Hi. I'm currently finishing off a dynamic campaign ported over from Tacrod and Sanctuary's work in OFP. It's mostly based on the Dynamic War template with elements of CCE <s> There isn't any radical new ideas from those missions but I got bored playing the official stuff and wanted to explore the island a bit more. The dynamic campaigns are a good way of doing this, there are currently 5 6 mission types with approximately 29 33 different locations and some random patrols courtesy of Kronzky's UPS script. </s> <s>It would be good if I could get a couple of Beta tests on it before I upload it for public consumption. </s> <s>Any takers? Please PM me if you're interested.</s> Normal Now requires this Armaholic link: http://www.armaholic.com/page.php?id=1044 Cheers Big and El nino Thanks to: Froggyluv b1sh0p mbv Kutya colligpip orlok Bootleg soldier LCD Lee NBSVieiraPT xxbbcc _spitfire Mathias_eichinger Kronzky <s>Still considered beta but more robust than before and certainly less laggy, I hope!</s> 0.91G Added outro win <--- aiming for "crappest outro ever" award! Fixed cadet chopper cam Added skiptime and random weather at mission end Tweaked S&D text AI group kills also improve "hero rating". Fixed a niggle in the airstrike script Maybe fixed radio disappearing after reload. THX firecontrol. Possibly fixed the Raid mission not ending, some lame scripting there... Tinkered with the how the stats change on the Raid mission Tinkered with the eventhandlers to fix simultaneous multiple enemy deaths causing issues Added a new action, a Heads Up Display that will only be relevant at night. ;-D Tried adding * = nil for variables that aren't needed on save. Added a medipack action Increased squads starting skill level, they still respawn as dunces. Fixed POW monitor script Fixed POW extraction Added, then fixed the soft lighting of the base at night. Should work after a retry. Tweaked intro Still haven't fixed the markers 0.91h Added 1 airstrike option earlier Deleted about 24 logics (therefore variables) and now use a trigger to capture different objects and their locations to set the missions by Because of this I can add more locations, so there's now about 8 more Raid locations,Patrol mission now has 17 different locations, Defend has about 30. Spawn Enemies should exit properly and I'm now "deletegroup"-ing all the created groups, this could be the cause of spawning failing after 8-10 missions because ArmA's group limit is being reached. I also suspect this is why the savegame is getting so big. If no option is selected at the beginning and the dialog remains up it defaults to Easy. Scatter scripts check if they're in water New Outpost mission with 7 locations (as suggested by troop, I couldn't call it FARP though, juvenile as I am the word is too close to fart. Maybe I read too much Viz when I was younger...) Most missions now require the player to be near the objective for the mission to end. No just using support to complete a mission. Added better armour spawning on some missions Livened up defend mission Added West groups patrolling the south Fixed APC and Chopper script not exiting Skiptime now more subtle Increased a couple of stats to increase main mission duration. Added a couple more music tracks 0.92a Fixed Defend town mission broken in 0.91h Added mission end if Officer is killed in Defend mission. 0.92b Removed spawning shilkas 0.92c Fixed ambush not ending, in theory... Added hint for seeing the medic before getting another mission Eject player units from vehicles before extraction disabled radio on chopper cutscene Less uaz's on Patrol mission on Cadet mode Reduced spawning enemy armour, it was a bit excessive! Scattered Officer more on Raid Removed hint if no airstrike available Artillery will arrive quicker Added 1 mag to AT soldier Added MG to group at start Action Loons @ base should no longer look at walls... Named all units that use radio and changed some of the text Tweaked the fleeing script Moved the western satellite base to speed the tanks' arrival Added 2 more Search and destroy locations Change UAZ to MG. Evac radio msg will appear when mission complete Changed mission complete msgs Added confirmation dialog for transport Markers should be neater 0.92d Added DAC and Grouplink 2 Rewrite and streamline of some of the spawn scripts for better looping and use of eventhandlers. Removed old effects scripts Removed Hud action, it was bad... Airstrike now drops 6 bombs not 8 The VIP will be scattered a bit so it won't be as easy to hit him with artillery if you're not near enough to spot him, hopefully this won't mean an endless search for him though. Tinkered with the insert and evac scripts Support scripts will now exit when the mission is ended by the player not when the mission objective is complete. Added civilians, player will lose rating if he shoots them Reduced the artillery shell count Focus will timeout, higher the rating the longer it lasts Kind of fixed pilot dialog 0.92e Added infantry dialogue, these units use a basic version of GL3. Available in POW mission only at the moment Moved 2 of the POW locations Removed the extra groups in the POW mission Rewrite of part of the POW mission Added General Baron's click effect for the markers Gone crazy with variables...just because I can. Rewrite of some of the radio messages Added the