well maybe i should try it a couple more times but when i blew up the fuel tanks (Rusted and White) nothing happened which made me have to revert to the last autosave, not sure if it was a one off thing but will let you know if problems persist. Excellent work though
Good mission, I was a fan of dynamic war from arma1. Will it be possible to add the request armored, wheeled or infantry support like the original in some missions like assaulting the town, I find its usually me my squad mates and some air support are the only units in the AO forcing me to use artilley more often and it knocks out some of the fun the original had.
Will it be possible to add the request armored, wheeled or infantry support like the original in some missions like assaulting the town
Partly done in the new version.
2010-01-21 07:26 Posted by Theo Hardmeier
Recent version found a bug on mission ambush, beta 2.2.
Got ordered to do a ambush mission near dragose, just as we were about to land the order to rtb was given and tasks stated ambush had been done.
No friendly units nearby that could have been responsible.
hey guys how do i start a mission? Once the game starts my dude is just standin at the FOB and i dont know what to do next =( sorry im new so i dont really know what to do
Sorry laxaddict992 I don't check here often, if you use the BIS thread I'll get to know about it. Hopefully you've got it working otherwise you should find a quick howto in the readme.
I don't know if anyone else has noticed, but the listed map for the requirements is Isla Panthera; this mission requires Isla Duala.
I just spent the last 15 minutes pulling my hair out wondering why this wouldn't work because the listed dependency is inaccurate >:|
Total comments : 14, displayed on page: 14
Guerilla Warfare - Island Panthera
by
MrN
Description:
A new sandbox, a new Dynamic mission!
I was aiming for a rawer, tougher challenge than Dynamic War. However the original plan really wasn't coming together so what I've done is re-invent the wheel. There's (hopefully) enough changes to make it worthwhile playing
Features:
Currently has 8 different missions with over 50 locations.
Player can be captured and has to escape
Custom OnPlayerKilled camera
Custom Music
First aid sim
Ambient combat
civilians
civilian vehicles
Ups script
Additional AI patrols
Installation:
Extract the .pbo file(s) to your ArmA2\Missions folder.
Notes:
If you are heavily injured in battle you will be captured. You will be in an enemy camp without any equipment. When you pick up a gun or get away from the camp you will be considered hostile and attacked. Get back to a Warlord to complete the mission and start again. Don't forget to pick up a map and compass!
Known issues:
Mission text and descriptions are a tad "dry", still learning how to do the objective/briefing thing.
There are a whole bunch of new commands in AAII and some of the old commands are used differently so I am a fish out of
water at the moment (even more than usual!).
Not sure if the player should be a Resistance fighter or Blufor behind the lines helping the resistance.
I'm not entirely convinced by the First aid modules as the detection can be erratic for capturing but it'll have to
do and it maybe partly my fault.
And yes, I am still using SQS.
To do:
Expand the mission somehow. More mission types=good!
Look at adding High Command facility
Change log:
Beta 0.23
- Added: An action at the medic to refresh the squad. Teamswitching to faulty units doesn't fix faulty AI so this is the only way I can think of to fix them.
- Added: Vehicles at base for tranportation
- Added: Repair option for vehicles
- Added: Norrins flip car script
- Added: Ultra Simple Patrol Script v1.0 by JW Custom
- Added: The ability to disrupt enemy communications by destroying radio towers. Each tower destroyed reduces the chance of enemy calling in artillery and reduces the range in which they'll call for reinforcement.
- Added: Ai value adjustments based on India Kilo's Zeus AI Combat Skills
- Change: UPSMON - Urban Patrol Script Mon instead of Kronzkys UPS script
- Change: Tweaked patrol generation and likelihood
- Change: Captured mission now counts as a mission played
Beta 0.22
- Removed: Unstick civilian car script
- Added: Teamswitch, mainly to try and fix misbehaving AI
- Added: Actions on Ambush and Convoy to get the AI to properly hold fire. :/
- Added: Patrols for both sides around the island
- Added: Added triggers to teleport AI drivers over tricky bridges. I suspect this is part of the cause of the civilian morale to drop so rapidly as drivers were getting killed.
- Added: An alternative rating system due to teamswitch dilemmas
- Fixed: Some Res weren't adding to the AI monitor
- Fixed: Unrequired spawns
- Change: Player can no longer choose how many cars, it's dependant on morale like East/Res
- Change: Transported all the variables over to a logic
Beta 0.21
- Added: Convoy mission...I apologise in advance for the driving...
- Added: Rescue Hostages mission
- Added: Battlefield Clearance module
- Added: Call in Vehicle radio option
- Added: Call in infantry radio option
- Added: Started implementing rating dependance
- Added: Vehicle Spawning choice dependant on Morale
- Removed: Civilian lose in main script until I can work out the numbers
- Change: Radius on Raid mission
- Change: More of a punishment if you're captured (Rating and Morale)
Beta 0.20
- Added: Eventhandler to remove vehicles that player has entered from the stuff to delete.
- Fixed: Civilian lose in main script
- Change: Slight mod of stats again.
Beta 0.19
- Added: A really simple intro. It probably never ends and it's pretty lame but it's more a placeholder.
- Added: Smoke shell artillery for both sides
- Added: Additional End Lose for losing Civilian Morale, watch the friendly fire.
- Change: Stat tweak in eventhandlers
- Change: Limit artillery quantities and overhaul of artillery script
- Change: Disabled CombatFormationSoft to see if helps with the wandering loon problem
- Change: More tweaks to the AI script
- Fixed: Incoming artillery fire sound
- Fixed: Radio disappearing of map screen after reload
- Fixed: Helo always crashing after drop off...mostly
- Known Occassionally AI units can lose their head and walk away from you ignoring orders. Currently I don't have a fix for this. :/
All I can recommend is reloading the last savegame.
Beta 0.18
- Added: Requiredversion check for 1.05 as new commands are used.
- Added: An additional break out to the Helo script just in case
- Added: A little surprise on the Raid mission
- Added: Artillery. Both sides have 3 artillery positions that AI can call it in. If the player calls in artillery and AI are using it the player will have to wait until it's free.
- Added: Distance check to mission complete, no just using the artillery!
- Change: Delay on Unstick civilian car
- Change: Tinker with onplayerkilled camera
- Change: Tinker with Helo script
- Change: Added camera to unconscious script
- Change: Name change, I completely forgot about the Warfare mode in Arma!
- Change: CAS choppers are now only spawned on radio command. This stops the take off at start, shot down in 30 seconds loop they're in at the moment.
- Fixed: Replacement units now not spawned on Medic's roof.
- Fixed: Dumb mofos in ambush mission
Beta 0.17
- Fixed: Units stop spawning further into the mission
- Fixed: Units not deleting correctly *fingers crossed* and converted delete script to sqf.
- Change: Convert Patrol script to sqf
- Change: Reinitialise Awareness script after every mission to prevent script errors.
- Change: Change spawn configuration. Morale dictates skill of unit, strength now changes units AND groups so a low group count with high skill is now possible
- Change: Uber spawning under control.
- Change: Added "AwareFormationSoft" enableAIFeature false, I much prefer the tighter formation. Combat is left unchanged.
Beta 0.16
- Added: Civilians in cars
- Added: Dialogue for adjsting Civilian quantities
- Added: A customised version of afp's awareness script
- Added: Various little tweaks to try and prevent meltdown further into mission (chopper flying to [0,0,0] and only defend mission being selected.)
- Added: Benchmark facility to assist fine tuning of settings
- Fixed: Assault ending instantly
- Fixed: Rearrange group members when healing squad
- Fixed: Units not deleting correctly
- Change: Army Patrols now use Guard waypoints for extra spice
- Removed: SILVIE module, other cars seem to find these empty ones irresistible to crash into
- Removed: Loads of lag
Beta 0.15
- Fixed: Unable to refresh squad after being captured
- Fixed: Enemy running from captured location
- Fixed: Flight manager producing smoke incorrectly
- Fixed: Flight not functioning after rearming dialogue
- Fixed: AI deleted and respawned if they're incapacitated on purge
Beta 0.14
- Fixed: Empty Objective marker
- Fixed: Rare Evac issue where the player could be ejected early
- Fixed: Player can only call in Evac when mission is completed
- Change: Randomised Enemy units
- Change: Randomised resistance units
- Change: Tweaked Stats, these numbers dictate how many units are spawned
-----> Default = Skill = 0.5, 3 Escapes, Focus Action Off
-----> Recruit = 0.3,
-----> Regular = 0.5
-----> Veteran = 0.70
-----> Expert = 0.90
- Change: Base spawning scripts. Some groups will go off over the island, some will stick at the base. East as well as Res.
