Jump to content
Sign in to follow this  
stiff

Seize zones AVGANI (SP)

Recommended Posts

Theme image

avgani_us.jpg

*The guerrilla unit doesn't appear this version.

avgani_sla.jpg

THIS IS BETA

I think that it can play maybe without trouble.

ABOUT THIS MISSION

There is no scenario in this mission.

It is a purpose though it enjoys the combat generated at random.

Please know some principles to win.

TWO PRINCIPLES

1) If the number of construction of bunkers is little, the enemy's raid is also few.

2) The defense of the bunker where the construction position is far from the base is difficult.

About one

-Please make the construction of the bunker a minimum if it is Low-end PC.

-Please construct a lot of bunkers if you want the fierce battle.

*If the number of constructed bunkers is little, the number of buildings that the enemy seizes is also little.

About two

-The encounter with the enemy increases when the travel time to the bunker is long.

-The probability that the bunker is seized by the enemy increases.

*****************

NEW IN THIS VERSION

******************

<span style='color:green'>- The replacement of add-on was made easy.</span>

- A new condition

  When some buildings were seized by the enemy, you lose.

- Improvement of the UAV control in mobile HQ (using action menu)

- Fixed: Trouble of saved game (timer)

- Fixed: The artillery did not fire correctly

*****************

UPDATED INFORMATION

******************

v1.5

- Supported Avgani Iraq Island v1.1

*The old version isn't supported.

v1.4

- The enemy infantry who encountered the player does a more active attack.

v1.3

- The replacement of add-on was made easy.

- Fixed: Building seizure happens double.

- Fixed: Some bugs.

v1.2

- Fixed: Enemy AI does not fire at a player

v1.1

- Fixed: UAV crashes before control.

v1.0

- Initial release (28/07/08)

******************

 SEIZE ZONES AVGANI IRAQ

******************

The enemy seizes the building of neutral zone and tries the suppression of the entire islamd.

You construct the bunker at an effective position, prevent the enemy's advancement, and exclude the enemy who invaded the building.

******************

 WIN CONDITION

******************

-Seize all bunkers of enemy side.

-Exclude all enemies who seize the buildings.

*The seizure of enemy's base isn't needed.

******************

 LOSE CONDITION

******************

1)When some buildings are destroyed with the bomb by the enemy.

2)When some buildings are seized at the same time by the enemy.

******************

 HOW TO REPLACEMENT by user

******************

1) Extract Seize_zones[AVGANI].avgani.pbo

2) Open Seize_zones[AVGANI].avgani\ffs\rp\customize_set.sqs

3) Edit customize_set.sqs

*A skill to edit a mission is necessary.

*I can't guarantee that add-on works according to your expectation.

******************

 HOW TO SEIZE

******************

1) You invade enemy bunker.

2) Securing the bunker is completed.

3) If the soldier who defends the bunker arrives, the bunker is under our control.

*The marker of the bunker is changed into a solid color in map.

REQUEST BY ACTION MENU

The action menu can be used near the flag of the bunker.

1) SAVE GAME

Autosave game (used for Retry)

2) Construction of bunker

The bunker can be freely constructed at the position of vantage.

3) Request of the transport helicopter

It transports your team quickly.

4) Reinforcement of team

Your team can be reinforced. (Default 8 units)

5) Concentration of force

A lot of forces can be commanded. (Default 6 units x 3 teams)

6) Construction of tent

The time spent on dispatching soldiers can be shortened.

******************

 DETAILS IN BUNKER

******************

A new bunker can't be constructed until latest bunker is under our control.

Defense of bunker

Soldiers go to defend when constructed. If the soldiers arrive it, the bunker is under our control.

Enemy attack

If the bunker is constructed in a white marker zone on the enemy side, the enemy tries its seizure.

Recapture

When our bunker is seized by the enemy, the team for the recapture is dispatched.

Seizure

If you seize enemy bunker, some soldiers are dispatched to the defense. If the soldiers arrive it, the bunker is under our control.

Ammunition supply in bunker

The defense of the bunker breaks when ammunition is insufficient. It is dispatched soldiers when the defense breaks,

and if it arrives, the reinforcement force supplies ammunition to the survivor.

******************

 HOW TO DEACTIVATING BOMB

******************

1) The enemy seizes the building.

2) When the seizure is obstructed by the player, the enemy sets the bomb in the building.

3) As for the player, it can know the start of the timer of the bomb.

4) The building where the bomb was set is shown by the map.

5) Search for the bomb.

6) Approach within 1m of the bomb, and deactivate in the action menu.

About the enemy who seizes the building

-The building where the seizure was completed is shown by the exclamation mark.

******************

 COMMANDER MAP

******************

When the concentration force that requests it arrives, it is possible to use it.

It opens by the radio command 0-0-1. The operation is selection and click with the mouse.

It explains in detail with image file (commander_map_guide.gif).

******************

 ADDON LIST

******************

*Arma patch ver 1.14 is required

*Queens Gambit is not requested

Avgani Iraq by Opteryx (Version: 1.1)

*The old version isn't supported.

