Rankandfile 1 Posted April 23, 2012 (edited) [sP] We don’t negotiate… Author: Rankandfile Description: A four man team of operatives is inserted outside of a compound near Zargabad in order to conduct reconnaissance, coordinate an air assault, and rescue a hostage. Features: • Custom sounds and music(some) • Working briefing • Weapons selection prior to mission start • Stealth operations • Other stuff I thought was cool Updated version available! Version 1.2 of "we don't negotiate" is available. Download version 1.2 here: http://www.gamefront.com/files/21643090/WeDontNegotiateV1_2_Zargabad_pbo Fixes: -Fixed trigger issues with detecting Aziz -Killing roof guards should properly trigger airstrike availability -Helicopter extraction is working smoothly now! -Various other optimizations As always feedback is encouraged and appreciated! Requires: Arma 2 Combined Operations Installation: Download .Pbo and move to Arma directory (example: C:\Program Files\Bohemia Interactive\Arma 2\Missions) Credits: Bohemia Interactive, Mr. Murray for his editing guide, countless examples and info from people in the forums. Used song by RamJam and Dropkick Murphy's, COD sounds, GK sounds. Also disassembled a great mission, Operation Black Thunder by Toasticuss, to reverse engineer some stuff. Notes: This is my first mission! Feedback will be greatly appreciated (as long as its good feedback, maybe use a compliment sandwich) Edited May 3, 2012 by Rankandfile Share this post Link to post Share on other sites
Stagler 39 Posted April 23, 2012 • Other stuff I thought was cool Best mission description ever. Share this post Link to post Share on other sites
Variable 322 Posted April 25, 2012 Thanks for this mission Rankandfile! I had lots of fun playing it! Watching that AI squad being inserted to the roof of the villa and clear it was a prime moment :) Two issues though - When I reached the HVT the it said "Aziz located in the villa" (or something like that) although I didn't reach the helipad and didn't see Aziz or his guards. When I saw the message I called for the Airstrike and from that point they did it all by themselves, I was a bit disappointed that I couldn't clear the roof guards by myself as intended. The second issue was that the Chinook was going up and down at the extraction, landing about 400m away from us, I had to chase it in order to put my team and the HVT inside. All in all - great fun! Do you have more missions, or plan to release more at the future? Thanks for making this! Variable Best mission description ever. That's one way of discouraging a mission maker. Share this post Link to post Share on other sites
zatoichi 10 Posted April 26, 2012 Really nice opening. This mission definitely has potential to be sweet. There were a few bugs/confusing aspects for me. One of the tasks is to confirm the presence of the convoy (?) but I was never able to do so. Another is to elminate the guards on the roof, but there was only one up there. Sometimes he's not up there at all. The Aziz part only works for me when I enter the villa myself and kill him, although once I got the 'Aziz has been killed' message before I even reached the compound. When I finally killed Aziz/called in the airstrike/picked up the HVT, my team just ignored all my orders. Somehow we all got back to the waiting Chinook, but there was so much phaffing about the pilot just turned off the engine and essentially folded his arms. :D Just a bit of polish and this will be a great little mission. Share this post Link to post Share on other sites
Rankandfile 1 Posted April 26, 2012 Hey guys thanks for trying my mission out! Especially thanks for the feedback, the issue I have with making missions is that I design them with how I would approach the mission in mind, so some of the triggers are thrown off by a different approach. It's definitely good to hear some of the specific glitches you guys ran into so i can work something out for you! @Variable: I am working on another mission using Lingor island and PRACS units, it may be a campaign if i can figure out how. Currently i plan on having the player lead a Pathfinder team prior to an airborne assault to capture an airfield. the first mission will have the pathfinders clear an LZ for the incoming Para's, then move out to take out 2 SAM sites. The second mission will have the pathfinder team join the assault on the airfield with the paratroopers. It should be done in the three weeks. I have finals as well so we'll see :butbut: @Variable,Zatoich: I think maybe ill make it so the airstrike only becomes available after the roof guards are killed, and remove the "1 = player knowsAbout aziz" condition, as its pretty easy for you to tell that the convoy is there without the need to spot 1 specific guy standing by it. That way you get a chance to wipe out the guys on the roof all ninja style and don't have to look for Aziz himself, just his vehicles. I actually did find a more reliable way to configure the extraction, unfortunately it requires stopping the helo's engines, also with the AI roof team involved the helicopter acts a little funny so I'm still working on that. Share this post Link to post Share on other sites
Variable 322 Posted April 26, 2012 @Variable: I am working on another mission using Lingor island and PRACS units, it may be a campaign if i can figure out how. Currently i plan on having the player lead a Pathfinder team prior to an airborne assault to capture an airfield. the first mission will have the pathfinders clear an LZ for the incoming Para's, then move out to take out 2 SAM sites. The second mission will have the pathfinder team join the assault on the airfield with the paratroopers. It should be done in the three weeks. I have finals as well so we'll see :butbut: Looking forward to it! I'll keep my eyes out on you ;) Share this post Link to post Share on other sites
Stagler 39 Posted April 27, 2012 That's one way of discouraging a mission maker. No I seriously meant it. Make a mission with what you think is awesome. Share this post Link to post Share on other sites
Rankandfile 1 Posted May 2, 2012 I assumed you were being genuine, no offense taken Share this post Link to post Share on other sites
Variable 322 Posted May 2, 2012 No I seriously meant it. Make a mission with what you think is awesome. Ok, I read you wrong then. Sorry bout that. Share this post Link to post Share on other sites
Rankandfile 1 Posted May 2, 2012 Version 1.2 of "we don't negotiate" is available. Download version 1.2 here: http://www.gamefront.com/files/21643090/WeDontNegotiateV1.2.Zargabad.pbo Fixes: Fixed trigger issues with detecting Aziz Killing roof guards should properly trigger airstrike availability Helicopter extraction is working smoothly now! Various other optimizations As always feedback is encouraged and appreciated! Share this post Link to post Share on other sites
zatoichi 10 Posted May 3, 2012 Gunfire keeps erupting near the base as I approach it. I don't see any way I was spotted by guards. When I get to the base, the hostages are all together, and dead. Sometimes theres a guard on the roof, sometimes not. Share this post Link to post Share on other sites
monotone 3 Posted May 4, 2012 Just Played this mission. Well-detailed and comfortable difficulty,awesome! If you ever feel dissatisfaction while playing,it's not comes from this mission but entire game. Share this post Link to post Share on other sites
NoRailgunner 0 Posted May 4, 2012 In the end this mission is using too many air support just for the "booom effect". Imo this mission could be a very good one-team stealth mission without trying to make too much noise - just to sneak in, do the job and make it back so the enemy don't know what happened.... of course you would need to adjust some settings so the guards/soldiers won't notice the helicopters. :) Share this post Link to post Share on other sites
Wiki 1558 Posted May 4, 2012 just finished it. cool mission, but I found it a little bit ease... or maybe it's just i'm too good lol. things that can be improved: -use the "objx setTaskState "Assigned"; player setCurrentTask objx; Objx setSimpleTaskDestination (getMarkerPos "marqueur");" commands to make the objectives current for example, set the first objective as current, then when it's done, set objective 2 as current etc... it would improve the playability (to my mind). -don't forget to set the objective destination via Objx setSimpleTaskDestination (getMarkerPos "marqueur"). -remove the TWS weapons, it makes the mission too easy when played with. -write "doneKeys[]={"your_operation};" in the description.ext file and write "activatekey "your_operation";" in the init field of the endtrigger it will set the mission as "completed" in the game menu when the mission is finished anyway, I liked this mission, it was quite fun and enjoyable. Wiki Share this post Link to post Share on other sites
folgore_airborne 1 Posted May 4, 2012 This mission is great! I only found a problem when entering the compound area. The "roof guards" were actually at the bottom floor and couldn't see them all from the outside so I had to enter the building and kill Aziz myself instead of calling the airstrike and letting Team 2 do the job. Share this post Link to post Share on other sites
Rankandfile 1 Posted May 7, 2012 Verison 1.3 available! Download V1.3 here: http://www.gamefront.com/files/21668218/WeDontNegotiateV1.3.Zargabad.pbo Fixes: -Airstrike trigger not working -Deletes unused vehicles and crew -Worked out a bug with the mission briefing and task completion status ---------- Post added at 12:12 ---------- Previous post was at 12:03 ---------- Alright thanks for the feedback guys! @Wiki: I'll get to work on improving the task setting commands (its not implemented in V1.3) @Folgore_airborne: Were they like that on any subsequent play through or was it a 1 time glitch? @Norailgunner: if your interested i can modify it for you, as is i kinda was going for some fx but would not mind sending you a customized version @all: changes might not be til next week as i have finals this week:banghead: Share this post Link to post Share on other sites
NoRailgunner 0 Posted May 7, 2012 Thanks, first good luck with finals and later you may make another more stealthy mission for all who are interested. Just try to view the scenario from the OPFOR side too, eg better placed patrols, overlapping fire zones for static weapons, VIP + his guards drive away if alarm goes up, support/reinforce current position, search/"hunting" teams... :) Share this post Link to post Share on other sites
gambla 10 Posted May 29, 2012 Hi, wanted to give it a try but gave error msg missing "towingtractor" ? Thanks for help. Share this post Link to post Share on other sites
Rankandfile 1 Posted May 29, 2012 That's odd, the towing tractor in the mission didn't come in a mod or anything, its been around since the original game was released... Can you place one in the editor, under empty>cars? Share this post Link to post Share on other sites
gambla 10 Posted May 30, 2012 I had problems with other missions too, so i patched AO to 1.60. This patch didn't autorun from DVD with error A2 showing higher version 1.11. I'll recheck soon. Many thanks ! Share this post Link to post Share on other sites