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rejenorst

Rejenorst's Missions [SP/MP/COOP]

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JETSET

Have uploaded a very short mission called Jetset. I only made it to test out some scripts and to muck around flying a bit but I slapped some voices on her and have uploaded it for anyone who wants a quick flight.

The targets which need to be bombed are randomly selected throughout Takistan and will range between 2-3. Random AA defenses and vehicles will be spawned around the location as well as a small random number of interceptors at the enemy airport.

You can choose any western aircraft (mission will check if you have the relevant config). Note that the SU25 has no laser so friendly AI pilots will not see the laser targets unless your flying U.S. jets.

You can also choose the time of day and how many AI pilots you want to escort you.

NOTE:

If using JSRS in conjunction with other mods the AI pilots may or may not take off from the runway:

From CameronMcdonald:

Hilariously enough, I've narrowed it down to something in the JSRS folder. Whenever I run my mods (ACE, plus quite a few others) in combination with JSRS, the AI won't take off. Take it away and they all fly away most happily.

Run JUST JSRS though, and the AI fly off just fine. Go figure!

Again I stress, very very basic mission. Enjoy.

www.rejenorst.com/projects/[sP]jetset.Takistan.rar

Armaholic mirror:

- Jetset

MARTYRDOM 2

http://www.rejenorst.com/projects/mission5.jpg (118 kB)

This is a port of my Martyrdom mission to the Fallujah map Version 1.2 by -[TdC]-Shezan.it its designed for random urban operations where enemy units are spawned randomly into buildings located within sectors, where units have random skill and weapon kits and move randomly between buildings.

There is also random civilians and random civilian traffic, player weapon selection and mission setting options at the start of the mission such as the number of enemies, friendly squads, fog, time of day and some limited side missions. The main objective is to clear out a randomly chosen sector in the combat zone which is randomly placed around the map where there are buildings.

SITUATION:

Around the same time as the invasion of Takistan, NATO led forces began limited air operations against Syria, further increasing the isolation of Iran from its neighboring allies and land trade routes. Although Iran fiercely condemned western intervention in Takistan and Syria it did not use overt military means to combat the encroaching western powers. Instead Iran focused its attention on aiding and supporting local insurgent groups in Takistan, Iraq and Afghanistan in order to weaken western resolve in these areas. Facing both political and financial difficulties due to sanctions and populist demand for greater social freedoms however, Iran could not engage in any form of military offensive without domestic consent. That domestic consent was achieved by an Israeli pre-emptive strike on Iran’s nuclear facilities, which unfortunately served to undermine U.S. funded Iranian internal opposition groups. As part of its retaliation, Iran sent a coalition force made up of Takistani, Iranian, Afghani and Iraqi insurgents and military detachments. These penetrated U.S. defenses in the North of Iraq, bypassing Baghdad via Kirkuk and Tikrit and establishing a foothold in major cities sympathetic to anti coalition forces (ACF). Elements of the Iranian coalition forces have also been airlifted into and around Fallujah in an attempt to organize resistance groups to combat U.S. forces on the ground. The enemy has brought in large quantities of small arms for distribution among locally recruited insurgent groups. The enemy is using the urban terrain to their advantage as we cannot carpet bomb the entire city without losing the support of the Iraqi government.

Mission notes:

-At the beginning of this mission you will be able to set the number of enemy AI. Enemies at the objective will start and will only move between buildings in the vicinity of the objective, while insurgents will move around the city's sectors at will.

-There is now an option to have 2 additional friendly squads join you. The first squad which is on by default will also have a bradley or HUMVEE following it while you will be prompted if you want the 2nd squad which will call in an Apache when calling in reinforcements.

-If you plan on having 2 allied squads be aware that the will result in around 20 - 40 additional AI on the map. I tend to play with both squads on and about 80 insurgents and 20-30 enemy units at the objective. Default is 20 enemies for each.

