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#1 Posted at 2007-07-11 08:24        
     
http://rapidshare.com/files/42263380/TCC1.zip.html

A Foreword:
This is my first campaign and includes the first 5 missions I have ever made in full for Arma. I have spent alot of time on scripting/location scouting/voice acting/music composition.

During this time I have discovered some of the advantages and limitations of the engine itself and these first 5 missions have been an exellent way for me to learn Arma scripting.
I can only say that my missions will only get better from here on in as I progress in my abilities.


This camapign includes the last 5 missions I made all tailored to v1.08 plus a storyline cutscene at the beginning that hopefully sets the tone for a story which I plan to have unfold over the next few chapters. All missions have been touched up here and there (see changelog below).

@Big: wondering if this campaign may be graced with a small news posting as I would really enjoy some feedback and attention for it. If not thats ok, unfortunatley my ISP is being a s*** and has assigned me a banned IP range for the 1985 forums again D:



****************************************************************
CAMPAIGN INFORMATION:
Made for Arma Version 1.08
Singleplayer
5 Missions with cutscenes
Introductory/storyline Cutscene
Voice acting: Full
Composed music (nothing special but hope you like it anyway)
All missions Beta tested: Yes.
Required Addons: None

The story is set a few months after the initial SLA invasion and begins with the aftermath of the RACS invasion of Corazol which has left the SLA's 4th Armoured division (fighting near Cayo) cut off from their native North Sahrani. The story does not revolve soley around the player. The player is more a product of the story. The player sees life through the eyes of a lowly SLA soldier for the most part of the campaign. This Chapter is set along the west to south west coast of North Sahrani. I plan to take the player all around the two countries systematically in the next few chapters while keeping within the frame of the unfolding story.

The story itself may be considered quite cleche (spelling?), guess I'll get your thoughts once you've played it.



You may notice in the readme that I am advertising my services as a commerical voice actor, I am partially using my love of Arma to practice my voice acting. Im not a professional but its a good hobby that ocassionally pays.



For those of you who have downloaded and played any of the individual missions listed in the Campaign, here is the changelog:

Mission Changelog:

The Cause 1

-Added News Radio sound briefly detailing Sahrani political/military events
-Slightly edited camera script for outro and intro so that the camera wouldn't scrape along the floor
-Charachter Faces configured for v1.08
-Due to Civilian AI not being aggressive enough with waypoints, have added a few domove commands.
-Edited tile sound distance for some vocals that should seem like their further away

The Cause 2

-Edited Bmp waypoints a bit so that reinforcements are dropped off where they are supposed to be dropped off. And that BMP's take the road to your location like their supposed to.
-Added Ambulance and Ammo support which parks along the road once the action starts.
-Refined medic reinforcements. There are no longer multiple medics running around but there is always a medic nearby.
-Markers for your Battalion or allied markers that represent units appearing in the mission are now yellow.
-Charachter Faces configured for v1.08

The Cause 3
-Outro has been changed and is albeit short a little more ... pretty
-Some of the unimportant markers have been deleted so that you can clearly make out 1st,2nd and HQ platoon markers.
-Charachter Faces configured for v1.08
-A marker appears on Miguels position at the end of the mission
-Enemy scripts totally redone, now uses only local variables and no Global variables for enemy units.
-Enemy now attacks on 4 fronts: West along the hedge (HQ platoons problem :) ), East along the road, through the middle of the field and some vehicles from behind.
-Markers for your Battalion or allied markers that represent units appearing in the mission are now yellow.

As there is a large difference how this mission plays between Super AI on and Super AI off I have compensated for the eventuality that the players position is overrun before the end condition is met:

-Added minefield (with limited ammount of mines) note: Some units may still make it across the field.
-If the combined total of Platoons 1 + 2 + HQ becomes to small the end conditions will automatically be met and the retreat begins.
-Friendly reinforcement infantry from Obregan will reinforce the road position at some point during the mission, which helps you hold out longer.

The Cause 4
-Units now move into stealth mode during the second phase of the mission.
-Redid the voices for Dimitri on the outro ( I realized that his charachter had a deeper voice in the cause 1 while I was making The cause 5)
-Markers for your Battalion or allied markers that represent units appearing in the mission are now yellow.
-Charachter Faces configured for v1.08

The Cause 5
-Markers for your Battalion or allied markers that represent units appearing in the mission are now yellow.
-Added M1A1 to the street combat.
-Less Global Variables
-Have shortened the mission a bit, Enemy now retreats after 150 losses and not 180. Some of you may be dissapointed with this however this is still a somewhat experimental system for City Combat which I would like to refine using more local variables.

This post was edited by Rejenorst (2007-07-11 21:02, ago)


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#2 Posted at 2007-07-11 15:51        
     
Here is the armaholic link: