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Dynamic Echo

[SP] Hard Day

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Description:

Hard Day is a short, action-oriented single player mission in which the player and their Delta force team must assassinate an enemy officer then fall back to friendly lines. It is not designed to be terribly realistic, but rather to provide a challenging, action-packed combat experience. While it is intended to be played in a very aggressive manner, other, slower, styles of play are supported, though you will still have to see a fair bit of combat. I hope you have fun.

Version 1.04

Mediafire Mirror

Armaholic Mirror

Changelog: v1.04: Fixed radio messages to include text, added checkpoints, fixed mission to show as complete on scenario list screen, expanded playable area to allow for more styles of play, increased the number, but decreased the density, of patrols, several other balance tweaks.

Version 1.03:

Changelog: Fixed issue with target and essential civilians dying upon spawn. Cleaned up triggers and generally optimised small areas of the mission.

Version 1.02:

Changelog: Enlarged player squad size to eight (difficulty previously too high), further improved briefing, increased length of time for enemy reinforcements to arrive (difficulty), tweaked content of enemy patrols (difficulty), fixed (I think) occasional issue whereby assassination target would die upon spawning, fixed AI team mates having same faces, fixed mission ending without completing the objective.

Version 1.01:

Changelog: Added custom gear options, more detailed mission briefing, fixed waypoint for second objective.

Edited by Dynamic Echo

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It helps a lot of people if you post which games the mission requires in the title.

Like "[OA + A2][sP] Mission Name"

or [CO][sP] Mission Name

CO Standing for combined operations.

Looks like this works fine with only Operation Arrowhead.

You have one error at line 66 in your init file, one of your functions is an undefined variable.

You could do with some more information on the map screen, all you have right now are some colored areas. You could make an insertion point marker, exfiltrate marker, you could hot link them in the briefing to give the player some more information about the mission.

How is the player supposed to call the mortars and ammo drop off?

Edited by Toasticuss

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OK, sorry about the thread name, shame it can't be changed.

Line 66: call BIS_SSM_fnc_updateMenu;

That part of the init is copy/paste from somewhere and deals with the Simple Support Module. As it says in the init, it doesn't seem to do anything but BIS scripts always have it so I though I'd leave it.

To call in support press Space, then Communication and you can select either Mortar Strike or Ammo Drop, both of those will be called on the point at which you are looking. There is an exfil point marker but it isn't exactly visible. I'll look into linking them into the briefing though, thanks.

PS: Really liked Black Thunder by the way :D

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OK, sorry about the thread name, shame it can't be changed.

Line 66: call BIS_SSM_fnc_updateMenu;

That part of the init is copy/paste from somewhere and deals with the Simple Support Module. As it says in the init, it doesn't seem to do anything but BIS scripts always have it so I though I'd leave it.

To call in support press Space, then Communication and you can select either Mortar Strike or Ammo Drop, both of those will be called on the point at which you are looking. There is an exfil point marker but it isn't exactly visible. I'll look into linking them into the briefing though, thanks.

The function error could be that you might not have a functions module on the map, do you?

Also I liked that you used the M4 on mission start, when I released my first mission I did this too but I found out that people like to have a choice when picking weapons, so you could add more weapons in your description.ext and let people choose weapons in the gear menu in the briefing.

Just a thought.

Thanks for letting me know how to call in that support, unfortunately as soon as I saw those 3 trucks unload I knew I was $@#@ed.

Seems quite hard for 4 people to take on a platoon sized group of milita lol.

Edited by Toasticuss

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And it is done. Yeah, it might be a little too hard I do admit. I find that if you haven't gotten in there by the time those trucks arrive you are unlikely to succeed, though I did once (mortar time baby). I might increase the time before the trucks arrive if people are consistently having trouble with it.

Also updated with the gear options is a hint in the briefing on how to call in support, as it may well be quite important, along with linking of objectives to the briefing and the addition of a functions module. :)

Edited by Dynamic Echo

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OK, I've updated it again (to v1.02), the changelog is in the first post. Hopefully this will make the mission a bit more doable. I think I've fixed the issue with spawn-death for the target and the nearby civilians.

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Sup, tried your mission. And I like it...

I don't know if any of you noticed a bug sometimes when you restart or die...

Then you land with the chopper in the start, sometimes the objective just got completed for me?

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Ah damn it, that isn't fixed then - this is caused by the target, or essential civilians, spawning above ground level, falling, and dying from the fall. I'll keep working on it, thanks for the feedback.

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No problems mate.

I'll thank you for the great mission :)

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OK I've updated it (yet again) to try and fix it. I won't ask for this to be uploaded to ArmAHolic until I know the issue is fixed however, hence why it is listed as a beta. If anyone tries it please be sure to report back upon whether the primary objective auto-completes at the start of the mission (it shouldn't now, but you never know).

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OK, I have again updated the mission, quite significantly, see the first post for the change-log. I hope everyone who plays it enjoys it.

This is likely to be the last version of Hard Day (unless there are some massive new bugs), as my efforts switch to another mission and, possibly, a mini-campaign.

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