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galzohar

ACE ch 20 Op. Bunkers

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bunkerssmall.jpg

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In this C&H mission each side needs to capture and hold 4 bunkers in Zargabad or Chenogorsk and hold them long enough to reach the score limit. First side to reach score limit wins!

Features:

- Many optional parameters that set which vehicles/weapons are allowed. Default settings are recommended, but feel free to try anything.

- Base respawn with spawn protection and indestructible containers blocking the base so that spawn camping would be difficult.

- Spawn protection for non-armored vehicles - Unused vehicles will instantly respawn as soon as they take damage (doing the same for armored vehicles is on the todo list but is more difficult because of how ACE armor system handles damage).

- Ability to save loadout after you picked your gear from the ammo box, which will have weapons based on the parameters picked by the server admin. Those parameters are:

Night/Day - Play either during the day, or at night with either 1/4 moon, 1/2 moon or 3/4 moon, to suit the style of game you want to play. All settings are also playable with nightvision disabled.

Night vision - "No" nightvision, "NV" for night vision goggles only, or "thermal" for night vision goggles and MX2A.

Night sights - Same as night vision, but for weapon sights.

Side weapons - "Faction only" gives west only US weapons and east only Takistan weapons (though Takistan had its armory extended a bit). "Side only" adds non-US weapons such as G36 and HK416 to west and weapons such as SA-58 to east. "All weapons" option is also available to give both sides equal availability of weapons.

Weapon types - Sets the maximum weapon "size" - "Pistols", "SMGs", "SMGs/shotguns", "rifles", "heavy" (such as light machinegunes) and "very heavy" (such as medium machineguns).

Caliber - Sets the maximum caliber weapons allowed - "5.56 / 5.45", "5.56 / 5.45 / 7.62X39", "7.62X51 / 7.62X54 / 9X39", "50cal" and "25mm".

Explosives - Sets the available types of explosives. None means no explosives of any type. "Light" allows grenades and grenade launcher rounds. "Light/satchels" adds satchels. "Light/satchels/mines" adds mines as well. "Everything" allows everything, including explosive rocket launcher ammo all the nasty toys that ACE provides.

Scopes - Disables/enables any scoped weapons. Note that this does not enable sniper rifles if you do not choose to allow 7.62X51/7.62X54 caliber weapons.

Launchers - "Light" allows disposable launchers only. "Medium" adds M136s and RPGs (and only to east if "faction weapons" isn't set to "all weapons"). Heavy adds everything else, but without explosive rockets if "explosives" is not set to "everything".

Crew served weapons - Sets availability of crew served weapons. "None" will allow nothing, "machineguns" will allow machineguns only and "everything" will allow everything (including automatic grenade launchers and heavy AT rockets).

SF weapons - Sets availability of special forces weapons. "None" will allow non-SF weapons only. "Non-SD" allows special forces weapons that don't have suppressors. "SD included" enables suppressed weapons as well.

Future weapons - Sets availability of future weapons, as in, weapons that aren't really used in the present. Mostly includes SCARs and M110s. "No" disallows those weapons while "yes" allows them.

Less Than Lethal Weapons - Some less than lethal weapons added by ACE - Mostly teargas and flashbangs. "No" disallows them while "yes" allows. Affects custom loadouts only. Default is "no".

High Capacity Magazines - Sets availability of high capacity magazines that are usable in rifles. "None" allows only standard magazines, "light" allows the smaller types and "large" allows all of them.

Note: that default parameters are recommended and should provide good balance.

This requires ACE and CO because of how much ACE adds to the game, but can be easily be modified to lose the dependencies. If you wish for a non-ACE version, feel free to modify it. You would need to modify the populateammocrate.sqf script as well as possibly replacing some units in the editor.

This mission is 10vs10, however feel free to add more units to it if needed. Just make sure to name them and add them to the arrays at the end of the init.sqf file.

Multiupload (1.01):

http://www.multiupload.com/PQ1D7UF4N2

Armaholic (1.01):

http://www.armaholic.com/page.php?id=12205

Enjoy!

Requires CBA, ACE, ACEX.

Feel free to convert this into a non-ACE version if you want to and have the time for it. Though it really won't be the same experience with less realism and less variety in equipment.

Edited by galzohar

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Tested,

Quite a cool concept particularly the extensive, yet easy to work with parameters, make this an excellent template for a whole series of missions.

I like the Zargabad mission for its compact and tactical nature. The size of the mission however precludes any real use for the heavier weapons available through the parameters. As noted above a series of mission-- perhaps spanning slightly larger areas of operation-- would be very welcome.

Though ACE adds some important tweaks that make PvP (and indeed Arma2) a better experience. I for one would welcome a non-ACE version for no other reason that the fact that ACE is no longer as widespread as in Arma2. The chance to get this mission out on more servers would rise exponentially. :)

-k

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Updated with some small fixes:

v1.01:

http://www.multiupload.com/R4K5CIKCEL

EDIT: Just realized the 1.00 was actually the updated version and is the same as the 1.01 I uploaded, sorry!

Keep in mind this requires ACEX_USNavy and ACEX_RU as well though.

As for non-ACE, if anyone feels like putting the time and effort needed to convert it, feel free to do so.

Edited by galzohar

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Update 1.01:

Updated Chernogorsk (on Chernarus) version to work the same as the Zargabad version, and included it in the download!

Updated weapon crate script and mission parameters, similar to what is available in Dynamic Cache Hunt.

Updated first post with parameters and removed the unnecessary ACEX_RU and ACEX_USNavy requirement.

Edited by galzohar

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