I'm currently finishing off a dynamic campaign ported over from Tacrod and Sanctuary's work in OFP. It's mostly based on the Dynamic War template with elements of CCE
<s> There isn't any radical new ideas from those missions but I got bored playing the official stuff and wanted to explore the island a bit more. The dynamic campaigns are a good way of doing this, there are currently 5 6 mission types with approximately 29 33 different locations and some random patrols courtesy of Kronzky's UPS script. </s>
<s>It would be good if I could get a couple of Beta tests on it before I upload it for public consumption. </s>
<s>Any takers? Please PM me if you're interested.</s>
Now requires this
Cheers Big and El nino
<s>Still considered beta but more robust than before and certainly less laggy, I hope!</s>
Added outro win <--- aiming for "crappest outro ever" award!
Fixed cadet chopper cam
Added skiptime and random weather at mission end
Tweaked S&D text
AI group kills also improve "hero rating".
Fixed a niggle in the airstrike script
Maybe fixed radio disappearing after reload. THX firecontrol.
Possibly fixed the Raid mission not ending, some lame scripting there...
Tinkered with the how the stats change on the Raid mission
Tinkered with the eventhandlers to fix simultaneous multiple enemy deaths causing issues
Added a new action, a Heads Up Display that will only be relevant at night. ;-D
Tried adding * = nil for variables that aren't needed on save.
Added a medipack action
Increased squads starting skill level, they still respawn as dunces.
Fixed POW monitor script
Fixed POW extraction
Added, then fixed the soft lighting of the base at night. Should work after a retry.
Still haven't fixed the markers
Added 1 airstrike option earlier
Deleted about 24 logics (therefore variables) and now use a trigger to capture different objects and their locations to set the missions by
Because of this I can add more locations, so there's now about 8 more Raid locations,Patrol mission now has 17 different locations, Defend has about 30.
Spawn Enemies should exit properly and I'm now "deletegroup"-ing all the created groups, this could be the cause of spawning failing after 8-10 missions because ArmA's group limit is being reached. I also suspect this is why the savegame is getting so big.
If no option is selected at the beginning and the dialog remains up it defaults to Easy.
Scatter scripts check if they're in water
New Outpost mission with 7 locations (as suggested by troop, I couldn't call it FARP though, juvenile as I am the word is too close to fart. Maybe I read too much Viz when I was younger...)
Most missions now require the player to be near the objective for the mission to end. No just using support to complete a mission.
Added better armour spawning on some missions
Livened up defend mission
Added West groups patrolling the south
Fixed APC and Chopper script not exiting
Skiptime now more subtle
Increased a couple of stats to increase main mission duration.
Added a couple more music tracks
Fixed Defend town mission broken in 0.91h
Added mission end if Officer is killed in Defend mission.
Removed spawning shilkas
Fixed ambush not ending, in theory...
Added hint for seeing the medic before getting another mission
Eject player units from vehicles before extraction
disabled radio on chopper cutscene
Less uaz's on Patrol mission on Cadet mode
Reduced spawning enemy armour, it was a bit excessive!
Scattered Officer more on Raid
Removed hint if no airstrike available
Artillery will arrive quicker
Added 1 mag to AT soldier
Added MG to group at start
Action Loons @ base should no longer look at walls...
Named all units that use radio and changed some of the text
Tweaked the fleeing script
Moved the western satellite base to speed the tanks' arrival
Added 2 more Search and destroy locations
Change UAZ to MG.
Evac radio msg will appear when mission complete
Changed mission complete msgs
Added confirmation dialog for transport
Markers should be neater
Added DAC and Grouplink 2
Rewrite and streamline of some of the spawn scripts for better looping and use of eventhandlers.
Removed old effects scripts
Removed Hud action, it was bad...
Airstrike now drops 6 bombs not 8
The VIP will be scattered a bit so it won't be as easy to hit him with artillery if you're not near enough to spot him, hopefully this won't mean an endless search for him though.
Tinkered with the insert and evac scripts
Support scripts will now exit when the mission is ended by the player not when the mission objective is complete.
Added civilians, player will lose rating if he shoots them
Reduced the artillery shell count
Focus will timeout, higher the rating the longer it lasts
Kind of fixed pilot dialog
Added infantry dialogue, these units use a basic version of GL3. Available in POW mission only at the moment
Moved 2 of the POW locations
Removed the extra groups in the POW mission
Rewrite of part of the POW mission
Added General Baron's click effect for the markers
Gone crazy with variables...just because I can.
Rewrite of some of the radio messages
Added the use of the mapfact radio, your group must carry one of these to use ANY radio options.
