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SaOk
Jun 25 2009, 21:34
The Battle Of Zargabad Rated 9/10 in OFPEC (http://www.ofpec.com/missions_depot/index.php?action=details&id=292) (Updated 23.02.2011)

COOP version also available now (Updated 18.03.2011) New

http://img87.imageshack.us/img87/8110/aaaayw.jpg

Mission Description:
Fighting between the Takistan Army and UN peacekeepers have broken out in Zargabad. US/GB reinforcements are facing heavy resistance before reaching the city from the south. Only Echo13 arrives in time.

Features:
-Played as British Infantry Squad Leader
-Overview/Briefing/Gear Choose
-Full voice-acting/custom battleshouting/ambient sounds (total over 300 voicefiles)
-Custom gameplay elements (Minefield Creating System, First Aid packs, Reinforcement System)
-Cutscenes
-Basic infantry action on streets of heavily destroyed Zargabad (offensive, defensive tasks)
-Friendly AI groups fighting with player
-Many sides involved (US, British, Czech, German, UN, Takistan Army, Takistan Militian, PMC, Criminals)
-Indoor fighting (some)
-Ambient Life/Effects
-Perfomance Friendly Methods

Special Thanks:
-Bardosy, Dale0404, Nettrucker, Poacher & SavedByGrace for voice-acting
-Nettrucker for translations
-SavedByGrace for other ambient voices/sounds and english corrections
-Norrin for Revive system (in COOP version)
-Tslava for czech language support (currently only in COOP version)
-DarkXess for Israeli Air Raid Siren sound
-Tonci87 for Insertion Flight
-Zipper5 for loading screen template
-Big Dawg KS (Building Patrol Script v2.0 was base for altered building patrol script used in this mission)
-Also for all testers

Change Logs:
Singleplayer:
1.0:
-Added full voice acting including combat voices & ambient radio (by Bardosy, Dale0404, Poacher & SavedByGrace)
-Language corrections (by SavedByGrace)
-Last task fixed/made better
-Better reinforcement system
-New optional auto-rearm zone near Ammotruck (could be usefull for ACE2 users)
-More randomness
-More custom scenery
-New cutscene
-Credits added
-Ammotruck marker should work better now
-Better animations for medic pack system/minefield builders
-Added new OA advanced hints
-Many other tweaks/fixes
1.1:
-PMC units added
-More chooseable gear (including AA12) in briefing
-Updated weaponbox at airport
-Minefield system now compatible with expert difficulty level
-Possible radiochat superposition fixed
-Some scenery/ambient/friendly AI squad tweaks
-Other tweaks/fixes
1.3:
-More randomness especially in first task
-Crows & flies added
-Voicefile tweaks
-Minefield builders can now be selected also from normal view
-Battlevoice scripts highly improved
-New voicefiles (including german)/ambient sounds
-Many other tweaks/fixes
1.5:
-Over 40 new german battleshouts by Nettrucker
-Some older unfitting german/british voice(s) removed
-British weapon box added
-AI soldiers behave more alarmed now on airfield.
-Mosque ambient sounds now working right
-Some other tweaks/fixes
1.6:
-New scripted insertion flight (Pilot Tonci87)
-Fixed: Player sometimes lost lead to AI
-Engineer added for first group
Multiplayer:
Beta 2:
-Heavy changes in scripts/triggers
-Should be one step more compatible with dedicated servers
Beta 3:
-Heavy changes in scripts/triggers
-Intro should be played now only for player that were in server from start
-Clients that come late to server, should receive now correct task data
-Much other changes for clients
-Other tweaks/changes
Beta4:
-Intro issues fixed
-Custom voices now working
-Ambient life fixed
-Crows&Flies now appear for clients
-Many other fixes and tweaks
1.0:
-Added revive system by Norrin
-Added czech language support by Tslava
-Added custom british battleshouting for players by Poacher (a chooseable parameter)
-Chooseable time of day (via parameters)
-POW task fixes
-Ammocrates fixed/tweaked
-Increased difficulty
-Many other changes/tweaks/fixes
1.1:
-Fixed Briefing/Tasks for JIP-players
-Ammotruck gear cargo fixed
-Intro tweaks
-AT-soldier added to airfied



Requirements: ArmA2 Combined Operations (1.57) + Official BAF/PMC DLC (should work fine with the lite versions too)

SinglePlayer:
Download 1.6 from ArmaHolic (http://www.armaholic.com/page.php?id=11926)
Download 1.6 from Strategy Informer (http://www.strategyinformer.com/pc/armaiicombinedoperations/map/38951.html)
Download 1.6 from Moddb (http://www.moddb.com/mods/the-battle-of-zargabad)
Download 1.6 from Gamefront (http://www.gamefront.com/files/20034895/SPTheBattleOfZargabadCOBAFPMCv1_6.7z)
MultiPlayer (Co-07):
Download 1.1 from ArmaHolic (http://www.armaholic.com/page.php?id=13571)
Download 1.1 from Strategy Informer (http://www.strategyinformer.com/pc/armaiicombinedoperations/map/38950.html)
Download 1.1 from Moddb (http://www.moddb.com/mods/the-battle-of-zargabad)
Download 1.1 from Gamefront (http://www.gamefront.com/files/20137327/COOPTheBattleOfZargabadCOBAFPMCv1_1.7z)

Special SP version by Frogtop (Requires: British 3 Rifle Infantry MTP, CBA and all UKF weapon packs):
http://www.gamefront.com/files/21825125/SPTheBattleOfZargabadV2.Zargabad.pbo


Gameplay Video:
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Balota Highway Rated 9/10 in OFPEC (http://www.ofpec.com/missions_depot/index.php?action=details&id=295) (Updated 08.01.2011)

http://img526.imageshack.us/img526/1609/overviewb.jpg

Mission Description:
Lieutenant Jim Smithers is leading a challenging midday operation in order to capture an old allied airstrip back from insurgents. With limited manpower but good weaponry, will they manage to clear the coast for reinforcements in time or is it time to get beaten by insurgents endless counter-attacks and guerrilla tactics?

-Basic Features:

Briefing/Overview/DeBriefing
Weapons Choose in Briefing
ACE2 compatible
AI talk enabled
ACE gear&weapons in Ammotruck

Cutscenes
Hidden Tasks
More or Less High Commanding
Clear Guides/Hints for All New Custom Gameplay Features

-Custom Gameplay Elements:

Create/Return High Command groups
To create a separate high command group - Select wanted units in Numpad Del view and press 0-0-2
To return a high command group back to your group - Select wanted HC group in Space+Crtl view and press 0-0-3

Command AI to build custom minefields
Place a minefield marker via 0-0-5
Drive ammotruck under 250m away from marker
Select wanted units in Numpad Del view and press 0-0-2
Choose wanted parametres in dialog and accept the plan
To remove minefields, drive ammotruck under 50m away from mines and press 0-0-6

Build fortifications/static weapons
Use action menu near the truck to enter the construction view
Static weapons come with AI gunner
Placed objects/weapons can be sold with full refund but 1 minute penalty

Auto Rearm under 250m away from ammotruck, every 30 seconds
ReArm only US weapons
Usefull expecially when playing with ACE2 mod


-Custom Ambient Life:

Random civilian/hostile traffic
Random infantry patrols
Random civilians
Random animals

-Performance Friendly:

Body removal
Ambient Life removal
Empty Group removal

-Third Party Scripts:

UPSMON by Monsada (as part of PatrolCar-script)


Changel Log:
1.2:
-New long Intro
-New Battleshouting (voices by SavedByGrace, Bardosy & Poacher)
-Added MedicPack-system
-Added British units
-New custom gameplay elements
-Added Loadingscreen (pic by unknown author)
-Much other fixes/tweaks
1.4:
-New long Outro
-New setting dialog at mission start
-Tweaking in custom sounds
-Improved rearming system
-Medicpacks can be received from medictent
-Fixed tank waypoints
-Air support in final task
-More british units
-Other Fixes/Tweaks
1.5:
-An option to play as a night-mission
-More chooseable gear (including AA12) in briefing
-New 3d-hints over Ammo&Construction Trucks
-Minefield system now compatible with expert difficulty level
-Creating HCgroup bug fixed
-More ambient life (Rare airtraffic, dynamic crows, random flies over dead bodies)
-Added takecover system for some of the enemy soldiers
-PMC soldiers added
-Other Fixes/Tweaks/Additions
1.7:
-Added full voice-acting by SavedByGrace
-Added over 40 russian battleshouting lines for insurgents
-Improved conditions for tasks
-Many other tweaks/fixes and new stuff

Requirements: ArmA2 Combined Operations (1.57) + Official BAF/PMC DLC (should work fine with the lite versions too)

Download 1.7 From ArmaHolic (http://www.armaholic.com/page.php?id=10824)
Download 1.7 from Strategy Informer (http://www.strategyinformer.com/pc/armaiicombinedoperations/map/38952.html)
Download 1.7 from Moddb (http://www.moddb.com/mods/balota-highway)
Download 1.7 From Gamefront (http://www.filefront.com/17765514/SPBalotaHighwayCOBAFPMCv1_7.7z)

Old poor version without CO + BAF:
Download 1.0 From Filefront (http://www.filefront.com/16818253/SPBalotaHighway.rar)

More pics:
http://img547.imageshack.us/gal.php?g=arma2oa2010120319005856.jpg

Gameplay Video:
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Black Forest Rated 9/10 in OFPEC (http://www.ofpec.com/missions_depot/index.php?action=details&id=271) (Updated 21.03.2011) NEW

http://img29.imageshack.us/img29/4549/arma2black.jpg

Mission Description:
Night is falling over the black forest. Lieutenant Valenta is ready to get some sleep but suddenly he is ordered to meet Captain Vitek at one of the outposts in Black Forest. The trip could already be dangerous with boredom and lack of energy. However after the briefing there is suprises ahead.

Features:
-Overview/Briefing/Gear Choose
-Voice acting/ambient sounds (by SavedByGrace)
-Ability to call reinforcemets
-Sleepy vision/folumetric fog/sleeping/snow/color filter
-ACE2 compatible
-Cutscenes
-Optional (half hidden) targets that affect on later objective
-Artillery/Healing/High Command-Modules
-Many FSM/Other-scripts (campAI,spotlightAI,ambientCAR,scoutcarAI...)
-Unlimited Savegames
-About 1,5-4 hour playtime

Download 2.4 From ArmaHolic (http://www.armaholic.com/page.php?id=7334)
Download 2.4 From Armed Assault Info (http://www.armedassault.info/index.php?game=1&cat=solo&id=131)
Download 2.4 From Gamefront (http://www.filefront.com/16496083/SPBlackForest.rar)

FDF mod version 2.5: New (Requires Combined Operations (~1.57))
Download 2.5 From ArmaHolic (http://www.armaholic.com/page.php?id=13752)
Download 2.5 From Gamefront (http://www.gamefront.com/files/20147389/SPBlackForestFDFCOv2_5.7z)

I recommend to use latest beta. The newest 70951 beta patch fixes possible late game FPS drop.

Note:
-Many objectives arent mandatory. You can fail the mission only if you die
-Unlimited Savegame by 0-0-1
-Use high command via Ctrl+Space (Available on late mission)
-Use artillery via 0-8-1 (Available on late mission)
-Call reinforcements via 0-0-3 (Available after first proper objective)

Known Issues:
-Mission is made for vanilla game. MODs may affect on gaming experience much
-Mission doesn't work good with SLX mod (Joined squadmembers dont move)

Change Log:
0.92:
-New big optional objective
-Added a garbage collector module
-Updated Overview
-Outlook camp updated
-SpotlightAI-script updated
-Other tweaks/fixes
0.95:
-Added difficulty selection
-Added a new optional task that affects on the later objective
-Updated the weapon selection
-Player can call reinforcements now
-Some changes in the last two objectives
-Added a new ending cutscene
-Added more music
-Fixed player artillery support
-Other fixes and tweaks
1.00:
-new optional task
-improved difficulty selection
-improved player reinforcement system
-faster sleep
-better NAPA behaviour at sobor
-some changes in scripts for better performance
-other fixes and tweaks
1.10:
-better overall performace
-little less challenging breakfast
-some other changes in breakfast
-made one optional task more visible
-some dialog changes
-tweaked intro
-default settings for difficulty lowered
-some other tweaks and fixes
1.20:
-Updated/Tweaked Breakfast
-Extended difficulty selection (ability to set off Air Patrols/Volumetric Fog/Advanced First Aid)
-Updated Intro
-Added some animations
-Some music changes
-some other tweaks and fixes
1.30:
-Fixed: Disabling Air Patrols broke the ACM
-Updated: New working route for convoy
-Other changes in convoy task
-Some other tweaks and fixes
2.0:
-Rewritten dialog/briefing/debriefing by SavedByGrace
-Voice acting and ambient sounds by SavedByGrace
-Tweaked/Recreated cutscenes
-Updated mission settings menu
-ACM removed (replaced with homemade spawning scripts with more details)
-Many new detailed locations (Insurgent camps, russian outposts, abandoned trenches...)
-Massive use of custom-made ambient life/other events
-Use of UPSMON-script by Monsada
-New ScoutCar-script (including use of USPMON)
-New balanced weapon/ammo crates (silent rifles, mines, satchels...)
-Added Task Markers (can be choosen from starting dialog)
-Better weather details (added snow and colour filter)
-More effect&cause-relations
-Added Credits
-Added ambient radio music
-Many other tweaks&fixes
2.1:
-New ammoboxes with random inventory
-Bigger minefield at outpost Magnum
-Friendly soldiers near Novy Sobor isnt alarmimg enemy so easily anymore
-Some gamebalance tweaks for ACE2 users (if the ACE2 is detected)
-Add some ACE2 weapons and magazines to crates (if the ACE2 is detected)
-Removed annoying phoneringing ambient sound
-Some other tweaks and fixes
2.2:
-Option to choose ACE2 wounding system (if the ACE2 is detected)
-AItalk module enabled (if ACE 2 is detected)
-More gear in crates for ACE2 users
-Fixed: Small bug in radio script
2.3:
-Much changes for better performance
-ACE wounding system working now right way everytime (no briefing at start)
-No gear choose at start anymore but the gear can be found at outpost selek
-Added more ACE2 gear to crates (if the ACE2 is detected)
-Added some ACE2 vehicles for enemy (if the ACE2 is detected)
-More medic gear (for ACE2 users)
-Made outpost magnum more secure at night
-Some new constructions at outpost selek
-Some other tweaks and fixes
2.4:
-Much better performance
-Added Body removal (Entities is kept under 80 until morning)
-Ambient Civilian Module removed
-All over 100 SQS-scripts converted to SQF
-New custom hint font colors
-Other tweaks & fixes

Gameplay with ACE2:
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Fly Like an Eagle [Conversion From ArmA1]

http://img7.imageshack.us/img7/8871/flae1.jpg

Mission offers various facets of combat, from aerial tasks to ground objectives, from combined operational assaults to Rambo style Fury. Original mission was rated 9/10 in OFPEC http://www.ofpec.com/missions_depot/index.php?action=details&id=201

Overview:
South Sahrani and her King is an ally of the U.S. and as such is entitled to preservation of it's Government and infrastructure. The powerful Northern Government seeks to overthrow the Southern Kingdom and establish a full, island wide government. They currently have ties to Russia in the form of military contracts which proved to be devastating to our limited military presence that remained on the island. As the struggle intensified so did the U.S involvement. We diverted many idle assets to the region to restore peace at the gateway city of Corazol and provide a visible interest in the stability of the Southern kingdom but the North just couldn't take the hint that we were fully committed to this cause. They responded to our presence by attacking our supply ships in the waters of Southern Sahrani. As in previous wars, that was the final straw which forced our hand. Last week, the President declared war on the Northern Democratic Republic of Sahrani and since then our military presence continues to strengthen and expand.

Features:
Use of Kronzky's Urban Patrol script
Many other cool scripts by the team
Detailed briefing
Over 200 custom sounds
Unlimited Savegames

Mission Design and concept by SaOk and savedbygrace
All voices and radio by savedbygrace
Intro, outro and cutscenes by savedbygrace
Scripting by SaOk
Mission Editing by SaOk

Download 1.00 version from ArmaHolic (http://www.armaholic.com/page.php?id=6951)
Download 1.00 From Armed Assault Info (http://www.armedassault.info/index.php?game=1&cat=solo&id=132)

Addons needed:
CAA1 MOD (http://dev-heaven.net/wiki/cbp-caa1/HowToDownloadReleases#Yoma-Addon-Sync-Server)

CAA1-files that you need to play this mission:
cutsceneanims, enableSara, enableClassicalIslandIntros, worlds, IntroAnims, buildings, ct_buildings, hotfix, mics, plants, roads, rocks, signs, sara and oac core files

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/PDuYtczQRiA&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/PDuYtczQRiA&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> <object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/b10WaCW2oN4&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/b10WaCW2oN4&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

More screenshots:
http://img8.imageshack.us/img8/9979/flae4.jpg
http://img14.imageshack.us/img14/6026/flae2.jpg

Older ArmA2 SP-Missions
Counterattack to Polana:
Check 0.91 version from ArmaHolic (http://www.armaholic.com/page.php?id=6812)
Check 0.91 From Armed Assault Info (http://www.armedassault.info/index.php?game=1&cat=solo&id=133)
Russian Invasion:
Check 1.00 version from ArmaHolic (http://www.armaholic.com/page.php?id=6074)
Check 1.00 From Armed Assault Info (http://www.armedassault.info/index.php?game=1&cat=solo&id=62)

ConnorSG1
Jun 28 2009, 14:32
Mirror on ArmedAssault.Info (http://www.armedassault.info/index.php?cat=solo&id=62&setlang=en)

gunzz
Jul 4 2009, 06:02
i DL'ed but cant figure out how to get it to show up in the missions. I put it in my missions folder and that didnt work so i threw it in the basic arma 2 folder and that didnt work. please help

ArmaFreak
Jul 4 2009, 06:32
Sorry to have to ask an obvious question gunzz, and please dont take offence, but did you unzip it? I played this mission without probs at all.

---------- Post added at 11:32 AM ---------- Previous post was at 11:31 AM ----------

Oh and by the way, nice mission SaOk.

gunzz
Jul 4 2009, 07:58
It didnt give me an option to unzip it. it dl'd as a 7z or some shit not any sort of unzippable file and ive re-dl'ed 4 times

ProfTournesol
Jul 4 2009, 08:35
It didnt give me an option to unzip it. it dl'd as a 7z or some shit not any sort of unzippable file and ive re-dl'ed 4 times

My god :o: get 7zip tool ou winrar to extract those files...

gunzz
Jul 4 2009, 17:04
well sry never saw a 7z before

trickster1982
Jul 4 2009, 22:44
Nice mission!i started to get some lagging framerates when the russian jets started flying over but other than that it seems fine,i havent beaten it yet,the damn tank keeps getting me!:eek:

yatyas
Jul 5 2009, 06:33
Still have not been able to get it to show up

Kremator
Jul 5 2009, 06:35
Google is your friend .... USE IT !

BEEJ24
Jul 5 2009, 09:07
Google is your friend .... USE IT !

7z is freeware as well, thats why a lot of people are starting to use it... havent got around to playing this yet but hopefully will later :D

trickster1982
Jul 5 2009, 09:57
Those having problems - Winzip will extract the 7z file for you :)

SaOk
Jul 5 2009, 14:41
New version 1.0 of "Russian Invasion" is here. New reinforcements give little more chance to win, but mission still stays very challenging. See first post for more details.

Drasta
Jul 5 2009, 19:42
Great mission! It's a shame I just can win it :(

Drasta
Jul 7 2009, 22:05
I made it! Last night at 4:15 am! But I found only 2 transport vehicles :/ But I must say so far best SP mission :)
BTW. Sry for my bad English...

cartier90
Jul 8 2009, 20:56
what kind of framerate is one supposed to get . Im getting mid 20s....

synch_c
Jul 10 2009, 12:44
This is one tough mission! The only real gripe I've got is that too much depends on the AA. Whether they perform dictates whether you stand any chance at all from what I've seen and their performance is flakey at best. I'd suggest reducing the amount of AA and jets. It's still a really tough job even on the rare occasion the jets go down very quickly. And yes, before someone mentions it, I have found the Strela in the crates but if you're doing that you aren't doing something else ...

Anyway, suberb design. Very challenging, alot of different tactics and avenues to explore and a thoroughly professional finish. Looking forward to your next one.

Eagle911
Aug 4 2009, 01:59
I can't do anything as if i pop my head up i get shot 3 times

And only one save?

SaOk
Aug 4 2009, 12:22
You can have unlimited saves with second lowest difficult setting. I also play with that but AI skills set higher and many aids off. This mission is meant to be very challenging. I am planning to build a campaign around it and this "russian invasion" would have different missions for losing and winning.

InFireBaptize
Aug 4 2009, 13:01
downloaded. thanks, will give constructive feedback once played.

SaOk
Aug 13 2009, 13:48
New singleplayer mission - Counterattack to Polana is available. See first post.

subtee
Aug 14 2009, 07:00
New singleplayer mission - Counterattack to Polana is available. See first post.

Nice mission, everything worked fine.
tho i have not managed to complete the "russian invasion" mission yet, it's hard.

Hey, was that "Fly like an Eagle"-mission in Arma 1 yours? That was great, is there gonna be any follow up to that? Loved the voice acting in it, especially the spec ops dudes in the forest! :) LoLz

SaOk
Aug 14 2009, 08:41
Thanks :), yep I made that "Fly like an Eagle"-mission with SavedByGrace. We will start to create the sequel when he gets ArmA2 soon. I have also been converting "Fly like an Eagle" to CAA1-mod for ArmA2 but it still needs some tweaking and I probably need to wait until they make CAA1 public.

subtee
Aug 14 2009, 18:05
ok, great news !

stun
Aug 14 2009, 19:12
Saok what sort of hardware did you use to develop Counterattack to Polana? There appears to be more going on than my system can handle. I'm getting 20-25 fps for this mission, it's very choppy. The mission seems to be more demanding than any of the stock BIS missions or the campaign. I have a c2D E6400 @<hidden> 2.68 Ghz, 2Gig ram, 8800GT, XP sp3 and most settings on very low to normal.

SaOk
Aug 14 2009, 20:22
Is it as choppy all the time? Mission is using unit spawning to reduce unnecessary use of CPU and I dont use heavy civilian or animal modules. But it still have much units in battle at the same time which requires much CPU power. It runs smooth on my computer (Q6600 @<hidden> 3,4Ghz, 4Gig ram, HD4980 and Vista 64bit), but I will try to make the mission less demanding. I think there is still some idle troops just eating the performance which could be spawned later and I could lower the squad sizes little and substitute it with better skills (and maybe tactics).

stun
Aug 14 2009, 21:01
It was choppy for about the first 5 minutes or so. I sort of gave up on it at that point as it was on the verge of being unplayable with my set up. It would be really cool if you could downscale the mission a bit as I was really looking forward to playing it as it looks very promising.

SaOk
Aug 14 2009, 21:11
I will have the update ready for mission in few days. ;)

stun
Aug 14 2009, 22:37
Cool, thanks Saok!

SaOk
Aug 17 2009, 10:34
I uploaded 0.91 version of "Counterattack to Polana". this new version should be less CPU demanding. There is little less units overall but some of the enemy groups is spawned now when enemycount is dropped as much as the spawngroup have members. I also increased enemy skills and tweaked some waypoints.

SaOk
Aug 22 2009, 11:25
"Fly Like an Eagle"-mission is now available for ArmA2. See the first post. :)

Nazul
Aug 22 2009, 12:57
Nice! Great to see some missions using CAA/OAC addons.

SiC-Disaster
Aug 22 2009, 15:33
I remember Fly like an Eagle, that was a great mission!
I'll have to remember to download this when i get back from Belgium next week!

subtee
Aug 23 2009, 13:17
definetly want to try the fly like an eagle -conversion, as i really liked the original arma 1 mission , but the addon download page i pretty unclear what and how i should dload.

could the needed addons be 7zipped or rared and uploaded somewhere for easier download to us technically handicapped :)

SaOk
Aug 23 2009, 14:30
http://dev-heaven.net/wiki/cbp-caa1/Yoma_Addon_Sync_Server

Yoma Addon Sync server is the easiest way. You only need to download it (small file), extract, open exe, allow it to go internet and follow few simple steps (program even found my arma2 automatically). Finally it detects what files are missing and then you just mark the files you want to download and it installs them directly to arma2 mod folder called "x". Hardest part really is to add -mod=x\caa1;x\oac\oac_core to arma2 shortcut because it looks bigger than normal mod folders that I use.

Other way is to download files yourself from the HTTP server but you need to browse more, exract and move them to addons folder manually:
http://dev-heaven.net/wiki/cbp-caa1/HTTP_download

.kju [PvPscene]
Aug 23 2009, 15:19
There is also an installer now available (1.9 GB).
Available via HTTP or as torrent. Official news later today. :)

SaOk
Sep 7 2009, 20:39
New "Black Forest"-mission is released.

SaOk
Sep 12 2009, 11:42
"Black Forest"-mission is updated to version 0.92. With other fixes there is a new optional objective featuring NAPA.

maturin
Sep 12 2009, 17:36
I loved the concept behind Black Forest and had a blast playing it. Coffee? lol

Driving around in the fog, defending the trenches and ambushing the convoy, it was all well done.

The (I think) final battle was pretty complex, but unfortunately the vague instructions gave me no hint as to what I was supposed to do to end the mission. So I'm still stuck on a largely empty battlefield.

SaOk
Sep 12 2009, 18:04
After defending the west outpost, you need to hold the middle camp. A quite large area needs to be secured around the camp to complete it. With high command you can see the enemy contacts, but I agree that the last task isnt currently very good. I will improve it in next version and hopefully add much other features and also improve the dialogs/objective descriptions and other things to make the objectives more clear.

trickster1982
Sep 12 2009, 19:39
Really enjoying the Black Forest mission!
Was the convoy supposed to come all at once though?each vehicle came alone & were about a mile apart, and only appeared after the one before was destroyed. Also the last truck got stuck in the forest at the S bends seen as it followed a different route, so I had to go looking for it. I took the UAZ's from the middle outpost & parked up on the slope overlooking the road just outside Novy Sobor, then took out the vehicles with the mounted AT gun :cool:

Im not sure what to do with the NAPA sec op though, Ive saved the game just overlooking Stary Sobor, but am I supposed to wait till daylight before attacking seen as the NAPA guy mentioned they wouldnt be able to attack in the dark?seen as its only just gone midnight by the game clock, Ive a long wait if thats the case! I had one go at taking the town myself after seeing that tunguska take a friendly chopper down, but once we got into town my team was killed off pretty quickly!

SaOk
Sep 12 2009, 20:28
You can send NAPA squad to Stary Sobor anytime with HOTEL-radiosignal (0-0-8?). The mention was just to hint that they are more vulnerable when fighting outside of the citylights.

The convoy seems to drive very bad sometimes. I will try to give them speedlimit with "forcespeed"-command if that would help.

THEBLITZ6794
Sep 13 2009, 05:30
shouldnt there be some 2nd line of defense at orvets?

SaOk
Sep 13 2009, 09:33
The part at first line grew so much that I left Orlovets out. I will probably create another mission to feature that village or extend the "russian invasion".

