The Battle Of Zargabad Rated 9/10 in OFPEC(Updated 23.02.2011)
COOP version also available now (Updated 18.03.2011) New
Mission Description:
Fighting between the Takistan Army and UN peacekeepers have broken out in Zargabad. US/GB reinforcements are facing heavy resistance before reaching the city from the south. Only Echo13 arrives in time.
Features:
-Played as British Infantry Squad Leader
-Overview/Briefing/Gear Choose
-Full voice-acting/custom battleshouting/ambient sounds (total over 300 voicefiles)
-Custom gameplay elements (Minefield Creating System, First Aid packs, Reinforcement System)
-Cutscenes
-Basic infantry action on streets of heavily destroyed Zargabad (offensive, defensive tasks)
-Friendly AI groups fighting with player
-Many sides involved (US, British, Czech, German, UN, Takistan Army, Takistan Militian, PMC, Criminals)
-Indoor fighting (some)
-Ambient Life/Effects
-Perfomance Friendly Methods
Special Thanks:
-Bardosy, Dale0404, Nettrucker, Poacher & SavedByGrace for voice-acting
-Nettrucker for translations
-SavedByGrace for other ambient voices/sounds and english corrections
-Norrin for Revive system (in COOP version)
-Tslava for czech language support (currently only in COOP version)
-DarkXess for Israeli Air Raid Siren sound
-Tonci87 for Insertion Flight
-Zipper5 for loading screen template
-Big Dawg KS (Building Patrol Script v2.0 was base for altered building patrol script used in this mission)
-Also for all testers
Change Logs: Singleplayer: Spoiler:
1.0:
-Added full voice acting including combat voices & ambient radio (by Bardosy, Dale0404, Poacher & SavedByGrace)
-Language corrections (by SavedByGrace)
-Last task fixed/made better
-Better reinforcement system
-New optional auto-rearm zone near Ammotruck (could be usefull for ACE2 users)
-More randomness
-More custom scenery
-New cutscene
-Credits added
-Ammotruck marker should work better now
-Better animations for medic pack system/minefield builders
-Added new OA advanced hints
-Many other tweaks/fixes 1.1:
-PMC units added
-More chooseable gear (including AA12) in briefing
-Updated weaponbox at airport
-Minefield system now compatible with expert difficulty level
-Possible radiochat superposition fixed
-Some scenery/ambient/friendly AI squad tweaks
-Other tweaks/fixes 1.3:
-More randomness especially in first task
-Crows & flies added
-Voicefile tweaks
-Minefield builders can now be selected also from normal view
-Battlevoice scripts highly improved
-New voicefiles (including german)/ambient sounds
-Many other tweaks/fixes 1.5:
-Over 40 new german battleshouts by Nettrucker
-Some older unfitting german/british voice(s) removed
-British weapon box added
-AI soldiers behave more alarmed now on airfield.
-Mosque ambient sounds now working right
-Some other tweaks/fixes 1.6:
-New scripted insertion flight (Pilot Tonci87)
-Fixed: Player sometimes lost lead to AI
-Engineer added for first group
Multiplayer: Spoiler:
Beta 2:
-Heavy changes in scripts/triggers
-Should be one step more compatible with dedicated servers Beta 3:
-Heavy changes in scripts/triggers
-Intro should be played now only for player that were in server from start
-Clients that come late to server, should receive now correct task data
-Much other changes for clients
-Other tweaks/changes Beta4:
-Intro issues fixed
-Custom voices now working
-Ambient life fixed
-Crows&Flies now appear for clients
-Many other fixes and tweaks 1.0:
-Added revive system by Norrin
-Added czech language support by Tslava
-Added custom british battleshouting for players by Poacher (a chooseable parameter)
-Chooseable time of day (via parameters)
-POW task fixes
-Ammocrates fixed/tweaked
-Increased difficulty
-Many other changes/tweaks/fixes 1.1:
-Fixed Briefing/Tasks for JIP-players
-Ammotruck gear cargo fixed
-Intro tweaks
-AT-soldier added to airfied
Requirements: ArmA2 Combined Operations (1.57) + Official BAF/PMC DLC (should work fine with the lite versions too)
Balota Highway Rated 9/10 in OFPEC(Updated 08.01.2011)
Mission Description:
Lieutenant Jim Smithers is leading a challenging midday operation in order to capture an old allied airstrip back from insurgents. With limited manpower but good weaponry, will they manage to clear the coast for reinforcements in time or is it time to get beaten by insurgents endless counter-attacks and guerrilla tactics?
-Basic Features:
Briefing/Overview/DeBriefing
Weapons Choose in Briefing
ACE2 compatible
AI talk enabled
ACE gear&weapons in Ammotruck
Cutscenes
Hidden Tasks
More or Less High Commanding
Clear Guides/Hints for All New Custom Gameplay Features
-Custom Gameplay Elements:
Create/Return High Command groups
To create a separate high command group - Select wanted units in Numpad Del view and press 0-0-2
To return a high command group back to your group - Select wanted HC group in Space+Crtl view and press 0-0-3
Command AI to build custom minefields
Place a minefield marker via 0-0-5
Drive ammotruck under 250m away from marker
Select wanted units in Numpad Del view and press 0-0-2
Choose wanted parametres in dialog and accept the plan
To remove minefields, drive ammotruck under 50m away from mines and press 0-0-6
Build fortifications/static weapons
Use action menu near the truck to enter the construction view
Static weapons come with AI gunner
Placed objects/weapons can be sold with full refund but 1 minute penalty
Auto Rearm under 250m away from ammotruck, every 30 seconds
ReArm only US weapons
Usefull expecially when playing with ACE2 mod
-Custom Ambient Life:
Random civilian/hostile traffic
Random infantry patrols
Random civilians
Random animals
-Performance Friendly:
Body removal
Ambient Life removal
Empty Group removal
-Third Party Scripts:
UPSMON by Monsada (as part of PatrolCar-script)
Changel Log: 1.2:
-New long Intro
-New Battleshouting (voices by SavedByGrace, Bardosy & Poacher)
-Added MedicPack-system
-Added British units
-New custom gameplay elements
-Added Loadingscreen (pic by unknown author)
-Much other fixes/tweaks 1.4:
-New long Outro
-New setting dialog at mission start
-Tweaking in custom sounds
-Improved rearming system
-Medicpacks can be received from medictent
-Fixed tank waypoints
-Air support in final task
-More british units
-Other Fixes/Tweaks 1.5:
-An option to play as a night-mission
-More chooseable gear (including AA12) in briefing
-New 3d-hints over Ammo&Construction Trucks
-Minefield system now compatible with expert difficulty level
-Creating HCgroup bug fixed
-More ambient life (Rare airtraffic, dynamic crows, random flies over dead bodies)
-Added takecover system for some of the enemy soldiers
-PMC soldiers added
-Other Fixes/Tweaks/Additions 1.7:
-Added full voice-acting by SavedByGrace
-Added over 40 russian battleshouting lines for insurgents
-Improved conditions for tasks
-Many other tweaks/fixes and new stuff
Requirements: ArmA2 Combined Operations (1.57) + Official BAF/PMC DLC (should work fine with the lite versions too)
Black Forest Rated 9/10 in OFPEC(Updated 21.03.2011) NEW
Mission Description:
Night is falling over the black forest. Lieutenant Valenta is ready to get some sleep but suddenly he is ordered to meet Captain Vitek at one of the outposts in Black Forest. The trip could already be dangerous with boredom and lack of energy. However after the briefing there is suprises ahead.
Features:
-Overview/Briefing/Gear Choose
-Voice acting/ambient sounds (by SavedByGrace)
-Ability to call reinforcemets
-Sleepy vision/folumetric fog/sleeping/snow/color filter
-ACE2 compatible
-Cutscenes
-Optional (half hidden) targets that affect on later objective
-Artillery/Healing/High Command-Modules
-Many FSM/Other-scripts (campAI,spotlightAI,ambientCAR,scoutcarAI...)
-Unlimited Savegames
-About 1,5-4 hour playtime
I recommend to use latest beta. The newest 70951 beta patch fixes possible late game FPS drop.
