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KolgujevConflict/Arma

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Thanks Charvel smile_o.gif

Expansions are possible, I should be more careful tho as to how much I release early from now on too smile_o.gif

Obregan.. held currently by Ogokk clan..

One of the main entrances

1

2

In town tank street patrol

Vip Conference

HQ area with spec ops patrol

View to a kill

Depot/Parking area

Rear entrance/Night

Only thing left to do is to finish the patrols, which there will be 6 of, right now only one exists.. Everything else is done in Obregan.

Final clean up for both towns will involve additional street lights to illuminate the towns proper for night incursions, and install the 2 towns which are currently in separate mission files directly into the main mission.

Then, final preperations for preview mission release :

2 scenarios will be avaliable for mission type :

1 assist the friendly clan holding Materado in defending their town against the enemy forces from Obregan

2 (much harder) assist friendly clan holding Materado in a successful full scale war against Obregan, and help them take over the enemy held town.

Once the two towns are installed, the core mission battle function will take care of the rest and everything as far as the war goes is ready. Again I will try to get rid of the debug text, and also get rid of all radio test options, bottom line this will be a real mission. Thinking that for option "2" at this point allowing player to have a 3 man spec ops team to assist the friendly clan in a successful take over of the enemy town.

Hopefully within a week or so the preview mission will be ready for release, hoping by the end of next weekend, but we'll see smile_o.gif

And ya, taking part in the 2nd option of going to war and attempting to take over Obregan should be pretty .. atmospheric? smile_o.gif

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Work is nearing completion on the official demo 2 town battle mission. Expecting, and hoping for release this evening.

A major bug has come up that has slowed everything down, until now, after much testing, I have made a decision on the fix.

Any vehicle that is manned by Ai, where the ai is killed, is very prone to being engaged relentlessly by the ai, even tho its empty, until it is dead. Ive tried numerous fixes, searched the forums here and tried some fixes I picked up, nothing is reliable except either manually destroying the empty vehicle, or replacing it with a new vehicle in the same place. This particular issue at this time is a major problem with static Mg's at base entrances, now that the Mg's have been placed, they are literally stopping the entire invading force in its tracks to try to kill the empty Mg.

The replacement was the ideal solution, but the major problem is that I cannot store a turrets directional headings for the replacement Mg.. Therefore it does look bad, the original Mg usually has the gun turret facing a very different direction then strait out, and the replacement is very noticable.

So, the other option is to kill the Mg once the gunner is dead. I have decided to go this route, it is still non harmful visually, and works fine. What will happen, is later on a bug fix will be added to the main mission to incorporate replacing the dead Mg's with new ones upon a reinforcement call. This means of course the swap with the old mg's visual appearance wont affect the actual town battles immersion factor, this will happen later after the war is over.

Anyhow, I have a temp script that fixes this for now in the Demo 2 town battle mission. After full completion of all towns being populated and appearance factors complete, a universal script will be implemented into the main mission to cover this.

The 2 town mission will be pbo'd, will have proper briefing, primary objective (win condition), and have 2 versions, 1 defend the town, 2 full scale war.

Moving on.

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Been spending alot of time getting together these two versions, unfortunately it wont be done tonight.

Most of the time today has been spent to get proper addons in, and get nice briefings setup that have objectives which are integrated into the battle system results of the selected battle scenario of this Demo version.

The full scale war version has taken the most time, and involves mercenaries assisting at a certain point in taking over the enemy town. This is because in the actual mission this would not normally be a doable scenario for this particular allied town to go to war with such a large enemy town, it would normally be declared thru scripts as a defend scenario, with the enemy town as attackers. The mercenaries assisting makes this doable.

Doing the briefing right now for the full scale war version right now. This version includes multiple objectives for the player as well.

Stay tuned, its turning out well. Hopefully a day or two more.

Btw -

All debug text removed

All markers set to empty

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Cleaning up the Demo mission, shouldnt be much longer.

Added 2 music files that play during the 2 two town battle.

Music can also be deactivated via action menu, and can be restarted.

A 'special' unit as player team member..

Mercenary groups that assist at a certain point in taking the enemy town.

Finishing script to stop stupid ai from attacking every empty static weapon that was previously manned (this now includes Mg's and spotlights)

Finishing mission complete/failed circumstances, missed a few mission failed possibilities.

Friendly clan has been revamped with a nice addon for units and some additional mercenaries.

Been working alot this week, and have had only a few hours each night to try to get this cleaned up, hoping for either tomorrow or sunday release.

