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shark-attack

co8@ = TFS = pt1 = Operation Foothold

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TASK FORCE SAVIOR



= Operation Foothold =

Mission author

shark attack

Mission type

6 man Special Ops CO-OP (reduced from 8 v1.3) or single player mode

[= Tactics - Teamwork - Communication =]

= Op Foothold = Mission directive



____________________________________

Faced with a humanitarian disaster in Isla Duala, exacerbated by a complete breakdown in civil order and the growing influence of Al Qaeda in the area, the United Nations have created a Joint Task Force (codenamed Savior) to restore order to the area. At the spearhead of this Task force is a newly formed Special forces unit codenamed Zulu, the unit consists of only 30 men made up from men and equipment from UK, NZ and Australian SAS, US Delta Force, US Navy Devgru and the 160TH SOAR.

The conventional elements of the task force are fast approaching the shores of Duala, a suitable land base to accommodate the bulk of the force and with heavy airlift capabilities has been identified. The former International airfield to the North of the region will be an ideal FOB for the task force. Following the fall of the government the facility was taken over by the 'Brothers of the sword' and has since become the heart of the rebels organization, capturing it will not provide our boys with a home for the duration of our stay but it will deal a massive blow to the enemy. Your team of operators are to insert into the area and destroy the rebels Anti Aircraft capabilities and create a safe passage for the main assault force and to provide over watch for assault team deployment.

Mission requirements

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

Advanced Combat Environment 2 - Core

Advanced Combat Environment 2 - eXtras

Community Base addons

Isla Duala 1.6

MP Compatible Fast Rope

Download mission

med system = norrins revive - medic only

a follow on from co4 Operation Cut Throat

play it on the Underground (UK) Server

ip 89.238.160.24

port 2302

a little vid made by FM (midnight selected)

http://www.youtube.com/watch?v=o_FK9voE2U4

___________________

v1.2 change log

- Removed mobile spawn option.

- Only two RV (spawn) points which now need securing before becoming available.

- Marine assault force now fast rope into airfield.

- Added Map click extraction.

- Added time of day settings.

- Added MP Compatible Fast Rope Addon

v1.3 change log

- Reduced to 6 man player team

- Removed ACE PLA from required addons

- Removed African resistance from required addons

- Medic only revive

- Removed AAA units from objective list

- Removed endless respawn option

- AI Enabled

- Reworked Enemy AI

- Reworked extra objectives

- Removed Carrier start added a more jip friendly land base

- *Added a Choice of insertion types

- Added a selection of weaponry

- Added radio chat

As always any feedback comments or thoughts will be more than welcome

best wishes shark attack

Edited by shark-attack

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Shark,

Just a few glitches on my end. I noticed no ammo for the Mk-12 SPR (or am I looking in the wrong place?). Also, I get an occasional problem with the mobile spawn tent not packing back up. Otherwise, it's a great mission :)

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updated to v 1.2

change log

=========

v1.2

- Removed mobile spawn option.

- Only two RV (spawn) points which now need securing before becoming available.

- Marine assault force now fast rope into airfield.

- Added Map click extraction.

- Added time of day settings.

- Added MP Compatible Fast Rope Addon (link added to top post)

download from top post

best wishes shark-attack

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I just played this through in single player as a silent sniper, with Group Link 4 and it was just beautiful.

Fire and manoeuvre, misdirection, being hunted, no explosives needed.

One thing that didn't quite work was;

Having been extracted, all objs complete, the helo just stops and hovers at the aircraft carrier, and the mission doesn't end. not sure if this has something to do with GL4?

Love to have a go with 7 others.

It was just so concisely put together.

Great job!!

E

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HI shark-attack,

Tested the mission start. It said the SAM site was destroyed before we hit the water. Nice heli boat insertion btw ;)

I would like more voice comms during mission intro and maybe when obj's are ticked off which I remember from tiptoe boys mission for Arma was a nice touch.

Also some movie style credits fading in/out during the fly in for the addon authors and mods used would be a nice touch. The title image hangs there a bit long.

I will probably retry mission from start again in SP and use sniper rifle.

In my first run in SP, we landed on the beach and took a position on the hill that was nearby. Before long fighting broke out in the valley below. Vehicles moved into the area and it was hard to tell who was who and so we advanced in and I got shot as soon as we reached the valley floor and started to engage. The spread of the units seemed nice where there were infantry and vehicles milling about. Mission ran smooth.

Some additional radio messages, again, would help in framing what it going on in the mission.

Ill post more if I have any other thoughts.

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hi lads

thanks for the feedback on mission.

(sorry for delay in reply been away from the forums for a bit)

i should have an update with lots of fixes in a few days time.

@TJ

Hi mate

long time no speak. Trying to find a suitable voice actor so i can add radio chatter. hopefully sorted within a few days

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rebuilt

v1.3 change log

- Reduced to 6 man player team

- Removed ACE PLA from required addons

- Removed African resistance from required addons

- Medic only revive

- Removed AAA units from objective list

- Removed endless respawn option

- AI Enabled

- Reworked Enemy AI

- Reworked extra objectives

- Removed Carrier start added a more jip friendly land base

- *Added a Choice of insertion types

- Added a selection of weaponry

- Added radio chat

- and a shed full of other stuff.

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