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Find here one evergreen of Gruppe Adlers TvT Missions: Breaking Contact. Well suited for groups from 20 but living to its full potential with much higher player counts. Supports up to 112 players and many maps (CUP TP and more). Very high replayability value - free spawn selection. Best played in a roughly 2:1 attacker defender ratio.

Dependencies
CBA, ACE3, ACEX, RHS Escalation, TFAR, optionally RDS_CIV

Mission Concept
Russians have to protect their radio truck from destruction from US forces. At the same time they have to deploy antennas (send radio message) a preselected total amount of time to win. When deployed the radio truck is marked on the map for US. If US manages to neutralize the truck or kill all Russians, the game is over.
At their start vehicle both factions can buy a limited range and number of vehicles with a preselected amount of credits. US forces have air superiority whereas Russians can field a little bit more raw fire power.

Rules
no respawn, no play area restrictions, ACE spectator, no scopes, basic medical, fixed loadout, quick start

Parameters
Time, Weather, US Spawn Distance, Money, Deploy time to win, Time Acceleration, Ingame Replay Accuracy, JIP time, BFT toggle, Civilian Traffic Toggle (needs RDS_CIV!)

 

Setup Info

* Doesnt work locally, you need a Dedicated Server

* Opfor Commander Slot is mandatory, otherwise you are stuck in a waiting loop

* For testing purposes with only one player you might fill up Blufor with AI

 

Additional info
* Admin slot is Zeus to help out teleporting JIP and fight bugs
* Russians might redeploy, the sum of deployed time counts for winning - makes for very dynamic gameplay
* Russians might buy a mobile radio box, which takes the radio truck as a relay. Sending on its own it only has half the power (or if the distance is above >500m from radio truck). This enables more static positions if necessary (destruction of radio truck does not lead to win anymore but only destruction of mobile box, if bought).
* Its highly recommended to use the predefined amount of money
* For every player there is a little bonus in money
* Check the mouseover in the buy menu to get info about what you will purchase (Ammo Truck/Ammo M113 comes to mind)
* You can eradicate the helipad in the buy menu when you are fully equipped to hide your spawn
* Mission is localized in English and German
* BIS dynamic group system can be used with <U>
* US Camo automatically chosen (hardcoded for every map)

* NVG are to be found in the start vehicles (HMMWV/radio truck)

* Arrows above heads will disappear after 5mins ingame. They hint on Teamleads and SQLs to increase start time
* There might be features I forgot to mention here 🙂

Known issues in this version
* JIP players will spawn in strange places. Use Admin Zeus to teleport them

Currently supported maps
Altis, Beketov, Bornholm, Chernarus, Chernarus Summer, Clafghan, Esseker, FATA, Gorgona, Capraia, Kunduz, Namalsk, Panthera, N'Ziwasogo, United Sahrani, Stratis, Sugarlake, Takistan, Tanoa, Taviana, Thirsk, VT5, Bystrica, Zargabad

 

Download (ZIP, rename PBO to any island suffix you need. supported suffixes in compatibleIslands.txt)

https://github.com/gruppe-adler/TvT_BreakingContact.Stratis/releases/tag/2.9.0

 

Source
https://github.com/gruppe-adler/TvT_BreakingContact.Stratis
(conversion for other maps than stratis is done with build script)



I will continue to tweak and balance the game mode and release stable versions when I see fit. Please report any issues or make proposals to github.

Screenshots
http://imgur.com/a/QNhju

Edited by nomisum
update download link
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@nomisum is there a version that doesnt require addon or only CBA?

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@nomisum is there a version that doesnt require addon or only CBA?

Sorry, no. Its not possible for a multitude of reasons:

* It's a mission tailored for my unit relying on very popular mods to make clanmatches easy - I decided to release it "as is", enough work to maintain it and keep it up to date already

* Balancing took a long time and doesnt use any vanilly vehicles besides Littlebird

* Buy Menu is full of custom made pictures of those mod vehicles

* Special Interactions are made for ACE, Spectator Script is from ACE

* There is no radio truck - the central element of the mission - in vanilla after all and the RHS one is hell of a cool piece. Any scripted vanilla car would be just meh

As we never play vanilla, it would be a waste of time plus I would have to rebuild everything from scratch.

