johnnyboy 3793 Posted May 10, 2016 Property of Mabunga: CSAT and NATO teams compete to rescue hostage held by Somali Pirates 2017/05/05: Mission Upgraded: Upgrade Includes: French localization thanks to LoupVert (aka @kawa ) Apex weapons Some Apex vehicles (getting lit up while ripping throught the swamp in a Prowler or Qilin is friggin' fun) 10 random evac positions, so your path to evac (while escorting hostage and being chased) will be different every time you play Performance fixes (removed tons of needless triggers) Preventing evac chopper from being blown when player aboard. This frustrated players, because it was beyond their control to prevent. Improved AI lead rescue team's abilty to achieve objectives. In multiple playthroughs, the opposing rescue team captured hostage first, and started moving to their evac point. Had to chase them. Sometimes hostage would change hands multiple times (Blufor AI rescues hostage, Pirate AI kills Blufor and retakes hostage, then player lead Opfor takes hostage from pirates, etc. When playing as Blufor, I was even beaten by AI lead Opfor once (they captured and evaced hostage before my Blufor team could prevent it). Fixed possibility of Hostage getting stuck in building. Sadly, VTOL evac aircraft not included. They would not obey the land waypoints. COOP and PVP: Play using Player Hosted Server as one or more players. I played with 3 players and there were no problems. I haven't tested with more than 3 players. SP: You can play in SP as well, but for SP I prefer to host a COOP server and join as either OpFor or BluFor, as I prefer Group Respawn over Team Switch in SP. Dedicated Server not supported. The Mabunga Voodoo dancers are just too beautiful to leave buried in the promo video. This short clip is just the Voodoo Dance segment. I think you will find it a unique cultural experience, possibly worthy of a PBS documentary. Features: Zodiacs navigating Mabunga Swamp (aka Lake Limni) Randomization of pirate camp locations and objective locations for maximum replayability and unpredictability Play COOP, SP or PvP. If Coop or SP, opposing AI team will compete against player to achieve same objectives (raid pirate camps, rescue hostage, and extract). Multiple Endings Special Effects Surprises! Custom pirate uniforms Tons of custom scripting. Will be releasing multiple scripts on the Editing forum in the coming days. No mods required Download from Dropbox (Apex version)Subscribe on Steam Feedback Request: Please post any feedback, bug reports, or suggestions here. Also please comment and rate on Steam if you try it out. Dedicated Server Note: AI driving boats in swamp is achieved via UnitPlayBack scripts. UnitPlayBack does not work on dedicated server. So for full ambience of mission, it is recommended you play on Player Hosted Server. However, mission has alot more to offer, so playing on Dedicated Server should still be a great experience. PvP Untested for Balance: I've thoroughly MP tested CSAT and NATO sides in MP coop, but not PvP. CSAT advantages: 2 squads (twice as many players). NATO advantages: Suppressed weapons. Reduced muzzle flash makes them hard to spot in a fire fight. Feedback on balance welcomed. Enjoy! Localization: English French localization by LoupVert (aka @kawa ). Very professional job, so thank you LoupVert! Script Credits: Zenophon's Occupy House Script - Thanks Zenophon, this script is awesome. Very clever how it detects which windows and doors unit can see through, and faces unit accordingly. Shuko's Intercept Script - Thanks Shuko. When you capture the hostage, put him in a vehicle and head for your Evac LZ, pirates are tracking him via the GPS ankle bracelet. With this script, pirate's can predict where hostage is going to by watching direction of movement, and move to intercept. This is a much smarter script than simply moving units toward current position. Very useful. f2ksel's roll.sqf script - This awesome script wil rotate an object in place. Thanks f2ksel. KillZoneKid - What a helpful smart guy. Got a lot of code snippets from his blog and posts. Johnnyboy's Scripts used in this mission: Fix Rooftop AI from being frozen in air when building destroyed JBOY Stack Objects JBOY Move Collection of Objects JBOY Fish Jump JBOY Exploding Barrels How to remove collections of objects at runtime for improved replayability JBOY Birds of Prey - What? Your ARMA doesn't have birds of prey attacking wildlife? That's weak dude. JBOY Combat Up and Down - When fired upon, Units in fixed defender positions will duck down and pop up to return fire. Makes attacking fixed positions more dynamic. JBOY FFV (Fall from Vehicles) - Not to be confused with Fire From Vehicles ;) JBOY Patrol Chatter and Lights On/OFF - add ambience by having AI patrols occasionally speak or turn on their gun lights JBOY Calculate Intermediate Position JBOY Say Module Sentence - Script to have units say Support Module sentences (using kbTell) with a time delay. JBOY Fly In Formation - For ambience or cutscenes, fly birds in V formation. Or fly any object in V formation. Blue Angels anyone? Tips for centering Logos on custom uniforms - coming soon 11 Share this post Link to post Share on other sites
