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VanhA

Co20 strikeforce wasp

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DOWNLOAD VERSION v1.1 HERE

OVERVIEW:

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Mission Name: Strikeforce WASP

Game mode: COOP (1-20)

Addon's required: none

Respawn: "BASE"

Short one line mini description (for listings): Liberate 3 towns.

Features: BAS framework,Grouplink2 plus, ARMAAC enabled, Six_Pack1 enabled,dynamic group creator reloaded,artillery scipt, vehicle respawn.

DETAILS:

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Difficulty: medium

Supports SP: MP only,

Cadet/Veteran mode variation: None

Playable side: BLUFOR

Island/towns: Southern Sahrani/Tiberia,Cayo,Arcadia

Core game style: Mechanized infantry

Scale: large

Duration: about 170 mins

Weather/Time: Cloudy/5:55

FILE DETAILS:

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Missions created by: VanhA-WASP

Mission Versions: 1.1

Release Date: 19 January 2008

Intro/Outro: no / yes

Briefings: Full briefing, notes & tickable objectives

Created for Arma version: 1.8

Testing: Tested on non-dedicated server with 3 players.

Size: (eg: 1400kb)

Screenshots: <sfw.jpg> (image or link or thumbnail link)

SCENARIO:

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Detailed scenario description/objectives:

- Stage 1: Clear Tiberia

- Stage 2: Clear Cayo

- Stage 3: Clear Arcadia

Story/background:

Straightforward action mission to liberate 3 towns from enemy control. Tiberia is in hands of renegade RACS forces and Cayo and Arcadia OPFOR occupied.Use artillery and causcion to push your way to Arcadia coast.

Respawn point will move to Cayo when both Tiberia and Cayo are liberated.

ISSUES:

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- Some of the artillery elements can only be used once. All other vehicles will respawn when rendered unable to move except AT vehicles which will not respawn.

REVISISON NOTES:

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1.0 - 12.Jan.2008

1.1 - 19.Jan.2008

LEGAL DISCLAIMER:

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These missions are distributed without any warranty.

CREDITS & THANKS:

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- BIS/BIA for their great simulators.

- BAs-f_framework,MDXExploFX by MadDogX,Grouplink2plus by \SNKMAN/,ARMAAC by MadDogX.WintersRealArty by Psych/winters,Dynamic Group Creator reloaded by -eutf-Myke,vrs_AI_general by KaRRiLLioN/norrin,SIX_Pack hpp files by Sickboy.

Also huge thank you to all players involved in testing this!

sfW.jpg

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You put alot of effort into this, very nice mission...i played it with a friend last nite for the first time (with ai enabled). It plays great for a group of at least 5-6 players but needs ai enabled for only 2 friends as i think we saw about 150+ enemy plus lots of armor.

I liked the different effects scripts you included as well as the overall layout...giving several different ways of attacking the areas.

Wouldnt mind seeing a shorter or quicker version of this that would play out in about an hour. With 2 people i think it took us about 3 hours so its rather looong:-)...but it was our first time trying the mission. I just happen to like shorter missions is all.

As a side note there were a few problems such as the trigger for obj2 was not working..we killed everything we could find but that objective never triggered for us and we spent alot of time there searching the roof tops and all. obj1 and obj3 triggered just fine though...but without obj2 triggering we couldnt end the mission. You might consider making those 3 triggers (or at least the first 2) the "seized by" type so that you wont have to waste alot of time hunting for that 1 remaining grunt that may have gotten stuck somewhere hard to find, if you know what i mean.

Another thing you might want to take out are the "hints" you get for your debug script and the "launched" hints you seem to get everytime an enemy was killed...i didnt understand that.

Overall a very nice job and definately a keeper after those few little fixes.

Thanks for sharing it!

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Thanks for the feedback! thumbs-up.gif

I know it's a bit huge but for a right size of group it's good fun.

About Obj2: We tested it and it did work.

I'll give you some hints:

There are all in all 4 enemies positioned on rooftops. 3 are on same roof near empty UAZ;s. One is on balcony by the building behind church.

There is also one AT soldier inside factory building at first floor.

I tailored the mission as Ai-disabled because most in our squad are still quite unfamiliar with game and they are confused about commanding system when there is also AI in.

BR

VanhA

EDIT:

I rechecked the objective at editor by removing all enemies from Cayo and it does work.

Maybe you flanked from area where the croup creator gets activated and then some group entered the area unnoticed..... icon_rolleyes.gif

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Mission updated (See top post for download link)

CHANGES:

*Triggers upon towns changed as "SEIZED BY" type

*Edited one ammo box content in Cayo

*Added repair-ural in Cayo

*Removed bloodCFG hpp files from SIX_Pack (possible conflict with other scripts)

*Removed "copperhead" strike being too heavy

*Added also some surrender triggers in Tiberia for enemies

*Small unit adjustments

*Changed into AI-enabled to make it easier to play alone.

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Nice Mission!

We will youse it on our server!

Greeting to DUK and other WASP´S

5th | Hammer

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