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kng

Operation Restore Delta coop 2-8p

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Operation Restore Delta



by

KNG

Description:

HQ Command lost two members of Task Force Black. SEAL Team Six comes to the rescue.

Wait for the perfect moment

Last night at 0200 Zulu time HQ Command lost contact with Task Force Black operatives deep in enemy-held territory on the island of Stratis. EUCOM immediately relocated SEAL Team Six to the Mediterranian Sea for deployment on Stratis to search for and rescue Task Force Black. UAV surveillance of the area shows a lot of unexpected movement in the town of Agia Marina. HQ Command suggest that the missing Task Force members are probably being held here and are to be transfered to the Airport of Stratis for a further extraction to Iranian held territories. SEAL Team Six is adivsed to move in on a possible prisoner escort heading to the Airport and secure the captives. Ambush the escort, free the Task Force members and proceed to the Checkpoint to gain access to the Airport.

Breach the checkpoint

HQ Command and OPSAT consider extracting the prisoners by capturing two KA-60 Helicopter stationed on the Airfield near the town. Six is advised to breach the entrance and gain access to the Airport by taking down checkpoint Romeo Delta.

Sabotage the Airport Control Tower

Extracting the prisoners won't be easy. If Six wants to get out with the KA-60 Helicopters without alarming every enemy Aircraft in the Mediterranian Sea they will have to sabotage the Airport Control Tower first. Six is tasked to close in on the Control Tower to take it down. Be advised. UAV imagery shows possible movement on the roof of the installation. OPSAT concludes that the enemy will have heavily secured the Airport.

Secure the KA-60

Securing the KA-60's will be a critical moment of this mission. Satellite imagery shows at least three KA-60 stationed on the Airport. To secure the extraction Six is advised to destroy one of the Helicopters and capture the remaining KA-60s to get off the island.

Exfiltrate SEAL Team Six

Exfiltrate SEAL Team Six and the secured Task Force members to waypoint Echo Delta.

Features:

  • coop mission for 2-8 players
  • animated NPCs - guards in checkpoints, roadblocks, buildings now use most of the available animations in the alpha. (repairing stuff, just sitting around, talking etc.)
  • revive
  • everybody can revive, no medkit needed
  • respawn
  • vehicle respawn
  • mission intel on map
  • 5 tasks to complete the mission
  • do it like rambo or take the stealth approach (diving, snipers etc.)
  • took us around 1h30min to complete the mission, we took the stealth approach
  • guarded roadblocks
  • guarded checkpoints
  • dudes in buildings
  • dudes on buildings
  • boats
  • proper ambient radio chatter is now heard when completing objectives and clearing checkpoints
  • stationary HMG's - as always, be careful, be prepared and be smart
  • play as two TASK FORCE BLACK captives that are being rescued by SEAL Team Six

What you do as the captive Task Force member:

At the beginning of the mission, while the SEAL Team is taking it's position, you start in a building, get out and follow the guards with the red hats. YOU'RE FORCED to WALK in this moment, don't even bother trying to run, it won't work. Once you have been secured by SIX you will be able to freely move around as fast as you want. :)

Installation:

Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder.

Known issues:

dudes with guns walk slightly slower than dudes without. :/

always wait for someone in your team to revive you, there's plenty of time to do so, every player can revive other players, no medkit needed, only try to respawn if there's no other way out or everybody is dead. it takes away the full experience when you have to walk the way back to your squad / team.

sometimes after completing a task the mission objective is not updated for some players. (is the objective done a titletext will appear for every player on the screen telling you the objective is done and to remind you to manually set the next task.)

after loading the map briefing and task are not displayed, you have to open the map once you've spawned to see the briefing / tasks

Media:



Changelog:

v2.1

  • fixed compatibility issues with Arma 3 0.54
  • added TAW View Distance Script
  • added TAW Virtual Ammo Box
  • highly increased performance thanks to murkspawn script
  • added proper loading screen / map description info

Download v2.1: http://www45.zippyshare.com/v/3390622/file.html

Credits & thanks:

aeroson

fackstah aka cousin roman

RoXoR

Maj. Ellman

ZeroSeven aka http://www.youtube.com/user/armaidiot

Freizeitsoldaten for testing the missions :)

Simple Vehicle Respawn Script v1.8 for Arma 3

by Tophe of Östgöta Ops [OOPS]

=BTC= Revive

Created by =BTC= Giallustio

version 0.4

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We just played this (two players, both newbies).

