Hi,
When I made this mission, my goal was to make it short, simple and unpredictable. Please try it out and let me know where/if you think it needs improvement.
Title: Sabotage
Mission Version: 1.01
Author: CH
Release date: 2009-04-20
Game (version): ArmA 1.14
Gametype: SP
Addons required: Queens Gambit
Mission Summary:
Infiltrate an enemy airfield and destroy your targets.
Credits:
Chris Henderson (ArmA Edit)
Mr. Murrey (Armed Assault Editing Guide)
schuler (Beta test)
DaKa (Beta test)
bert (Beta test)
mathias_eichinger (Beta test)
NightJay0044 (Beta test)
savedbygrace (Beta test and flare sound)
Mandoble (Light Bulbs)
Planck (Light Bulbs)
Loyalguard (Light Bulbs)
**************************************
CHANGELOG:
v0.90
- Beta Release
v0.91
- dbe1_hotfix removed from mission.sqm
v0.92
- Mission restructured
Two more groups of targets added (pilots and fuel depot)
Mission success when at least two out of three groups destroyed/killed
All targets have 4+ random positions
- Gear selection
Suppressed MP5 added
M24 added
Hand grenades added
- Reinforcements
If the main camp is alerted of Blue force presence they will call in reinforcements
Three fire teams will then be airlifted to the island by a single Mi-17
Each fire team has three possible lz's out of wich one will be selected randomly
The three fire teams will share knowledge of Blue force presence with soldiers from the main camp
- Different approach
If the player decides to land on either the northern- ,southern- or western coastline the enemy will "hear" the
player coming and attack him/her directly
The player will still be able to attack the targets and accomplish the mission but it will be much harder since he
has lost the element of surprise
The player will be given a hint of what to expect if he/she tries a different approach
- Minor tweaks
Music trigger adjusted
Soldiers in camp will now move to assist soldiers who launch flares
Soldiers in camp will now move to assist the UAZ if it detects Blue force. (UAZ will not launch flares)
Removed the possibility that the player would start on top of a marker
The guards will be patrolling closer to the helos and fuel depot
It is more likely that the player will be detected once he or she closes in on the helos and the fuel depot
Ammo removed from player boat
Ammo and fuel removed from boats in harbor
Player waypoints removed
Briefing and description rewritten
Markers added
The UAZ is now unlocked
MG removed from UAZ
v0.93
- Environment
Streetlights added
Light bulbs added to streetlights
Some streetlight attract insects
Ruins added to high grounds and village
Flare sound added
Music volume tuned down
Civilians added to village
- Game play
Patrols added to village
All patrols in village will stop patrol in "safe" mode once Blue force is detected
- Minor tweaks
Hint removed when player died
v0.94
- Short intro added
- Chicken sound added close to barn
- Increased the stability of the reinforcements script
v0.95
- Game play
Increased the time between detection and flare launch
Increased the time between detection the arrival of reinforcements
Passenger in UAZ will be able to launch flares once he is out
Reduced probability that some enemy units appear
v0.96
- Runway lights added
v0.97
- Outro added
v1.00
- Disabled radio during outro
- Changed outro text for target Charlie
v1.01
- Resized and reshaped the high ground trigger
OFPEC Review