Author: Big
Author Website:

Requirements: British Desert Land Rover & Troops; Air Pack, Map misc & South Sahrani; RHS Hind, Basic addon, Cold war & Desert packs; SCUD-Nuclear Explosion
Island(s):
Playable options:

Version: 1.1c

Date: 2007-08-18 15:24


Comments: (5)
Rating:



 

Armed Assault British SF Desert Dynamic Campaign
British SF Desert Dynamic Campaign
by
Mike@Uk


Description:
This is a unit conversion of Tacrod's Brilliant "ArmA Dynamic Campaign Generator".

The main aim is to create a Dynamic Campaign based upon being a British Special Forces Squad Leader (SAS/SBS/Whoever else you prefer) behind enemy lines in a Desert Country.


Installation:
To play the campaign, copy the ADCS folder to your "ArmA\Campaigns" directory (you may choose to PBO it first).

To edit the missions, copy the folders under "ADCS\Missions" to your "My Documents\ArmA\missions" folder. See the Editors Guide for more information.


Changes from original:
Replaced Allied Soldiers with British Desert Soldiers.
Reduced Player Squad Size to 4:

  1. (Player) Squad Leader: M16/M203 & AT4
  2. Medic
  3. Machine Gunner
  4. Sniper
Changed the Island from Sahrani to Mapfact's South Sahrani Island.
Reduced the number of Friendly forces within the missions and increased the number of OPFOR.
Replaced Allied Helicopter with Mapfact AH-64 and added RHS Mi-24 to OPFOR side.
Added a Radio Option to skip the time by 1 hour for those that prefer choosing their own time of day.
Tried to replace all Allied Units with British Units/ the closest available replacement.
Added Weapon/Ammo crates to the Start base to all missions apart from Battle.


Missions:
Each mission has a certain condition that must be met to win. For example, rescuing friendly pilots or killing a set number of enemy troops. Once the mission is complete, the player must click on the "END MISSION" radio option. Clicking on this option before the mission has been won will give the player an option to abort the mission.

In some missions it is also possible to lose.


Mission types:
  • Patrol: Move to within a short distance of the location marked on the map.
  • Raid: Kill most or all of the enemy troops at the location marked on the map.
  • Search and Rescue: Move to the area marked on the map and search for the two crewmen. When they are within a short distance, they will join the player's squad. Once they are within a short distance of the base, the mission has been won. However, if both of the pilots are killed, the mission is failed.
  • Battle: Advance to the objective to the north. Most enemy troops must be killed to win.
  • Search and Destroy: A set number of enemy troops must be killed. Killing a camp object counts as 3 kills.

Change log:
v1.1c:
  • Moved MH-6 to the start camp in all missions apart from Battle.
  • Added empty MH-6 to all missions apart from Battle.
v1.1b:
  • Reduced the number of Dynamic enemy spawns to try to reduce lag.
  • Removed all Dynamic Friendly Ground spawns to reduce lag and also reduce the chance of friendly AI completing the Player's Mission.
  • Replaced Default OPFOR Troops with Vilas's Olive & Khaki troops and Desert Vehicles.
  • Added Gigan's Scud Launcher to raid missions.
  • Moved Mission start location to several forward outposts behind the enemy lines.
v1.1:
  • Reduced the number of dynamic enemy spawns to try to reduce lag.
  • Removed all dynamic friendly ground spawns to try to reduce lag and also lower the chance of friendly units completing the Player's mission.
  • Replaced default OPFOR Troops with Vilas's Olive Green Troops and Desert Armour.
  • Added Gigan's Scud Launcher to Raid Missions.
  • Moved mission start location to several forward camps behind enemy lines.

Credits:
TacRod: Concept, scripting
For the OFP version:
Chops: Cutscenes, testing, design input
Sanctuary: Testing, design input, base-generation script
Stegman: Testing
SoW: Saving/Loading scripts
Silola: DAC concepts, some of which I pinched.



BIS Forums topic:
- Link.






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