Mission "1-6 Behind Enemy Lines v1.0" by Laggy.Watch
teaser trailerPublic 1.0 version.
Mission description: You are a Force Recon team whose chopper gets shot down over hostile ground. You are alone and have to make your way back to base across enemy territory.
ArmAII version 1.05
Needed Addons: None
Known bugs: None
IMPORTANT: This mission is supposed to be played with human leader and AI enabled. Dialogues and events are based on who is left alive in the group. Tested on dedicated server.
Thanks to: All of you at the OFPEC forum.
Credits: Nominesine and Johnnyboy for serious playtesting. DeanosBeano for information about a specific "unit". Hoz and JamesF1 for dedicated server testing.
Important changes in version:
1.0
-Added overview for SP.
-Nicer titles.
-Briefing now updated after player is killed and/or teamswitches.
-Side respawn used so you can teamswitch even in MP.
-Removed map, compass and other items from everyone but leader, you can now enjoy getting lost in Chernarus.
-Tweaked difficulty and timing.
-Removed AI leaders move order, since teamswitch now works in MP, player should lead all the time.
-Enemy artillery less accurate.
0.98
-Difficulty after half-time (half-map) increased... more hunting groups and stuff.
-If leader is all of a sudden not player ("respawn and First-Aid module" issues) AI continues towards U.S Base.
-Other minor stuff, possible error messages etc.
0.97
-Increased difficulty (again... some testers complained about boredom, while some find it unbeatable.)
-Implemented the First Aid module.
-ACM module now initiated correctly also on dedicated server.
-Intro Huey now flies away as it should also on dedicated server.
-Added one more tracking group.
-Roadblocks added at random positions.
-Sounds now fade properly over distance.
-Total randomness slightly reduced.
-Other minor stuff.
0.95
-Sentimental outro added.
-BIS Conversation disabled on officer at the end to avoid weird effects.
-Briefing revised.
-A few surprises.
-Instead of just a present trigger the mission now ends when a player reports to the officer in Chernogorsk.
-Other minor stuff.
0.92
-Slightly enhanced intro, JIP friendly.
-Some character development.
-More dialogue possible, depending on who is still alive.
-A few more editor placed enemies, not too many though.
-Modules revised.
-More civilian life and eye candy.
0.90
- Added mission version number
- Revised briefing
- Better unit placements
- Some triggers moved
- Scripts changed
Missiontype: Multiplayer COOP, but SP is possible.
Players: 1-6
Mission Time: Around 60 min, maybe more.
Island: Chernarus
Mission Version: 1.0
Intro: Yes
Outro: Yes
Parameters: Yes (Intro option)
Time: Late afternoon
Weather: Good
Missionwork: This is a mission I always wanted to do, but it would have been too heavy on a PC before ArmAII. You are moving over huge areas and the enemy presence is very random. The design really takes advantage of the new modules in ArmAII and since the mission is very free with a simple objective, you have an endless variety of possible strategies. This mission varies from stealthy "hide and seek" to some of the most intense fights and stressful retreats I have experienced in a BIS game. Custom sounds, dialogue and scripts.
Contact: tolaggy@hotmail.com
Hope you enjoy it. My wish is that I've created a fun mission.
Laggy