OFPEC Forum
Missions Depot => Mission Discussion => ArmA - Reviewed Missions => Topic started by: mathias_eichinger on 25 May 2008, 21:53:49
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Hi all!
This mission is an out-take of the stalled OFPEC campaign project. I uploaded a new version, adjusting the Overview to that of a SP mission. Gameplay remains unchanged.
The following M60A3 tank addon by Törni is required.
http://www.armedassault.info/index.php?game=0&cat=addons&id=173 (http://www.armedassault.info/index.php?game=0&cat=addons&id=173)
Cheers
Mathias
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hi mathias,
"camisc",
"sara",
"CATracked",
"RAE_sandbagFix",
"caweapons",
"vilas_forces",
"CABuildings",
"CAAir"
what about addon links in readme and ver. 1.12 beta or 1.09 ??? ;) 1.14?
cheers Schuler
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I'll give this one a test, but which of vilas' addons do I need to download?
Hasn't the sandbag fix addon been made redundant a few patches back?
bert
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hey guys there is a fix for sandbag
Raedor's Sandbag Fix v1.1
http://www.armaholic.com/page.php?id=1607
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I do believe it is now made redundant by one of the patches, as stated above.
Planck
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Hey all!
Hm, not sure about the vilas addons, don't know where I picked this entry. The problem lies within the Sandbag fix. It should be redundant since one of the last beta patches, yet deleting it leads to the "exploding sandbag" problem. I will tend to my mission again when I am back from work at the weekend.
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Exploding sandbag problem?
You might want to check out 1.14's Warfare walls. They are actually quite neat ;)
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Hey, I managed to eliminate that exploding sandbag bug, mission is up again.
Feedback would be most appreciated.
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I do believe it is now made redundant by one of the patches, as stated above.
@Planck you are right :)
@Cheetah yes 1.14' ;)
@mathias good on your mate :clap:
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Hmm, no feedback here...
What do you guys think: Should I post this mission on the beta boards while disguising it's purpose of first OFPEC campaign mission? Or is it just the EURO 2008 that steals everybody's time?
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Sorry I didn't get back to you mathias. I've had a short play but didn't get round to finishing it. One thing I did notice was some of the NPC's close to the start position got killed instantly early on, presumably because of a falling building, I think I got injured to boot. I'll try and give it a full play in the next few days.
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1.12 beta with sandbag fix
Map:
Clusterloveed , messy
positions and flank are on top of each other,, cant read it.
Also I don't think Flank is the right wording for this objective. positions 1, 2 and 3 would look better for a military lingo and platoon assignment as a company,
Briefing ;
Spelling ,,, attrit -> attrite ? or rid ?
The briefing is really worded well, I like it. :good:
Mission;
The briefing is better then the mission! ;) note; I would not say that in open forums mate,,, only behind closed doors! :-*
Place the player behind the road block more 1 or 2 meters, so he can see it, "its too close" he will need it to survive the first 2 minuets of play.
At first time playing I completed mission just by standing behind the road blocks with my men, shot one MGunner that's all,,,,
Second time , there was a enemy AI that I could not find behind our lines. And my soldiers did not obey commands very well.,,,, If you have them in a setpos middle or something please remove it. edit , i think i had them on steath sorry about that
played about 5 times there is a small bug in waypoints or something,,,, :dunno:
give us a new vers!
cheers schuler ;)
edit
played again very good, all the men at the right flack had been killed. i found 3 or 4 more there i had to hunt down, one will place grenade got them.
it was a good fire fight.
could use some civy cars or trucks parked around for atmosphere.
mission ended to abruptly, maybe set the delay on ending a few seconds more.
good job ;)
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About time I showed my face around here again been working away from home yet again.
Just played this mission through a couple of times Mathias. As Cheetah said you might want to take a look at the new walls we got with 1.14.
Briefing
Well written. The only phrasing I didn't like was "Search and destroy the enemies" when something like
Search and destroy for any enemies
sounds more appropriate.
