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gotrek

[SP] MISSION for Arma CO : Afrikaners' last stand in Duala (Work in progress)

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Discussing the ideas and concepts for missions you'd like to see made.

Is one of the things this section is for so that's what I'm going to do here.

I've been fiddling around with the Duala island (Icebreakr's) and the missions/campaigns made for it. and the idea to make a white afrikaner themed campaign/mission occured to me since so many irregulars are available.

Combined ops seems pretty stable for Duala, even though the map is intended for ArmaII only and some of the mods for it require AO per examples here: HERE

So far I've managed to make a very basic mission, which has allowed me to pick the units I want featured in the mission, models and the villages the story is going to be centered around.

So here's the story roughly explained:

The setting:

isla_duala_1_6596.jpg The mainstage will be that island to the East that's mainly covered in jungle and has a very big hill on it with some military barracks and a little town and some administrative building. Although there will be incursions in Molatian territory to check on farms and such...

The Story:

It's largely inspired from Namibia, Zimbabwe and such.

After the civil war Molatia being the socialists they are, decided to nationalize the farms and local exploitations. Those mainly belonged to the white settlers there and they obviously weren't very happy with the proceedings. Many locals weren't happy either thinking power and riches were simply changing hands without them winning anything in the process. After all they had known the landowners for generations and the molatian government was just a corrupt bunch of communist rebels for all they knew.

Thus a smaller conflict emerged and after dispossessions and displacements of populations the local Afrikaners (whites) settled in a last bastion on the eastern isle of the Duala island. they nicknamed it Duavaal (after Transvaal). Officially a part of Afrene who keep a symbolic guard post there at the Afrikaner's request. The movement isn't dead in Molatia has small farmsteads still resist the government's dispossessions or faint submission.

The Molatians themselves haven't been inactive and finance wild mobs to raid the Island from time to time and harass the white minority , since official intervention would attract attention from the UN which is still present, though in tiny numbers.

With the recent rise in the numbers of rebels raiders the Afrikaners have become a militia struggling for survival stuck between a government who wants them gone and a government who sees them as figures of the colonial past and embarrassing refugees. They therefore throw their last dice in recruiting mercenaries to make one last attempt at establishing their enclave and hitting the Molatians hard enough that either the Un or the Afrenians will intervene and stop the rebel raids for good.

Gameplay:

Playing the mission as one the mercs employed by the afrikaaners, leading a rag tag bunch of ex spec-ops mercs and local guerilleros in defending the island, patrolling for rebels and causing as much trouble to the molatians as their tiny budget can allow.

One problem I've encountered is the map has many towns which are very close by. so much so that if you stand on a big enough hill you can see 3 towns at once, it's impossible to populate all that space without the game lagging (for me anyway), so I'm thinking this mission will have to be divided up into a mini campaign.

Instead of one big mission that has objective 1: defend village obj2 pursue rebels, 3 destroy their base 4: check on inland afrikaners...for example (though it'll be roughly this)

I'll have to have each objective in a single mission that way it won't look so strange to drive through an empty village or airport and think "hang on where's that big molatian army you're so woried about?". Or I could divide each objective with a cut to black screen type thing (I have seen it in missions bu have no clue how to do it yet)....

Ideas to develop:

A lot of story telling, showing the duality of feelings amongst the locals torn between their loyalty to the white landowners and their wishes for shared wealth. getting to define who the government backed rebels are...maybe the island's previous inhabitants, or drug dealers who had set up operations in its jungle...

Setting objectives on the mainland to "visit" the afrikaners left behind who survive under the molatian government.Objectives t try and push the Afrenians for intervention in the conflict, or the UN....

I think the idea has potential and I'd like to develop this universe.

My missions will probably be very simple and seem naive since I have very little tactical knowledge and am not a very good player,but that can be improved over time..

So there you have it. It's going to be quite the work since I have 0 experience in creating missions but it seems fun so far...

I guess I'll have to ask permission from the mods I'll use if I want it public but that's still a while away.

If anyone has clues or ideas or wants to ride on, they are welcome. someone who could make intro videos would be much appreciated...

Edited by gotrek
spell check

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Is one of the things this section is for so that's what I'm going to do here.

I've been fiddling around with the Duala island (Icebreakr's) and the missions/campaigns made for it. and the idea to make a white afrikaner themed campaign/mission occured to me since so many irregulars are available.

Combined ops seems pretty stable for Duala, even though the map is intended for ArmaII only and some of the mods for it require AO per examples here: HERE

So far I've managed to make a very basic mission, which has allowed me to pick the units I want featured in the mission, models and the villages the story is going to be centered around.

So here's the story roughly explained:

The setting:

[imghttp://armed-assault.de/screenshots/isla_duala_1_6596.jpg[/img] The mainstage will be that island to the East that's mainly covered in jungle and has a very big hill on it with some military barracks and a little town and some administrative building. Although there will be incursions in Molatian territory to check on farms and such...

