inlesco 233 Posted August 7, 2012 (edited) Overview: A conflict between two local gang occured in Bastam. The town is in ruins. Your squad is sent to eliminate all threat in the area. Lead your men to victory! Features: *extremely detailed war-like environment *room for various tactical decisions *briefing, overview No addons required. Only Arma 2: Combined Ops (it may work with A2: Op. Arrowhead (not tested)). Installation: Put mission file in your A2COdir/Missions folder and play. Download: Mediafire.com (All mirrors appreciated.) NOTE: This single mission is a part of an upcoming campaign, preliminary named 'All-out War'. It tells a story about a full-scale war in Takistan. Wrecks, ruined towns, highly fortificated bases, etc. The campaign concentrates on different perspectives of the same conflict: you get to play as a member of BAF, US Army, UNO, Takistani Army, the local gang, PMC and Special Forces. Storytelling is also important - approx. 30 minutes of cutscene material are in. Also, you'll deploy accros 15+ missions (14 of them are already done). All-out War is still WIP. Hopefully, it'll be released this month. I released this mission to show what's ahead. Any kind of feedback (especially constructive) is welcomed. Thanks for playing. Stay tuned. :cool: Edited August 7, 2012 by Inlesco Share this post Link to post Share on other sites
orcinus 121 Posted August 8, 2012 Played through this only a little way as yet. From the RPT (errors on loading mission): Error in expression <t ["", "BLACK FADED", 9999]; _nil = [bulding1,5,time,false,false] execVM "\ca> Error position: <bulding1,5,time,false,false] execVM "\ca> Error Undefined variable in expression: bulding1 File missions\__cur_sp.takistan\init.sqf, line 8 Error in expression <stObject 55714; building1 setDammage 1; this allowDamage false; building2 = posi> Error position: <this allowDamage false; building2 = posi> Error Undefined variable in expression: this File missions\__cur_sp.takistan\init.sqf, line 8 Error in expression <[0,0,0]]; if (isserver) then { _snd = createSoundSource ["Sound_Fire", getpos > Error position: <createSoundSource ["Sound_Fire", getpos > Error 0 elements provided, 3 expected File ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf, line 59 Link to 9603722b (Obj-110,176:555) not released Also you need to edit the notes in the briefing, looks like they come from Saok's Zub which I guess you used as a template (?). BR Orc Share this post Link to post Share on other sites
pendragonuk 0 Posted August 8, 2012 From a game play perspective, it would be real nice to have a medic in the squad. Save points after completion of individual objectives. It would also be nice if the objectives were listed in order or could be added in turn as each previous one is completed. The option to swap to living squad member to continue the mission without having to return to the beginning if save points are not to be included. But so far so good, real enjoyable game. Share this post Link to post Share on other sites
Brainbug 10 Posted August 9, 2012 From a game play perspective, it would be real nice to have a medic in the squad. Yes, or at least a medic tent or ambu somewhere. First shot fired is a bullet in the leg meaning that you can stay prone for the next few hours. Not fun to play. And I also like a briefing screen before the mission starts, because I usually make some more or less extensive adjustments to the loadouts (e.g. removing binos, pistols and grenade from the AI teammates because they tend to do silly things with it, maybe also switch weapons etc.). It is always a welcome bonus for me if I find some extra weapons to choose from in that briefing screen. Apart from that, a briefing screen lets you familiarize to the situation and the mission goals. Share this post Link to post Share on other sites