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honchoblack

Dynamic Afghanistan

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Glad you like it, you are welcome. smile_o.gif

My first goal while making the mission was to make different means of approaches available to the player. The only limitation was to be the support level, I thought that the mission itself would be hard enough without limiting it. I thought that it could be up to the player to choose his approach. Your first suggestion is quite interesting though, since it would add some more RPG feeling to it. I will keep the idea in mind for possible updates.

The second idea is a little tricky to accomplish, since the vehicles are deleted once they are used after the mission. The tricky part is that the vehicle is spawned with a specific name, so once it should be kept over to the next mission assignment, the next spawned vehicle would need a new name. To still let the player get hold of some Toyotas, I hid some in the towns. These vehicles are not spawned and so can be kept by the player. wink_o.gif

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Wonderful mission, but I am having an error that I believe is causing me ot crash to desktop. I am missing the the following mods : 'config.bin/CfgWeapons.icp_pmm' and _ak47mag'. I seem to crash when I enter into the hanger with the ammo crates, or if i try to pick up a weapon from a dead soldiers. I will also crash for no noticable reason. I have downloaded all the required mod (i think) and followed your instructions on their intallation, regarding using a mod folder and replacing the old rpg7.

I just picked up this mod and man is it amazing! I really have a blast with your mod here. If anyone has a solution on how to correct this error I would appreciate it greatly.

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"Am I only one who has a problem with never ending search & destroy missions in Delta Force & VDV Afghanistan?"

Nevermind, stupid me smile_o.gif

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docluvless-

First of all thank you for your feedback, and I am glad you enjoy the mission. smile_o.gif

Sorry for the late reply, I didnt see your question, since the thread was buried in the forums for quite a while. The problem you have seems to be connected with a old version of the ORCS weapons addons it seems, since the PMM and the AK74 mags are part of it (the AK47 is not used in the mission, so I guess its a spelling error on your side). I added the weapons to the ammocrate using the right spelling, that is why I am thinking that maybe you have a different addonversion.

AddmagazineCargo ["ICP_AK74mag", 30]

AddWeaponCargo ["ICP_pmm", 3]

Since I cant reproduce the problem with the addons I got in my mission-addon folder, I dont know what else to suggest. wink_o.gif

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Got the error-msg:

No entry 'config.cpp/CfgVehicles.jjr_r_rebelsCO'.

Have checked all necessary addons, they are in the given folder and the versions are correct for dynamic afghanistan 1.3 on GOTY OFP 1.96 and ECP.

Idea anyone?

Regards,

Steven

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Just "completed" this superb mission  smile_o.gif

Truth be told, my love affair with OFP was starting to fade a bit, but this has got me right back into it. Now, I've gotta try out the whole DMA family of missions  notworthy.gif

Some favourite tactics:

Raid missions (kill target):

If the target is near a steep hillside, study the map and find an approach to the hilltop the AI can handle. You can often heli insert on high ground and tab from there. The goal is for you and your snipers (on hold fire) to be looking right down at the target, without the enemy knowing you're there. Order your snipers to attack the target using mouse click, then get the hell outa there. You can often get mission complete with one shot, no civi deaths, and the enemy never knowing what hit 'em wow_o.gif

It's a shame I couldn't get the LGB strike to work. One time there were no civis near the target, and I was hoping to get an LGB dropped on his pickup, just for variety rofl.gif

Couldn't get the SU25 to drop any bombs though (click LGB strike -> mapclick where target is standing). Am I doing something wrong?

Ambush/assault missions:

Order 2 men to board a Hind as pilot & gunner, then board the Hind with 7 other men. You can then insert and extract wheverever, whenever, and as often as you want (select your 7 men and use the disembark command when the Hind is near the spot you want, or the board command when it's overhead). You'll also have crushing firepower on tap.

Using this technique, you can co-ordinate really devastating infantry/helo assaults. Put in wherever you want (even split into 2 fire teams and insert either side of the target), order the Hind to stand off, engage the enemy with small arms, prioritising AA units, then get the Hind inbound to soften up armour and grouped infantry. Mop up then board the Hind and go home. You can even stay in the field, using your radio to get the next mission. Just keep the Hind holding somewhere safe when she's not in sight, preferably at home base.

I read somewhere that Russian AT teams used to co-ordinate with Hinds in almost the same way.

Anyone else use any special tactics?

Mission type suggestion - Destroy bunker:

In which you have to find and destroy an enemy bunker, generated somewhere in a 500m radius. You could use one of the CAT cave buildings for the bunker model.

The bunker should be really tough to destroy, with enough enemy presence to make absolute stealth the only option. Arti, CAS and Extract/Medevac should be unavailable within the target radius ("too deep in enemy territory").

The player could find it by watching/following patrols, or maybe "clues" could be sent from HQ based on triangulated radio emissions.

Once located, techniques to get the job done could include:

* lase for airstrike (less exposure to detection, might not always be practical due to AA presence, weather or line of sight)

* plant satchels, egress and detonate (extreme exposure to detection, works anytime, anywhere)

Cheers,

CH

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Thank you cornhelium for your feedback and your kind words, it is very appreciated. smile_o.gif

Quote[/b] ]Couldn't get the SU25 to drop any bombs though (click LGB strike -> mapclick where target is standing). Am I doing something wrong?

