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b00tsy

[Co06 & SP] Silent Justice - Altis

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Silent Justice - Altis



silentjustice_intro.jpg

http://s29.postimg.org/60mj1qy2f/justice_screen4.jpg (124 kB)

The sequel of Silent Justice from ArmA 2

v.1.22

Description:

You are a NATO elite Spec-Ops team that needs to save the day and needs to do it 'Swift', 'Silent', and 'Deadly'.

This mission is designed for real coop engagement in a military tactical way. Though also playable in SP (if you manage your AI team properly).

Briefing:

PRIMARY OBJECTIVE:

Yesterday a NATO chopper was shot down over the west coast of Altis by the Iranian forces.

The chopper was transporting a high ranking officer that had 'top secret' documents with him. We can not let the Iranians get a hold of those very sensitive files, we need them back ASAP.

According to our intel both the pilot and the officer are alive and and held captive.

We do not know the location of where they are being held, but according to our intel there is an Iranian officer at a millitary depot who has a laptop with him that contains info about the hostages location.

We want your team to head out there and retrieve the laptop from the depot.

After you have extracted the laptop data and know the location of the hostages you need to advance to their location and free them.

Make sure you have the secret documents with you before you leave the AO. Your primary task is to retrieve the files. Do not mess this up!

SECONDARY OBJECTIVE:

Further intel shows that the Iranians have new experimental chemical agents in their possession.

The agents are being transported in 3 seperate suitcases and are somewhere located within the AO.

The secret Service was able to place tracer beacons on the suitcases so that you are able to track them down if you are with in 250 meters of a suitcase.

If you can retrieve them all and bring them back to HQ then we can analyze the chemichal agents.

Features:

- Customized Gear (stealth)

- Most Opfor has no NVG's, but instead uses flashlights.

- Custom locations made with all the ArmA 3 assets.

- No respawn (don't be a rambo)

- Video intro / briefing cutscene

- Increased difficulty over time

- Custom music and sounds (more will be added)

- Zone restriction (first 2 locations)

- Chopper extraction

Team setup:

- Team Leader SD NVS

- 3x Rifleman SD NVS

- Rifleman LMG SD NVS

- Field Medic SD NVS

Update 1.22:

- Lowered the volume of the ambient (gunfight) music

- Tweaked some triggers and changed some hint messages

- Adjusted the AI of the last location

- A tat more decorations

- Changed object sound sources to something less visible

- Updated players gear

Download

Armaholic mirror: Silent Justice - Altis Co-06

Edited by B00tsy

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So the question is, do I play it now or wait for added tasks/enhancements? :)

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I have already released a bunch of updates in the workshop (not updating this thread everytime). The mission is more or less done now (besides decorating), there will proably be no more objectives added. I might create a part 2 at some time. The mission does not need any enhancements (might still add revive though as it is requested), but as it is a vanilla mission you can use addons on top of the mission, a sound mod will not break the mission etc.

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Does the "pbo" version contain the latest updates?

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Does the "pbo" version contain the latest updates?

Hi Big, no not yet. I am doing small updates (couple a day) and release them on the workshop. The mission is almost done now and I will upload a fresh rar here with the final version in a few days. (otherwise you keep on updating!).

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Good to hear ;) would be cool if there is a cooler spectator mode so dead people could look around and talk with other dead people over TSFR or ACRE ;)

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Good to hear ;) would be cool if there is a cooler spectator mode so dead people could look around and talk with other dead people over TSFR or ACRE ;)

I always strive to 100% use my own scripting in my missions instead of prefab scripts, but I guess I could add Kegety's spectator script :)

Edit: checked the scripts out and it caused some issues with the mission so I won't be adding it. Just don't die in the mission (perfectly doable if you play tactical) :)

---------- Post added at 08:47 AM ---------- Previous post was at 08:45 AM ----------

Any VAS support?

As in Virtual Ammobox? You have plenty of ammo when you start the mission and fully geared up for stealth scenario, so VAS is not needed. I intended the mission to be played with the gear I added to the units.

---------- Post added at 09:53 AM ---------- Previous post was at 08:47 AM ----------

Final version has been added to the OP.

V.1.2

- Changed the extraction into a nice chopper extraction

- More sounds/music

- balanced out the whole AI

- Some more decorating done

- Added some effects here and there and added more streetlights

- Tweaks on triggers, hints, typo's, etc

If there are anny issues then I will work on it more, otherwise I will move on to part 2 :)

Edited by B00tsy

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As in Virtual Ammobox? You have plenty of ammo when you start the mission and fully geared up for stealth scenario, so VAS is not needed. I intended the mission to be played with the gear I added to the units.

No, just so one can use loadouts using custom weapons and gear.

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It was fun man, really liked it. Left comment/feedback on steam. Looking forward to part 2

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No, just so one can use loadouts using custom weapons and gear.

Yes, no you will have to do with what I gave you in the mission :)

There are checkpoints with some ammo/weapons boxes in the mission where you can change gear, but I designed the mission to be played with the gear I added from the start.

---------- Post added at 01:18 PM ---------- Previous post was at 01:16 PM ----------

It was fun man, really liked it. Left comment/feedback on steam. Looking forward to part 2

Glad you enjoyed it. The 50+ hours of creating was worth it then :)

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Updated this mission. Probably the last update unless someone reports an issue.

Update notes and DL link are in the OP :)

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Hi,

I uploaded the mission to our server this evening it looks good and we will use it as a small clan mission tomorrow evening. However i noticed my scope remained stuck in night vision. Is this an Arma glitch?

regards

UK-FRG

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Hi,

I uploaded the mission to our server this evening it looks good and we will use it as a small clan mission tomorrow evening. However i noticed my scope remained stuck in night vision. Is this an Arma glitch?

regards

UK-FRG

Hi, it is made for small clans/groups so hope you all enjoy it :)

The scope is a bug indeed. I got it to change back by pressing F and N a bunch of times and by attaching/detaching the scope. Best to not use the NV on the scope till it actually gets to dark. Most opfor are walking around in lighted area's and are using flashlights so they should not be that hard to aim at.

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