johnnyboy 3793 Posted May 10, 2016 Added teaser gameplay video to original post. :) Share this post Link to post Share on other sites
Undeceived 392 Posted May 10, 2016 Great to see another mission from you, johnnyboy! Guys, johnnyboy is an old OFPEC veteran who made some very high quality missions since Arma 1 (if I'm not mistaken). I bet he would not release something (and not declare it beta) if it's not high quality again. Downloading NOW! PS: I'm still waiting for the port of Last Tango In Bagango! :D Share this post Link to post Share on other sites
Undeceived 392 Posted May 10, 2016 Played it and... Awesome mission! It was really fun to play in SP but I can especially highly recommend it for PvP with many people. The mission style (gameplay, goals, randomness, replayability) is fantastic and reminded me of BI's End Game, with the difference that this one is more immersive, due to the great "swamp atmosphere" and because the run is for a human being and not for schematics. Perfect for round based matches with many people, as I said. Refreshing setting too! I was astonished when I saw that the pirates go after the hostage too and can capture him again. :D (at least I think it was them - I didn't see it, as I was too far away from the hostage (see below why) but I heard some bad english sounding phrases with some guys swearing, as they captured him). A small point for improvement: Another friendly CSAT team found the hostage in another camp and took him with them (cool stuff!). I went there with my squad to assist and then noted that the soldiers went for the evac choppers too quickly resp. too fast, leaving the hostage far far behind. The poor bastard (I laughed as I saw his pants - you still have your humor, johnnyboy! :D :D) was all by himself, trying to find the way after the squad, in midst of a swamp swarming with pirates craving for his ass, haha :D . Me and my squad tried to stay with him and to protect him but as he was in the other squad, he didn't stop when we did (under massive fire) and then he went further and further alone by himself, eventually getting captured again. In another try (I was killed and reverted) he made it to the choppers, which took him to the evac point. Either make the AI squad wait for him or give the player (maybe as a "higher ranked officer" or so) the option to take him over into his squad. That would help a lot. Other than that I can't remember any other bug right now. It definitely was a great and fun mission and - damn, I have to repeat myself - I would love to play it on a full PvP server or watch it being played on Bohemias next livestream tournament (no joke, it would fit in there perfectly!) Huge disappointment: I didn't see any free BBQ. :P 1 Share this post Link to post Share on other sites
das attorney 858 Posted May 10, 2016 This looks really cool Johnnyboy - thanks for releasing - downloading now to take a look :) Share this post Link to post Share on other sites
johnnyboy 3793 Posted May 10, 2016 @Undeceived: Awesome mission! Thank you sir! That means alot coming from you since you are a pro mission designer who crafts such immersive excellent missions. I was astonished when I saw that the pirates go after the hostage too and can capture him again. Since the pirates put the ankle tracking device on the hostage, they know where he is at all times. So yes, they track you and will recapture him. That puts the pressure on to get to evac quickly and builds tension knowing they are hunting you. Also, the AI commanded groups (in your case NATO and the other friendly CSAT team) execute logical search patterns (4 different ones randomly chosen) until they find a pirate camp to attack. If they take the camp, they find a GPS which gives them the hostage location, and they then move to that camp to capture the hostage. So they hopefully are executing their mission plan much like a player. The AI team occasionally wins (evacs with hostage), but that is rare as AI often moves way too slow in combat (eventhough they have move waypoints). small point for improvement: Another friendly CSAT team found the hostage in another camp and took him with them (cool stuff!). I went there with my squad to assist and then noted