THEBLITZ6794
Sep 13 2009, 17:59
imo, it should be on a grander scale. 1 problem though is that the left side on the line is horrible undermanned and they always flank us. perhaps pull some from the right and put them in the left. then a bigger defensive line at orvelets with some reinforcements and if that fails an ambush in the forest. idk just pondering.

SaOk
Sep 13 2009, 18:40
Good thoughts. I will try to update the "russian invasion" at some point. Longer missions are now much easier to create with FSM-scripts and other stuff I´ve learned.

THEBLITZ6794
Sep 13 2009, 18:57
i wouldnt mind a few guys in my personal team. like 3 rifleman.

SaOk
Sep 16 2009, 14:19
I would need voiceactor(s) for "Black Forest"-mission if anybody is interested. You could speak english (east-european accent is plus) or czeck (or maybe polish). Rookie actors are welcome but you should be over 20yr. Also you would need to know how to convert WAV voice files to OGG (and LIP files) with BIS tools.

And voiceactor(s) would be almost free in altering the dialog the way they want. I have currently about 70 lines to be voiceacted.

Contact me via PM or here if you are interested.

Tim Victor
Sep 16 2009, 15:35
Thx - these missions are awesome!

SaOk
Sep 18 2009, 19:45
Version 0.95 of "Black Forest" is here. New difficulty selection affects on ACM generated squads (much on skills [-/+ 0.3] and less on appearance rating [-/+ 10%]). "Hard" is the old difficulty level. There is also 3 half hidden optional targets now that affect on the final enemy assault.

Change Log:
0.95:
-Added difficulty selection
-Added a new optional task that affects on the later objective
-Updated the weapon selection
-Player can call reinforcements now
-Some changes in the last two objectives
-Added a new ending cutscene
-Added more music
-Fixed player artillery support
-Other fixes and tweaks

EDIT: and thanks about the positive comments (and feedback) you have posted! :)

Joseph Troska
Sep 18 2009, 21:49
Saok I have only played your Black Forest mission - and let me say it was absolutely awesome! The little touches made it great too - like having to get a coffee from the woman in the town to stay awake. This mission is definitely one of my favorites - the level of immersion is way up there! :)

For some reason only after I reload savegames in your mission the game starts to stutter really badly, and it's only ever happened with the Black Forest mission - it never even happened ever during the campaign for me, ArmA2 runs sweet on my machine - that's why I can't understand what is going on in your mission. It's fine up until I have to reload a save game.

Great work anyway dude! I'm gonna go check out your other missions!

SaOk
Sep 19 2009, 09:30
Thanks :)

The game also runs little slower on my comp after reloading. I will try to find a way to fix that.

InFireBaptize
Sep 19 2009, 17:39
want to come back and say "Fly like an Angel" is an amazing mission. Thanks.

fakename2
Sep 20 2009, 22:10
I'm really enjoying the mission so far (even if it doesn't run too well on my comp) but I'm stuck on the NAPA objective. I've cleared the town, taken out the tank, and cleared out the enemy barracks and field hospital, and nothing happens. The NAPA guys just stand around the field hospital area. Is there something I missed, or is this just a glitch?

---------- Post added at 10:10 PM ---------- Previous post was at 09:56 PM ----------

LoL, forget my last post. Turns out there was some guy hiding out in some bushes a couple hundred meters north of the town. I never saw him, but one of my guys did and he took him down by pure luck. In the future though, it would be nice if you made it so that the russians can't run too far away, so that people don't have to look all over for them.

SaOk
Sep 21 2009, 09:48
I will improve that NAPA objective. Russians are also often hiding in medic tent with only visible legs. Also I need to make an actor to replace player in cutscenes and it would be better to have separate selections for ACM skills and appearance rating.

russian_takeout
Sep 21 2009, 11:27
Fly like an eagle is the best mission i played so far. tnx

SaOk
Sep 24 2009, 15:19
New version 1.00 of "Black Forest" is available. Its hopefully a final version unless I get voicefiles for it in future. There is a new better difficulty selection, improved reinforcement system for player and new optional objective.

eirulan
Sep 27 2009, 20:37
You can send NAPA squad to Stary Sobor anytime with HOTEL-radiosignal (0-0-8?). The mention was just to hint that they are more vulnerable when fighting outside of the citylights.



Black forest: I accepted NAPA mission to attack stary sobor (and call reinforcements 0-0-8).
1) I decided first to go the Middle outpost to sleep and start the attack with NAPA the next day on daylight: well after the cutscene of the sleeping, the objective "capture the HQ in Stary Sobor" was signed as "failed".Is it correct?
2) So I went to Middle outopost to "take breakfast": nothing happened for 5 minutes (no text file, no" objective done"). Is it correct or is it a bug?
3) Performance: The graphics engine and fps are oscillating, it is not fluid as standard BIS Missions. Could be the AI load, some scripts loading. Just check to get more stable fps, as also others suggested.

Bye
Alex

P.S.: great great mission atmosphere....night, fires in the trenches...good!

SaOk
Sep 27 2009, 22:57
After you return to middle outpost for sleeping, you cant do the optional tasks anymore. It isnt informed very good in briefing. I should make small update for that.

In breakfast objective you need to go to west outpost to meet squad leader near small radio mast (cutscene). After that visit at tower where you should get visible text conversation before the action begins again.

For me the biggest performance drop comes from quite rare "Zero divider"-error which is a bug in Ambient Civilian Module. I have no idea why it appears but I will try to prevent it somehow. Also I could still try to decrease unit count in mission. There is some needless units at east outpost which could be deleted while player isnt near.

I will try to make an update for this mission soon.

Electricleash
Sep 27 2009, 23:25
Hi great mission spent nearly 8 hours (not non stop) on this beast. Nice touches with the coffee/breakfast/mission linking... but the big attack after 'breakfast' is just ridiculous and frankly impossible.

Rant start:
If my squad remain on the look out hill all is fine. Destroy anything that attacks.
But it seems there is a trigger that activates when you go back to the west outpost to defend, that imediately spawns overwhelming odds from all sides, there is NO way to survive let alone beat them back, they spawn far too close to the trenches. I don't know what the point of taking control of the two groups in High command are as they do nothing their told, not to mention that they seem to teleport all over the battlefield after enemies miles away.
Tanks, mass artillery, insurmountable odds versus pea shooters and limited static defences, friendly AI stand on top of the trenches and can't fire over them, they just get mowed down.
Rant ends. (just typed this having Alt F4 in furious frustration)

soooo....

This said up until this point was a really great mission.

Had no real problems with the performance.

One thing I would suggest before you start getting Voice overs, is to rewrite the dialogue, maybe get a native English speaker to help you out... it's not bad, but just doesn't flow like normal conversation would.
Keep up the good work!

Thanks

eirulan
Sep 28 2009, 08:19
In breakfast objective you need to go to west outpost to meet squad leader near small radio mast (cutscene). After that visit at tower where you should get visible text conversation before the action begins again.


Thanks for the tips. I'll try to complete the mission the next time!

:)

SaOk
Sep 28 2009, 10:22
Thanks for the feedback, Electricleash (and others). You are actually right with the high command - its not working as intended for the two group at west outpost. They would need proper "AI tactics"-scripts. I will improve the whole west outpost part. The objective shouldnt be impossible even now but its quite challeging and even more if you didnt destroy enemy artillery in one optional objective.

AI should already be able to shoot over the trenches as you can see in my old mission teaser clip: http://www.youtube.com/watch?v=NoSqHWZFsik

Have you set up the AI skills in settings? I am using 1.0 skills for friendlies and 0.6 for enemies. I think it gives a nice balance with good team-mates and challeging enemy.

And the dialogue is poor now and it definitely wont be voice-acted without massive changes. I am waiting for my skillfull american writer friend to get his copy of ArmA2. Before that I could try to improve it myself but it will never be very high-level. ;)

SaOk
Sep 29 2009, 12:22
New version of "Black Forest" is here again. It should run much better now. There is less scripts running background, more unnessecary stuff deleted during the mission and also there is little less unimportant units at east outpost. I recommended not to overuse the ACM rate. 0.4 is already giving much ambient units around you.

There is also other changes and tweaks. e.g. Breakfast-objective is little less challenging with new minefield and rebalanced unitpower on both sides. ACM is also dropped to 0.1 after sleep to prevent unnessary performace loss and weird events in last two objectives.

Electricleash
Oct 2 2009, 10:13
Good news, will have another go at this, hopefully over the weekend.

Deyneko
Oct 4 2009, 08:03
I would ask about Black Forest...
After "we" have hold west point nothing appear - no enemies at least to close of us (I for example shouted down bmp-3 and btr-90 etc)... Mi-24 flying over us, there are infantre and our T-72 etc ... all is calm... But this task doesn't comlete - I don't know what I need to do for comlete this task :)
Will other task in this scenarion or this is (defence) last?

SaOk
Oct 4 2009, 09:17
Have you moved from the breakfast tower to the bigger outpost (the real west outpost) with trenches, other fortifications and tents? After you go there the last enemy squads arrive. I should have changed that to trigger off with a timer instead of player presence.

Deyneko
Oct 4 2009, 13:47
Have you moved from the breakfast tower to the bigger outpost (the real west outpost) with trenches, other fortifications ...
Yes, immideately I run to there and for example I use SPG-9 (cannon) to hit enemy armored vehicle (APC, Tank etc). And I run/walked practically on all that territory during russian assault. Frankly speaking I tryed to reply this episode many times without any success of complete this event. And once I dicided to travel to (?) outpost (previos optional task) to meet Ivan after fighting near the west outpost because I thought it is necessare for complete mission, I met only one men there was also without success to speak or other things (exept standard questions like - did you see here any interestins etc) So on my way I sought two russian tanks to South from west point, but next time I didn't find them.

Anyway this your mission is very interesting and nice for me. If you want I can give you some suggestions in private but it is not means that anyting is wrong.

SaOk
Oct 4 2009, 14:11
Deyneko, be free to send those suggestions here or private mail. I will also test that part again if there is something wrong, but it have worked fine before.

Deyneko
Oct 4 2009, 17:30
I will also test that part again if there is something wrong, but it have worked fine before.
Terrible sorry! :) Its works... I just didn't understand that I must go to "lower" part of the West outpost. I have completed this task.

SaOk
Oct 4 2009, 18:10
Nope. :) I am glad that it was working right. But still that part seems to be confusing for many. I´ll see if I can make it better some day, but currently I am focusing on campaign which will have all the current three missions (with changes) and a lot of new ones. There will be playable characters on both sides (Russian and CDF) which could be a bad idea but lets see how it looks. :D

Deyneko
Oct 4 2009, 20:07
Nope. :) I am glad that it was working right. But still that part seems to be confusing for many.
Because for examle I tried to stay on the high point for superiority - it is better position you сan see all battlefield. Also you have there a cannon, two DSHK mashinegun - so for me it is logically better position and in real situation I wouldn't change position. After your suggestion I went to lower position I hear shooting but nothing to saw upsun and I run to enemy empty tank. Next I got in it and killed them all include BMP-3 :)


I am focusing on campaign which will have all the current three missions (with changes) and a lot of new ones.
COOL we will wait.

SaOk
Oct 4 2009, 22:02
There will be an update to improve the breakfast objective. Thanks Deyneko for great feedback here and in private message. ;)

kanakbob
Oct 28 2009, 21:21
hi!
Is there someone found the "missing soldiers"? (3rd objective)?


Edit: Ok I found them. I think it was a bug, because I went at the same place many times, and they were not here.
Sorry for my bad English.
And...
Very good mission!!!

SaOk
Oct 29 2009, 09:20
Thanks kanakbob :). Thats right - The 3rd objective can go different way and if you dont find them the mission will still continue with failed 3rd task status.

SaOk
Nov 10 2009, 11:38
I updated Black Forest to version 1.20. The breakfast-part should be better and more reasonable now. There is some other changes too. See the first post.

SaOk
Nov 28 2009, 20:19
New hotfix 1.3 is ready for Black Forest. ACM didnt work at all if you chose disabled air patrols. I also changed the convoy route. Its working good now with some other new details and tweaks. Hopefully this is the last update for this ;)

maturin
Nov 29 2009, 22:27
Having fun with the NAPA optional objectives right now. This mission is a blast, but man, can it be harsh.

Trying to snipe trucks protected by a BMP-3 using a UAZ, or sneaking up on a Tunguska with an RPG-7, or engaging Russians at long range using AK-74s, you're consistently outclassed. Thank god for that ammo cache in Stary Sobor.

Tonci87
Dec 1 2009, 09:16
I really like your Mission, but from the point where I blow up the Russian Artillery the Wounding System is just f.... up. My Men are getting filled with bullets, but don´t take instant damage because off that. But then after 10 seconds or so they fall over wounded or dead. Medics also don´t work anymore. I really have no Idea whats wrong with that, I just know that it only happens in your Mission. Any Ideas?

SaOk
Dec 1 2009, 09:27
That sounds strange. The artillery task shouldnt have any effect on players group. I´ll try to see if I found something which could cause that in my scripts, but that havent happened to me yet.

Tonci87
Dec 1 2009, 09:35
I tried your mission a montha ago, and had the same problems, Then I ignored them but couldn´t finish the mission because I got "stuck" in the sleping movie. I fear that this will happen again.
Your Mission also behaves quite funny after reloading.
I´m betatesting ACE2 and after reloading suddenly most of the ACE Features like Weapon resting and so on are disabled. When i Quit the Mission and start another one, they work fine again. It coukld be that something is wrong with reloading in your Mission. I´ll have to test if the Problems with the Wounding system really come up after blowing the Arty, or aftzer blowing and saving/reloading after that.

maturin
Dec 1 2009, 16:38
It would be nice if destroying the Grads prevented artillery from falling on the lookout tower position.

SaOk
Dec 1 2009, 18:00
It would be nice if destroying the Grads prevented artillery from falling on the lookout tower position.

