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Oddball-47 Ronin

[MP] [COOP 1-8] Silent Thunder Parts 1 And 2

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Silent Thunder: Part 1 (v3.14)
A 47 Ronin Production



Steam Workshop Link: Part 1:  https://steamcommunity.com/sharedfiles/filedetails/?id=2207137151&searchtext=unsung

Steam Workshop Link: Part 2: https://steamcommunity.com/sharedfiles/filedetails/?id=2242238919

Multiplayer Coop: recommended 4-6 players - 8 slots total




Apex DLC :http:// https://store.steampowered.com/app/395180/Arma_3_Apex/
Unsung Vietnam War: https://steamcommunity.com/sharedfiles/filedetails/?id=943001311
CBA_A3 :https://steamcommunity.com/sharedfiles/filedetails/?id=450814997
3den Enhanced:http:// https://steamcommunity.com/sharedfiles/filedetails/?id=623475643
Metis Nature:http:// https://steamcommunity.com/sharedfiles/filedetails/?id=1951690856
Task Force Radio: https://steamcommunity.com/sharedfiles/filedetails/?id=620019431
ARMSCor 3.5.4 :https://steamcommunity.com/sharedfiles/filedetails/?id=714598902
Eden Extended Objects:http:// https://steamcommunity.com/sharedfiles/filedetails/?id=882231372



July, 1965, Rung Sat Province, Vietnam.
You are part of a Military Assistance Command, Vietnam – Studies and Observations Group (MACV-SOG) team which has been tasked with locating the routes/trails which VC/NVA
forces are using to bring down weapons and equipment from the North and which are being stockpiled in the Rung Sat Province of Vietnam, specifically, the Doung Island area.


Mission features:

(1) "The Real Bunc's" DynamicCamo Script; a work of pure genius and which
works marvelously within the mission. Move about slowly and quietly, stayin'
crouched and low, you'll be all puckered up when in the dense jungle, you
spot a VC patrol mere yards from your position; oblivious to your presence.
 Wait 'til they move on, and continue your patrol.
  You can read about it here:


 A big thanks to The Real Bunc for his script and to "accuracythruvolume"
who adapted it for use in multiplayer!

(2) Progressive respawn points: As you progress along the map, a number
of respawn points are generated. So, if you suffer an "uh oh" and get
shot to hell and die, you'll have the option to respawn at one or more
points on the map, dependent upon your progress.

(3) A virtual arsenal located near "Captain Slaughter's CP" on Base Mike.
Choose from a astounding amount of uniforms, gear, weapons of the Vietnam era.
(4) Highly immersive soundtrack which lends itself well to the eerie movement through the waterways and jungle.

(5) Over 200 sound effect triggers; some positional such as VC/NVA voices, birds
squawking, flapping, monkeys hollerin'...well, you get the idea. Hearin' voices
on your left? Maybe on the right? Oh dang, they're close!

(6) Runnin' low on weapons/ammo? You'll probably come across some small 
enemy stashes if you do a good job of your recon patrol. If not, well, you
can always strip some gear off any enemy you were forced to gun down.

(5) On call artillery fire support, helicopter transport and helicopter supply drops.

(7) Random enemy patrol script ensures replayability. The majority of patrols
begin within and patrol in random fashion within designated "zones". They never
begin at the same point, nor patrol in the "paths" each time you fire up the mission.

(8) And, thanks to Sergeant Dennenboom, an "official" end to the mission.

Mission Notes:

  You'll want to set your music and effects sliders to 50 percent (ideal for me).
Of course if you want to tone it down or jack it up, that's entirely up to you.

Read the briefing and check the map out to get a feel for what you need to do and how you
want to go about it. The basic Situation, Mission, and Execution briefs are contained
in that. As well, there is a "Credits" section listing all the fine gentlemen whose
tutorials I have watched, scripts I have used and to all of them, I give my sincere

  Issues I have come across:

 You and your team begin the mission in a "Huey" enroute to Base Mike. It's a rather
"interesting ride". (I can say no more.) The other night, playing on our server,
not everone in the group started in the chopper. We backed out of the server,
restarted the mission and all worked well; all of us were in it fine.

  Basic thrust of the mission:

 It's a pure recon mission. Well...mainly. Your job is not to pile up dead NVA/VC
bodies, but to patrol the designated area, attempting to locate paths/supply routes,
evading patrols when able to and there's some flash traffic which comes in to
Captain Slaughter's CP which once read, may add an additional bit of tension
to your mission/plan.

Have fun and feel free to holler if you run across any issues, or have a comment(s)
or even a complaint. I'm quite open to continue working on it. Actually, this
particular mission is "Part 1" of what will be a Two or Three Part "series".

(Odd hollers to the projectionist: "Orville, run the credits now like a good lad!")

My thanks to:

Kronsky for his Urban Patrol Script:

Nemesis for his NRE Earplugs Script:

Grumpy Old Man for his GOM Ambient AA script:

Alias for his Ambient Light script:
 And for all the other fun and wonderful scripts he has worked 
up over the years.

Gunter Severloh for his kind words to an editing dweeb and for 
what I call The _Encyclopedia_ of Scripting Guides And Tutorials

Killzone Kid for all his helpful videos and tutorials on YouTube:
And on his website:http://killzonekid.com/category/games/arma-3/

The Real Bunc for his DynamicCamo Script:

Pickin' That Banjo for the ton of tutorials of his on YouTube:

Kegety for his PBO/De-PBO tools:

   And special thanks to Sergeant Dennenboom of 'Elite Warriors' for
showing me how to incorporate progressive respawn points into a mission
and how to end a mission properly. I was and remain extremely grateful
for his time and assistance.
  Thanks also to my gaming buddies; Jamie, Russ, and Rosie for their
moral support, insights, bug finding and most importantly, their 
  And lastly, my thanks to the whole crew of the 'ArmA Unsung' Vietnam
mod. They've really made some magic with it.

The 47 Ronin 

  • Thanks 1

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Hi Ranger, thanks man. I invested WAY too many hours into it with the editor and had to
compromise a bit in a number of places due to Arma's AI becoming brain dead when it

comes to water. But, I'm happy with the end product. I think it'll play out nicely in

a group setting.
  Our first and only time playing it with five of us, Russ, an old Marine captain
got shoved into the leader slot because the rest of us are slackers. He was
too devious for me and wound up bypassing several enemy patrols I had

laid out enroute to the first objective. I've addressed that with a few additional

small patrols and have re-worded the mission briefings such that "Bridges/crossings

will be used whenever possible as swimming across a river with 60 pounds of

gear on one's back may result in drowning casualties." 
  This allows me to "funnel" movements to a certain degree and should increase
the "pucker factor" a bit.

  Have fun with it and holler if you come across any "uh ohs" or have any ideas

on how to make it better.

Best regards, Odd

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