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Thread: Insurgency ACE - COOP/PVP 24 - Swedge

  1. #1
    Lance Corporal Swedge's Avatar
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    Talking Insurgency ACE - COOP/PVP 24 - Swedge



    Background:


    I edited this mission as a personal side-project to try and add my two favourite things together - Fireball's Insurgency (see my Guide) and the ACE mod, and have been running it on personal and clan servers. It's my first foray into mission-editing and I wasn't even sure if it would work. To my surprise, other servers have already started copying the mission and running it themselves - which is fine with me. So I figure I'd better publish it here properly and we'll see how we go If there's any game-breaking bugs in it that I can't fix, or I get bored, we'll pretend this never happened

    Description:


    ACE conversion/edit of Fireball's awesome Insurgency mission (v0.75), with some additional changes based on personal preference and experiences writing my Sneaky Bastard Guide. The original Insurgency mission by Pogoman was awarded Best Mission / Campaign Of The Year in the 2010 Bohemia Interactive Community Awards.

    Insurgency is "some 'Blackhawk Down' shit" - a molotov cocktail of fast-paced, nail-biting, brutal street-fighting and leisurely long-range war-mongering with mixed Co-Op and PVP gameplay. When OPFOR units are killed, some will drop silver briefcases. Every briefcase that is collected by BLUFOR reveals another map clue showing the rough distance to an ammo cache. BLUFOR then need to locate and destroy these ammo caches with a satchel or other explosives. BLUFOR units spawn at base or off of their team-members whereas human OPFOR can jump into different OPFOR AI units. OPFOR's objective is to prevent BLUFOR from achieving theirs. More mission instructions available in the in-game Notes.

    Features:

    * Takistan map with US Army
    * More difficult, brutal, and realistic gameplay - Harden up son!
    * ACE Wounding surprises - Is that bad guy dead or unconscious?
    * M18A1 anti-personnel claymore mines, C4 explosives, tripwire and command-detonated buryable IED's
    * Realistic wind-deflection and Kestrel wind-meters, Blufor sniper rifles and spotting scopes
    * Variety of ACE weapons and gear actually used by U.S. forces
    * Flash-bang stun grenades that can temporarily distract and disorient enemy
    * Human Opfor can jump into AI Opfor vehicles
    * Lots of great automatic ACE features including ACE Wounding, AI improvements, AI talk, vehicle radio sounds, blood trails, combat deafness, realistic weapon muzzle velocity, overheating, jamming, rangefinding devices, stamina, etc
    * Opfor Anti-Air infantry
    * Limited Opfor NVG's

    Installation:

    Extract the .pbo file(s) to your Arma 2 Operation Arrowhead\MP missions folder for multiplayer/coop.

    Known issues:

    * BE ADVISED: This mission is intended for server.armaprofile difficulty at Veteran, Mercenary etc

    * Loadout tool does not allow you to pack individual items into your actual ACE ruck and Save those pack choices or view IFAK (Improved First Aid Kit). However, the ACE rucks themselves and any other gear you choose will be saved. Outside of the Loadout screen these all function as per usual and your Blufor IFAK is pre-loaded with Saved medical supplies.

    * Seems that if AI Difficulty is set to 9 or 10 in Mission Parameters that some AI Opfor will ignore Blufor units. Will continue to confirm/investigate this. In the mean-time, perhaps leave difficulty at 8 (I have set this as Default).

    Changelog:

    v1.1 (9 April 2011)