Destroying Grads are currently preventing the other artillery strike on the west outpost with bigger dispersion. The strike to tower is meant to force player back to the west outpost. But I may change it someway in future.

maturin
Dec 1 2009, 18:06
Destroying Grads are currently preventing the other artillery strike on the west outpost with bigger dispersion. The strike to tower is meant to force player back to the west outpost. But I may change it someway in future.

I died from an artillery strike on the west outpost after destroying the Grads, but come to think of it it may have been a result of the glitchy support targetting system where you click on the map and the crosshair jumps half a click away.

Tonci87
Dec 1 2009, 19:09
You mean you killed yourself with it? ^^

SaOk
Dec 8 2009, 12:48
I am also testing the "black forest" now with ACE2 Beta. Not encountered yet the first aid problem, but one cutscene showed as black screen. I´ll try to make the mission fully compatible with the great mod and probably add even more features and other stuff.

jasonnoguchi
Dec 8 2009, 13:54
Awaiting to play Black Forest with ACE2. :)

EBass
Dec 10 2009, 03:55
I do like your missions but I ALWAYS seem to have script firing problems with them. In this case I've cleared out the whole of Starky Sobor and called in NAPA, but the "Take the HQ/City" objective just won't complete.

SaOk
Dec 10 2009, 09:46
In Stary Sobor there is a enemy soldier in one of the fortresses. He is usually there until player finds him. All other enemies in the town should move so much that they cannot hide long. There is small change that someone could hide in tents at the hill (marked as barracks).

I am currently trying to find what is causing the weird oscilateing performance drop sometimes. It usually comes during NAPA objectives or its connected to saving&loading. It could also be the ACM or civilian ambient module. I am deleting much soldiers and animals from places to where player no more enters, but the lag can still be there. E.G. at breakfast there isnt almost anyone (including dead bodies) outside the forest, but that dosent have much impact on performance if its already bad when returning to sleep.

EBass
Dec 10 2009, 13:37
Urgh now I have the same problem for Kaminsky, killed everyone, been running around for half an hour going in all the buildings, trigger won't fire.

SaOk
Dec 10 2009, 14:03
Kaminsky is a hidden objective. You need to destroy artillery-trucks to complete it. No need to clear the area in other way.

EBass
Dec 10 2009, 15:34
I must seem like an idiot here................... so nowwww I'm at the West Outpost they tell me food will arrive any second and errr it doesen't. Nothing happens, no further objective, no breakfast, the only hint I've got is they've told me to sit down, but none of the benches are entities I can sit upon.

SaOk
Dec 10 2009, 17:10
After about 1-3min waiting at the hill, a russian recon plane should show up to start the next objective event. Soldiers at hill, dialog and the recon plane are all made with the same fsm script, but there is a small change that the script is stopped if the recon plane is alive but stucked somewhere. To next version, I´ll update the condition to spawn a replacement also if the plane is near to the ground.

If you have a savegame before entering the hill, you should be able to avoid the rare bug.

EBass
Dec 10 2009, 22:08
Hmmmmmmmmm no I've gone right back to starting from the beginning twice and nothing happens even after 20 mins at the hill.

SaOk
Dec 11 2009, 09:49
Thats very strange. I havent had problems with that before. I am going to test that part again with ACE2 and latest beta. Also without ACE2. Something isnt working anymore like before.

EBass
Dec 11 2009, 11:21
Right finally finished it after one or two restarts. Great mission, HOWEVER. Fly like an Eagle? I go through the camp with the special forces and they just all wait by the exit gate and nothing happens, if I go up to the prisoners they just say they will only tell me name rank and serial number.

SaOk
Dec 11 2009, 12:15
POW will be released by one of the two AI teams. I guess that the right one havent yet completed their waypoint to launch that event. You need to just wait. The teams could be quite slow and even slower with the new beta AI´s. But there is also a small chance that AI group stucks. I tried to prevent that by removing all pistols from SF soldiers and putting objects near bridge and the castle ruin to places where they seemed to stuck easily. I should do new test rounds now again, because the mod and the game have changed much after releasing the mission.

EBass
Dec 11 2009, 13:13
Yea, got it, the West Team was stuck by the Bridge to the West, I errr "fixed" the problem by shooting the leader in the head. That got them going again, two great missions mate, I guess I'm just unlucky with your scripts.

SaOk
Apr 16 2010, 15:58
New version 2.00 of Black Forest is released with massive changes (including voice-acting). See the first post for more info and download link.

trickster1982
Apr 17 2010, 09:50
New version 2.00 of Black Forest is released with massive changes (including voice-acting). See the first post for more info and download link.

Just been playing that, I downloaded it from Armaholic last night! I got as far as going to attack the convoy but a russian patrol wiped me out. Seems better than the previous versions (which were still good), only things that kind of bugged me was that I dont think the CDF would be talking in American accents, but regardless its still a good effort you've made! And I dont think the CDF would have that radio booming out quite as loud but its still a nice touch, especially the Led Zep :D

SaOk
Apr 17 2010, 11:22
Thanks. The biggest changes in mission can be seen after the convoy task. There is much new extra details and even one very small hidden task.

It was very hard to find an east-european voice actor which would have also recorded over 100 lines with good quality. I even tried to record few samples with my finnish voice (which is also a wrong accent) but I cant voice-act at all. SavedByGrace actually even tried to learn the east-european accent but it was just too big challenge in the short time. Finally I asked him just to speak with normal voice which I think is very great even in this mission if you dont pay too much attention to the accent. :)

I agree that radio is still little too loud. I probably lower it more if I release will a new version someday again.

subtee
Apr 19 2010, 23:20
Great update with the "Black Forest" -mission.

Only thing is that pretty often when i try to save or load a save if i died, the game crashes. Didnt have this issue with the previous version. Any ideas? (No Mods etc)

Edit: Im also at the "Hold outpost Selek -task" (wich was the last task in the previous version) and no enemy seems to come and attack. Ive been waiting atleast 15 minutes and all is quiet no enemies nowhere.

AnimalMother92
Apr 20 2010, 06:33
great stuff saok, thanks for your work :)

SaOk
Apr 20 2010, 10:05
Thank you. I got also CTD once when trying to load an autosave (created with 0-0-1) in convoy task but I dont have any idea why it happened.

In "Hold outpost Selek"-task russians are attacking slowly with a simple tactical plan. First there are only few groups trying to flank you and when they are alarmed then more will arrive. The battle should be going about 4-7 minutes after the created task. To finally finish the task easier - there is also a new dynamic markerzone to show inaccurate position of random enemy. Its updated every 20 seconds. All enemies should head to Selek but the last few left should be easier to find with the marker if needed.

SaOk
May 1 2010, 16:10
I made some small tweaking for "Black Forest". ACE2 users will get more weapons to crates (that are also much more random with inventory) and also face a little different russian assault at morning (one T80 is now BMP3 because the mod makes AI tanks much more deadly). You can find the new version 2.1 download links and change log from first post.

Manzilla
May 1 2010, 19:47
Thanks for the ACE2 version! I love this mission so the ACE2 stuff is appreciated, I've been hoping you'd make an update like this.

A few questions though:

I can't seem to find any rucks in the crates anywhere, did you not add any? If not could you please do so. It's always nice to have rucks in missions, especially in one like this.

Second, does the "advanced first aid" option at the beginning use the ACE2 Wound System? I couldn't find any ACE2 med supplies in the crates either. If it's not used would it be possible to add it? The way wounds are handled is just so damn fun.

I looked at the mission in the Editor but I didn't the Module on the map, not sure if you activate it some other way though. I was gonna add that for personal use but I'm assuming it will mess stuff up since there's a first aid system present. I can always just add a ruck to the crates as well but I figure I'd ask if they were present.

This mission is a boat load of fun though. It's always been one of my favorites. Thanks again for adding ACE2 support!

SaOk
May 1 2010, 20:12
I totally forgot that there is rucksacks. I will add them to next version but it will take some time so there would be also other new content. I already tried to create ACE modules via scripts but those didnt work. I could not place them in editor because then the mission would require ACE. As a pointless experiment - I like to keep the mission one file which would work for all. :)

When I get the spawned modules to work, there will be that ACE2 wounding system to choose from starting dialog. Also at least AI talk and Radio sounds will be there.

And I could add much more other features and stuff if there is more ideas (from anybody).

Edit: if you add the ACE2 Wound System yourself then disable advanced first aid from starting dialog. And the rucksacks could be added in script-files that start with "ACE".

Kommiekat
May 2 2010, 06:13
I can't seem to find any rucks in the crates anywhere, did you not add any? If not could you please do so. It's always nice to have rucks in missions, especially in one like this.

Hey guy,

Um.....I've noticed rucks on other missions on this board, and I cannot figure out how to use them once I add it.

I'd like to add extra ammo or something. Is that what they are used for or is it purely cosmetic?

Thanks!

Manzilla
May 2 2010, 12:32
Hey guy,

Um.....I've noticed rucks on other missions on this board, and I cannot figure out how to use them once I add it.

I'd like to add extra ammo or something. Is that what they are used for or is it purely cosmetic?

Thanks!

No. The rucks carry more stuff. For info about ACE2 check their WAGN:

http://ace.dev-heaven.net/wagn/Documentation#ACE2%20Demo%201

Check under Features-> Rucksacks

I totally forgot that there is rucksacks. I will add them to next version but it will take some time so there would be also other new content. I already tried to create ACE modules via scripts but those didnt work. I could not place them in editor because then the mission would require ACE. As a pointless experiment - I like to keep the mission one file which would work for all. :)

When I get the spawned modules to work, there will be that ACE2 wounding system to choose from starting dialog. Also at least AI talk and Radio sounds will be there.

And I could add much more other features and stuff if there is more ideas (from anybody).

Edit: if you add the ACE2 Wound System yourself then disable advanced first aid from starting dialog. And the rucksacks could be added in script-files that start with "ACE".

Thanks bud, I'm glad to hear you will add more ACE2 stuff. This mission just keeps getting better. Thanks for the info too.

Tonci87
May 2 2010, 13:36
What is this advanced first Aid system anyway? Is it the Standart BIS one?

SaOk
May 2 2010, 13:46
New 2.2 version is released with this change log:
-Option to choose ACE2 wounding system (if the ACE2 is detected)
-AItalk module enabled (if ACE 2 is detected)
-More gear in crates for ACE2 users
-Fixed: Small bug in radio script

There is now much more gear (inc. rucksacks, medicines and different explonsives to be found in outpost selek). The new starting dialog (for ACE2 users) allows only 5 seconds to choose wanted advanced first aid system because it seems to be only possible that way. "BIS system" is the vanilla game advanced first aid, "ACE system" is ofcourse the mod system and "Disabled" have it in old OFP style.

@<hidden>, ACE2 have its own first aid system which enables different features (inc. different medicines). I dont like the current medic behaviour in it but maybe it takes some time to get used to it. :)

Tonci87
May 2 2010, 17:02
What was it like in OFP, I seriously can´t remember....?

SaOk
May 2 2010, 17:14
OFP had no animations for injured men and medic could heal in few seconds. Wounded soldiers could also run or at least crawl normally.

SaOk
May 3 2010, 15:55
The ACE wounding system may not work right yet in current version. It works great in editor but the briefing (when playing in normal way) can make the ACE wounding system enabled too late. I have briefing removed at start in next version which will be released in few days with many other new changes. I´ll try to make the next version feel more polished and complete so there wouldnt be need for more hotfixes. :)

Edit: The next version could take some more time. I have maybe found a reason for low fps. It seems that I need to store all units to own scripts away from mission.sqm file which only give 1/3 of the fps back when units that are stored in it are deleted. Script spawn units dosent seem to loose any fps in cycle of spawning and deleting. I hope this will work but it may not fix the slow down after loading savegames. I continue searching the issue.

SaOk
May 6 2010, 19:21
New version 2.3 is here. I made much changes to improve fps. The difference seems to be about 2-6fps. There is some important gamebalancing for ACE2 users, updated crates, more ACE2 vehicles for enemy and ACE2 wounding module should work right everytime now. See the first post for download link.

SaOk
May 12 2010, 19:36
There seems to be a really bad bugs in ArmA2 that destroys FPS in big missions, no matter what you do. I have quicker body removal in unreleased version, but it dosent help much, because the biggest problem is that deleted units only bring 1/3 of performance back that they took. Also dead units are as bad for performance as alive units. I hope to see those fixed in future. I made bug reports with sample missions to dev-heaven. You could give a vote for the issues there to hopefully wake up BIS sooner to fix those. ;)

http://dev-heaven.net/issues/10542
http://dev-heaven.net/issues/10544

kMaN_(KYA)
May 15 2010, 01:08
dude, that is an awesome mission! The music is good and it's perfectly timed. I tried using the ACE wounding but it didn't work. I haven't finished the mission but so far it is one of the best SP I have played yet. The cut scenes really add some depth to the story!

SaOk
May 15 2010, 09:04
Thank you. :)

ACE wounding system should work, but I am going to test that more. They changed script execution times to faster in latest beta. That may decrease the time that you can use to enable the wounding system.

I am also working on new version that should work with much better FPS. I am avoiding the invisible 100 unit(or entity) limit that seems to lock the fps to low rates and cause stuttering. I still need to do more testing and balance body removal script and unit spawning.

SaOk
May 20 2010, 12:43
"Black Forest" is updated to version 2.4. There is much work done for better perfomance. For me the FPS is over 10fps better now at some points. You should notice the change especially at Novy Sobor and other optional tasks. I needed to remove civilian module, much of animals and some vehicles to avoid FPS breakdown. There is also less AI but they are better skilled. I would suggest to play with "Veteran".

Savegames also seem to work better now. I converted all over 100 SQS scripts to SQF and its seems that it was a good move.