Requires: Combined Ops

Mission type: Singleplayer

Addons required: You will need Fallujah map v1.2

Custom Music: Yes

Voiceacting: yes

Mission length: Apprx 30-60 mins

Mission Version: 1.0

LINK Version 1.2: http://www.rejenorst.com/projects/[sP]Martyrdom2.fallujah.rar

LINK Version 1.2: Armaholic mirror:- Martyrdom 2 (@) v1.2

Required: Arma 2 Combined Ops

Required: Fallujah

Changelog:

1.2

-Fixed Airstrikes

-Fixed improper use of the currentcommand

-Buffed friendly unit stats for long range engagements (did the same in Martyrdom v1.1)

1.1

-Removed small and rare bug being reported when initial helis crashed.

-Added timer to helis that will check their position every 5 - 6 seconds. If the position is the same for 30 seconds the heli is destroyed and the script is relaunched. This is added due to the rare chance when I would reload my game and helicopter reinforcements would not arrive (I assume it was because the heli just got stuck and wouldn't follow its waypoint.)

1.0

-Changed the text for enemies at the objective option selection at the dialogue box shorter so that it will hopefully not get cut off in any way for people using different resolutions.

-Changed setdate command to reflect the date in which the mission takes place ie: October 11th 2013

Features: Special thanks to Zonekiller for flame script code and Mike Johnston "Clutchy" for beta testing & voice acting.

-Enemy building patrols (Enemy will patrol inside buildings and displace to other buildings every now and then.

-Friendly Airstrikes.

-Ability to set enemy unit numbers.

-Randomly selected Weapon kits for both enemies and friendlies.

-Random unit starting positions.

-Randomly selected sectors as objective.

-Insurgents are spread all around the city while Takistani soldiers are concentrated in and around the objective sector(s) (If you want more dispersed fighting up the amount of insurgents, if you want more units guarding the objective then raise the amount of units guarding the objective at the start of mission).

-Battle yells.

-Ambient sounds (limited but there).

-Ability to play the mission at Dawn/Morning/Noon or Night.

-Ability to setfog.

NEW TO MARTYRDOM 2:

-Ability to bandage self when receiving damage over 0.25

-Weapon selection at start of mission

-Enemies are now randomly equipped with flares and will fire them at night.

-Enemy short range mortars

-Sidemissions (optional)

-heli reinforcements

-Up to 2 additional friendly squads

-Bradley fighting vehicles & HUMVEE instead of M1A1

-Apache CAS

-Civilian traffic

-The hotzone around which the sectors are allocated is now randomly placed around the map. Meaning a change of scenery each time the map is played.

-Bunch of other smaller scripting issues I can't remember. Will list as I remember them.

-All friendly squad including yourself are transported on site by Blackhawk.

CREDITS:

Mission:

Rejenorst

Voice Acting & beta testing:

Mike Johnston and Rejenorst

Music:

Rejenorst

Script help:

Zonekiller

Again special thanks to Mike Johnston whose beta matrix spreadsheet was highly appreciated.

VIDEO PREVIEW:

dVDBx8RoXm4

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

MARTYRDOM

http://www.rejenorst.com/projects/mimage.jpg (172 kB)

I've wanted to make an urban combat mission for a while. These are a pain in the ass to make and there are plenty of better coders out there who could make much better missions like this than me but here is my attempt.

Please note that this mission requires both ARMA2 and ARMA2:OA

Performance may be an issue for plenty of people out there who already have FPS problems running Zargabad.

SITUATION:

Yesterday, the 115th Mechanized Infantry Battalion, with the help of 6th Squadron, engaged enemy forces in Zargabad. The enemy suffered heavy casualties in yesterday’s fighting. However a small cadre of enemy units managed to successfully push back coalition forces. The 115th is still engaged in operations around its forward operating base (FOB) and is otherwise engaged at the moment. The task of clearing remaining enemy sectors in Zargabad falls to the 3rd Stryker Brigade Combat Team which is part of a combined arms battalion. Marine Attack Squadron 513 (CROSSBOW) is also prosecuting targets in the city independent of our operations. They will notify us prior to prosecuting targets.

Mission notes:

-The tank script is highly experimental and more for cosmetics when its not actually being useful.

-Please post your RPT log for the session if you experienced any problems, also please let me know what addons you are using (I generally don't support addons but some players have found addons to work ok in my missions, this one is more complex so I don't know if addons will work, test at your own leisure.