    * Changed: Humvee's replaced with replaced with M1114 CROWS versions (Common Remotely Operated Weapon System). In the gunner seat, press the + key on the numpad 3 or 4 times to access thermals.
    * Changed: Opfor armour replaced with weapon-mounted Pickups and Offroads
    * Added: M224 60mm mortars and baseplates. Mortars and baseplates can be saved from the loadout but not the mortar rounds. Each HumV has some non-respawnable mortar rounds in their cargo. At the deployed HQ next to the field hospital is a mortar pit and ordnance box containing mortar equipment and mortar rounds. Those mortar rounds respawn every 5 minutes (Cheers Delta). Artillery computer is turned off, you will need to use T and E adjustments and range tables.
    * Added: 7 empty non-respawn civilian vehicles (Yamaha, Pickup, Lada) placed at gas stations throughout Takistan
    * Removed: Fireteam limits on some weapons.
    * Fixed: Drag exploit with some items
    * Changed: Mission parameter option for 'Enable Insurgency Markers' set to True as default
    * Changed: Default date changed to provide several moonlit nights
    * Added: To HumV gear loadouts - Rangefinder batteries, Claymores, flashbangs
    * Added: Rangefinder batteries now added to Loadout as individual items in addition to sub-item of Rangefinder
    * Be advised: Mission is intended for server.armaprofile difficulty as Veteran, Mercenary etc
    * Known Issue: Loadout tool does not allow you to pack individual items into your actual ACE ruck and Save those pack choices or view IFAK (Improved First Aid Kit). However, the ACE rucks themselves and any other gear you choose will be saved. Outside of the Loadout screen these all function as per usual and your Blufor IFAK is pre-loaded with Saved medical supplies.
    * Known Issue: Seems that if AI Difficulty is set to 9 or 10 in Mission Parameters that some AI Opfor may ignore Blufor units. Will continue to confirm/investigate this. In the mean-time, perhaps leave difficulty at 8 (I have set this as Default).

    v1.0 (24 March 2011)
    * Bug fixed: Opfor who moved within 400m of Blufor HQ were being teleported closer to Blufor HQ.

    v0.9 (24 March 2011)

    * ACE Wounding and Medical System Implemented
    Medical sequence: Bandage, Epinephrine, Morphine, Medkit
    -- All units can self-apply bandages to stop bleeding if they are not too badly injured
    -- All Blufor units can use epinephrine and morphine to maintain consciousness and reduce pain (moaning and red-screen)
    -- Only Medics can use Medkits to restore you to full health in the field
    * Added: Once a Blufor unit uses the Loadout they will automatically Save earplugs in their gear and 2 bandages, 2 epinephrine, 2 morphine in their IFAK (Improved First Aid Kit), even though they will not see these at the Loadout screen.
    * Added: Blufor HumV's now have bandages, epinephrine, morphine, medkits, in their cargo.
    * Changed: Saved Blufor Loadouts will now always be restored when Blufor respawn, regardless of how far away they are from HQ (previously 50m)
    * Added: Blufor Crew-Served-Weapons - Mk19 grenade launcher, M2 machine gun
    * Added: Randomly, up to 25% of Opfor may have Night Vision Googles
    * Changed: Opfor who move within 400m of Blufor HQ will now be teleported 10m away instead of 600m.
    * Added: Blufor gear option for 'ACE CharliePack ACU Medic'
    * Removed: Some Blufor Patrol Packs from gear Loadout.
    * Changed: Blufor medic units now 'US Soldier' instead of 'US Delta Force'
    * Added: Blufor Chemlights - Red, Green, White, Yellow, Blue, Infrared
    * Added: Cache image to briefing notes.
    * Known Issue: Loadout tool does not allow you to pack individual items into your actual ACE ruck and Save those pack choices or view IFAK (Improved First Aid Kit). However, the ACE rucks themselves and any other gear you choose will be saved. Outside of the Loadout screen these all function as per usual and your Blufor IFAK is pre-loaded with Saved medical supplies.
    * Known Issue: Seems that if AI Difficulty is set to 9 or 10 in Mission Parameters that some AI Opfor will ignore Blufor units. Will continue to confirm/investigate this. In the mean-time, perhaps leave difficulty at 8 (I have set this as Default).
    * Known Issue: Blufor fireteam leader map markers sometimes disappear. Note that most Blufor players will not have map markers. I have no plans to correct this at this time as it's more realistic anyway. Use your DAGR and GPS and learn to read a map

    v0.8 (15 March 2011)
    * Variety of ACE gear options added to Blufor - including Kestrel windmeter, HuntIR, spotting scope, flashbangs, claymores, C4, more sniper rifles and javelins etc
    * Blufor helicopter is now normal instead of remote-controlled
    * Blufor bags (M252, etc) removed
    * Blufor CAS support removed
    * Opfor static rooftop weapons removed
    * Autokick removed for Opfor 'stacking'
    * Opfor now have Anti-Air infantry
    * Human Opfor may be able to assume control of Opfor AI armour
    * Briefing tweaks
    * Be advised, ACE wounding is not in-effect
    * This version intended for Expert difficulty or higher

    v??
    - Multiple test versions running on private or AEF CTB servers, implementing most of the features listed at top. Some people have already copied/edited this mission and begun using it.

