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SaOk

[CAMP/SP/MP] Chasing Grim Reaper & Other Old Missions by SaOk converted for ArmA3

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Chasing Grim Reaper

chasetittles.jpg

Orginal A2 Campaign was rated 9/10 in OFPEC

Description:

A former scientist employed by the former Takistan Defense, appears to US outpost in quiet small village Sakhe near a mountain pass, requesting for immediate help. A small journal is about to turn the whole country into deadly chaos.

Features:

-Briefing/Overview/Gear choose for every mission

-Challenging missions with custom difficulty selection

-Much cutscenes and twists in evolving journey

-Basic infantry action with constant heavy independent friendly AI support (+CAS/Mortar Support)

-Many custom gameplay functions (Minefield creating system, Medic packs, Order AI teams between defense lines...)

-Player´s gear is transfered between missions (Use the weapon you find, through the campaign if you like)

-No High Command System (as default, but now as optional feature through custom Command Mode option)

-Massive use of custom-made Ambient Life (Animals, Civilians, Traffic, Crows, Flies)

-Much custom AI scripts (walking in random buildings, trench behaviour, covering, surrendering, creating minefields, tanks shooting buildings, using smokegrenades...)

-Long complex missions made with performance saving methods (Should works good with CPU like Q6600)

-Life multiplier available for high-end computer owners

-Custom voices/sounds (around 500+)

Voice-actors:

- Bardosy (Takistan Civilians, Takibans, Hungarian Combat)

- Domokun (Air Support, British Team Leader, Uncle, SF Leader)

- Nettrucker (Fikri, PMC Unit, Land Support, German Combat, Gas Worker)

- Poacher (British Combat)

- RejenOrst (Austin Paxton, U.S. Combat, Music) - www.rejenorst.com

- SavedByGrace (HQ, U.S. Soldier #1/#2, U.S. Combat, Outro Voices)

- Tslava (Czech Squad Leader, Czech Combat)

Requires AiA (All in ArmA) mod by kju to play (+A2/OA):

http://forums.bistudio.com/showthread.php?152706-All-in-Arma-(AiA)-TKOH-OA-A2-A1-merge-with-A3

Download (Version 0.6): DO NOT YET MIRROR - UNTESTED TEST RELEASE

LINK REMOVED, GOING TO FIX FEW ISSUES

Notes:

-In campaign page, there is currently campaign name error. You need to double click top row on the list box at left to get campaign mission list.

Known Issues:

-Laser-pointer dosent work

-Civilians look quite creepy in their roles

-Lip sync/some animations not working

Let me know of the campaign issues. I will also test the campaign more properly during upcoming days.

Whole Lotta War

wlwtittles.jpg

Description:

Civil war is needed to put to its end. We have reached the first village in our AO - Nur. Our operation is set to push hostiles over the mountain before advancing any forth.

Key Features (WIP):

-Dynamic mission using whole Takistan map

-Different ways to play (as basic infanry group, tank squad, mechanized group, transport/fighter choppers...)

-Dynamic life generator for enemy/friendly units (armies, patrols, scouts, camps, towers, slow/fast-reinforcements, support lines, zones)

-Enemy groups communicate to track player's position, offering still change to flee unnoticed

-Random positioned dynamic tasks to give different feeling for the mission every time

-Much optional, but meaningful tasks included

-All tasks have effect on generating scripts or/and bigger tasks

-Optional HighCommanding (AI groups can handle by themselves too)

-Difficulty level goes slowly higher during progress

-Random events

-Much improved heavy dynamic civilian/animal ambient life

-Many Custom gameplay elements (Smoke signals, dynamic reinforcements, minefield truck...)

-Cutscenes

-Many factions involved

-Made with Perfomance Friendly Methods

Requires AiA (All in ArmA) mod by kju to play (+A2/OA):

http://forums.bistudio.com/showthread.php?152706-All-in-Arma-(AiA)-TKOH-OA-A2-A1-merge-with-A3

Download:

Download from ArmaHolic

Download from DropBox

Change Log:

0.5 A3
-Added new army system (big armies moving on map with own stats figthing with each other virtually or spawned if player is close) 
-Added MQ9 to spot enemy armies with more detailed intel
-Added new custom sounds for noisy goats, sheeps and roosters
-Backpacks added to vehicles
-Some tweaks/fixes (Local Leader isnt deleted anymore)
0.6 A3
-Added AI First Aid Support by DAP 
-Added Medicpacks for units/vehicles
-Armies have bigger min size
-UAVs respawn now too
-Contact loop improvements
-Other tweaks/fixes

Thanks:

-SavedByGrace (Ideas and US battleshouting/AI function voice-overs)

-Rejenorst (US battleshouting and mortar idea)

-Bardosy (hungarian battleshouting)

-Tslava (czech battleshouting)

-Poacher (british battleshouting)

-Nettrucker (german battleshouting)

-OFPEC for feedback

Let me know if you experience slowdowns or other issues.