that the soldiers went for the evac choppers too quickly resp. too fast, leaving the hostage far far behind. The poor bastard (I laughed as I saw his pants - you still have your humor, johnnyboy! :D :D) was all by himself, trying to find the way after the squad, in midst of a swamp swarming with pirates craving for his ass, haha :D . Me and my squad tried to stay with him and to protect him but as he was in the other squad, he didn't stop when we did (under massive fire) and then he went further and further alone by himself, eventually getting captured again. In another try (I was killed and reverted) he made it to the choppers, which took him to the evac point. Either make the AI squad wait for him or give the player (maybe as a "higher ranked officer" or so) the option to take him over into his squad. That would help a lot. Good suggestion. Player should have option to take hostage from AI group. I use DisableAI "FSM" for the AI groups to get them to move fast enough to objectives, but then they just haul ass to the evac point. Even after I reenable AI FSM, their AI still seems tweaked. And for some reason the Hostage is always slow, even when he is in your group and you are commanding him. I hope to implement your suggestion! Thanks! And also thanks for commenting on the fun stuff without posting spoilers. :) Good to hear from you and thanks again for the great post. If you could comment and rate on Steam that would be awesome too! @DasAttorney: Thanks for checking it out. Would love to hear your comments. Share this post Link to post Share on other sites
Undeceived 392 Posted May 11, 2016 Since the pirates put the ankle tracking device on the hostage, they know where he is at all times. So yes, they track you and will recapture him. That puts the pressure on to get to evac quickly and builds tension knowing they are hunting you. Yes, but this was the moment where I realized how cool the mission design is, especially for PvP groups. It doesn't just put pressure to get to the choppers quickly but also adds a new challenge to the mission. It's not lost once and for all but it gets harder with every second with the hostage and the pirates (I assume) getting further away from the evac point. I commented and rated on Steam right after writing my feedback post. Btw, johnnyboy - I'm gonna upload an "old old acquaintance" soon, which I ported to Arma 3. :) A hint: You're in the credits as beta tester. :P Share this post Link to post Share on other sites
johnnyboy 3793 Posted May 11, 2016 It's not lost once and for all but it gets harder with every second with the hostage and the pirates (I assume) getting further away from the evac point. True. Also note that if the oposing team has also captured a GPS, then they know the hostage location also. So all factions will be converging on the hostage. I'm gonna upload an "old old acquaintance" soon Great news. I still have PTSD from being hunted alone in the woods in the dark. And I want to find that damn truckdriver that ran over the dog. Sure wish I had more time for this stuff, as Last Tango in Bagango is begging to be ported. That's where my profile pic comes from! Thanks for taking the time to rate/comment on steam. Share this post Link to post Share on other sites
Undeceived 392 Posted May 11, 2016 Great news. I still have PTSD from being hunted alone in the woods in the dark. And I want to find that damn truckdriver that ran over the dog. No no, it's even older than that! Haha :D I should make a continuation of For The Life Of A Friend, where the guys hunt down that bastard that ran over the dog. Share this post Link to post Share on other sites
johnnyboy 3793 Posted May 11, 2016 Here's a fun Fish Jump script I created to add ambience to Mabunga Swamp. You can get the script in the editing forums here: Johnnyboy's Fish Jump Script This demo shows alot of fish jumping, but in Property of Mabunga mission, there's less fish for ambience (so not annoying). Share this post Link to post Share on other sites
