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bboy

[SP - ArmA2 & OA] Reconnaissance & Sabotage ...by bboy

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test campaign: 2 mission for Arma2 and OA

ABOUT THE MISSION 1:

I downloaded Sahrani for Arma2 and it seems for a beautiful island for making some missions, and maybe campaign if I sticks to this... ;) This should be the first mission in the campaign, because of the way that was done... The mission is filled with everything... working tasks, full briefing, support, custom music, save games... just in bboy style. :) Well, maybe i wrote something wrong on english, sorry on that... ;) And, due testing of numerous times this mission, perhaps I have missed something... Be kind to write here what it is. So I'll be able to correct mistakes and maybe upgrade my mission with the things that you did not like or improve those that you think should so the mission will looks even better in the future! Good gaming! And send some feedback!

new: Now I have added seccond mission and merged them into a small campaign, for now... ;)

REQUIRED ADDONS:

SMD Sara A2 Full Sahrani Map Port

http://www.armaholic.com/page.php?id=22209

SpecOps, Mercs, BlackOps and OpFor units

http://www.armaholic.com/page.php?id=13732

RECOMMENDED ADDONS:

RobertHammer weapons:

- M4/M16 Rearmed Weapons Pack - http://www.armaholic.com/page.php?id=8056

- MK18 Pack - http://www.armaholic.com/page.php?id=10540&highlight=MK18+ROBERT+HAMMER

- SMG Pack - http://www.armaholic.com/page.php?id=13788

- PDW Pack - http://www.armaholic.com/page.php?id=12214&highlight=PDW+PACK

- M14 Pack - http://www.armaholic.com/page.php?id=11374&highlight=M14+ROBERT+HAMMER

- HK416 Pack - http://www.armaholic.com/page.php?id=11789

- MGS Weapons Pack - http://www.armaholic.com/page.php?id=13095

- Pistol pack - http://www.armaholic.com/page.php?id=12800

- J.S.R.S. - http://forums.bistudio.com/showthread.php?104514-J-S-R-S-1-5&highlight=jsrs+sounds

FEATURES:

- 4 man team, no switchable units, player is a leader

- search & destroy type of missions

- HALO jump from 5000 meters over the island (1. mission)

- random positions of the enemy vehicle patrols

- random position of HVT (1. mission)

- custom sounds

- close air support via radio

- choice of gear in the briefing (all of the A2, OA, BAF, ACR, PMC, Robert Hammer and other weapons...) note: so far prevented until somebody explain how to use the command weaponPool

CHANGES:

- Razor boys replaced with Navy Seals

- HVT after some (random) time will try to escape (1. mission)

KNOWN BUGS:

- at the begining, during the flight of C-130J, he may change the route of movement so you'll pop out away from the LZ and you will not be able to fly in the position... (i don't know how to make him fly always straight ahead)... simple restart the mission...

- sometimes when jumping from the plane, your teammates may fall far away from you. If they are too far, restart the mission...

DOWNLOAD:

http://www.mediafire.com/?w6fzoduzvfsj1zn

Edited by bboy

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Nice to see something from you bboy, downloading now!

I expect feedback... ;)

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Very good mission, I'm eagerly looking forward to playing a whole long campaign in this "bboy style" *thumbsup*

Some remarks:

The english briefing texts seemed a bit weird to me, but I'm not a native speaker either, so I suggest to let someone check it who is.

The radio commands were both available right away from start, but they should only become available during mission progress (e.g. CAS only after the scripted message appears saying that CAS would be now available, when you get close to Corazol). And the "tell guerrillas to move" command does not disappear after being used, which doesn't make sense from a gameplay perspective.

Finding the HVT was impossible without killing the whole village and searching through every house. Maybe a good idea would be to let the HVT walk around from time to time and change position, so that if the player is in a observation spot for a longer time, he might spot and track him. Or let a bunch of visitors (different officers) drive up to the house, enter it and leave it after a short while again, that would also be enough for a vigilant observer to judge that this must be the command post where the HVT resides. Then a single bullet would do the job, if the player chooses to do it this more realistic way. You could also let the HVT flee by car when the village is attacked, so the player puts satchels on the road to catch him when fleeing.

Using the default Arma2 guys is not a good idea because they are not built for backpacks (one can teach them in a config to carry backpacks, but they won't appear visually), so in case you make a campaign from it, consider using an addon for better suited soldier models. Realistically, such teams would always insert with insanely big backpacks.

And in a campaign, using the weapon pool feature (http://community.bistudio.com/wiki/Category:Command_Group:_Weapon_Pool) would be nice. I mean, you can chose from all possible weapons before you jump, but once on the island and cut off from support, you should only rely on the stuff which you brought with you and which you have found. You shouldn't forget to tell the player what vehicle/crate you will use to store the weapons/ammo for the next mission. If you need a reference how to use it, you could look into the "Resistance" campaign for CWR2.

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Thank you on feedback and remarks Brainbug! I appreciate this! Well, of course I want to make campaign... but i'm loosing that which when nobody playing or writhing about that i'm making... :\

About your remarks:

- about english.. it is how it is! ;) i'm using Google translator for help... ;)

- i will check about "tell guerrillas to move" command, that should remove after bein used...

