How to install

@ChurchDefence
Description:
This is a standalone FRevive 1-3 co-op mission pack. The missions are based on the same base mission, but in 3 different difficulty settings. It's more of a generic defense mission than a dynamic mission. Missions by charliehumbleyb. This mod uses a modified version of 'myhisky' sky pack. See included readmes for credits. This mod has only English language support. You can replace 'config.cpp', 'Data.pbo' and 'Data3D.pbo' without causing any real issues. Tested for compatibility with @ww4mod25+@ww4mod25_fgs. Send feedback to '[email protected]'.
Mod Type:
Replacement
Download Size:
25 MB
b4e273fbAdded by charliehumbleyb on 21st Oct 2023

Preview Installation Script:     From version:  

3.7 2024-01-26 21:29:27
UNPACK https://docs.google.com/uc?export=download&id=13KJNs7M5c8Jq63iqwH9U8Jwr2G7a1Ope ChurchDefence.7z

IF_VERSION  <=  1.96
	UNPBO <game>\Res\Dta\HWTL\data.pbo  dta\HWTL
	COPY ChurchDefence\newdata\*.pa?  dta\HWTL\Data
	MAKEPBO
	
	UNPBO <game>\Res\Dta\HWTL\data3d.pbo  dta\HWTL
	COPY ChurchDefence\newdata\*.p3d  dta\HWTL\data3d
	MAKEPBO
ELSE
	UNPBO <game>\DTA\Data.pbo  dta
	COPY ChurchDefence\newdata\*.pa?  dta\Data
	MAKEPBO
	
	UNPBO <game>\DTA\Data3D.pbo  dta
	COPY ChurchDefence\newdata\*.p3d  dta\Data3D
	MAKEPBO
ENDIF

DELETE newdata
DELETE MPMissions\FREvive_1-3_C_Church_Defence_RC2_addons.Noe
DELETE MPMissions\FREvive_1-3_C_H_Church_Defence_RC2_addons.Noe
DELETE MPMissions\FREvive_1-3_C_VH_Church_Defence_RC2_addons.Noe
DELETE MPMissions\FREvive_1-3_C_Church_Defence_addons.Noe
DELETE MPMissions\FREvive_1-3_C_H_Church_Defence_addons.Noe
DELETE MPMissions\FREvive_1-3_C_VH_Church_Defence_addons.Noe
DELETE MPMissions\FREvive_1-3_C_Church_Defence_addons.Noe.pbo
DELETE MPMissions\FREvive_1-3_C_H_Church_Defence_addons.Noe.pbo
DELETE MPMissions\FREvive_1-3_C_VH_Church_Defence_addons.Noe.pbo
DELETE addons\SoldierECrewBodyArmor.pbo
DELETE addons\ChurchSu25.pbo
DELETE "nerfed_M2 addon.txt"
DELETE fake_mine_addon.txt

MOVE ChurchDefence\@ChurchDefence

12024-01-26 21:29:27

1.12023-10-21 15:12:11
Possible fix for visual artifacts cause by the sky box. Small changes to the missions.

1.22023-10-21 16:00:03
Updated "nerfed_M2.pbo"

1.32023-10-22 23:53:43
1. Adjusted the difficulty of the missions. H and VH is now harder. 2. Adjusted triggers to stop the voice line: "The enemy is inside the base..." from spamming too much or get triggered by air units. 3. Changed the mission briefing to make more sense compared to the actual mission.

1.42023-10-23 21:44:39
Camels will now drop crew.

1.52023-10-23 22:41:23
1. Russians will begin their attack consistently now. 2. Some general fixes.

1.62023-11-05 18:25:13
-Updated the missions and more polish, some fixes. Some difficulty adjustments.
-More info on map.
-M2 MG balance.
-Added another civilian to protect. She knows the way of the revolver!
-You can now shoot paratroopers ("PARA.p3d" from "Reforger4" mod is used).
-Added many notes that give useful info/hints.
-Some new voice-lines added.
-Added a choice between calling for Resistance Fighters or activating Smart Mines. You can run over Smart Mines without them triggering. But enemies (infantry or vehicles) will get hurt.
-New addon used "fake_mine.pbo".
-Hidden objective for shooting down the SU 25.
-Secret added (read the notes in the briefing).
-Updated the sky pack (now parity with @EnhancedHisky V1.2).
-Made missions in pho format.
-Adjusted end triggers again for less downtime.
-Reverted some previous boat changes. Boats now have +25 armor.
-Much lower download size, now only 16 MB.

Thanks to Faguss for helping to test previous versions of @ChurchDefence and give honest feedback.

1.72023-11-07 14:00:47
1. The Smart Mines are now more potent and uses a custom shell (for the explosion). They are now also placed with a bit of randomness.
2. Some minor changes to the missions.

1.82023-11-07 18:33:55
1. Fixed a critical mistake where the Russians would not kill the last civilian alive.
2. Fixed a mistake where the voice-line for mission failed/success would not be allowed to be played out fully (before mission end).
3. Added 3 different voice-lines for "enemy inside the base". Chosen randomly when triggered.
4. Some misc fixes.