    Credits & Thanks

    This ACE edit by Swedge www.swedgey.com with support from AEF CTB http://aef-ctb.blogspot.com and AusArma http://www.ausarma.org

    Mission by pogoman, revised and further developed by Fireball at http://dev-heaven.net/projects/insurgency/
    Huge thanks to Fireball for all his great work. Please continue to support, promote, and submit bug/feature tickets for Fireball's Insurgency.

    Insurgency is based on the gamemode created by Project Reality (an excellent realism mod for battlefield 2).
    The patrolling AI vehicles use Kronzy's fantastic Urban Patrol Script (UPS).
    The gear respawn dialog is a heavily modified version of the one used in Warfare - Benny edition.

    Requirements
    Arma 2 and Arma 2: Operation Arrowhead, British Armed Forces Downloadable Content
    A.C.E. Mod for Arma 2: Operation Arrowhead.

    Download:
    http://www.swedgey.com/insurgency0_7...e.takistan.zip
    Last edited by Swedge; Apr 10 2011 at 01:13. Reason: Posted v1.1 then removed.

  2. #2
    download link doesn work
    The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature and has no chance of being free unless made and kept so by the exertions of better men then himself.
    John S. Mill

  3. #3
    Lance Corporal Swedge's Avatar
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    Author of the Thread
    Fixed.

    Quote Originally Posted by lsp View Post
    download link doesn work

  4. #4
    thx !
    Administrator of ArmaII otstrel.ru servers

  5. #5
    Sergeant Major Mosh's Avatar
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    Thanks!

    This will get tested today and I will leave some feedback... been looking for this (Insurgency + ACE).

    EDIT - Of course a big thanks to Fireball for continuing the project, I forgot to mention that...
    Last edited by Mosh; Mar 15 2011 at 12:59.

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  6. #6
    Awesome, I hope you won't mind me tweaking it
    Just a little question - is there a reason why the ACE medical system is not active?I just threw in the modules and it appears to work

    EDIT:
    I made a slightly modified version of this one, I removed the standard medical system and replaced it with ACE medical system[medkits only medic rest everyone else], forced group markers off, ACRE radios. swapped the BH for DAGR LB and changed some weapons.
    Anyway if anyone wants it:
    http://rapidshare.com/files/45274156...1.takistan.pbo
    Last edited by ZZEZ; Mar 15 2011 at 22:14.

  7. #7
    i been playing this mission for a few hours, its pretty damn good. the optempo is just amazing and the CQB is outmatched! a few things i personally think would make this even better.

    * change the briefcase to a smaller object that makes it more difficult to see, maybe a map? > realism
    * add the ace wounding system, but i see you are planning that already
    * add AI CAS support, an a-10 that can only drop every 20-30 minutes (makes it more valuable)
    * take out enemy armor, only put in technicals with machine guns (realism)
    * add civilian module + civi vehicles > adds ROE to the mission.
    * ied's would be nice
    * change the armory or gear select > is rather annoying right now

    i know its a big list but i dont think it should be to hard to implement. cant wait for the next release, until then this mission will run on our server 24/7

    thanks for the awesome game time!

  8. #8
    Sergeant Major Mosh's Avatar
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    Quote Originally Posted by TheDog_88 View Post
    i been playing this mission for a few hours, its pretty damn good. the optempo is just amazing and the CQB is outmatched! a few things i personally think would make this even better.

    * change the briefcase to a smaller object that makes it more difficult to see, maybe a map? > realism
    * add the ace wounding system, but i see you are planning that already
    * add AI CAS support, an a-10 that can only drop every 20-30 minutes (makes it more valuable)
    * take out enemy armor, only put in technicals with machine guns (realism)
    * add civilian module + civi vehicles > adds ROE to the mission.
    * ied's would be nice

    * change the armory or gear select > is rather annoying right now

    i know its a big list but i dont think it should be to hard to implement. cant wait for the next release, until then this mission will run on our server 24/7

    thanks for the awesome game time!
    This version is great, but I do agree with those 3 points above, especially the gear select. I haven't edited it because it's really almost perfect, and previous attempts at editing this mission failed... but I'm tempted to add a crate or something because I'm not so sure the gear selection works as intended.

