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SP Fly Like An Eagle


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Thread Starter
SaOk
SaOk

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#1

Posted 01 May 2008 - 16:15

Posted Image

Fly Like An Eagle [Rated 9/10 in OFPEC http://www.ofpec.com...=details&id=201]

Is a Single Player Mission in Arma which offers various facets of combat, from aerial tasks to ground objectives, from combined operational assaults to Rambo style Fury.

A long and action packed mission which features:

* ** Use of Kronzky's Urban Patrol script
* ** Many other cool scripts by the team
* ** Detailed briefing
* ** Over 200 custom sounds
* ** Unlimited Savegames

Mission Design and concept by SaOk and savedbygrace
All voices and radio by savedbygrace
Intro, outro and cutscenes by savedbygrace
Scripting by SaOk
Mission Editing by SaOk

More (contact) details can be found in the readme

Download 1.65 version from ArmaHolic

Download 1.65 version from FileFront

Note: The mission uses addon:
Lowfly´s EditorUpdate v1.02

Note2: I highly recommend that mission is played with custom AI skills - friendly 1.0 and enemy 0.5-0.6

Change log:
v1.1:
- Fixed few typos and corrected sidechats (when repairing the chopper).
- Few conditions for scripts are updated too when operating on north island.
v1.2:
- Should be fixed a problem where sometime POWs left holding cell
v1.3:
- Fixed a problem in chopper cutscene which caused chopper to crash to island sometimes
v1.4:
- Few typos fixed
- Few voices are little louder in mercalillo
- Condition for shilkas is better
- Friendly choppers should crash less likely when spawning
- Player is captive in forest cutscene now
v1.5:
- More typos fixed
- One possible enemy presence in forest meeting removed
- Radio visible on map after load game
- Changes in SF diversion
- Evac chopper should survive better
- SF moves faster to Eponia from diversion hill
- Error between RTEditor and UPS fixed *
- Some other fixes
v1.6:
-Rewritten objectives, dialog
-Remade forest cutscene
-Remade much more complex SF behaviour (Player isnt playing the key role anymore)
-Dynamic reinforcements for SF
-Over 200 new voice files (for cutscene, sidechats and dynamic random voices during mission/close combat)
-Difficulty Selection (affects to available weapons in SF ammobox, enemy manpower and flying part)
-Dynamic Markers for SF
-Objective hints
-Appendid outro
-Many other bug fixes, tweaks
v1.61:
-Random deadly bug in forest cutscene is hopefully fixed
v1.65:
-Added more enemy units for "Hard" and "Very Hard"
-Changes in Eponia for better AI movement
-More reliable reinforcement system
-Many other bug fixes and tweaks

Modified mission (ACE+HWM) v1.5.2 by Gedis:
Download from rapidshare.com
Download from ofp.gamepark.cz
Download from Armaholic

Modified mission requires these addons:
Lowfly´s EditorUpdate v1.02
ACE v1.04
HWM Apaches
Extended eventhandlers (xeh)
HWM_Units Version 3.0 and HWM_Vehicles Version 3.0

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Edited by SaOk, 31 July 2009 - 10:16.


Thread Starter
SaOk
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#2

Posted 01 May 2008 - 16:50

This mission could/should work on older arma versions, but i suggest the new 1.12beta. I havent tested if the mission works good when using mods which changes AI.

Gamebalance is best when using custom AI skills - enemy 0.5 and friendly 1.0

I hope you enjoy the mission. It took 5 months to build this. Posted Image

william1
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#3

Posted 01 May 2008 - 17:16

thanks Posted Image

note: i thought sandbag fix was not neccesary since version 1.12?

Thread Starter
SaOk
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#4

Posted 01 May 2008 - 17:51

thanks Posted Image

note: i thought sandbag fix was not neccesary since version 1.12?

I heard too that sandbag AI is fixed in 1.12beta. But mission still needs it for some reason.

Daniel
Daniel

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#5

Posted 01 May 2008 - 17:59

If the mission was made using the fix then it'll be embedded in the mission.sqm, and will need deleting after saving in-game.

The sandbag fix happened before 1.12. Posted Image

Posted Image"RIVET-COUNTER" ALARM [SCANNING]

VOLCBAT
Future Hamok Pilot

FritzDaKat
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#6

Posted 01 May 2008 - 18:00

Downloading, Tick-tock-tick, doo doo, doo doo...

