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mandoble

The triple blow

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<span style='color:red'>Critical JIP spawn location problem fixed in new 1.06 version</span>

tripleblow_s.jpg

Mission type: SP or MP COOP up to 20 players.

Objetive: Flee from Sahrani.

Mission behaviour: Attack, retreat, sneak, defend.

Languages: Spanish and English.

Map: Sahrani.

Time: dawn and dusk.

Weather: First random, at the end cloudy/foggy.

Side: BLUFOR.

Play time: 2 ~ 3 hours depending on the way you decide to flee from Sahrani.

Addons required: None.

Arma version: 1.08 or above.

<span style='color:blue'>Download The Triple Blow v1.06 from OFPEC</span>

SP options:

- Unlimited but not continuous saves via radio, you need to wait few mins between a save and another.

- Two dificulty levels which affect enemy skill, delays between saves and player's group and ammo boxes weaponry.

- Regroup action to pack the units in the group after some of them die.

- Intro available only in SP mode.

- Killyourself action for every unit. You may command an AI unit to commit suicide in case it gets stuck along the game.

MP options:

- 3, 5, 7 or 10 deaths allowed per player, once exceeded by any player the game is lost.

- Two dificulty levels which affect the number and quality of weapons and ammo available for the players as well as enemy skill level.

- Respawn with current equipment near death position for players, playable AI is lost when dead.

- JIP allowed.

- Regroup action for group leader to pack the units in the group after some of them die.

- Mark position action available for any player, its position and name will blink on the map for several seconds.

- Killyourself action for every unit. You may command an AI unit to commit suicide in case it gets stuck along the game.

- Leave leadership action, the leader allows other players to take control of the group.

- Make me leader action available for players, if leader is not a player, or leader allowed change of leadership, this action will give you control of the group.

Introduction:

You are the last survivors of the Mataredo battle. With your long range radio equipment destroyed your HQ might pretty well think all of you are dead or captives. You must find a way to contact your HQ and leave Sahrani.

So far your best option is to reach Antigua Island and wait there for rescue choppers, but first of all you must use a long range transmitter, and the only one nearby is inside an armor base.

Changes in v1.06

- Fixed an issue with JIP players spawning at sea.

- Added "leave leadership" action, so a player may allow other players to take control of the group.

- Added a check for JIP players, so if a player has been playing before when he joins again he gets back his last number of deaths left.

- Added more checks to ensure that when a player dies over water, he will not respawn over water.

- Added more details to notes section describing the different actions available.

- Unsafe choppers now lose power over time in a less drastic way, so you may fly safely with them a bit more. Anyway, the safest way would be always to find reliable choppers.

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i have tried the earlier version (mp) and i can honestly say that it is superb....

very well thought off...and keeps you on your toes...

well done...

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Thanks tomcat, not sure which earlier version did you play, hope it was one with Arcangel bunker sealed at the beginning of Trinidad onslaugh. That bunker added a LOT of tension to the game specially in MP mode. When Arcangel decides to open the gates (only if Trinidad defence level goes too low) all the players run like the hell to get cover inside, and then using the computer to seal the gates again and control the enemy movements with the surveillance camera. 3 of us survived sealed there for more than 10 mins launching grenades through the ladder hole in the roof wink_o.gif . If you didnt try the sealed command bunker version, try it, much more fun that way biggrin_o.gif

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hmm..must have been a very early one...when you released the mission....cause i don't remember anything of what you are saying..:)

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Good job, but some triggers and Wp doesn't work.

Attack Pesadas base by the west.

I transmit to the Hq with the code (difficulty to appear the transmitter) Wp don't change, reach an disembark antigua with 19 guys and 2 UH60(after refuel one at Pesadas), kill some civilians and not finish ?

Single player, Mode Normal, Arma 1.09b

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After entering the correct code, the transmitter will start connection retries and after a while HQ will be contacted, then you get further instructions and your next waypoint will be Antigua airfield.

Is your second objetive marked as completed? I'm assuming you did complete waypoint 1 inside Specas base.

EDIT:

Your waypoints there are only orientative. As long as your second objetive is completed and you are at Antigua, your HQ will send 2 UH60s and a Cobra to rescue you there. Wait for them, then board them and order to take off using the radio. You may check the position of the rescue choppers in the map, they should aproach from the Northwest. Once you are evacuated from Antigua, the second part of the mission starts.