-There are approximately a maximum of 50-60 enemy AI in the city at any time, I have created a dialogue control that kicks in at the start of the mission to allow you to set the number of enemies. The attack squad numbers are not included in that dialogue, there's around 10 infantry attack units that will attack from each objective as it is called. if requested I'll add an option to edit their number as well. If you have a weak PC you can lower the unit numbers but the dialogue will not allow less than 10 Takistani soldiers at the objective areas.

Requires: Combined Ops

Mission type: Singleplayer

Addons: None

Custom Music: Yes

Voiceacting: yes

Mission length: Apprx 30-60 mins

Mission Version: 1.1

LINK Version 1.1: http://www.rejenorst.com/projects/[sP]Martyrdom.Zargabad.rar

Armaholic mirror:

- Martyrdom (@) v1.1

Changelog:

1.1

- Fixed airstrikes. They're now slightly inaccurate at times within approx 25 meters.

- Fixed inappropriate use of currentcommand in AI patrol scripts.

1.0

- Added ability to heal/bandage oneself after taking x amount of damage instead of just when you can't walk (as per request).

- Added flare unit loadouts and enemy units will fire flares at night.

0.91

-Removed ALICE ambient civ module and made my own Civilian script, I believe ALICE module (or my improper use of it) was causing an occassional savegame CTD. Have not experienced a CTD since module was replaced with my own basic script.

-Added suicide bombers (very rare, let me know if you experience it)

-Alteration of scripts, general script fixes

-Insurgents will now hone in on your squad's sector location and move into buildings within the area, this should hopefully utilize all enemy resources.

Features: Special thanks to Zonekiller for flame script code and Cameron Mcdonald for beta testing.

-Enemy building patrols (Enemy will patrol inside buildings and displace to other buildings every now and then.

-Friendly Airstrikes.

-Ability to set enemy unit numbers.

-Randomly selected Weapon kits for both enemies and friendlies.

-Random unit starting positions.

-Randomly selected sectors as objective.

-Insurgents are spread all around the city while Takistani soldiers are concentrated in and around the objective sector(s) (If you want more dispersed fighting up the amount of insurgents, if you want more units guarding the objective then raise the amount of units guarding the objective at the start of mission).

-Battle yells.

-Ambient sounds (limited but there).

-Ability to play the mission at Dawn/Morning/Noon or Night.

-Ability to setfog.

ADDITIONAL THANKS:

-Zonekiller

-Lt.Cameron Mcdonald

-Zipper5

-Thomas

-Kju

-Xenogf

-Dwarden

-Celery

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

DER EINSATZ

http://www.rejenorst.com/projects/de.jpg (112 kB)

Not a great mission or anything but just a play around with some ideas I had in my head. This is also the first time I have made a hostage rescue mission. The situation is that a member of the KSK has been taken hostage by insurgents. This presents a political PR nightmare. In addition U.S. forces are scheduled to attack the area within the next 24 hours meaning that the hostage could be moved or executed. Your part of a KSK team that is tasked with rescuing and extracting the hostage.

Mission voice acting in German, subtitles/text in English.

Spelling is in English as ARMA2 English versions are not umlaut compatible is seems.

Please note that this mission requires both ARMA2 and ARMA2:OA

Requires: Combined Ops

Mission type: Singleplayer

Addons: None

Custom Music: Yes

Voiceacting: yes

Mission length: Apprx 20 mins

Mission Version: 0.9

LINK Version 0.9: http://www.rejenorst.com/projects/Einsatz.rar

LINK Version 0.9: Der Einsatz (@)

Changelog: Special thanks to Flock for beta testing!

0.9

-Task waypoint now follows the unit in need at the start of the mission.

-Task waypoint is changed after explosives are planted.

-Added script to check if explosives are planted near the AA gun.

-Added additional extraction task.

-Altered end script that placed settask complete after endmission command.

-Minor changes like font in the mission image.

-Added a time limit for AI unit to plant explosives. If the unit does not the command will be given again to a random unit in squad (not the player or squad leader). Also script will check if any relevant squad members are alive to give the command to.

Known Issues

1) Sometimes after loading a save a script error pops up:

Error in expression <_this call bis_fnc_halo_keydown;>

Error position: <call bis_fnc_halo_keydown;>

Error Generic error in expression

This only shows if showscript errors is on. The bug does not interfere with gameplay/mission and is harmless. Its related to the HALO script and there's not much I can do about it when it does pop up. It will pop up when you press certain keys.