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THE BEGINNING

Demo Mission for Kolgujev Conflict Arma (name pending)

Help save the allied clans on the island from annihilation...

After many months have passed since the great war, survivors have banded together and clans have began to form across the island which are based in many towns. Clear definitions of most clans dispositions becomes more and more evident as these groups slowly build their towns into something useful, and expand their group sizes. Many 'dark' clans, as they have been deemed, become giants, holding huge cities to the north, and continue growing, and begin to flex their muscles on nearby allied clan held towns that have very little in numbers and assets. As time draws on, and unrest continues, a huge city forms in the old town of Corazol. It is now considered 'the merchant city', a place where all sides and factions come and go to buy or sell, or to just mingle in the city and maybe visit the tavern and get drunk. The merchant city has become a dangerous place, although ironically it is considered to be managed by an allied clan, Erudin, whom even has their own radio station, the clan both supports the efforts of the other allied clans and freely allows trading of any faction within their city walls. Things lately have been escalating across the island, various large 'dark' clans seeking more power continue to attack allied clans, full scale wars have begun to occur as the allied clans retaliate, and are often annihilated because of their weak strength... The fate of the island is becoming grim..

From Notes in the briefing :

After having survived the great war, and since then spent many months wandering the the war torn island, I have made the decision to help the allied clans that have grown in various towns. I've recently met up with a young lady while in the merchant city, and she really seems to know her stuff. We have teamed up together to help our allies against the ever growing monster that many of the enemy clans are becoming. War between clans is occurring more and more often lately.. and for many allied clans everything they have worked so hard for to create a resemblance of a decent life in their towns now is threatened to be destroyed. We are outnumbered, and outgunned, we must find a way before it is too late for us..

Download Link :

The Beginning

The mission presents :

2 towns fully occupied with defensive forces, fully populated proper with objects.

A full scale war between Vallon and Ogokk, Vallon being the allied clan. This involves many detailed aspects of Ai warfare, the ai will goto war against itself, on a mass scale. Have included mercenary groups that assist the allied clan later in the mission as well.

High quality addons chosen for necessary applications, greatly improving visual quality overall and effect.

Full briefing, with 2 main objectives for a completed mission, there is no 'mission failed' criteria, as the mission is designed, failure leaves the option to attempt to take over the town by your own means still even if all allied clan forces have been killed, although it also means another allied clan has been decimated by the enemy as well.

Ai operated artillery strikes from both towns. Ai nearby will attempt to man arty pieces if they are empty (gunner killed) to keep the barrage going.

Full freedom to do what you want, how you want to achieve your goals.

Music added, along with on/off option in action menu.

Challenging scenario, assisting a clan of rag tag allied rebels against an ominous force.

Mission Difficulty :

This mission is not easy. But you will have complete freedom to approach your goals however you desire to.

Mission Bugs :

There are some bugs that remain in the core battle system, many of which are not truly bugs, but simply areas that need to be refined for better game play quality. The main issues :

Artillery from an opposing clan will continue to fire on a town until a *leader* of a group of the same clan is within the walls of the town, which has proved to not be enough, as leaders tend to stay back, and send their troops in. Still, chances of these troops being hit by their own arty until the group leader has moved into the town is slim.

A chance that friendly clan units during the field battle may end up prematurely advancing to enemy town due to spotting town defensive units/or falling under fire from them - this is because this one battle scenario is the only one that has a small area between towns where there is a clear view of the enemy town from the battle area, just worked out that way here. All other town battles have towns farther spread apart, or do not have clear view like this. Best bet is just to save game when you get to the counter strike location, in case the rare occurrence happens where the clan units advance to early.

Taking towns - currently for a town to be taken, ALL enemy forces in a town must be eliminated. Ai groups that are attacking the town are set to scour the town for enemies, and if they miss one or two, once they have finished their sweep, they will outright seek out stragglers. This equates to sometimes one or two units making it tough to take a town, especially a big one, until the Ai is set to chase down the stragglers, which can take some time to get to that point. Suggestion, keep an eye on guard houses in particular, as ai tends to miss those enemies sometimes, and watch out for stragglers. Later implementation of a system to eventually manually kill one or two stragglers left over may be put into scripts.

Units may still fire some on Arty pieces no longer manned, for a short time. It has been scripted to eventually make the pieces un-usable, hence ai wont fire any more, but it takes a little time.

