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Mogley
Jan 11 2007, 18:06
This is a CTF mission for up to 50 players with nonstop fun with
all vehicles, land, air, and sea. Vehicles featured are Helos, jets, bi-planes, boats, armor, and all others. This is a great mission for nonstop intense battles. No worry about walking across a huge battlefield just to get to the action. Here is the mission breifing so you can get an idea of what its about.

Have fun and enjoy! http://forums.bistudio.com/oldsmileys/smile_o.gif

OVERVIEW:
---------

Mission Name: AIRFIELD ASSAULT-CTF 2-50 LAND, AIR, & SEA
Game mode: CTF 2-50 PLAYERS
Addon's required: None
Respawn: YES

Short one line mini description (for listings): CTF WITH LOTS OF VEHICLES ON RAHMADI ISLAND.

Features: ALL VEHICLES ARE IN THIS MISSION. IF YOU LIKE NONSTOP CTF ACTION WITH ALL WEAPONS AND VEHICLES YOU WILL LOVE THIS MISSION.


DETAILS:
--------

Difficulty: (easy, normal, difficult, expert)
Supports SP: Both MP & SP
Cadet/Veteran mode variation: NONE

Island/towns: RAHMADI ISLAND
Core game style: INFANTRY, ARMOR, AIR, & SEA
Scale: UP TO 25 vs. 25 IN A LARGE SCALE CTF
Duration: SET BY SERVER
Weather/Time: SUNNY, NOON


FILE DETAILS:
-------------

Mission created by: MoFly
Mission Version: 1.2
Release Date: 25 Jan 2007

Intro/Outro: MUSIC/SHOW SCORE
Briefings: Full brieifing, notes & tickable objectives
Created for Arma version: 1.2
Testing: TESTED ON 3 AMIGOS USA DEDICATED SERVER
Size: 392KB
Screenshots: NONE AT THIS TIME


SCENARIO:
---------

The Northern SLA Forced have captured the entire mainland of Sahrani. They drove the Southern Army and the few Marine Units that were stationed here into the sea in a suprise blitzkreig style assault.
Not to be beaten so easily the US Marine Expeditionary Force has landed on Rahmadi Island to establish an airfield as a base of operations to prepare for the final assault on the mainland and to get revenge for the deaths of
many US Marines. Not willing to give up so easily the SLA have entrenched thier position in the village northeast of the airfield. Yesterday both forces got tired of waiting and met in a large scale battle in the large open areas in between
the airfield and the village. This battle left the SLA Air Forces decimated. Intel tells us though that the SLA have reinforced thier positions with more armor, artillery, machine gun nests, attack boats, and AA. So at this point the Marines have air superiority while SLA maintains the advantage of more armor and plenty of cover and lots of areas to set up ambushes in the city.



INSTALLATION:
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Standard:
- For Multi Player, copy the pbo file(s) to .\ArmA\MPMissions (installation) folder.
- For Single Player, copy the pbo file(s) to .\ArmA\Missions (installation) folder.


ISSUES:
-------
- NONE


FUTURE PLANS:
-------------
- NONE AT THIS TIME


REVISISON NOTES:
----------------
1.0 - 01.Jan.2007 - Initial release.
1.1 - 19.Jan.2007 - Revised release. FIXED WAYPOINTS.
1.2 - 25 Jan.2007 - Revised release.
1.4 - 15 Mar.2007 - Revised release.
1)Moved spawnpoints to a safer area away from flags.
2)Fixed waypoints.
3)Added an extra exit at the SLA base.
4)Fixed some files that were leaving errors in the arma report log file.
5)Other small changes.

V 1.4 Changelog.
1)Moved US spawn a little further inland. After moving spawns to prevent spawn rape, some people were spawning and having to swim for about 3-5 seconds to land. This has been fixed.
2)Removed some objects for optimization. Such as the remote bases with extra vehicles. Reason:vehicles were rarely used and were just causing unneccasary load on the servers.
3)Removed RACS littlebird helos from SLA base. US forces where seeing them as friendly even with an SLA enemy flying them.
4)Added an extra KA-50 Kamov to make up for both lost littlebirds.
5)Removed one of the SLA camel's and replaced with SU-34.
6)Removed some smaller boats from US port and added another 2 turret RHIB.
7)Removed one of the US M113, Vulcan, second styker with grenade launcher and added an M1A1.
8)Removed 3 4x4 offroads from SLA base and added 3 TT650 motorcycles in their place.
9)Removed 4 RACS 4x4 from US base and added 4 USMC motorcycles.

LEGAL DISCLAIMER:
-----------------
This mission is distributed without any warranty.


CREDITS & THANKS:
-----------------
- BIS/BIA for their great simulators.
- (Some scripts by Doolittle)


Have fun and see you in the game MoFly...aka...Mogley http://forums.bistudio.com/oldsmileys/smile_o.gif


Edit= I have updated the mission to 1.4 and updated the download link.

