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Sentinel - Outbreak - Part II

 

Description:

This is a sandbox style mission where the player must escape from an island where there's been an outbreak of a highly contagious rage-inducing virus, which turns those who have been infected into blood-thirsty, violent psychotics.
 
The mission begins shortly after the Altis edition left off. Our protagonist (the player) was sold out by the AAF officer shortly after making it to the Altis safe zone and instead of being sent back home, he and several others were handed over to a mysterious group of scientists dressed in white coveralls with red insignias on their shoulders. After being taken captive, the player and everyone else who'd come into contact with the infected were then transported to Tanoa. 
Shortly after arriving at their research facility, the protagonist managed to escape; and thanks to a friendly local Tanoan named Akamu, was able to hide in a small underground bunker deep in the jungle. 
Unfortunately Akamu is long overdue to return and supplies are running low, so once again the player must venture forth from their temporary abode and will need to make use of whatever weapons and equipment they find scattered around in buildings, vehicles and dead bodies in order to survive long enough to find a means of escaping the island of Tanoa.
 
Trying to stay alive is made even more challenging as the player will have to either evade or kill the infected which have now made an appearance on Tanoa; as well as the scattered groups of bandits that are taking advantage of the lack of law and order. Thankfully the player isn't completely alone however, as there are still a handful of survivors out there, including some that may be more than happy to join you in their fight for survival.
There are also reports that a private military company has established a base of operations in the region and are evacuating survivors. What are the intentions of this new force, are they really here to help, or will they turn out to be just as treacherous as the AAF?
 
This is the continuation of the previous Sentinel - Outbreak storyline, which ties in some of the characters and events from the previous Outbreak scenarios (Esseker, Altis and Chernarus) and brings it all to a conclusion.
 
 
Features:
  • 15 Random starting locations and random loot that spawns in almost all the buildings mean that you'll have a different experience each time you play.
  • 5 Different ways to escape the island, including an optional mission at the safe zone that will have the player leading a small team on an important assignment that can change the overall outcome of the story.
  • Random Bandits and even armed civilians that are friendly to the player that spawn at certain locations and with random gear.
  • Simple text based narration courtesy of IndeedPete's conversation system.
  • The option to ask some of the random survivors you encounter to join your team, helping you fight against bandits and the infected. Be warned, not all of them will accept.
  • There is also an option to skip some of the lengthy story related dialogue with certain characters at the safe zone, all you need to do is select the (Quickstart) dialogue option using the action menu when speaking to the respective characters.
  • Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done.
  • Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities.
  • The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks.
  • Custom sounds and textures for a richer experience.
  • Created to be vanilla Arma 3 (APEX) friendly, no 3rd party mods or addons required.

 

 

Installation:

Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/Missions folder.
 

 

Requirements:

None - created to be vanilla Arma 3 (APEX) friendly, no 3rd party mods or addons required.

 

 

Credits & thanks:

B. Robertson (aka Capt.Robertson / Baraban) and the Sentinel Team - Mission design and testing.
Special Thanks To BobTom aka Craig and Corvobrok - Original Infected Scripts.
IndeedPete - Conversation System.
ZZEZ - Loadout Script.
BangaBob aka H8ermaker - Loot Script.
[sTELS]Zealot - Random Vehicles Script.

Giallustio - BTC Quick Revive Script.

Haleks - Ravage Mod (Ravage Edition)

 

 

Known Issues & Future Plans:

  • There's a few buildings in the map that the infected still struggle to navigate properly, although this is more of an issue with Arma 3's poor AI than mission design. 
  • In very rare instances one or two of the infected sometimes spawn without ambient sound effects, making them particularly dangerous if you're not paying attention. 
  • On some occasions when reverting to a previous save, or continuing an older game, the scripts and conversation system may take a few minutes to catch up again. This is due to the large size of the map and sheer amount of scripts in use and can't be helped. 
  • When building a campfire they will appear at the same altitude above ground level as the player's feet; which means that even though you can build them inside a house or on the top floor of an office building, if you're standing too close to the edge of a building or rock formation the campfire may end up floating in mid-air over the side. 
  • There have been reports that the MCC and NSS Admin Console mods used to see units on the map and teleport in single player will break the infected spawning and random loot scripts. Be advised that Mods which aren't listed in the requirements section are not supported and you use them at your own risk. 
  • This mission is set on Tanoa and uses the same scripting as the Altis edition, so you'll need a fairly decent PC to run this at an acceptable frame rate. I have a beast of a machine and all my missions on Tanoa seem to average about 20-30 FPS when I put my settings to the max (I get double those FPS playing on Altis). 
  • DO NOT play this mission if you've got less than 3-6GB of system ram and a GPU with less than 2GB, otherwise your FPS will drop through the floor and you'll get graphical glitches and artifacts. Stick with the Altis edition or wait until you've upgraded your computer before attempting this one - OR - Download the 'Lite' version via the link at the end of this description. 

** This is the final Outbreak Mission type I plan on releasing and was created as my way of saying thanks to everyone that played and enjoyed all 3 of the original scenarios, I hope you all enjoy playing this one as much as I did creating it! ** 

 

 

Download:

 

Sentinel - Outbreak - Part II v1.00 (7Zip)

http://www.mediafire.com/download/szdqytlb2yw49ss/sentinel-outbreak-part2-v1-0-0.7z

 

Sentinel - Outbreak - Part II - Lite - (7Zip)  - for people with older/slower computers that have FPS issues or trouble rendering the starting bunker.

http://www.mediafire.com/download/ladbob2784nk3bs/Sentinel_Outbreak_Part_2_%28Lite%29.pbo.7z

 

Sentinel - Outbreak - Part II - Ravage Edition - (7Zip)  - The version I've created especially for people using the Ravage mod by Haleks. (This is the best one IMHO):

http://www.mediafire.com/download/ui9g21f4wx3a22j/Sentinel_Outbreak_Ravage_Edition.7z

 

 

Gallery:

 

Outbreak_2_01.jpg

Outbreak_2_02.jpg

Outbreak_2_03.jpg

Outbreak_2_05.jpg

 

 

YouTube Videos:

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Had a blast playing part one on Chernarus, let's see where the story takes us on Tanoa.

