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mad_cheese

[SP/A2CO] Raccoon V1.2

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Raccoon

Type: SP

Island: Takistan

Time of day: Night/ Morning Dawn

Weather: Slight fog/Clear

Version: 1.3

Requires: Arma 2 CO 1.62

Download:

Armaholic

Description:

One day after the beginning of Operation Arrowhead, US special forces are tasked to destroy key enemy assets at the Airfield of Rasman.

A year in the making, this is my attempt to mix Arma 2 with some aspects of sneaky stealth games like Splinter Cell. I tried to create a framework that makes sneaking around a bit more immersive in Vanilla A2. You have to move slowly, avoid lightsources and hide bodies in order to avoid an alarm.

Features:

- SpecOps Stealth Mission featuring a total conversion of AI behavior (scripted and working in A2 vanilla)

- Choice of 2 different Insertion Methods (Paradrop OR Infiltration)

- Coordinated Strike of player and friendly AI

-> it's possible to watch the AI's progress via their helmetcam

- Customizable Weapon (optional)

- Custom Enemy Detection System for AI

*Features Line of Sight and Line Of Light (Searchlight/Vehicles)

*Player units and bodies are exposed by working lightsources (Burning barrels,streetlamps,runway lights etc)

*AI can hear footsteps, also silenced weapons (10-20m inside building, 20-25m outside)

*AI checks suspiscious activity with searchlights

*Patrol leaders with weapon flashlights randomly stop to scan areas

*Units react to dead bodies (LOS,Weaponlights and Lightsources are relevant)

*Patrol leaders are able to call in alarm and directly alert near units

*AI who might see or hear a kill will go check out the killsite

*AI vision increases during sunrise

*AI hears footsteps depending on speed and distance

- Additional ROE for AI-Squadmate: Fire only on designated targets / Fire at will

-> (prevents AI from blowing your cover)

- AI shoot flares if they know about player's presence

- AI conversations (if player is close and undetected)

- Full VoiceActing + Enemy Yells

- Custom Music

- Performance friendly methods

- Cinema

Optional Mods:

- JWC_weapon_flashlights

-> will assign russian weapons instead of the M4 if detected

CHANGELOG:

Beta 1.1:

- Outro added, Intro fixed
- Now compatible with ACE (can have minor issues but no gamebreakers)
- AI Scripts improved
 * Enemy reacts to hearing supressed shots (rifle heard further than pistol)
 * AI checking suspicious activity will be assisted by near friendly units
 * All Spotting Functions debugged, improved and optimized for performance
 * Walking on Runway and standing infront of walls makes AI less likely to spot player 
   (only before 4am and if angle is right)
- Option added: Sabotage power generator (turns lights off at airfield for about 3 minutes)
 -> Towerlight added to lightsources
- Function added: View helmetcam Bravo/Charlie (only use in safe situations!)
- Hidden objective added
- UPSMON replaced by simple patrol script
- Shots fired inside of a building are less audible to units outside
- Teammate can be healed if he can't walk
- Units in town are removed if player is far (alive units respawn if player gets close again)
- Bugfix: AI leaning back & pointing in sky bug is fixed
- Bugfix: Chopper no longer takes off prematurely
- Bugfix: dead units in tower must be found in order to trigger alarm
- Bugfix: found dead bodies can only trigger alarm if killed by player
- Bugfix: prematurely fired weapons causing alarm fixed
- Bugfix: Vodnik lights spotting works now
- Bugfix: Killed units dropping to floor no longer delayed
- Various other fixes and improvements

Version 1.2 Release:

- Intro and outro improved (preloading etc)
- patrolling vodnik exchanged to btr90 with moving searchlights
- BMP2 exchanged for actual AA vehicle to avoid confusion
- Officer Escape improved, backup escape car added if chopper gets damaged
- patrol script fixed and improved
- Mortar team added to airfield
- JWC_weapon_flashlight mod will assign russian weapons to AI if detected
- Audiolevels fixed
- voice files added, new versions better suited for stealth setting
- bugfix: chopper pilot no longer invincible
- bugfix: patrols making way for patrolcar return to their waypoints
- Helmetcam resolution problem fixed
- Helmetcam key eventhandler fixed, will no longer disable the default enter key function
- DoneKey issue fixed
- various bugfixes and improvements