DOWNLOAD BELOW

AIRFIELD ASSAULT-CTF 2-50 (http://www.armaholic.com/page.php?id=661&a=dl)

Mogley
Jan 11 2007, 21:53
Please let me know what you think about this mission. I used to make missions for OFP under the name MastaBlasta many years ago and this is my first one for Arma. I had to re-learn how to make them lol.

I like to make all types of missions...so let me know if anyone has any requests or comments about the Airfield Assault mission.

Thanks M0Fly....aka....Mogley

Mogley
Jan 17 2007, 20:31
So has anyone tried this yet? I am curious to know someones comments.

Frantic
Jan 18 2007, 04:44
Hi Mogley

i will upload it to NL server then we will test it.

im always happy about other CTF mission makers! http://forums.bistudio.com/oldsmileys/smile_o.gif

looking forward to play your map.

with best wishes
Frantic

dob
Jan 18 2007, 13:53
same i go up your mission in HIS server http://forums.bistudio.com/oldsmileys/welcome.gif

Mogley
Jan 18 2007, 20:43
Thanks alot guys. http://forums.bistudio.com/oldsmileys/notworthy.gif

Could you supply me with the server ip address or server name so that I may play with you all sometime. I would really like to see how the map plays on a server so I can see how everything works out with real players instead of just AI that I have to use for testing.

Again thanks alot. http://forums.bistudio.com/oldsmileys/smile_o.gif

dob
Jan 18 2007, 21:29
[NL] arma server for NL
[HIS] arma server for HIS

http://forums.bistudio.com/oldsmileys/nener.gif

Mogley
Jan 19 2007, 03:00
I thought I might get that answer. http://forums.bistudio.com/oldsmileys/rofl.gif

Thanks for putting it on the NL server Frantic. I got to test it tonight and found a few bugs. One was the waypoints and the other was it having random crashes. Then I remembered hearing about being near the sea on rahmadi causing crashes. So I made it into a sahrani mission but still set on rahmadi island.

I heard the BIS was aware of the crashing and were possibly going to fix it in the next patch. I am going to upload the new v1.1 mission and update the download links tommorow since its to late for me to do tonite.

I really think this this will be a favorite mission. Especially for those who love all the different vehicles in arma cause this CTF has them all!!

Thanks Frantic and dob http://forums.bistudio.com/oldsmileys/notworthy.gif

Frantic
Jan 19 2007, 04:11
np Morley

but i have looked at your map and i have some stuff to tell you about map making.

1. The spawn should be protected, so no spawnraping is possible. You have just the spawn next to the flag, so it will be very easy to spawn rape.

2. Unneeded stuff like fires for example should not be placed. Every extra unimportant object lower the performance.

3. A briefing should be for short informations, not to write a novel.

4. Vehicles should be able to use. You have placed some vehicles in an area without exit.
And vehicles which should not be used can be closed in the object settings.


I crashed too after 2mins on your map and i have seen all this stuff just in this 2mins.

Im wishing you all the best in making nice CTF maps in future.
Keep up your work and you will succeed. http://forums.bistudio.com/oldsmileys/wink_o.gif
Training is the best method in becoming better.

Mogley
Jan 19 2007, 20:08
Thanks alot for the input Frantic http://forums.bistudio.com/oldsmileys/smile_o.gif

1. I have played lots of missions with unprotected spawns, but I see what you are saying. I dont know if I have anywhere better for it.

2. I hear you about the fires. I saw this done on other maps too. I just did it for immersion of the previous days battle as described in the breifing. I wanted the vehicle wrecks to really look like they had just been destroyed.

3. I made the breifing long to establish the immersion of really being in a battle not just a CTF where there is no explanation of why your team is there. I figured those who dont want to read it could just not read it. BTW at least its not 2 pages like I have seen before LOL.

4. I assume you mean at the SLA base. Well some seem like there is no way to use them, but I assure you all can be driven out. Some of the tanks have to knock down the fences though to get out. I designed it so that both bases only have a few entrance/exit for tanks so that people wouldnt so easily ride in and take the flags. But its this way for both sides.

Thanks alot for your advice Frantic it is very appreciated.

Other than that what did you think of the base designs for the SLA and the US. I spent alot of time on building the bases and I personally thought they are some of the best bases I have seen so far in arma, but thats just me. http://forums.bistudio.com/oldsmileys/tounge2.gif

Can you upload it to your server and test it out again plz Frantic and let me know what you think of it know that I have updated it? Let me know if you have any ideas for a CTF that you would like me to make.

Mogley
Jan 20 2007, 19:17
Ok here is what I've done so far.

After looking at the map I realized what you mean about the spawns and they have been moved. http://forums.bistudio.com/oldsmileys/banghead.gif

I tested all the vehicles to make sure they can be driven off the bases.

