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Ghost Recon - Island Thunder campaign

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read the brief carefully for mission 3 - the clues are always in the brief but in my experience most ppl glance at the brief and jump in. ;)

how did you find difficulty svo?

---------- Post added at 11:32 PM ---------- Previous post was at 10:25 PM ----------

just quickly - i had a quick test of Mission 1 on a dedicated server (no problems loading/playing mission at all)

i am wondering if Six Updater is the issue - files different somehow. Investigating this now.

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Well....we do/did read the brief, but probably not as well as we should/could have. We didn't get to mission 3 until almost 2am and we might have been guilty of having a few drinks, therefore, catching important stuff might have been lost in our interpretation. :)

We found the difficulty to be pretty good for us. We started out a bit rough with the first mission and the 2 revives and game over stuff, but quickly adapted to a more stealthy approach with more teamwork. We still dabble with Ghost Recon: the original, so we sometimes do our own thing, but ARMA2 tends to kick your butt if you stray to far from a planned strategy.

I'm in the middle of a snow storm and can't get to work so I might have some time to play/replay some of them after I "complete the tasks" on the honey-do list from my wife.

Thanks for you work on this. We are huge GR fans and absolutely love the chance to experience your work in A2.

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read the brief carefully for mission 3 - the clues are always in the brief but in my experience most ppl glance at the brief and jump in. ;)
As mentioned before, set the missions to the briefing screen first before user pressing continue to the action that way you force the briefing, unless I missed something each mission just went direct to action, and then you have to pull up map or brief key to see what to do.

BTW ... on the mission to defend polling station (excellent use of location and "props" to Ice ref the map, its got OGR written all over it :) ... A load of comms script info came floating up, and on the top right of screen I get a coloured east/west points table come up as if you have a debug script running and I can see what's happening. It spams chat/radio text section with script exec lines and then ends "finished loop" etc ... I assume this isn't normal? (SP play BTW).

Edited by mrcash2009

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correct mrcash, that is upsmon script debugger running - for those interested to know, when making missions and using upsmon script for AI - you can switch this debugger on to see how AI move and react and it also tells you number of AI in each team, the numbers decrease as they die, and you will be advised when each team is dead when their loop exits.

i think i advised that would still be running bcoz i was still testing mission at that stage of release - naturally that will be switched off in final.

NOW - really important!!

I had a chat to Ice about ppl with files not found and the Six Updater - this is what he said - he does not use Six Updater for his stuff, and so is quite possible that the files you are receiving are not current. you must download his material from his site to get the latest - http://forums.bistudio.com/showthread.php?t=100135

hopefully this will stop all the issues with playing missions on dedi or sp - other testers are not having the issues, nor am i. get the current build and jump in.

Well....we do/did read the brief, but probably not as well as we should/could have. We didn't get to mission 3 until almost 2am and we might have been guilty of having a few drinks, therefore, catching important stuff might have been lost in our interpretation.

We found the difficulty to be pretty good for us. We started out a bit rough with the first mission and the 2 revives and game over stuff, but quickly adapted to a more stealthy approach with more teamwork. We still dabble with Ghost Recon: the original, so we sometimes do our own thing, but ARMA2 tends to kick your butt if you stray to far from a planned strategy.

sorry - wasn't implying you don't read brief ;) i ran several GR coop/sp tournaments @ ghostrecon.net and the number of times players failed bcoz they did not read instructions was too many to count.

glad to hear the difficulty is about right - and also very glad to hear that you adapted your approach to more stealthy. very important to me that players realize and respect the value of life when they play these missions - too many FPS and gametypes (Domination) teach players that its ok if you die bcoz you just respawn and go again. that is not how i roll.

---------- Post added at 05:14 PM ---------- Previous post was at 03:16 PM ----------

Mission 8 update - this is the final mission in the official campaign from the original (although i will release an extra 2 missions with my remake). The original was really atmospheric with lots of fog, driving wind and rain and a couple of twists at the end to keep players on their toes.

So far all the triggers and the layout is working beautifully and prolly not far away from adding AI and then its ready for testing. Will be a classic GR mission to wrap up the official campaign.

Edited by Lightspeed_aust

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What about that classic GR mission where the squad, making it's way through the jungle, come across a fresh water stream with gorgeous brown naked native girls bathing.

Will you incorporate that into the campaign as well?:bounce3:

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Played Mission 1 as 2 player MP. Secured the farm, cleared hostiles from locations 2 and 3, but no packages found. Looked everywhere, searched barn/workshop/tractor/plastic canisters/cart, searched in/around pond etc at location 2. Searched all houses in village for task 3. Found some freight boxes (the RoC-flagged boxes), but no task 3 packages.

I liked the look-and-feel of the mission. Great stuff!

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hmm ok - well the boxes are always on the map but i have 3 random positions for each container - i think i change the brief slightly to advise you will have to look around or move boxes closer in.

if you completed this with 2 player mp then maybe difficulty a bit to easy - will tweak.

glad you liked,

will have a trailer for this release available soon just to whet the appetites for those who havent tried yet.

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Hi again.......

I'm running this with @Island_Lingor, @Lingor_Units and a folder named @brg_africa which contains addons ibr_plants, ibr_plants.pbo.ibr.bisign, mbg_buildings_2, mbg_building_2.pbo.MEB_B2.design

Is this correct so far?

Lastly, what enemies are supposed to be present on the island?

I seem to be fighting Chernerussians or there about.

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if you completed this with 2 player mp then maybe difficulty a bit to easy - will tweak.

The AI squaddies were just killing machines - Masters of Mayhem ... I actually liked that for a change, instead of the usual drooling, brain-dead zombies.