Dang, now the song's stuck in my head! Posted Image
Mainboard : ELITEGROUP CO.,LTD. 945G-M3   (ModdedPowerSpec V100) --- Chipset : Intel i945G/GZ --- Processor : Intel Pentium D @ 3333 MHz --- Physical Memory : 2048 MB (2 x 1024 DDR2-SDRAM ) --- Video Card : Nvidia Corp GeForce 7600 GT, 256 Mb DDR2 --- Hard Disk : ST3120022A (120 GB) --- Hard Disk : WDC (74 GB)
Operating System : Windows Vista ™ Home Basic Home Edition 6.00.6001 Service Pack 1
DirectX : Version 10.00   Windows Performance Index :4.1

Just 256 Mb & $1,500 shy of being able to run VBS2

luemmel
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#7

Posted 01 May 2008 - 21:18

I have played some missions. It was very impressive and professional made. Thanks a lot!

Thread Starter
SaOk
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#8

Posted 02 May 2008 - 13:03

Raedor's Sandbag Fix v1.1 isnt required anymore if you download from our homepage or from direct links. Armaholic still have the old version but it will be updated too soon.

edit: Armaholic have new version too now.





Thread Starter
SaOk
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#9

Posted 03 May 2008 - 16:30

Feel free to comment about the mission. What is good and what isnt? I could use the feedback on later missions and maybe to make some patches for this.

EricFr
EricFr

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#10

Posted 03 May 2008 - 17:14

Very good mission. Posted Image

No major bug found.

The end is hard, i finished with the D30, but the 3rd shilka do not appear ?, we have killed the crews in the town and the rescue arrived.

I love long mission with multiples objectives.

Thanks

Forza Dominique Fidanza


Thread Starter
SaOk
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#11

Posted 03 May 2008 - 20:48

Thank you. Posted Image

There is only two shilkas but you need to destroy crew leaders before air support arrives. It could be better but this prevents player searching shilkas which rarely are left miles away.

CameronMcDonald
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#12

Posted 04 May 2008 - 07:27

Well, it was all pretty good until I failed to actually find the POWs in the camp. Where are they meant to be? I was running vanilla ArmA 1.12, and yet they were nowhere to be seen, either in the tents in the camp or otherwise. And they weren't dead since no ACU-clad corpses could be found.

Slightly miffed, I made my way up to the town and pulverised the compound with satchels, PG7s, AT4s and shells from the D30, but nothing happened. Some explanation of what your target within the compound actually is would help. Posted Image

Otherwise, I thoroughly enjoyed the mission despite these problems. Posted Image

Thread Starter
SaOk
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#13

Posted 04 May 2008 - 09:26

POWs should be in a little fenced area opposite of the ammocrates. Before releasing them you couldnt complete rest ot the tasks. If Engineer dies before the compound then player should try to place satchel(s) himself in the compound.

I will go to test that POW thing again but they have stayed in the holding cell every time before.

Thread Starter
SaOk
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#14

Posted 05 May 2008 - 18:18

New version 1.1 is available. It fixes few typos and corrects sidechats (when repairing the chopper). Few conditions for scripts are updated too when operating on north island.

In readme it says "mission version 1.1". Links in our homepage, in this thread and armaholic gives the new version now.





Yeb
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#15

Posted 06 May 2008 - 17:54

About the POWs, i found them in a hangar (the big ones with bmp2, trucks parked inside) near a truck.
Excellent mission by the way: good job!
Realistic Designation version 1.3     A one-shot kill of 1943 meters
Grenade Name Fix version 1.1

ss9
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#16

Posted 06 May 2008 - 18:24

anyone try this with xam yet?
Sitting on the stairs at the shallow end of the gene-pool.

as of around 2/2015:
win 7x64 Pro
i5 4590 quad core 3.3GHz
16GB DDR-1600 gaming RAM
GTX 750Ti with 2GB of RAM
OS and some Apps installed on 128GB SSD
Everything else, including Arma, and document storage, on a 1TB mirrored RAID
Z97 Motherboard
700W PSU

Thread Starter
SaOk
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#17

Posted 06 May 2008 - 19:34

New version 1.2 is available. POWs shouldnt leave the holding cell anymore. While testing I noticed they left it when i was sla soldier so i added "allowfleeing 0" for them and it stopped.

All links give the new version. Armaholic have the new version too.





CameronMcDonald
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#18

Posted 07 May 2008 - 07:28

Nice! Posted Image I'll try it out and hopefully my mates won't go MIA from their holding pen this time.

Thread Starter
SaOk
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#19

Posted 07 May 2008 - 11:08

New version 1.3 is available. Sometimes AI pilot died and crashed to island in cutscene. "setdamage 0" loop wasnt enought. Now script spawns a new pilot everytime if the pilot dies and all seems to work good. Links are updated with new version. Armaholic have it too now.





svendejong
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#20

Posted 08 May 2008 - 08:28

saok, I salute and thank you (and cocreators of this mission) for this great mission.
Ive not been able to finish it due to my very restricted time but till now its more enjoyable then any official arma mission ive played.
Great use of radio chatter etc !!!

Thanks!
If you say "plz" because it's shorter than "please" then I'll say "no" because it's shorter than "yes"