use of the mapfact radio, your group must carry one of these to use ANY radio options. Tinkered with the chopper scripts again, they're MUCH better...I'll get it right one of these days. Fixed Raid end action not appearing after reload...hopefully Fixed Ambush end action not appearing after reload...hopefully Tinkered with the persistant spawn scripts. Island should be a bit more lively. Now, someone in your group HAS to have a radio, if it's lost or the guy carrying it goes down you will lose ALL the standard radio options. This is on any of the missions. Quick test for you, shoot number 2 who will have the radio by default and open up the map, voila, no radio. Pick up the radio or get one of the AI to and the radio options come back, this means it's important to keep this guy alive or make sure you carry the radio to be able to call any of the support or even an evac. The AI will no longer join your group in the POW mission, it's a pain in the butt to try and organise all those dudes using the F11/F12 keys so now they're controlled with the dialogue. It's easier than it looks, honest! If you bring it up along the top are the group names: Alpha to Foxtrot, then going vertically down are the options to control them. If you click the move button for example, you need to bring the map up, click on the map and a marker will appear. The group will then move to that location. If you want them to move there quickly click fast, if you want them to hold fire click hold etc. 0.92f (unreleased) Fixed widescreen focus overlay Added dialogue to choose how to rearm Removed mission selection dialogue Extra wave added to the Defend town missions in case the civvies are a bit lively. 0.92G M4/Acog in the ammocrate is available earlier. Added mainbase troops to DAC 1.09 is now compulsory. No apologies made. Fixed defend missions, broken in the last few versions. Back to lively Fixed setradiomsg commands in missions More tweaking of the evac/insert scripts Tweak of the endspawn/delete scripts 0.92H Added a couple of weapons to ammocrates and changed the order you get them After the enemy base mission that location becomes a west base. Some support will then spawn from those positions. Added a new mission where the enemy will try and take these bases back. Support option changed slightly. Support now improves the better the rating. M113 and Hummers to start, >100 vulcan and 2 Hummers>200 m1 >350 another m1, hummers and strikers Infantry spawns from bases like the tracked and wheeled units NOw keeping track of a few more stats, total deaths, E and W kills, player kills and player shots fired. Added timeout message to difficulty dialogue @ start Added Intel action at one of the huts, has to be earned though Monitoring key units and vehicles at the base and will now respawn them at mission end Removed mission over if Officer dies. Rewrite of some of the persistant units Added markers indicating friendly bases Added accuracy bonus. If you're good enough you can earn 100 extra points per mission. This is received by rearming once a mission is over. Added abort mission option back at base for the Raid mission. Added Transport Helo. Using the dialogue this can be used as an alternative to the traditional helos.<---Removed for Anger Management issues Fixed the spawning unit problem on the patrol mission Fixed the move spawned unit script, should be more variation for the spawned units Hopefully fixed the unit and vehicle not deleting problem Changed most of the in game music More tweaking of the evac/insert scripts 0.92I Sorted the jumpout script Added mission specific music and tidied other music Tweaked the rating settings Fixed the Player EH broken in last version FIxed the missions played counter broken in last version 0.92J Added differential in mission choice script for whether it's at main base Added dialog at created bases for transport back to the main base, getting new recruits and transport for missions Fixed enemies spawning at captured bases Added ability to evac back to other bases 0.92K Close dialog on extraction after 30 secs Fixed the Player EH broken in last version when bulletcam is used More tweaks of looping scripts and deleting scripts Stop some units spawning at main base, it was getting a bit busy Fixed ammo crates not refreshing. 0.92L Removed GL3 references to stop conflicts with the SLX mod 0.92M Fixed temp base medtent deleting on purge if player near Fixed RTB from remote bases Added hint for distant reinforcing/rearming Tweaked bonus/accuracy monitor Tweaked rearming action, can now only be done after a mission like reinforcing I'm a bit rusty so god knows what I've broken now! Fixed no evac in POW mission if they're killed before player arrives Spawning a few more enemies from the Bases Tweaked DAC config Events, have a suspicion DAC units' eventhandlers weren't configured correctly Sprinkled some fairy dust over a few misc files, description.ext, briefing, mission files etc. Fixed too many units spawned in Armour groups Tweaked Artillery script Tweaked Base scripts New mission. Defend artillery. New mission. Attack artillery. New mission. Headhunter, go into enemy territory and kill at least 20 units. Rating has to be over 250 to access. Hasn't been tested as much as I'd like but as Arma 2 is on the horizon I thought I'd have a last stab at it. Cheers