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#1 Posted at 2010-02-14 19:47        
     
3-vr_02.jpg 3-vr_03.jpg

USMC Village Raid
by
Bahger


Description:
You will lead a Marine Rifle Squad on an assault into an insurgent-held village where a mobile AA radar has been camouflaged by local forestation. You will insert by helicopter, destroy the AA unit, and extract after using radio "Alpha" to summon the chopper back to the LZ.


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


Notes:
The most realistic way to play this small-scale but intense seek-and-destroy mission is not to save and to try to bring back your whole squad. I suggest taking a good look at the briefing/notes for information about weapon/ammo availability (although your Marines are already equipped with everything they will need), radio codes, and intel re. possible enemy reinforcements.

Please let me know what you think, I am proud of this mission but fully prepared for constructive criticism.


Change log:
v1.2
- Changed Overview image to screenshot taken from outside HUD view
- Changed "On Load" text in splash screen to i/d location not mission title
- Decluttered HUD view by removing extraneous task carets
- Changed radio channel name for extraction from "Alpha" to "Extraction", which is now how it is referenced in the briefing, the Radio item menu and in the radio LED in map view.

v1.1
- Fully-functional briefing with task notes properly implemented in map view and debrief
- Automated task switching now works when task has been accomplished
- Overview with screenshot
- Map screen and briefing appears before mission start, with "Continue" button
- Hints introduced by script on task completion
- Autosave at end of insertion
- Extraction script reworked so that the chopper will wait until the last squad member boards


Credits & thanks:
Thank you Armaholic, thank you forum members.


USMC Village Raid v1.2

This post was edited by Big (2010-02-28 06:59, ago)


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#2 Posted at 2010-02-14 19:58        
     
Thanks, page added.


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#3 Posted at 2010-03-02 05:21        
     
It's a bit hard, especially with ACE. I always lose a few guys before rushing the radar dish and then in the retreat the BMP is already in the area and shoots the chopper down. This isn't really your fault as friendly AI is crappy. Also you don't seem to address the situation of the chopper being shot down, the mission continues on without any additional support or extraction.

It's intense. I applaud your making this mission without falling victim to the temptation of cramming it full of mods. Not that I personally mind though as I probably have everything decent and popular mod available.


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#4 Posted at 2010-03-02 17:15        
     
Nice to see you got the mission pushed out. Just finished it, with a lot of casualities though (played it with ACE2 too). That SPG-9 hit us real bad, and for whatever reason I lost my satchel charge and had to find another one. :dozingoff

Only problem I spotted was that the extraction helicopter was almost shot down by AA fire (or maybe was it the BMP skooma mentioned), if the mission would not have ended at that moment it would have crashed a couple of seconds later. Also the extraction helicopter came too fast, just a couple of seconds after I called him and during the mission you could hear the helicopter in the distance.

I would either move him far away from the action so he needs to travel longer and so you can't hear him all the time. Or make the crew disembark at the FOB and get in again when extraction is called.

Other than that, very nice first mission and the briefing is top. Wish mine would be 50% that good. :)


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#5 Posted at 2010-03-02 19:24        
     
Thanks, guys, your encouragement means a great deal to me and will spur me on to make more missions. Encouragement is important as ArmA mission editing is hard work for me. As W0lle knows, I'm not a code-head (although I'm knowledgeable re. r/l small-unit tactics) and I am finding the learning curve challenging.

Skooma, regarding AA threat to chopper on extraction:

I appreciate your comments about mods. I just don't have the time to be collecting mods while trying to learn the Editor! However, I am determined to investigate ready-made scripts for realistic artillery and air. There are some good ones on Armaholic and I hope they are user-friendly as, unlike W0lle, I am not an ArmA editing kung-fu master!

W0lle, here is my response to you note on the download page:

W0lle, your encouraging words -- and the fact that you went to the trouble to play my mission -- mean a lot to me, as you were very helpful to me and taught me a lot about ArmA 2 mission editing. Thank you!

There are no dedicated AA units on the map, maybe it was the SPG-9 that was attacking the chopper?

The lingering helo is a bit vexing. I think it's a function of its behavior rather than its waypoints, because the linger WP is well off the coast. I had to set behavior to "Safe" because that makes the helo do a vertical takeoff rather than a high-speed combat takeoff, which increased the probability of crashing into the trees surrounding the LZ. However, it seems that "Safe" = "careless", which is why the thing seems to linger over a battlefield!


Can I help you with your briefings? It's the least I can do. I'm sure you neeed no help with the tech aspect but I have a decent grasp of US/allied military terminology and would be delighted to work on any text you'd like to send my way:

Thanks again for playing "Village Raid" and for all your help.


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#6 Posted at 2010-03-02 20:57        
     
Using Secops for artillery is easy enough to set up. There are plenty of example missions you can hork to get a good build going. Even I managed to get that running smoothly.

Although artillery isn't really necessary since if I can just call artillery why not save myself the trouble and expense of deploying a platoon of Marines when I can just level the place with a HE barrage?

Maybe you could have an A10 or Cobra/Apache on standby somewhere to clear the LZ and surrounding area of armor and vehicles after the radar emplacement is destroyed?


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#7 Posted at 2010-03-02 23:36        
     
skooma : Using Secops for artillery is easy enough to set up. There are plenty of example missions you can hork to get a good build going. Even I managed to get that running smoothly.

Although artillery isn't really necessary since if I can just call artillery why not save myself the trouble and expense of deploying a platoon of Marines when I can just level the place with a HE barrage?

Maybe you could have an A10 or Cobra/Apache on standby somewhere to clear the LZ and surrounding area of armor and vehicles after the radar emplacement is destroyed?

You can't level the place with HE barrage because the radar is damn close to the village. Okay the inhabitants obviously fled but they left behind their houses and even their cows and sheeps! Arty is not an option here. :D
Sure in RL you would send a fastmover and drop a bomb or two but wouldn't A2 be boring if everything would be done like in reality?

You could also say that it's a waste of resources to use a helicopter for the few clicks of transport. Nah, the mission itself is okay, just has a few glitches. A gunship for CAS wouldn't be bad though.

@Bahger
Thanks for the offer, I might get back to you one day about this ;)


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#8 Posted at 2010-03-03 00:42        
     
That was fun until I got hit and an AI took over. They didnt know what to do with themselves. But awsome work!

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#9 Posted at 2010-03-03 01:07        
     
1-181IN MA-ARNG : That was fun until I got hit and an AI took over. They didnt know what to do with themselves. But awsome work!

Thanks! Yeah, if you body-swap with an AI, make sure it's either another fire-team leader, as they all have satchel charges, or an AT specialist.

@ W0lle and Skooma, I must have been unclear; I do not want to work artillery or air into "Village Raid", I want to utilise it in my next SP scenario, hopefully with a great user-made script like this:

http://www.armaholic.com/page.php?id=9056

With the above script you can target arty realistically, i.e. using a laser rangefinder and coordinates, rather than just left-clicking on the map. If I can figure out how to use this script -- "Village Raid" has a couple of simple scripts but nothing this elaborate -- I will make the player a Marine FO, responsible for targeting specific threats, like static defences or T-72s, in a town while two or three AI Rifle squads assault. At some point the player will receive orders to join the assault so that the whole experience of the mission will not be artillery spotting. I would need to figure out how to make mission success proportionately dependent on the percentage of friendly casualties incurred in the Blue force, i.e. measure the effectiveness of the player's direction of artillery by the extent to which his AI buddies survive the assault at the sharp end. I know this is possible in ArmA 2, I just don't know how to do it. And I have no idea how secops works. Sigh. This is indeed a steep learning curve.