comfyBlanket 10 Posted February 5, 2014 (edited) Silent Sweepbycomfy blanket Description: OPFOR has siezed control of Kavala, using it as a base of operations which makes it a prime target for stealing intel from. Your squads are tasked with stealing the intel from the town and activating hidden C4 at each of the radio towers. Features: Cheesy voice acting Dynamic locations for enemies and intel box locations, making the mission feel different every time Play the mission in either Kavala or Pyrgos AI patrols in and around buildings to make clearing buildings important FAR revive with persistant bleedout that keeps track of your bleedout health preventing infinite revives Plenty of parameters to play the mission however you want: Easy or hard, single-player or up to 16 players, starting LZ, GIGN or vanilla gear, etc. Optional GIGN gear loadouts ACRE 148 radios for team leaders Installation: Place the PBO into your MPMissions folder: "Steam\steamapps\common\Arma 3\MPMissions" Play the mission through MP even if you want to solo it so you can access the parameters. Media: Gameplay preview and commentary: Change log: Pre-1.0 version weren't publically released. 2014-02-18 v1.41 -Fixed an issue with JIP players not starting at the proper location 2014-02-15 v1.4 -New parameter added: Play the entire mission in Pyrgos (or Kavala) -Only the North or South LZ according to parameters is visible, to keep confusion for JIPs to a minimum -GIGN with shotguns loadout added (Benelli M4 Super 90 Pack mod) -Lowered the amount of chemlights, smokes, and frags you start with you to give you more magazines 2014-02-10 v1.3 -Slightly reduced the maximum amount of enemies that can spawn at an intel location -Recon scout role now more clearly states that it has thermal binocs as opposed to the rangefinder every other role has -Changed out the medic's Stinger 9mm SMG in the default loadout with the Vermin .45 ACP SMG since 9mm is too lackluster -Added a 5% option to the enemy spawn chance -Added a CHEAT parameter that allows you to access VAS from your action menu so you can play around -Added a CHEAT parameter to have infinite stamina -Added a DEBUG parameter that reveals enemy spawn locations -Added a DEBUG parameter to reveal the exact intel location in a building 2014-02-07 v1.2 -The intel no longer spawns in any old tiny random building. Instead it spawns into either an office building, the hospital, the barracks, or the large construction site. The intel is definitely defended by OPFOR that will take advantage of building positions. -Compressed the sound files slightly to reduce the mission file size -Fixed a (rare?) bug that could cause player to fall to their death during the intro due to two or more players attempting to get into the same cargo seat. This would cause them to get kicked out of the helicopter. -Fixed a rare(!) bug that would cause the intel to not be moved into a proper building. The chance of this happening was less than 1%. -Fixed a bug that wouldn't allow you to spawn at the northern LZ if you JIP -AI should no longer shoot at your intro helicopter as you fly into the AO 2014-02-05 v1.1 -Fixed a problem that could cause the helicopter copilots to bail and parachute -Improved the extraction trigger to still work in the event that the AI decides to go AWOL leave the helicopter, for insurance 2014-02-04 v1.0 -Public release -Tested on stable branch for... stability -Small under the hood changes 2014-02-03 v0.9 -Proper extraction task has been added rather than just getting blown up -Task being marked as complete multiple times has been fixed -Intro (and extraction) helicopters should no longer target enemies and keep you a prisoner in the air -Medic has been given more FAKs -Unintended thermal optic scope was removed from marksman -Loading image added v0.8 -Added a parameter to adjust the average amount of occupied houses -Added a gear loadout parameter, vanilla or GIGN gear. Recon Scout has the shield. If a player doesn't have the required mods (GIGN+R3F) they will use vanilla gear. -Default loadout has been changed to be a little more interesting 2014-02-02 v0.7 -Intel task works on dedicated servers again -Intel task is no longer "search these question marks", instead it's always at the markers. Which also means there's only 4 markers for the 4 intel boxes now. Intel houses are guaranteed to be occupied. -Intel task updating changed accordingly -You can't bail out of the intro helicopter while it's flying to the LZ anymore -Slightly lower average enemy count 2014-02-01 v0.6 -Reduced max players down from 24 to 16 -Both squads now land in the same area -There is now only a south and north LZ, you can choose either one from the parameters -Intel progress is now updated on the map and what you do with the boxes is clarified in tasks & briefing -Possible intel locations reduced from 9 to 6 -Flavor responses have a chance to play now, rather than every time 2014-02-01 v0.5 -Intel boxes can now spawn in any building, and in any position in that building. So check all the floors. Intel marker hints move accordingly of course. -Fixed an oversight which would cause slightly less enemies to spawn if you skipped the intro -C4 activating and retrieving intel distance was shortened to something more proper -Recon squad spawn chance slightly increased -Flavor voice responses for objectives will no longer repeat the same line twice -Default bleed out timer increased to 6 minutes. Blood loss default remains at 30 seconds. -Default AI difficulty upped to 40% from 30%. Remember to check parameters to change everything to whatever you want. -There is a phantom "Bungalow" building in grid 035127 that you can only see on the map. This caused LoS spawns, but it's fixed now. 2014-01-31 v0.4 -Drastically reduced the chance of a recon squad spawning -Lightposts, piers, and other odd objects were being detected as houses. This has been fixed. -Certain kinds of buildings (garages, open patios, etc.) no longer have a chance of spawns due to enemies spawning in LoS of the player. It also didn't make much sense for 3 soldiers to be jerking it in a garage. -Adjusted action menu priority of planting bombs/taking intel -A "SELF-REVIVE" parameter has been added. This is for very low player count groups, or single-player. When you go down you'll lose a few points and automatically get back up after a few seconds with a couple seconds of invulnerability to reposition. Blood loss is still in effect so this mode is akin to having "lives". 2014-01-30 v0.3 -Fixed JIP errors -Fixed intro helicopter wonkiness on landing -Normal enemies no longer have NVGs, they will use their flashlights to be easier to see -Recon enemies still have their NVGs and silencers so they can more easily catch you off guard -Enemy count reduced on average -Bleed out total parameter added -Blood loss on incap parameter added -Task hints added on securing intel and activating C4 -Ending cinematic synced client with the server for better timing on the explosions -Small optimizations under the hood 2014-01-29 v0.2 -Hotfix for intro helicopters dropping people to their deaths when reaching the LZ 2014-01-29 v0.1 -Initial release Notes: Rate it on Steam Workshop as well! Armaholic thread This is meant to be played through MP even if you are going to go solo. This is so you can access the parameters and adjust the mission to your liking. Credits & Thanks: AI Spawn Script Pack - spunFIN FAR Revive - Farooq removeDead - comfy blanket TAW View Distance - Tonic Group Management - zuff a3g Respawn Template - akp French Intervention Forces - g00d69 R3F French Weapons Pack - Team R3F A.C.R.E - ACRE Team Optional Addons: CBA GIGN Pack R3F French Weapons Pack Benelli M4 Super 90 Pack Download: http://www.mediafire.com/download/385h44ff9g6f84v/silent_sweep_v1-41.Altis.zip Edited February 19, 2014 by comfyBlanket Share this post Link to post Share on other sites
daneplant 5 Posted February 5, 2014 (edited) Looking forward to this ComfyBlanket Edited February 5, 2014 by daneplant Share this post Link to post Share on other sites
comfyBlanket 10 Posted February 6, 2014 Updated download link: v1.1 -Fixed a problem that could cause the helicopter copilots to bail and parachute -Improved the extraction trigger to still work in the event that the AI decides to go AWOL leave the helicopter, for insurance Sorry for those who were unlucky and couldn't extract because of it. Share this post Link to post Share on other sites
Variable 322 Posted February 6, 2014 Hey comfyBlanket, what is the actual respawn system of the mission? Share this post Link to post Share on other sites
comfyBlanket 10 Posted February 6, 2014 (edited) Hey comfyBlanket, what is the actual respawn system of the mission? It uses a modified FAR revive that has persistant bleedout. If you aren't revived in time or run out of bleedout health from being incapped too often, you die for "good". Technically, you can respawn by reslotting into the same slot which will place you at either the north or south LZ depending on what was chosen in the parameters. Anyone who JIPs too late during the intro will also start at the LZ. The reason that reslotting works is because dying doesn't remove the slot. The people I play with sometimes have stability problems and getting kicked off for the rest of the mission because the slot was eaten from the crash is bothersome. We (usually) play with the mindset that if you died a legitimate death, you don't reslot and just spectate. The "SELF-REVIVE" you see in the video is specifically for single-player or very few people. It's not enabled by default. Edited February 6, 2014 by comfyBlanket Share this post Link to post Share on other sites
Variable 322 Posted February 7, 2014 Sounds good to me. Will be played on the CiA coop nights! Thank you! Share this post Link to post Share on other sites
