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The Hunt (Ver2) [Fully Dynamic Full Map Mission]

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Ladies and Gents, I present to you my latest and greatest Mission release; The Hunt (ver 2)!

For those who played my previous series, I've made a lot of changes and enhancements to it since. A bunch of new features including performance enhancements to allow full map mission design.

Anyways going to try and keep it short.

Mission design and tips:

-Selection factions to play at missiong startup.
-Main goal is hunting down 2 main commanders heading operations (Play recon/assault, all of the above!)
-There are ammoboxes to find and destroy as side missions.
-There are IEDs riddled everywhere with my custom IED script (Where IEDs can be buried under the ground! ACE Supported with the new mine detector)
-Informant that provides side missions along the way
-Both civilian and enemy population. Goal is to retrieve intel via civilians and/or searching enemy bodies.
-Undercover mode.
-The List goes on!

Warnings!:
-Do not run any ambient mods like TPW. My mission provides all that.
-Mission is designed to spawn on Object Viewdistance. The further you have it, the more power it needs. So as you play, if you find mission does not play well, try restarting after adjusting your viewdistance settings. I found ~750 works great! There is a CAP as well that limits the number of spawned units. Keeping it down is recommended.

Kunduz Version (Full RHS Version):
Requires Following Mods:
-RHS US/USSR
-ALiVE (For support calling only. Saving is enabled)
-Tryk's Multi-play Uniforms Pack (For Bosses uniforms. You can play without, but they will be naked!)
-Tactical Beard (Optional):

Altis Version (Vanilla):
Requires ALiVE only (For support calling only. Saving is enabled)

-ASOR Mod is optional if you want to spawn vehicles and/or use Gear Selector options
[sTEAM LINK: http://steamcommunity.com/sharedfiles/filedetails/?id=718918902 ]


Tanoa Version (Vanilla):
Requires ALiVE only (For support calling only. Saving is enabled)
[sTEAM LINK: http://steamcommunity.com/sharedfiles/filedetails/?id=745127216]

CREDITS;
Please see mission briefing details for all credits. However I wanted to mention a special thanks to Lato from the 'Hunt Six' campaign who approved me to share this design with the community. Some of its features were inspired from his campaign and without his consent, I would not be able to share it with you all!

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For those interested in ripping apart the mission, there are a few ways you can customize to make the mission more of your own.

1. You can open it and modify the based elements as needed.  You can customize what gear you want at base.  Just be careful as some of the markers and items are designed in a way to allow the mission to run.  For example, the ammobox is designed to allow teams to rearm.  Also markers around the base are designed for the ambient feature of the mission.  Be mindful of this when modifying the base
2. In the mission INIT file, you can change the groups that are spawned for both Civilians and Enemies.  Its as easy as replacing the classnames of the units.  This is now no longer needed as the new GUI feature allows you to select factions at mission start!
3. You can replace the unit squad units if you want, but keep the name and INIT info as is to avoid issues with the mission.  If the mission includes a load-out modifier, you might need to turn this off...
4.  In the performance file in the ROOT directory, you can modify the max spawn of units at any given time.  Keep in mind however, that this is not the true max number.  This does not include your squad, or other possible units in your area.  You can turn on debug messaging for more testing if desired.

 

Will expand more on this soon...but feel free to ask questions in the mean time.

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I've seen your mission series, but never actually tried them.Are they okay for Singleplayer?

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These are SP missions.  Thanks! 

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Sweet! I can't wait.

The original The Hunt series was great. This seems like that just on steroids and trying to take away the original's girlfriend so I cannot wait to sit down and play this. :)

Could you link an up-to-date TRYK uniforms if you get a chance in the first post? I thought that mod died and maybe was removed?

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Sweet! I can't wait.

The original The Hunt series was great. This seems like that just on steroids and trying to take away the original's girlfriend so I cannot wait to sit down and play this. :)

Could you link an up-to-date TRYK uniforms if you get a chance in the first post? I thought that mod died and maybe was removed?

Its under the required addons in STEAM.

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So I had a good time playing this yesterday. I look forward to spending some more time with it later on tonight!

I had a couple questions and requests if you don't mind.

1. Regarding disarming the IED's. You stress how important this is in the how to play section. How do you recommend actually disarming them? I see we are not an EOD specialist and unless I missed it, I don't think any of the recruits can disarm them either? I downloaded Revo's mine detector (it's great) and I also have ACE if you think I should use that instead. I'm hesitant to use my limited charges when I assume the map is littered with them. I'd figured just having the detector in our inventory would give us the option to disarm but it doesn't. I'm so used to playing as an EOD guy in my 3CB missions I guess I really don't know what to do about them when I don't have the power to disarm. Lol! Should I shoot them?