My team mate was sniper (he's good), and he was able to take out 3 hostiles waiting in the big corrugated iron shed near the pond in spot 2 without even going in the building. He shot one standing hostile through the doorway from up the hill, and shot 2 other hostiles lying prone by sneaking up to the edge of the doorways (one at the front and one at the back door) while I covered. Maybe just lucky?

Edited by MissionCreep

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Hi again.......

I'm running this with @Island_Lingor, @Lingor_Units and a folder named @brg_africa which contains addons ibr_plants, ibr_plants.pbo.ibr.bisign, mbg_buildings_2, mbg_building_2.pbo.MEB_B2.design

Is this correct so far?

Lastly, what enemies are supposed to be present on the island?

I seem to be fighting Chernerussians or there about.

if you are running missions then sounds like things are ok - but these are the files just in case - http://forums.bistudio.com/showthread.php?t=100135

the enemy for the most part are Independent - Guerillas so you may have seen them in Chernarus

their outfits and characters seemed to fit well with Island Thunder - later on the Lingor Units (ARL) will feature.

---------- Post added at 05:38 PM ---------- Previous post was at 05:36 PM ----------

The AI squaddies were just killing machines - Masters of Mayhem ... I actually liked that for a change, instead of the usual drooling, brain-dead zombies.

gr8 to hear - credit has to go to BIS and UPSMON - together the AI can be brutal and force you to coordinate your team well.

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mission 8 (final mission)....is done! :)

that gives me rest of the weekend to pack it all up - and fix the bugs that players have found so far.

im sure a few more bugs will show up after initial release so when i patch that to 1.1, I will release the extra 2 missions as a little extra.

not long now!!

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I'm getting crashes in Mission 2, 2-player MP. Once when my teammate was killed tossing a frag into a room and standing too close, and once when I tried to restart from save (I know MP save is not the most reliable at the best of times). I'm doing hosted setup. Do you recommend dedicated server over hosted? I'm running 1.57, no mods except for Proper simple vegetation and view mods (and of course the Lingor mods).

I also noticed in Mission 2, I could see a waiting hostile on the 3rd floor of the base "kill house" poking thorough the ceiling from the second floor as he moved around.

Edited by MissionCreep

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i cant explain the crashes - i never use saves and the frag i dont think that is anything to do with my mission.

the MP is built to run on a dedicated server, however, it should run on hosted set up without issue.

i will check out the spoiler issue.

---------- Post added at 08:28 AM ---------- Previous post was at 06:54 AM ----------

quick update - i have added a helo insertion for first mission just bcoz you wanted one :)

---------- Post added at 09:55 AM ---------- Previous post was at 08:28 AM ----------

briefing screen sorted - you will get the screen b4 launch.

---------- Post added at 10:19 AM ---------- Previous post was at 09:55 AM ----------

i have decided to leave the weapon unloaded (for now at least) - i kinda like that moment when its time for action get your weapons ready.

---------- Post added at 11:18 AM ---------- Previous post was at 10:19 AM ----------

revive working on all missions

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i have just added another helo insertion - god they look good!! :)

i will only do them for some missions that i think it adds something to otherwise they can get a bit old.

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i had a look at campaign option but really it's kinda fiddly for what you get - the only difference is you have to complete one mission b4 you get access to the next. the downside is, i have to pack 2 separate groups of files, one for MP and one for SP Campaign and i just dont think the pros outweigh the cons.

so...no campaign file...just a campaign that you can play through the scenarios - same shit really.

if the missions i had worked on created different campaign outcomes then definitely worthwhile...but for this...nope.

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this will be released today!

just a few more hours i would say - waiting for the teaser trailer to be wrapped up.

---------- Post added at 11:32 AM ---------- Previous post was at 10:23 AM ----------

Lightspeed presents Ghost Recon: Island Thunder in Arma2. Enjoy!

Teaser Trailer by wombat50 (thankyou brother for your skills again) -

http://www.youtube.com/watch?v=HCuvjTiWpS4

Download - version 1-0

http://www.zshare.net/download/864896584762a134/

SP/MP 7-man coop.

Norrins Revive - adjustable in parameters (default 1) - Leader has 1 revive only or mission fail (protect your leader at all times!)

UPSMON script

Random House Patrol

Lingor Island and Lingor Units required.

Good luck!

Edited by Lightspeed_aust

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:confused: Unable to DL mission file, DL stopped after 591 KB being loaded with a "download complete" message. Having tested it many times I am wondering why it's happening. Has somebody an idea ?

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I'm getting this error message:

you cannot play/edit this mission; it is dependant on downloadable content that has been deleted.ibr_lingor,sampleenvsounds

So what is missing as I download all the files from Armaholic?

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Great campaign. I experienced absolutly no flaws yet.

The atmosphere is really intense, which is funny since your missions have no cutscenes, no big dialog and I never played the original Island Thunder.

Besides Sick1 Delta Force, this is the best Campaign I played so far.

I only have to suggestions:

1. Give the player the opportunity to choose his weapon. As far as I know, you always could select your weapons at the beginning of the missions in the original Ghost-Recon.

2. Why not make an addon-based version beside this one? For example use Aduke Helo-Pack, so the Team gets to the AO in some black 160th SOAR MH-60. Or replace the Vanilla Force Recon Soldiers with ardvarkdb TF86 Navy SEALs.

It wouldn't bother me at all, if you don't want to implent this, since both ideas are just details but I don't think it's not much work to do this. I think it would give your brilliant campaign a little bit more "spice".

Now I can't wait for a Desert Siege Campaign ;)

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Are there going to the other Ghost recon's released?

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