Black Forest

blacktittles.jpg

Mission Description:

Night is falling over the black forest. Lieutenant Valenta is ready to get some sleep but suddenly he is ordered to meet Captain Vitek at one of the outposts in Black Forest. The trip could already be dangerous with boredom and lack of energy. However after the briefing there is suprises ahead.

Features:

-Overview/Briefing/Gear Choose

-Voice acting/ambient sounds (by SavedByGrace)

-Ability to call reinforcemets

-Sleepy vision/folumetric fog/sleeping/snow/color filter

-Cutscenes

-Optional (half hidden) targets that affect on later objective

-Artillery/Healing/High Command-Modules

-Many FSM/Other-scripts (campAI,spotlightAI,ambientCAR,scoutcarAI...)

-Unlimited Savegames

-About 1,5-4 hour playtime

Requires AiA (All in ArmA) mod by kju to play (+A2, shouldnt require OA):

http://forums.bistudio.com/showthread.php?152706-All-in-Arma-(AiA)-TKOH-OA-A2-A1-merge-with-A3

Download: DO NOT MIRROR YET - TEST VERSION (Going to test better too)

Download From DropBox

Note:

-Many objectives arent mandatory. You can fail the mission only if you die

-Unlimited Savegame by 0-0-1

-Use high command via Ctrl+Space (Available on late mission)

-Use artillery via 0-8-1 (Available on late mission)

-Call reinforcements via 0-0-3 (Available after first proper objective)

Let me know if you experience any issues.

Zub

zubtittles.jpg

Mission Description:

We have located the stolen journal in Chernarus held by insurgents. Your team will take part in undercover operation to get that back by working together with NAPA and CDF.

Key Features:

-Dynamic mission using whole Chernarus map

-Dynamic life generator for enemy/friendly units (patrols, scouts, camps, towers, slow/fast-reinforcements, support vehicles)

-Enemy groups communicate to track player's position, offering still change to flee unnoticed

-Random positioned dynamic tasks to give different feeling for the mission every time

-Much optional, but meaningful tasks included

-All tasks have effect on generating scripts or/and bigger tasks

-No HighCommanding, AI groups instead.

-Difficulty level goes slowly higher during progress

-Random events

-Much improved heavy dynamic civilian/animal ambient life

-Many Custom gameplay elements (Smoke signals, dynamic reinforcements, minefield truck, medic packs...)

-Cutscenes

-Friendly AI groups fighting with player depending on relationship values

-Many factions involved (US, NAPA, CDF, INSURGENTS, CIVILIANS, ARMED CIVILIANS, RUSSIANS, PMC, .......)

-Made with Perfomance Friendly Methods

Requires AiA (All in ArmA) mod by kju to play (+A2/OA):

http://forums.bistudio.com/showthread.php?152706-All-in-Arma-(AiA)-TKOH-OA-A2-A1-merge-with-A3

Download:

Download from ArmaHolic

Download from DropBox

Thanks:

-SavedByGrace (Ideas and US battleshouting/AI function voice-overs)

-Rejenorst (US battleshouting and mortar idea)

-Bardosy (hungarian battleshouting)

-Tslava (czech battleshouting)

-Poacher (british battleshouting)

-Nettrucker (vehicle attached camera)

-Kommiekat (Text corrections)

Change Log:

0.6

-Added sounds for sheeps, goats and roosters

-Various tweaks

0.7

-Added civilian/small enemy camp behaviour functions

-Add fireplaces/trash to villages

-AI is less accurate (when shooting)

-Other tweaks/fixes

1.5

-New tasks (for armed locals)

-Random placed captureable vehicle patrol zones added

-New detailed bigger captureable camps added

-Civilians and friendly soldiers warn player of the nearby hostile bigger camps/vehicle patrols

-New fire script added for insertion/burning villages (A3 effects)

-Player can skip time near any fireplace (mission starts midnight now)

-Insurgent transport chopper may now also commit land insertion (for the cargo)

-Added camp/car alarms (certain nearby AI groups react to those)

-Added refugee camps

-Added sea traffic

-Added gemlights

-Surrendering conditions tweaked

-Overview fixed

-Other fixes/tweaks

Let me know if you experience slowdowns or other issues.