Mission
Action kicks in real quick and the first line of defence dies in a matter of seconds.
There seems to be a lone civilian rifleman stood out on my left flank for some reason :dunno:
The mines halt the T72s but they still cause havoc amongst the RACS. You could do something with a trigger and an engineer to blow (delete) the initial sandbag wall.
Good placement of the other defenders plus ammo crates and med tents handily scattered around.
On one play through a destroyed Kamov actually crashed on most of my squad. Alas, the fortunes of war :blink:
My right flank always seems to fold while there is no attempt made to attack around the left flank. Soviet tactics were always more of a steam roller approach anyway.
Overall
Not bad, it reminded me of nettruckers mission Dogtags (might want to have another look at that again btw).
There are some nice tense moments with the T72s and then searching for the SLAgs that got through into the city.
As it stands it is an enjoyable mission. It needs more though, another wave at least to pile on the pressure.
How about a small artillery barrage at the start to cover the assault forces approach?
Whats wrong with the reinforcement script? I'm no scripting guru but lets have a looksy.
Better sort my own mission out now :whistle:
edit:
How are we handling the actual assassination?
I have an idea for it if no one else wants to tackle it?
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There seems to be a lone civilian rifleman stood out on my left flank for some reason
Oops, this guy was used to see if the working engineers really delete the sandbags if they survive long enough (they do during tests, but always seem to die before in the mission; well that is the goal of the RACS defenders anyway).
The mines halt the T72s but they still cause havoc amongst the RACS. You could do something with a trigger and an engineer to blow (delete) the initial sandbag wall.
Do you think I should leave out the mines? They seem to kill off the soldiers working to delete the sandbags once a T72 hits them.
My right flank always seems to fold while there is no attempt made to attack around the left flank. Soviet tactics were always more of a steam roller approach anyway.
Keep in mind that the player is positioned initially at the left flank. I think one cannot go AROUND the left flank because it's the walled off harbor area. Or should there be another wave that disembarks from boats?
How about a small artillery barrage at the start to cover the assault forces approach?
Hm, I figured that that would be a daft move for the SLA, since they require an intact bridge and streets free of rubble to advance through the city. But as a civilian I have no idea of a tank's capabilities. Maybe the rubble would not make much difference IRL and the artillery is desired even in that special situation?
Whats wrong with the reinforcement script? I'm no scripting guru but lets have a looksy.
The reinforcement script should create 2 BMPs full of troops close to the border, that move behind the front to drop off their cargo. I never saw the BMPs though.
How are we handling the actual assassination?
I have an idea for it if no one else wants to tackle it?
Since the missions already taken up require a large amount of time, I thought that the assassination would only appear in my intro. I was thinking of the party HQ in Bagango (the large yellow rectangle building) being blown up by one or several truck bombs. But if you want to take up a separate assassination mission, it's even better. Just let me know what happens to have it appear in my intro.
Many thanks for the test, and thanks also go to schuler, who took my mission up first!
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Many thanks for the test, and thanks also go to schuler, who took my mission up first!
lol,,,, hi Mathias, hey ,,,, i only joke , dont take anything i say personally ;)we need to do this in 1.14 right? for beta testing?!?!?
by the time it is done "the camp" everyone will be on 1.14 :yes:
i did it in beta 1.12 and the road block , "sandbags deleted" , it only happened once! a bug
my main thing is to move the player back 1 or 2 meters form the sandbags roadblock
About time I showed my face around here again been working away from home yet again.
Denz, if there was a kick in the bum smiley face i would apply it now ;)
briefing /mission good :clap:
cheers schuler
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Don't worry, nothing has been taken personally.
This mission has been designed in 1.14 from the outset (I think :whistle:).
"sandbags deleted" , it only happened once! a bug
It only happens if the especas arrive at the sandbags and are able to work for 30 seconds undisturbed. :D
Which appears to rarely be the case.
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Ok got ya!
I thought is was the mines. But I understand now.
I still think the map is a bit messy,
There are markers on top of markers
And what about that Abrams tank, it would be nice to see it in action
There is a m113 in the back flank ,
I really like the briefing!!!!!
good action and firefights!!!!!!
Cheers schuler
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Just to make you guys notice: I have put up the Beta 2 of my mission to the first post of this thread.
Cheers
Mathias
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Is vila's weapon required?
EDIT: removed vila_wpn from the mission.sqm addon list and she works. Uploaded that version as an alternative to your 1st post for others to use without the addon requirement.
EDIT2: beta report of The Red Wave v2.
Intro Looking good.
Briefing No weapon selection, although plenty of weapons are around. You might want to add it? Markers are quite clear, you might want to change a marker's position depending on how far the enemy got into each of the three paths.
Mission I still find it strange to find myself on the left flank instead of in the center, 2nd position. Every time I try to run to the center, my team has a lot of trouble following me through those buildings, they get stuck between the buildings - useless but it kept them alive. Those low warfare walls do a great job for the AI as they are able to shoot over them while being seriously protected. Only the left flank collapsed and I had to help them, boats were of no problem on that flank. The other side, right flank, got threatened by the boats as the Especas ended up behind the soldiers guarding the wall - luckily I managed to save two of them. They did a great job before those pesky Especas showed up (see attached picture).
Mission ended upon the right flank cleared of boat Especas. Pretty easy, no losses in my team (all stuck in an attic.. so) and moderate AI losses. Some things to improve it (in my opinion). Instead of a message as soon as an event is going on 'right flank breached', have regular messages which indicate the overall situation. That would be easier to follow, not I get the feeling that Crossroads isn't the most gifted Intel boy our there ;).
Also, you might want to increase the difficulty. I felt like we could take the enemy on whole day, previous version was a lot harder due to the right flank always getting overrun. You might want to simulate this, randomly let one side break and let the enemy forces rip the other defenses apart from the inside. Before reinforcements (M113 with half a squad) move in to close the gap after a few minutes of the player experiencing chaos. Something like that maybe?
Outro Fits the mission.
Debriefing All ticked off, 12 minutes of playtime.
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Hi Cheetah,
just a few comments. What is the advantage of continously appearing messages about the status of troops behind the front? Wouldn't that be a kind of a "god mode"? Besides I think these continous status reports are tricky to script.
The reason for the player being on the flank is that I want to avoid some nasty surprises with AI and bridges, namely, squads being stuck at the bridge because they cannot pass a burning tank. I set up additional reinforcements behind every crossing but have not tried it out yet. I think that it is easier to throw some waves of infantry towards the player on the flanks. I will see what this additional wave does to the difficulty, since I have no idea to kill off the flank guard at random.
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What is the advantage of continously appearing messages about the status of troops behind the front?
The advantage could be that the mission feels less like a chaos and can prevent the player forgetting about clearing a flank. However, it might make the mission easier and can remove some of the atmosphere due to less chaos present which can be good. It was an idea to think about, not something that has to be in, as it has advantages and disadvantages.
The reason for the player being on the flank
I read the briefing as if the player has to be on the central position? So I move there with my squad, I probably misread. Oops.
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Just put the Beta 3 to the first post, happy testing.
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Nice overview, oil, a daily topic!!!!
tie in to game play cut,,, well done ,,, well wrote, very good, oil,,, damn oil,,, hehe,,, :clap: :clap:
Everything looks in tact,,,, i hope i d'load v3
Rear flank assaulted be boats,
nice radio info updates.
Save games by user work quickly, that's a plus....
I in countered one enemy soldier with no weapons killed him :good:
After a while things went a bit silent, good effect I hope everyone else can enjoy that, some don't like that reality effect. They still have Miss Packman in there mind but never played it ;)
At the end of the game it came down to looking for those last 2 or 3 soldiers, like last time I played. I thing I got killed once, witch is good for a 1st mission in a campaigns!!!!!
1Missions just need to tie together, the oil thing is good and up to times.
2Dates between missions with Cheetah need to tie together!!
Overall well done
Cheers Schuler
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@schuler, which dates don't match the timeline?
played this one through and it was a lot tougher then last time. a lot of breaches, all 1st defense lines were breached. right flank was defended by one soldier at the end, only some soldiers delivered by boats got quite far on that side before being taken care off.
center was alright. They got all the men there, but were left with nothing to occupy the position.
left flank was the weak point in our defense this time. Two tanks got through with a lot of infantry. One tank got destroyed by the M1A1 before it blew up. That left a T72 and infantry to take care off. Nice play.
Two things I came across. One soldier running around without a weapon (he came on the left flank from the harbour) and the mission ended only as I got towards the enemy line and took care of an enemy soldier under the central bridge. He had a wet pants and smelled, so I guess he was just scared and got down there ;)
Other than that, well done :D
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Thank you for the test!
So I basically need to apply a "save your weapons script" to the amphibious soldiers (provided that it works for AI)?
And up the treshold numbers of enemy survivors before the mission is ticked off as complete?
Do you think we should go public with both our missions or should we wait for a third one?
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@schuler, which dates don't match the timeline?
i was thinking is was the years, i might be wrong,,, sorry
i like the concepts of oil and the prince!!!!!!!!
good work guys
cheers schuler
ps i have yet to play yours again Cheetah, should be good we only crashed twice, out of about 10 times , might just be a fluke. i was more concerned with that lock at that w/point.
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"save your weapons script" ... treshold numbers .. complete?
Save your weapons script: yeah. Treshold requires more work than just a number. If the player has a visual on a few soldiers, that could be nasty. What could work is the same trigger, only with a count instead of a 'not present' (I suppose it there right now). Then a script is launched with one, two or three guys left, if all three are > 200m away from the player and static for example, the mission can end? Something like that maybe?
Do you think we should go public with both our missions or should we wait for a third one?
Hmm, more is better I guess. But it could take a while before we have another one finished, and would we try to get new ones out or is someone else in a far stage of the campaign.
Denz and wolfrug are both making a mission, right? What missions are left that we could develop?
was the years
That could very well be the case. Have we agreed upon a year? I might have forgotten to change that one.
lock at that w/point
If the wrong helicopter crashed (1 out of the 4) you could indeed get a waypoint lock. Shouldn't happen now.
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Hey, I just put Beta 4 to the first post.
Cheers
Mathias
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The Red Wave, v4.
First I helped clear the center crossing, all good - #4 got killed in the initial firefight. As it became clear that it was going to be the easiest position to defend, I moved to the right flank on my own letting my team help the center. Before I arrived the enemy was assaulting in pure Soviet style - en masse. It seems that this was to be their major break through point and we desperately help them off. At one moment the street was more or less clear so I moved to the water and took care of the men just dropped of by the boats and the boat drivers were a piece of cake. Think that I suffered a leg injury due to one of the soldiers. Got back to the right flank defense and it was pretty quiet - tried taking some ammo but there was none to be found so I guess the two soldiers left took all of it. We used up a lot of ammo in that position.
Got to the center, healed up at my medic and rearmed (spent all my 203s and only had two 20rd magazines left). There had been a break of the left flank so I expected the worst. Luckily it seemed that little had gone wrong over there for us, the more for the enemy. The two or so infantry soldiers that were wandering around forgot to clear the first walls so there were two T72s waiting to move into our part of the city. They were taken care off pretty easily. A bit later one BMP showed up with a squad coming from the harbour, another was on the edge of their part of the city (on high ground, above the underpass). Couldn't get any clear shot off to take care of the BMPs so naturally I shot all the soldiers I could see.
As soon as I shot one soldier, there immediatly was a radio message telling me that we had completed the mission.