Many thanks Baraban.

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Had a blast playing part one on Chernarus, let's see where the story takes us on Tanoa.

Many thanks Baraban.

You're welcome Evil!

 

Have a go and let me know how you get on, there's a lot of people playing on older spec machines (Mostly with older GPU's) that have been having some serious slowdown issues and the starting bunker hasn't been rendering properly for them.

 

There's a light version of the scenario available for download where I've cut out a lot of the extra static objects and removed the bandit patrols and random starts for a lot of the armed guards and scientists for the second part of the scenario, and it seems to help in most cases.

 

Best,

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I'll go with the full cream version, still have a relatively beefy system. Will let you know how it goes......

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Just chiming in with some quick feedback......the full cream version is causing me NO performance issues....underground bunker renders in just fine. My ageing i52500k/gtx780ti/16gb ram combo doing just fine.  ;)

The only issue that's cropped up for me is some of the infected chase sounds, a definite stutter.....

 

Restarted mission twice to replicate the bug.....same results. The rest of the sounds "sound" okay, just seems to be some of the infected  "chase" sounds.

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That's perfect! Many thanks for the feedback, and it tends to mirror what all 5 of my testers were saying, so that's very much appreciated.

 

Yeah, I occasionally get the stuttering sound with the infected chasing me too, doesn't happen all the time though and I'm not sure what's causing it either, the sound files haven't been changed since the previous Outbreak missions, and I also noticed it doing that with some voice overs on another guys scenario I was playing a few nights ago, might be a sound performance issue that's crept in with one of the updates?

 

P.S. That gunshot near the end of your video almost made me spill my coffee! Hehehehe.

 

Best,

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Here you go, you'll appreciated this one Evil Organ - the first post has been updated with a link to the version of this mission that I've made specifically to work with the Ravage Mod, this enhances the mission significantly and removes the need for the hefty amount of scripting in the original.

 
This also makes the mission more challenging, as finding an initial weapon and map is much more harder, plus there's roaming bandits to content with too now.
 
Features with this version include:-
* The Ravage mod survival module - you'll now need to stay fed and hydrated if you hope to last long enough to escape.
* Ravage mod Friendly AI and traders that have a small chance of spawning during the game.
* Firefights between the randomly spawning Ravage mod bandit patrols.
* A more complicated repair system (and fewer vehicles that spawn intact).
* Ravage mod Zombies that track using sight and sound instead of the hunter-killer style infected, I've included both walking and running types and the bolters can run faster than the player if he's out of stamina, so you need to be careful.
* Ravage mod time acceleration and random weather.
 
Overall, even though it's not vanilla anymore, it runs a lot better and is much more fun!
 
Enjoy!!
 
 
P.S. If there's enough interest I could probably convert this into a Ravage mod Co-op mission, the only thing that was preventing me from doing so with the previous outbreak missions was the crazy amount of scripting and glitches it caused in MP.
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P.S. If there's enough interest I could probably convert this into a Ravage mod Co-op mission, the only thing that was preventing me from doing so with the previous outbreak missions was the crazy amount of scripting and glitches it caused in MP.

 

For the love of god, please do that. The Ravage version completes the mission in any means making it twice as great.

 

p.s. Could you also do that when we first seeing a ravage zombie we get your zscream dialog? something small, don't mind if its too complicated.

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For the love of god, please do that. The Ravage version completes the mission in any means making it twice as great.

 

p.s. Could you also do that when we first seeing a ravage zombie we get your zscream dialog? something small, don't mind if its too complicated.

 

Done - added a trigger that detects whenever a unit that belongs to SideEnemy (Negative rating essentially) is within about 80m of the player. I've just replaced the file on Mediafire.

 

In the meantime I'll have to start thinking up some good ideas and a half-decent backstory for the co-op mission. ;)

 

Best,

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An inspired move Baraban......I was deep into the vanilla version, but will gladly reset now that it's been "Ravaged". :ok:  

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Hi, just download the tanoa and ravage version, but could not play at all. When I check on the editor, it said missing addon: A3_Soft_F_Exp_Truck_01.

Any advise?

Thank you

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Hey Baraban, I could only play it throughly this weekend (has started playing on september, but got distracted with other missions/mod releases etc)

 

MAN! That was a helluva ending to the Sentinel series (loved the easter eggs dialogs on the BLUFOR Sentinel base), that´s a pity this is the last installment, I´ve had a blast with all previous Sentinel mission and it only got 10X better using ravage ;)

 

I hope to see more missions (apart from zombie survival, I got it this was the last one) from you using the outstanding Dialog script by IndeedPete and all the depth and craftsmwnship you´ve demonstrated on missionmaking so far =)

 

Keep up the great work, buddy!

 

Cheers!

 

PS: hcpookie has just released the ALIENS mod... this+Pandora map (it has the Hardley´s Hope Colonial base and all the scify-ish vibe)+BB´s raptors would be a surefire sucess! ;)

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Which mission in the series should be played first before Tanoa?
Cherno, Esseker, Altis?

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