    But this is one of my 2 favorite missions to play right now. I also probably would have never tried this mission had I not stumbled on your guide in the first place... thanks!

  9. #9
    Lance Corporal Swedge's Avatar
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    Author of the Thread
    No worries mate.

    I'd love to have the ACE medical system active and that's my main priority at the moment. The original mission contains all sorts of existing wounding, drag, etc code and I assume they would interfere with each other. It would require some testing. We'll see how we go.
    I prefer to force group markers off too
    We don't really use ACRE at the moment but that might change down the track.
    Thanks for your reply.

    Quote Originally Posted by ZZEZ View Post
    Awesome, I hope you won't mind me tweaking it
    Just a little question - is there a reason why the ACE medical system is not active?I just threw in the modules and it appears to work

    EDIT:
    I made a slightly modified version of this one, I removed the standard medical system and replaced it with ACE medical system[medkits only medic rest everyone else], forced group markers off, ACRE radios. swapped the BH for DAGR LB and changed some weapons.
    Anyway if anyone wants it:
    http://rapidshare.com/files/45274156...1.takistan.pbo

  10. #10
    Lance Corporal Swedge's Avatar
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    Author of the Thread
    Quote Originally Posted by TheDog_88 View Post
    i been playing this mission for a few hours, its pretty damn good. the optempo is just amazing and the CQB is outmatched! a few things i personally think would make this even better.

    * change the briefcase to a smaller object that makes it more difficult to see, maybe a map? > realism
    I kind of agree with that. Will have a think about it. It's a bit cheap at the moment. Pogoman's original mission ages back had interrogation of surrendered insurgents which was cool. But caused a variety of issues. And you don't see a lot of insurgents running around with shiny silver briefcases

    Quote Originally Posted by TheDog_88 View Post
    * add the ace wounding system, but i see you are planning that already
    Most definitely.

    Quote Originally Posted by TheDog_88 View Post
    * add AI CAS support, an a-10 that can only drop every 20-30 minutes (makes it more valuable)
    Fireball's mission still has that or something like it. I just removed it because we tend not to use it, there's not much Opfor can do about it, and if it's used it can make it harder to find caches in all the rubble. It's just a personal preference. It doesn't especially worry me either way though. Shouldn't be hard for people to edit it back in again if they're keen.

    Quote Originally Posted by TheDog_88 View Post
    * take out enemy armor, only put in technicals with machine guns (realism)
    Ideally I'd like to do that, and give Blufor a bit of armour, but only when civilians are included with a penalty for killing them. Then it models current US insurgency operations a bit closer. Then everyone gets to learn about armour moving with infantry support. At the moment it's flipped on it's head a bit with Opfor having some armour and Blufor having a ton of man-portable anti-armour weapons. I didn't mind that because I figure we all need more practice in anti-armour ACE weapons
    If we're thinking soviet/afghanistan conflict, the mujahideen apparently had some armour from China. If we're modelling current-world afghanistan/iraq insurgency etc we're not really going to see Opfor armour.

    Quote Originally Posted by TheDog_88 View Post
    * add civilian module + civi vehicles > adds ROE to the mission.
    Totally. Have already submitted a feature request ticket to Fireball about this. Should be good.

    Quote Originally Posted by TheDog_88 View Post
    * ied's would be nice
    Opfor already have 2 IED's each mate

    Quote Originally Posted by TheDog_88 View Post
    * change the armory or gear select > is rather annoying right now
    The advantages of it at the moment are that it features weapon-type limitations, and a save weapon system for units that respawn. We'll see where it goes though.

    Quote Originally Posted by TheDog_88 View Post
    i know its a big list but i dont think it should be to hard to implement. cant wait for the next release, until then this mission will run on our server 24/7

    thanks for the awesome game time!
    My pleasure. I'm a big fan of ACE and Insurgency so I thank the ACE crew and I thank Fireball (for current version) and Pogoman (for getting the ball rolling). I think Rocko might be working on an ACE Insurgency branch too, from Fireball's code, so I look forward to that too.

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