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sdood

SDood's Missions

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Hey everyone,this is where I'll be posting my missions and campaigns.

If anyone has any suggestions for my existing missions,or requests for new missions i would be happy to hear them.

EOD Bravo

ARMA2_EOD_Bravo.jpg

Mission Description:

EOD Bravo moves to Zargabad to neutralize bomb maker.

Features:

-UPSMON patrol script

-SR5 Tactical IED Detection and Ordnance Disposal script

-A.C.E wounds and features

-Firefights while attempting to defuse IED'S

-Command a 6 man EOD fireteam

Special Thanks:

-Everyone at Shack Tactical

-BIS for this great game

-Armaholic.com

-Monsada for his UPSMON script

-Reezo and SR5

-A.C.E team

-soldier2390 for his help

Other Thoughts:

-This is my first released mission.Thank you to everyone in the community.

Change log:

v1.1

-Included add-on free version

-Updated SR5 IED detection

-Changed units to Delta Force

-Other misc changes

Requirements:

-CBA (optional)

-ACE (optional)

-ACEX (optional)

Downloads:

http://www.armaholic.com/page.php?id=13657

EOD Alpha

Arma2_EOD_Alpha.jpg

Mission Description:

EOD Alpha begins operation to rescue captured soldiers in Takistan

Features:

-UPSMON patrol script

-SR5 Tactical IED Detection and Ordnance Disposal script

-A.C.E wounds and features

-Firefights while attempting to defuse IED'S

-Command a 6 man EOD fireteam

-Hostage rescue

-All round defense

Special Thanks:

-Everyone at Shack Tactical

-BIS for this great game

-Armaholic.com

-Monsada for his UPSMON script

-Reezo and SR5

-A.C.E team

-Jeevz for IED script

-Das Attorney for ARD

-Jantemplar for Slight Sand blowing effect Script

-soldier2390 for his help

Other Thoughts:

-Part 2 of my EOD mission series,it builds upon what i was doing with EOD Bravo.

Change log:

-v1.1: included non ace version,Changed units to delta force and reduced squad to 6,added all round defense,added rolling sand,updated SR5 IED detection,various enemy changes,other misc changes.

-v1.2: Added BIS first aid modules to add-on free mission

-v1.3: fixed bug with humvee not triggering IED

Requirements:

-CBA (optional)

-ACE (optional)

-ACEX (optional)

Downloads:

http://www.armaholic.com/page.php?id=13676

Chechen Stalker

Arma2_Chechen_Stalker.jpg

Mission Description:

Russian motorized MVD squad moves to silence rebels at the proving grounds

Features:

-UPSMON patrol script

-A.C.E wounds and features

-Command a Motorized Vityaz platoon

-Chechen Rebels

-BMD-2

Special Thanks:

-Everyone at Shack Tactical

-BIS for this great game

-Armaholic.com

-Monsada for his UPSMON script

-Colonel Stagler for his Chechen Rebel units

-A.C.E team

-tpw for Simple Breath Fog Script

Change log:

-1.1: misc changes

-1.2: Changed weather and time of day,adjusted triggers and enemy positions,added foggy breath,other small changes

-1.21: Fixed error with mission map not loading.

Requirements:

-Arma 2 CO

-CBA

-ACE

-ACEX

-ACEX RU

-Chechen Rebels

Downloads:

http://www.armaholic.com/page.php?id=13736

Contract Crimson

Arma2_Contract_Crimson.jpg

Mission Description:

Contractor's insert into Fallujah to recover captured pilot

Features:

-UPSMON patrol script

-A.C.E wounds and features

-Lead a 5 man desert mercenary squad

-SpecOps, Mercs, BlackOps and OpFor units

-Hostage rescue

-Close quarters combat

Special Thanks:

-Everyone at Shack Tactical

-BIS for this great game

-Armaholic.com

-Monsada for his UPSMON script

-Schnapsdrosel for his SpecOps, Mercs, BlackOps and OpFor units

-A.C.E team

-[ZSU]Blake for his Ai Artillery Framework

Change log:

v1.1

-Changed time of day and added nvgoggles to mission gear

-Fixed error with UPSMON

-Small misc changes

Requirements:

-Arma 2 CO

-CBA

-ACE

-ACEX

-SpecOps, Mercs, BlackOps and OpFor units

-Fallujah

Downloads:

http://www.armaholic.com/page.php?id=13906

Capraia Marines

Arma2_Capraia_Marines.jpg

Mission Description:

Capraia Marines mission pack

Features:

-UPSMON patrol script

-A.C.E wounds and features

-Six missions set on Isola di Capraia

Special Thanks:

-Everyone at Shack Tactical

-BIS for this great game

-Armaholic.com

-Monsada for his UPSMON script

-NG-Studio - Gamerz and Nanucq for Isola di Capraia

-A.C.E team

-[ZSU]Blake for his Ai Artillery Framework

Requirements:

-Arma 2 CO

-CBA

-ACE

-ACEX

-ACEX RU

-ACEX USNAVY

-Isola Di Capraia

Other Thoughts:

-These are Six missions i made when i was first learning to make maps,i was originally planning to not release them but it was requested.I updated them but they are still basic missions,im sure there's still fun to be had though.Im working on a fully featured Capraia mission that will be released sometime in the future.

Downloads:

http://www.armaholic.com/page.php?id=13921

Edited by sdood

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Will you be updating your EOD missions with the update IED detection script?

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Without pulling the mission apart .. is it possible for a nonACE variant (obviously keeping CBA) ?

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Without pulling the mission apart .. is it possible for a nonACE variant (obviously keeping CBA) ?

This.

