Missions Depot > ArmA - Reviewed Missions
(Review Completed) [Campaign] The Magnificent Eight
gambla:
EDIT: 21 August 2009 > please review :check:
> last changes: reworked "object failed" in mission 6 "Resurrection" - 21 August
> last changes: "cutscene error" fixed in mission 6 "Resurrection" - 20 August
> last changes: "marker config error" fixed in mission 6 "Resurrection"
> last changes: mission 3 : "Hunapu"
Hi,
this is my first campaign for ArmA. I'm not very familiar with scripting, so it's very basic. As matter of time, i too have waived big cutscenes, i just woud never get it finished. Now i hope i can release the second part this summer. I'm not a native english speaker, so please excuse any bad or very simple english language.
About the Campaign:
____________________
Inspired by books and other missions and campaigns, i liked to combine my favourite role as a Sniper with being the leader of a Special Forces-team behind enemy lines. The main and only real features of this campaign are the ability to transfer the health-status and weapons/ammo (weaponpool) from one to the next mission. This is based on PMC's "First Fight"-Campaign, so all credits go to them.
As far as the game allows and it's still fun playing, i've tried to make the campaign as realistic as i can:
- The main objective is always to keep your team alive. So if you die once or any team mates, don't complain the missions are to easy. Btw, the difficulty will increase with the missions.
- You need to care for your weapons and ammo, don't waste too much. Check your surroundings for any weapons and ammo, you may need it the next mission.
- Being deep behind enemy lines, be careful and patient like a real Sniper. Make use of your environment, plan your next step.
Thanks again to the beta-testers: Zipper5, Cheetah, schuler, mathias_eichinger, savedbygrace, bert
Download:
___________
EDIT 06 August 2009 > attached "version V1.2 Final"
Details:
______
Title: "The Magnificent Eight" Part I
Version: v1.1
Date: 6 August 2009
Missions: 6 of 12
Type: SP-campaign
Game (version): ArmA 1.14 - Queen's Gambit
Role: Team Leader / Sniper
Difficulty: increasing
Island: North Sahrani
Author: gambla
E-mail: gaza(at)gmx.de
AddOns:
_________
EBUD SOCOM http://www.armaholic.com/page.php?id=886
RHS Hind http://www.armaholic.com/page.php?id=1099
RHS Hind Fix http://www.armaholic.com/page.php?id=5619 (edit August 4)
SCUD Launcher http://www.armaholic.com/page.php?id=1459
ZU-23 23MM Antiaircraft Truck FIX http://www.armedassault.info/index.php?cat=addons&id=147
ZU-23 23MM Antiaircraft Gun (v 1.13) http://www.armedassault.info/index.php?cat=addons&id=145
Features:
________
- Team Health saved:
At the end of the mission, your and your team's health status is saved and you start the next mission with that status. If a unit dies, it will not be replaced in the next mission.
- Weapon Pool saved:
At the end of the mission, weapons and ammo you are carrying are saved and you start the next mission with that equipment. Additionally, later in the campaign, there will be a vehicle for storing weapons and ammo in.
Story:
_______
September, 2006. North Sahrani is suffering for decades under a communist regime. People are starving, a healthcare doesn't exist. But daily corruption allows a few privileged to live in prosperity. The tension was growing, so South Sahrani got afraid of a coup d'etat of the northern SLA. The US government, supporting the southern kingdom, reluctantly agreed to do very few clandestine recon missions. One of theses missions ended in a total desaster, the contact to the four operators of team "Outlaw2" was lost. As it was assumed, that they are either dead or moved to an unknown location, no rescue mission was ordered. Not at least for obvious political reasons...
"Leave no man behind" has been your credo for years, since your first tour at the age of 20 as a Lurp (slang for LRRP (Longe Range Recon Patrol)) in the Nam. You served your country, did your job and fought for freedom, but eventually you fought only for your brothers in the teams. Today, as a retired Captain, you were on holidays in the beautiful south of Sahrani and planned to visit your relatives, the Gastovskis, in Obregan later. This is when you got word of the captured US soldiers. After struggling for days and sleepless nights, you decided to do what you can do best, you go back to war...