2) LOD's in the plane may be buggy on ocassion. This was not a problem in the previous patch and has now reappeared for me in 1.10. Have adjusted scripts to compensate as much as possible.

ADDITIONAL THANKS:

-Hengist

-Wellenbrecher

-Rule zum Rabensang

-Ritter Dummbatz

-lorsi

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

HELLFIRE

http://www.rejenorst.com/projects/hellf.jpg (183 kB)

Last night, Bravo Company of the 115th Mechanized Infantry Battalion (Task Force Bayonet), managed to setup a forward operating base in an abandoned military compound north of Zargabad. Viper55, which is attached to the same brigade, has landed there for emergency refueling. The enemy garrison in Zargabad is unable to launch any significant counter attacks, since most of the enemy's 201st infantry division is thinly stretched across the south to protect major supply lines running between Zargabad and Takistan. Air reconnaissance suggests that more than half of the enemy's 201st Infantry Division has been pulled back into Takistan to join the ongoing fighting there. Intel on the ground suggests that the enemy has a major lack of anti-air defense systems. However, recent information from a high level informant has revealed that the Zargabad garrison has just received additional weapon and munitions shipments. The informant will be sending us specific locations as to where these weapons are being stored. Given this state of events; Lt. Colonel Briggs has ordered the 115th to establish a foothold in Zargabad as quickly as possible.

Requires: Combined Ops

Mission type: Singleplayer

Addons: None

Custom Music: Yes

Voiceacting: yes

Mission length: Apprx 20 mins

Mission Version: 0.9

LINK Version 0.91: http://www.rejenorst.com/projects/[sP]Hellfire.Zargabad.rar

LINK Version 0.91: http://www.armaholic.com/page.php?id=14584

Changelog:

0.91

-Added keydone in description.ext and activatekey in end script so that the mission shows up as completed in the scenario menu.

0.9

-Have added the report dialog to pilot seat so that the player can play the mission as pilot rather than gunner.

-Added a few more radio sounds to notify player of events or change in tasks.

-Fixed up some spelling and refined the briefing slightly.

-Fixed a problem with wrong radio voice being broadcasted when reporting a traget that has already been confirmed.

-Small minor changes in script.

Edited by Rejenorst

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Wow, sounds great and well thought out. Hope you can achieve a good balance between mercs and the opposition. Perhaps using a resupply and replacements convoy for the mercs would help.

About the get the VIP mission; could you script a civilian to drive his car from the players location to the location of the VIP. The car would stop for a minute then drive off. This would simulate an informant selling out the VIP. There would still be enough ambiguity about which building the car stopped in front of, much like real life.

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STEEL GARDEN

sg01.jpg

A very brief and very simple mission that I made to test out some minor scripts. It was the first one I made for ARMA2 OA. I wanted to make a mission for U.S. forces for a change.

Just a note, the ending is somewhat incomplete, you get 60 seconds to walk around base and take a gander at it until a very very basic camera angle of the friendly body count wisks you away.

The intensity varies as does your squad's waypoint for the two villages. Your squad may head to Jaza or Loy Manara first before supporting the other squad in the other village if there are still enemies there.

There are around 100 units on map. Friendly reinforcements are present but limited, while enemy numbers are fixed.

Friendly squads are inserted via Chinhook. The mission is inspired by the first Arma2OA campaign mission. There's no Intro or outro at this point and I am uncertain if I will make this mission longer or not, guess it will depend on demand and time. For now its a small but fun mission.

There is some voice acting in the mission but not as much as The Cause / The Cause 2 missions.

Enjoy.

Requires: ARMA2 + ARMA2:OA (With latest BAF patch)

Game type: Singleplayer

Addons Required: None

Intro & Outro: No

Voice Acting: Limited amount yes

Custom Music: Yes

File Size/info: 18 Meg RAR file

Installation: Copy paste pbo in your ARMA2/Missions directory

Average mission playtime: 20-28 mins

Mission Version Number: 0.7

www.rejenorst.com/vids/SG01_07.rar

Armaholic Mirror: - Steel Garden

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

Edited by Rejenorst

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I had a great time playing this, Rejenorst. Really liked your use of voice acting, as well as the color correction and film grain effects. I think it would be great to see a finished version of this if you ever get around to it.

