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[ALiVE, SP/COOP 1-7] The Contractor [Hostage Rescue]

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Corporal James Truman served the United States Army with honor and distinction. After two tours in Iraq, Col. Truman retired. Four years ago, he accepted a security position with the private military company Blackgate. En route to a checkpoint, Col. Truman's convoy came under attack and he was kidnapped by local insurgents. Taliban fighters shortly thereafter took possession of him and have used him as a propaganda tool to promote global Jihad. The United States has refused an offer to swap Col. Truman for multiple prisoners. It's feared if he is not rescued soon he will be killed.

 

American Intelligence has received a tip that a document in a compound in Zargabad contains the whereabouts of several locations Col. Truman has been known to be held captive. You and an elite team of US Navy SEALs have been tasked with securing this document and bringing Col. Truman back home.

 

Mods:

CBA*

ALiVE*

Spyder Addons*

Cup Weapons*

CUP Units*

CUP Vehicles*

Community Factions Project*

CUP Terrains Core, CWA and Maps*

 

Additional mod recommendations: Advanced Rappelling* by Duda, Discipline by Haleks, and TPW Mods (TPW Mods should be limited to SOAP only and only used in SP!)

 

* means I am subscribed to the Steam Workshop version of the mod

 

A note on TPW Mods. By all means, go ahead and use other TPW features, but I'd advise to not use any that add enemies or ambient animals (I have this covered). 

 

This is a SP mission with a play time of approximately 1 hour (depending on where the hostage spawns, which is randomized around the AO in one of three locations), and once you get into the hostage areas especially, it can get pretty tough! I have a hard time beating this myself. 

 

For anyone new to the ALiVE Combat Support, in the briefing screen, I have a written tutorial for how to use the transport helicopter. It's going to be key to your success so give it a read and let me know if you have any additional questions. There's also a section with hints incase you get confused or if something isn't very clear.

 

Download link: https://www.dropbox.com/s/gfwf3ps0zlusk69/The_Contractor.Zargabad.pbo?dl=0

 

Workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=963777703

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Thanks for making something like this. I´mostly play SP  and always wanted to take a look what this Alive is doing.

 

I downloaded all the mod´s no and on startup it says couldn´t load Scope Cfg. In the mission every one got basic arma scopes. What could be the reason?

 

Edit: IT says: No entry: bin/config.bin\cfgweapons/imteminfo.scope

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Thanks for making something like this. I´mostly play SP and always wanted to take a look what this Alive is doing.

I downloaded all the mod´s no and on startup it says couldn´t load Scope Cfg. In the mission every one got basic arma scopes. What could be the reason?

Edit: IT says: No entry: bin/config.bin\cfgweapons/imteminfo.scope

Hi Jack-Johnson. I have not seen this error but let me do a little research. I'll pop back in after I figure out what that item is.

Does the mission play or is this error preventing you from starting the mission?

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LOL! The only result on google for this error is our conversation here. Because of course it is. :)

I'm gonna go out on a limb here and say if this error is effecting player scopes, that the problem is likely to be with your Massi NATO Russian Weapons download, or your USSOCOM. Make sure you have the vehicles version of both USSOCOM and Middle East Warfare, that all of your mods are up-to-date, and that you're ONLY using the mods listed in the first post.

Also I have not tested the mission on dev branch.

If you think it's just a vanity issue and the mission plays, there's an Arsenal box on the base where you spawn. Though obviously if the mission is not even allowing you to play, we need to figure this out!

Note to everyone: TPW just updated his mod so my personal TPW_Mods.hpp link might not work. I will update it later. In the meantime, if you use TPW, please only use SOAP.

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LOL! The only result on google for this error is our conversation here. Because of course it is. :)

I'm gonna go out on a limb here and say if this error is effecting player scopes, that the problem is likely to be with your Massi NATO Russian Weapons download, or your USSOCOM. Make sure you have the vehicles version of both USSOCOM and Middle East Warfare, that all of your mods are up-to-date, and that you're ONLY using the mods listed in the first post.

Also I have not tested the mission on dev branch.

If you think it's just a vanity issue and the mission plays, there's an Arsenal box on the base where you spawn. Though obviously if the mission is not even allowing you to play, we need to figure this out!

Note to everyone: TPW just updated his mod so my personal TPW_Mods.hpp link might not work. I will update it later. In the meantime, if you use TPW, please only use SOAP.

