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bardosy

[SP Campaign] Persian Tale - Iranian combined arms by bardosy

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Persian Tale


This what you always want, but never were enough brave: be the bad guys and invade a small Aegean country, by the evil Persian armed forces. You are a squad leader in a platoon supported by armors. Your tasks are different, but the goal is to occupy Altis, before NATO send more troops.
If you like my ArmA 2 campaigns (eg: Chesty Puller, PIROG, Mighty Justice...) you will like this, because it's not a small team mission: you are not a spec ops guy! You eat spec ops guys with your support for breakfast. Mission as usual: huge battles and you are only a small gear in the box. But a very important gear.

This is a campaign, but you can play with the separated mission too. All missions are MP compatible as COOP-8. It's tested in SP and MP too. Missions can be download as a pack or from Steam Workshop.

Features:
* Combined infantry fight in platoon size supported by APCs or IFVs.
* CSAT side
* You are never alone, fight in a higher unit.
* UPSMON script enhance the enemy AI and add randomness
* FHQ TaskTracker - playable as MP Coop 08
* Designed for Single Player
* Automedic script - you have not need micromanage your medic
* Full briefing
* Campaign pool - your equipment selectable in the briefing of next mission..
* Voiceover - WIP (most of the mission are voiceovered)
* A little bit of humor as always


Missions:

1. Mazi beachhead
The landing on Altis.
Steam: Mazi beachhead

3fvd.th.jpg y6bw.th.jpg kjdu.th.jpg

2. Force Recon
Make more space to invasion forces and eliminate AAF's artillery.
Steam: Force Recon

gp0s.th.jpg u67b.th.jpg 1wca.th.jpg

3. Goose Green
A night assault against a larger town.
Steam: Goose Green

8tci.th.jpg eviz.th.jpg ddsk.th.jpg

4. Clear
Clear the resistance from our vicinity.
Steam: Clear

c7yx.th.jpg (unfortunately, I cannot post here more pictures, so I post it in the current post)

5. Narrow Pass
Join your platoon again to continue the assault against AAF's North.
Steam: Narrow Pass
(No more picture allowed in this post )


6. Second Front
Sabre platoon got a new order to force a landing at Northern Altis and attack the AAF's back.
Steam: Second Front
(No more picture allowed in this post )

7. Pandora's Box
CSAT won the battle for Altis and Sabre team has to escort a specialist team.
Steam: Pandora's Box

Direct download (dropbox):
- Persian Tale missionpack
- Persian Tale campaign

Armaholic mirror:
- Persian Tale missionpack
- Persian Tale campaign

Steam Workshop Collection

Steam Workshop Campaign <-- NEW!!!

Feedback are welcome.

Edited by bardosy
update

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Congtulations! Bardosy, do you think the missions will work as coop on a dedicated server?

"You eat specops for breakfast"

LOL.

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Awesome. Now I know what I'm going to be doing with my Saturday evening. :)

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Hi bardosy, thanks for creating again.

1 question though: like your previous camp on ArmA 2, we're again team leader.

Can you create some in which we're not the leader?

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@Variable: I tried to keep these mission to MP compatible, but I never tested it as coop. This is why I marked it as SP. If anyone report me coop issues, I will try to fix it. (Oh, and the first two mission I tried once in coop, and it seems to work, with not-showstopper-issues, like tasks was confused)

@Zipper5: I hope you will enjoy it!

@Wiki: Good suggestion. These missions have playable position as not-TL, but there is no WP for the player's squad. Probably, if I add WPs to the player's squad, it could work as you want if you switch to a not-teamleader role. I will try it.

@Sig: Nope. I planned more.

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Hey bardosy, nice that you work in SP campaigns :)

BTW I've had a little problem in your first mission, just after taking the beach it appear this message: Screen

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Thank you for report this. Sometimes (I cannot realize when) it dropped by UPSMON script. :( But it didn't cause any problem, because UPSMON run again and again and only first time drop this. But I know it's annoying. I will try to eliminate this.

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Hi Bardosy,

I'm really happy to be the bad guy. LOVE playing as the evil bad guy!

Downloading now.

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Nice to see you in ArmA3. :) Will try the missions. There is much more isNil checks needed with the game now. That bug could be probably solved with if (!isNil"_x") then {}; around that error giving if then possible else. ;)

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bardosy, use Dropbox for direct DL instead of other services. many benefits.

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Good to see you working on stuff for A3. I definately will enjoy this!

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@Zipper5: I hope you will enjoy it!

Definitely am thus far, just like with your previous work. Both Mazi Beachhead and Force Recon have sure had their epic moments (UAVs bombing the beach has been the stand-out so far), and both have been a serious challenge. After fighting as hard as I did throughout Force Recon, losing all squad members but one, I failed to destroy all of the armored reinforcements. :( I did, however, get all of the APCs, so I guess I can take comfort in knowing my guys only had to face Striders. :) I favorited both on Steam Workshop.

Going to move on to Goose Green tonight. Looking forward to it!

Edited by Zipper5

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Going to move on to Goose Green tonight. Looking forward to it!

Very important tip:

You can find AA launcher in the Striders ;)

Really helped me alot when I found out.

Edited by runekn

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Very good missions as usual.

Another Tip: Hidden vehicles.

It's very difficult to find good missions on Workshop.

Thanks

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Goose Green promises to be an epic battle.

Can you make a version of Goose Green where you play a NATO defender.

I tried inserting a NATO squad into Pyros & changing it to player, but the OPFOR never advances on the town.

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Goose Green promises to be an epic battle.

Can you make a version of Goose Green where you play a NATO defender.

I tried inserting a NATO squad into Pyros & changing it to player, but the OPFOR never advances on the town.