(Oh, and I'm still really looking forward to the rest of TC2. Holler if you need some testing. :D )

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Cheers man! Glad the mission went down well :) Will need some beta testing for another TC2 mission very soon, cheers :)

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Short or not this is one of the best single player missions I've played in a while. The voice acting is very high quality, really adds to an already great atmosphere. Challenging but without being obscenely difficult. A big thumbs up to this one.

:thumbsup:

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Effin awesome as always dude, really enjoyed this one. I only wish that BIS would hire you to make missions for them. :(

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Thankyou all for the great feedback :) I am actually surprised that the mission is being this well received :) cheers.

Just a note: This mission requires ARMA2 + ARMA:OA as I have made the standard issue weapon for U.S. troops to be the M16 series of rifle. Reason being is that I figured financially it may not be viable for mass distribution for the Mk16. Also I heard that the US military has canceled its contract for the MK16 but is retaining the contract for MK17. I am not sure if that's true or not. They have however decided to keep the MK16's that have been distributed to Ranger units and others within circulation.

@Marko: Cheers for the profile :)

Edited by Rejenorst

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@Rejenorst

You're quite right regarding the US Army cancelling the Mk16 in favour of the Mk17. The stated reason is that the Mk16 gives no real improvement over the current in service 5.56mm weapons. Looking forward future missions from you, I'm replaying this one quite a lot.

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Ah cheers, that would explain it. I remember the U.S. Army was looking for a new 7.62mm rifle for tactical flexibility or something, so I guess this confirms it. Cheers man.

Also if anyone wants to use the music I made for that mission or choose one of 100 other tracks for your mission(s), you can download the music from my website; www.rejenorst.com

Just click the music page and right click on the playlist to download. There's a built in mp3 player for you to use. There's also some voice sounds ands stuff on there but I need to do a large update at some point soon.

Edited by Rejenorst

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Cheers man :) Thank you for the support.

Added a quick video of the beginning of the mission, sorry about the background noise, didn't realize my webcam mic was on.

Edited by Rejenorst

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Just finnished steel garden, it was very fun to play! The voice acting and custom music really help to give a simple mission idea like this alot of atmosphere and intensity that really makes it shine.

I have been playing your missions since arma1 (The Cause1) and I always look forward to new mission releases from you as they are always of high quality and are fun to play.

So thank you for all the missions!

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HUNTED

hunted.jpg

This is a standalone mission of my older hunted mission which was originally for TC2 campaign. Due to major time constraints I don't know if I have time to make a campaign and will probably just make singular missions in my spare time. This mission is for an upcoming community mission pack. If people can test it and check it for bugs etc then that would be great. AI seems to perform better in combined ops then ARMA2 standalone.

Requires: ARMA2 Combined Operations

Game type: Singleplayer

Addons Required: None

Intro & Outro: No

Voice Acting: yes

Custom Music: Yes

File Size/info: 19 Meg RAR file

Installation: Copy paste pbo in your ARMA2/Missions directory

Average mission playtime: 20-25 mins

Mission Version Number: 0.9

http://www.rejenorst.com/projects/[sP]Hunter_hunted.Chernarus.rar

Armaholic mirror:

- Hunted (@)

Edited by Rejenorst

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Works for me, just make sure you copy paste the entire link into your browser.

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The download was slow and while extracting 7zip said that the file is corrupt and then it crashed.

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With Winrar it's OK (19,2 Mb)

Edited by EricFr

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I downloaded it and extracted without any probs. Try winrar not sure if it will help.

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Great news about Hunted. I still play A New War from time to time, but Hunted crashes in CO.

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Hi yeah, this version should run crash free. The old version was not compatible with CO due to my edited lip sync files.

Be aware I removed intro and outro as this is a standalone mission now.

new armaholic mirror:

Armaholic mirror:

- Hunted (@)

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Good to see this officially released, Rej.

I feel your pain - I'm still working on a mission that is singlehandedly eating my spare time. Bless its cotton socks.

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Thanks man :) I am hoping to get a few more done to share with the community.

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