The US base has no problems whatesoever.

The SLA base appears to have a few vehicles that may seem like they could not be driven. But the tanks just need to knock down the wall. There are no vehicles that cannot be used except for the two repair/rearm vehicles at the SLA base that cannot be driven. But I did those that way on purpose so they could not be driven off the base and could be used by tanks and helos to land for repairs.

I will update to v1.2 soon with the moved respawns.

Mogley
Jan 25 2007, 21:37
Ok, I just updated this to V1.2, the following has been changed.

1)Moved spawnpoints to a safer area away from flags.

2)Fixed waypoints.

3)Added an extra exit at the SLA base.

4)Fixed some files that were leaving errors in the arma report log file.

5)Other small changes.

Frantic
Jan 25 2007, 22:33
i just have seen the map name of your map when i uploaded it to MCY server.

it would be better if you write the name of the mission pbo just in small letters...like that way:

ctf_50_name_v-1.sara.pbo

that would be really appreciated!

looking forward to test your new version! http://forums.bistudio.com/oldsmileys/biggrin_o.gif

d3dsh33p
Mar 6 2007, 23:14
adding it to my server

refer to sig

Mogley
Mar 8 2007, 01:50
Some new information here about this this mission.

I am working on v1.3 since the v1.05 arma patch is now out and I wanted to make some fixes, improvements, and add some of the new vehicles from patch v1.05.



Heres the list so far.

1)Moved US spawn a little further inland. After moving spawns to prevent spawn rape, some people were spawning and having to swim for about 3-5 seconds to land. This has been fixed.

2)Removed some objects for optimization. Such as the remote bases with extra vehicles. Reason:vehicles were rarely used and were just causing unneccasary load on the servers.

3)Removed RACS littlebird helos from SLA base. US forces where seeing them as friendly even with an SLA enemy flying them.

4)Added an extra KA-50 Kamov to make up for both lost littlebirds.

5)Removed one of the SLA camel's and replaced with SU-34.

6)Removed some smaller boats from US port and added another 2 turret RHIB.

7)Removed one of the US M113, Vulcan, second styker with grenade launcher and added an M1A1.

8)Removed 3 4x4 offroads from SLA base and added 3 TT650 motorcycles in their place.

9)Removed 4 RACS 4x4 from US base and added 4 USMC motorcycles.





Now I need some help please.

1) I am having a problem with vehicles not respawning at their exact location they were placed. They spawn nearby within about 15 meters but not exactly where the were placed. I am using the vehicle respawn template by Doolittle.

2) Any input for bugs, requests, etc is appreciated. Please let me know what you may like or dislike.

Thank you all for playing my mission,
Mogley aka MoFly

d3dsh33p
Mar 8 2007, 02:12
as sla it's easy to spawn rape the vehicles on US

i havnt the US side bc everyone quits on me

Mogley
Mar 15 2007, 20:19
This has been updated to mission version 1.4 for Arma 1.05.

Here are the changes:
1)Moved US spawn a little further inland. After moving spawns to prevent spawn rape, some people were spawning and having to swim for about 3-5 seconds to land. This has been fixed.

2)Removed some objects for optimization. Such as the remote bases with extra vehicles. Reason:vehicles were rarely used and were just causing unneccasary load on the servers.

3)Removed RACS littlebird helos from SLA base. US forces where seeing them as friendly even with an SLA enemy flying them.

4)Added an extra KA-50 Kamov to make up for both lost littlebirds.

5)Removed one of the SLA camel's and replaced with SU-34.

6)Removed some smaller boats from US port and added another 2 turret RHIB.

7)Removed one of the US M113, Vulcan, second styker with grenade launcher and added an M1A1.

8)Removed 3 4x4 offroads from SLA base and added 3 TT650 motorcycles in their place.

9)Removed 4 RACS 4x4 from US base and added 4 USMC motorcycles.

10)Optimized for Arma v1.05.

@<hidden> d3dsh33p,

Almost any CTF can have spawn rape, especially ones with vehicles. Whoever you were playing against must not of been too smart. The US spawns near all the tanks in a protected area below a hillcrest by the sea. It is impossible for either the SLA or US to see each others spawns from each sides main base. So those US players could have jumped in a M1A1, Stryker, M113, or Vulcan at the US spawn and took you out. You can see each others bases from the very edges of each base, but you cannot see each others spawns, just the edges of each others base. I limited the viewdistance just enough so that snipers could use the towers at each base and be able to snipe the outer edges of the enemy base, but they cannot see the entire base, just the edges.


I have tested this on my dedicated server (3 Amigos USA Dedicated) and it seems BIS has finally fixed the water CTD bug http://forums.bistudio.com/oldsmileys/yay.gif in v1.05. Havent had a single CTD that was plaguing my mission and other missions that are near the sea.

The download link has been updated accordingly.