Li0n 10 Posted July 5, 2011 (edited) Ghost Recon: Flame Pillar So, when I saw Lightspeed_aust work I decided to port GR missions too :) This is the mission from GR: Desert Siege. The goal was to create maximum similarity to original ( up to my skills and engine limitations ) BRIEFING: It looks like we have a rush job on our hands. We're making good progress in the push for Massawa itself, but the Ethiopian forces have accepted a scorched-earth policy as they fall back. Their latest target is the refinery complex just outside the city, one which Eritrea desperately needs intact. Recon reports that the Ethiopians have already leveled part of it, however, and they're in the process of planting the charges that will destroy the rest. We can't allow that to happen. You'll be approaching the refinery from the south. Move in, secure it, and deal with the squad planting the demo charges. We've also heard that some members of the refinery staff were taken hostage, back when the invaders thought that they would be operating the refinery themselves and needed expertise on hand. Find the survivors still being held hostage and extract them along the rail line that links the complex to the main track grid. Again, if you can, eliminate all of the enemy forces on site. However, rescuing the hostages and the refinery is more important. Features: Non-standart, specially built location Choose kits depending of your class. Manage your groups via high command Cooperative mode ( 8 players ) Change log: ver 3 -More authentic landscape -ACE compatible -Added specialist`s kits -Intro removed completly -Changed some task`s location -Small bugfixes ver 2 -No intro in multiplayer now -Chaged weather a bit -Added script to disallow sharing your equipment on loadout choose ( any dropped equipment will be dissapear ) -Briefing now appears from the very begining -Various bugfixes and optimization Armaholic mirror : - Ghost Recon: Flame Pillar Co-08 (@) Requirements: - Arma 2 - Isla Duala - MAP Editorupgrade (EU) - [AS] Editor Updates Edited July 19, 2011 by Li0n Share this post Link to post Share on other sites
icebreakr 3156 Posted July 5, 2011 Outstanding! Been dreaming about this mission ;) Share this post Link to post Share on other sites
lightspeed_aust 681 Posted July 5, 2011 Lol cool - good to see some more GR rolling out - is it mp compatible? Lighty Share this post Link to post Share on other sites
silent_op.pxs 10 Posted July 6, 2011 Interesting...I'm going to have to take a look at this. :) silent_op Share this post Link to post Share on other sites
Kyle_K_ski 1 Posted July 6, 2011 Is this playable in single-player? If so, how would I go about playing it? If you can't tell, I'm not an online player at all, so I've yet to even touch ArmA II's multiplayer GUI. Any detailed help on this, if it is playable in single-player, would be greatly appreciated, as I love Ghost Recon! Thank you! Share this post Link to post Share on other sites
jeza 5416 Posted July 6, 2011 Ah great was just replaying this one on GR, buggers kept hiding behind those pipes! Many thanks for the work will try it out later. Regards Jeza Share this post Link to post Share on other sites
zonker3210 1 Posted July 9, 2011 Is this playable in single-player?If so, how would I go about playing it? Place the PBO in the "Missions" folder in your Arma2 game directory. @Li0n: I started the mission but the loadouts offered were, in my opinion, so poor that I quit before leaving the drop-off point. It's a shame that the loadouts were so intentionally crippled because it looked like it could be a good mission based on the description. Share this post Link to post Share on other sites
Li0n 10 Posted July 9, 2011 Well, these loadouts - part of Ghost Recon style of the mission. Share this post Link to post Share on other sites
zonker3210 1 Posted July 9, 2011 Well, these loadouts - part of Ghost Recon style of the mission. Fair enough. I do think that the Arma games are sufficiently different from the GR games in so many ways that completely different loadouts are warranted. That's just my opinion, though, and I hope my previous comment wasn't seen as insulting you or your work...after re-reading it, I have the same opinion today but I think I'd phrase it differently. All the best, - z Share this post Link to post Share on other sites
lightspeed_aust 681 Posted July 10, 2011 My experience has shown you need to give the players a choice of weapons. Provide an ammobox or vcl with custom weapons inside. Not too many but some options are good. Share this post Link to post Share on other sites
Li0n 10 Posted July 10, 2011 Thank you guys for your comments :) Mission updated to version 2 http://zalil.ru/31401929 -No intro in multiplayer now -Chaged weather a bit -Added script to disallow sharing your equipment on loadout choose ( any dropped equipment will be dissapear ) -Briefing now appears from the very begining -Various bugfixes and optimization Share this post Link to post Share on other sites
