509 10 Posted May 14, 2013 (edited) Traffic v0.9.9 (June 1st) This is a beta release and I am looking for feedback and bug reports. Two 10 unit squads are sent to Stratis to put an end to a drug trafficking operation ran by the local militia. The primary objective is to destroy four transmission towers within a 30 second window and to then destroy a silo in an enemy compound. The optional, secondary objectives are to 1) destroy a precursor chemical shipment on the coast, 2) clear two to three enemy outposts, 3) locate a crashed helicopter and 4) locate a supply box. One of the four transmission towers is 1.7 km away from the rest and will require the squads to split up. If played with ACRE, squad leaders will have PRC148s and should be able to communicate from tower to tower. Both the player spawn and task locations are randomized and the mission can be played from North to South or vice versa depending on spawn position. Most tasks have two to four possible locations. Although the mission is meant to be challenging for 20, it can be played with less and thanks to Zuff's Group Management Script you can leave and join groups easily in-game. Features: Revive only (requires medic). Random infantry and vehicle patrols. Random spawn and task locations. Random mission time. Can be changed in lobby. Play time probably 2-3 hours. Enemy count 250-500 depending on RNG. Known issues: Player marker is not moved to spawn location on the briefing map on a dedicated server. If anyone knows how to fix this without grouping the players to markers, please let me know. Credits: DAC v3.0c by Silola FHQ TaskTracker v1.1 by Varanon Revive script by Farooq TPWC AI Suppression System A3 [ALPHA] by Ollem Random House Garrison Script 1.2 by Desrat Group Management Script 1.1 by Zuff Props to Ascorius and Juvial for Spartan Shield DAC examples Changelog: 0.9.9: - Compatible with A3A 0.58.105348 - Farooq's revive script updated to 1.3 0.9.8: - Fixed squad leaders spawning without PRC343 on a dedicated server. - Farooq's revive script updated. 0.9.7: - Tweaked loadouts and hid Kamino Firing Range mine field. 0.9.6: - Fixed random starting time not being synced properly. 0.9.5: - Increased player magazine counts and added more magazines to the supply box. - Player count increased to 20. Download https://mega.co.nz/#!hBExXDga!LV6m_T3DGHi9JVdUE5nx7TxzDqcJ4SDyrMW0ijd7-Qk Edited June 1, 2013 by 509 v0.9.9 release Share this post Link to post Share on other sites
CubicVirtuoso 10 Posted May 15, 2013 Looking forward to testing this one out, our squad was just trained using ACRE... hopefully this holds up well for a 12man group. Share this post Link to post Share on other sites
watarimono 0 Posted May 15, 2013 Under dev build marksmen start with no 7.62 ammo Share this post Link to post Share on other sites
509 10 Posted May 15, 2013 Looking forward to testing this one out, our squad was just trained using ACRE... hopefully this holds up well for a 12man group. Should be doable although it might be quite difficult. Under dev build marksmen start with no 7.62 ammo Thanks for the heads up. The mission has been tested only against the stable branch. I guess they changed the 7.62 class name in dev. I will update the mission once the change propagates to stable. Share this post Link to post Share on other sites
Beerkan 71 Posted May 15, 2013 Under dev build marksmen start with no 7.62 ammoEdit the scripts\loadout.sqf and search for each occurance of "20Rnd_762x45_Mag" and replace with "20Rnd_762x51_Mag" A recent update renamed the ammo. Share this post Link to post Share on other sites
509 10 Posted June 1, 2013 Last patch broke a lot of things. Should be fixed now. Share this post Link to post Share on other sites