2. It's been awhile since I played Hunter Six. Just to be clear on how to play, I'm assuming when the mission begins I just need to go on patrol and start killing bad guys. And as I walk near their dead corpses, I'll get Intel on the target locations automatically, yes? I see civilians will have an action menu options. So that's basically how to start this, correct? Just patrol and kill Taliban and walk near the corpses, while racking up points and getting auto-Intel and all that? I see you have some UAV's on the base too so I'm guess finding enemy activity and killing them early is key. When you play, how do you play starting out.

3. One of the recruitable soldiers doesn't have any description where the bonuses/minuses are. I figure this may be intentional but every other guy does, such as 'is able to detect IED's', etc. For the life of me, I can't remember his name. I'm not at home, but I think it's Nichols? I can get it for you, for sure.

4. What are the chances you could put that bad-ass song you used in the original The Hunt (FATA) back in? I ADORED that freaking song man! It never failed to get me pumped. Don't get me wrong, the vanilla music is cool and you did a good job, I just miss that song. :)

Anyway, this has been fun. I can't wait to hop back on. It's been so long since I played Hunter Six and The Hunt that I'm sort of forgetting the right way to play. Good job on this man. I'll be back with some more impressions soon. Thanks for releasing this!

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Great questions.  Let me see if i can hit on each one.  I'm sure others will find this info useful!

 

1. So you have EOD squad mates who are designed to detect/disarm them with the right gear.  When you start out before selecting squad, team switch is not enabled...but once you pull them into your group, then you can team switch to them.  If you wanted to equip the main player with the gear, it should work just fine as well, but i guess if using ACE, you could run the risk of blowing yourself up at random.  You can either disarm them, or if you think its too risky, use an explosive to destroy it (i do this sometimes when i feel i am getting to close and not seeing the disarm option.  Could happen when buried to deep into the ground).  Also keep the civilians away!  They will detonate them!  :)

 

2. So a few ways to play this:

A. Kill guys and collect intel by getting close to them for collecting intel just like in Hunt Six.   At random and/or when enough points are collect, random intel will be added to map.  This could be HVT locations, or Ammo caches.  It's not an exact marker location either...so check surrounding area.

B1. Recon the area for Enemies vs Civilians.  In areas where Civilians are present, its more likely to be safe zones (but still stay alert!).  You can run up to each of them and check to see if they have useful intel (Action menu will pop up if so).

B2. When using UAV to recon, in some cases your main player unit may need to be in the spawning distance.  SO for example,. you can't use the UAV to fly the entire map because spawns are sometimes forced only to be active when player is nearby and on the ground.  So get within distance, and then use UAV to get a better look around the areas.

C.  When attacking locations, it will be hard to fight on your own.  The intent was to call in supporting groups using your menus 0-0-X.  Then will spawn nearby and run the area when you click on the map.  So call in as many groups as you want (keeping it somewhat limited for FPS reasons), and let them help you fight!  Then move in and collect intel.  These groups will auto delete after you move away about 2k meters or so.

 

3. I don't believe all teammates are suppose to have PERKs.  So that was probably intended.

 

4.  The song is still there, but now randomized with other ARMA playlist songs.  I do get pumped, but after playing it so many times (During testing haha) i dont want it to get old or annoying.  So hopefully it will play ever now and then.

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Hey thanks! That was a perfect reply! :) Everything is very clear now!

Well, except one thing. So I take it just carrying Revo's mine detector isn't enough to be allowed to disable IEDs/mines. Do you know offhand what exactly a non-EOD specialist needs to have in their inventory to give them that option? Is there a certain vanilla tool I need to have on my person (note: I prefer to not use ACE if I don't have to).

I figure this would be good to know in the event my IED teammates die (or I'm assuming, if it's like Hunter Six, they'll need to rest every now and then and will have a 24 hour cool down.).

Anyway, thanks for the great mission! I had planned on making an ALiVE Insurgency on Kunduz after it gets reindexed but it would seem now this will do just nicely instead. :) I'm not saying I won't do it, but now I definitely don't feel an urgent need because what's here is fun and will scratch that Kunduz itch just perfectly.

I appreciate it buddy.

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If using ACE, you need the Disarming Kit, otherwise TOOLKIT for EOD units.  It might be possible that in vanilla you cannot disarm unless you are in fact an EOD/Engineer unit....I will need to test this.  So if this is the case, keep them alive!  ;)

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Haven't really had a chance to play around more as I am lost just on recruiting teammates. Activate the squad management menu, hold f, then use the mouse wheel. Can seem to only recruit one unit at a time, I take leadership, and they just stand there doing nothing when ordered around.

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Sorry Storm, that's not the option you should be using.

 

If playing the Kunduz version, when you look at the building behind you when you first start, you should see a 'Squad select' menu show up.

 

If you're playing Altis, its at the ammobox in the middle.  Look at map markers for more help. 

 

The squadmenu you are referring to is actually an additional menu i have had from older versions.  I may just delete that altogether on future versions to avoid confusion.  Hope this helps.

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Thanks. Will give that a try.

 

Edit: Playing the Kunduz version and I am liking it a lot. Have definitely ramped up the difficulty. Ran into a T-72 that I called in the AH-1 to take care of, just to get shot in the head by an FN FAL at 400m.