bardosy 158 Posted May 12, 2016 Lat time I played Johnnyboy's arma mission, it was in Bagango. And I have a very strong visual memory with the sitting guy in the toilet and the building where the civilians line up and armed guys come out. So I was looking for this new mission to play. Shortly: Excelent mood of gameplay. Longly: I loved the first scene - it's a little bit remained me for Delta Force game - when we run through a canal with zodiac and militia shooting at us. Then we droped out and I found myself in that foggy swamp, what is a fantastic feeling. This part is remainded me to Ghost Recon ;) I was shocked by the scene and the feeling. I loved the moment when I saw a silhouette of a shanty town in the fog, front of the dawn... :-O Honestly I have to replay it many times, because in this first time, I cannot done the main task: I found the hostage before the GPS and we bring him to LZ. We repell many-many-toomuch counter attacks (thanks for the lightning enemy, what make it not impossible ;) ), but when we arrived the LZ, I got a radio chat, but no chopper. We defend the LZ for 10 minutes against the infinite waves of pirates, but finally we run out of ammo and we died. (I guess you want the player rearm from dead pirates, but there was no time for this) Some suggestions: 1. In SP, add some auto save (at least after main objectives) 2. The most combination what I used is F8-6-1 (order the medic to heal). I know, it's not the place of advertise, but please check my automedic script and if you found it useful, use it as you pleased: it will remove this job from the player Squad Leader (at least in SP). 3. I really had no time to rearm my men (especially the survivor). If you want, add a radio command or action menu, to rearm your soldiers by script. 4. It's not a suggestion, just a report: I don't know why the heli was not land: it just fly over and over above us. They don't support us by fire (it looked like, they enjoy the view how we die) - oh, and if it was a twist of something, I will spoiler tag this. But I didn't see any chat about it. Porting Last Tango: I started port my Arma2 campaigns, but I also made a test porting the first mission of my Arma1 campaign, and this mission was much harder and complicated to port than two complete campaign of Arma2... So I wish luck, time and patience to port Last Tango! I really love to play it with again. 1 Share this post Link to post Share on other sites
johnnyboy 3793 Posted May 12, 2016 Bardosy! Great to hear from you, and thanks for the detailed report. I found the hostage before the GPS and we bring him to LZ. We repell many-many-toomuch counter attacks (thanks for the lightning enemy, what make it not impossible ;) ), but when we arrived the LZ, I got a radio chat, but no chopper. We defend the LZ for 10 minutes against the infinite waves of pirates, but finally we run out of ammo and we died. Since the pirates installed a GPS ankle bracelet on the hostage, they all know where he is. Once you capture the hostage and he starts moving, the pirate squads begin to converge on hostage position, so you are hunted. Its the damn chopper AI that is goofy. They should arrive at LZ within a few minutes and land, but when they are fired on they sometimes won't land. I researched this deeply on the forums and am using all recommended tricks (behaviour=Careless, Never Fire, DisableAI FSM, helipads, landat, synchronized triggers, etc.). They actually do land most of the time in my hundreds of tests. Also, when they hover, if you order an AI to board a particular chopper (that has not landed yet), it will then land. So you would have won the mission if the choppers land properly. Like I said, most of the time they do land. I know of no way to fix this permanently. One "good" thing that usually happens is that when the choppers are stupid: the AI destroys them, giving you your next objective to find a boat. Some suggestions: 1. In SP, add some auto save (at least after main objectives) 2. The most combination what I used is F8-6-1 (order the medic to heal). I know, it's not the place of advertise, but please check my automedic script and if you found it useful, use it as you pleased: it will remove this job from the player Squad Leader (at least in SP). 3. I really had no time to rearm my men (especially the survivor). If you want, add a radio command or action menu, to rearm your soldiers by script. 1. Auto Saves are a good idea, I will add that. 2. Ordering AI to heal themselves is annoying, so I love the idea of your script. 3. I think I will not add scripts for rearming. I like missions where I have the potential to run out of ammo, and must scrounge for it. And whether to arm the hostage or not, is a player decision (and that decision has consequences :) ). Thanks again Bardosy for the excellent feedback. Regarding Last Tango in Bagango, I think porting it will be a big challenge. Lots of scripts written in SQS, plus many of the cool scenes were based on Arma 1 animations. Would love to do it though...maybe some day. Share this post Link to post Share on other sites
johnnyboy 3793 Posted May 12, 2016 Here is a scene from Animal Planet's nature show called "Swamp Hawks of Mabunga": These Swamp Hawks live and hunt in Mabunga Swamp, so keep an eye out for them. Especially if you are an ornithologist. Script release coming soon... Share this post Link to post Share on other sites
Variable 322 Posted May 12, 2016 Looks great! Uploading to the Comrades in Arms coop server. If we want to play it using one faction only, how many players will be able to play? Share this post Link to post Share on other sites
johnnyboy 3793 Posted May 12, 2016 Variable: Great news! CSAT side: 2 squads with 8 players each NATO side: 1 squad with 9 players Respawn: Group I always play it solo and find it very challenging, so I'm really curious how full squads of players will do. I do have code to up the difficulty depending on # of players. Please offer any suggestions regarding difficulty or anything else. I look forward to your After Action Report sir. If you try it from both factions, you will get a different experience (different starting point, different evac situation, etc.). Share this post Link to post Share on other sites
bardosy 158 Posted May 12, 2016 Since the pirates installed a GPS ankle bracelet on the hostage, they all know where he is. Once you capture the hostage and he starts moving, the pirate squads begin to converge on hostage position, so you are hunted.Can I somehow turn it off? I mean, if I found that tracker first, the pirates cannot follow us, because we have their tracker? I know, I know, sorry, I didn't read everything in the briefing. I will next time! Its the damn chopper AI that is goofy. They should arrive at LZ within a few minutes and land, but when they are fired on they sometimes won't land. I researched this deeply on the forums and am using all recommended tricks (behaviour=Careless, Never Fire, DisableAI FSM, helipads, landat, synchronized triggers, etc.). They actually do land most of the time in my hundreds of tests. Also, when they hover, if you order an AI to board a particular chopper (that has not landed yet), it will then land. So you would have won the mission if the choppers land properly. Like I said, most of the time they do land. I know of no way to fix this permanently. One "good" thing that usually happens is that when the choppers are stupid: the AI destroys them, giving you your next objective to find a boat.Don't worry! I had a lot of issues with AI helis... I know... I just want to report it: when we liberate the hostage, we saw in the distance a heli (a little bird maybe, with soldiers in its side). I thought they are the extract heli or some kind of air support, because those soldiers could fire since FFV. And when we advance to LZ, that heli fly by multiple time over us, but don't help by fire. (it was a little confusing, because we were red, but heli were blue - but I read that in the briefing we are in the same team with blues - but I didn't know maybe the blues didn't help us, because we are reds. But if you use all those script commands (or at least the setBehavious careless) it explain why they don't fire. Oh and it was strange, they don't hover, but they fly in high velocity there and back, up and down, all over the AO (not just over the LZ). 2. Ordering AI to heal themselves is annoying, so I love the idea of your script. First try it... 3. I think I will not add scripts for rearming. I like missions where I have the potential to run out of ammo, and must scrounge for it. And whether to arm the hostage or not, is a player decision (and that decision has consequences :) ).Of course! And thanks again for the great foggy, swampy mood... ;) Share this post Link to post Share on other sites
johnnyboy 3793 Posted May 12, 2016 Don't worry! I had a lot of issues with AI helis... I know... I just want to report it: when we liberate the hostage, we saw in the distance a heli (a little bird maybe, with soldiers in its side). I thought they are the extract heli or some kind of air support, because those soldiers could fire since FFV. And when we advance to LZ, that heli fly by multiple time over us, but don't help by fire. (it was a little confusing, because we were red, but heli were blue - but I read that in the briefing we are in the same team with blues - but I didn't know maybe the blues didn't help us, because we are reds. But if you use all those script commands (or at least the setBehavious careless) it explain why they don't fire. Oh and it was strange, they don't hover, but they fly in high velocity there and back, up and down, all over the AO (not just over the LZ). Those little bird helis are enemy pirate helis (and they will FFV at you)--check out the paint jobs on the helis. And they are patrolling, and eventually will track you also if you take the hostage. I'm glad you reported it as confusing...that means I need to make it clear with dialogue or the briefing. The CSAT evac heli are big Orcas. I made them transport helis only and removed their ammo. I'll "try before I buy" on your medic script...thanks. 2 Share this post Link to post Share on other sites
