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igor drukov

Black Sword

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Thanks so much for the new JIP version Igor. The 'whoosh' sound as you fall, and the sound of the C-130 are also nice touches, and further add to the already great polish of the mission.

Here's a question. How do you 'hack' the radar stations? The briefing says that you need to find computer codes (or something to that affect) but I've no idea where these would be found. Any hints? Also, once you have got the computer codes, what exactly do you need to do in order to hack the radar sations. Do you need to be within a certain proximity to them?

Also, what if your Black Hawk is destroyed when coming to extract you? Is it up to the players to find their own means of extraction, and then deicde when they believe the mission is over?

Also, I'm sure this is a known bug, but I'll list it anyway just incase it isn't. If you die with the laptop on you, when you are revived, the laptop will show up simply as a laser designator, and will work like one as well. To use the laptop, you need to drop the laser designator on the ground, and pick it up again. Probably not fixable, but I don't know much about scripting/coding/mission making, so I'm not sure. It might also be rectified in the latest version, as I haven't checked.

EDIT: just got finished playing the mission again. The CAS seems to have trouble being of any use (:p). I initially ordered the Harrier to fly over the radio tower and bomb the compound - it flew over the compound, but never released its payload. I then asked it to bomb a group of T-72's. Same thing, flew over the T-72's, never released its bombs, and actually ended up getting shot down. Am I doing something wrong? Maybe the Harrier's skill needs to be increased?

Thanks smile_o.gif.

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As of now; I've played this mission on two occasions, beating it the first time, and the second, a total debacle...We had less guys and not enough satchel charges (Funny, I know..).

Nonetheless; the mission has a great fun factor.

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@ FlyinBullets

My question was about the country version you use. Once again, the picture I use is taken from one of the missions of the official campaign, so everybody should have it, unless one of the versions has a different structure smile_o.gif.

@Adam192

I wanted the CAS to be as unscripted as possible, due to the high numbers of scripts of the mission. To get it working, do as you would with a human pilot, i.e. use a Laser Designator to "paint" the target. The skill of the plane is set on highest, and the plane starts firing on its second flyby usually. This means you need to paint for quite a long time, and AA defences are to destroyed for more safety. Note that when the LD is painting, you can monitor both the positions of the target and that of the Harrier.

If your extraction chopper is destroyed, the mission should end with a debriefing explaining your situation.

I'm afraid I can't do much for the LD, hopefully this is a minor hassle that can be coped with...

To "hack" the radars, you need to be deadly and curious... I don't want to give out any spoilers here, if you really want the "trick", PM me wink_o.gif.

@ enven

Thanks mate. You beat it the first time?! Primary AND secondary or primary only?

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Thanks for the answers Igor smile_o.gif.

Out of curiousity, where do you get a LD? I know that some appear in the 'Equipment' crate, but are all of these actually laptops, or are a few of them actually LD's (ie; can only one laptop be carried in the squad)? Does one kit actually start off with the LD?

Thanks again thumbs-up.gif.

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Hi, just played this mission with 6 others a few days ago. It's very well done and we had much fun.

As foresaid the first halo jump worked only for ~50% of the players but after the third try everyone landed more or less safe rofl.gif

The primary goal was actually quite easy, as we had enough training from another mission with the same objective. biggrin_o.gif

We then cleaned all camps we found and also got the radio codes. With 2 occupied T-72s from a base we had an easy run for the remaining radiotowers. Somehow the second one didn't accept the code so we just hacked Eponia and blew up the other one.

The bad thing was that we weren't able to complete the mission as the internet connection of our laptop guy broke down and we couldn't find the corpse anymore. We chased around some leftover infantrymen and then called it a night, but we'll definately play it again. notworthy.gif

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@Adam192

The LD can be found in the equipment crate. Cherish it as you do your family jewels: it's the only one on the map biggrin_o.gif.

@ $cruffy

Thanks for your report, glad you enjoyed it!

Final Version Out !

The previous J.I.P. update was faulty. Be sure to check the latest, hopefully last, version (see first post of this topic). Mission name and ReadMe also updated.

This version features:

<ul>

[*] The choice of J.I.P or not in the lobby;[*] An instruction dialog at the beginning of the mission. Don't read it if you want to die wink_o.gif

[*] Streamlined AIs (with GLII especially).

[*] Markers now update upon JIP.

I hope you'll enjoy this too,

Igor.

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Igor, many thanks for this great mission.

One question though: Wanting to play this in Single Player, is there a way to have the AI with me after the HALO drop? All I get so far is "Where are you" radio checks by them and if I order them to come near, I get a "Negative".

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Very very great mission.

If i could wish something i would say: in the briefing there should be added a short, basic list about the guessed enemy-positions in the operation-area, something like that ...

Intel report:

- enemy-barrack at position x,y

- enemy-barrack at position x,y

- enemy-barrack at position x,y

- enemy-barrack at position x,y

or related stuff.

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@ Helmut_AUT

Sorry, the mission doesn't work in SP. The only way is to set up a dedi and play on it. Everyone can do it, you don't need an ubercpu, just download ArmA's server.exe, start your own LAN dedi and go!

I'm considering a release working for both SP and MP, though. Thanks for your interest!