Using your old connections to the Marines, eventually some cammys, a M9SD and a CRRC fell off a truck. You too asked your friend to inform the US headquarter of your mission two days after you've left for the North. From the Gastovskis in Obregan you learned of an old POW-Camp on the Isla del vida, offshore the east coast of North-Sahrani. Things slowly came together...
Known bugs / issues:
_________________
- This campaign uses saveStatus and weaponPool, so this requires to delete any old savegames of this campaign in your Arma-folder, usually located here: "My documents/ArmA/Saved/Campaigns/TheMagnificentEight".
- Reverting in the campaign is not possible without the risk that your saves and weapons get lost/corrupted.
- Cutscenes on every mission-start:
This little intro is needed to give Arma some milliseconds to delete any dead AI ("deletevehicle"), otherwise you first see their dead bodys, then disappearing the next moment. And this way, the dead AIs are not displayed in the roster on the screen bottom.
- Mission 1:
Due to darkness and the bad weather (ranges from heavy rain to no or slight rain) the visibilty can range from good to very bad.
- Mission 6:
An error msg. appears: "'burst'/ is not a classname...". There's a fix to download but i never made it work.
Credits: "PMC" for their great Campaigns
_________
Beta testers: Zipper5, Cheetah, schuler, mathias_eichinger, savedbygrace, bert
_____________
Radio Codes:
___________
US Marines Headquarter: "Arizona"
Player=Allen Falkner: "Ghost1"
Team: "Outlaw2"
Changelog:
___________
6 August 2009:
-mission 3 : "Hunapu" - End-trigger fails = done
(trigger timeout reduced)
previous changes:
-added Outro = done
-delete Loose-condition "team truck not alive" = done
-extend briefing-notes, more information, story = done
-Background Story only in first mission = done
-Note: Important to search ammo for next mission! = done
-mis1: ability to turn off alarm = done (by savedbygrace)
-mis2: link to Camp does not work = tested ok
-mis2: define correct truck / lock others = done
-mis2: rund down / behaviour of one patrol = tested and looked realistic
-mis4: lock vehicles = done
-mis5: note to get back to the camp = done
_______________________________________________________________________________________
OFPEC Download
Zipper5:
Nice to see you've got the first part released, mate. Will be sure to test it out. Any chance of secondary mirrors? Rapidshare won't let me download anything from it. :(
In terms of the this:
--- Quote from: gambla on 22 Dec 2008, 13:20:43 ---Known bugs: - Mission "Resurrection": error msg.: " 'burst'/ is not a class..."
___________
--- End quote ---
I believe that this is caused by the RHS Hind. You can fix it by including this fix that RHS made for it:
http://www.armaholic.com/page.php?id=3599
Hope that helps you out. :)
gambla:
Hi Zipper5,
just added a mirror and attached it to my first post. Thanks for the link to the Hind-fix, but i'd already tried this and it didn't work. :dunno:
But i keep on working on it...
mathias_eichinger:
Hi gambla, had a try again with your campaign...
Campaign Overview
Nice picture, I like the use of woodland units for a change.
Intro
It just shows some US units that are arrested. Not bad, but nothing special either.
Mission #1: Comeback
Briefing
Great story that you have got here. The plan is very good to follow, the map is tidy and not too many markers are used.
Mission
I board my boat on the little island, cross the water and then I am ashore in enemy territory. As last time, reaching the barracks was no problem. The silenced pistol was great for killing the guards, lying a few meters in front of them. Probably because of that the men in the barracks did not really react. only once or twice there was somebody coming after me. There are a few good placed units tough that took me by surprise.
In the end, it was not overly difficult to free my men, arm them and kill the few units that formed the counterstrike (or did I overlook some of them?).
The rest was easy: Just run towards the boat, disembark at my "home island" and reach the tent.
Outro
None present.
Conclusion
A nice start for a campaign and the lack of a rifle at the beginning of the mission makes it a nice change to many other missions
Cheers
Mathias
gambla:
Hi Mathias,
thanks for the test. I made it an easy start to get in the Game, so this was intended. I'm happy that there are no major issues so far. Hope you enjoy the next challenges... :)
Navigation
[0] Message Index
[#] Next page
Go to full version