EO 11275 Posted May 12, 2016 And thanks again for the great foggy, swampy mood... ;) Yep, the setting gives me "the feels" man.......great mission! Share this post Link to post Share on other sites
johnnyboy 3793 Posted May 12, 2016 Yep, the setting gives me "the feels" man.......great mission! Thanks dude, appreciate it. Any problems to report? Or highlights? Also, if you could take the time to add a comment and rate it on Steam that would be awesome. Steam requires a certain amount of members to rate it before it will show "stars" (I don't know what that threshold is). Thanks again! Share this post Link to post Share on other sites
EO 11275 Posted May 12, 2016 Thanks dude, appreciate it. Any problems to report? Or highlights? Highlights so far....... Lighting up the ammo cache......spectacular stuff indeed! Also, if you could take the time to add a comment and rate it on Steam that would be awesome. Steam requires a certain amount of members to rate it before it will show "stars" (I don't know what that threshold is). Thanks again! Done. ;) 1 Share this post Link to post Share on other sites
bardosy 158 Posted May 13, 2016 Those little bird helis are enemy pirate helis (and they will FFV at you)--check out the paint jobs on the helis. And they are patrolling, and eventually will track you also if you take the hostage. I'm glad you reported it as confusing...that means I need to make it clear with dialogue or the briefing. The CSAT evac heli are big Orcas. I made them transport helis only and removed their ammo. Oh that explain a lot of things. :D In that way, maybe we had to hold the LZ a few more minutes. Because I didn't see any Orca in the air. One more suggestion - and take it easy - add a weapon selection to the briefing if you want. But if it interfere your idea of "light equipment", just drop it. (I just dreamed about a machinegun :P ) 1 Share this post Link to post Share on other sites
johnnyboy 3793 Posted May 13, 2016 Oh that explain a lot of things. :D In that way, maybe we had to hold the LZ a few more minutes. Because I didn't see any Orca in the air. That is good news for me. It wasn't the chopper AI problem after all. I'm surprised the littlebirds weren't shooting you though. I think I need the fog to burn off more over time, so they can see better. I'll think about the weapon selection in briefing. If I put too many superior weapons in it, then in MP players pick them and the squad is overloaded unrealistically with MGs, snipers, and GLs. Maybe I will add one MG and one Marksman weapon. That way in SP, the player has the option to upgrade, but the whole squad can't upgrade. Note: If you want play SP as the NATO side, then put the mission in Multi-player, start a server, and join as leader of the NATO team. Then you lead a stealthy SF team entering swamp from the West, have silenced weapons, and your LZ is a hilltop. It plays differently. BTW, have you noticed the non-vanilla Arma wildlife behaviour? Share this post Link to post Share on other sites
zagor64bz 1225 Posted May 13, 2016 Great Mission Man! Any chances of you releasing the custom uniform textures as Stand alone mod? :D :D :D :P :P :P They are awesome??? Share this post Link to post Share on other sites
johnnyboy 3793 Posted May 13, 2016 Great Mission Man! Any chances of you releasing the custom uniform textures as Stand alone mod? :D :D :D :P :P :P They are awesome??? Thanks Zagor! I'm glad you enjoyed the mission. Do you have any problems or highlights to report? (please use spoiler tags for highlights!). Also, if you have time, please comment and rate on steam to help get this mission noticed (it would be much appreciated). Regarding the custom uniform textures, I don't plan a mod, but I do plan to publish a little "how to" information in the editing forum. The textures are just .jpg and .paa files you put in the mission folder, and then you put this line in the unit's init field (or script it somewhere else): this SetObjectTextureGlobal [0,"tiger.jpg"]; The trick is centering a logo on the back or front of a shirt using some image editing tool, and I will post a "how to make centering shirt logo easier" blurb in the editing forums later. Here's the rogue's gallery I was toying with...I didn't use them all in this mission. 2 Share this post Link to post Share on other sites
Undeceived 392 Posted May 13, 2016 Looking forward to that - thanks! The trick is centering a logo on the back or front of a shirt using some image editing tool, and I will post a "how to make centering shirt logo easier" blurb in the editing forums later. Share this post Link to post Share on other sites