View Full Version : Red sunrise
Mar 18 2007, 00:41
Okay, heres the first release of my red sunrise mission. Its a huge beach assault, with the russians attacking a heavily fortified US position. You start as a squad leader in an APC on the north end of the beach, although you can switch to be a squad member on the south beach, or a paratrooper who will land as the APCs hit the beach. If you're starting in an APC, theres always the possiblily of it being destroyed before it reaches the beach, so just restart if this happens. Once it hits the beach, you'll autoeject, but your squad doesnt always follow, so tell them to disembark after you get booted out. This is because of issues I had with the squads leaving the BMP too early due to the incoming fire.
Everything should work... if you're left hanging around near the hotel, its probably because some guys are still alive around there. Clear the building, and it should move onto the next waypoint. It's a big long mission, which takes me about an hour or so to test to the end. It's quite difficult, but I've completed it without loosing any squad members, so it's not that hard.
Special thanks goes to GranQ for his addon, and Lethal for helping me to make the hotel indestuctable. (If it gets destroyed for anybody, let me know).
I used 1 addon in the mission. GranQ's fantastic Be 32K (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=58725)
Here is the link http://www.wikiupload.com/download_page.php?id=105745 (click the download box, then enter the verification code)
Lemme know if you like it, or if you find any problems!
edit, 2nd link http://www.armaholic.com/page.php?id=978
Mar 18 2007, 01:02
The link is not working http://forums.bistudio.com/oldsmileys/crazy_o.gif
Mar 18 2007, 01:14
oops, I did something stupid with the armaholic upload thing. Replaced the link with one that works http://forums.bistudio.com/oldsmileys/wink_o.gif
Mar 18 2007, 01:20
Feel seems broken or corrupted, either way, I get an error upon download.
Mar 18 2007, 01:39
Thats strange, I just tested it on 2 machines with seperate arma installs, and the file works fine on both of them. Did you download GranQ's addon? What did the error say?
Mar 18 2007, 02:09
Yeah, it's an error with the .zip file. I am able to download it, but not extract it.
...4 bottles of the finest vodka...
Wonder, whom I end up shooting then.
Cool mission! Thanks!
First try, BMP got shot in the reds and crew jumped out,
leaving me and my men up 300m from shore.
Not this time!
Jumped out as well, swimming towards shore in all the turmoil;
of course losing all equipment..including nightvision.
Whoa;..now that cold water clears out the vodka fast...
complete darkness..shooting everywhere..and I puke out
the rest..thanks to that heavy waves..
When I finally hit the beaches, the other teams thankfully
cleared out most part of my strip already.
I aint feeling too good, no weapons, darkness, cold, still dizzy
(damn vodka;..I SWEAR, if I live through this, I wont doing this
again before an beach assault!
You know the saying: DONT drink and beachassault! )
Finally I spot an dead comrad;..poor SOB got the bullet
leaving his vehicle. Smells like blood;..and vodka. http://forums.bistudio.com/oldsmileys/huh.gif
Now he wont need his NV anymore, so I grab his gear.
Ahhh, feels much better than that puny Makarov! Here I come,
bloody capitalists! Striping over the NVs, I'm shocked..
DID NO OTHER IDIOT HITTING THE BEACH BEFORE ME SPOT THAT SNIPER??!! omg. 'course I hit him hard.
Want something done right? Do it yourself. Hip's are floating in..
Somebody pisses its pants;..'Where are you???'
Shit, almost forgot my poor sobs still afloat 300m from shore...
Edit: btw, I get massive sound-cutouts in the mission, right 30 seconds into...and also lose complete command ability..
This has *nothing* to do with the mission itself! Just wanted to point out. Check this thread accordingly..game bug.
I *really* like your idea of placing those 'humps of dirt' in
general front area of the target area! (hotel)
But there is one major problem with that. AI *cant* navigate
through/over/around/under (j/k) those humps! (Even though
the humps got their own 'move to this position' spot (as in buildings)
Pleeeaaase, BIS;..make this happen to work correct!
Mar 18 2007, 09:47
Thanks for your effort http://forums.bistudio.com/oldsmileys/smile_o.gif
But 1 main thing: next time do NOT make it dependable on other content.
Just include it inside your mission.
I saw u uploaded it to our public ftp, it would be nice if u informed us about that so we can add the mission (or any file) to our download database.
Instead of trying to figure what that file is, who uploaded, why, if it needs other addons, ...