1.92023-11-18 18:54:10
1. Updated for parity with "EnhancedHisky". 2. Missions updated with many smaller changes.

22023-11-22 22:24:40
1. Added pre-game option for selecting the type of weather in the missions.
2. Added a fix preventing pallets from flying into air and getting stuck.
3. Camels will get the buff of knowing (reveal) certain units. Same with Mi-24 (though first after 3 minutes after it begins its attack.
4. More polish, some general changes.

2.12023-11-25 17:17:49
1. Changed the non-visible geometry of the church's spire (kostel3.p3d), so that flying units wont crash into the spire as easily.
2. Added some failsafe triggers (such as if a civilian falls over the church cliff and the Russians can't find him).
3. Some minor changes.

2.22023-11-25 19:28:01
1. Bug fix.

2.32023-12-15 20:27:52
1. Added the addon "AmmoCrates_Fix". Picking up weapons from crates should be easy now even with a low "MinErrorToSend" (server setting). If you want to use this addon in another mod then be sure to include the modded "bedna_ammo.p3d" and "hromada_beden.p3d" for the best result.
2. The possibility of crates having a default loadout instead of the intended one should be fixed.
3. Added the addon "SoldierECrewBodyArmor". The crew in the T80 and T72 on H and VH is now slightly more durable. This is simply to increase the chance of the crew surviving a hit with a AT4 rocket, which might allow them to be repaired (by a hidden repair truck).
4. Fix for the infinite ammo bug with the M2 Guns. You have to reload manually now, but the ammo count has been increased to 75 from 50. I also reverted the dispersion back to standard OFP.
5. Fixed a possibility of Smart Mines being triggered by air units. And also fixed a case, where a captured vehicle could get blown up by the Smart Mines. Thanks to Faguss for helping me with this.
6. Adjusted the attack-timers of different enemy forces, so they are less likely to overlap as much.
7. Changed the secret (in the notes) to instead being a case of a lost contact with a recon team (in the town of Davle).
8. Fixed a case where the resistance fighters would engage enemy parachutes without first being called by radio.
9. General Guba will now take part in the Russian attack. He is a bit more durable than a standard soldier.
10. Voice-lines and crate/unit loadouts has been moved to scripts.
11. One of the Urals on VH is now a BMP. A second Ural will join the Russians on Hard.
12. Fixed a mistake on normal difficulty where you could complete the objective of destroying the MI-17 when it actually escaped.
13. Fixed a mistake where some boats wouldn't patrol after unloading.
12. A bunch of smaller fixes and changes, more polish.
-Such as:
-The Smart Minefield is now visible on the map.
-One extra Smart Mine is placed.
-The first Russian attack from the woods will deploy smokes (with a bit of randomness). The BMP2 and BMP/Ural will also deploy smokes when unloading troops.
-Parachutes won't eject as close together now. They might eject a bit further out.
-If the M113 survives it will now go on Hold.
-Resistance fighters will go from Hold to Guard after 3 minutes - after getting to the church.
-You will arrive at the church slightly faster.
-You'll get notified when you can win by clearing the indicated area around the church (before time-out win).

2.42023-12-16 14:31:22
1. Fixed some mistakes in 2.3.
2. Added a new voice-line.
3. Changed "6G30" to "MM1" in one of the heavy crates at the church.

2.52023-12-18 18:25:56
1. Fixed an issue where the automatic drive to the church could be halted.
2. Added the addon "ChurchSu25.pbo".
3. The SU 25 "bomb drop event" has been reworked. The SU will now drop a rain of GBU-12 bombs, directly form the plane itself. There's a slight possibility of the M113 surviving even if the bombs are dropped.

2.62023-12-23 03:54:34
This patch is mostly with focus on compatibility with other mods (such as @ww4mod25).

1. Moved a lot of stuff out of config.cpp/data3d and into addons instead.
2. Added a new island, "Nogova CDF". I haven't changed much from the original Nogova island, yet. But it does allow for more future changes. But an enemy helicopter/camel can now fly through the church spire (even if another mod uses its own "data3d").
3. New addons: churchMisc, churchUnits, kostel3CDF, NoeCDF. Removed addon: SoldierECrewBodyArmor.

Fixes/changes:

1. A possible fix for a case where you could complete the objective of shooting down the Su-25 - without actually shooting it down.
2. Fixed Su-25 not dropping all 6 bombs.
3. The gunner of the T80/T72 will now be replaced by the commander, if he dies. The T80 on VH has "ERA" protection (+100 armor).
4. Better implementation of the Russian repair Ural on H/VH. The Ural will supply the T80 with extra crew, if they get close enough to each other's - but only if the T80 doesn't have a full crew. The T80 will go on CARELESS when trying to be repaired. This will allow it to be repaired close to enemies.
5. A bunch of smaller optimizations/changes/fixes.

2.72023-12-26 00:12:50
1. Second attempt at fixing issue with Su-25 objective (from V2.6).
2. T80 repair event has been improved.
3. Fixed issue where you could hear the Su-25 crashing after it escaped.
4. Improved the implementation of leaving the combat area.

