Jump to content
Sign in to follow this  
androkiller

Insurgency: Androkiller Edition

Recommended Posts

Insurgency: Androkiller Edition



Thank you for everyone who replied to all my posts they helped alot and this is what you contributed to making for replying.

Mission:

This is like old Insurgency (Pogoman & Fireball & Kol9yN) except more realistic. This is not for your average pleb but for people focused on Teamwork.

So you get 2 types of caches to look for with 6 in total. Type A, these are pretty easy to find they will spawn in Built up areas and to get Intel on their locations you get 2 options: ‘1’ look in major settlements for informants and 3 informants spawn to give locations on the 3 Type A caches. ‘2’ Search Enemy Outposts and Bases you can find 2 pieces of intel which will give the whereabouts of only 2 Type A caches. Type B caches will not spawn in towns but generally as far away from them as possible, and no intel is given on them either, however they are guarded by some enemies. So how you find them I will let you figure that out.

Other info about mission:

There are SAS units which can operate undercover, there are no grid markers which tell you if you have cleared the grid because you don’t need them plus makes it harder. (NOTE SAS units must have a player in the Team Leader Slot to use)

Mission Versions:

There are 2 versions to my mission. One is called HC and the other V:

The 'HC' version will include unit and weapon mods so the enemy look like Taliban and the NATO forces are all British. (this version is distinguished by 'v#.#' e.g v0.5)

Version 'V' removes all the unit mods and weapon packs thus making all units default Arma 3 units, therefore you only need the Map and ALiVE. (this version is distinguished by 'v#.#V' e.g v0.5V)

Dependant Mods:

v0.6V (this is the version available on Steam Workshop)

@alive, @cba_a3, @a3mp, @a3mp_ap, @fata_a3

v0.5 (this version is only found in the Dropbox & GoogleDrive links)

@alive, @cba_a3, @a3mp, @a3mp_ap, @fata_a3, @caf_ag, @uk_sftg_a3, @nato_russian_sf_weapons

Scripts used:

Virtual Ammobox System (VAS) by Tonic

Urban Patrol Script by Kronsky

Vehicle Rearm Script by Xeno

Farooq’s Revive by Farooqaaa

Battlefield Re-spawn System (BRS) by BangaBob

VCom AI by Genesis92x

Download:

Main version is v0.6V you can get the older versions in the dropbox link

http://steamcommunity.com/sharedfiles/filedetails/?id=249245619

If you want the PBO then find it in "\Steam\userdata\<yourID>\107410\remote"

https://www.dropbox.com/sh/g4me1cbvmla4odq/JrRTEaGRZs

https://drive.google.com/folderview?id=0B1vUFZdoFXLUdHZ6a2NaenhOdFk&usp=sharing#list

NOTE THIS IS NOT THE FINAL VERSION SO IF YOU FIND SOME BUGS PLEASE REPORT THEM

AS IT STANDS IT I HAVE NOT NOTICED ANY PROBLEMS SO COMPLETELY PLAYABLE

I have also got a Debug mode for the caches and intel in the parameters

Any Feedback is much appreciated

Futureplans:

Added the original plan for the mission in the Dropbox link so look at that.

-add a third type of cache which is completely impossible to find without intel

-add a Insurgent Leader which you can hunt down on the map so you get the intel for the 3rd type of cache

-add parameters so you can change the amount of informants which spawn

-add parameters for amount of caches which spawn

-bring mission to clafgan

Note:if brought to clafgan I think this mission will be stupidly hard to complete, but i want to do it for shits and giggles.

Knowbugs:

-Laptop Intel wont delete after interaction

-Area markers still showing on briefing screen

-SAS Units spawn with only one mag for weapons (added ammobox just for SAS weapons for temp fix while i work out WTF is going on)

-SAS units MUST HAVE a team leader or they will not work undercover (need to make a new trigger condition which will active it for anyone in group, instead of units attached to the group leader)

-To use SAS units you must have a player in the Team Leader Slot

-ALiVE CQB module is not spawning units

Changelog:

v0.6V

-removed VcomAI as it caused problems

-fixed SAS units no need for a SAS LEADER having to be present

-spawning of AI have been tweaked

v0.5V

-removed mod dependancies @caf_ag, @uk_sftg_a3, @nato_russian_sf_weapons

-made mission so all units are Vannila Units

v0.5

-removed debug from radio

-added debug option in parameters

-added option if informant can die in parameters

-added Vcom AI Script by Genesis92x

v0.41

-area markers on briefing screen should be fixed now

v0.4

-SAS units dection has been tweaked

-SAS units KillCap trigger is removed

-4 More playerslots (Pilot Slots)

-laptop intel should delete after interaction now

-Added UAV box at base

-Added SAS ammobox

-Changed bleedout time from 600s to 100s

-Added time of day parameters

-Added ALiVE player tags

-Added ALiVE crew info

Edited by Androkiller

Share this post


Link to post
Share on other sites

Thanks for this.. we are testing another Insurgency version but I added your mission to our server if anyone wants to check it out:

5.9.23.136

port 2412

ts3.veterans-gaming.com

http://arma3.swec.se/server/data/538

PS: I can't join the server at the moment to make 100% sure it's working so if you try and get an error please post it here

Share this post


Link to post
Share on other sites

hello all, everyone who has downloaded this and played the mission i have a question when playing with others so hosting the mission do you still see black area markers on the map? if so it is caused by UPS, but i have but the code in to hide them on the mission briefing screen but for some absurd reason they still show up. Any suggestions folks.

Share this post


Link to post
Share on other sites

The same thing happens sometimes in my Insurgency mission; IED area markers are visible briefly in the initialization. Executing the script through the init.sqf as the first initialized script might be faster than executing from init-custom.sqf, if that's your method. Make sure the script sets the marker alpha to 0 (Makes them transparent)

If it still doesn't get hidden fast enough, it's probably just slow initialization. :P

Share this post


Link to post
Share on other sites

Try this in your init.sqf

Where area0, area1 etc are the names of your markers

{_x SetMarkerAlpha 0} forEach ["area0","area1","area2","area3","area4","area5","area6","area7","area8"];

Share this post


Link to post
Share on other sites
Try this in your init.sqf

Where area0, area1 etc are the names of your markers

{_x SetMarkerAlpha 0} forEach ["area0","area1","area2","area3","area4","area5","area6","area7","area8"];

i did your method and it seemed to work so everyone who has the steam version of my mission please tell me if it no worky. (updated my dropbox link and you can get all versions there)

---------- Post added at 04:23 PM ---------- Previous post was at 04:15 PM ----------

my next small fix is going to make the informants invincible (which can be chosen in parameters), because it is highly annoying when they killed in crossfire plus when they are supraaaaa hard to find too.

Share this post


Link to post
Share on other sites

new version is out now, you dont need any of the unit and weapon mods codename for this is 'V' and current version is v0.5V

Share this post


Link to post
Share on other sites

so i have been testing this mission on a dedicated with SavageCDN and we have seemed to iron out alot of problems and will release a much more stable version soon

Share this post


Link to post
Share on other sites

hello all dont know what has caused this bug but ALiVE CQB module is not spawning units at all works in other missions but i dont quite get what is causing the problem, worked before now not anymore

Share this post


Link to post
Share on other sites

I think an ALiVE update is coming very soon. Also, make sure the CQB module is synced to a Military Civilian Placement module or a Military Placement module.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×