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bboy

[SP-OA] Echo On The Ground ...by bboy

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bboy proudly presents...

"ECHO ON THE GROUND"



bohemiaecho.jpg

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Description:

In one action in Zargabad one of your operative was captured by the Takistanis... Your job is to liberate him and bring home safely... Use CQB tactic and relase him...

Required game version:

Operation Arrowhead

Type:

SP Mission, Close quarters battle (CQB)

Required addons:

Desert Mercenaries and BlackOps by SchnapsdroSel

http://www.armaholic.com/page.php?id=6471

Recommended addons:

RH SMG Pack by RobertHammer Optional

http://www.armaholic.com/page.php?id=13788

...or some other addons by RobertHammer :)

Features:

- random positions of the objectives

- insertion on the roof of the building

- sountracks from the movie "The Rock"

- custom load-out at the briefing

Any feedback is strongly recommended and appreciated! :)

Have fun and good gaming!

your bboy :)

Downloads:

Mediafire

Non addon version:

Mediafire

Edited by bboy

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hi.

glad to see a new SP mission.

howver, can't play it in both version, because there is a BINK_SF addon missing.

you may wanna erase it from the mission.sqf file then upload them again.

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Ups... but, what is that addon? I used only Mercenaries..

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I tried to load the mission twice after you last post...#5 and it still is not working...could you pls double ck your link for the updated version because something still isn't right...thx!

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I tried to load the mission twice after you last post...#5 and it still is not working...could you pls double ck your link for the updated version because something still isn't right...thx!

I will check... But, i dont understand... You cant download or cou cant play?

---------- Post added at 08:03 PM ---------- Previous post was at 07:21 PM ----------

version=11;

class Mission

{

addOns[]=

{

"zargabad",

"CAAir_E_AH6J",

"bb_oa_mercs",

"cacharacters_e",

"camisc3",

"cawheeled_e_s1203",

"CAWheeled_E_Volha",

"CAWheeled_E",

"CAWheeled_E_Old_moto",

"catracked_e_m113",

"cawheeled_e_suv",

"CAWheeled_E_LandRover"

};

addOnsAuto[]=

{

"bb_oa_mercs",

"CAAir_E_AH6J",

"cacharacters_e",

"CAWheeled_E_Volha",

"CAWheeled_E",

"CAWheeled_E_Old_moto",

"catracked_e_m113",

"cawheeled_e_s1203",

"camisc3",

"cawheeled_e_suv",

"CAWheeled_E_LandRover",

"zargabad"

... this is form the mission file... is something wrong?

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I can play the non-addon version, but of course I want to try the ADDON version with BB-Mercs....for some reason, it says "missing dependent addon BB-Mercs...blah blah blah....".

I tested BB-mercs in my editor, and it loads up OK...I think maybe...same problem as in post #2 by Wiki?

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Ah! Another mission by bboy. Must be a good one then. Adding to my list! :)

Thanks bboy!

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I can play the non-addon version, but of course I want to try the ADDON version with BB-Mercs....for some reason, it says "missing dependent addon BB-Mercs...blah blah blah....".

I tested BB-mercs in my editor, and it loads up OK...I think maybe...same problem as in post #2 by Wiki?

In any case... you played! :) Did you like it?

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I didn't finish but I like some of the editing skills you show in the mission but........and there is always a but.......:p

As soon as I release the Operative, I point him to a dead enemy so he can Gear up. As soon as I do that, I get joinSilent with the other team members, who are across the street.

As soon as the join, there is armor coming down the street. It is difficult for me to control the other members and the Operator gearing up at the same time. Because of that, I loose some of my new men to the armor coming in. If I scroll with STOP...they will stop and sometimes where they stop is out in the open. Difficult to control that......so, in my opinion, they should join a bit later, like when I get outside with the operator, as better to control the AI. Also, player is given a back pack and suggested to take AT weapon....I'd suggest this: Have one of the AI with AT, take out the armor. Later, send in more armor for the AI with AT to take out later in an ambush situation........my thoughts.......so far....

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Thanks for the feedback Kommiekat! 'll take note of.. ;)

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But you understand and see what I am saying, right?

When Operative joins, both player and Op are inside, second floor, in dialog. At that moment, I'd have the enemy armor come down the street, the AI across the street takes it out with AT weapon.

Then the joinSilent. Later in the mission after joining with new members, have some more armor coming in, if you want. One AI with AT has about 3 missiles in his pack. Just my thoughts. BTW, the shoot out in the buildings before I get to the OP was really nice. Very very active. Makes the player rush to the rescue, but same time slow down because of the danger. Nice Helo insertion on the roof as well....you did that one very well...........I'm going to "borrow" it for one of my missions later....:eek:

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I enjoyed the mission, though I haven't yet fully completed it. However (this is in the no-addon version) the little bird hovers above a gas station, and when exiting the chopper you fall, and are injured. This has happened 100% of the time, and I have started the mission many times to verify this behavior.

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I enjoyed the mission, though I haven't yet fully completed it. However (this is in the no-addon version) the little bird hovers above a gas station, and when exiting the chopper you fall, and are injured. This has happened 100% of the time, and I have started the mission many times to verify this behavior.

First of all, thank for playing! :) Personally, i tested both version bunch of times... every time chopper hover over target building (not at the same position normaly...), i putted a waypoint just over the building... Well, i'll wait other to say they opinion.. if the problem persist, i wil try to change something... ;)

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I can confirm what AlphaSix said. At least, I have just played three time the no-addon version and the helo hover above a spot that is too North compared to the target building. The little bird just start decelerating when it passed over the target building and stop too far compared to the aimed position.

I didn't try longer and thought it was due to the fact that I played with multiple mods (ACE+ASR AI+JSRS...) I will try with vanilla version when I will have more time.

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I can confirm what AlphaSix said. At least, I have just played three time the no-addon version and the helo hover above a spot that is too North compared to the target building. The little bird just start decelerating when it passed over the target building and stop too far compared to the aimed position.

I didn't try longer and thought it was due to the fact that I played with multiple mods (ACE+ASR AI+JSRS...) I will try with vanilla version when I will have more time.

thanks for trying man... well, this is made with no addons, exept mercenaries... I personally using JSRS but no ACE or others...

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So, this failed dropping point was due to ACE.

It now works all right.

Thanks for this fast CQB drill.

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