It was fun, especially at first, though we never found anything to ambush in that first task. I'm not sure what was supposed to happen there. We armed ourselves at the virtual ammo box, and then went up the road towards the town, killing the enemy (and a couple of trucks). But that armored truck never moved, so I still don't know what we were supposed to ambush.

Note that the AI was completely broken in some cases. We couldn't kill one guy at all, even walking right up next to him and blasting away. But he didn't react to us in the slightest. Others would just let us shoot their companions, and then them, without reacting either (though those enemy would die). And we'd see soldiers spawning right in front of us and instantly falling over dead.

But there were plenty of enemy who did shoot back, especially for just the two of us. That was a lot of fun. But after awhile, we got tired of walking back from the spawn point, so we just quit. (Note that we did find two trucks we could take, not too far away, but it was a long mission, and we got further and further away all the time.

Still, I enjoyed it. I still like Operation Fallen Star the best, but this was fun. And if we'd had more players with more experience, we probably wouldn't have died so often. (With just two people, it's harder to revive one of us without the other dying, too.) Thanks!

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hey WCG, thanks for the feedback.

this mission was more like an experiment in the first place. The idea was to have one or two players fill the "Hostage" slots in the beginning of the mission. Basically you have two hostages, being escorted out of the town towards the airfield, while the Seal team is approaching the area and setting up an ambush to free the hostages. It doesnt work properly when you have no one select the hostage slot in the beginning, since the "patrol" that leads the hostages out of the town won't start walking towards the gas station (that's why you could'nt complete the first objective, since the appropiate patrol never showed up in the first place). Once you've freed the "hostages" player(s) you make your way through the airfield, taking down the control tower and trying to secure the helicopters to make your way out.

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It doesnt work properly when you have no one select the hostage slot in the beginning, since the "patrol" that leads the hostages out of the town won't start walking towards the gas station (that's why you could'nt complete the first objective, since the appropiate patrol never showed up in the first place).

OK, that makes sense. And it sounds like a neat idea. As we recruit some more old farts to play with us, we'll have to give this another try. Frankly, as newbies, we just need the shooting practice, and this gave us plenty of that anyway, so we still had a good time.

KNG, how many missions have you created? I've become a big fan of the missions I've found so far, but I'm not sure how to search for others. Is there a link to a single location that at least lists the Arma 3 missions you've made?

Bill

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thanks again, really appreciate this.

all missions I created can be found on armaholic.com.

In order of release:

Operation Spartan S*T*A*R*

Operation Fallen Star

Operation Angry Ackbar

Operation Restore Delta

Operation Brain Surgery

Fire From the Sky

I recently updated Operation Angry Ackbar / Brain Surgery, looks like the armaholic admins haven't updated their database with the newest version, yet. So make sure you download the latest Version from the links provided in the post, just scroll down and take the latest download that can be found in the changelog.

Have fun :D

Edited by KNG

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In order of release:

Operation Spartan S*T*A*R*

Thanks for the list, KNG. We tried "Operation Spartan Star" last night - lots of fun! There were just two of us, and the two AI who came along kept getting killed, so they'd respawn back at the beginning. Thus they spent most of the mission walking cross-country to rejoin our party. :)

But they weren't missed (except, maybe, for the medic, occasionally). With the mortar, and the scope on my rifle, it was just about right for us - easier than your later missions. In fact, it's the only mission we've actually completed. (Again, we're just two newbies.)

Thanks for another enjoyable mission!

Bill

PS. In your later missions, enemies can be almost anywhere, it seems. I mean, they're not restricted to certain locations (or, if they are, there are lots of locations). That makes them harder, because you have to stay on your toes throughout the mission. (I remember trying to flank one location, far to the east, only to aggravate soldiers who wouldn't have been anywhere near the action, otherwise.)

But I like that,... even though I really don't need harder missions! I just like that I can't walk through the countryside completely unconcerned until I get close to the target. (I also like random elements, so we can play a mission more than once without getting the same experience.) This mission - your first, apparently - was more like the typical mission in that respect. I'm not criticizing it, because it was lots of fun, and it was something we two newbies could complete without dying too often. :)

No, it's just that I think you've improved on your mission-development abilities since then. As much as I enjoyed this mission, there are features in your later missions that really add to the experience. In those, you can encounter patrols almost anywhere, so you can't just idly run from place to place. (So far, we haven't played any of these more than once, so I don't know how they vary on replay.)

Edit: Oops, I forgot a couple of things about the mission:

(1) That first enemy base was almost completely undefended. I'm not sure if that was intentional.

(2) The enemy helicopter apparently crashed on its own. At least, we completed that part of the mission without doing anything, and we never saw it again.

Edited by WCG
Forgot something

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