- Change: Options dialog
- Added: Spawning civilians at 12 different town locations
- Added: Confirmation dialogue for flight a la Dynamic War as I missed it. :p
- Added: Troop strength option
- Added: Rearm dialog
Beta 0.13
- Change: Relocated to Panthera Island
- Change: Redesign to more conventional Dynamic-type mission
- Change: Populated towns... In theory
- Change: Updated Littlebirds addon
- Change: Assault mission excludes additional squads
- Removed: Infoshare script
- Fixed: Helo transportation...needs a bit of work still
Beta 0.12
- Fixed: Task Hud Title showing on Wp
- Fixed: Patrols spawning twice at the start
- Fixed: Mission selection not recognising a mission in progress
- Fixed: Heavy slowdown at beginning of mission
- Change: Emptying nearest ammo crates @ capture location
- Change: Reduced Spawning enemies @ Mission locations
- Change: You will only be captured if all units in players group are unconscious/unable to move, if you're killed you're killed
- Change: Rewritten Patrol scripts and removed ACM
- Added: Friendly rescue when captive. <---Idea courtesy of AmnesiacJack, nice one
- Added: Options Dialogue
-----> Default = Skill = 0.5, 3 Escapes, Focus Action on
-----> Recruit = 0.25,
-----> Regular = 0.5
-----> Veteran = 0.75
-----> Expert = 0.99
- Change: All Locations
- Added: Guerilla Patrols at safe houses
- Added: Defend mission
- Added: GB's infoshare script
- Added: Random Weather
- Added: Reinforce Squad action at the medic
- Added: Assault mission
- Added: Littlebirds addon
- Added: Helo Transport, multiple uses per mission but will return to base after being used.
- Added: CAS Support, multiple uses per mission but will return to base after being used.
- Added: Chopper down mission, only if pilot survives which is rare!
Beta 0.1
- Change: Rewritten Spawn scripts
- Change: Action trigger
- Change: Purging units on mission over
- Change: Removed Messenger mission
- Change: Previous mission locations added to the patrol array
- Added: Starting to keep track of stats
- Added: Stats effect spawning/skill etc
- Added: Ambush Mission
- Added: Attempts system where instead of dying the player has to escape from an enemy camp to continue. By no means an easy way out!
- Added: If the player is unconscious and no more AI in the group are alive, the player will be captive.
- Fixed: Missions exiting when player is captive
- Fixed: Unit variables transferred over on respawn
- Fixed: A whole bunch of other stuff!
Special Thanks to Big and Armaholic for the download server
Also thanks to Tacrod and the DMA team for (as far as I know) the original Dynamic concept.
In Game Music by:
Biosphere
John Murphy
Still contains elements of DMA's Dynamic template from OFP.
Misc snippets and scripts:
Kronzky's UPS script
Big Daddy's Blitzy doggies (modified)
Really old unstick car script from OFP (modified)
afp's awareness script (modified)
Artillery loosely based on Mr Murrays from Arma. Sound effect pinched from same.
Again I am a script and code snippet magpie so if I've used anything and not credited my apologies.
Ai adjustments based on India Kilo's Zeus AI Combat Skills
You are using our website as a guest. Guest have the lowest downloadspeeds and will download from our public file servers. If you would like to know how you can download with higher speeds and have to wait less while downloading check out the Armaholic subscription system. When you have already subscribed and your account is not upgraded within 24 hours it means you probably forgot to include your username. If that is the case please contact us as soon as possible!
This is an excellent Scenario, although the fuel dump mission is buggy, but even so it is still a great bit of fun.
Would really like to see the same style of mission on different maps, maybe with OPFOR and BLUFOR
Keep up the great work
Thanks. Fuel dump mission buggy in what way? I should put a note in the briefing that it's the white fuel tank that needs to be destroyed.
well maybe i should try it a couple more times but when i blew up the fuel tanks (Rusted and White) nothing happened which made me have to revert to the last autosave, not sure if it was a one off thing but will let you know if problems persist. Excellent work though
Cheers Rowan
Ok, hopefully it was a one off. :blush
Good mission, I was a fan of dynamic war from arma1. Will it be possible to add the request armored, wheeled or infantry support like the original in some missions like assaulting the town, I find its usually me my squad mates and some air support are the only units in the AO forcing me to use artilley more often and it knocks out some of the fun the original had.
Just my opinion.
Recent version found a bug on mission ambush, beta 2.2.
Got ordered to do a ambush mission near dragose, just as we were about to land the order to rtb was given and tasks stated ambush had been done.
No friendly units nearby that could have been responsible.
Good work with the request support option.
Same thing just happened on an assault mission, never had one of these bugs in the previous versions.
Thanks for the feedback, somethings gone wrong then! I didn't have that during testing.
Give me a bit of time and I'll try and fix it.
hey guys how do i start a mission? Once the game starts my dude is just standin at the FOB and i dont know what to do next =( sorry im new so i dont really know what to do
Sorry laxaddict992 I don't check here often, if you use the BIS thread I'll get to know about it. Hopefully you've got it working otherwise you should find a quick howto in the readme.
i still dont know how to start up the missions
Have a watch of this mate, should help.
http://www.youtube.com/watch?v=erTuWVN74aQ
Huge props to AmnesiacJack
I don't know if anyone else has noticed, but the listed map for the requirements is Isla Panthera; this mission requires Isla Duala.
I just spent the last 15 minutes pulling my hair out wondering why this wouldn't work because the listed dependency is inaccurate >:|
Total comments : 14, displayed on page: 14