 

.scope errors are actually completely unrelated to weapon sights. It refers to a config value named scope that determines if something is visible or not. For example, if I made a unit addon but wanted to hide all of them from the editor, I could set their editor scope to 0 and thus hide them from being placed in the editor. I cannot guarantee that this specific error doesn't cause problems, but it's likely harmless. For anyone getting the error, make sure you have every mod downloaded and all of their dependencies.

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LOL! The only result on google for this error is our conversation here. Because of course it is. :)

I'm gonna go out on a limb here and say if this error is effecting player scopes, that the problem is likely to be with your Massi NATO Russian Weapons download, or your USSOCOM. Make sure you have the vehicles version of both USSOCOM and Middle East Warfare, that all of your mods are up-to-date, and that you're ONLY using the mods listed in the first post.

Also I have not tested the mission on dev branch.

If you think it's just a vanity issue and the mission plays, there's an Arsenal box on the base where you spawn. Though obviously if the mission is not even allowing you to play, we need to figure this out!

Note to everyone: TPW just updated his mod so my personal TPW_Mods.hpp link might not work. I will update it later. In the meantime, if you use TPW, please only use SOAP.

As i sad i downloaded every mod because of this mission and besides the compatibility patch everything from steam. So the mods should be green. i´m on the dev branche thought.

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I'm on the dev branche thought.

Ah ok. Well that would be the reason. The mission is not currently supported with dev branch but will be once Apex goes live and the mods I use get updated accordingly.

I probably chose an akward time in Arma's development to decide releasing missions.

Sorry you had issues and thanks for trying. I'll add a disclaimer to the first post.

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The text for the TPW .hpp file I use has been updated. From now on I'll update the first post with the date of the .hpp update (as seen above), rather than bump the thread.

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hey...back on stable...gave it another try. The team still has arma default scopes.

Mod´s are downloaded by steam....up to date. Did you maybe use the CBA Version of Massi's NATO Russian Weapons (http://steamcommunity.com/sharedfiles/filedetails/?id=677119005)

I'm not subscribed to that version, no. I'm subscribed to this one: https://steamcommunity.com/sharedfiles/filedetails/?id=500929500

I guess I'm still not exactly clear on what the problem is. And first I should point out, I didn't equip any unit with anything other than the default gear for the units (though I do equip them all with additional ammo and silencers).

I didn't alter anything from the default Ghost units otherwise.

But could you clarify the issue? Is it that the guns have bugged scopes so you can't play? Or you can play but you just loath vanilla scopes? If so, to the very right directly in front of where you spawn, I added an arsenal box. From there you can kit yourself out however you want to. Not only that, but you can create special loadouts and transfer them to the AI too! Spyder Addons makes that possible.

I'm just really confused. All I did was place 6 Ghost units down in the editor with whatever gear they spawned with. I added more ammo to each unit, a laser designator (so you can use ALiVE transport), and silencers when applicable.

Maybe the Ghost units from Massi's pack use vanilla scopes by default? I'm not an expert on military gear man so you tell me. If it's something I can fix I will I just need to know what you want or what you were expecting (or if the mission is broken for you).

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No made don´t worry this doesn´t make the mission unplayable. It´s simply uncomfortable if you have to rework every soldier. The most game impacting is the sniper with an smg scope...he simply refuses to shoot on targets further away than a few hundred meters (couldn´t make him taking a shot over 500m) I simply wanted to report it so you may fix it because some people like me ;-) don´t check the inventory of their group before the mission and then out in the field you discover your sniper just came a long for sunbathing or sth. like that :-)

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I appreciate you going into more detail. That makes a lot more sense now. I'd just assumed Massi would automatically equip his units realistically based on their role (I mean I figured he'd arm snipers with magnified scopes, explosive specialists with explosives, medics with med-kits, etc etc). I didn't even think to double-check that. All I did was to make sure they were all equipped with extra rounds and silencers because the mission can take awhile depending on where the hostage spawns.

How about this - as I said, I don't know a lot about real life weaponry. If you tell me what you want each unit to have on them at a bare minimum by default, I'll update the mission for you. Just tell me what you want and I'll do it. But please be as specific as you can with the names of the gear. Even if it's just the sniper or specific units you want geared in a certain way. I can do that so you don't need to fuss about with the arsenal transferring.

Sorry if it made things frustrating.

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I have by no means knowledge about witch scope would fit which weapon. I don´t have a problem using the arma default scopes.

I just quickcheckt them cause i dont have enough time this week for more...there are 2 marksmen - they should get an RCO atleast, the sniper should get one of the sniper scopes which is still useable with nvg, the gunner and the medic seem fine to me.