Edited by SaOk

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Known Issues for all missions:

-Some animations not working

-Lip sync not working, vote BIS to fix http://feedback.arma3.com/view.php?id=7669

-White screen during night time (Double click N)

-Avoind alt-tab in Black Forest, before getting NVGoggles

-Briefing text is dark grey

-Blurry Intros, vote BIS to fix http://feedback.arma3.com/view.php?id=7027

-Random crashing http://feedback.arma3.com/view.php?id=7820

Edited by SaOk

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How long do you think it will take to get the CGR co-op missions working? I never finished the video series in A2 and I think it would pretty neat to finish it in A3!

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Converting mostly requires to add the new task code, small description changes, some unit tweaking and adding the new revive scripts for COOP. It took few hours to convert those campaign missions for SP. COOP mission with cutscenes could take some more time, but else I try to convert COOP missions too soon.

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Released the Black Forest mission. Let me know if you spot any issues. I tested the main tasks, but NAPA tasks arent yet properly tested.

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SaOk a new AiA version is out.

The most important aspect for you is to not mix A3 and A2/OA units like you have done already.

Sorry about that - unfortunately no way around that until BI fixes the underlying problem.

On the positive side your missions have their original A2/OA characters back. :)

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Dont worry, I was also missing the old models especially for the campaign. I will tweak the missions for the changes. Mostly I only changed clothing for certain factions with simple loop in init.sqf, easy to remove those and change some classes back (only in Black Forest). Thanks for updating the mod again. :)

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I reuploaded the campaign, Black Forest and Whole Lotta War with fixes for the new mod version.

Edited by SaOk

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Released mission - Zub.

Edit: Re-uploaded, I hope it stopped crashing.

Edited by SaOk

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Thanks for refitting your Arma 2 campaigns to Arma 3 but I can't seem to get Chasing Grim Reaper to work. Whenever I try to find it in Scenarios, it doesn't exist.

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You need to create Campaigns folder in ArmA3 mainfolder (where the missions folder also is) and place the pbo there. The campaign may be then listed as first in the campaign section in the game. There is title missing, so you only see empty list (of campaigns). If you click the list, the missions open under the invisible campaign name. And clicking the mission, you can start campaign or resume old saves. For some reason it refresh the mission list only after restarting the game, but the resume button always takes you to the last save.

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Greetings SaOk, loving the missions, Whole Lotta War especially. I had a problem with resuming my mission, I get a hang then CTD during the loading menu. The load progress bar stops at about 70% and then slow CTDs. Anybody else getting this problem (I'm also updated to newest AiA version)?

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For me the resuming worked earlier (when I played AiA version with A3 units replacing A2/OA ones) and I played the mission about 1-1,5hours, but today the mission crashed early only 15minutes after starting. Not sure yet why it crashes.

As small bug the local leader gets deleted currently if player gets far - better to receive the task from him at roadblock before wandering far (~near Bastam). I will fix it for the next version.

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Yeah I was using A2/OA units when I'd get the resume crash. It may have been because I had my teammates pick up A2/OA weapons perhaps, M16A4 ACOGs and M4A1 ACOGs with no icons in the gear menu? Thanks SaOk.

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You seem to be doing about 15, no seriously, 15 different projects at the same time. Besides coffee and cigerattes, how do you do it?

Surely you work and sleep? Date girls?

You're amazing. Keep up the great work!

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:), coverting old mission for ArmA3 is really quick. Mostly those work without doing anything. I updated the description with loadscreen stuff and moved debriefings there, switched task code, removed static weapons (that caused crashes), added nvgoggles as items and added the new exit animation. Here is the code if someone is needing:

Items/Tasks/Ending:

player addItem "NVGoggles";
player assignItem "NVGoggles";
player removeweapon "NVgoggles";
player addItem "Binoculars";

_nul = ["task1","SUCCEEDED"] call BIS_fnc_taskSetState;

_nul = ["task4","FAILED"] call BIS_fnc_taskSetState;

_nul = ["TaskAssigned",["Step #2: Find the Contact","Step #2: Find the Contact"]] call bis_fnc_showNotification;