So tl/dr: no, sorry.

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Thx for give us this mission to play.Very well designed

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Thx for give us this mission to play.Very well designed

Thanks. Btw there will be an update in the next weeks with bugfixes, tweaks and a new feature.

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Update in first post (GDrive Link).

 

Lots of fixes compared to first release

* fixed ACE modules

* fixed radio truck deploy action (ACE Interact)

* fixed some rare spawn problems

* added NVG in start vehicles

* added lasers and flashlights, if weapon supports it

* added wide NVG for pilots

* added EMR for russians on wood islands

* added mobile radio box (takes radio truck as a relay and is main target for blufor if bought)

* added static AA in defence pack for Opfor (makes piloting harder for Blufor)

* added Tanoa, Taviana

* added UAZ Dshkm

* added boat carrying (boats in start-HMMWV blufor, ACE Interact)

* added hints if civilians get killed (message delay depends on distance from nearest city to deathpos)

* changed dressing script to setUnitLoadout Command (more reliable)

* changed LB to RHS MELB (unarmed)

* removed drone for blufor

 

and loads of other things i probably forgot.

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7:11:47 Error in expression <_roadSegment = "NULL";

_refPlayerPos = (_allPlayerPositions select floor random >

7:11:47 Error position: <_allPlayerPositions select floor random >

7:11:47 Error Undefined variable in expression: _allplayerpositions

7:11:47 File mpmissions\__cur_mp.Tanoa\Engima\Traffic\Server\Functions.sqf, line 192

7:11:47 Error in expression <_spawnSegment = [_currentInstanceIndex, _allPlayerPositions, _minDistance, _maxS>

7:11:47 Error position: <_allPlayerPositions, _minDistance, _maxS>

7:11:47 Error Undefined variable in expression: _allplayerpositions

7:11:47 File mpmissions\__cur_mp.Tanoa\Engima\Traffic\Server\Functions.sqf, line 348

7:11:47 Error in expression < true;

_dir = random 360;

_refPosX = (_refPlayerPos select 0) + (_minSpawnDist>

7:11:47 Error position: <_refPlayerPos select 0) + (_minSpawnDist>

7:11:47 Error Undefined variable in expression: _refplayerpos

7:11:47 File mpmissions\__cur_mp.Tanoa\Engima\Traffic\Server\Functions.sqf, line 202

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7:11:47 Error in expression <_roadSegment = "NULL";
...
 
_refPosX = (_refPlayerPos select 0) + (_minSpawnDist>
 7:11:47   Error position: <_refPlayerPos select 0) + (_minSpawnDist>
 7:11:47   Error Undefined variable in expression: _refplayerpos
 7:11:47 File mpmissions\__cur_mp.Tanoa\Engima\Traffic\Server\Functions.sqf, line 202

Thanks for the report. Did you play SP/MP or Dedicated?

I think I had this once and couldnt reproduce.

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Dedicated Server

 

Addons: @CBA_A3;@ACRE2;@ace;@ACEX;@ACE3_RHS;@Unlocked_Uniforms;@RHSUSAF;@RHSAFRF;

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Dedicated Server

 

Addons: @CBA_A3;@ACRE2;@ace;@ACEX;@ACE3_RHS;@Unlocked_Uniforms;@RHSUSAF;@RHSAFRF;

Try running with parameter civ traffic OFF, as the script uses RDS units and has no vanilla fallback.

Alternatively try running with rds_civ.

My bad for not mentioning the dependency.

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Update in first post (Release 1.6.6)

 

Removed

* unwanted Dependency of Unlocked Uniforms

 

Added

* Added Info about mandatory Dedicated Server

* Info about marker arrows

 

Changed

* civilian traffic is now default OFF

 

Fixed

* You can now spectate both sides with ACE spectator

 

Todo

* remove Debug Log Messages

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Updated Download Link + Version to 1.9.2

 

Should be compatible with ACE medical again.

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