On a rare, very rare occasion, the tank will take a very long time to make an appearance on the battlefield (arma Ai..), for whatever reason, like 10 % of the time, tanks want to go on a sight seeing tour before properly resuming their path..

Once in a while a 'Error - Zero Division' count comes up for various town area checks, honestly it has never affected gameplay in 6 months of testing, and havent gotten around to seeing what is causing the random error yet.

Lowfly Eu walls were used for the allied town, and not for the enemy town. Note that the map mess of walls wont appear at all for the enemy town as you near your primary objective. Was not aware that Mapfacts walls show no map icon, hence at some later point may end up replacing Modesta's walls with mapfacts.

Last Notes :

There is in game music. You can turn it off and on via action menu. Note that if the music is turned Off, it will take some time, up to 2 and a half minutes, for the 'On' switch to come back for use - this is because the music is set to loop so it continuously plays, and each delay set must be completed before the option to play music again can be returned. There are 2 songs, a second song becomes avaliable later on in the mission.

Although the bugs remain that are stated above, I have tested and refined this demo mission, and can attest it is of good quality, and has alot of 'atmosphere', in fact it has turned out better than expected (of course time to do it took 3 times as long as expected too tounge2.gif). This mission is worth its weight.

Addons

Yes, quite a few of them. And without them, it would never be the same. Expect these addons to make a huge impact in your gameplay experience here, because they move the missions visual appearance to reflect what the mission plot and setting is, which neither Arma nor Ofp could ever do with their default addons.

ADDONS REQUIRED :

Queens Gambit

Flags.Pbo - provided directly with mission, install in addons or create mod folder

Note that addons here that links direct to the Bis forums topics for addons *do* have multiple reliable links on the first page in the topic. If a topic does not, I dug through and found reliable links hosted by various sites.

map_misc - mapfact

http://www.mapfact.net/include....52561d1

MapFact EU

http://www.mapfact.net/include....52561d1

Mapfact 3DE

http://www.mapfact.net/include....52561d1

Lowfly EU

http://www.flashpoint1985.com/cgi-bin....=lowfly

BB Mercenaries

http://www.flashpoint1985.com/cgi-bin....enaries

Resistance Units (apocalypse mod) (freedom fighters)

http://www.flashpoint1985.com/cgi-bin....istance

http://www.armedassault.info/index.php?cat=addons&id=392

http://armed-assault.de/downloads/apocalypse-mod-10-beta.html

Tanya

http://www.armedassault.info/index.php?cat=addons&id=552

SF Delta Units

http://www.flashpoint1985.com/cgi-bin....t=76021

SF Delta weapons (scar)

http://www.flashpoint1985.com/cgi-bin....t=76021

~~~~~~~~~~~~~~~~~~

Lastly

This entire post is the actual readme included with the mission, for easy reference. The actual install instructions required to play the mission, are the same as always :

Installation :

Install above listed required addons

Put the 'The_Beginning.pbo' in your Arma/Missions folder

Put the addon 'Flags1.pbo' in your addons folder, or make a mod folder for it if preferred.

Run the mission smile_o.gif

Credits :

ColonelSandersLite Scripting assistance for various mission apps, framework design of the barrage system

Special Ed most of everything under the sun in the mission apart from the above

Full credit goes to every author (many of them) for these amazing addons used I know these guys have worked very hard on.

Ralph Just for being there in time of need.. Ralph is still alive!!!! (CSL knows about Ralph.. tounge2.gif)

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Any comments, feedback is appreciated btw smile_o.gif

I have spent enough time testing this Demo mission to say it is Imo pretty dang good, and worth grabbing the addons for.

The bugs are really not that big of a deal for the most part, and yet I still felt compelled to put down the bugs, to simply be honest about the entirety of the mission content.

/edit/

by the way, i forgot to mention player can take over a town by going to the flagpole in center of town, and must hold position there for up to 60 seconds, only if the town is clear of enemies, then they will be able to take the town. Know that you cannot hold a town that a friendly clan is at war with, if the battle ends and the friendly clan is defeated, player will then be able to take and hold the town normally again (this removes issues with players 'stealing' a town that an allied clan is attacking).

Edit/

One more addon has been added, the mapfact 3DE is currently required for the walls to properly show. The wall pieces call on a script in the Mapfact 3DE mod. Note it is not necessary to directly run the 3DE directly, the mod folder just needs to be active while running arma.

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Mission has been moved to updates on Ofpec.

Thread is finished here.

Out.

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