lNTRUDER 26 Posted November 30, 2010 (edited) Hi all, Releasing my latest co-op mission featuring the brand new PMC DLC: "CO8 Easy Pickings" Mission: Find and extract two civilians who were captured by insurgent forces. That is all ;) Notes: The Team Leader is the only one that can secure the civilians (Target Alpha and Bravo). So the TL must be present and must not be an AI. Mission is also playable in SP. Changelog: v.0.50 -replaced BIS wound/heal modules with [R3F] Revive -Target Bravo will now spawn randomly in 5 different places by the airfield -increased the number of guards/defenders at the airfield -increased enemy forces in town -added enemy pickups (PK) both in town and outside -radio trigger for takeoff will now not be available until TL is present at extraction -added more Holo and Aimpoint rifles at spawn (for improved CQB) -players will now respawn with same equipment they had when killed v.0.40 -added custom PMC weapon box (included AA12 High Explosive rounds) -Target Alpha & Bravo should now remain in position until found -Team Leader replaced with proper TL with scoped rifle + binocs -Contractor 2 replaced with PKM specialist -PMC team waypoints added -implemented 3 end triggers -added designated guards for Alpha and Bravo -more enemies present along the way to extraction -implemented heli extraction from extraction point, by radio trigger -HQ sideChat issue fixed, "HQ" unit was not on the same side (Independent) -objective markers shift to green when completed -briefing updated v.0.30 -added enemies in town center -added civilians, both on foot and in vehicles -added wildlife where appropriate -tasks completion now properly included in triggers -one of the PMC team replaced with AA12 bodyguard -added hotzone marker -ammo and weapon boxes moved closer to respawn -enemy technicals now show more aggression Credits: Norrin for the POW script Wolffy.au for the House Patrol script [R3F] for the Revive script BIS for a decade of fun :) Download link (v.0.50): CO8 Easy Pickings / ]NTRUDER Edited December 18, 2010 by ]NTRUDER credits Share this post Link to post Share on other sites
lNTRUDER 26 Posted December 1, 2010 New version is out :D v.0.30 -added enemies in town center -added civilians, both on foot and in vehicles -added wildlife where appropriate -tasks completion now properly included in triggers -one of the PMC team replaced with AA12 bodyguard -added hotzone marker -ammo and weapon boxes moved closer to respawn -enemy technicals now show more aggression / ]NTRUDER Share this post Link to post Share on other sites
HateDread 13 Posted December 1, 2010 Definitely a nice mission to showcase PMC. I loved the technical near the start that rushed us. But, it would be nice to have the leader as an actual leader class, so we get the binoculars, and a rifle + optics, as opposed to an MG, which isn't very helpful as a squad leader. I'd rather another soldier carry the MG. Share this post Link to post Share on other sites
lNTRUDER 26 Posted December 1, 2010 Thanks HateDread :) And you have a valid point about the team leader. I will take a look at this for the next version. Share this post Link to post Share on other sites
kdjac 19 Posted December 1, 2010 The PMC ammo box is called special weapons in the editor. No idea why , good mission :) Share this post Link to post Share on other sites
lNTRUDER 26 Posted December 2, 2010 Thx kdjac! Ooh I must be blind as a bat :D Share this post Link to post Share on other sites
lNTRUDER 26 Posted December 5, 2010 (edited) New version! (sorry for bump but it might just be worth it :D ) v.0.40 -added custom PMC weapon box (included AA12 High Explosive rounds) -Team Leader replaced with proper one with scoped rifle + binocs -Target Alpha & Bravo should now remain in position until found -PMC team waypoints added -implemented 3 end triggers -added designated guards for Alpha and Bravo -more enemies present along the way to extraction -implemented heli extraction from extraction point, by radio trigger -HQ sideChat issue fixed, "HQ" unit was not on the same side (Independent) -objective markers shift to green when completed -briefing updated / ]NTRUDER Edited December 5, 2010 by ]NTRUDER . Share this post Link to post Share on other sites
PogMoThoin 10 Posted December 5, 2010 Great mission, 2 of us cleared this earlier. All objectives worked and the mission completed perfectly. I was a little disappointed at the lack of resistance at the airfield, getting to extraction was far too easy as well, We just took a Uaz and made a dash for extraction. Maybe make it harder after the first objective. Share this post Link to post Share on other sites
lNTRUDER 26 Posted December 10, 2010 Thanks guys! :) Check out the new version if you like: v.0.50 -replaced BIS wound/heal modules with [R3F] Revive -Target Bravo will now spawn randomly in 5 different places by the airfield -increased the number of guards/defenders at the airfield -increased enemy forces in town -added enemy pickups (PK) both in town and outside -radio trigger for takeoff will now not be available until TL is present at extraction -added more Holo and Aimpoint rifles at spawn (for improved CQB) -players will now respawn with same equipment they had when killed Cheers! Share this post Link to post Share on other sites
gnarly_rider 0 Posted December 24, 2010 Played this with about 5 folks on a dedicated server for a bit of fun. Never found target Alpha, he may have been accidentally killed (is there a trigger on his death aka "mission fail!"?); we did see a couple of civis running madly around (expected him to be hiding/holed up under a couple of guards in a building, so searched all buildings within about 100m of the marker, no luck). Share this post Link to post Share on other sites
lNTRUDER 26 Posted December 25, 2010 Thanks for the feedback gnarly. It seems I may have messed something up in the 0.50 version. I have also seen this happening playing on a dedicated server. But that time we were in luck and eventually found Alpha standing 50 m south of the mosque. He is really not supposed to leave any of the 7 different spawn positions (within the block where the Alpha marker is). And yes, if Alpha is killed it will trigger one of the mission endings. I'll see what I can do to fix it, I have already moved on to new projects ya know ;-) Share this post Link to post Share on other sites