deltafiveone 11 Posted November 10, 2011 Love your missions Rejenorst, takes real talent to make dynamic missions such as these that require tactical change and adaptation based on circumstance. Thanks again for these. Share this post Link to post Share on other sites
rejenorst 18 Posted November 10, 2011 Cheers man :) Thanks for the support. The basic aim of the last two missions has been to make a mission that gets you into the combat quickly but that allows for scalability and for variability (randomness) in mission area, enemy locations and enemy weaponry. The reason for this is that most of my previous missions tended to be pretty linear which meant it was easy to memorize enemy locations. I also wanted an urban setting to simulate a bit of asymmetrical warfare or MOUT. The Fallujah map was good because not only could I make sector objective locations random I was also able to make the entire sector grid location random given that the whole map is a city. Share this post Link to post Share on other sites
nettrucker 142 Posted November 11, 2011 Thanks for all your hard work. Your missions are awesome as always. Love the voice acting. Cheers Share this post Link to post Share on other sites
rejenorst 18 Posted November 11, 2011 Thanks Nettrucker :) Share this post Link to post Share on other sites
McLupo 118 Posted November 13, 2011 Hello Rejenorst, thx for the new Mission! It´s an awesome gameplay...i like it very much! The radio drives me crazy, my boys are shouting, always go,go,go...outstanding feeling...it´s so real. I guess you are interested in some informations about the gameplay with mod! Calm down:D...i played with the A.C.E., J.S.R.S., WarFX, sthud, stmovement it works fine!! Thx again, you did a great job. Best regards McLupo Ps: Thx for the pre information about the public beta! Very nice! Share this post Link to post Share on other sites
rejenorst 18 Posted November 24, 2011 Thanks McLupo :) Share this post Link to post Share on other sites
USMC Soldier 10 Posted January 27, 2012 If you could do this for sangin province, that would be awesome. How'd you do it? Share this post Link to post Share on other sites
rejenorst 18 Posted January 27, 2012 Hi USMC :) , are you refering to the Martyrdom style missions? The martyrdom missions rely heavily on densely urbanized areas. I could make something similar for Sangin but I would have to recode the way in which the mission works since buildings in Sangin are widely dispersed, meaning it wouldn't just require porting the mission but recoding it to suit the terrain. I may do something similar in the future if I get time. As to how I did it, I am not sure which part of the mission your referring to? Share this post Link to post Share on other sites
USMC Soldier 10 Posted January 27, 2012 (edited) I have another question. I was able to put the mission in the editor, I want to know how to edit the units on the maps. The martrydom missions. Edited January 27, 2012 by USMC Soldier Share this post Link to post Share on other sites
rejenorst 18 Posted January 27, 2012 All units are spawned as the mission starts, if you want to edit the enemy weapons loadout then I think its eteamX.sqs files (X being numbers) as far as I remember. Share this post Link to post Share on other sites
USMC Soldier 10 Posted January 27, 2012 So I can't change the units on the map at all? Share this post Link to post Share on other sites
rejenorst 18 Posted January 28, 2012 (edited) Only the type of units and weapons loadout from the scripts. The way it works is that there are several scripts that work one after another. The first script checks all the buildings in the area and saves the ones that have x number of building spots to an array, after that sectors are created and an array is made of the buildings within each sector. The objective script then checks where best to place the objective zone and then launches the unit spawn script, which spawns units in buildings and launches a unit patrol script which is used to make units patrol/evacuate inside/out of buildings and change buildings every so often. It also tries to choose buildings that are closer to the enemy's current sector location. Another AI enhancement script is also launched in the sequence. Ie: The scripts are not designed for placing units in the editor and having them act on the fly. I could make one in future as I am planning to make a similar script but for squads. I would need to know exactly what it is your trying to do however. ---------- Post added at 10:59 AM ---------- Previous post was at 09:03 AM ---------- Have updated the Martyrdom missions: Martyrdom v1 - Added ability to heal/bandage oneself after taking x amount of damage instead of just when you can't walk (as per request). - Added flare unit loadouts and enemy units will fire flares at night. Martyrdom2 v1.1 -Removed small and rare bug being reported when initial helis crashed. -Added timer to helis that will check their position every 5 - 6 seconds. If the position is the same for 30 seconds the heli is destroyed and the script is relaunched. This is added due to the rare chance when I would reload my game and helicopter reinforcements would not arrive (I assume it was because the heli just got stuck and wouldn't follow its waypoint.) I haven't had a lot of time to test these as I am extremely busy as of late so if anyone spots anything let me know. Otherwise the ARMAHOLIC mirrors are stills there for the previous mission versions. EDIT: Armaholic mirrors have also been updated thanks to BIG. Edited January 29, 2012 by Rejenorst Share this post Link to post Share on other sites
