Talyn 33 Posted July 7, 2017 "Stop the convoy heading to the airport, and clear out the enemy desert base." This is a faithful recreation of Desert Ambush, the highly popular cooperative mission that featured in the original Operation Flashpoint (ArmA: Cold War Assault). Every element has been carefully recreated: the same number of soldiers, vehicles and similar-ish weapons. A lot has changed between Operation Flashpoint of 2001 and the latest version of ArmA 3, therefore there is the option of a virtual ammo drop and the option to enable revives (mission parameters). The default setup is very hardcore, just like the original. AI difficulty is dependent upon the host's settings. This mission requires RHS (AFRF, USAF, GREF and SAF). Mission download link: http://steamcommunity.com/sharedfiles/filedetails/?id=966054556&searchtext= 2 Share this post Link to post Share on other sites
johnnyboy 3799 Posted July 8, 2017 Awesome video brother. Brings back great coop memories. Definitely one of the best missions back then. Thanks for bringing it to us 16 years later! Share this post Link to post Share on other sites
scruffy 22 Posted July 12, 2017 Hey Talyn First, let me thank you for remaking this classic :) Sadly the mission crashes our server, just when having the file in the mpmissions folder. So I investigated and it's not your fault, but BIS MP compatibility... The default #include params are (currently ?) broken and seems like they have been for a while. If you put them there by hand it works: Spoiler class Params { //paramsArray[0] class VArsenal { title = "Virtual Arsenal Ammo Drop"; values[] = {1,0}; texts[] = {"Yes","No"}; default = 0; }; class ReviveMode { title = $STR_A3_ReviveMode; isGlobal = 1; values[] = {-100,0,1}; texts[] = { $STR_A3_MissionDefault, $STR_A3_Disabled, $STR_A3_EnabledForAllPlayers }; default = -100; function = "bis_fnc_paramReviveMode"; }; class ReviveDuration { title = $STR_A3_ReviveDuration; isGlobal = 1; values[] = {-100,6,8,10,12,15,20,25,30}; texts[] = {$STR_A3_MissionDefault,6,8,10,12,15,20,25,30}; default = -100; function = "bis_fnc_paramReviveDuration"; }; class ReviveRequiredTrait { title = $STR_A3_RequiredTrait; isGlobal = 1; values[] = {-100,0,1}; texts[] = { $STR_A3_MissionDefault, $STR_A3_None, $STR_A3_Medic }; default = -100; function = "bis_fnc_paramReviveRequiredTrait"; }; class ReviveMedicSpeedMultiplier { title = $STR_A3_RequiredTrait_MedicSpeedMultiplier; isGlobal = 1; values[] = {-100,1,1.5,2,2.5,3}; texts[] = {$STR_A3_MissionDefault,"1x","1.5x","2x","2.5x","3x"}; default = -100; function = "bis_fnc_paramReviveMedicSpeedMultiplier"; }; class ReviveRequiredItems { title = $STR_A3_RequiredItems; isGlobal = 1; values[] = {-100,0,1,2}; texts[] = {$STR_A3_MissionDefault,$STR_A3_None,$STR_A3_Medikit,$STR_A3_FirstAidKitOrMedikit}; default = -100; function = "bis_fnc_paramReviveRequiredItems"; }; class ReviveRequiredItemsFakConsumed { title = $STR_A3_RequiredItems_ConsumeFirstAidKit; isGlobal = 1; values[] = {-100,0,1}; texts[] = {$STR_A3_MissionDefault,$STR_lib_info_no,$STR_lib_info_yes}; default = -100; function = "bis_fnc_paramReviveRequiredItemsFakConsumed"; }; class UnconsciousStateMode { title = $STR_A3_IncapacitationMode; isGlobal = 1; values[] = {-100,0,1,2}; texts[] = {$STR_A3_MissionDefault,$STR_A3_Basic,$STR_A3_Advanced,$STR_A3_Realistic}; default = -100; function = "bis_fnc_paramReviveUnconsciousStateMode"; }; class ReviveBleedOutDuration { title = $STR_A3_BleedOutDuration; isGlobal = 1; values[] = {-100,10,15,20,30,45,60,90,180,210,240}; texts[] = {$STR_A3_MissionDefault,10,15,20,30,45,60,90,180,210,240}; default = -100; function = "bis_fnc_paramReviveBleedOutDuration"; }; class ReviveForceRespawnDuration { title = $STR_A3_ForceRespawnDuration; isGlobal = 1; values[] = {-100,3,4,5,6,7,8,9,10}; texts[] = {$STR_A3_MissionDefault,3,4,5,6,7,8,9,10}; default = -100; function = "bis_fnc_paramReviveForceRespawnDuration"; }; #define DAYTIMEHOUR_DEFAULT 19 class Daytime { title = $STR_a3_cfgvehicles_moduledate_f_arguments_hour_0; values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23}; texts[] = {"00:00","01:00","02:00","03:00","04:00","05:00","06:00","07:00","08:00","09:00","10:00","11:00","12:00","13:00","14:00","15:00","16:00","17:00","18:00","19:00","20:00","21:00","22:00","23:00"}; default = DAYTIMEHOUR_DEFAULT; function = "BIS_fnc_paramDaytime"; }; #define WEATHER_DEFAULT 40 class Weather { title = $STR_A3_rscattributeovercast_title; values[] = {0,25,50,75,100}; texts[] = { $STR_A3_rscattributeovercast_value000_tooltip, $STR_A3_rscattributeovercast_value025_tooltip, $STR_A3_rscattributeovercast_value050_tooltip, $STR_A3_rscattributeovercast_value075_tooltip, $STR_A3_rscattributeovercast_value100_tooltip }; default = WEATHER_DEFAULT; function = "BIS_fnc_paramWeather"; }; }; I haven't played the mission properly yet, but already have a small suggestion: Maybe place one or two empty backpacks in the crates, as apart from MG, RPG and medic no unit has a backpack and you can't pick up the explosives without one. Edit: Tried it today, hasn't lost a bit of difficulty. The two RPG units are missing their uniform on our server, though. Maybe something on our end. But we blew up the convoy in our briefs :D Regards Scruffy Share this post Link to post Share on other sites