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Thread: COOP 75 - The Taking of Fallujah (ACE)

  1. #1

    COOP 82 - The Taking of Fallujah (ACE)

    This mission portraits a possible large-scale assault of Fallujah. The city is currently under enemy presence, along with its airport. NATO forces must:
    - Neutralize 4 AA sites;
    - Destroy a Radio Tower;
    - Kill an enemy officer;
    - Liberate and convert the airport;
    - Destroy an enemy supply point;

    Features:
    - ACE items and inventory, along with ACE ammo boxes;
    - Full-scale capabilities, you can play it with virtually any combination of forces to allow even multi-clan events;
    - Completely random objectives placement in the city;
    - Completely random spawn points and enemy patrols in the city;
    - Customizable difficulty for various aspects of the enemy force composition: armored, infantry patrols, snipers presence, all customizable;
    - IEDs in the city: James' IED Script and SR5 Tactical IED detection and Ordnance Disposal Script;
    - A lot of parameters for any kind of mission customization;
    - Random weather conditions or customizable weather and forecast, independently:
    - Ambient Combat (customizable);
    - Revive script along with ACE Wounding System;
    - Usable, non aggressive, MP-compatible UAV with customizable orbit heights 400/500/600mt;
    - Artillery support, plus ACE 60/81/82mm mortar crates and ordnance;
    - many more good features that will make this mission fun to play;
    - Crates with all ACRE radios, can be enabled via parameter for clans that use ACRE;

    Requirements:
    - Ama 2 Combined Operations
    - Advanced Combat Environment 2 (ACE)
    - Advanced Combat Environment 2 Extras (ACEX)
    - Fallujah v1.1

    Download:
    Last edited by Reezo; Mar 29 2011 at 21:11.


    Missions: The Taking of Fallujah (ACE) | A Day in the Life (ACE) | Roadblock Duty (ACE)
    Developer for: ACE RWR Radar Component | EOD Mod | SMK Animations Mod | IED Det. and Disp. Script | MOUT Generation Script | Loudspeaker Script | SniperPod Camera Mod

  2. #2
    We did this last night on our test server. We had a lot of fun with it, but we had an issue getting revive to work. There was only one person out of the group who was able to revive. We had 4 medics in the group too.
    Task Force Knight Wing
    Arma 2 CO

    HTTP://KNIGHTWINGUNIT.COM

  3. #3
    Quote Originally Posted by strike0277 View Post
    We did this last night on our test server. We had a lot of fun with it, but we had an issue getting revive to work. There was only one person out of the group who was able to revive. We had 4 medics in the group too.
    Weird, we've played it but noone had problems revive-ing.

    I'll look into it

  4. #4
    I don't think this works in Fallujah V1.0, I cannot open it in the editor its complaining about content called Fallujah but it could just be me.
    cja100

  5. #5
    True, this was done on 0.9 and should be adapted to the new map.

  6. #6
    There we go!

    I just released an updated version, working on the latest Fallujah!

    The mission features James' IED script and my IED Detector and Ordnance Disposal script v1.5RC3 (latest at the moment).

    Requirements:
    -ACE
    - Fallujah
    - Combined Operations

    Download:
    http://www.sr5tactical.net/takingfallujah.zip

  7. #7
    Corporal
    Join Date
    Sep 23 2009
    Location
    Slovakia - the land of Zdeno Chara
    Posts
    85
    I just briefly ran your mission. I love it, it's something I've been looking for a long time now.

    I noticed, that there are some bugs.
    I get some script errors, when the mission is running. Most notably the Error in expression(saying something about (damage |#| > 0.5 - or something similar), which won't go away for the whole mission.
    There are also some minor inconsistencies, like the AA sites have a METIS launcher (which is used against tanks). Also, you could add some more enemies to each objective. I was able to take out 4 objectives alone in my AAV. You don't have to add more infantry squads and such, just add RPG infantry, machine guns and static weapons into hide locations, from which they can ambush passing troops.
    I tried to order a mail order bride once, but they sent me an inflatable one instead. I got screwed!

  8. #8
    Thanks for the feedback! I'll use that in my next version!

    UPDATE: Error found, it was just a typo no more "damage |#| > 0.5" error..

    UPDATE 2: I've uploaded a quick fix of previous version that has some more usable parameters and the previous bugs fixed. Next in line is to reinforce the defenses around the objectives..
    Last edited by Reezo; Jan 23 2011 at 17:56.

  9. #9
    I've updated the mission!

    Changelog:
    ADDED: PMC: Fire Team Shield and Pilot Team Spear
    CHANGED: Moved ACR and Germany in NW outpost along with PMC
    CHANGED: Updated IED Detection script to v1.5RC4
    ADDED: RTFA and Squad Teams automatically get appropriate gearing (will avoid people staying 2 hours near ammo crates..hopefully)
    CHANGED: ACE Wounding Revive update to v1.6.1 hotfix (latest at the moment)
    ADDED: Crate with ALL ACRE radios (can be turned on via mission parameter for clans that use ACRE)
    CHANGED: James' IED script tweaked to work with my IED detection and disposal script
    ADDED: MP-compatible, usable, non aggressive UAV! With customizable orbit heights of 400/500/600mt

    Enjoy!
    Last edited by Reezo; Feb 20 2011 at 11:43.

  10. #10
    Quick Update:

    - FIXED: Revive now working correctly
    - OPTIMIZED: Various tweaks

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