wolffy.au 9 Posted April 28, 2010 (edited) Download: http://creobellum.org/node/161 Description: Takistani Rebel forces have recently increased their presence in Western Takistan. There have been civilian reports that rebels are often intimidating locals in any of the 5 towns. Rebel forces are armed with light arms. Beware of possible ambush, sniper and motorised patrol teams. A small US Army task force has been deployed to patrol the area and maintain control of the region. Ammunition can be found in the vehicle cargo. Patrol each town to identify and clear rebel presence. Weather is randomised to keep things interesting. Enjoy! Mission concept and design by Wolffy.au Addons: Operation Arrowhead - None Thanks to: The ever willing mission testers from cB & AEF Random Group Spawn code by Odin Team Status Dialog by Dr Eyeball CEP AI Unit Caching by Myke Weapons on Respawn/Splash Screen Box by Xeno Improved taskDefend and taskPatrol by Binesi On-the-fly GFX Changer by Deadfast Missions Conditions Selector - F2 MP Framework CreateComposition by ArmaTec Simple Vehicle Respawn Script by Tophe of Östgöta Ops Improved AI Driving by Sakura Chan Random Group Generation, JIP Briefing, Player weapon loadout and Hide Bodies found at http://creoBellum.org Visit Combat Team Bravo at http://www.aef-hq.com.au Change Log: Version 1.6 - Added Call Support Medic - Added Call Support Vehicle Repair - Added BIS First Aid Fix - Added Saku AI Driver Improvement - Added custom Ambient Civilians - Added Ambient Civilian Vehicles - Added random house positions - Added BIS Injury System - Changed CTB Branding - Changed for Operation Arrowhead - Changed default to medium grass - Changed Waypoint patrol based on CityCenters - Fixed JIP Time Sync issue - Fixed CEP Caching to ignore civilians - Removed ACE dependencies - Removed custom loadout Version 1.2a - Rebranded as Combat Team Bravo - Added AAW Units and Weapons Version 1.0 - Initial Release Developer notes: Here is a list of nifty components to be found in this mission. Random Group Spawn code by Odin - This piece of code has turned out to be the most important piece of my future mission making. Using GameLogic objects, this code will spawn random enemy groups of Infantry, Motorised, Mechanised, Armour and Air. In conjunction with Binesi's taskDefend and taskPatrol code, randomised mission making has never been simpler. Team Status Dialog by Dr Eyeball - Allows the customisations of groups while playing the mission. As suggested by the Dr himself, I'm sure other clans will find it very useful. CEP Unit Caching by Myke - Beware of fake imitations, this is the original unit caching code from Myke's ARMA I Coop Essentials Pack. I have heavily modified it and it now supports vehicle units. Weapons on Respawn/Splash Screen/ACE Weapons Box by Xeno - Xeno did all the coding to create these ammo boxes and splash screen, so I think he deserves a mention for their use. Improved taskDefend and taskPatrol by Binesi - Binesi posted these improved BIS functions around the same time I was asking myself the same question. Placing patrols and defensive squads has never been simpler. On-the-fly GFX Changer by Deadfast - Simple graphical viewdistance and terrain control. Very slick interface, although I've hardcoded the terrain detail in this mission, as I didn't think it was fair on the AI. Missions Conditions Selector - F2 MP Framework - Another handy script, I modified it slightly for JIP client time setting, but it works a treat otherwise. creoBellum scripts: Here are some of my own scripts, which you are free to use with credits intact. Random Group Generation (crb_randomGroup.sqf) - This is a must have for randomising your mission. Will create random squads of Infantry, Motorised, Mechanised, Armoured and Air. Makes the mission different everytime. JIP Briefing (JIPBriefing.sqf) - JIP Briefings are a real pain. This is my current model for consecutive objectives which is JIP compatible. Player Weapon Loadout (PlayerInit.sqf) - Sets up weapon loadout based on mission selector and unit model. Works for human and AI playable units. Hide Bodies (crB_HideCorpses.sqf) - Inspired by Mr Murrays code, this one liner will remove dead bodies from the mission with no additional triggers or objects. Just add the script to your Init.sqf - very simple. WaypointPatrol.sqf - Uses markers to patrol vehicles randomly from one marker to another. Excellent to ensure all parts of your Area of Operation are patrolled. Now includes Civilian vehicles. Edited August 20, 2010 by Wolffy.au Share this post Link to post Share on other sites