Is this a SP or Coop mission? I added it as SP till u can confirm it.
About what u did wrong, i really dont know, but dont use spaces in the links "red sunrise.pbo", its better "red_sunrise.pbo" cause many times there are errors cause of that.
I sent u a PM with the link from armaholic main database.
Mar 19 2007, 00:37
Cheers for the help big it's a single player mission. I added the link to the first post. Glad you liked it troop. Yeah, I know the AI has problems navigating all the dirt humps, but I felt there needed to be some cover in all that big open ground, and the humps seemed the best choice. I posted some AI in there to begin with, and the mostly get stuck they just bob up and down like prairie dogs... still... extra cannon fodders never a bad thing http://forums.bistudio.com/oldsmileys/wink_o.gif
Clavicula, try downloading it again, the file on the wiki upload site is definately ok, so it must have gotten corrupted during the download.
Ahh yeah; much enjoyed it and also the possibility to begin
with different characters/startpoints. Plays out differently
every time; so..cool choice!
If you ever plan to update it;..please have the player attack
at least the outskirts (1/3rd) of the town (relocate some AI and defenses)
because it would feel much more like 'mission accomplished'
Your ending is way to abrupt. (only a matter of personal preference; not too important)
Mar 19 2007, 13:48
Glad you liked it! Its a work in progress, so I'm sure there'll be other versions. Eventually it'll probably get made into part of a campaign, when I've figured out how to make cutscenes and all the other things I'll need for a decent campaign!
You're right about the end... It does end too abruptly. I think I'll turn the town into a military base, and then put something in the briefing about how the americans left it on minimal staff, because they had to go down to the beach and fight.
Bonko the Sane
Mar 19 2007, 14:57
nice one, cant go wrong with a dawn Beach Assault http://forums.bistudio.com/oldsmileys/smile_o.gif
i enjoyed playing this one a lot, but i hope you improve it further,
a few bugs:
-playing as marine infantry 90% of my team (and other AI teams) got stuck on the dirt humps after the fuel station\ammo depot. (i know, engine limitation)
-it took me 3 rpg shots to destroy the USA base building, result, i killed everyone inside and around it, leaving lots of M2 HMG's floating up in the air, also as direct consequence, the trigger that base was captured didnt work.
-the Be32K crashed, either shot down or AI noob pilot, dunno.
-the paratroopers jumped waaaay to low and at the same time, obviously, most died, further improvement could be done here, there was lots of good paradrop scripts for OFP, maybe you could check those.
-only one bmp2 got destroyed at beach landing, leaving the rest to waste the enemy inf and arty, too easy IMO.
-the helicopters, while providing nice ambiance didnt fire once.
-maybe add weapons choice and rpg to player's bmp2 cargo?
-make it more difficult http://forums.bistudio.com/oldsmileys/smile_o.gif add more enemy armor\ AT infantry so the bmp2's dont feel like its a walk in the park.
Anyways, thank you
ill make sure to play further versions.
Mar 19 2007, 17:42
Aww.. crap.. you destroyed the building? I definately got it invincible in "preview" mode, I guess something went wrong compliling the files.
Only 1 apc got destroyed? Damn... Normally way more than that die. It's made it incredibly difficult to balance this mission, having the apc's floating under fire, sometimes as many as 7 get taken out, and the mission gets incredibly difficult if that many die. I reckon eventually I might have to "fake" it, using an artillery script to get the guns firing randomly near the apcs, and then use other scripts to blow up some apcs, so a set number always make it to the beach. The way it is now, the difficultly is totally dependant on what happens in the first two minutes.
The helicopters do fire, i suspect it may be because the bmp's were too sucessful for you, so there weren't enough targets when they appeared. Its a known issue the AI heli's are a bit rubbish at target finding. I think I may have the mi17's rotating the wrong way, so the guns are pointing on the outside of the circle... I'll have to check that one. The blackhawks at the end definately fire, because I've been killed by one of them!
I set the be32K to crash on purpose, once they've dropped the troops they have no use, and I like explosions, so I made it happen before they fly out of range. Theres more work to be done on them though. The planes fly so fast, having them bail out one at a time didn't work because they'd get spread out too far. The planes have 24 or so troops each, so it takes a long time for them to all jump out by one. Fixing the altitude is a priority though. I couldn't get them to behave properly though first time round, they kept diving and gaining altitude till they stall.
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