The Story:

It's largely inspired from Namibia, Zimbabwe and such.

After the civil war Molatia being the socialists they are, decided to nationalize the farms and local exploitations. Those mainly belonged to the white settlers there and they obviously weren't very happy with the proceedings. Many locals weren't happy either thinking power and riches were simply changing hands without them winning anything in the process. After all they had known the landowners for generations and the molatian government was just a corrupt bunch of communist rebels for all they knew.

Thus a smaller conflict emerged and after dispossessions and displacements of populations the local Afrikaners (whites) settled in a last bastion on the eastern isle of the Duala island. they nicknamed it Duavaal (after Transvaal). Officially a part of Afrene who keep a symbolic guard post there at the Afrikaner's request. The movement isn't dead in Molatia has small farmsteads still resist the government's dispossessions or faint submission.

The Molatians themselves haven't been inactive and finance wild mobs to raid the Island from time to time and harass the white minority , since official intervention would attract attention from the UN which is still present, though in tiny numbers.

With the recent rise in the numbers of rebels raiders the Afrikaners have become a militia struggling for survival stuck between a government who wants them gone and a government who sees them as figures of the colonial past and embarrassing refugees. They therefore throw their last dice in recruiting mercenaries to make one last attempt at establishing their enclave and hitting the Molatians hard enough that either the Un or the Afrenians will intervene and stop the rebel raids for good.

Gameplay:

Playing the mission as one the mercs employed by the afrikaaners, leading a rag tag bunch of ex spec-ops mercs and local guerilleros in defending the island, patrolling for rebels and causing as much trouble to the molatians as their tiny budget can allow.

One problem I've encountered is the map has many towns which are very close by. so much so that if you stand on a big enough hill you can see 3 towns at once, it's impossible to populate all that space without the game lagging (for me anyway), so I'm thinking this mission will have to be divided up into a mini campaign.

Instead of one big mission that has objective 1: defend village obj2 pursue rebels, 3 destroy their base 4: check on inland afrikaners...for example (though it'll be roughly this)

I'll have to have each objective in a single mission that way it won't look so strange to drive through an empty village or airport and think "hang on where's that big molatian army you're so woried about?". Or I could divide each objective with a cut to black screen type thing (I have seen it in missions bu have no clue how to do it yet)....

Ideas to develop:

A lot of story telling, showing the duality of feelings amongst the locals torn between their loyalty to the white landowners and their wishes for shared wealth. getting to define who the government backed rebels are...maybe the island's previous inhabitants, or drug dealers who had set up operations in its jungle...

Setting objectives on the mainland to "visit" the afrikaners left behind who survive under the molatian government.Objectives t try and push the Afrenians for intervention in the conflict, or the UN....

I think the idea has potential and I'd like to develop this universe.

My missions will probably be very simple and seem naive since I have very little tactical knowledge and am not a very good player,but that can be improved over time..

So there you have it. It's going to be quite the work since I have 0 experience in creating missions but it seems fun so far...

I guess I'll have to ask permission from the mods I'll use if I want it public but that's still a while away.

If anyone has clues or ideas or wants to ride on, they are welcome. someone who could make intro videos would be much appreciated...

examples campaigns Royal Gambit(ARMA) and BAS Tonal+OPFOR(OFP)

Edited by Max Power
quoting images

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thanks, I'll look into how Royal gambit works.

I took a couple of screen shots around the main base, to give the "theme some flavour", with propaganda posters and a faction flag. Units from Isla duala and various merc and armed civilian mods. The flag is a cross between the 1870s boer flag and the Molatian flag.

16090912117863_sample2.jpg

And the rest in these links :

flag poles

guard post

poster board

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Making good progress on this, it's proving easier than anticipated.

Progress so far:

Template base made with 3d editor, works fine in mission editor.

Duavaal flag, propaganda posters spread about the outposts, other then the panels(object>panel) is it possible to include posters on any other objects? The Duavaal flag could do with a bit of artistic touch , but it'll do for now.

And an introductory mission being worked on.

One major issue I'm having though is the text scripting, as in including subtitles in intros or triggered conversations to appear for story telling (keeping away from proper dialogs now since it would mean options that I haven't thought of yet). I opened up missions I liked and that did tat but when I try copying their way of doing it it never works, so if someone could explain how that works, it would help. I did download,read watch every tutorial out-there. But that text part is never really explained clearly , that or I'm just slow (probable).

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Andy Mcnab

Please note it is prohibited to quote images. Please remove the image tags from your quoted text in the future.

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Progress so far:

3 missions created, need packaging ( briefings and objectives not triggering) and more testing so far they work as intended but I still to work on the difficulty. 70% done

Issues I'm having: the briefings aren't working too well, but I don't think that'll take long to fix once I redo them completely;

got to balance forces, finding the right number of AI enemies to keep it realistic yet fun to play;

got to find the right scripts to simulate my victory conditions correctly, might take a while.

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