That is how it functions, just pick the radio code and click one time at the desired location. A radio message should confirm the target and the Su plane should appear shortly after.

It is possible that I didnt assign the pilot of the plane to be careless, then he would pick an approach the target on his own, but the plane would appear nonetheless.

I also withnessed sometimes in the very mountainious regions of the map that the bomber had trouble to approach, sometimes even crashing into the mountains, but that you should have heard. I hope the clusterstrikes worked, so that you could have use it as an alternative ( as well as the artillery strikes). wink_o.gif

I like your approach on the Ambush/assault targets, leaves you with alot of options on how to approach the target. Its exactly the reason of why I made the vehicles available for the player, to come up with different ways to solve a mission. Thank you for these examples. smile_o.gif

Your destroy bunker objective is also very interesting, since it leaves different approaches open for the player. While the bunker may be destroyed with continues artillery attacks, it will prove more hard and interesting in rural enviroment, where stealth tactics may prove the better approach. I will keep your idea in mind for future mission ventures. wink_o.gif

Thanks again for the feedback.

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Ok, quick question, i was playing version 1.3, and i had a patrol mission, so i hopped into the Hind at base and loaded up most of my guys. On the way there, i see three tanks, its at night, they have their backs to each other facing out of a little cropping of rocks in a 360 defensive posture. I figured they were badguys, so i unload my rockets on them.

I land nearby and get out to investigate them further, especially after i see a body on one of the rocks.

Well, i get out, and my gunner left in the Hind guns me down, so i guess they were friendly.

My question, if i found those tanks without killing them, would i have some sort of extra mission? Escort them home? Or are they just there?

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Sorry, Twistedpretzel, but I missed your question. Here the answer anyway, the tanks are placed there for the palyer to discover and to salvage. The idea behind it is to give the player the option to find and use it, if they make it back to base that is. whistle.gif

I had to place these tanks anyway as cache units for the spawned tanks, so I thought, I might as well let the player use them.

There are "submissions" only build into the delta force addonheavy version of the Dynamic Afghanistan missions. wink_o.gif

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Im trying to make my own Dynamic afghanistan using the default DMA easttemplate ( i tried to use this one as a template but when load it in mission editor it crashes to desktop)... and i was wondering how you made the radio support options. Do you think it would be possible to add in a random script that would spawn a random squadron of aircraft either on their own (eg. 1 mi-8 or four su-25's or an mi-8 with two hinds flying support) and to have it spawn them just out of visual range and then have them either fly straight over the player and dissapear (Like in mercenaries playground of destruction) or fly by and bomb something near the player or just fly by dropping flares? this would also open up the ability to have them randomly get shot out of the sky and let the player try and start a rescue mission for the downed crew.... was also thinking about the base. could transport planes/helicopter's/atack planes/ gunships. be set to land-taxi-park or taxi-takeoff. transport planes/choppers could alson unload troops/crates/vehicles that just drive off somewhere (If players squad has dead members some troops could be assigned to his squad)... i know these are all probably pretty laggy..... but i was just wonderin if its possible to script?? it would just add more feel to the levels

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In Dynamic Afghanistan (all versions) there is the side mission implemented that when the helicpoter is downed that you can go out to rescue the crew. This sidemission appears whenever the CAS helicopter, or the insertion helicopter is shot down. So the basic idea of helicopterpilot rescue is implemented additional to the helicopter down mission principle.

To have your other ideas implemented can be easily reached by scripts, have a look at the support/airstrike.sqs in the dynamic afghanistan dpboed mission folder. wink_o.gif

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Is there a mirror for the latest release. i cant download from the link. if not please send it directly to my hotmail ( vulpuscanines@hotmail.com ) P.s Thanks for these great addons am enjoying all of em greatly  biggrin_o.gif p.s you said my other ideas could easily be implemented. just to make sure.. before i spend ages poking about through files i want the things like the fly, bies to happen totally randomly wherever on the map

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Well there is no totaly random flyby scripted in the mission. You would have to think about that part yourself, about where to let them occur. You will need radial function knowledge to let them spawn around the player, and let them fly past him. You will invest some work into it, but it can be done by script. Parts you will find in the DA scripts is the spawning in relation to a location, the pilot down rescue "operation", and maybe some more stuff that might come handy for you. But you wont come around starting to read scripts, to understand the principles. wink_o.gif

Get the 1.3 of the DA-VDV mission here:

http://s56.yousendit.com/d.aspx?id=0GN4II1U5EN1C0BFA9OFVNINSD

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Cheers man thanks a lot  xmas_o.gif  tounge2.gif

:Edit: When i un pbo the file.. all the sqs's are messed up

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Has anyone got an updated list for the downloads? The links in the first post dont work, and I'd love to get some coop dynamic stuff on our server.

I've grabbed the 1.3 from the link above, but I'm definitely missing other files. Can anyone help?

Thanks

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Its because OFP.info went down for a bit. Click on the links, then change the 'gamezone' bit in the URL to 'gamepark', that should work wink_o.gif

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Hi, I don't understand what I'm doing wrong, I keep getting this error when trying to play: "no entry config.bin/cfgworlds.1"

please help =(

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also, I'm currently just trying to get this to work in OFP, but could it work with WGL also?

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please anyone know? I really want to play this =)

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Not sure about this, but maybe you didn't install the island correctly. Is it playable from the mission editor? If not, probably that's the case.

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