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#1 Posted at 2010-01-10 09:06        
     
3-ghost1.jpg 3-ghost2.jpg 3-ghost3.jpg

Ghosts for A.C.E.2
by
Ironmatter Moore


Description:
- Introduces a 12 man Ghost Team using characters from the Ghost Recon series of games
- Each new unit has a unique identity that can be set by mission editors. You can also change the camo4 to camo1-6 for varying degrees of cam paint.

- All characters have been set up with loadouts courtesy of the ACEX Beta and most have a backpack to load extra goodies.


Installation:
As we always recommend use modfolders.
Check our FAQ for a clear explanation.

It comes with a beta campaign. Extract the .pbo file(s) to your ArmA2\Campaigns folder.


Included .pbo files:
ghost_recon_a2.pbo
ghost_recon_a3.pbo
ghosts_ace.pbo
hawx_ace.pbo
reaver_flightx.pbo


Usage:
You can find the units in the editor under:
BLUFOR\SFG-5 D Coy\Men


Known issues:
- A bit of texture flickering noticed.
-Tim Knight's M32 Launcher needs to be packed into MOLLE Ruck in order to use the UMP45.
Flick me a message at armaholic.com (username: Ironmatter).
- On revive in Coop Campaign the player loses tasks list. Searching forums for fix.


Change log:
v1.4
- Coop Campaign Beta Missions Released (Ghostrecon: Brush-Fire)
- Mission Fixes for Ghostrecon Chernarus Campaign
- Now includes R3F Revive Script for Coop Campaign Beta

v1.3
- Coop Characters Beta included
- Campaign Tweaks: Checkpoint Saves in all missions, MH-6 in mission 1 no longer takes off but become the team's transport vehicle.
- Config Tweaks. Renamed characters in editor.

v1.2
- HAWX Reaver Flight Units added.
- Campaign Tweaks. One new beta mission, has five missions in one. Missions are based on the first five missions from the Original Ghost Recon.
- Config Tweaks. Fix for removed ACE2 weapons.

v1.1
- Campaign Tweaks. Campaign now branches from Mission 1. Basically you can play the campaign up to 12 different ways (with some repetition).
- Config Tweaks allow identities with ACE_Glasses.
- New Special Recon uniforms in some missions.


Disclaimer:
This addon is used at your own risk and is not affiliated with BIS.
If you wish to use any part of this addon or modify this addon in any way you must obtain written permission from myself (see armaholic.com username Ironmatter).


Credits & thanks:
Thanks to the following for textures, templates and resources:
Schnapsdrolsel - For base textures and Desert Mercs.
Sander - Excellent ACU Pattern and Helmet Textures (and an initial idea on how to reskin stuff).
A.C.E Mod Team - For the monster that is A.C.E 2.
IceBreakr - For Panthera 2.31 and the amazing Isla Duala.
Sumrak - For Namalsk.
ADO Floosy - For the awesome Quesh-Kibrul
Mando - For the mighty MMA.
Sahbazz - For the impressive Molatian Army
[URC]Stoned - For the Afrenian and Molatian Resistance Armies
Big (armaholic) - For doing the file posts at armaholic
R3F - For the light weight revive scripts (included)

Apologies to anyone I have missed.



Ghosts for A.C.E.2 v1.4


- Advanced Combat Environment 2 - Core
- Advanced Combat Environment 2 - eXtras
- Advanced Combat Environment 2 - ACEX PLA
- Community Base addons
- Island Panthera
- Namalsk
- Isla Duala
- Quesh-kibrul
- Molatian army
- Afrenain & Molatian Resistance army
- Mando Missile ArmA for ArmA2
- Desert Mercenaries and BlackOps

This post was edited by Big (2010-01-28 11:33, ago)


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#2 Posted at 2010-01-10 10:07        
     
No need to create a topic for each update.

Please use this one for next releases.

You can edit your first post to change title if needed.


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#3 Posted at 2010-01-10 10:50        
     
My apologies for my ignorance.

Thank you for the quick upload too.


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#4 Posted at 2010-01-11 08:05        
     
@ironmatter

thanks for the update of the campaign!

One thing which is breaking the fun though:

- Its really annoying that all teammates have to survive. Sometimes the mission is almost finished than, one teammate dies and you have to play it all over again...
- In the first mission it happened to me, that I made the half of the objectives, and then guess what...one AI teammate fell down from a rock and died..without any enemy influence, and the mission is over.

Can I change the campaign to remove this limitation?

- Very good ghost units
- good atmosphere
- like it, because its a campaign with a storyline

One little bug:

- In the first mission when the little bird lands, sometimes the last team member (number 4) doesnt leave the chopper soon enough and then jumps out when the chopper lifts off, falls to the ground and dies..and guess what? Mission over.


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#5 Posted at 2010-01-11 10:25        
     
Unfortunately you'll have to go through all of the missions in the editor and delete the triggers that are triggered by "not canmove ALPHA", "not canmove ALPHA_2", "not canmove ALPHA_3" and "not canmove ALPHA_4".
I have to admit that I save heavily due to the dying thing myself.
In the next Coop Campaign (due next release) there will be no death cap unless the entire team is wiped out, though there will be the team switch function to control which characters are playable.

With the little bird in the first mission I have made the following notes:
-I need to order my team to dismount before the chopper touches down
-I cannot move away from the chopper until my dudes have bailed out (or the chopper takes off and the guys tumble out)
At present the fix is to leave the chopper where it touches down so that it doesn't fly away. I have been searching the forums for a system of counting the guys off the chopper though my ability to implement the solutions I found is somewhat lacking.

I'll hopefully come to some decision before the next release as this is the bain of my existence at present.

Also out of curiousity how many different ways have you managed to play the campaign?


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#6 Posted at 2010-01-11 10:46        
     
Im not finished even with the second mission...because of the dying. And I dont have unlimited saves because I always play on Merceneray mode.

Hmm, deleting all the trigers is time consuming...I think a lot of people will not like this campaign because of this.

EDIT: OK, i removed all the triggers for Alpha 1-4 and repacked the campaign. It was not that time consuming as I thought.
Will try again the campaign. I suggest you tell Big or some moderator to add the link to this forums at the download page at Armaholic, I found this thread only by chance.

This post was edited by Kroky (2010-01-11 11:12, ago)


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#7 Posted at 2010-01-12 09:29        
     
Ok,
I just flicked Big a new updated version.

Changes include checkpoint saves through the campaign (though I left the teammate death penalty in) and a fix for the Littlebird jettisoning your crew on mission 1.

I hope this is an acceptable compromise @Kroky. Give me a yell if it doesn't work.


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#8 Posted at 2010-01-12 09:47        
     
Page updated

PS: with link to forums too.


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#9 Posted at 2010-01-12 19:45        
     
I had a problem with the first mission. When the helicopter lands I descend immediately and when I order the AI's leave the heli, it's time for the helicopter already up and always at least 1 AI dies.
Sorry my english.


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#10 Posted at 2010-01-12 21:30        
     
First thanks @Big.

@Daajrm
the 1.3 update of the campaign should overwrite the helicopter problem as there is no longer a waypoint for the chopper to follow after the infil.
Have you copied the ghostrecon_ace.pbo from the @GHOSTS\campaigns folder to your ARMA2\campaigns folder?
Also is your ghostrecon_ace.pbo dated 12 January for it's creation date? (File properties)
It is one of the problems that should have been fixed in the latest campaign.
If not I will check the file tonight and get back to you.


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#11 Posted at 2010-01-12 22:56        
     
Thanks Iron...ill check this!!!


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#12 Posted at 2010-01-13 06:27        
     
Good campaign,but CPU unfriendly,my cpu is Core 4 @ 2.8G,but in most scenes I can only got 15~20 FPS.So to play the campaign smoothly,you gotta have a powerful CPU. Ironmatter,you should consider using some good scripts to optimize it.Such as deadbody deleting, certain range spawn enemy, certain point delete them.....
And when you use the Secops Module for some support,it's better to stop HQ to keep assigning secops missions for you,though we can ignore it,but boring.

This post was edited by Lao Fei Mao (2010-01-13 07:08, ago)


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#13 Posted at 2010-01-13 07:36        
     
@Lao Fei Mao
Those are some good ideas.
I have to admit I tried to implement the spawn scripts in a couple of the more recent additions to the campaign.
I have a horrible condition known as too-many-working-parts-itus which involves putting waaay too much into a mission.
I'm taking the minimalist concept to use in the new coop campaign and HAWX campaign at the moment then I will get back to retro-fit the original campaign.


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#14 Posted at 2010-01-13 10:31        
     
IronMatter,
Thanks for your effort.And expecting more nice work from you.


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#15 Posted at 2010-01-13 11:31        
     
Hi IronMatter, i was just wondering how do you use the air support? I press 0-0-1 but i just get a message saying i can have airstrike or ammo crate etc. Also how do i use the laser designator? Thanks for all your efforts in making this.