Note:
-Many objectives arent mandatory. You can fail the mission only if you die
-Unlimited Savegame by 0-0-1
-Use high command via Ctrl+Space (Available on late mission)
-Use artillery via 0-8-1 (Available on late mission)
-Call reinforcements via 0-0-3 (Available after first proper objective)
Known Issues:
-Mission is made for vanilla game. MODs may affect on gaming experience much
-Mission doesn't work good with SLX mod (Joined squadmembers dont move)
Change Log: Spoiler:
0.92:
-New big optional objective
-Added a garbage collector module
-Updated Overview
-Outlook camp updated
-SpotlightAI-script updated
-Other tweaks/fixes 0.95:
-Added difficulty selection
-Added a new optional task that affects on the later objective
-Updated the weapon selection
-Player can call reinforcements now
-Some changes in the last two objectives
-Added a new ending cutscene
-Added more music
-Fixed player artillery support
-Other fixes and tweaks 1.00:
-new optional task
-improved difficulty selection
-improved player reinforcement system
-faster sleep
-better NAPA behaviour at sobor
-some changes in scripts for better performance
-other fixes and tweaks 1.10:
-better overall performace
-little less challenging breakfast
-some other changes in breakfast
-made one optional task more visible
-some dialog changes
-tweaked intro
-default settings for difficulty lowered
-some other tweaks and fixes 1.20:
-Updated/Tweaked Breakfast
-Extended difficulty selection (ability to set off Air Patrols/Volumetric Fog/Advanced First Aid)
-Updated Intro
-Added some animations
-Some music changes
-some other tweaks and fixes 1.30:
-Fixed: Disabling Air Patrols broke the ACM
-Updated: New working route for convoy
-Other changes in convoy task
-Some other tweaks and fixes
2.0:
-Rewritten dialog/briefing/debriefing by SavedByGrace
-Voice acting and ambient sounds by SavedByGrace
-Tweaked/Recreated cutscenes
-Updated mission settings menu
-ACM removed (replaced with homemade spawning scripts with more details)
-Many new detailed locations (Insurgent camps, russian outposts, abandoned trenches...)
-Massive use of custom-made ambient life/other events
-Use of UPSMON-script by Monsada
-New ScoutCar-script (including use of USPMON)
-New balanced weapon/ammo crates (silent rifles, mines, satchels...)
-Added Task Markers (can be choosen from starting dialog)
-Better weather details (added snow and colour filter)
-More effect&cause-relations
-Added Credits
-Added ambient radio music
-Many other tweaks&fixes 2.1:
-New ammoboxes with random inventory
-Bigger minefield at outpost Magnum
-Friendly soldiers near Novy Sobor isnt alarmimg enemy so easily anymore
-Some gamebalance tweaks for ACE2 users (if the ACE2 is detected)
-Add some ACE2 weapons and magazines to crates (if the ACE2 is detected)
-Removed annoying phoneringing ambient sound
-Some other tweaks and fixes 2.2:
-Option to choose ACE2 wounding system (if the ACE2 is detected)
-AItalk module enabled (if ACE 2 is detected)
-More gear in crates for ACE2 users
-Fixed: Small bug in radio script 2.3:
-Much changes for better performance
-ACE wounding system working now right way everytime (no briefing at start)
-No gear choose at start anymore but the gear can be found at outpost selek
-Added more ACE2 gear to crates (if the ACE2 is detected)
-Added some ACE2 vehicles for enemy (if the ACE2 is detected)
-More medic gear (for ACE2 users)
-Made outpost magnum more secure at night
-Some new constructions at outpost selek
-Some other tweaks and fixes 2.4:
-Much better performance
-Added Body removal (Entities is kept under 80 until morning)
-Ambient Civilian Module removed
-All over 100 SQS-scripts converted to SQF
-New custom hint font colors
-Other tweaks & fixes
Gameplay with ACE2:
Fly Like an Eagle [Conversion From ArmA1]
Mission offers various facets of combat, from aerial tasks to ground objectives, from combined operational assaults to Rambo style Fury. Original mission was rated 9/10 in OFPEC http://www.ofpec.com/missions_depot/...details&id=201
Overview:
South Sahrani and her King is an ally of the U.S. and as such is entitled to preservation of it's Government and infrastructure. The powerful Northern Government seeks to overthrow the Southern Kingdom and establish a full, island wide government. They currently have ties to Russia in the form of military contracts which proved to be devastating to our limited military presence that remained on the island. As the struggle intensified so did the U.S involvement. We diverted many idle assets to the region to restore peace at the gateway city of Corazol and provide a visible interest in the stability of the Southern kingdom but the North just couldn't take the hint that we were fully committed to this cause. They responded to our presence by attacking our supply ships in the waters of Southern Sahrani. As in previous wars, that was the final straw which forced our hand. Last week, the President declared war on the Northern Democratic Republic of Sahrani and since then our military presence continues to strengthen and expand.
Features:
Use of Kronzky's Urban Patrol script
Many other cool scripts by the team
Detailed briefing
Over 200 custom sounds
Unlimited Savegames
Mission Design and concept by SaOk and savedbygrace
All voices and radio by savedbygrace
Intro, outro and cutscenes by savedbygrace
Scripting by SaOk
Mission Editing by SaOk
i DL'ed but cant figure out how to get it to show up in the missions. I put it in my missions folder and that didnt work so i threw it in the basic arma 2 folder and that didnt work. please help
Nice mission!i started to get some lagging framerates when the russian jets started flying over but other than that it seems fine,i havent beaten it yet,the damn tank keeps getting me!