The rest of the loadout looked fine for me aswell.

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Thanks! That sounds very reasonable!

I'll push an update out as quickly as I can. The feedback is very helpful to me so thanks a bunch.

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Just a quick update. I changed the startup gear based on Jack-Johnson's request, adjusted the Intel document so it doesn't annoyingly automatically open the map when picked up anymore, and also updated the TPW.hpp file link to support the latest TPW version.

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The Contractor has been updated to reflect the changes made by RC 1.62 and ALiVE 1.1.1. Highlights include a smoother transition into the first task and some sensible adjustments to make the Intel document more obvious. Full changelog above.

Note: BIS RC 1.62 introduced some bugs into the Arsenal and pre-made loadout functions. Ghost startup gear (specifically scopes) cannot be adjusted on my end until BIS fixes. Some (not all) of the startup gear will default to how Massi has configured his units. However, there is an Arsenal and Loadout Manager at the main base so using that you can gear up yourself and your AI however you'd like.

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Update. I went ahead and removed the Massi dependencies (his mods haven't been updated in forever) and replaced them with RHS and Project OPFOR.

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Sweet. I can't think of any reason ACE would conflict. If you get a chance let me know how it goes.

 

The hostage gets freed when the player enters a trigger and he then joins your group. So I'd avoid using ACE interaction with him and the document too (to pick up the document, look at it and use your vanilla mouse wheel/on-screen options) just to be safe. 

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Oh, snap! It doesn't work buddy. I have messed up something.

The mission loads, but there is no briefing. Instead, there's a black screen "Cannot establish GPS connection".

And then there's a splash screen "HerosesandvillainsOS presents", "The Constractor" and then i see the city, the task "Board the chopper" appears but i can't move. It's like a dead spectator view. Can't zoom, pan, move, switch to 3rd person view, nothing. Like i'm hovering in mid air, the view is frozen. 

Do i have to configure Alive? I don't have TPW mods.

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3 hours ago, spotter001 said:

Oh, snap! It doesn't work buddy. I have messed up something.

The mission loads, but there is no briefing. Instead, there's a black screen "Cannot establish GPS connection".

And then there's a splash screen "HerosesandvillainsOS presents", "The Constractor" and then i see the city, the task "Board the chopper" appears but i can't move. It's like a dead spectator view. Can't zoom, pan, move, switch to 3rd person view, nothing. Like i'm hovering in mid air, the view is frozen. 

Do i have to configure Alive? I don't have TPW mods.

Oh sorry you're having issues Spotter! Just to be safe, I went ahead and updated the PBO so if you get a chance, try downloading the mission again and see if it works (it works for me using only the required mods, I just tried it). I should have probably been more clear in the first post, but this does require both CUP Terrains Core and CUP Terrains Maps. TPW is not a requirement so we should be good there. 

 

ALiVE doesn't need any configuring. Just make sure it's loaded in your mod line like you would any other mod. 

 

One thing I forgot to mention for when the mission starts working for you, is that on the map screen in game, you'll see some debug information written in yellow. This is an unfortunate ALiVE bug but won't break or spoil the mission at all (ALiVE is very random by design).

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And one more thing, make sure you're subscribed to Project OPFOR on Steam Workshop. That is a 100% requirement. It's the only download for the mod that's up-to-date (Keeway was temporarily banned on this site and can't update it here until he comes back).

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Quick update. I went in to bring this to ALiVE 1.2.9 standards, and also decided while I was at it to give the units in your command a slightly more Special Forces, MARSOC kind of look. I prefer this over the lower rank Marine gear I gave them before. And considering the kind of operation this is, I think it makes more sense:

 

MylEZ0J.jpg

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Oops! I totally forgot about the Diary Record edits I meant to make earlier. Sorry for the ninja edit. I forgot about them. Anyway, I just cleaned those up, in an effort to get things nice and tidy in my transition to Steam Workshop. Updated.

 

And, while I'm here, and to not to have several threads bumped all at the same time, my other missions Oasis of Marah and October Skies have been updated to ALiVE 1.2.9 standards as well, meaning all of the missions in my signature should be current.

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Update. I decided to go through the mission and give access to all tasks, advanced combat support commands and the ability to finish all tasks to all playable units. I did this specifically for people who like to teamswitch after their player has died, and also for those that may want to take a crack at this in coop.

 

I also changed a few of the potential locations of the hostage, made some minor balancing changes and added some custom images at a few locations around the map, amoungst a few other smaller things noted in the changelog.

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