Version 1.3:

- Sanchez joins player's group at insertion to avoid confusion at mission start
- Hitpart-EH added to Chopper, pilot reacts if chopper gets hit
- Fired-EH added to all armed vehicles to trigger alarm if shot is fired
- towing vehicle no longer strolling around
- detonation order: overlapping speech fixed
- More possibilities added for AA locations, ZU-23 position improved
- Bugfix: Units sitting at fire now always stand up when alerted

Hints:

- move slow around enemy

- stay clear of lightsources or disable them

- hide bodies if necessary

- unlimited savegame (0-0-0)

- Bravo & Charlie position report (0-0-9)

- Medikit (0-0-2)

- Hiding Bodies takes around 10 seconds before body becomes unfindable

Credits:

- LOS system & dead body detectionby SaOk

- MCSS stealth mission suite by Mad_Cheese

- Realistic Paradrop Script by DAP

- Ai-Soldier-Flare Script by Demonized & CarlGustaffa

- Compact USMC FOB template by edgardeth

- Jukebox Script by Celery

- Voiceacting by Rejenorst & BingoBango (95% done)

- Music borrowed from movie OST's

Known Issues:

- Not tested with ASR AI mod, should be obsolete anyways

- Weaponlight Spotting does not include a vertical value

- Darkness at night is slightly random in arma. sometimes it seems rather bright, after savegame can be pitch black

- Occasionaly LOS-spotting can fail (seems to be depending on positions, rare)

- Bravo and Charlie might not board chopper after briefing (just reload the autosave)

- Lightrays appear to shine through walls, especially in NVG (Arma Bug). However, it's safe behind walls

- some features can only be witnessed if viewdistance is high enough (Ordered Detonation;Aircraft towing)

Special Thanks:

SaOk, SavedByGrace, AZCoder, Wiki and Mathias Eichinger for the great feedback and input

Edited by Mad_Cheese
update

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Great looking mission! trying it right away!

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Very nice Mission! Good Music and Immersion. Loved It! Congratulations!

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Nice Mission, Mad Cheese! You always bring something new, fresh and innovative to mission making and most of all, entertaining. You did the same with your Convoy mission.

Now, I've got to figure out how you did all of that............Hmmmm....:confused:

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Thanks a lot guys! I'm very happy to see that A2 missions are still being played.

I made quite a complex script suite for this mission.. Not all of it is utilized in Raccoon, including searchlights and more stuff. The suite is called MCSS and if you're interested you can find the beta thread here:

http://www.ofpec.com/forum/index.php?topic=36224.0

-> really want to make that MP and A3 compatible but that seems like quite a mission...

Any input would be heavily appreciated for both Raccoon and MCSS.

Also, I had some reports for Raccoon on Armaholic about AI not boarding vehicles and extraction chopper not showing up... Sounded like it was related to mods but if anyone encountered a problem please let me know.

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Also, I had some reports for Raccoon on Armaholic about AI not boarding vehicles and extraction chopper not showing up... Sounded like it was related to mods but if anyone encountered a problem please let me know.

About boarding, it's possible that player forgets to "GET IN" for F2 AI because after the talk, all the other AI make a mad dash for the insert choppers, so I once ran and got in the chopper and waited and waited and waited until I realized I didn't command Sanchez to get his ass in the chopper. THAT IS PLAYERS FAULT.

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About boarding, it's possible that player forgets to "GET IN" for F2 AI because after the talk, all the other AI make a mad dash for the insert choppers, so I once ran and got in the chopper and waited and waited and waited until I realized I didn't command Sanchez to get his ass in the chopper. THAT IS PLAYERS FAULT.

I updated the first post to Version 1.3

Given that also experienced players got confused in the beginning, Sanchez now joins the player's group after the actual insertion. Further changes are documented in the first post.

If a moderator sees this: could you take the "V1.2" out of the thread name, I can't seem to edit that :confused: thx!

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