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#1 Posted at 2013-04-27 22:32        
     


Raccoon

by
Mad_Cheese


Description:
"One day after the beginning of Operation Arrowhead, US special forces are tasked to destroy key enemy assets at the Airfield of Rasman".

A year in the making, this is my attempt to mix Arma 2 with some aspects of sneaky stealth games like Splinter Cell. I tried to create a framework that makes sneaking around a bit more immersive in Vanilla A2. You have to move slowly, avoid lightsources and hide bodies in order to avoid an alarm.


Features:
- SpecOps Stealth Mission
- Choice of 2 different Insertion Methods (Paradrop OR Infiltration)
- Coordinated Strike of player and friendly AI
-> it's possible to watch the AI's progress via their helmetcam
- Customizable Weapon (optional)
- Custom Enemy Detection System for AI
    *Features Line of Sight and Line Of Light (Searchlight/Vehicles)
    *Player units and bodies are exposed by working lightsources (Burning barrels,streetlamps,runway lights etc)
    *AI can hear footsteps, also silenced weapons (10-20m inside building, 20-25m outside)
    *AI checks suspiscious activity with searchlights
    *Patrol leaders with weapon flashlights randomly stop to scan areas
    *Units react to dead bodies (LOS,Weaponlights and Lightsources are relevant)
    *Patrol leaders are able to call in alarm and directly alert near units
    *AI who might see or hear a kill will go check out the killsite
    *AI vision increases during sunrise
    *AI hears footsteps depending on speed and distance
- Additional ROE for AI-Squadmate: Fire only on designated targets / Fire at will
-> (prevents AI from blowing your cover)
- AI shoot flares if they know about player's presence
- AI conversations (if player is close and undetected)
- Full VoiceActing + Enemy Yells
- Custom Music
- Performance friendly methods
- Cinema
- Time of day: Night/ Morning Dawn
- Weather: Slight fog/Clear


Installation:
Extract the .pbo file(s) to your ArmA2 Operation Arrowhead\Missions folder.


Hints:
- move slow around enemy
- stay clear of lightsources or disable them
- hide bodies if necessary
- unlimited savegame (0-0-0)
- Bravo & Charlie position report (0-0-9)
- Medikit (0-0-2)
- Hiding Bodies takes around 10 seconds before body becomes unfindable

Media:
Demo video showing some functions



Optional mods:
- JWC_weapon_flashlights
-> will assign russian weapons instead of the M4 if detected


Known issues:
- Not tested with ASR AI mod, should be obsolete anyways
- Weaponlight Spotting does not include a vertical value
- Darkness at night is slightly random in arma. sometimes it seems rather bright, after savegame can be pitch black
- Bravo and Charlie might not board chopper after briefing (just reload the autosave)
- Lightrays appear to shine through walls, especially in NVG (Arma Bug). However, it's safe behind walls
- some features can only be witnessed if viewdistance is high enough (Ordered Detonation;Aircraft towing)


Changelog:
v1.2
- Intro and outro improved (preloading etc)
- patrolling vodnik exchanged to btr90 with moving searchlights
- BMP2 exchanged for actual AA vehicle to avoid confusion
- Officer Escape improved, backup escape car added if chopper gets damaged
- patrol script fixed and improved
- Mortar team added to airfield
- JWC_weapon_flashlight mod will assign russian weapons to AI if detected
- Audiolevels fixed
- voice files added, new versions better suited for stealth setting
- bugfix: chopper pilot no longer invincible
- bugfix: patrols making way for patrolcar return to their waypoints
- Helmetcam resolution problem fixed
- Helmetcam key eventhandler fixed, will no longer disable the default enter key function
- DoneKey issue fixed
- various bugfixes and improvements

vBeta 1.1
- Outro added, Intro fixed
- Now compatible with ACE (can have minor issues but no gamebreakers)
- AI Scripts improved
* Enemy reacts to hearing supressed shots (rifle heard further than pistol)
* AI checking suspicious activity will be assisted by near friendly units
* All Spotting Functions debugged, improved and optimized for performance
* Walking on Runway and standing infront of walls makes AI less likely to spot player
(only before 4am and if angle is right)
- Option added: Sabotage power generator (turns lights off at airfield for about 3 minutes)
-> Towerlight added to lightsources
- Function added: View helmetcam Bravo/Charlie (only use in safe situations!)
- Hidden objective added
- UPSMON replaced by simple patrol script
- Shots fired inside of a building are less audible to units outside
- Teammate can be healed if he can't walk
- Units in town are removed if player is far (alive units respawn if player gets close again)
- Bugfix: AI leaning back & pointing in sky bug is fixed
- Bugfix: Chopper no longer takes off prematurely
- Bugfix: dead units in tower must be found in order to trigger alarm
- Bugfix: found dead bodies can only trigger alarm if killed by player
- Bugfix: prematurely fired weapons causing alarm fixed
- Bugfix: Vodnik lights spotting works now
- Bugfix: Killed units dropping to floor no longer delayed
- Various other fixes and improvements

Version 1.3:

- Sanchez joins player's group at insertion to avoid confusion at mission start
- Hitpart-EH added to Chopper, pilot reacts if chopper gets hit
- Fired-EH added to all armed vehicles to trigger alarm if shot is fired
- towing vehicle no longer strolling around
- detonation order: overlapping speech fixed
- More possibilities added for AA locations, ZU-23 position improved
- Bugfix: Units sitting at fire now always stand up when alerted


Credits & thanks:
Special Thanks to:
SaOk, SavedByGrace, AZCoder, Wiki and Mathias Eichinger for the great feedback and input

Credits:
- LOS system by SaOk
- Upsmon by Monsada/Kronzky
- Realistic Paradrop Script by DAP
- Ai-Soldier-Flare Script by Demonized & CarlGustaffa
- Compact USMC FOB template by edgardeth
- Jukebox Script by Celery
- Voiceacting by Rejenorst (80% done)
- Music borrowed from movie OST's
- Voiceacting by Rejenorst and BingoBango


Forum topic:
- BI forums



Raccoon (@)



Arma 2

This post was edited by mad_cheese (2013-05-21 09:56, ago)


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#2 Posted at 2013-06-03 14:39        
     
give us more infos to consider the pros and cons of the 2 insertion methods:

Missionbriefing says: Halo jump 2 clicks northwest airfield. 2 clicks = 2 km or 2 miles or what?

Is there any reason behind why i dont know the location where exactly i am going to start in Rasman?

i consider it to be problematic to infiltrate into Takistan with a paradrop. What are my chances to survive and stay unseen during the landing manoeuvre. Give us here in the briefing something: could be problematic, totally safe, risk is unknown or something like that.


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#3 Posted at 2013-06-04 23:24        
     
# entx : give us more infos to consider the pros and cons of the 2 insertion methods:

Missionbriefing says: Halo jump 2 clicks northwest airfield. 2 clicks = 2 km or 2 miles or what?

Is there any reason behind why i dont know the location where exactly i am going to start in Rasman?

i consider it to be problematic to infiltrate into Takistan with a paradrop. What are my chances to survive and stay unseen during the landing manoeuvre. Give us here in the briefing something: could be problematic, totally safe, risk is unknown or something like that.

Hey,

Thanks for your input.

1 click = 1 km (military jargon).

As far as insertions go, I think most mission designers will make sure that no unnecessary gamebreakers can occur while the player is starting the mission. The fact that paradrop is available reflects that the risk is under control - there's another hint included in the mission if you choose this option - but no, you will not encounter any frustrating issues while you still have to be alert for patrols.

I will include a marker for both insertion points in the Briefing, good call. Actually the paradrop-zone is marked in the current version once you select that option. Basically the reason for having two insertion methods is choosing between two different insertion points, one south and one north of the airfield, each creating a different experience.


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#4 Posted at 2013-06-05 19:47        
     
Several questions raised during the briefing ;)

Do i still have a disguise and i don't have to worry about civilians when i start in Rasman?
Are civilians all traitors and will they give my position away as soon as possible?
Will i get a green light when to paradrop or is the jump initiated automatically?
Is there a time limit to execute the RACCOON operation?
Suggestion: i think it would be better to start the operation at 2200 local and paradrop in inland areas, much more away from the airport.
Do we have satellite pictures or recon pics from the primary objects?


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#5 Posted at 2013-06-05 21:25        
     
two very good points alpha_six, I will include more info about the disguise. I also thought about putting in civilians as a factor - the mission takes place at night so there is barely any civilian activity, but i can add some during sunrise. Anyways, infiltrating the airfield would not benefit from civilian disguise, it just makes sense for actually getting into the country/town.

There's no time limit on any task except the optional task to eliminate the commander - he leaves at a certain point but there is plenty of time. The sunrise is the important factor as the enemy's view distance increases and they will spot you easily without any help of light sources.

Including images for the targets was problematic and I decided to leave it - the AA vehicles position is randomized (5 options) and doesn't always look the same, anyways with basic knowledge of the game they are very easy to identify - same goes for the AA-guns and the commander.

As for the paradrop, according to the storyline it is not possible to drop deeper inside of the country - the drop zone is northeast of the airfield (close to the 'border')in a safe distance and from a high altitude. There is a green light as well as a audible countdown - AI jumps out of the plane by itself, you just have to follow.

I can't tell if the two of you played the mission, if you didnt just give it a shot :D

This post was edited by mad_cheese (2013-06-05 23:48, ago)


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#6 Posted at 2013-06-06 13:11        
     
During the briefing... more questions

"the AA vehicles position is randomized and doesn't always look the same, anyways they are very easy to identify"


Wwe have no recon-picture of the AA-armor/primary objective but its approximate position. But it should be made completely clear, with no room for errors.
The minimum we want to know is the exact vehicle type of the primary objective with which we are dealing.






Tags: 2, Arma, Raccoon, Stealth