Page 1 of 13 1234511 ... LastLast
Results 1 to 10 of 126

Thread: SP: Tankistan Control / work in progress

  1. #1

    [SP]: Takistan Control

    Insurgency mission [SP] game play. - Updated 09/3/2012

    ** Featuring fast cars, faster women and huge explosions! **

    ----

    mission

    ----

    Detals:

    You and your team start at random position in Takistan with vehicles and some support options. You are tasked with preventing the spread of the insurgency in Takistan.

    Insurgents establish an H.Q. and then attempt to build cache sites in and around towns via supply convoys. Once a supply truck reaches it's destination, a cache site is built there. After a cache site is established a new convoy will begin.. after predefined delay. This continues until the insurgency has enough active sites to win. All locations (your start position, convoys, cache sites, H.Q. sites, Leader locations, IED's, hostiles.. etc.) are decided randomly during each mission for re-playability.

    ----

    To prevent the spread of insurgency, you must complete enough objectives before the enemy has enough active cache sites to win.

    -Destroying a cache will count as an objective and remove the cache site from list of active insurgent sites.

    -Destroying a supply truck in route will count as an objective and prevent the build of a cache site.

    -Destroying an H.Q. will count as an objective and prevent new supply convoys until a new H.Q. is built.

    -Destroying AA vehicle near H.Q. will count as an objective.

    -Capturing insurgency leaders will count as an objective and provide all currently available Intel.

    -Destroying IED factory counts as an objective for U.S.

    ----

    Intel can be obtained by interrogating civilians, searching killed insurgents, capturing leaders and disarming IED's. Some civilians are loyal to the cause and may notify hostiles of your presence when you start interrogating in their town. Some will resist being detained. Some civilian by-standers may become agitated and shoot at you during interrogations, while others may strap on a bomb vest and come for you or a member of your team.

    Collected Intel as well as completed objectives will be added to your map. Intel can be related to cache sites, supply convoys, H.Q., IED factory and insurgency leaders. When you detain an insurgent leader, you cannot interrogate him directly... you can only call for prisoner pickup (chopper). He will be interrogated back at base and the Intel will be provided AFTER he is *debriefed*

    Be aware of IED's on and near roads. You can disarm them for points and to gain Intel on the IED factory (objective). Your engineer has better chance to disarm IED's. After locating and disarming enough IED's, you will be given (on map) location of the IED factory. IED factory location can also be obtained from civilian interrogation.

    ----

    There is a point system for support items. Use radio 0-0-9 for details.

    The following support options are available:

    -Vehicle Repair support
    -Medic support - MEV Blackhawk
    -Transport - Blackhawk
    -Blackhawk purchase
    -Reinforcements
    -Squad deployment (Four man squad at map position. Contact updates provided)
    -Apache CAS

    ---

    Setting of the following options is available at missions start;

    - Number of active cache sites required for Insurgency win.
    - U.S. objectives required for U.S. win.
    - Supply convoy delay timer - Time between cache site build and next convoy.
    - Interrogation delay timer - Time to wait after successful interrogation before next interrogation.
    - Amount of support points you start with.

    -----------------------------------------------------------------------------

    Mission uses the following:
    - Using - Binesi's "BIN_taskDefend.sqf" script - for better defense!
    - Using [FOCK] Mikie J's IED script - for IED enjoyment!
    - DeltaFiveOne & others for lots of good ideas & testing!
    - BIS Forum members for ideas & scripting help!

    -----

    Updated 9/3
    - Reinforcements are free if within 50m of US Base (start position)
    - Added some vehicles patrols and other surprises to random insurgents
    Last edited by smacker909; Sep 20 2012 at 22:02. Reason: 9/3 update

  2. #2
    Private First Class
    Join Date
    May 19 2011
    Location
    elkastan, canada
    Posts
    12

    Takistan control

    Hi. I am really enjoying the mission, It's lots of fun.

    Though I think it could use more vehicles to choose(up armored Humvee) from at the base and maybe a UAV terminal at the base so you can look for and intercept supply trucks.

    though it's already great, I think the Civ spawning script might need a little bit of work, I noticed it wouldn't spawn them in less dense farmland areas such as around Nagara. I also noticed it would spawn civs correctly for large cities like Feruz abad and Rasman, but samller villages like Sakhe or Nur they wouldn't spawn in till I had walked through most of the village even when inserted down the road from the start of the settlement.

    I was also thinking maybe you could add a feature that after you destroy enough insurgents/caches/supplies you could unlock some kind of armor at base or the ability to call an apache or something to your position.

    Anyway thanks for the mission and hope this helps in some way.

  3. #3
    Thanks for the feedback leathery,

    Regarding the UAV, I can consider that, but I wanted to limit the ability of finding the convoys to interrogation, at least for now, since finding the convoy and destroying the supply truck is easier than taking on the defense of a cache site and at least interrogation comes with some risk. But I may still consider. I have stumble upon the convoy a few times... that's fun!