Two things. You should put a 'timeout' in the trigger, like 4 seconds. If you do, it prevents the mission immediatly completing upon an enemy's death. Second, there were still two BMPs one of them close to me in the harbour. I also think that they showed up a bit late, after most of the enemy forces had been killed. Problem might have been the soldiers forgetting to clear the roadblock at the left section. If they had, the T72s had gotten through to our part of the city and the BMPs and the one squad might have followed them instead of doing little to nothing.
Seems like you are almost there though, it was enjoyable :cool2:
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Beta 5 can now be found in the first post.
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Vila's pwn addon?
Other than that, no bugs encountered.
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Cleared vilas addons, mission is now beta 6. Please verify if everything is ok. If that is the case, I will call it final and leave it at that.
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Vila's pwn addons, i take that as cleared from the mission.sqm addons!
have a look at it, thought is was a go last time i bt'ed it.
edit;;;;;;;;;;;;; one more time for the gipper! ;) or two!
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Just played beta 6. I was using ECS, true gameplay mods and durgs veg fix.
Intro and briefing were both pretty good. One oddity in the weapon selection though, was the inclusion of m249 belts, should they have been for the m240?
I got wounded almost immediately when the mission started. Stayed put for a while until enemy troops started appearing from just in front of the start position. By this point I'd lost one or two men and decided to retreat with them as things were getting a little on the hot side. Moved back about 50M and left what was left of my squad prone with a bit of cover. Lots of enemy were attacking from the left flank by this point so I found a roof and took out a good few of the attackers before getting wounded.
After patching myself up (ECS feature), I headed to a field hospital to get properly fixed up on the way that dreaded #report status, #is down several times and I found myself without a squad.
After visiting the hospital and picking up some ammo I covered a lot of ground mopping up infantry as I went. After 10-20 mns things got very quiet and targets hard to come by. I kept going for a while but ended up aborting.
Having looked at the mission in the editor, I see that the victory condition is to have <5 bad guys left. Personally I think that was a tad low as finding the men is extremely difficult if they and you are moving. Otherwise I'd say its a fairly sound mission.
Whilst in the editor, I also checked the outro which looked fine to me.
bert
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Hi bert!
Thank you for your thorough test! Beta 7 is now out, the treshold is now <8 men left. Could you check if it is now ok?
Cheers
mathias
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v7 1.14
xxxxxxxxx
Hopefully, the length and "last loon search" is now ok.
test one
i stayed at the center flank for a bit, fired a lot of HE with the 203. got a message the right flank was penetrated went over there and got pinned down really bad by the med tent. the med tent was handy
its was a real battle there, even use the hand gun for close combat fighting.
only about 20mins
30 kills
saved game at the med tent died 4 times mission completed there
overall
a very good fight, challenging, short but sweet, if that what's we want!
intro is fine to my it says alot.
xxxxxxxxxxxxxxxx
test 2
grabbed the saw249
mowed down all the guys running in at the beginning
then decided to grab an m16 and AT and hunt some tanks on the left flank
good challenging fight again, more kills and a T72
hit the 2 soldiers under the bridge, mission completed there
33mins
overall
a very good fight, challenging, short but sweet, if that what's we want!
intro is fine to me it says a lot.
its a good start out mission with a fine intro about the oil the island and the sgt.
I think its fine because it introduces the campaign and put a mission under the belt for the player. ie. day of days is a bit more longer, so I beleave it's a good starter for the champ. Mostly I like the intro for the information. IMO its a nice fight for the 1st mission and its not so long the the player will forget about the intro.
Cheers, schuler
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Hi Schuler!
Thank you for your test and your kind words. Will get to your mission soon. ;)
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EDIT: Mission is now Beta 7.
Hopefully, the length and "last loon search" is now ok.
ArmA 1.16B
QG
HiFi Novus Aevum
It was perfectly ok when I played it.
Fought in the middle, stayed there for a while after the first flanking report and got the second flanking report. Then I moved towards the northern defense position, cursory cleaned it's backyard and after I fought with the T-72s in front of it the mission ended.
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Hi,
I'm not sure if you need more test reports for this mission since it has been out for a while, but I played it, liked it and wrote this...
Briefing
Informative
Intro
Good story, but it's told a little bit slow.
Mission
My first attempt with this mission lasted for only a few seconds. I was killed before I could gain any situational awareness. The second time however I quickly took cover behind the sandbags. If you somehow could get the player to start the mission kneeling I thing it would be a good thing.
Back to the mission. Switched to burst mode and opened up on the first wave of enemy soldiers. I was so concentrated that I almost missed the radio message that the enemy had broken thru our left flank. Ordered my squad back in formation and moved over to the left flank. I used a house as cover and started shooting enemies in the back as they ran down the street. Meanwhile my squad is taking fire from someone. I locked over my shoulder but couldn't see them. They must have taken a different route or something. Didn't want to press "M" since I was afraid to get killed while I was looking at the map. I decided to cross the street and as I did, I could spot some enemy armor. Luckily they didn't engage me. By now I've lost my entire squad. While I'm thinking of what to do next I see pilot running towards me, I hesitate for second since I'm not 100% sure how friendly pilots dress, then I pull the trigger.
When I receive the radio message about the landing crafts I'm almost out of ammo, so I pick up an MG from one of the dead enemy soldiers. As I cross the street for the second time I'm spotted by a BMP and it starts moving towards me. After a second or two it's destroyed by a mine. While I'm running towards the landing crafts I realize that most of the fighting have come to an end. As I get closer to the coastline I slow down, moving from cover to cover. I spot one of the boats and take out the driver. Then I see another one and it tries to escape. Since it haven't had time to pick up any speed it's pretty easy to destroy the boat and kill the driver. As I continue moving towards the water I am engaged by two more soldiers. After that I reach a point were I'm no longer sure how to proceed. I move around in the silent city for a while before I come a cross an enemy AT-soldier. The mission ends once his killed.
Summary
I enjoyed the first ¾ of the mission very much but I think the ending still needs some work.
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hi CH!
Would you care to elaborate a bit, what work remains im the last quarter of my mission?
From your beta test it just seems that the "lone last soldier" problem still persists and I only have to end the mission with a few more enemies alive.
Cheers
Mathias
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Since I spent the last ¼ of the mission running around looking for the AT-soldier, fixing the "lone last soldier" problem would at the same time fix the last ¼ of the mission as I experienced it. I will try to express myself clearly the next time. Sorry about that.
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Figured it's about time I tried my hand at the OFPEC campaign so I started with this one.
Overview
Great PIC, good text.
Intro
Had a few quiet moments with not a whole lot of life in the background. Nice narrative story(just need someone to narrate it)
Brief
Looked good here.
Mission
Enjoyed the onslaught of rushing troops. I stuck to the center at first until we wore the rush down and then I sprinted down to help out the right flank. Noticed that they seem to allow some of the enemy right through without ever taking a shot at them and then there were times that they would just light the muzzles up and pour it on em. Helped them take down quite a few there until they trickled then I moved back to the center where I discovered that the AI were breaking through the left flank and using the same route to approach the center. I nestled into a corner and picked them off as they rounded the church(had to take out a lone sniper in the slumyards in between) AFter a while, the train of enemy slowed to a trickle and I scooted out to inspect the left flank to see only armor left. Thought I had to take the armor down so I wiped out the armor on the left and them moved to the right again to help and found myself caught up in mopping up the straggling infantry. I took out a lone soldier in the slumyards beneath the bridge and the mission ended.
Outro
Man, wished my guys blasted like that during the misison. Another nice narrative spot.
Overall
Great start, Fantastic gameplay that allows the player the freedom to maneuver and adapt however their skill level permits. Plenty of action happening all around with a slight lull toward the end which is expected when the enemy figures out that they are fighting a losing skirmish. Plenty of ammo crates tucked away where they are needed, field hospitals as well and sandbags for cover. (A note on those sandbags: Due to them being lowered into the ground, I think it allows the AI to pass through them. Maybe place barrels or another object below the surface in front of the sandbags to detour AI around them. From my experience, barrels and other objects have a specific perimeter that prevent the AI from passing too close to them; this could go toward our favor in controling the AI pathfinding and preventing them from just walking through the sandbag wall.)
All that is missing from this otherwise splendid battle are the war cries. Various shouts, screams, barked orders, etc. Take a look at the FLAE mission, and grab some of those sounds to use here. An audible narrative for the Intro and Outro wouldn't hurt either. (Have you guys discussed sound and voices?)
One last simple touch perhaps? Have the armor as bonus objectives so that for each piece that the player destroys, a piece is removed from a later mission, making it that much easier. Just a thought there.
Personally, I thought the lull in action toward the end was appropriate to a certain extent. Much the same as soldiers would search the fallen for wounded allies while clearing out any hiding enemy.
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Hi lads,
Tried and did not implement SBG's idea about the barrels (they are unearthed by explosions nearby), but I raised the treshold number for surviving soldiers to end the mission. Please test and comment on the "last loon" problem.
Mission is now Beta 8, the newest version.
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NOTE To bring the mission in line with others, the M60A3 tank addon is used:
http://www.armaholic.com/page.php?id=1546
Mathias i only added this because its a new d/l and i missed the addon part ;)
edit
you have more then on addon!?!?!?!? QG???
note we need to look at the intro on this one and adjust briefings and intros
addOns[]=
{
"cacharacters",
"CATracked",
"CAAir",
"caweapons",
"CABuildings",
"sara",
"WarfareBuildings",
"CAWater",
"CAMisc",
"M60A3",
"vilas_wpn" ?????????????????????????????
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Hi schuler!
Strange, vilas_wpn should be history several Betas back! I will delete it and re-upload the mission.
I think any QG addons should begin with DBE_1, so I don't think there is QG content in it.
Thanks for trying.
EDIT: Vilas_wpn now cleared and mission re-uploaded. I have no idea where I could pick this up since I have no vilas addons installed.
Sorry for the hassle, could someone confirm?
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no vilas_wpn this time :)
In the intro do we need a Spanish voice or is it a narrator?
the mission is good, [what about voice acting on this one , with radio and all]
but after mission [i think this the oil peak is thrown out the door]
:) depression has hit me on the head again, sorry if i am not much of a team player :(
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Hi all, this mission goes straight from the OFPEC campaign board to review, please see first post.
Cheers
Mathias
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Mathias~
The M60A3 armaholic links are broken for the addon we need for the mission.
Can you update.
Thanks.
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Link updated, I linked to the armedassault.info download. Be advised that it takes several seconds for the download file to pop up once you click the download link, but it should work.
Thank you for the headsup.
EDIT - New version added to first post
Hi all, I just added a new version to the first post, by simply changing the Overview pic to reflect the fact that it is a just a SP mission now. Gameplay remains unchanged.
Cheers
Mathias
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Just played your mission again. Everything worked fine. The intro gave me the impression that I was suppose to lead a squad but they where no were to be found (which was ok since the friendly AI isn‘t very helpful in built up areas). I armed myself with the M249 SAW and ran over to the left flank when the enemy brake threw. Shortly there after I was notified that the enemy had broken threw the right flank as well, so I tried to move over but got pinned down close to a field hospital and had to kill a lot of enemies, some of them where hiding inside the hospital. (Yes that‘s right, I had to commit a war crime to complete the mission ;)). Mission ended without any last-lone-soldier-problem. Good work!
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Hi CH!
Thank you for your test, I am glad that you enjoyed the mission. I will return the favour when you post a SP mission for ArmA1 or 2.
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I'll take this one