Misc:

1. The GBU-12 bomb model is now bigger (70% of a GRU-24, instead of 50%).
2. Russian infantry unloaded from boats will go on "AUTO" (SetUnitPos) when they are close to the church.

2.82023-12-26 17:30:59
1. Removed addon "ChurchSu25". Added addon "ChurchAirUnits" instead.
2. Added a custom Mi24 and Camel (east).

This is to increase compatibility with other mods and to make sure that the Mi24 behaves as intended.
The "sensitivity" of the Mi24 and Camel (east) has been increased from 2 to 10.
Removed "reveal" triggers for the Mi24 and Camels.

3. Added failsafe trigger (a timeout) for the event "The Russians are attacking...".

2.92023-12-27 03:13:31
1. Added detection for when all players are dead. When all players are dead at the same time (all waiting to be revived), a new end event is triggered. Added a voice-line for this event. Note, that it only works if all 3 players are in the mission, but it doesn't matter if they are bots or players.

2. Added enemy areas to the map around the church. These areas also pretty closely indicate how far you can travel before you leave the combat arena. Other arenas have been visually improved.

3. If a player leaves the combat arena, he'll get a hint by name on how long he has to return before there's a consequence.

...And a few smaller of changes.

32023-12-29 23:17:28
1. Fixed a case where an enemy air unit (if it moved fast enough) could trigger the "enemy inside the base warning system".
2. If you leave the combat area, you'll get notified when you return inside it. The combat area is now precisely related to what you see on the map.
3. Added a hint under "Notes" about leaving the combat area.
4. Snipers attacking from the woods (behind the Minefield) are now delayed a bit behind the main, enemy forces attacking from there.

+some minor changes, fixed typos.

3.12023-12-30 13:36:38
-Some changes I forgot to include in V3.0.

The mod should be close to the final version now. Although, I'm not saying I won't add more stuff, but nothing more is planned at this point, besides fixes if needed.

3.22024-01-10 00:36:00
1. The Mi-24 will now open fire and go to AWARE if it has dropped all paratroopers and has lost 40% of its armor. Basically, it will respond to being attacked and engage sooner in this case.

2. Magazines are now added before weapons in crates, so you won't have to reload them yourself. This is kind buff to Faguss from me - totally not an oversight on my part.

3. Fixed a very rare case where you could shoot down the enemy Mi without it exploding - and thus not getting the objective for it.

Misc:

1. Visible PAPA_BEAR identity changed to "HQ".
2. Added the FAL weapon to a crate.

3.32024-01-10 01:58:33
1. Changed the Mi-17 to a Mi-24 on easy difficulty. Besides there not being much reason for it to be a Mi-17 - other than it's easier to shoot down, but it's now slightly damaged, so it will die by 2 AA hits - then this will correct a case where the Mi-17 drops low (in its fly height) killing some of the paratroopers and then fails to complete concurrent waypoints after being hit by an AA missile. This is probably related to its weapons loadout or such. I didn't bother finding the specific reason for it, though.

3.42024-01-12 14:27:54
Some optimizations of the missions.

3.52024-01-14 23:21:15
1. You will now receive a message if a civilian is killed (by sidechat). It'll also tell you how many civilians are left alive. There's now 2 different voice-lines for winning the mission related to this. But basically, you'll be told you managed to protect ALL of the civilians, or just enough of them.
2. You'll now be able to see how many civilians were alive at the end of the mission (if you won). Each civilian kept alive will give +200 rating for a max of +1200.
3. Added a "hidden objectives ratings list" under the notes. It'll show you how much ratings different objectives provides.
4. Fixed a mistake where the win condition - before winning by time-out - wouldn't trigger.

Misc:

1. The base warning system will now not trigger if the game has been won or lost.
2. Some smaller changes related to the goal of this patch.

Thanks to Faguss, Eazy, dr.mrcr for suggestions and play-testing

3.62024-01-21 02:47:26
1. If the Su-25 is shot down, it'll disappear after a minute (it'll get cleaned up, so to say).

2. The bot controlled M113 now only has 3 small magazines with only 25 ammo each with a 5 seconds reload time. If it runs out of ammo, it'll drive to the church. The crew will get out and go to 'Guard'. The M113 will then be unlocked (hint is given). The M113 will now actually have 2 magazines of 75 ammo each for the players to use.

My reasoning for this change is that in the rare case of the M113 surviving the SU-25 bomber, it wont be able to kill all the attacking infantry by itself (if it doesn't get destroyed by them, of course). And it'll also allow the players to use the M113, if they manage to keep it alive that long.

It's basically just a small scenario that can happen.

3. If the mission has been won or lost then any voice-lines triggered during the period before debriefing will not play.

Misc: (only if you updated 22-01-24 or after)

1. Changed voice-line "Russian fighter plane incoming. Take cover." to "Russian bomber incoming from the south of the church."
2. Changed voice-line "The Russians are attacking. Sound the alarm and get ready to fight." to "The Russians are attacking. I'm sounding the alarm. Get to your positions and get ready to fight."

3.72024-01-26 21:29:27
For easy of use, added 'BISCamel.pbo' to the mod.