    As far as the civ spawning, I'm just adding the interrogation actions to the stock ALICE civs.. and it's default settings. I believe I can tweak some of the default settings to increase populations though. I will check into it.

    I think unlocks are good idea. I already included some additional supports with H.Q. destroy. I thought about not spawning the empty blackhawk from the beginning and having that be an unlock. I will add others

    Thanks for playing/testing

  4. #4
    Made lots of updates since initial post. I have tested and corrected some issues as well hopefully some will give it a try Works with vanilla, but I prefer using ASR_AI !

    ---

    Update: 7/29; Change to the repair truck call.. it was never getting close enough, so now once it's under 100 feet of your initial call location, you get option to point at and repair (also reload ammo) vehicle.
    Last edited by smacker909; Jul 30 2012 at 12:59.

  5. #5
    Very interesting mission smacker909! I especially love the feeling of having to interact with civis to see if they know about any whereabouts of insurgent activity, I actually had to chase down a few civis that bolted on me upon contact so that would be very interesting if we had to physically restrain those particular runners. Felt like an episode of Cops haha... I have played a few rounds so far and will leave more feedback as I spend more time testing this mission out for ya. Any chance of adding randomized IEDs in the future? I think that would greatly increase that immersive/atmospheric feeling of "anything going down at any time" that you've got going on here. Maybe even some other allied units operating around the AO doing their own waypoints/objectives, hopefully they wouldn't interfere with the player's specific objectives. Maybe even random civis pulling out (well being equipped anyway) with handguns after they see some of their peers being harassed? Again, just immersive/atmospheric additions. Having a lot of fun with this so far, good job. A LOT of potential here. Thanks for this mission!
    Last edited by DeltaFiveOne; Jul 30 2012 at 23:02. Reason: Added commentary
    - Delta 5-1

  6. #6
    hey Delta - Thanks for playing and testing.. Good ideas! I think IED's is next on the list. I'm looking at FOCK-ers-IED in fact.. so maybe this coming weekend. Time permitting. I like the allied units operating independently and civs drawing handguns. Will have to think about how best to implement those without too much strain on the game and my brain Please keep the feed back coming and advise of any issues. Thanks again!

  7. #7
    Very good mission, I like it. Reminds me of that third (i think) mission from Red Harvest campaign where you had to find enemy commander in Chernarus, detective style.

    I'm not too fond of Takistan though so I converted it to Chernarus and USMC faction, works like a charm.

  8. #8
    Quote Originally Posted by smacker909 View Post
    hey Delta - Thanks for playing and testing.. Good ideas! I think IED's is next on the list. I'm looking at FOCK-ers-IED in fact.. so maybe this coming weekend. Time permitting. I like the allied units operating independently and civs drawing handguns. Will have to think about how best to implement those without too much strain on the game and my brain Please keep the feed back coming and advise of any issues. Thanks again!
    Thanks for your receptiveness. Looking forward to the new additions!

  9. #9
    KiberKiller - I had tried using mostly scripts for easy porting. Glad you worked it out. Glad you like it so far !

    Delta - I hope to have some new stuff by the weekend I liked the pistol wielding civilians idea!

  10. #10
    Here's the "originally" named Chernarus Control with USMC instead of US Army and ACE Wounds system (requires ACE obviously), if anyone interested:
    http://www.mediafire.com/?c4ro5ne7fjexuzk

    One thing I haven't yet figured out is where you define the teammates that you'll be getting (I don't really understand the reasoning behind placing them from scripts to be honest, when you could just as well just add them to the map in editor) and where you define which faction enemy is.
    Any hints? I'd like to make a UMSC vs RU and RU vs UMSC versions.

Page 1 of 13 1234511 ... LastLast

Similar Threads

  1. Concorde (Work in Progress)
    By Wmdaniel in forum ARMA - ADDONS & MODS: DISCUSSION
    Replies: 33
    Last Post: Jun 14 2007, 03:03
  2. Mi-8 pack - work in progress
    By DPS [CCCP] in forum ADDONS & MODS: DISCUSSION
    Replies: 155
    Last Post: Dec 7 2005, 06:38
  3. Flashbang (work in progress)
    By Scanger in forum OFP : CONFIGS & SCRIPTING
    Replies: 3
    Last Post: Feb 18 2005, 02:21
  4. Ww2ec work in progress
    By FW200 in forum ADDONS & MODS: DISCUSSION
    Replies: 9
    Last Post: Jan 14 2003, 06:49
  5. My work in progress...
    By WKK Gimbal in forum OFP : O2 MODELLING
    Replies: 12
    Last Post: Apr 30 2002, 15:41

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •