Title: Whole Lotta War
Author: SaOk
Type: Arma2 CO + (optional but suggested BAF + PMC)/ Single PLayer
Version: 1.62
Mission version: 0.89
Latest Youtube video:http://www.youtube.com/watch?v=o9dTKgi6QBUInstallation: Put WholeLottaWar.Takistan.pbo to missions folder in arma2 main folder
Optional Addons (You can use none, some or all, any combination):http://forums.bistudio.com/showthread.php?145394-Takistani-Armed-Forces-2035-v0-6bhttp://forums.bistudio.com/showthread.php?121207-US-MarinesMOD/ADDON Notes:-Else very awesome Blastcore may cause heavy suddent FPS loss after 1-1,5h playing. Avoid playing the mission with the current version of the mod.
Download:https://www.dropbox.com/s/eycx6m2h7we9o2e/SPWholeLottaWar_v0_89.7zChange Log:SB1.1:
-Added 5 ambientcamps
-Other tweaks
SB 1.2:
-ACR DLC now fully optional (you can play without the lite version too)
-Friendly infantry now arrive to AO with car transport, more often
-Added Camp Searchlights for night time
-Player can skip nigthtime by sleeping at the tent in US camp (Optional)
-Added civilian/soldier talking system
-Added reinforcements function for player group
-AI function now working
-Other tweaks&Fixes
SB 1.3:
-5 new camps (2 hostile + friendly tank/supply depot & fieldhospital)
-4 tasks added (hostile camps can be captured)
-new gear in briefing
-other tweaks/fixes
SB 1.4:
-3 new camps (+some tweaks in old ones)
-2 new tasks
-Added tanks guarding/patrolling certain locations (new ambient base function feature)
-Added optional high commanding
-Small friendly camps spawn also now when player is in vehicle
-Other tweaks/fixes
SB 1.4h:
-Much spawning location corrections for when player is in vehicle
-High command Fixes
-Other tweaks/fixes
SB 1.5:
-Much important tweaking/fixes in scripts
-2 new "heavy enemy movement"-areas
-Removed some forgotten ACR DLC classes
0.7:
-Added random music for certain events
-Briefing updates
-Mission can end now
-Other tweaks/fixes
0.75:
-Heavy changes/improvements for better overall performance
-3 New Camps (British, German and Local HQ (now with life))
0.76:
-Mando Missile Scripts disabled
-One core script converted from fsm to sqf
0.8:
-New sleeping/waiting cutscenes/feature
-Choppers now commit land insertions and may fly patrol around their "cargo"
-"Takistani Armed Forces 2035"-content added as optional addon.
-Max amount of different things changes randomly at random times during playing
-Some features accessibility changes randomly at random times during playing
-Random time added for reinforcements
-Mando Missile Script added in dialog (set disabled as default)
-Dialog text made more clear
-Performance tweaks
-Other fixes/tweaks
0.81:
-"United States Marines v1.2 by Binkowski"-content added as optional addon
-Added setting to set off enemy artillery strikes and car bombs
0.82:
-Added AI pick chopper function for player. Call it with 0-0-9
0.83:
-Added Intro Cinema
0.85:
-Each around 500 custom voices have now two new copies with different amount of Echo
-Played amount of Echo depends of speaker´s surrounding
-3 new tasks with dialog
-Fixes in AI chopper pick up system
-Added "Israeli Air Raid Sirens"-sound by DarkXess (played in Rasman airfield)
-Added mosque voices for Bastam
-Much fixes and tweaks
0.87:
-Added random positioned invisible capture-able tank zones
-New US camp with fighter choppers for optional use
-Other small tweaks, fixes and additions
0.89:
-New enemy supply line task
-Near 10 new hidden capture-able zones (camps, roadblocks, hidden mg´s...)
-Many small tweaks and fixes
-Important fixes in chopper transport script for player team
-As new gameplay tweak, player cant get reinforcements while in vehicle
Description: Possible prequel for Chasing Grim Reaper campaign.
Key Features (WIP):-Dynamic mission using whole Takistan map
-Different ways to play (as basic infanry group, tank squad, mechanized group, transport choppers...)
-Dynamic life generator for enemy/friendly units (patrols, scouts, camps, towers, slow/fast-reinforcements, support vehicles)
-Enemy groups communicate to track player's position, offering still change to flee unnoticed
-Random positioned dynamic tasks to give different feeling for the mission every time
-Much optional, but meaningful tasks included
-All tasks have effect on generating scripts or/and bigger tasks
-Optional HighCommanding (AI groups can handle by themselves too)
-Difficulty level goes slowly higher during progress
-Random events
-Much improved heavy dynamic civilian/animal ambient life
-Many Custom gameplay elements (Smoke signals, dynamic reinforcements, minefield truck, medic packs...)
-Cutscenes
-Friendly AI groups fighting with player depending on relationship values
-Many factions involved
-Made with Perfomance Friendly Methods
3rd Party Scripts:-Dynamic weather script by Engima (+ folumetric fog effect by BIS)
-Mando Missiles Script by Mandoble
-Surrendering script borrowed partly from USPMON (by Mondasa & Kronzky)
-OilFire script from CE5A_Sandstorm.Takistan (by sxp2high or BIS?) - modified
Thanks: -SavedByGrace (Ideas and US battleshouting/AI function voice-overs)
-Rejenorst (US battleshouting and mortar idea)
-Bardosy (hungarian battleshouting)
-Tslava (czech battleshouting)
-Poacher (british battleshouting)
-Nettrucker (german battleshouting)
-OFPEC for feedback
Note: Working on this new dynamic mission, made with modified Zub scripts. I have been tweaking much and adding new functions to fit the concept in Takistan map. If you are interested, I have the "sandbox"-part ready for testing. There isnt yet any tasks, you can just explore the map and try to stay alive. Let me know if you have any feedback or any new feature ideas. I continue working on this, tweaking the core scripts and slowly creating tasks/cutscenes/story into it.
Note2: I added more village names to populate the houses more easily, there is also green "F"'s around the map marking fortress positions that are populated too. I will remove the F's later.
Notes (31th January): I created the AI chopper pick up function. When the arriving chopper can be heard, if player uses smoke it may land much closer. While in cargo you can click new positions for it on map, until it starts to land. After getting out, the chopper circles sometime around your team, giving close support. Since there is so much smallfire going the chopper and crew is currently immortal and also player team is when in the chopper. I will add exceptions for that later - if the chopper goes too close of bigger enemy camps with AA-launcher then all get mortal again. I may also add other detections e.g. the chopper wouldnt land if there is hostile armor nearby. Let me know if you find any issues. For me, once the map clicking command didnt work until I restarted the mission.