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Ok the problem is the transmitter, i must hold down the enter key otherwise the transmitter disappears.

Ok now i have the connection and new Wp.

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on the previous edition that i had tried...after a while attacking the first base and killing a few guys...a chopper will come with enemy troops and then the tanks will start coming to the base...at that point first objective was done and we were making our way to pesadas...

on the latest version...we killed eveyone on the first camp...but still tanks are not coming...?

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on the latest version...we killed eveyone on the first camp...but still tanks are not coming...?

1.01 version was using seized by type trigger which didnt work correctly with current ArmA 1.09. In current version you need to kill most of defenders before Pesadas sends the tanks. That happens when number of defenders alive is lower than a random number between 15 and 20.

Are you sure you killed everybody? wink_o.gif

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positive..having said that i'm running 1.09 server and clients...

not only we killed everyone...but we took the trucks and were running around as well...

now if someone was hiding inside the houses....and we couldn't find him...no idea...:)

we cannot keep the same trigger in 1.09 as the previous version which was working with the majority of kills?

we are also discussing the mission internally at:

http://www.realityfriends.com/forum/viewtopic.php?p=8681#8681

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Well, some soldiers might hide in the barracs, the field hospital and the towers, but not as many as 15 or more. I've tested three more times and each time the tanks and the specas chopper reinforcements arrived. AFAIK JIP players cannot disrupt the game flow so actually I cannot find any explanation for your problem.

whith current 1.09 beta the seized by type trigger has unexpected behaviour (enemy feeling seized by the enemy just because empty choppers are nearby), so that trigger type is not usable unless BIS fix the current beta patch.

If there is any way to re-test it in your dedi server, just PM me and I'll test that with you.

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<span style='color:red'>Important note for dedi servers</span>

An existing problem with v1.031 and dedicated servers where the server might keep waiting forever for completion of first objetive has been fixed in the new 1.04 version. If you are running The Triple Blow on dedi server, update your version to current 1.04.

Thanks to Tomcat and =RTY= guys for locating the issue smile_o.gif

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our pleasure m8...any time you want to test your missions give us a shout...:)

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one suggestions only i have...

it would be good idea to include a markers script, where it shows on main map and gps the name of the player next to its marker...

i know it's not hugely realistic and stuff...but it helps when u have a few people on the server to know where everyone is...and direct accordingly....

i wish that feature was standard in the game with the option for the admins to disable or enable...

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You already have a "similar" option: ask any unit to use the "Give position" action, you should see his marker with the name, current position and direction blinking on the map for 10 seconds. It works also with AI units: F## - 6 - 6.

For AI units there is another action you might order them to execute in a similar way: "Kill yourself". If some of your AI soldiers gets stuck in a building, "inside" a tree or ruins, use this option to get rid of him tounge2.gif

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Nope killed people doesnt dissapear, at least they dont disappear with ArmA 1.08, and there is no script running there removing dead bodies.

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you might want to check the JIP...it appears that on our server...everyone who joined...spawned in the sea....

also although i have normal skill selected, when joining the mission says difficulty hard.

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Thanks for the feedback and for the online tests Tomcat.

New 1.06 version available with JIP spawn location problem fixed and some more toys to play with. See changelog for more info.

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Hi Mandoble,

Thank you for your work, this is nice coop, we play last friday night, in 6six player, all goes fine, but the last phase, the evac from Antigua, don't works, the black hawk rest stuck on the land and don't take off, the radio of the group leader disappear.

My teammate who know and play this mission in the past, tell me that last step, got problem.

What we must do to be trasported by UH60,

just to come safe at home after hard fight hehe smile_o.gif

thx

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Once you all are embarked, use the radio to order the choppers to take off. First chopper takes off first, second chopper takes of a bit later and follows the first one.

Any of the group may use the radio, not only the leader. If for some reason the radio (device) is gone, use the key shortcut, 0-0-1.

BTW, the real battle will start once you reach Trinidad wink_o.gif

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got round to finish the mission tonight...

excellent work....very nice mission...thanks for the credit at the end...

one small issue we found..

after reaching the arm's dealers by the beach...3 of us jumped straight into a boat...while other 2 got shot.

the ones that got shot respawned at the initial point...and not close to us...

however, JIP respawns close to the leader...

thanks for the mission

*edit* something else i forgot..on the strikers with the tow only 2 people can join. it would be nice if all the positions inside were open so more people can get in....;)

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