Posted: Thu Oct 04, 2018 11:03 pm
by 8ody8ag
After testing and turning everything inside out during the past week, we've come to a great solution :banghead:

Group Changes:
Alpha 1-1: Snipers (2) Sniper and spotter
Alpha 1-2: Pilots (4) Only pilotes
Alpha 1-3: HQ & Logistics (8) 2 engineers!
Alpha 1-4: Rangers (5) No engineers
Alpha 1-5: Infantery (9) No engineers
(Read first page in this topic for more info)

Mission Changes:
USS - Liberty added at north-west coast with repair/refuel/rearm helipad, boat racks with 2 speadboats and medical facility.
Instead of having tons of FOB material in mainbase, we builded the FOB next to Luzern, in enemy territory. Go get it!
Added one more AA to base defence
All artillery vehicles are moved behind hangars, away from spawn area, now with m90 winter camo.
Moved the transport HEMETS (3), standing between airstrips together with the construction containers.
Changed the SFP Medic Blackhawk to RHS MEDEVAC instead.
Construction containers need to have the Bobcat close and activated as constrution vehicle, to be able to build'em up.
The Bobcat can TOW the construction containers, but be awere of that they will respawn after 30 minutes if not builded.
All vehicles in base and the construction containers shall now be able to be lifted with helicopters. (both sling/hook and "Lift")
HESCO-barriers can only be transported by draging or uploaded to the HEMET trucks. (Adjust hights by "placement" then Z or Q)

Cleaned up scripts, removed errors and sutch.
Cleaned up base from props and vehicles.
Cleaned players from start gears, simple and light.

Known Issues:
Airdrop boxes with ACE3 interact, do not use "paradrop cargo" due it doesnt work properly.
Boxloaded vehicles can be TOW'ed but not be lifted with helicopters, this will create a critical error.
The HESCO-Bars for basebuildings can sometimes deal damage when close to'em. Drag'n replace to fix!

Re: Co-op Nights - Insurgency Takistan/Tanoa/Malden/NapfWinter

Posted: Fri Oct 05, 2018 12:35 am
by 8ody8ag
Updated loading screen on all missions.. .

For desert maps:

For winter maps:

For jungle and forest maps:

Re: Co-op Nights - Insurgency Takistan/Tanoa/Malden/NapfWinter

Posted: Fri Oct 05, 2018 11:29 am
by 8ody8ag
Added base signs with background depending on envirioment, jungle/winter/desert etc.
Right now we use this one bellow as the sign for the Ammo depo, the virtual ammobox in base.
Also have signs for the vehicle repair and material point, medical facility and at the target range.




Re: Co-op Nights - Insurgency Takistan/Tanoa/Malden/NapfWinter

Posted: Sun Oct 07, 2018 12:26 pm
by 8ody8ag
Here are the last men standing on the two latest Co-op Nights! Those warriors played from ~18:00 to 01:30. We getting more and more people and looking forward to next Friday, October 12th. I've around 200GB of raw material from those and will make you a video asap. Also got alot of new ideas and suggestions from you all and we will test most of it on Thursday night. Thanks!

(September 28th, 16 players: Back in the FARP/FOB after last mission "Data Terminal".)

(October 5th, 14 players: On the hilltop were we fought for hours after destroying ammo cash.)

Re: Co-op Nights - Insurgency Takistan/Tanoa/Malden/NapfWinter

Posted: Thu Oct 11, 2018 5:11 pm
by 8ody8ag
New setup in Alpha 1-3, Alpha 1-4 and Alpha 1-5 (Check first page).
Replaced some of the vehicles we tested during the week with two M113-M2 APC's in m90 Winter camo.
Moved all FOB-building material back to base, total 30 HESCO, 3 Construction containers (60min respawn).
Removed one HEMET transport and alot of props in base area.

Server will come up 20:00 for testrun so we see that Everything works fine until the Friday Co-op :clap: