Author: Swedge
Author Website:

Requirements: Advanced Combat Environment 2 OA - Extra, Arma 2, BAF
Island(s): Takistan
Playable options: N/A

Version: 1.1

Date: 2011-04-10 08:39


Comments: (1)
Rating:



 



Insurgency ACE

by
Swedge


Description:
Insurgency is "some 'Blackhawk Down' shit" - a molotov cocktail of fast-paced, nail-biting, brutal street-fighting and leisurely long-range war-mongering with mixed Co-Op and PVP gameplay. When OPFOR units are killed, some will drop silver briefcases. Every briefcase that is collected by BLUFOR reveals another map clue showing the rough distance to an ammo cache. BLUFOR then need to locate and destroy these ammo caches with a satchel or other explosives. BLUFOR units spawn at base or off of their team-members whereas human OPFOR can jump into different OPFOR AI units. OPFOR's objective is to prevent BLUFOR from achieving theirs. More mission instructions available in the in-game Notes.


Features:
- Takistan map with US Army
- More difficult, brutal, and realistic gameplay - Harden up son!
- M18A1 anti-personnel claymore mines, C4 explosives, tripwire and command-detonated buryable IED's
- Realistic wind-deflection and Kestrel wind-meters, Blufor sniper rifles and spotting scopes
- Variety of ACE weapons and gear actually used by U.S. forces
- Flash-bang stun grenades that can temporarily distract and disorient enemy
- Human Opfor can jump into AI Opfor armour
- Lots of great automatic ACE features
- BE ADVISED: This mission is intended for Expert or higher difficulty settings and editing choices are made with this in mind.
- BE ADVISED: ACE Wounding is not yet in effect, to maximise compatibility with existing Insurgency code. I hope to change this in future.


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


Known issues:
* Known Issue: Loadout tool does not allow you to pack individual items into your actual ACE ruck and Save those pack choices or view IFAK (Improved First Aid Kit). However, the ACE rucks themselves and any other gear you choose will be saved. Outside of the Loadout screen these all function as per usual and your Blufor IFAK is pre-loaded with Saved medical supplies.
* Known Issue: Seems that if AI Difficulty is set to 9 or 10 in Mission Parameters that some AI Opfor may ignore Blufor units. Will continue to confirm/investigate this. In the mean-time, perhaps leave difficulty at 8 (I have set this as Default).


Credits & thanks:
This ACE edit by Swedge www.swedgey.com with support from AEF CTB. Mission by pogoman, revised and further developed by Fireball at http://dev-heaven.net/projects/insurgency/
Huge thanks to Fireball for all his great work. Please continue to support, promote, and submit bug/feature tickets for Fireball's Insurgency.

Insurgency is based on the gamemode created by Project Reality (an excellent realism mod for battlefield 2).
The patrolling AI vehicles use Kronzy's fantastic Urban Patrol Script (UPS).
The gear respawn dialog is a heavily modified version of the one used in Warfare - Benny edition


Changelog:
v1.1
* Changed: Humvee's replaced with replaced with M1114 CROWS versions (Common Remotely Operated Weapon System). In the gunner seat, press the + key on the numpad 3 or 4 times to access thermals.
* Changed: Opfor armour replaced with weapon-mounted Pickups and Offroads
* Added: M224 60mm mortars and baseplates. Mortars and baseplates can be saved from the loadout but not the mortar rounds. Each HumV has some non-respawnable mortar rounds in their cargo. At the deployed HQ next to the field hospital is a mortar pit and ordnance box containing mortar equipment and mortar rounds. Those mortar rounds respawn every 5 minutes (Cheers Delta). Artillery computer is turned off, you will need to use T and E adjustments and range tables.
* Added: 7 empty non-respawn civilian vehicles (Yamaha, Pickup, Lada) placed at gas stations throughout Takistan
* Removed: Fireteam limits on some weapons.
* Fixed: Drag exploit with some items
* Changed: Mission parameter option for 'Enable Insurgency Markers' set to True as default
* Changed: Default date changed to provide several moonlit nights
* Added: To HumV gear loadouts - Rangefinder batteries, Claymores, flashbangs
* Added: Rangefinder batteries now added to Loadout as individual items in addition to sub-item of Rangefinder
* Be advised: Mission is intended for server.armaprofile difficulty as Veteran, Mercenary etc
* Known Issue: Loadout tool does not allow you to pack individual items into your actual ACE ruck and Save those pack choices or view IFAK (Improved First Aid Kit). However, the ACE rucks themselves and any other gear you choose will be saved. Outside of the Loadout screen these all function as per usual and your Blufor IFAK is pre-loaded with Saved medical supplies.
* Known Issue: Seems that if AI Difficulty is set to 9 or 10 in Mission Parameters that some AI Opfor may ignore Blufor units. Will continue to confirm/investigate this. In the mean-time, perhaps leave difficulty at 8 (I have set this as Default).

v1.0
* Bug fixed: Opfor who moved within 400m of Blufor HQ were being teleported closer to Blufor HQ.

v0.9
* ACE Wounding and Medical System Implemented
Medical sequence: Bandage, Epinephrine, Morphine, Medkit
-- All units can self-apply bandages to stop bleeding if they are not too badly injured
-- All Blufor units can use epinephrine and morphine to maintain consciousness and reduce pain (moaning and red-screen)
-- Only Medics can use Medkits to restore you to full health in the field
* Added: Once a Blufor unit uses the Loadout they will automatically Save earplugs in their gear and 2 bandages, 2 epinephrine, 2 morphine in their IFAK (Improved First Aid Kit), even though they will not see these at the Loadout screen.
* Added: Blufor HumV's now have bandages, epinephrine, morphine, medkits, in their cargo.
* Changed: Saved Blufor Loadouts will now always be restored when Blufor respawn, regardless of how far away they are from HQ (previously 50m)
* Added: Blufor Crew-Served-Weapons - Mk19 grenade launcher, M2 machine gun
* Added: Randomly, up to 25% of Opfor may have Night Vision Googles
* Changed: Opfor who move within 400m of Blufor HQ will now be teleported 10m away instead of 600m.
* Added: Blufor gear option for 'ACE CharliePack ACU Medic'
* Removed: Some Blufor Patrol Packs from gear Loadout.
* Changed: Blufor medic units now 'US Soldier' instead of 'US Delta Force'
* Added: Blufor Chemlights - Red, Green, White, Yellow, Blue, Infrared
* Added: Cache image to briefing notes.
* Known Issue: Loadout tool does not allow you to pack individual items into your actual ACE ruck and Save those pack choices or view IFAK (Improved First Aid Kit). However, the ACE rucks themselves and any other gear you choose will be saved. Outside of the Loadout screen these all function as per usual and your Blufor IFAK is pre-loaded with Saved medical supplies.
* Known Issue: Seems that if AI Difficulty is set to 9 or 10 in Mission Parameters that some AI Opfor will ignore Blufor units. Will continue to confirm/investigate this. In the mean-time, perhaps leave difficulty at 8 (I have set this as Default).
* Known Issue: Blufor fireteam leader map markers sometimes disappear. Note that most Blufor players will not have map markers. I have no plans to correct this at this time as it's more realistic anyway. Use your DAGR and GPS and learn to read a map


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- Advanced Combat Environment 2 OA - Extra
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Tags: Ace,   Insurgency