[
player, // Task owner(s)
"task2", // Task ID (used when setting task state, destination or description later)
["Insurgents have downed our chopper far before we reached the LZ meetingpoint with Commander Mazur. I need to find a doctor to help my wounded team-mates. Nearby villages could offer medical help if I dont find some local friendly fighters first", "Find Help", "Find Help"], // Task description
(getmarkerpos "obj1b"), // Task destination
true // true to set task as current upon creation
] call BIS_fnc_taskCreate;

_nul = "end1" SPAWN BIS_fnc_endMission;

Description.ext:

OnLoadIntro = "Black Forest";
author="SaOk";
OnLoadName = "Black Forest";
onLoadMission = "Night is falling over the CDF trenches in Black Forest. Lieutenant Valenta is ordered to meet Captain at one of the outposts in the area";

class CfgDebriefing
{  
class End1
{
	title = "Mission Completed";
	subtitle = "";
	description = "This day belongs to us Lieutenant. You did well out there under overwhelming odds. I'm recommending you to command for promotion.";
	backgroundPicture = "";
	picture = "b_inf";
	pictureColor[] = {0.0,0.3,0.6,1};
};
};

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Released new version for Whole Lotta War. The version number is corrected (currently lower than the orginal). I added big moving armies using new scripts. Each have own stats (amount of tanks, infantry, AA/AT-infantry teams, AA vehicles). If different side armies collide outside of player´s sight, they fight virtually loosing "stats", else as spawned if player is close. There is marker over the armies that is invisible over the enemy unless there is friendlies close or MQ9 howering above which also make the amount of vehicles to be displayed as exact value in marker text. Else enemy army stats are displayed unaccurately. When the army is destroyed it currently respawns to it's starting point. I will work more on the system, adding more features (reinfantry, different kind of support...) and tweaking the current ones. The armies are only small part of the units on map, there is still patrols/zones/camps and other things to populate the map too.

Change Log:

0.5 A3

-Added new army system (big armies moving on map with own stats figthing with each other virtually or spawned if player is close)

-Added MQ9 to spot enemy armies with more detailed intel

-Added new custom sounds for noisy goats, sheeps and roosters

-Backpacks added to vehicles

-Some tweaks/fixes (Local Leader isnt deleted anymore)

---------- Post added at 17:06 ---------- Previous post was at 16:17 ----------

Reuploaded the file, DEV-version removed support for vehicleInit-commands breaking init.sqf. Its now fixed. Error message is still coming from one old BIS burn script, I will try fix that too soon, but it dosent seem to be gamestopper bug.

Edit: Reuploaded once more, the error from burn script should be gone. I will fix Zub and check Black Forest soon too. CGR should already work (even there is also fire scripts).

Edit2: Again reuploaded. I fixed finally the smoke signals (now chopper can land closer and nearby friendlies come to help you). Also the armies are little smaller and mostly only enemies react now on sounds.

Edited by SaOk

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I made ticket of the crashing problem. Seems to be the same crash everytime, you can vote BIS to fix it here:

http://feedback.arma3.com/view.php?id=7820

Edit: Made short gameplay video of the WLW:

Edited by SaOk

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New version 0.6 A3 of Whole Lotta War is available.

Change Log:

0.6 A3

-Added AI First Aid Support by DAP

-Added Medicpacks for units/vehicles

-Armies have bigger min size

-UAVs respawn now too

-Contact loop improvements

-Other tweaks/fixes

-Known random crash issue, vote: http://feedback.arma3.com/view.php?id=7820

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I reuploaded the WLW mission with takistan militians removed (takistan army units replacing those) to see if crashing is gone. Someone said those could have caused crashes. With fast testing the mission didnt yet crash, but too early to say.

---------- Post added at 22:43 ---------- Previous post was at 21:07 ----------

Again, reuploaded. Heard and tested that friendly guerrilla snipers with SVD, caused crash when dying. Going to tweak the SVD's away from the other missions too soon.

Edited by SaOk

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I reuploaded the 0.6 version again, this time with tweaked cutscenes (corrected+new animations), enabled civilian/soldier talking system, removed SVDs from some crates and some other tweaks.

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Thanks, :) I had been thinking if its possible to have those global especially sound-files in campaign. Even when 7z packs the campaign it seems to lower the size to that, but this would save some space on HD.

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Zub is available again. Fixed/tweaked many issues. Let me know if it still crashes. Going to test it some more before sending to armaholic.

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