comfyBlanket 10 Posted February 8, 2014 Silent Sweep v1.2 http://www.mediafire.com/download/iolo0124deee3n8/silent_sweep_v1-2.Altis.zip -The intel no longer spawns in any old tiny random building. Instead it spawns into either an office building, the hospital, the barracks, or the large construction site. The intel is definitely defended by OPFOR that will take advantage of building positions. -Compressed the sound files slightly to reduce the mission file size -Fixed a (rare?) bug that could cause player to fall to their death during the intro due to two or more players attempting to get into the same cargo seat. This would cause them to get kicked out of the helicopter. -Fixed a rare(!) bug that would cause the intel to not be moved into a proper building. The chance of this happening was less than 1%. -Fixed a bug that wouldn't allow you to spawn at the northern LZ if you JIP -AI should no longer shoot at your intro helicopter as you fly into the AO Share this post Link to post Share on other sites
Variable 322 Posted February 8, 2014 Thanks, updated on the server. Share this post Link to post Share on other sites
daneplant 5 Posted February 9, 2014 Yep we will do this Tonight, One thing though I tested it on our dedicated server whilst using MCC and when I completed all objectives it did not activate any Evac point is this normal or just a rare glitch maybe? I did not have time to run it again, but may be able to do a quick test run before we launch it tonight. Your more than welcome to attend too :) Share this post Link to post Share on other sites
Brain 12 Posted February 9, 2014 Trying it ASAP. Looks good, nice video! Share this post Link to post Share on other sites
comfyBlanket 10 Posted February 9, 2014 Yep we will do this Tonight, One thing though I tested it on our dedicated server whilst using MCC and when I completed all objectives it did not activate any Evac point is this normal or just a rare glitch maybe? I've never used MCC (or heard of it until now) and I can't guarantee that the mission will work with it. That may have been the cause, but if you think problem may have been something else, please let me know. I also tested the mission on a dedicated server and with some people and by myself, haven't gotten the the bug with the evac task not showing up. Just to be sure, you activated the 9 C4, retrieved the 4 intel boxes, and both of those tasks marked as completed? The evac task pops up 10 seconds after both objectives are done (to give time for possible flavor responses to play out). Share this post Link to post Share on other sites
daneplant 5 Posted February 9, 2014 That's great we will give it a try tonight. Your more than welcome to tag along here http://www.armaseries.com we will be scheduling this for around 7pm, thanks again Share this post Link to post Share on other sites
comfyBlanket 10 Posted February 11, 2014 Silent Sweep v1.3 http://www.mediafire.com/download/3sv7f7cdrrlghqn/silent_sweep_v1-3.Altis.zip -Slightly reduced the maximum amount of enemies that can spawn at an intel location -Recon scout role now more clearly states that it has thermal binocs as opposed to the rangefinder every other role has -Changed out the medic's Stinger 9mm SMG in the default loadout with the Vermin .45 ACP SMG since 9mm is too lackluster -Added a 5% option to the enemy spawn chance -Added a CHEAT parameter that allows you to access VAS from your action menu so you can play around -Added a CHEAT parameter to have infinite stamina -Added a DEBUG parameter that reveals enemy spawn locations -Added a DEBUG parameter to reveal the exact intel location in a building Share this post Link to post Share on other sites
comfyBlanket 10 Posted February 15, 2014 (edited) Silent Sweep v1.4 http://www.mediafire.com/download/9sa0dmcq2dq3pnc/silent_sweep_v1-4.Altis.zip -New parameter added: Play the entire mission in Pyrgos (or Kavala) -Only the North or South LZ according to parameters is visible, to keep confusion for JIPs to a minimum -GIGN with shotguns loadout added (Benelli M4 Super 90 Pack mod) -Lowered the amount of chemlights, smokes, and frags you start with you to give you more magazines The following is required for the new loadout: Benelli M4 Super 90 Pack http://www.armaholic.com/page.php?id=21870 Edited February 15, 2014 by comfyBlanket Share this post Link to post Share on other sites
Variable 322 Posted February 15, 2014 Is the Benelli addon mandatory or optional? Share this post Link to post Share on other sites
comfyBlanket 10 Posted February 15, 2014 Is the Benelli addon mandatory or optional? All the mods are optional, they are only needed if you choose one of the custom loadouts instead of vanilla gear. Share this post Link to post Share on other sites
gunhed 10 Posted April 24, 2014 This is a very good mission to practice CQB, thanks a lot comfyBlanket. I don't know from when, but the intro cinematic doesn't work for me. The helis just stay flying stationary. Anyone else have the same problem? Share this post Link to post Share on other sites
gunhed 10 Posted April 25, 2014 Besides before mentioned, the 1.41 still not starting at the proper location when you choose Pyrgos. Share this post Link to post Share on other sites