anelaidlives 10 Posted March 20, 2012 Is there any way to set it up so that I can select multiple weapons for my loadout? I haven't been able to figure out how to select a sidearm along with a main weapon, and trying to run around with a m9 in the middle of fallujah tends to end badly with all the snipers. Share this post Link to post Share on other sites
rejenorst 18 Posted March 21, 2012 Hi Anelaidlives, Unfortunately I only coded in a primary weapon selection and not a secondary weapon selection. :( Share this post Link to post Share on other sites
anelaidlives 10 Posted March 22, 2012 That's fine, I don't know anything about coding, but maybe do the selection twice, but have one be limited to sidearms and the other to primary? Share this post Link to post Share on other sites
rejenorst 18 Posted March 22, 2012 I had thought about doing that at one point but ended up running out of time due to a commercial project(s) I am working on and studies etc. I am not sure if I will have time to add more things at the moment but will keep it in mind if I do any edits in the near future. Share this post Link to post Share on other sites
rejenorst 18 Posted June 21, 2012 (edited) Upadted Martyrdom to version 1.1 *Fixed broken airstrikes (after patch 1.6 was no longer working so have found a workaround. Bombs are slightly inaccurate within 25 or so meters I think.) *Small AI Patrol script fixes/adjustments (improper use of the currentcommand variable fixed) LINK Version 1.1: http://www.rejenorst.com/projects/[sP]Martyrdom.Zargabad.rar I still have to fix Martyrdom 2 as well. Edited June 21, 2012 by Rejenorst Share this post Link to post Share on other sites
SuicideCommando 333 Posted June 21, 2012 Thanks Rejenorst, your Martyrdom missions are awesome. Looking forward to the updated 2 as well. Share this post Link to post Share on other sites
rejenorst 18 Posted June 22, 2012 (edited) Thanks SuicideCommando :) I also have a similar COOP version of this mission up for testing, its in the beta phase at the moment and if anyone wants to try it I could really use some feedback: http://forums.bistudio.com/showthread.php?136243-COOP-Zargmout Also here is an ARMAHOLIC link for Martyrdom v1.1: Armaholic mirror: - Martyrdom (@) v1.1 Edited June 22, 2012 by Rejenorst Share this post Link to post Share on other sites
rejenorst 18 Posted June 26, 2012 (edited) Have uploaded a very short mission called Jetset. I only made it to test out some scripts and to muck around flying a bit but I slapped some voices on her and have uploaded it for anyone who wants a quick flight. The targets which need to be bombed are randomly selected throughout Takistan and will range between 2-3. Random AA defenses and vehicles will be spawned around the location as well as a small random number of interceptors at the enemy airport. You can choose any western aircraft (mission will check if you have the relevant config). Note that the SU25 has no laser so friendly AI pilots will not see the laser targets unless your flying U.S. jets. You can also choose the time of day and how many AI pilots you want to escort you. Again I stress, very very basic mission. Enjoy. EDIT: oopse forgot the link: www.rejenorst.com/projects/[sP]jetset.Takistan.rar Edited June 26, 2012 by Rejenorst Share this post Link to post Share on other sites
Muahaha 10 Posted June 26, 2012 This looks great, will try it out Share this post Link to post Share on other sites
rejenorst 18 Posted June 26, 2012 Sorry I forgot the link haha: www.rejenorst.com/projects/[sP]jetset.Takistan.rar Share this post Link to post Share on other sites
Variable 322 Posted June 28, 2012 I gotta try jetset! Thanks Rejenorst! Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 29, 2012 I gave JetSet a bash - it's a good, quick mission. I did run into an issue, but I suspect it's probably because of the bucketloads of mods I was using at the same time. I gave myself 4 wingmen (also in A10s) because I expected Strelas to be coming out of our ears over the objective, but strangely, none of them took off. They stayed in a nice neat file on the taxiway. I got into the air and went through the motions, and the mission still completed successfully, so I 'unno what caused it. Might try it in vanilla next time. Share this post Link to post Share on other sites
rejenorst 18 Posted June 29, 2012 I haven't tested the mission with any mods so am unable to tell you if its related to a mod or not. So far I've never had a problem with them taking off in Vanilla though so it may be a mod. I haven't got the beta patches yet either so perhaps there have been some major Jet AI changes in the new beta patches? Can you list the mods yours using and the patch version your using (ie ARMA:OA/CO 1.60 of higher etc). Also check your RPT file for any scripting errors. Share this post Link to post Share on other sites