Edit: For mission creators - I added some instructions of the scripts in OFPEC beta thread (3rd page) that are used in this mission. You can use freely all the scripts in this mission if you like. If you have some questions, send PM to me or ask here. Lets leave the OFPEC thread for mission beta testing.

http://www.ofpec.com/forum/index.php?topic=34072.0

Edit2: BIS released today a new beta patch 70951 which fixes also late game FPS issues in this mission.

SaOk
Jun 21 2010, 11:58
New SP mission "Balota Highway" is released. Its a basic infantry combat day mission with some custom gameplay features. There isnt yet much cutscenes, but the mission should be fully playable from start to end. I will make some missions next to Operation Arrowhead, but there will be updates for this mission too in future.

See the first post for full feature list and download link. Mission dosent require any addons but if you use ACE2 then there will be some more gear/weapons and AI talk enabled.

subtee
Jun 23 2010, 11:08
New SP mission "Balota Highway" is released. Its a basic infantry combat day mission with some custom gameplay features. There isnt yet much cutscenes, but the mission should be fully playable from start to end. I will make some missions next to Operation Arrowhead, but there will be updates for this mission too in future.

See the first post for full feature list and download link. Mission dosent require any addons but if you use ACE2 then there will be some more gear/weapons and AI talk enabled.

Just finished this.
Quality mission from from you sir again !

Manzilla
Jun 24 2010, 10:07
Yes great mission mission but I can't seem to use the ACE2 earplugs and the lost supply crate doesn't seem to do anything. There's just a crate, no action available or anything else.

Other then this It's great fun.

Thank you!!

SaOk
Jun 24 2010, 10:32
Thanks subtee & Manzilla.

You need to drive the construction truck very near to the supply crate to receive some extra resources for fortress/static weapons. I will improve that area in next version with better guidance.

The earplugs may not work. I heard that the custom identity command would break them. I´ll see if I can fix it someway. The ACE2 users could maybe have custom indentities disabled.

I am also planning to add a new switch (via radio) to enable/disable HC group engage orders for team members. That would keep the AI groups together if wanted. Currently they sometimes send separate rambo soldiers to die alone.

Manzilla
Jun 24 2010, 11:15
Ah, the construction truck. Didn't try that one.

Thanks for the tip! :)

SaOk
Aug 29 2010, 16:57
New "The Battle Of Zargabad"-mission is released featuring the new British Forces DLC. Its a basic infantry mission with detailed stuff. No "high command" or other arcade style features in this one. Mission is still at beta state, but should work great and offer an enjoyable journey without any bigger errors. In future versions, I plan to improve the dialog, add more objectives maybe and hopefully include voice-acting. If you are interested to voice act (british, german, czech)-voices, be free to contact me here or via private message. German and czech voices would be needed for few lines during the fighting. British voices would include fighting and also radiochatting.

Edit: Let me know if there was something that you didnt like in the mission. I am trying to make it as good as I can so all suggestions and thoughts are more than welcome.

Jonn
Aug 29 2010, 22:59
Will download, Thanks for the mission.

EBass
Aug 29 2010, 23:40
Battle of Zargabad, last objective, I've been told its complete and that we're returning to the city to hunt more enemies but the objective remains unticked and nothing happens, apart from that bug great mission.

SaOk
Aug 30 2010, 09:54
Thanks. :)

The last objective should be completed after hunting those remaining enemies in Zargabad. There is a marker system helping the player to find them, but I agree there chould be a separate objective for that. I´ll add it, check all the triggers and add also a new debriefing text (the current one is from old chernarus mission - sorry). I also need to rewrite much of the dialog.

ToddRivers
Aug 30 2010, 12:22
When I tried Zargabad I had words cut off at the bottom in the cut scenes, probably a difference in resolution/aspect ratio, also my player had an american accent instead of the expected English one (team mates use the BAF voices) Didnt finish it but its looking very good so far!

Im going to restart it again later without any mods whatsoever just incase.

SaOk
Aug 30 2010, 12:33
You are probably right since resolution/aspect ratio also affected on my custom difficult selection dialog in "Black Forest". I didnt realise until now that also the dynamic text is behaving in the same way. I correct it to next version. I am also searching for the right british radio speaker setting. I tried guessing it with "Male02GB","Male02BR","Male02BRI" but any of those didnt work.

Zipper5
Aug 30 2010, 14:12
Perhaps it's Male02BAF? I bet it involves BAF somewhere. :p

SaOk
Aug 30 2010, 14:17
Perhaps it's Male02BAF? I bet it involves BAF somewhere. :p

A great suggestion. It ended up being "Male02_BAF". :)

SaOk
Sep 1 2010, 16:35
There really is a bad bug in last objective. The mission will not end. Big sorry for that. Its fixed and whole objective made better in next version, but it could still take time to be released because there is voice-acting coming.

EBass
Sep 2 2010, 23:54
Good stuff. I also noticed that occasionally the ammo truck marker gets "stuck" so you park it somewhere and place a minefield, but when you move it on the ammo truck radius stays in the previous position.

Fennek
Sep 22 2010, 01:15
*edit* ok found it, never mind^^

I like the start, i thought i wouldn't recieve NVGs and mentally prepared for it and night-warfare behaviour - no light, only slow driving. then i arrived at the outpost and got welcomed by a searchlight and music ... eeek ^^" so much for not giving away position

SaOk
Sep 22 2010, 18:29
I ended up adding the few searchlights because russians have NVGs, but CDF is meant to have only very few which would leave them even easier targets without searchlights. And when you need to use lights then why not to listen some music too while waiting for superior enemy. ;)

But I could update the "Black Forest"-mission even more some day with maybe some OA-features and new gameplay options. There could be some guns with spotlights instead of NVGs if wanted. If played with ACE2 mod, then you can already find a flare gun in one of the crates in middle camp.

Fennek
Sep 22 2010, 19:30
Even with NVGs you don't see that far. A searchlight is like a star in the middle of the wood for these ^^ but ok for AI it doesn't really matter anyway i think.
Not sure if flashlights are so helpfull in woodland terrain as they are pretty shortranged.

I think a scenario where both factions only have low-tech stuff would be pretty interesting.

Finished your Black Forest mission, it was very nice. Especially defending the outpost on the hill. Very intense battle, with enemies from all sides. Only 3 men in total survived on CDF side ^^

SaOk
Nov 6 2010, 20:21
New version 1.2 of "Balota Highway" is released. Mission requires now Combined Operations and BAF DLC, but I kept the orginal ArmA2 version as backup under the new download link.

Changel Log:
1.2:
-New long intro
-New Battleshouting (voices by SavedByGrace, Bardosy & Poacher)
-Added MedicPack-system
-Added British units
-New custom gameplay elements
-Added Loadingscreen (pic by unknown author)
-Much other fixes/tweaks

Thanks for all feedback here.

Btw. Next version for "The Battle Of Zargabad" is delayed until my friend gets his computer working. It could take even few months, but I also have time to improve the mission in other areas.

SaOk
Nov 13 2010, 22:12
A new version 1.4 for "Balota Highway" is here. There was some unneeded flaws in 1.2 which are now corrected. Also many new features and proper long outro are added. See full change log and download link at first post.

SaOk
Nov 16 2010, 20:56
A new version 1.0 of "The Battle of Zargabad" is finally here with massive changes including full voice-acting. Thanks to voice-actors! See first post for download links.

Change Log:
1.0:
-Added full voice acting including combat voices & ambient radio (by Bardosy, Dale0404, Poacher & SavedByGrace)
-Language corrections (by SavedByGrace)
-Last task fixed/made better
-Better reinforcement system
-New optional auto-rearm zone near Ammotruck (could be usefull for ACE2 users)
-More randomness
-More custom scenery
-New cutscene
-Credits added
-Ammotruck marker should work better now
-Better animations for medic pack system/minefield builders
-Added new OA advanced hints
-Many other tweaks/fixes

subtee
Nov 20 2010, 01:47
Iv'e praised your missions in the past, and here i am doing it again.

Completed both of the newly updated missions, great work, also really nice touch with the chosen music in the outros etc.

Also liked the apache support in the last fight in balota highway, made things easier. So many other good things too, that i cant remember now :)

Hope you'll make more big scale missions, with lots of units and air support etc!

SaOk
Nov 20 2010, 10:22
Thank you :), Ive been a big fan of Grizzly Bear (band) from summer and ended up to include some of their music to "Balota Highway".

I will definitely try to make more big scale missions. I have worked much on methods to keep fps good in big dynamic missions. Air support is a nice and showy way to clean enemies from far that would require less fun hunting for player.

I will still update both missions. "The Battle of Zargabad" is closer to finished. For "Balota Highway", I could still add some sidetasks and rework few things. Also improve dialog before trying to find voice-actors.

Few of the best videos of that Grizzly Bear, you cant find bad songs from them:
http://www.youtube.com/watch?v=mQ4jZeGUFzI
http://www.youtube.com/watch?v=XcQAOfa__ro
http://www.youtube.com/watch?v=42K4ZXZOivI
http://www.youtube.com/watch?v=9bGEv0YvWHE
http://www.youtube.com/watch?v=sm3aG-HJInw
http://www.youtube.com/watch?v=CKqNCqox6M8

subtee
Nov 20 2010, 11:58
Thank you :), Ive been a big fan of Grizzly Bear (band) from summer and ended up to include some of their music to "Balota Highway".

I will definitely try to make more big scale missions. I have worked much on methods to keep fps good in big dynamic missions. Air support is a nice and showy way to clean enemies from far that would require less fun hunting for player.

I will still update both missions. "The Battle of Zargabad" is closer to finished. For "Balota Highway", I could still add some sidetasks and rework few things. Also improve dialog before trying to find voice-actors.

Few of the best videos of that Grizzly Bear, you cant find bad songs from them:
http://www.youtube.com/watch?v=mQ4jZeGUFzI
http://www.youtube.com/watch?v=XcQAOfa__ro
http://www.youtube.com/watch?v=42K4ZXZOivI
http://www.youtube.com/watch?v=9bGEv0YvWHE
http://www.youtube.com/watch?v=sm3aG-HJInw
http://www.youtube.com/watch?v=CKqNCqox6M8

Havent heard that band before.

I honestly thought that it was some band from 60's or 70's, it sounded just like from that woodstock hippie era, like jimi hendrix and beatles etc.

They kind of have that samekind of sound to them.

Fits perfectly in the outro though, maybe co's those kinds of songs were used in the hollywood vietnam war movies etc. :)

SaOk
Nov 20 2010, 12:37
They indeed play in very old great way with real instruments that are all easy to hear. Each song is full of different details, experimental structures and there is no clear genre (still more folk than rock). They just go from mood to next with e.g. heavy use of harmonic singing, amazing partly even jazzy drumming and big variety of different instruments.

They seem to have at least two very talented and different song creators Daniel Rossen and Ed Droste who both created a solo album before even playing public in any band. Then they teamed up with multi-instrumentalists Christopher Taylor and Christopher Bear and created "Yellow House" which is definitely one of the best albums I´ve ever heard. Quite chaotic album at start, but the more I hear it, the better it is. Their second album "Veckatimest" have bigger singles, but overally I like more the first one. I cant wait their next albums, those could bring more real gems.

subtee
Nov 20 2010, 13:41
They indeed play in very old great way with real instruments that are all easy to hear. Each song is full of different details, experimental structures and there is no clear genre (still more folk than rock). They just go from mood to next with e.g. heavy use of harmonic singing, amazing partly even jazzy drumming and big variety of different instruments.

They seem to have at least two very talented and different song creators Daniel Rossen and Ed Droste who both created a solo album before even playing public in any band. Then they teamed up with multi-instrumentalists Christopher Taylor and Christopher Bear and created "Yellow House" which is definitely one of the best albums I´ve ever heard. Quite chaotic album at start, but the more I hear it, the better it is. Their second album "Veckatimest" have bigger singles, but overally I like more the first one. I cant wait their next albums, those could bring more real gems.

Ok, thanks for the lesson!

Yep, theyr definetly on to something :)

I guess i need to check that "Yellow House" -album co's iv'e been listening that "While You Wait for the Others" song you linked on youtube now few times on repeat:)


EDIT: Whoa, just found out that they are signed to Warp, wich is a pretty decent record label!
More on some electronic tip imho... so definetly need to check and listen to those two albums.

SaOk
Nov 20 2010, 20:40
That "While You Wait for the Others" was the song that I also heard first from the band and made me to learn more of them. Daniel Rossen who probably made that song, have also other (two men) band - Department of Eagles with many excelent tracks from early half-joke demo works to more current Grizzly Bear like.

http://www.youtube.com/watch?v=ZtEUtpbb4kU
http://www.youtube.com/watch?v=CCmMlQ2VWPc
http://www.youtube.com/watch?v=r9vT6DwRr9U

SaOk
Nov 23 2010, 07:09
OFPEC made a review of "Black Forest"-mission:
http://www.ofpec.com/missions_depot/index.php?action=details&id=271

nettrucker
Nov 23 2010, 09:37
Hi SaOk

just saw you scored a 9 out of ten on OFPEC which is a great achievement. OFPEC reviews are tough but fair you know that.
keep up the good work.
kind regards

SaOk
Nov 23 2010, 12:13
Thank you. :)

SaOk
Nov 30 2010, 21:52
New version 1.1 of "The Battle Of Zargabad"-mission is here. I fixed some few remaining bugs and added content from PMC DLC. Mission may work without those DLC:s but not sure. See the first post for change log and download link.

bboy
Dec 2 2010, 22:47
I played "The Battle Of Zargabad". Really, really good work! Its rare to see some kind of missions over here... You put a lot of work to make it, its clear... Im goona try all of your missions... and i'll bee looking for them in the future... Thanks...

One thing... How you makking those beautiful photos, like that in overview, with BAF soldier? And if you can to explain to me, how to put that on loadout?

SaOk
Dec 2 2010, 23:36
Thank you :),

I use camera.sqs with showcinemaborder false command and disabled cursor (maybe L key - not sure). Then I just take much pics with fraps and choose the best. Overview pic is 1024x512 in jpg format (512x256 should work too), loading screen is 1920x1200 copied over a bigger template with free GIMP (photoshop is good too) which is then converted to paa with textview. Loading screen can be jpg but the quality is much better with paa.

Zipper5 posted the loading screen template in this topic (4th post):
http://www.ofpec.com/forum/index.php?topic=35157.0

There is also overview template but I didnt end up using it.

Mission overview.html looks like this in notepad:

<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
<!--------------------------------------------------------->
<!-- Overview file for Armed Assault -->
<!-- Created with ArmA Edit - Version 1.3.4000 -->
<!-- -->
<!-- DO NOT edit this file manually to guarantee it can -->
<!-- be re-opened by the Overview Wizard. Click the -->
<!-- "Edit Overview" button on the toolbar to edit. -->
<!--------------------------------------------------------->
</head>
<body bgcolor="#FFFFFF">

<!-- [OVERVIEW_WIZARD_20] -->

<!-- Overview Picture -->
<br><p align="center"><img src="overview.jpg" width="165" height="100"></p>

<!-- Overview Text -->
<p>
<!-- [TEXT] -->
<font size="11">Fighting between the Takistan Army and UN peacekeepers have broken out in Zargabad. US/GB reinforcements are facing heavy resistance before reaching the city from the south. Only Echo13 arrives in time (v1.1) </font>
<!-- [END] -->
<br></p>

</body>
</html>

Loading screen is enabled in description.ext with this simple code:

loadScreen = "loadingscreenfilename.paa";

Edit: For overview pic, I also added simple small black border with paint which is also a good program to change pic resolution.

SaOk
Dec 3 2010, 17:21
New version 1.5 of "Balota Highway" is released. From PMC, there is new 3dtext for trucks, crows and flies are now flying over random corpses, PMC group replaced one US reinforcement group, AA12 can be found in briefing and there is some other new things and important fixes.

bboy
Dec 5 2010, 12:21
Thank you :),

I use camera.sqs with showcinemaborder false command and disabled cursor (maybe L key - not sure). Then I just take much pics with fraps and choose the best. Overview pic is 1024x512 in jpg format (512x256 should work too), loading screen is 1920x1200 copied over a bigger template with free GIMP (photoshop is good too) which is then converted to paa with textview. Loading screen can be jpg but the quality is much better with paa.

Zipper5 posted the loading screen template in this topic (4th post):
http://www.ofpec.com/forum/index.php?topic=35157.0

There is also overview template but I didnt end up using it.

Mission overview.html looks like this in notepad:

<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
<!--------------------------------------------------------->
<!-- Overview file for Armed Assault -->
<!-- Created with ArmA Edit - Version 1.3.4000 -->
<!-- -->
<!-- DO NOT edit this file manually to guarantee it can -->
<!-- be re-opened by the Overview Wizard. Click the -->
<!-- "Edit Overview" button on the toolbar to edit. -->
<!--------------------------------------------------------->
</head>
<body bgcolor="#FFFFFF">

<!-- [OVERVIEW_WIZARD_20] -->

<!-- Overview Picture -->
<br><p align="center"><img src="overview.jpg" width="165" height="100"></p>

<!-- Overview Text -->
<p>
<!-- [TEXT] -->
<font size="11">Fighting between the Takistan Army and UN peacekeepers have broken out in Zargabad. US/GB reinforcements are facing heavy resistance before reaching the city from the south. Only Echo13 arrives in time (v1.1) </font>
<!-- [END] -->
<br></p>

</body>
</html>

Loading screen is enabled in description.ext with this simple code:

loadScreen = "loadingscreenfilename.paa";

Edit: For overview pic, I also added simple small black border with paint which is also a good program to change pic resolution.

Thank you for help Saok! But the links on ofpec.com are broken, i can see load screen template. Can you write me whole command for camera.sqs? can i convert .jpeg in .paa with windows photo editor?

Zipper5
Dec 5 2010, 12:58
Sorry about that bboy, my site has since moved to Zipper5.com (http://www.zipper5.com/) rather than my Armaholic domain (which was very generously given to me by Foxhound. Thanks again, mate!), thus the links to content on that website are broken. However, you can find them on my new website via the following links:

Overview template (http://www.zipper5.com/stuff/arma2_overview_template.psd)
Campaign overview template (http://www.zipper5.com/stuff/arma2_campaign_overview_template.psd)
Loading screen template (http://www.zipper5.com/stuff/arma2_loading_screen_template.psd)

All of them require Photoshop to open. Just replace the images already in there with ones of your own and save them as PAA. You can save them as PAA directly from Photoshop by downloading and installing Kegetys' Photoshop plugin, which you can find here (http://www.kegetys.net/arma/) as part of his ArmA Tools package (PAAplug v1.2). Good luck! :D

SaOk
Dec 5 2010, 13:06
To use camera.sqs create a trigger with condition true and on activation player exec "camera.sqs";. Add also second trigger with 3sec delay (add number 3 to all those min mid max) then again true in condition field. In on activation field write: showcinemaborder false;

If you have free fraps, you can change the bmp file to jpg in windows paint. And those templates works also in free GIMP program if you dont have photoshop. With GIMP, you need that textview tool from BIS to convert it to PAA.

bboy
Dec 5 2010, 13:15
Thank you people!

Coffeecat
Dec 8 2010, 12:47
I Just played trough Battle of Zagrabad, really great mission!
My best moment: Surviving as the only one some waves of Takistanis on the statue in town, so i joined the PMC Units which came in with KA-60. i advanced with them and was covered when suddenly tanks arrived. Some of the PMC´s must have managed to kill the AA team which i couldnt find before, so finally Apaches came in and smoked the tanks.
I hope we´s see performance improvments on the larger towns, it was very hard sometimes which the FPS drops. Hope you make more missions, gj!

SaOk
Dec 8 2010, 13:42
Thank you. :)

Yep, sometimes the AA soldiers are shot by friendly AI groups. Also that friendly AH1Z is shot down quite easily by Mi24 if player dosent use AA weapons. With tank task, those both arent much deadly for player, but can easily reduce friendly AI much.

SaOk
Dec 9 2010, 12:00
New version 1.3 of "The Battle of Zargabad" is released with much new stuff and tweaks.

Killerwatt
Dec 10 2010, 04:02
New version 1.3 of "The Battle of Zargabad" is released with much new stuff and tweaks.

Links are pointing to 1.3 but download says 1.1

SaOk
Dec 10 2010, 10:05
Thanks for reporting, seems like there is accidentaly the old version in armaholic. I sent them mail, the filefront link already have the new 1.3 version.

Edit: now there is the right file too.

Lao Fei Mao
Dec 10 2010, 15:40
I would vote the mission as the 2010 best single-palyer one. Could you make a coop version? And could you transplant it to bigger map, such as Fallujah?

SaOk
Dec 10 2010, 16:00
Thank you :), I would want to create a coop version, but I am not very familiar with MP compatible scripting and I am not sure if all features would work in it. But I may try to make one someday.

That Fallujah looks interesting. I´ll see if I would create something similar for it too. I also like to create something for Takistan map, Unsung/Invasion 1944 Mods and of course for FDF mod when it arrives, and there is some other projects too. Hard to choose what is the next setting. :)

arvaakuka
Dec 11 2010, 21:59
My vote goes to mission in takistan map :)

SaOk
Dec 11 2010, 22:24
That it could be. I have been thinking again something similar like "Zargabad"-mission for it with more airsupport on background fighting against hostile tanks, while player with his team would try to break trought trenches and face enemies hiding in buildings. Also some obstacles to blast away with satchels. And much friendly AI groups that player should assist in some detailed way, not just run as big mass from waypoint to next one.

SaOk
Dec 12 2010, 09:41
I just got the translations and there seems to be currently quite many unfitting lines for the germans in the Zargabad mission. I remove those in next version with other final tweaks/additions, but it will take some time (probably few weeks).

Wiggum
Dec 12 2010, 11:34
@<hidden> SaOk

What a great mission, maybe the best i ever played ! :thumb:
Usually i dont play such big battles but this one is so well done i could not resist...

For me some sounds (radio in helicopter) and the advanced hints ect. would be great to use in my own missions. So if you dont want some stuff used by others (sound-files ect.) please send me a PM.

Thanks !

ToddRivers
Dec 12 2010, 12:45
Just playing 1.3, very challenging mission, very intense, I like the option of using minefields and the other small details and touches youve added, good use of voices and things that make it stand out from other missions, great job SaOk.

edit:
just had a scout round the airfield and think maybe a BAF weapons crate would be handy if you were doing an update.

SaOk
Dec 12 2010, 13:03
Thank you! :)

All my scripts are free for use in anyway. I think the voicefiles are quite much free for use too, but maybe better to ask the voice-actors for sure and remember to give credit for them.

I just got 43 new great german voices for the mission from nettrucker. I will release soon that new version since it wasnt a good idea to add those earlier german voices without knowing what they say. There is currently quite many very unfitting ones included.

If here is any russians, could you help me translating 40 short russian voices (only 1mb of mp3 files)? All would be listed in advance, so the task wouldnt be very disorganized. Contact me if interested, I would of course add the helper name to credits. :)

Edit: I´ll add that BAF weapons crate too.

SaOk
Dec 14 2010, 19:46
New version 1.5 of "The Battle of Zargabad" is here. This should be the final version, but let me know if you find something bad. Thanks for nettrucker of the new great voices. :)

subtee
Dec 17 2010, 13:54
Hey SaOk, played the updated "The Battle of Zargabad" today, and had a slight problem.
Once the last task started (enemy counterattack) number "2" of my men took command of the whole squad and i couldnt command my men anymore. I had to shoot him in the leg (so that he was wounded, and needed the medic) to regain the command :) Dont know why that happened?

SaOk
Dec 17 2010, 14:41
Thats very strange, player have the highest rank in his first team and the reinforcement shouldnt have rank at all (or they are all privates). I keep my eyes open but I have no idea why that happened. The reinforcement script is basically a half year old. I continue testing it during creating my next mission. But that should be a rare bug.

subtee
Dec 17 2010, 15:43
Thats very strange, player have the highest rank in his first team and the reinforcement shouldnt have rank at all (or they are all privates). I keep my eyes open but I have no idea why that happened. The reinforcement script is basically a half year old. I continue testing it during creating my next mission. But that should be a rare bug.

im sorry, i meant number 2 in my TEAM took over my TEAM not squad or whatever. If i remember right he's rank wasnt private...

SaOk
Dec 17 2010, 16:55
Sure nope, isnt the team and squad quite the same thing? The number 2 of player group is sergeant at the airfield, but later when/if he dies the reinforcements (for player group) replace him with unknown rank soldier. I´ll try to invest that BIS_fnc_spawnGroup-function better if it sometimes spawn higher ranks.

subtee
Dec 17 2010, 17:50
The number 2 of player group is sergeant at the airfield, but later when/if he dies the reinforcements (for player group) replace him with unknown rank soldier. I´ll try to invest that BIS_fnc_spawnGroup-function better if it sometimes spawn higher ranks.

just to let you know if it helps, none of the men were replaced cos i managed to keep em all alive till the end, so it was the original number 2 dude who decided to outrank me and took command :)

SaOk
Dec 18 2010, 11:26
Are you sure that you didnt shoot any friendlies or civilians? I guess that way, you may loose rank and maybe that number 2 was receiving much score from kills. Still a confusing bug.

I am currently trying to create a sequel mission for Takistan which would be connected with this Zargabad mission as minicampaign. And then maybe adding more and more missions including also Chernarus and other maps. Maybe even adding those earlier missions (Black Forest/Balota Highway) in if I manage to connect them good with cutscenes.

subtee
Dec 18 2010, 16:24
I dont think that i killed any civis or frendlies.

Good to know that u'r working on new missions, looking forward to play them!:)

SaOk
Jan 4 2011, 15:12
If you cant decide what to nominate as best mission of the year in 2010 Community Awards, you can vote for "The Battle of Zargabad":
http://forums.bistudio.com/showthread.php?p=1827251#post1827251

http://www.armaholic.com/page.php?id=11926

;)

SaOk
Jan 8 2011, 15:25
New (hopefully final) version 1.7 of "Balota Highway" is released with now full voice-acting and other tweaks/fixes/new stuff. See the first post. Also new youtube video is there, which should be working very soon.

ToddRivers
Jan 10 2011, 20:33
Having a good time with Balota highway at the moment, excellent work SaOk!

SaOk
Jan 10 2011, 20:39
Thank you. :)

Undeceived
Jan 14 2011, 08:43
Hi Saok! This seems to be a great mission, I played it for about 20 minutes now and I really am excited! Also looks very professional.

My mine field truck was damaged and can't move anymore (but it's not destroyed). Is there a way to repair it so I can continue using it?
If not - maybe placing a repair truck at the beginning point would be a good suggestion. Or adding a engeneer to the team who can fix it or something like that.


Will continue playing now... :)

SaOk
Jan 14 2011, 09:24
Hi and thanks :), sure I´ll add the repair truck or engineer to next version, but it will take sometime. I try to include all the final tweaks to it.

Manzilla
Jan 14 2011, 11:42
Saok,

Your missions are fantastic! Thanks for all the hard work and time dedicated to these. I appreciate it!

SaOk
Jan 14 2011, 12:03
Thank you :), this is just a nice hobby. Sometime things come slower and other day I can suddently get much new ideas and create big parts of the mission.

Undeceived
Jan 14 2011, 16:52
I finished this pearl now. Fantastic mission! Very well done!! Thanks for your work, it was a very nice afternoon!

Just the Russians in the outro disturbed me a little bit. :D

BKnight3
Jan 14 2011, 20:12
Why do I lose leadership in the final part of the mission?

I have everyone in ideal positions, then lose leadership to "2" and he thens orders ppl in the unarmed truck in the middle of battle :confused:

SaOk
Jan 14 2011, 20:36
Thats a very odd bug. Subtee also had that, but I havent had that while playing the end many times. I have no currently idea why that happens, but I will test that part more. At the hill, the truck driver joins player group. I start with testing BIS_fnc_spawnGroup if its giving higher ranks sometimes for the spawned units than player. My other guess is that number 2 have gathered much score from kills and somehow gained 2 or more ranks. :S

These two would suggest the possible rank changes from killings/friendly fire:
http://community.bistudio.com/wiki/setUnitRank
http://community.bistudio.com/wiki/rating

Edit: I will add a simple trigger to next version which always sets player back to as leader if the leader have changed to AI.

Tonci87
Feb 21 2011, 11:29
I have a problem with your Battle of zargabad Mission. The insertion chopper won´t land on the airfield. Instaed of this it flies in stupid circels for a while, then hovers....

SaOk
Feb 21 2011, 11:45
I take a look of the problem. Have you any mods active? I can only guess that the chopper spotted an enemy (there shouldnt be any near enought for vanilla game AI to spot) and went to stupid mode. The chopper use a basic transport unload waypoint so its supprising it does thing like that. Have you tryed restarting the mission? Also if you dont use beta version of the game, you could try those too. I remember them changeing AI flying behaviour, but I am not sure if those changes are already in official 1.57.

Tonci87
Feb 21 2011, 12:04
Well yes I use some Mods. Apparently the chopper flies towards the first Waypoint and completes it, but after that it refuses to land at the airport instead it even flies over the battlezoneand takes bullets. Did you consider doing something like this?
http://www.youtube.com/watch?v=DtFafm4esJw&feature=player_embedded

OK tested without Mods and without Beta, still the same....

SaOk
Feb 21 2011, 12:50
That looks great :). I´ll try to make the insertion chopper as scripted event.

Tonci87
Feb 21 2011, 19:06
You could make a cool extreme low fly through the dry riverbed. That would really be awesome

SaOk
Feb 21 2011, 19:36
I still need to learn to fly better, but I got that capture/play system working. I will try to make it look good and also include some other tweaks for next version. Some low flying definitely will be there. :)

Tonci87
Feb 22 2011, 09:40
Cool thing, looking forward to this

If you aren´t that good at flying, I could do that for you. I can say that I´m a very good chopper pilot

Tonci87
Feb 23 2011, 13:22
OK I have a Demo Mission for you together with informations how to script those flight paths
http://www.gamefront.com/files/20034601/Capture_Test.Zargabad.7z
Fire it up in the Editor and see if this would work in your Mission

Instuctions how to do this yourself
http://www.youtube.com/watch?v=ryB20wQhSr0&feature=related

SaOk
Feb 23 2011, 15:21
Thanks, I´ll test that. I actually got already the system working, but it takes some time to tweak things to fit in with the ambient radio and chopper deleting. I´ll try to have new version ready in few days or next weekend.

---------- Post added at 06:21 PM ---------- Previous post was at 04:32 PM ----------

Thanks Tonci87, that your flying looked good. I added it to the mission, fixed the earlier "AI taking lead"-bug and added one engineer for insertion group. The new version 1.6 can be found in first post now. :)

Tonci87
Feb 23 2011, 15:48
Thanks a lot, will test this ASAP

kMaN_(KYA)
Feb 25 2011, 17:43
OK I have a Demo Mission for you together with informations how to script those flight paths
http://www.gamefront.com/files/20034601/Capture_Test.Zargabad.7z
Fire it up in the Editor and see if this would work in your Mission

Instuctions how to do this yourself
http://www.youtube.com/watch?v=ryB20wQhSr0&feature=related

YES! This is awesome, thanks for the tutorial on youtube.

Tonci87
Feb 27 2011, 09:50
@<hidden> My Squad (Brig2010) would be very interested in having The Battle of Zargabad as a COOP Mission. Did you consider making a Coop Version? We would gladly help you with this Task. Things we already noticed

-Minefield Script surely not MP compatible. Remove Minefield Script, Add more AT Weapons at Hill Fortress
- Too many Soundfiles Most of them are unnecessary and could be removed
- heavy lagging at start of new Task (Units spawning?)

SaOk
Feb 27 2011, 11:03
I could try to make a coop version, but I have no good experience on MP-mission creating. I know the basic stuff, but some parts of the mission could be complex to work in MP. But I begin to plan it and hopefully to have a first beta version released soon. I am also working on campaign so things could take some time.

Edit: And yes, there is unit spawning usually when the next task is created. I believe the spawning would be currently multiplied with count of players in server. I will change the spawning scripts happen only in server machine and also tweak the ambient scripts.

Tonci87
Feb 27 2011, 11:49
You are working on a Campaign? This will be awesome!
Like I said a Coop Version of this Mission would be really cool. The whole design of the Missions seems ideal for Coop

SaOk
Feb 27 2011, 15:00
The Battle Of Zargabad COOP (for 1-7 players) is released.

http://img87.imageshack.us/img87/8110/aaaayw.jpg

Mission Description:
Fighting between the Takistan Army and UN peacekeepers have broken out in Zargabad. US/GB reinforcements are facing heavy resistance before reaching the city from the south. Only Echo13 arrives in time.

Features:
-Played as British Infantry Squad
-Overview/Briefing/Gear Choose
-Full voice-acting/custom battleshouting/ambient sounds (total over 300 voicefiles)
-Cutscenes
-Basic infantry action on streets of heavily destroyed Zargabad (offensive, defensive tasks)
-Friendly AI groups fighting with players
-Many sides involved (US, British, Czech, German, UN, Takistan Army, Takistan Militian, PMC, Criminals)
-Indoor fighting (some)
-Ambient Life/Effects
-Perfomance Friendly Methods

Special Thanks:
-Bardosy, Dale0404, Nettrucker, Poacher & SavedByGrace for voice-acting
-Nettrucker for translations
-SavedByGrace for other ambient voices/sounds and english corrections
-Norrin for Revive system
-Tslava for czech language support
-DarkXess for Israeli Air Raid Siren sound
-Tonci87 for Insertion Flight
-Zipper5 for loading screen template
-Big Dawg KS (Building Patrol Script v2.0 was base for altered building patrol script used in this mission)
-Also for all testers

Requirements: ArmA2 Combined Operations (1.57) + BAF/PMC DLC

Note:
This is my first attempt to make a COOP version of this single player mission. It worked fine when I tested it alone in the server, but expect massive flaws when played with multiple players. Report freely bugs in this mission thread or at OFPEC:
http://www.ofpec.com/forum/index.php?topic=35551.0

Changes from SP:
-Minefield creating system removed
-Player group have battlecrying disabled
-Medicpacks removed
-Re-spawning from moving marker added
-Mines added to ammotruck and ammocrate at hill
-More AT-weapons at the hill
-Intro/Outro dosent work in MP mode (still mission starts with a cutscene)

Future plans (if mission gets in playable state):
-More enemies (longer battles)

Known bugs:
-Radiochat isnt displayed as text when I first time tried (on second try worked fine)
-Task status changes doesnt always display in middle of the screen (worked fine also in second try)
-Spawning was made for SP, I expect clients seeing some spawning from nowhere (I will improve it)
-Not sure if clients can see flies/crows


Change Log:
Beta 2:
-Heavy changes in scripts/triggers
-Should be one step more compatible with dedicated servers
Beta 3:
-Heavy changes in scripts/triggers
-Intro should be played now only for player that were in server from start
-Clients that come late to server, should receive now correct task data
-Much other changes for clients
-Other tweaks/changes
Beta4:
-Intro issues fixed
-Custom voices now working
-Ambient life fixed
-Crows&Flies now appear for clients
-Many other fixes and tweaks
1.0:
-Added revive system by Norrin
-Added czech language support by Tslava
-Added custom british battleshouting for players by Poacher (a chooseable parameter)
-Chooseable time of day (via parameters)
-POW task fixes
-Ammocrates fixed/tweaked
-Increased difficulty
-Many other changes/tweaks/fixes
1.1:
-Fixed Briefing/Tasks for JIP-players
-Ammotruck gear cargo fixed
-Intro tweaks
-AT-soldier added to airfied

Download 1.1 from ArmaHolic (http://www.armaholic.com/page.php?id=13571)
Download 1.1 from Gamefront (http://www.gamefront.com/files/20137327/COOPTheBattleOfZargabadCOBAFPMCv1_1_7z)

Be free to suggest new features and report bugs. Let me know if you find any flaws/bugs.

Tonci87
Feb 27 2011, 16:56
Great News. We will test this as soon as we get some People together

SaOk
Mar 2 2011, 18:35
Beta 2 is available. I made heavy changes in scripts/triggers and tried to follow some new info, I found about mp-scripting. See the post 203 for download link. Any test reports would be very valuable. I couldnt test this version almost at all even alone since I broke my right hand (humerus) two days ago. I hope its still much better than beta 1.

Edit: K, after short visit in some random server I saw some new flaws (client joining after start can have dated objective info and unneeded intro cutscene...), but I think I should be able to fix those. I try to have beta3 ready in few days.

Tonci87
Mar 3 2011, 08:51
Godd, we sheduled testing of your Mission for the end of the next week (so damn many events going on right now....)

SaOk
Mar 3 2011, 09:50
Nice, but no hurry. :) I need to add new "join in progress"-script to make things look good for all players. I will also rework the tasks more to make the clients follow scripts that are launched with publicvariables (and only once in mission progress). I try to have beta3 ready later today or tommorrow.

SaOk
Mar 3 2011, 16:39
Beta 3 is available (see post 203). I expect it to work much better now for clients and even for players that enter the server during the play.

MissionCreep
Mar 3 2011, 22:14
Great mission SaOK, however I thought it was too easy in vanilla mode (not a criticism, btw). Would be nice if the enemies had more smarts and attacked from the flanks and the rear too (nobody is covering the rear position of the the airfield). Enemy attack helicopters, more enemy heavy weapons (eg vehicle mounted AA, a la scenes from Libya on the news), attempted enemy encirclement and more enemy armour (maybe from the rear?) would have made life more interesting. Spent a lot of time picking off human waves. Was more like a skirmish, I thought, than a battle. Static offense and defensive positions felt more like a Napoleonic or American Civil War skirmish line. Maybe I should run it with an AI mod? OK, if I was really that smart, I'd suggest how to make all those enhancements, but unfortunately I'm not that clever. Just some ideas to throw around, but thanks again for the great mission.

SaOk
Mar 4 2011, 09:57
Thanks for good thoughts, I agree that the mission is sometimes very easy if the AI friendlies and especially the chopper stay alive. I will add more challenge to the mission for both Sp/Coop versions (Sp version could have a separate difficulty selection). But those may delay few weeks until my hand is working again. Before that I try to get the Coop working better. I managed to create a dedicaded server and noticed that the sounds didnt work and player could stuck to black screen in intro. I will try to make a hotfix to be released today with also fixed crows and flies for clients. Those seem to be local effects, so they need to be runned on each client separately. Also the battlecrying needs fixing for clients.

I will see if I could also tweak the battles to be less Napoleonic. :)

SaOk
Mar 4 2011, 18:44
Beta 4 is released. This time I managed to test things properly with dediserver. There is much changes and tweaks included. See post 203 for details. I hope this is the last version for sometime (at least week if there is no showstoppers). Let me know all your thoughts.

Alex72
Mar 6 2011, 17:03
Well done mate! Havent tested this version yet, but should be fun. :)

SaOk
Mar 6 2011, 17:23
Thanks :). I will try to improve it to be more challenging and random. Multiplayer scripting seems to be quite fun. I could also try to make the upcoming campaign coop compatible.

Tonci87
Mar 7 2011, 09:42
A COOP Campaign? Now this would be awesome^^

Tonci87
Mar 10 2011, 11:37
My Squad tested your Mission yesterday.
Here are the first results.

-On the Map screen you have the ability to choose Weapons but regardless of what you choose, you end up with your standard Equipment after disembarking from the chopper
-The Weapons Storage at the Airport doesn´t really work. Most of the Stuff in the crates could not be picked up by anybody.
-It would be nice to have some ACE Stuff like Earplugs
-It would be nice to have Binos in the crates
-A Revive System would be good. One of our men died during the Firefight at the UN Building at was out really dead without the chance of returning to the game.
-The Mission Where you have to kill the AA Gunner is way to easy. He opened up fire on one of my squad Mates that was on the roof of the UN Building, so he killed him. Because of that we didn´t see much of the Tank attack.
-The Mission was generally to easy to that Point.
My Internet connection gave up after this so I can´t tell you how it went on. I will post the feedback of the other guys once I recive it

SaOk
Mar 10 2011, 14:43
Thanks for testing and feedback, I will try to fix those all. There should be 15sec respawn, but I will add some revive system too. The weapon choose problems sound weird, but I see if there is similar bug posted somewhere with a solution. And I should be able to add easily those ACE stuff.

If the start with chopper ride dosent allow weapon choose, I will remove gear from briefing and add them to crates in airfield.

Turin Turambar
Mar 11 2011, 12:35
I am playing for first time The Battle of Zargabad (sp) and i don't know what to do to complete the second task, to capture the UN offices and clean the zone. I already killed all the enemies for that red area, i am sure of it (revised it three times) but the game doesn't mark it as finished.

SaOk
Mar 11 2011, 14:07
After some about 3-5min timeout, there should be a dynamic black marker blinking over random enemies in the task area until task is done. The task is completed with clearing the area. Have you killed the guard on second floor in UN house? Also sometime there is one enemy soldier in construction site building stucked in north-stairway on first floor with his legs going trough cement.