Tinkered with the chopper scripts again, they're MUCH better...I'll get it right one of these days.
Fixed Raid end action not appearing after reload...hopefully
Fixed Ambush end action not appearing after reload...hopefully
Tinkered with the persistant spawn scripts. Island should be a bit more lively.
Now, someone in your group HAS to have a radio, if it's lost or the guy carrying it goes down you will lose ALL the standard radio options. This is on any of the missions. Quick test for you, shoot number 2 who will have the radio by default and open up the map, voila, no radio. Pick up the radio or get one of the AI to and the radio options come back, this means it's important to keep this guy alive or make sure you carry the radio to be able to call any of the support or even an evac.
The AI will no longer join your group in the POW mission, it's a pain in the butt to try and organise all those dudes using the F11/F12 keys so now they're controlled with the dialogue. It's easier than it looks, honest! If you bring it up along the top are the group names: Alpha to Foxtrot, then going vertically down are the options to control them. If you click the move button for example, you need to bring the map up, click on the map and a marker will appear. The group will then move to that location. If you want them to move there quickly click fast, if you want them to hold fire click hold etc.
Fixed widescreen focus overlay
Added dialogue to choose how to rearm
Removed mission selection dialogue
Extra wave added to the Defend town missions in case the civvies are a bit lively.
M4/Acog in the ammocrate is available earlier.
Added mainbase troops to DAC
1.09 is now compulsory. No apologies made.
Fixed defend missions, broken in the last few versions. Back to lively
Fixed setradiomsg commands in missions
More tweaking of the evac/insert scripts
Tweak of the endspawn/delete scripts
Added a couple of weapons to ammocrates and changed the order you get them
After the enemy base mission that location becomes a west base. Some support will then spawn from those positions.
Added a new mission where the enemy will try and take these bases back.
Support option changed slightly. Support now improves the better the rating. M113 and Hummers to start, >100 vulcan and 2 Hummers>200 m1 >350 another m1, hummers and strikers
Infantry spawns from bases like the tracked and wheeled units
NOw keeping track of a few more stats, total deaths, E and W kills, player kills and player shots fired.
Added timeout message to difficulty dialogue @ start
Added Intel action at one of the huts, has to be earned though
Monitoring key units and vehicles at the base and will now respawn them at mission end
Removed mission over if Officer dies.
Rewrite of some of the persistant units
Added markers indicating friendly bases
Added accuracy bonus. If you're good enough you can earn 100 extra points per mission. This is received by rearming once a mission is over.
Added abort mission option back at base for the Raid mission.
Added Transport Helo. Using the dialogue this can be used as an alternative to the traditional helos.<---Removed for Anger Management issues
Fixed the spawning unit problem on the patrol mission
Fixed the move spawned unit script, should be more variation for the spawned units
Hopefully fixed the unit and vehicle not deleting problem
Changed most of the in game music
More tweaking of the evac/insert scripts
Sorted the jumpout script
Added mission specific music and tidied other music
Tweaked the rating settings
Fixed the Player EH broken in last version
FIxed the missions played counter broken in last version
Added differential in mission choice script for whether it's at main base
Added dialog at created bases for transport back to the main base, getting new recruits and transport for missions
Fixed enemies spawning at captured bases
Added ability to evac back to other bases
Close dialog on extraction after 30 secs
Fixed the Player EH broken in last version when bulletcam is used
More tweaks of looping scripts and deleting scripts
Stop some units spawning at main base, it was getting a bit busy
Fixed ammo crates not refreshing.
Removed GL3 references to stop conflicts with the SLX mod
Fixed temp base medtent deleting on purge if player near
Fixed RTB from remote bases
Added hint for distant reinforcing/rearming
Tweaked bonus/accuracy monitor
Tweaked rearming action, can now only be done after a mission like reinforcing
I'm a bit rusty so god knows what I've broken now!
Fixed no evac in POW mission if they're killed before player arrives
Spawning a few more enemies from the Bases
Tweaked DAC config Events, have a suspicion DAC units' eventhandlers weren't configured correctly
Sprinkled some fairy dust over a few misc files, description.ext, briefing, mission files etc.
Fixed too many units spawned in Armour groups
Tweaked Artillery script
Tweaked Base scripts
New mission. Defend artillery.
New mission. Attack artillery.
New mission. Headhunter, go into enemy territory and kill at least 20 units. Rating has to be over 250 to access.
Hasn't been tested as much as I'd like but as Arma 2 is on the horizon I thought I'd have a last stab at it.