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VanhA

co25 Operation Valkyrie

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OVERVIEW:

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Mission Name: Operation Valkyrie

Game mode: COOP (1-25)

Addon's required: none

Respawn: "BASE"

Short one line mini description (for listings): Beach assault.

Features: BAS framework,coop_essential,ups-f,ied,supportV2,spawn dialog,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/Isla del Vida/ Chantico/ Estrella

Core game style: Chopper insertion

Scale: large

Duration: about 100 mins

Weather/Time: Sunny/15:00

FILE DETAILS:

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Missions created by: VanhA-WASP

Mission Versions: 1.0

Release Date: 16 February 2008

Intro/Outro: yes / yes

Briefings: Full briefing, notes & tickable objectives

Created for Arma version: 1.8

Testing: Tested on non dedicated server with - players.

Size: (eg: 1400kb)

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

SCENARIO:

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Detailed scenario description/objectives:

- Stage 1: Destroy fuel tanks & radio mast

- Stage 2: Destroy weapons cache

- Stage 3: Free hostages

Secondary:

- Stage 4: Destroy bmp troop carriers

- Stage 5: Destroy 3 shilkas

Story/background:

A survey team of 4 men was captured earlier and must be freed alive and well. The capability of enemy maintenance must be crippled by blowing up their fuel supplies and disabling communications mast.One objective is to locate and destroy an experimental weapons cache which is guarded in Chantico. There are also two secondary objectives which do not affect ending.In disposal are also 4 boats and an opporunity to call in ammo drop occasionally

Only pilots can fly choppers.

INSTALLATION:

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Standard:

- For Multi Player, copy the pbo file(s) to .\ArmA\MPMissions (installation) folder.

-

REVISISON NOTES:

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1.0 - 16.Feb.2008

CHANGES:

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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,coop_essential by -eutf-Myke,ups by Kronzky,spawn dialog by Dr Eyball,vrs_AI_general by KaRRiLLioN/norrin,IED script by Jeevz,SupportV2 by Zonekiller,Ride of Valkyries by Wagner.

valkyrie-1.jpg

valko.jpg

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Downloaded!

Your post looks very good VanhA. smile_o.gif

How many human players do you need to beat the mission?

Can you give a rough estimate?

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Well, we played it on our server with 7 people but we messed up at the end and one hostage got killed in crossfire....lol.

Cobra respawns also but it'll take approx 20mins. There is also time delay before ammo drop can be used again.

All vehicles will respawn after "not canMove" so I suggest if using all blow up some of vehicles after landing to ensure you don't end up with no vehicles at start.

However:

Taking care of 1st objective will open up a new spawn point as active.

After that you can select between start and second point.

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hmm...

We couldn't release prisoners - we took that one first, since we like to do it our way.

We would like to rather use Norrin's revive script and just use the medic to revive, it would be much more realistic (my opinion!! nothing else...)

Other than that, thought it was a cool mission. Lots to do and much fun. Need of course the BH for transport as we don't have revive.

Just find out why prisoners can't be released and this looks like a fun mission.

Best retard NoBrainer

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hmm...

We couldn't release prisoners - we took that one first, since we like to do it our way.

We would like to rather use Norrin's revive script and just use the medic to revive, it would be much more realistic (my opinion!! nothing else...)

Other than that, thought it was a cool mission. Lots to do and much fun. Need of course the BH for transport as we don't have revive.

Just find out why prisoners can't be released and this looks like a fun mission.

Best retard NoBrainer

Thanks for comment NoBrainer.

I'll have a look at that.

The captive checkpoint has a square shaped trigger for OPFOR as "not present" so there might have been somebody still in a building?

BR

VanhA

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The captive checkpoint has a square shaped trigger for OPFOR as "not present" so there might have been somebody still in a building?

hmm do you need that when you have a trigger that says all prisoners must be kept alive???

I would rather have "join group" to leader and you just have to get them out. If there still is 50 enemys left, who cares, if you get the prisoners out?

I would love to have Norrins revive script and just medic to revive. hat would make this mission less transport and more fun. And if you really die, you could spawn at base.

Best retard NoBrainer

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Here is where the blindness on ones own mission comes obvious.

I did not honestly think of the option of doing the captives first so that's why I left out the "join group" for captives. whistle.gif

I'll take that under serious consideration and think of a way to make it more reasonable. (One option could be an independent chopper to pick up the captives but the shilka's should be taken out before that)

I did not make this revive due requests from my squad.

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Revive is no problem.

But why not make "join group" and successful when captives reaches home base?

But I got 3 other things.

1) In the briefing you can choose every gun ever made for ArmA. Please pick out those YOU think should be used for this mission and cut down on the number of each weapon. I don't understand why I as west can choose a SLA weapon...

2) In Ambergris or Balmopan there is a huge ammodump with all kinds of weapons. I think you should get rid of it OR place out gards....

3) The second objective is to destroy some weapon sample and that is not so obvious. Maybe place ammocrate inside a garded tent or something.

Some of us diden't notice the ammocrate, since we dropped our own ammocrate ritgh besides it. So we used some time to just find it.

Maybe place experimental weaponcrate at a random place inside Chantico?

All these things are minor tweaks / bugs, but I do think it adds something to a otherwise great missions.

Best retard NoBrainer

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Revive is no problem.

But why not make "join group" and successful when captives reaches home base?

But I got 3 other things.

1) In the briefing you can choose every gun ever made for ArmA. Please pick out those YOU think should be used for this mission and cut down on the number of each weapon. I don't understand why I as west can choose a SLA weapon...

2) In Ambergris or Balmopan there is a huge ammodump with all kinds of weapons. I think you should get rid of it OR place out gards....

3) The second objective is to destroy some weapon sample and that is not so obvious. Maybe place ammocrate inside a garded tent or something.

Some of us diden't notice the ammocrate, since we dropped our own ammocrate ritgh besides it. So we used some time to just find it.

Maybe place experimental weaponcrate at a random place inside Chantico?

All these things are minor tweaks / bugs, but I do think it adds something to a otherwise great missions.

Best retard NoBrainer

OK, I tested the 3rd objective in editor by removing all enemy units inside trigger area and "Objective complete" was displayed. I'll give a hint that trigger area consists also side of church and small building besides D-30.

You have some good points there but this mission was sort of tailored for our squads server and most of our players are new to the game and I wanted to give them sort of free ride before some serious stuff. biggrin_o.gif (Try the WASP-mission pack for some harder "GROUP" respawn stuff like "co08 The Truce" )

btw, the ammocrate is randomly placed in 4 different locations so that should add a small twist into it. Try completing the 1st and 2nd objective first and there will be a small surprise for you. whistle.gif

(as for weapons.... my favourite is always the AK-74...hehe)

I appreciate your sightings NoBrainer, ty for feedback again.

BR

VanhA

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You're the missionmaker - you decide.

Thats the hard facts... biggrin_o.gif

I only look at OFP and ArmA as way of choices...I like that I'm not limited to solve a "problem" in a specific way.

That's why I like to remove the zone and rather have successful object when all prisoners is delivered at a certain spot.

But thats how I like it.

If it doesn't have revive, it just makes the pilots important, so no problem there.

I like the idea of randomness and ammo crates, but I think they should be guarded then.

But hey, if the triggers work, then it's no problem if this is the way you would like to present the mission. We didn't find any bugs if you would like to give the players the possibility of choosing from every weapon in ArmA.

I still going to play this mission!!

Best retard NoBrainer

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