I will take a look of that task bug if there is some clear rare reason for that.

If you still somehow got the next task, then you can just move to that.

Turin Turambar
Mar 11 2011, 16:07
Let's be specific: the task is clear the first red circle areas, isn't it?

And wth does "there should be a dynamic black marker blinking over random enemies in the task area until task is done" mean? Black marker... on the map?
There was a hint saying that i recieve non-accurate enemy positions at random (good idea for simulating radio reports of contacts).

I will check out stairs and things like that again.

edit: Heh, i dit it, now it worked. I put the last beta but that made me restart the mission because it was saying the save wasn't compatible. And now this second time worked without problems.

SaOk
Mar 11 2011, 16:42
Yes, and a moving black marker area should be created 20 seconds after that hint message. It then changes it´s position every 20th second showing a non-accurate position of random enemy unit in that red marker area. After the triggers notice that there is no enemies left inside the red area, the black marker should be deleted, the red one should change colour to green and there should be new task given with radiochatting.

If you no longer see a black marker area near the UN building and you have no new tasks given, then there is something bugged and you probably need to load an earlier save. A savegame from just before completing the first task should be enough. I will try to find how that have happened, but that should be a very rare bug.

Edit: Okay, good to hear it works now :)

Turin Turambar
Mar 11 2011, 18:24
Finished, good mission!

SaOk
Mar 11 2011, 18:38
Thanks. :)

vivadiga
Mar 13 2011, 00:28
battle of zargabad coop is phenomenal i tested it on our clan server,not sure if is a bug but at the end after the enemy counter attack seemed we had another task like search something but mission ended immediatly,i hope this can help you anyway thx to share it ;)

SaOk
Mar 13 2011, 09:41
Thanks, that final task was changed to a cutscene in single player version. I could try to make it playable again in coop. I also managed to play finally this through on dediserver, the mission is working quite good, but the end battle is ultra easy. Some game patches before the air support usually died after tank task, but now it almost clears the whole town and stop the counterattack for players. With other heavy changes, I am going to add more AA soldiers for enemy, but maybe with a small possibility that players could shot those down in time with good teamwork and some luck.

SaOk
Mar 14 2011, 10:52
Version 1.0 of "The Battle Of Zargabad"-COOPmission is released. See first post or 203.

I tryed to add all things that were wanted, but not yet the extra task after hill assault. Norrin Revive system with it´s features is added, Tslava translated the mission to czech language for czech users, player group use now custom battleshouting (a chooseable parameter), there is much difficulty tweaks (still I suggest play with 0.8-1.0 enemy skills), ammocrates are fixed with very few added ACE gear (if mod is detected). There was also much bugs in POW task that are now fixed. You can also choose now the time of day.

Edit: For me the gear choose from briefing worked before too, but now with Norrin revive system the weapons are not reseted after dying.

kMaN_(KYA)
Mar 16 2011, 01:32
I started playing the COOP version of The Battle Of Zargabad and it so far is a great mission! Thanks for all the work you put into making it SaOk!!!!!
Really well put together mission!!

SaOk
Mar 16 2011, 09:03
Thank you :)

THEBLITZ6794
Mar 17 2011, 04:06
what happened to the defensive mission where your the CDF

SaOk
Mar 17 2011, 10:11
That "Russian Invasion"-mission is in the first post in the small "Older ArmA2 Missions"-section. I havent yet updated it as I planned a long time ago, but I will see if find a good mood for it again some day. I should have now better tools to finish it with many of them scripts from the Zargabad mission. I also have new unreleased scripts for AI groups to move between different fixed defensive positions (with separate waypoint/unitpos for each soldier that can make them use even forfications as cover). The mission could be also good for multiplayer.

Tonci87
Mar 17 2011, 10:26
Will you also rework the Black Forest Mission? :)

SaOk
Mar 17 2011, 10:48
Black Forest is a total chaos from inside. Its following a number to keep units low, the unit deleting is made differently and there is much variation how things are done. It will require much rewriting again before its coop compatible, but I will see. :)

One tricky part would be the suddent time change from night to morning. I read the skiptime have 30sec delay before clients see the effect. Not sure how to make it look good, but I will do some testing.

kage74
Mar 17 2011, 13:40
hehe, I've played Black Forest, it's one of our fav missions…even though I've never beaten it. It's such a long mission, that it could practically be considered a campaign by itself. :D

Tonci87
Mar 17 2011, 21:00
No I don´t mean that you should make Black Forest COOP (Totaly unsure how this should wrk, and the mission is waaay to long anyway) I´m just not sure if the mission reall works with CO and the latest Patches+ACE

SaOk
Mar 17 2011, 21:16
It should work good - I played it with CO last summer and before that I tested many times with ArmA2+ACE. The mission is long, but there is also an option to skip many tasks and stay mostly in CDF trenches. But I will see if I would update it anyway someday.

SaOk
Mar 18 2011, 16:31
New hotfix (v1.1) is available for "The Battle of Zargabad"-COOP. Briefing and tasks should display now always for players joined in progress. Also the ammotruck gear cargo is fixed and I added an UN AT-soldier to guard the airfield (respawn position).

SaOk
Mar 21 2011, 15:56
New "Black Forest"-SPmission version 2.5 for FDFmod is available.

http://img21.imageshack.us/img21/8683/blackfbo.jpg

Mission Description:
Night is falling over the black forest. Lieutenant Hakkarainen is ready to get some sleep but suddenly he is ordered to meet Captain at one of the outposts in Black Forest. The trip could already be dangerous with boredom and lack of energy. However after the briefing there is suprises ahead.

Features:
-Overview/Briefing/Gear Choose
-Voice acting/ambient sounds (by SavedByGrace)
-Ability to call reinforcemets
-Custom Minefield System
-Sleepy vision/folumetric fog/sleeping/snow/color filter
-ACE2 compatible
-Cutscenes
-Optional (half hidden) targets that affect on later objective
-Artillery/Healing/High Command-Modules
-Many FSM/Other-scripts (campAI,spotlightAI,ambientCAR,scoutcarAI...)
-Unlimited Savegames
-About 1,5-4 hour playtime
-Ambient life

Note:
-Many objectives arent mandatory. You can fail the mission only if you die
-Unlimited Savegame by 0-0-1
-Use high command via Ctrl+Space (Available on late mission)
-Use artillery via 0-8-1 (Available on late mission)
-Call reinforcements via 0-0-3 (Available after first proper objective)


Requirements: ArmA2 Combined Operations (~1.57) + FDF mod (http://forums.bistudio.com/showthread.php?t=116341)
Download 2.5 From ArmaHolic (http://www.armaholic.com/page.php?id=13752)
Download 2.5 From Gamefront (http://www.gamefront.com/files/20147389/SPBlackForestFDFCOv2_5.7z)

j rock
Mar 23 2011, 12:13
my god what an excellent mission black forest is, action every where, optional task, friendship level!?!?! ur choice affect the dynamic of the game dammmm almost feel like a RPG game or it is a RPG game, not to mention great length and replayable too.

u got every thing right. unlike some well design mission but only hav too fewer tasks which took may be 30min to an hour to complete, really left u hanging n just hungry for more and worst of all those author show u all the task right off the bat it totally spoil the mystery no suprise no option at all...

every thing in ur mission just spot on, any way in 1 word to describe ur mission, it is just dammmmm amazing~~~~~~

more great thing about ur mission is, well u surely r a talented author don't know how u manage to pack so much action, cut scene, special function and 10 hours+ game play in 1 pbo yet silky smooth FPS all the way even for my poor little duo core machine, just amazing bravo~~~ totally PRO job no doubt...

ty for ur time and effort, really... i enjoy it heapssssss...

SaOk
Mar 23 2011, 12:59
Thank you. :D

I also have a weak q6600 that can drop the FPS fast. I totally begun to hate low fps, so I made a lot spawning/deleting cycles for Black Forest. The whole mission was a big experiment - all seem to work, but I have improved the methods a lot to newer missions that arent as big, but inlude also much spawning/deleting.

But I will try to make an another 4+ hour light RPG style mission someday again (maybe for FDFmod). Currently I have a campaign coming, but I still like more the SPmission format without loading pauses that reset things for every mission start.

sdood
Apr 10 2011, 02:31
I love your missions SaOk.I look forward to your future releases.Thanks for all your time and effort in creating your missions.

SaOk
Apr 17 2011, 17:58
Thank you. :)

Balota Highway is reviewed in Ofpec now:
http://www.ofpec.com/missions_depot/index.php?action=details&id=295

For a small status report, the upcoming campaign need still much work, I hope to have it ready in June.

Tonci87
Apr 17 2011, 18:07
June? Oh thats really far far away....
At least some Teaser vids, please?

SaOk
Apr 17 2011, 18:28
The cutscenes take much time to create (for me). I am trying to add much cinema, but still keeping them in sensible playtimes and divided quite evenly trough missions. 7 cutscenes are already quite ready, one of them is a "Balota Highway"-style music video for a mission that I planned first to create as separate SP mission. I will see if I would create somekind of teaser vid or pic collection. I need to be carefull, not to spoil too much. :)

SaOk
Apr 17 2011, 21:33
Here is two campaign teaser pics straight from one of the cutscenes (WIP):
http://img200.imageshack.us/img200/6020/preview1zs.jpg
http://img339.imageshack.us/img339/2066/preview2oa.jpg

The unitcapture function is a great help. ;)

subtee
Apr 17 2011, 22:08
Looks very promising!

Saok, can you give any estimated timeline when your new campaign is ready?

I'm bored and need some new (quality) missions to play :) :yay:

EDIT: oh, just noticed you mentioned june.

Tonci87
Apr 18 2011, 13:10
Yes very promising indeed!

Choki
Apr 22 2011, 01:05
Really nice missions! Thanks!

maturin
Apr 25 2011, 02:53
Ok, so bear in mind that the following opinion may be exaggerated because Arma 2 has been my only respite from soul-crushing amounts of work this weekend.

But I just replayed Black Forest, actually completing it this time, and holy shit, Saok, I need to rant about how extraordinary this mission is.

It has absolutely everything. An inventive, atmospheric beginning that sucks you in like ArmA almost never does. Driving along dirt roads, your headlights shining off the fog, only to come across a herd of grazing cows which you have to drive around. It feels like a cutscene, building into the real action. (That volumetric fog also makes NVG suitably difficult to use. It should be standard.)

Then you have far-flung small-scale operations that are entertaining, logical and require careful planning. The mission goes on and on if you want it to, with objectives further and further afield that actually matter in the end.

Perhaps the best part is the performance. You must be a consummate coder, Saok, to have gotten this mission to work. I'm one of those unlucky bastards that thinks 30fps is high, and your enormous mission, stretching convincingly over half the map and creating a clear strategic picture, runs most of the time like an empty editor mission. It's so immaculate that it performs well even hours into play.

And then of course things build into an epic finish centered around excellently-placed fortifications. It's like Chernarus was designed for it.

I think what I liked most about the experience is that my plans fell apart. It felt like real war because in all three major engagements my carefully-orchestrated operation went tits-up, yet I still managed to claw my way out.

First some spetsnaz stragglers interdicted my Stary Sobor reinforcements, but I was rescued by the fact that the NAPA fighters were wizards with RPGs.

Later, my SPG-9 gunner missed a roadblock entirely, and all hell broke loose from a BMP.

Then a mortar round landed practically on my head just as I fired a captured Metis, leaving the base vulnerable to the tank when I missed.

Then my armor all got taken out, and I had to jump into the gunner's seat of an empty tank to finish the job myself.

But the map really is a work of art. I was continually running across little odds and ends of things, with abandoned bases and vehicles in the forest, all lit up by Russian flares. At one point I stopped and examined the map, imagining the strategic position in the rest of the country based on the symbols. Very immersive, and I'm glad you removed the ambient combat since the last version.

My only possible critique is that the folksy American accents don't fit the CDF at all, although I don't want to belittle all the work that went into it.

And hey, apparently I'm listed as a beta tester in the credits. Who knew?

Choki
Apr 25 2011, 04:26
I have a problem in the mission The Battle Of Zargabad. At start the Heli crush whit ground...

SaOk
Apr 25 2011, 09:09
Thank you, maturin and Choki. :)

Black Forest required much of work. I was learning scripting and that caused much failures that forced to make big changes many times. I started to fight with the poor FPS already when there were bad leaks in game engine. That made me to remove that ambient combat and also civilian modules. I replace those with own more detailed but fixed spawning. For long time FPS still stayed poor in late mission, but finally when BIS patched the leaks, my spawning/deleting cycles begin to work correctly. I would create many things differently today, but even with the chaotic scripting in Black Forest, it runs quite smooth now.

I couldnt find any east-european voice actors back then so my good friend SavedByGrace (from "Fly Like an Eagle"-mission) recorded the voices. First a fake czech accent was planned, but finally I suggested just to speak with normal voice. The accent is wrong, but else I think he made an excelent job and there was some new nice details in radiochatting.

For credits, I tryed to gather all that had gave some feedback of the mission. :)

Choki, are you using any mods or old game version? The chopper shouldnt crash because its scripted to follow a recorded fly path. But, I will take a look of the problem. That dosent sound good.

The upcoming campaign is coming now faster. I have made much progress in week. Its almost playable from start to finish and there is only very few cutscenes needed more. I may release it first as beta without voice-acting and then add them hopefully soon during summer. Only Combined Operations is required, but DLCs are good to have. I´be been playing the missions with ACE2 mod to make sure it works great with it too.

nettrucker
Apr 25 2011, 11:02
Hi SaOk

can't wait for your campaign. Given the high quality missions you share it's going to be a blast. Thanks for all your hard work. In case you need some different voice over drop me a line.
kind regards