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Thread: Ghost Recon - Island Thunder campaign

  1. #1

    Ghost Recon - Island Thunder campaign



    Ok guys, well you know I've been busy the last few months on this campaign (my efforts to bring Ghost Recon to Arma2).
    It's available as SP or 9-man MP COOP.

    Teaser Trailer by wombat50 (thankyou brother for your skills again) -
    http://www.youtube.com/watch?v=HCuvjTiWpS4

    Mission 2 - (live coop)
    http://www.youtube.com/watch?v=_rSXa6ZJ4FI
    Mission 3 - (live coop)
    http://www.youtube.com/watch?v=foDJsKrP3dA
    Mission 4 - (live coop)
    http://www.youtube.com/watch?v=sQ9oHUj4td4

    Download - version 2-2 for MP COOP - updates to 5 missions (dedicated server compatible)
    http://www.gamefront.com/files/21134...T_coop_2.2.rar

    Download - SP Campaign 2.2 (A BUNCH OF FIXES AND ENHANCEMENTS)
    http://www.gamefront.com/files/21134...mpaign_2.2.rar

    ACE2 version1 - (thanks to silent_op.pxs for this conversion)
    http://www.zshare.net/download/87975869900c638b/
    -revive
    -respawn
    -ACE2 wounding system
    -ACE2 markers off
    -ACE2 weapons added to the helicopters
    -ACE2 backpack system with PXS packed kits

    Updates/Fixes -
    General bug fixing
    9 players (from 7 in previous release)
    Improved Revive (more realistic) - with option to increase lives in parameters. (note - no revive in SP - team switch only)
    Weapons selection - either from vehicles during insertion or box on the ground.
    Mission tweaks to increase replayability and enhance the experience.

    Features -
    Norrins Revive - adjustable in parameters (default 1) - Leader has 1 revive only so protect your leader at all times!
    UPSMON script
    Random House Patrol

    Requires - Lingor Island and Lingor Units.

    This is my passion now in the gaming world - and if you decide to play it then I hope you enjoy it.

    Lighty.

    Original thread - http://forums.bistudio.com/showthrea...=109123&page=5

    Lighty.
    Last edited by Lightspeed_aust; Dec 30 2011 at 04:01.

  2. #2
    I am watching this space!!

  3. #3
    Master Sergeant Sick1's Avatar
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    Cool, anyway to get some voice work from original, or is this strictly just the missions?

  4. #4
    it's a bit of everything from the original but with Arma2 blended in

  5. #5
    Hey , im working on a Ghost recon mod to . Full one for arma 2 , ive already made some unifroms from Ghost recon to arma 2 , not exacly the ones but i sued the same textures , is there anyway to contact with you ? id liek t ohelp you o nthe island thunder mission , i can make real fast the uniforms , i just need to delete the PASGT helmet and add a woodland boonie hat.

    Ive already made the Original oens fro mthe russian campaign and the desert siege now " mp1 "

    now i just gotta make this happend on arma 2

    Last edited by deltaGhost; Jan 9 2011 at 11:21.

  6. #6
    i would def be interested in using your skins although the Force Recon units which are stock in Arma2 make pretty good modern day Ghosts. i guess the main difference would be the camo pattern which was woodland not marpat in IT.

    ---------- Post added at 09:01 PM ---------- Previous post was at 09:00 PM ----------


  7. #7
    Master Sergeant Sick1's Avatar
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    Yeah make this happen, Just make sure its highly polished. Would love to see voice overs and old ghost recon music If you don't mind me asking, what were some of the objectives in Island thunder? I never played it on PC.

    edit. just read the old thread
    Last edited by Sick1; Jan 10 2011 at 09:22.

  8. #8
    gr8 news - i just played first mission using the upsmon script with a mix of fortify, nowait and nowp and also tweaked the radio distance low enough so that AI would not all abandon original zones at the first sign of conflict. as such, it plays out very similar to a Ghost Recon mission where objective zones will have units patrolling or guarding and will then move to fight/flank.

    please remember though that we are playing on a new map - and i have selected similar landscapes to the original IT but obviously the places aren't exactly the same.

    i will continue to tweak until it feels like GR and every test seems like its getting closer to what i want.

    i will release 2 to 3 different versions of this - SP, 7 player coop, and possibly a 12-15 man coop for the larger groups with more AI but essentially same mission.

    the 7 man coop and sp consists of the following units -

    Squad Leader
    Grenadier
    AT Specialist
    Demolitions Specialist
    Heavy Gunner
    Sniper
    Medic
    (these may be adjusted depending on the demands of each mission)
    Last edited by Lightspeed_aust; Jan 10 2011 at 11:01.

  9. #9
    Sergeant Major ])rStrangelove's Avatar
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    Quote Originally Posted by Lightspeed_aust View Post
    i will release 2 to 3 different versions of this - SP, 7 player coop, and possibly a 12-15 man coop for the larger groups with more AI but essentially same mission.
    Nice.

    Btw you could use scripts to spawn more units in each enemy group depending on the player numbers. No need to do several versions imo.

    Spoiler:

  10. #10
    have you got such a script? and can i control where the units spawn? if so, that would be ideal.

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