They will never arrive, because there are triggers (activated by player) what triggered the advance of CSAT troops. This is for AI troops never advance the player: the AI groups always wait for the player if he spent time for reammo or reorg. But without a player leader, the main CSAT group will not triggered these triggers and CSAT never attack the town. Sorry. Anyway, if they do, you should wait for half an our in the town, because CSAT have to halt a counter-attack front of the town and AFTER this, can assault it.

---------- Post added at 08:16 ---------- Previous post was at 08:07 ----------

bardosy, use Dropbox for direct DL instead of other services. many benefits.

Thanks to Variable, next time I will change the direct download link for dropbox. This "next time" will be sson, because I replace the older UPSMON script for a newer and I hope it will solve the error message what is annoying to who turn on the debugging mode.

---------- Post added at 08:18 ---------- Previous post was at 08:16 ----------

@Zipper5, runekn, darkyautja71: Thank you guys!

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Guys, can I ask if you are posting tips etc about the mission to put them into spoiler tags.

Ta.

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Just finished the 3rd episode and thought why not leave a comment here :D

Love it. Outstanding work here, Bardosy. Kept me busy several hours and not a minute of boredom. These large scale combined arms battles are just awesome. Realistic/enjoyable up to the max. You really showed us here what Arma is made for. Had suprisingly high fps the whole time, don't know if thats thanks to you or the latest patches and my hardware, but I've played a lot of scenarios with less AI that caused lower framerates.

Minor Spoiler alert!

Problem that occured: During the beach landing the helicopter took of again right after it kicked me out, not waiting for my squad to disembark, which because of that jumped out from 5-20m height and that left me with only two men the first time. After two restarts, the heli took some time to fly up again but nevertheless flew of too soon so I lost two guys. Played on with the rest of the squad, not wanting to restart again. Maybe its just me, but maybe you should took a look at this.

Problem that occured No.2: During the last (3rd) episode I wasn't able to shoot down the helicopters. One of them just stopped over the sea about 1.6km off shore and hovered there while the other one made its approach to the land about 1km north to the position I was to set up the ambush (where I killed the divers). Trying to shoot him with the MANPADS was wasted ammo as from that distance it easily drops flares and causes my rocket to miss. Is this intended by you, so that you "have to" fail on that task or ist it just a bug?

Again, great mission, must play for everyone.

Edited by R0adki11

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@Dar: Thank you for the kind words and the feedback!

First things first: did you use any mod?

At the landing, did you order your men to disembark? When I first try this landing, I ordered them to disembark and got the same result as you. This is why I insert a script, when player is out of the helicopter, this script push his men one by one and in that case I never got fallen soldiers. Anyway, this problem was usual in ArmA2 and I WAS happy it's fixed in arma3. Probably not. I will find some solution, but please help me to know the details as I asked above.

About the 3rd mission:

I don't intend to fail the helicopter task, but it's not easy: half of my test I could shoot them down, but half I failed. But I never got that result as you, the helis always come to the shore and try to drop their cargo APC. Most time we attack them before they do and they destroyed or retreat. But I never got this unfortunate result like you. I will check the script again what create and send the helicopters to the shore. I have no idea (except if you use a MOD) what happened there. And can I ask, it was a showstopper and you cannot continue, or the mission continues with failour of the helis task?

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To answer your questions: Yes I use mods. No, from my experience and knowledge they have no effect on AI and Helicopter behaviour. Mostly units and weapon addons plus tpw mods (without EBS!!!). Most likely now you will say: Dont use mods I created this for vanilla! No warranty it works with mods.

I know that mods are always a risk when it comes to campaigns and missions that depend on vanilla but my set up should by no way affect the AI in this situation.

I first ordered a disembark but later tried without. Still the helicopter took off too soon what did cost me two men.

The task fails when ( I suppose ) the moving helicopter reaches the shore about 1km north of me.

Edited by Dar

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Thank you! You know us (mission makers) very well. :D So I try to avoid advice you not use mods :P

1. landing: I will try implement a new script when player left the heli and team members start to drop of, I spawn a script to force the heli (setVelocity) to ground and release it, when last member left the heli. I hope it will solve this problem. I solved it in this way in ArmA2 and I hoped I can use basic Arma waypoints to unload transport in Arma3.

2. the 3rd mission:

I thought the helis stand in the air and didn't move. But now - from your comment - I imagine, they moved, but not to you (where you set up an ambush) but other part of the coastline and they drop their cargo (an APC) somewhere far away from you. Is it happened? It's much easier, because I thought when helis created they didn't start their way. But if they moved, it's much understandable, (probably you use more distance in the graphics setting then me) they detect you (eg one of your soldier shoot them) and this is why they change their moving vector and drop the cargo elsewhere. I will try to solve this, but probably I can't if the arma3 AI is smart enough to deny orders, it's almost impossible to force them to go where they don't want to go.

I just thinking: if I set the visible distance by script to 1500m, is it solve it? How far is your distance setting?

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Glad to hear you are working on a solution. Why not try to kick out the whole squad via eject commands at once? Wouldn't this be easier?

To set this straight: Both helos fly at first. Then the left one stops and hovers with an altitude of ~100m 1.6km off shore. The right one departs and flys straight eastwards from that position where the other one stopped to reach the land far to the north of my position. My view distance is set to 3000. Neither me nor one of my guys fired a shot to warn them. Although the problem might be that we all were in vehicles. As far as I know, the AI vehicle recognition (esp. from helos) works from a huge distance even though engines and lights are off and it is a pitchblack night. If that was the issue, maybe you should try to disableAi "FSM" ,"target" and "autotarget" for the helos. Solved my evac-helo-wont-land-because-of-enemies problems back in A2. They aren't supposed to attack you anyway.

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