@wolfsblut

Thank you very much. I'm not sure I fancy your idea, though, as I like having the players having to find their INTEL. I've always wondered about how information provided in brifeings had been found... So I like creating intel-gathering missions, or at least missions where intel-gathering matters smile_o.gif

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Igor, the mission starts just fine when launched as single player. But the AI has problems with the HALO jump.

Would that be any different running it from a dedicated server?

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Actually, the AI can't HALO. The SP version would only simulate the HALO jump. As to the solution I proposed on the dedi, you would indeed be fighting alone... which isn't the idea, if I understood you correctly. So unfortunatley, I don't see any solution for the moment, sorry  huh.gif

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Ah yes, that's what I was afraid off.

What I would love (I may just de-compile and script it myself) is a solution where a hidden radio feature or action menu command allows the player to "spawn" the AI somewhere nearby after he did the HALO jump. Maybe have the screen go black for the meantime.

Not pretty, but a good interim solution I would think, so the player could still select his prefered landing area, and then move the AI nearby so they can follow his movement orders.

That would not be rocket science and allow the mission full functionality in SP mode. Personally I love free-roaming, open-ended ideas like you did here, so it's sad for me that I would have to fight on my own.

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Actually, the AI can't HALO. The SP version would only simulate the HALO jump. As to the solution I proposed on the dedi, you would indeed be fighting alone... which isn't the idea, if I understood you correctly. So unfortunatley, I don't see any solution for the moment, sorry huh.gif

Igor, have you thought about setting up a kind of a hybrid single player version that could be played by a single player on a passworded local server. This would allow the player and any playable AI teamates to respawn.

You could also have the AI initially spawn randomly around the drop zone as suggested by Helmet_AUT and by using the latest AI_enabled revive script which includes the new goto function where a friendly AI unit will move to and revive a downed team mate it would allow you to continue to use the revive system.

I've done some similar conversions of other MP missions for my own use and although its not as good as having human team mates its still alot of fun.

If you're interested I could convert your mission so you can check it out. Any way just a thought.

PS: Really great mission by the way. smile_o.gif

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... though, as I like having the players having to find their INTEL. I've always wondered about how information provided in brifeings had been found...

Thats all very true if you are focusing on the fun-factor ... but realistically if a special-op-team is sent out behind enemy-lines to destroy a radio-station they have of course (guessed) basic information via satellit about the enemy-forces in their operation-area _before_ they start their operation.

And i think this basic satellit-infos should be added in the briefing.

Anyway you have made with this HALO- and Grouplink-feature a very cool mission...

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We put Black Sword up on SBP Slovenia server (unlocked) and it will run for the next few days... well done mission!

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Different Idea to solve the AI HALO problem.

How hard would it be, for a single player version, to move the AI near the player right when he pulls the chute...and have the AI on chutes "behind him", chuting down the last few meters.

That way it would still give the player the challenge and freedom to glide near his LZ, with the assumption being that his teammates follow their leader and all pull at nearly the same time.

Is there a way to detect if a mission is run single- or multiplayer? This could even be an automatic thing then.

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@ norrin / Helmut_AUT

The new version is being tested: it can be played in SP (with the solution you advocate, Helmut), either on a dedi or "normally". The updated version of the revive scripts is implemented, too, although it's not bugless, apparently (I'll report in your thread, norrin). Great addition, the sounds!

@wolfsblut

I get your point, but I guess that apart from the bases, I don't think any other info would be "realistically" available, or am I wrong?

@IceBreakr

Thank you mate, it's good to hear!

Thanks a lot for your interest, gentlemen, how could I call the other version "final", now that's the question! I should know better than that biggrin_o.gif

Igor.

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Alright.

We finally beat it the other nite. Here are a few bugs that we noticed, or enhancements.

After Extracting VIA Blackhawk, and totalling the majority of the potential places, we flew out over the ocean, and this is where we sat idle with no debriefing.

Also, maybe make a way that the codes you find are stored somewhere so you can recall them, as I remembered the one code, but forgot the other one, thus we couldn't hack the one computer.

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@wolfsblut

I get your point, but I guess that apart from the bases, I don't think any other info would be "realistically" available, or am I wrong?

No, you are right.

I only meant the enemy-bases-infos  (no specific enemy-infos).

topic singleplayer:

Great to hear that you worked out a lonesome-wolf-version because this longe-range- or indirect-fighting (with mines, satchels or sniping etc.) in the dark is also very thrilling because you alone against many many enemies have to fight like a invisible ghost...

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Thanks for your suggestion wolfsblut, it has been taken into account for the SP release smile_o.gif

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I am new to the whole ARMA world. But I tried this last night in MP and I LOVED IT!!!! It was awesome. My only beef is that nobody on our server would revive me or anyone for that matter. We always had to HALO back in.

This mission is recommended to everyone who loves that stealthy mission feel.

Thanks so much for making such a great mission that really pulls you in...

Best Wishes,

SXO792 or SOWENS

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just to give thanks where thanks is deserved:

this mission is a really, really good piece of work to play with a group of serious-minded players. I hope you continue to make missions in the future smile_o.gif

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I had a fantastic time on this mission, been playing for the past 24 hours pretty much! Really, really well made and immersive. Strongly recommended.

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Plated version 2 and found it quite buggy with vehicles clipping and getting stuck etc.

Squads refusing to work etc.

CTD every now and then

Has anyone else had these probs or just me?

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