eaglezero6205 10 Posted July 12, 2011 (edited) I have to say I downloaded this expecting at least a somewhat satisfying mission considering it was released to the community,and Right away I was disappointed, I can deal with the Weapons load outs available. but I about had it when I realized that I had to run half the map in one direction or another to get around a fence with not a single hole in it or a single pole set high enough for me to crawl under. Not to mention the only 2 men with me to get under. If USING ACE some cutters BUT NOPE. So I ran 5 football fields in a direction just to run back 5 on the other side to get a round a fence that would have been simple to just cut via wire cutters ACE ADDED or even a trigger to destroy a small portion. I even went as far as trying to 203 the dang thing. When I got to the Compound I was however happy with its construction. I give this an A for the Effort building the Compound but the mission itself lost all replay value when I was not given means to overcome a simple obstacle. I would like to see this mission with ACE2 as it would add replay value due to the fact you have wire cutters. And without the NO picking up weapons script because even in ghost recon you can pick your weapons back up not to mention your fallin comrades weapons. Edited July 12, 2011 by Eaglezero6205 Share this post Link to post Share on other sites
lightspeed_aust 681 Posted July 12, 2011 even in ghost recon you can pick your weapons back up not to mention your fallin comrades weapons. that's incorrect sorry - it was a failure in GR.re: i would put a couple of markers on map to show where fence can be breached and then set a trigger there to knock the fence over after 10 seconds. i even have an .ogg sound of a fence falling over if you would like it :) Share this post Link to post Share on other sites
giorgygr 61 Posted July 12, 2011 (edited) Hi. I haven't played the 'original' GR mission-but i absolutely like the idea. I read the previous comments about loadouts etc..and i agree to some point with the guys that says its "poor selections" The ArmA is pro-class game and the difficulty (even in enemy A.I skill and players life expectancy/wounding system) its really huge. I *personally when play SP missions,my goal is not only to fulfill the mission objectives-but to bring back to their 'homes' my *poor A.I teammates. So..i think i must have the right tools to do so.. In that particular point i must say i m ALWAYS using ACE and i encountered some problems related with my A.I's spotting ability (minus zero)..and as result with the first firefight i have suffered very serious casualties. (If more people can confirm that ,it will be nice..) (Oh!..i forgot.. The High command module think it worked nice) About the other mate who complained about the fences..there is a "Demolitions class" soldier among group BRAVO. ("T" key->select) I don't know if it works the same way with "vanilla" tho.. I must say again..i like very much this mission/styles and thanks for the hard work-but i m lookin' forward for any suggestions with my friendly A.I's spotting problem-its really making this totally unrealistic :/ Edited July 12, 2011 by GiorgyGR Share this post Link to post Share on other sites
Li0n 10 Posted July 12, 2011 Eaglezero6205 You can blow it up with a satchel ( Demolitions man loadout ). Or run 300 meters to right and just enter. And without the NO picking up weapons script because even in ghost recon you can pick your weapons back up not to mention your fallin comrades weapons. Picking up weapons is restricted only on loadout choose. After it is must be the same ( if no - it is a bug ) i m lookin' forward for any suggestionswith my friendly A.I's spotting problem-its really making this totally unrealistic :/ Go to the difficulty settings and in the bottom you will see 2 drop-down menus: Allied forces: Enemy forces: Then try to set Allied to Expert and Enemy to Newbie. I can`t do any from my side, skill bar of Ghosts already set to maximum. About ACE - I will try to implement support of it. Share this post Link to post Share on other sites
giorgygr 61 Posted July 12, 2011 Really thanks mate. As i said..i m looking forward to 'fully' enjoy this mission..and i m waiting for more and more based on this 'template' :) Share this post Link to post Share on other sites
MissionCreep 12 Posted July 12, 2011 I have to say I downloaded this expecting at least a somewhat satisfying mission considering it was released to the community,and Right away I was disappointed.... This mission seems to have lived up to its moniker "Flame Pillar". I've downloaded it, and will give it a try. Share this post Link to post Share on other sites
Li0n 10 Posted July 18, 2011 Update to version 3: -More authentic landscape-ACE compatible -Added specialist`s kits -Intro removed completly -Changed some task`s location -Small bugfixes Download Added 2 needed addons: MAP Editorupgrade (EU) [AS] Editor Updates Share this post Link to post Share on other sites
icebreakr 3156 Posted July 19, 2011 What does it mean - ACE compatible? Share this post Link to post Share on other sites
P3ndulum 10 Posted July 19, 2011 I like this mission!! I find it hard but enjoyable.I've not even got to the power plant ( forgot what it is ) I get slaughtered b4 I get there. I'm totally new to arma 2 etc so this has a major part in this. Very well done my friend. I'll look for mote mission that you have made. Thanks!! Share this post Link to post Share on other sites
Li0n 10 Posted July 20, 2011 What does it mean - ACE compatible? It means - BIS First aid modules disableing and Bandagess, Morphines etc adding to inventory when ACE enabled. Thank you :) Share this post Link to post Share on other sites