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wiggum2

Co10/Co05 - The Jackals: No-fly zone

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I always liked those NAPA vs. ChDKZ scenarios, i always liked Chernarus and i love low-tech Weapons...

So i had the idea to create a whole series of such missions !

No-fly zone is the first mission and currently not final, but i already give you the ability to play it and give me some feedback !

In all those mission you will play as member of a infamous Chernarusian resistance group calling themselve "The Jackals".

The mission are all about a more stealth approach, you have no real chance in a open fight and have to use hit and run tactics.

Also you are always low on weapons and ammunition, some of those amateurish guys not even have their own map...

Description:

23-Mar-1998

In this mission, it's your task to force a "no-fly zone" over Chernarus because the United Nations Security Council is blocked by Russia and China in this question.

Many resistance fighter and civilians got killed and injured by ChDKZ airstrikes lately...

The Jackals will try to destroy the two Su-25 currently based at the Balota airstrip in a night raid, this would have a severe impact on the small ChDKZ airforce.

Features:

  • No addons needed !
  • NAPA vs. ChDKZ
  • Three different teams and a commander that can use the High-Command interface to control the other teams
  • Bright night conditions
  • Using my WPDS script for a more authentic enemy behaviour
  • Random enemy patrols and defense position in the area of operations
  • Random reinforcements using my simple_reinforcements.fsm
  • Using my random_adjust.fsm to randomly reduce the enemy force if there are 5 or less players !
  • Using my Simple Spawn System that works in combination with the great SHK_pos script by Shuko
  • Using Shuko's Taskmaster script for full MP & JIP compatibility
  • Using CLY Heal - a self-bandaging script written by Celery
  • Using a great HUD script also by Celery for player names above heads (only if you are close) and a bandages count + visible damage indicator
  • A special spectator script if you are dead, no need to control this damn bird
  • Enemy accuracy reduced for longer firefights
  • Custom loadingscreen
  • Briefing and Debriefing (Not final yet, still need to create proper notes !)

Remember, this is just a BETA !

The mission was actually never really tested in MP but should work even on dedicated servers.

The mission only works in MP and was designed for 10 players but will also work with less !

Please dont upload this mission on any ArmA site (like armaholic.com) yet, i first want to get some feedback and bug reports to create a fully working v1.0 !

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Ok guys, i think i still had mapclick teleport in the mission i uploaded.

I will fix this with the next version but for now you can just depbo the mission and remove this line from the init.sqf:

// TELEPORT
onMapSingleClick "Player setPos _pos";

As said, new version soon.

I also noticed a strange behaviour on a dedicated server but im not really sure what caused it. The end trigger was triggered to soon and the mission ended while we were still at the starting location...

Did anyone else noticed that (or other bugs) on a dedicated server ?

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I love missions like this. I made a similar one on Fiji where you play as Tanny and Dixon (who else) and have to fight ION patrols etc. I quickly learned that all the Rambo and Far Cry bullshit will just get you killed (like in real life) and had to totally rethink my approach. I found out that the most fun thing to do was to sneak past patrols, ambush lone sentries, do hit and run tactics, etc.

IMO much more fun than conventional force-on-force stuff!

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