Author: h-
Version: 1.45
Required Addons:None.
Although Marksman DLC owners get some DLC specific stuff (new ghilies, new sniper rifle), but not required..
Mission Description:"We have a target to go after, codename Ouranos. We will proceed to one of the OPs to observe Oreokastro, find the target and take him out using a precision artillery strike.
It is imperative that we stay hidden until the arty shells hit. If our positions are compromised we will be in trouble.
Which we will be anyway once the target is down.."
Features:- Your main target is in randomly chosen building (chosen from 3 possible)
- All enemy patrols outside the main target town are randomized (use no pre-set waypoints)
- A lot of the other enemy presence is heavily randomized
- Some AI specific behaviours enhanced (not too artificially, just hightening the engine's own features)
- Absolutely awesome robot-speech spoken dialogue..
New since 1.2: - Fatigue modded to have a 'adrenaline boost' -> When fatigued enough to slow down and unable to sprint you press down alt or ctrl and forward movement and you will get boost of fatigue 0 (kept for a 10-20 secs).
Note that each time you use this the wait time for being able to use and the how long the fatigue is kept at 0 is affected and eventually you will not get the boost anymore.
The 'activated' boost is indicated by a fast heartbeat. When the heartbeat ends the boost is over and you return to normal fatigue accumulation with some initial fatigue (which is also accumulated by how many times you use the boost).
It takes a couple of minutes to be able to boost again, and this wait time also gets longer the more times you use it.
Very close known enemy targets make the 'keep fatigue 0' time longer and give you less initial fatigue after boost is over.
Stranger gets this same boost with you just make him keep up better.. - Enemy choppers fastrope/land Spec Ops out to hunt/track you (they will find you if stay still too long)
- If you have the Marksmen DLC you have a assault rifle in your (weirdly BIS designed invisible) backpack (only for the DLC users because otherwise you already get a AR rifle of sort). Note that when you select it you drop your long gun so don't forget it..
The way this works is that when you open the inventory and drag the AR from your backpack to the primary slot the previous primary weapon is dropped on the ground (as usual). You get a marker on your map pointing to it which disappears only after you pick up the weapon. When you drag the AR back to the backpack if you are at picking distance of your rifle it gets picked up automatically. So the ideal way to change back to your rifle is to go within picking distance of it, open inventory and drag the AR back to the backpack.
Also, if you drop your backpack you get the same marker on it.
Obviously this also adds to your fatigue due to added weight.
DOWNLOAD (v1.45)DOWNLOAD REMOVED, AWAITING A NEW VERSION.ChangeLog:Version 1.45:
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Fixed: code for "player hunting" was completely clusterf'd.. Should actually work now..
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Fixed: Some minor clusterf'd stuff in the random patrol stuff..
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Fixed: modded fatigue was hindered by nearby known enemies instead of the opposite it should've done (I really suck at this coding stuff...)
Version 1.41:
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Fixed: two scripting bugs..
[spoiler=previous versions]
Version 1.4:
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Fixed: couple of debug hints removed
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Fixed: secondary primary weapon stuff had doubled eventhandlers on the first use..
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Fixed: minor bug in the patrolling chopper 'player detection' code
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Fixed: minor logic/design flaws in some functions/scripts
- fast roping/landing choppers should no longer have all lights on when doing so..
Version 1.3:
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Fixed: Taking secondary primary weapon from backpack didn't get it's attachments linked automatically
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Fixed: Waypoint to dropped backpack or rifle didn't show up due to some really weird stuff going on with the game -> removed. You only get a marker on the map instead.
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Fixed: dumb bug causing ambient flyby script to fail and error.
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Fixed: minor errors in some task descriptions.
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Fixed: a very weird massive bug where all the intro content had copy/pasted itself about 100 times over causing the game run at about 0.01 FPS when trying to view it...
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Fixed: one silly debug hint..
- Added: You have to bury Stranger if he dies.
Version 1.2:
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Fixed even more (hopefully): idle groups after target down..
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Fixed: custom knowsAbout 'eventhandler' given for enemy AI wasn't functioning properly.
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Fixed: rain made patrolling chopper see the better the more it rained
- Added the version number to the mission name
- Rain is handled by the game engine randomly (full overcast, rain on auto, overcast clears towards the end)
- AI infantry vision should be more affected by rain, provided they're looking through a NVG device. Vehicles excluded because it may make them drive even worse than 'vanilla', if that's even possible.. There's not much that can be done via scripting though, AI's spotting distance and time to recognise target, as well as skill to acquire target, are hampered by rain via a script now.
- Exfil changed to choosable by the player (out of two possible)
- Spotting Ouranos is no longer automatic, you have to actually spot him (right-click right-click right-click...).
- Ouranos is clearly visible in target building window now so you can go one shot-one kill on him if you dare. Note that if you miss your shot he gets spooked (as he hears the bullet impact/sonic crack) and escapes the town..
- Time of the mission changed to 'oh dark thirty'
- If you have the Marksmen DLC you have a assault rifle in your (weirdly BIS designed invisible) backpack. See details in feature list.
- patrolling chopper now drops spec ops to hunt you: 50-50 chance of either landing them on ground or fastroping them. If a pre-set landing spot is too far from player the chopper will fly to near player's position and fastrope the sepc ops down.
- patrolling chopper covers much larger area now.
- Another chopper comes to fastrope more spec-ops on your tail (Heli DLC owners get the DLC chopper, others get vanilla stuff)..
- Fatigue modded to have 'adrenaline boost', see features list for details.
- Seems that the Nightstalker optics have zeroing now (dunno if intentional or not so it may change yet) so briefing edited to reflect this and the task related changes. Sniping now super easy..
Version 1.1:
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Fixed: Idle enemy groups after target down (they do stop to their waypoints for random times though)
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Fixed: Some minor timing things on some conversation
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Fixed: Patrolling enemy chopper damage resistant...
- 'Herder' removed as obsolete...
- Enemy roaming random patrols now home in their random patrol waypoints towards known/suspected enemy. The higher the knowsAbout the tighter the homing-in..
- Patrolling enemy chopper made more spottery
- Above mentioned chopper may get a UAV patrol as a company (more randomness, 35% change)..
Version 1.0: init[/spoiler]
This was meant to be a first mission of a sniper/sabotage campaign (something like 5 missions long) which I never really got off the ground. The mission was made back in the day A3 was still in Alpha phase but the release of the Marksmen DLC rekindled my interest in this thing. The mission I mean, pretty sure the campaign will not happen..
This is my first publicly released mission in like a decade so be gentle..
Should probably mention that if you're a rivet counting fanatic this mission is not meant to be some epitome of realism..
If you for some reason want to use some scripts/functions/code from this mission file structure, ask first (mainly because I have not written them to be used anywhere else so for example MP compatability is nil, also they may not be bug free, they're not commented/some headers are outdated..).
You are not in any circumstance allowed to upload this mission or any part of it (original or modified) to Steam Workshop or any other hosting site.[/list][/list][/list]