 

My squad does not want to exit the base at the beginning of the mission on foot. Need to transport them by either helicopter or ground vehicle to get them out.

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Thanks. Will give that a try.

 

Edit: Playing the Kunduz version and I am liking it a lot. Have definitely ramped up the difficulty. Ran into a T-72 that I called in the AH-1 to take care of, just to get shot in the head by an FN FAL at 400m.

 

My squad does not want to exit the base at the beginning of the mission on foot. Need to transport them by either helicopter or ground vehicle to get them out.

Thanks.  I noticed this as well.  i think its because the way the base it setup.  If you look in your menu (0-0-X), there is an option there to move the squad on your position.  Use this to teleport them out of the base area if you encounter this.  Should be a good workaround.  Hope that helps

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4. What are the chances you could put that bad-ass song you used in the original The Hunt (FATA) back in? I ADORED that freaking song man! It never failed to get me pumped. Don't get me wrong, the vanilla music is cool and you did a good job, I just miss that song. :)

 

Just a FYI as well, in the pause menu where the DEBUG console is, you can enter the following which will play the song whenever you want ;):

 

playmusic "MissIntro";

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Hi all, here is a Tanoa version.  Still finishing up final touches and last debug testing.  Please report bugs here.  Also if anyone is interested in helping me tweak base design, let me know, I would appreciate that.

 

https://www.dropbox.com/s/fp0a550sxz771oi/TheHunt_Public.Tanoa.pbo?dl=0

 

 

Changes from other versions:

-Boat patrols

-Camp spawning

-Destroy Camps tasking from Informant

-Vehicle transport required for traveling island to island. (Fast travel available after transporting Mini-HQs)

-Other tweaks i will keep private to avoid spoiling surprises.

 

REQUIRED MODS:

-ALiVE & CBA

 

Optional Mods:

-Running 3rd party vehicle mods can enhance vehicle spawned by enemies for more randomness.  CUP Vehicles and RHS for example.

-ACE (Mission auto detects ACE and loads settings that work with ACE like load-outs, etc..)

-Revo's Mine detector or ACE for IED missions/tasks.

 

 

Steam will be uploaded once I finish testing.  Have fun.

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for some reason the rearm/repair area is only rearming the vehicle. Also my engineer cant repair either. 

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Yeah I totally blew out some of the tires running over an IED in the Kunduz version and my engineer guy couldn't fix it either. But to be fair the vehicle was frigged up so I assumed it was beyond repair.

I'll have a closer look the next time I play. Though it may be worth Jcae looking into.

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Are both of you referring to Kunduz Version?  Also ACE, or no ACE?

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kunduz version. The rearm/repair area seems to be working now. I found out that frost the engineer is missing a toolkit at the start of the mission. I put one in his inventory via arsenal and all is good. No ace. would recommend using ace?

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just tried ace 3 and it messed some things up. first the team icons on the bottom left corner of the hud was missing. plus i cant get to the 0-0-X menu because the 0 key causes the player to sling his rifle. is there an ace menu anywhere?

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kunduz version. The rearm/repair area seems to be working now. I found out that frost the engineer is missing a toolkit at the start of the mission. I put one in his inventory via arsenal and all is good. No ace. would recommend using ace?

Kunduz. No ACE.

Jcae, would you consider adding the toolkit to the engineer's inventory?

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also in hunter six after you collected intel from the dead bodies the question marks on the map would disappear. any chance you could implement that?

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just tried ace 3 and it messed some things up. first the team icons on the bottom left corner of the hud was missing. plus i cant get to the 0-0-X menu because the 0 key causes the player to sling his rifle. is there an ace menu anywhere?

 

The team icons is hidden by ACE itself. Pause and there should be an ACE menu upper left of the screen with option to turn it back on. Using ACE I would recommend stripping it down to the basics of what you cannot live without. I have yet to try my stripped down version on it. Usually works on most SP missions including Pilgrimage, Hunter Six, various Ravage Misssions, etc.

 

For the IEDs that I have seen in the Kunduz version they seem pretty easy to spot, though I only have seen the same one multiple times. Only one type? Though I was taught to be wary of things sitting on the side of the road. Surprised me when it wasn't a buried mine, but looked somewhat like an actual hidden IED.

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The team icons is hidden by ACE itself. Pause and there should be an ACE menu upper left of the screen with option to turn it back on. Using ACE I would recommend stripping it down to the basics of what you cannot live without. I have yet to try my stripped down version on it. Usually works on most SP missions including Pilgrimage, Hunter Six, various Ravage Misssions, etc.

 

For the IEDs that I have seen in the Kunduz version they seem pretty easy to spot, though I only have seen the same one multiple times. Only one type? Though I was taught to be wary of things sitting on the side of the road. Surprised me when it wasn't a buried mine, but looked somewhat like an actual hidden IED.

 

Thanks stormforge ill give it a try.

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