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| ArmA 2 & OA - USER MISSIONS For discussing missions/campaigns created by the community for ArmA 2 & the standalone expansion Operation Arrowhead Discussions about the technical nature of creating missions should be in the editing forum not in here. |
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#1 |
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Warrant Officer
Join Date: Jun 2009
Posts: 2,933
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Co06 Clear The Way
Mission description:
Insurgents have blocked the main roads in Chernogorsk. You are to clear them out. You are only a small team, but are given artillery support to handle any major threats and fortifications. Exact locations of roadblocks and patrols are unknown. Play on expert for extra challenge in guiding the mortars (as well as the usual challenges of expert difficulty). Features: - 5 roadblocks with 3 possible locations for each. - 4 artillery strikes to take care of the tank-supported roadblocks. - Random patrols around the roadblocks and around the city itself, with randomly placed waypoints. - Randomness resulting in decent replayability and no ability to "learn" the mission. Known issues: - Machinegunners in bunkers tend to rotate in a way that makes them clip with the bunker. Probably a game bug that will hopefully get fixed someday. Filefactory (1.23): http://www.filefactory.com/file/a2c1....Chernarus.pbo Armaholic (1.23): Clear The Way Co-06 v1.10 armedassault.info (1.23): http://www.armedassault.info/index.p...t=multi&id=130
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You don't mess with the Zohar! http://www.blackfootstudios.com/forums/ http://www.blackfootstudios.com/foru...blog&blogid=2& Last edited by galzohar; 01-17-2010 at 12:47 PM. |
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#2 |
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Warrant Officer
Join Date: Jun 2009
Posts: 2,933
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After testing it some more I have to say that I'm pretty happy with the mission difficulty. Playing with a team of 4 (mission is intended for 6) it took us many attempts to complete it, but it's definitely doable.
Keep in mind I'm not sure how the secops artillery works on dedicated, but it does work well enough on hosted (only the dialogs are missing), and it is only a 6-man mission after all.
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#3 |
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Private
Join Date: Aug 2009
Posts: 7
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I dl'd this one the other day, but haven't gotten to it yet. I'll be sure to post some feedback. Thanks in advance for posting it.
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#4 | |
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Corporal
Join Date: Jun 2009
Location: UK
Posts: 90
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Quote:
3 of us tried this last night, all took turns as leader. No one was able to call in artillary. Tried it alone just previous to posting, same deal. Nice little mission though, M136 worked fine.
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#5 |
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Warrant Officer
Join Date: Jun 2009
Posts: 2,933
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Was this on dedicated or hosted? I think the secops simply fails on dedicated. Had it work on more than 1 computer as hosted, but again without the dialog so you need to figure out yourself when to click on the map (and just in case may want to have the map open before you even open your communication menu).
Hopefully I will figure out how to use some existing user-made artillery interfaces that work well in MP to replace the secops module. It shouldn't be all that hard.
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You don't mess with the Zohar! http://www.blackfootstudios.com/forums/ http://www.blackfootstudios.com/foru...blog&blogid=2& |
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#6 |
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Warrant Officer
Join Date: Jun 2009
Posts: 2,933
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Massive update 1.1:
Mostly fixed the artillery - no longer using secops, so will work even when leader dies and should not bug in multiplayer anymore. Also made some minor fixes such as one class not having a GPS at spawn and removed the first aid: action module (leaving simulation and battlefield clearance, as it should be). http://www.filefactory.com/file/ah59..._Chernarus_pbo
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You don't mess with the Zohar! http://www.blackfootstudios.com/forums/ http://www.blackfootstudios.com/foru...blog&blogid=2& Last edited by galzohar; 09-04-2009 at 03:50 PM. |
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#7 |
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Warrant Officer
Join Date: Jun 2009
Posts: 2,933
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Fixed the "known issues" in the OP.
Edit: Fixed "known issues" again.
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You don't mess with the Zohar! http://www.blackfootstudios.com/forums/ http://www.blackfootstudios.com/foru...blog&blogid=2& Last edited by galzohar; 09-05-2009 at 04:31 PM. |
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#8 |
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Warrant Officer
Join Date: Jun 2009
Posts: 2,933
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Updated to version 1.11 and updated the "known issues" accordingly.
- Fixed artillery markers. - Fixed mission title typo. - Removed a motorcycle that wasn't supposed to be there. - Fixed an issue with a bunker that was appearing regardless of a roadblock being present. http://www.filefactory.com/file/ah6d..._Chernarus_pbo ---------- Post added at 09:29 PM ---------- Previous post was at 08:48 PM ---------- Version 1.12: Fixed critical issue with the artillery introduced in 1.11. http://www.filefactory.com/file/ah6d..._Chernarus_pbo
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You don't mess with the Zohar! http://www.blackfootstudios.com/forums/ http://www.blackfootstudios.com/foru...blog&blogid=2& |
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#9 |
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Warrant Officer
Join Date: Jun 2009
Posts: 2,933
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It have been a while, but after learning a bunch of stuff about making missions, I decided to update this mission to make it work better.
Version 1.22: - Significantly improved enemy waypoint randomness: Used to accidentally only use 2 random waypoints and the starting position, changed to only use multiple random waypoints). - Fixed a minor bug with mortars: Calling the script as non-commander called the script for the commander - this no longer happens. - Added keygetys spectator scripts. - Implemented the F2 fix for proper mission ending. Filefactory: http://www.filefactory.com/file/a05f..._Chernarus_pbo
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You don't mess with the Zohar! http://www.blackfootstudios.com/forums/ http://www.blackfootstudios.com/foru...blog&blogid=2& Last edited by galzohar; 10-20-2009 at 12:35 AM. |
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#10 |
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Warrant Officer
Join Date: Jun 2009
Posts: 2,933
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Version 1.23:
Fixed spectator script to work with Arma 2 version 1.05. http://www.filefactory.com/file/a2c1....Chernarus.pbo
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