- well, maybe is too hard to find HVT... or you will need to have luck with random position! ;) i will find some solution in the future... to not be that hard, but in the same time interesting! ;)

- i used Arma 2 guys because of their icons and voices! And yes, i had also doubt about to use them or not, just because of that they can not carry backpacks... Of course, i know about LRRP backpacks, realistically... ;) I tested Binkowski special forces... they are good, or maybe i'll use something else...

- about the weapon pool feature.. you need to explain to me better! Of course i want to use that, it's good and realistic!

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well, I haven't used it myself, so I had to look into it as well how exactly it is done, but as I said, the resistance campaign of CRW2 makes intensive use of it, so it would be a good example to inspect how it works in scripts.

Basically if you find a SVD in one mission and keep it either in the gear of yourself or one of your men or in your truck, it will appear in the briefing gear of the next mission. Then you can chose it, and if you do, you can keep it over the course of the mission and carry it over in the third mission, or you loose it and don't have it anymore. If you don't choose it in the briefing, it will be still there for the next mission. In the resistance campaign, that is used to forge an army over the course of several missions, starting with just a shotgun and ending up with more weapons than an average American household.

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Well... i checked... As far i saw, it's enough to put this in description file:

weaponPool = true;

In any case, i'll try... ;) I made some changes to the first mission, i and made a seccond one... I will publish it soon...

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I made some changes... and i added seccond mission... That means, I NEED TESTERS IF YOU WANT ME TO CONTINUE THIS S...! :D But i have a problem. I want to use weaponPool command in this campaign. But if i put this in campaign description file, that will disable choice of gear in the briefing. And i dont want that! I want to allow choise of the gear in the first mission and than just to pull them in the seccond... Any ideas?

... also is somebody wants to be a voice actor for this campaign, I would be pleased! :)

Edited by bboy

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But i have a problem. I want to use weaponPool command in this campaign. But if i put this in campaign description file, that will disable choice of gear in the briefing. And i dont want that!
Hmm, all I know is that both together works, player can choose weapon at each missions' briefing, and he will find the weapons from the old mission there, but the mission maker can also add some extra weapons for that mission (e.g. a silenced pistol or a sniper rifle or a few satchels, if it is needed for the mission, because you can never be sure that the player actually collected that stuff). I have however no clue how that is done exactly, all I can say is that the crw2 resistance campaign (http://cwr2.arma2.fr/downloads) uses it perfectly, so if you look into it then you can certainly learn from it how it is done. I assume you have to read out certain objects (e.g. a truck where the player is supposed to store his stuff in) and put that into a list or array for the next mission. You should also check that weaponpool tutorial here: http://home.arcor.de/vektorboson/ (keep in mind that both these examples also carry over the soldiers from the player's team that he managed to keep alive)

oh, and testing the campaign mission would be easier if you set the end1 to the successful ending, so that the endmission cheat allows to skip missions and progress in the campaign. So far I can say the new Seals look cool. Will rip the campaign now apart so I can test the second mission.

in the init.sqf of the 2nd mission it must not be "independent" but "resistance" for the "green" faction (that's why there's a script error). But I think you don't need the setFriends command at all, it is generally only needed to have civilians involved in fights. there are also a bunch of other notifications in the log, like double nvgs for a soldier etc.

Apart from that, nothing that needs tweaking imho, good mission.

Edited by Brainbug

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Hmm, all I know is that both together works, player can choose weapon at each missions' briefing, and he will find the weapons from the old mission there, but the mission maker can also add some extra weapons for that mission (e.g. a silenced pistol or a sniper rifle or a few satchels, if it is needed for the mission, because you can never be sure that the player actually collected that stuff). I have however no clue how that is done exactly, all I can say is that the crw2 resistance campaign (http://cwr2.arma2.fr/downloads) uses it perfectly, so if you look into it then you can certainly learn from it how it is done. I assume you have to read out certain objects (e.g. a truck where the player is supposed to store his stuff in) and put that into a list or array for the next mission. You should also check that weaponpool tutorial here: http://home.arcor.de/vektorboson/ (keep in mind that both these examples also carry over the soldiers from the player's team that he managed to keep alive)

oh, and testing the campaign mission would be easier if you set the end1 to the successful ending, so that the endmission cheat allows to skip missions and progress in the campaign. So far I can say the new Seals look cool. Will rip the campaign now apart so I can test the second mission.

in the init.sqf of the 2nd mission it must not be "independent" but "resistance" for the "green" faction (that's why there's a script error). But I think you don't need the setFriends command at all, it is generally only needed to have civilians involved in fights. there are also a bunch of other notifications in the log, like double nvgs for a soldier etc.

Apart from that, nothing that needs tweaking imho, good mission.

Did you played the 2. mission?

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Well, I would test this if somebody could tell me how to HALO in from 8 klicks away. Staying level and taking a heading towards the meeting place waypoint ends touching the ground 4 klicks away which ends the mission because it's too far away....

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Well, I would test this if somebody could tell me how to HALO in from 8 klicks away. Staying level and taking a heading towards the meeting place waypoint ends touching the ground 4 klicks away which ends the mission because it's too far away....

Keep tryin' ... ;) You'll wont be sorry... ;)

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