wolffy.au 9 Posted June 21, 2010 Version 1.2a - Rebranded as Combat Team Bravo - Added AAW Units and Weapons - Added Support Vehicles (Call Support function) Share this post Link to post Share on other sites
wolffy.au 9 Posted July 31, 2010 Version 1.6 - Added Call Support Medic - Added Call Support Vehicle Repair - Added BIS First Aid Fix - Added Saku AI Driver Improvement - Added custom Ambient Civilians - Added Ambient Civilian Vehicles - Added random house positions - Added BIS Injury System - Changed CTB Branding - Changed for Operation Arrowhead - Changed default to medium grass - Changed Waypoint patrol based on CityCenters - Fixed JIP Time Sync issue - Fixed CEP Caching to ignore civilians - Removed ACE dependencies - Removed custom loadout I've moved this mission to Takistan. I will try to re-release it on Isla Duala in the near future. Share this post Link to post Share on other sites
TheScar 0 Posted August 1, 2010 enjoyable mission *thumbs up* On 4th city (Shukurkalay) we got the "town clear" message after the first 2 kills,enemy was still inside city - but didnt engaged us anymore ... killed em,moved on ... strange On last city we got alot of enemys INSIDE houses so we needed to search every building,but couldnt complete the mission - even we searched like 45min for em. We faced multiple squads reentering the city,killed em too but still no sucess @ mission. Is it ment to be that only on the last city enemys are inside building? The first 3 citys took nearly no time (max 5-8 enemys at all),why is it then so different on the last city? Maybe increase enemy strength abit on the first 3 citys? Again,well made mission :cool: Share this post Link to post Share on other sites
wolffy.au 9 Posted August 1, 2010 Interesting. The only thing I can think of is I set the AI inside the houses to 'unit disableAI "MOVE"', as they were all exiting their positions once we engaged them. This is probably why they are acting differently and it maybe affecting the triggers. Amount of enemy per town is randomised but should be fairly consistent. I've reverted the disableAI change and the zip updated (v1.6a) on the creobellum website. See how you go and let me know. Share this post Link to post Share on other sites
TheScar 0 Posted August 2, 2010 finished the (fixed) version (1.6a) just 1h ago and it worked like charm this time :) Some things you might want to think about still: - some enemys still stay active in cleared/green zones (not engaging/mostly in houses) -the BISrevive/med system might got its charms,but its utterly annoying getting wounded/falling uncon then getting killed and have to drive aaaaaaaaaall the way back to active AO Why not use Norrins Rev or a spawn that gets moved up or a SAFE area once u cleared the first 3 citys/areas,even more u got a 2nd Checkpoint up there anyway - the driving part is really a turn off - double deaths @ scoreboard None of the less,pretty entertaining mission :cool: *two thumbs up* Share this post Link to post Share on other sites
Roush 10 Posted August 4, 2010 Wolffy, Nice misssion, but were having problems. weve gotten to the last two towns before the checkpoint. Weve cleared every building in the towns, but they wont clear!! Any suggestions? Thank you!! Cheers Roushie Share this post Link to post Share on other sites
VariousArtist 19 Posted August 4, 2010 Nice mission! But we had a few problems with clearing the last 2 settlements, too. The "find the last pin in the haystack"- problem is a bit too annoying. Maybe you make the last enemies flee the mission perimeter? Also UPSMON would be a nice improvement for the dull BIS-AI! thx for sharing! Share this post Link to post Share on other sites
TheScar 0 Posted August 4, 2010 you guys tried the "fixed" version he posted in OP? v1.6a runs smoothly and completes like it should,v1.6 didnt Share this post Link to post Share on other sites
VariousArtist 19 Posted August 5, 2010 Oh, overseen that. Was on a wild server anyway. Thx for the hint! Share this post Link to post Share on other sites
wolffy.au 9 Posted August 20, 2010 (edited) Updated some minor fixed to v1.7e. So eager to release it, I haven't done the changelog, but it should be more stable. EDIT: Sorry, just reading through your comments - yes, I could go for revive, but its a case that I take so long to release these missions that I prefer to keep it as vanilla as possible. Happy for anyone to make a Revive version of it, just don't have the time personally unfortunately. Edited August 20, 2010 by Wolffy.au Share this post Link to post Share on other sites