But would like (like all addon dependant missions) this in vanilla as well, many servers won't run mods that are required to join... kills numbers on 'public' servers :)

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Oh hey sorry guys,i didnt realize this post went through i was waiting for validation and it took a while,missions are on armaholic and i've updated post.I just started a new job and have been busy,i'll try to update my missions when i can,and release other ones im working on.

---------- Post added at 12:25 AM ---------- Previous post was at 12:24 AM ----------

Will you be updating your EOD missions with the update IED detection script?

Yes i will update both missions with latest sr5 script along with other changes i have made.

---------- Post added at 12:30 AM ---------- Previous post was at 12:25 AM ----------

Without pulling the mission apart .. is it possible for a nonACE variant (obviously keeping CBA) ?

I don't know,but i will try to release a non ace/cba version alongside my next version with ace if i can remove dependencies.

I will try to add dedicated server support with my missions,as they only work with listen servers and single player to my knowledge.I don't know how though so i have to figure it out.

Edited by sdood

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I released my third mission Chechen Stalker.

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I updated my mission EOD Alpha to version 1.1,included addon free version.

Released version 1.2 of EOD Alpha,i added BIS first aid modules to the add-on free mission

Released 1.1 of EOD Bravo included add-on free version

Edited by sdood

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With 1.59 AI improvements village fighting in EOD Alpha is fun. But I had a problem where the humvee didn't want to ride into the IED, prefering to circle around it before it finally blew up after a minute or two

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With 1.59 AI improvements village fighting in EOD Alpha is fun. But I had a problem where the humvee didn't want to ride into the IED, prefering to circle around it before it finally blew up after a minute or two

I haven't used 1.59,but yeah i've had the same problem to a lesser extent.

I fixed the problem.I've uploaded v1.3 to gamefront and should be up on armaholic later today or tomorrow.

Edited by sdood

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Chechen_stalker mission cant be found under proving grounds mission list, i think u missed to write the map name in the PBO file.

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Chechen_stalker mission cant be found under proving grounds mission list, i think u missed to write the map name in the PBO file.

Sorry about that,i have uploaded a fixed version v1.21.

Edited by sdood

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Another thing I've noticed about EOD Alpha that I find intrusive

It's the all round defense script.

F.e. often when I order some dudes from my squad to move to one spot and the other dudes to move to another spot to tactically cover the area ARD turns on, they drop their positions and move back which ruins whatever I was planning for them to do.

Same goes for when I want them back in formation. Order them back but ARD turns on again and... eh.

Looks like the script is connected to a medic and whenever I call on him (no matter which objective is) it turns on - is that right?

Another annoyance, but minor one is that civilians stand in one place like nothing's happening even when there is a war going on around them but that's BIS to blame I presume - just saying that it breaks immersion quite a bit if there's something that can be done about civies

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Another thing I've noticed about EOD Alpha that I find intrusive

It's the all round defense script.

F.e. often when I order some dudes from my squad to move to one spot and the other dudes to move to another spot to tactically cover the area ARD turns on, they drop their positions and move back which ruins whatever I was planning for them to do.

Same goes for when I want them back in formation. Order them back but ARD turns on again and... eh.

Looks like the script is connected to a medic and whenever I call on him (no matter which objective is) it turns on - is that right?

Another annoyance, but minor one is that civilians stand in one place like nothing's happening even when there is a war going on around them but that's BIS to blame I presume - just saying that it breaks immersion quite a bit if there's something that can be done about civies

Okay, i'll do more testing with ARD see if i can fix those problems if i cant i'll remove it. I'll also try and do something with the civies in my next update.I'm probaly just going to wait for the stable release of SR5.Thanks for your input.

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I think it will be a good idea to let the player choose when to turn on ARD

F.e. you can put it to 0-0-1 radio command

Set a boolean variable

0-0-1 to turn it on when it's false

Then 0-0-1 to turn it off when it's true

If it's possible for ARD of course

If civies are pre-set and not a BIS module you can group them and then order them in danger mode or something using OPFOR spots BLUFOR area trigger

Another suggestion is for you to set two auto-save points for players who play on higher difficulties

One before the second village and one after

Edited by metalcraze

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I think it will be a good idea to let the player choose when to turn on ARD

F.e. you can put it to 0-0-1 radio command

Set a boolean variable

0-0-1 to turn it on when it's false

Then 0-0-1 to turn it off when it's true

If it's possible for ARD of course

If civies are pre-set and not a BIS module you can group them and then order them in danger mode or something using OPFOR spots BLUFOR area trigger

Another suggestion is for you to set two auto-save points for players who play on higher difficulties

One before the second village and one after

I'll look into seeing if its possible to turn ARD on and off via a radio command.

Civies are pre-set,im going to test an updated version of UPSMON on the civies which fixes some bugs they had when using UPSMON.I'll also test your method.

I'll also set auto-save points as you suggested.

Thanks for the suggestions i've only been using the editor for about a month and a half and am still learning,so help is appreciated.

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Released mission Contract Crimson.

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Just finished Contract Crimson, excellent mission!

Thanks

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Hey sdood you know that there is no night vision in the gear selection for Contract Crimson right? Is that intentional? The Mercs don't start with NVGs by default and the mission starts late evening and it gets too dark to see very quickly.

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Hey sdood you know that there is no night vision in the gear selection for Contract Crimson right? Is that intentional? The Mercs don't start with NVGs by default and the mission starts late evening and it gets too dark to see very quickly.

Yeah it was,but i'll add them to gear selection next update.I dont really like to use nvg's and for me it wasn't dark enough to really need them.

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Released Capraia Marines mission pack.

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Played "Chechen Stalker" - thats nice, mate :)

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Played "Chechen Stalker" - thats nice, mate :)

Thanks.

Edited by sdood

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