- avgani.pbo

- opxbuildings.pbo

- opxmisc.pbo

http://www.armaholic.com/page.php?id=3525

MAP misc 1.05

- MAP_Misc.pbo

http://www.armaholic.com/page.php?id=804

<span style='color:red'>

This mission does not require any addons, except for the map and MAP misc you want to use!

However, when the following addon is detected, it automatically replaces it.</span>

AT Airweapons ->  The napalm bomb works

- AT_Napalm.pbo

- AT_Rockeye.pbo

http://www.armaholic.com/page.php?id=2298

UAV RQ-1 Predator -> Predator works UAV

- emsi_mrquavs.pbo

http://www.armaholic.com/page.php?id=2828

2k12 kub (SA-6 Gainful) -> Shilka is replaced with 2K12

- 3lb_sa6.pbo

http://www.armaholic.com/page.php?id=3239

<span style='color:green'>The operating manual of UAV is here.</span>

UAV Management by EMSI

http://www.armaholic.com/page.php?id=2374

******************

 CREDITS & THANKS

******************

- BIS/BIA for their great simulators.

- Trench Generator / Script generator by Benoist

- UAV Management system by EMSI

- All add-on authors

Download (2MB/ZIP)

---------------------------------------------------

Thanks

Share this post


Link to post
Share on other sites

Hi, I'm excited to try out your mission. However I feel like a huge noob to ask this, but how do I get ArmA to recognize the mission? Is thee something I was supposed to do with the mission file? I already got all the addons ready but still can't get the mission to show up under "Missions" or "Campaigns". confused_o.gif

Share this post


Link to post
Share on other sites

Updated to v1.1

Fixed: UAV crashes before control.

>Nowyoudie

I do not have good advice. It is displayed in a missions list of my ArmA. (A single mission) confused_o.gif

Installation:

Extract Seize_zones[AVGANI].avgani.pbo from ZIP archive and place it in your "Bohemia Interactive\ArmA\Missions\" .

Share this post


Link to post
Share on other sites

I play ArmA so rarely due to bugs/performance, but I've got to check this out, I'm really curious how actual gameplay works out on Avgani.

Thanks.

Share this post


Link to post
Share on other sites

>Opteryx

Thank you for a great map. This reality enlivens a battle. wink_o.gif

Share this post


Link to post
Share on other sites

hey stiff smile_o.gif

played that map briefly (~20 minutes) a few days ago.

What I have seen so far, is a very professional made mission!

A few things came to my attention so far:

~ Enemy AI was hardly seeing my squad (other AI of my side was).

As I could easily kill all AI, it was not good to see how AI acts

in the area.

~ AI seems to advance quite slow. So the use of a vehicle or

even running makes you arrive at the zones way quicker.

~ The transport chopper does take its time to arrive. No HOT

rescue in very short time that I had needed. wink_o.gif

Probably more feedback soon from playing with the additional

addons.

Share this post


Link to post
Share on other sites

Hi, thanks for the feedback Q

Quote[/b] ]~ Enemy AI was hardly seeing my squad (other AI of my side was).

As I could easily kill all AI, it was not good to see how AI acts

in the area.

I want to improve this, but a cause is not yet discovered. confused_o.gif

Quote[/b] ]~ AI seems to advance quite slow. So the use of a vehicle or

even running makes you arrive at the zones way quicker.

This is affected by the complexity of the passage of the map. I will examine the plan to mechanize a certain enemy team.

Quote[/b] ]~ The transport chopper does take its time to arrive. No HOT

rescue in very short time that I had needed.

The speedup of the helicopter is possible.

Share this post


Link to post
Share on other sites

Updated to v1.2

Fixed: Enemy AI does not fire at a player

I forgot to have set a player in a captive mode. tounge2.gif

Share this post


Link to post
Share on other sites
Quote[/b] ]This is affected by the complexity of the passage of the map.

Any specific area?

Share this post


Link to post
Share on other sites
Quote[/b] ]Any specific area?

I order a destination to AI in a script, but do not order the route.

I wish AI grows wise more.

Share this post


Link to post
Share on other sites

As always this is a great mission.

One question though:

If I want to tweak the mission a little bit by using different Units and vehicles what is the easiest way to do this. Say for instance I want to use Jonny SF for Sf units and Cam 1st ID or Jonnys USMC instead of the default units used. I also would like to use some HWM Huey's and RKSL_EricM Hinds for some of the heli's and change the vehicles.

I assume I just need to change the classnames around in some of the scripts, I hope it's that easy.

Great mission once again.

Share this post


Link to post
Share on other sites

Did you try Replacement Maker?

*I have not tried yet.

http://www.armedassault.info/index.php?cat=utilities&id=41

Replacement Packs will be usable.

http://www.armaholic.com/list.php?c=addon_repl_pack

wink_o.gif

Some limits in replacement

Because the weapon of the vehicle(heri,plane) specifies a class name and controls it, there will be the case that reaction of the AI becomes dull if they are different.

Share this post


Link to post
Share on other sites

I have troubles with replacement packs and SLX. I was just looking for a good way to replace things with out a replacement file. It's fine as is, I just like to use some of the excellent user made content when available.

Share this post


Link to post
Share on other sites

Updated to v1.3

The replacement of add-on was made easy.

HOW TO REPLACEMENT

1) Extract Seize_zones[AVGANI].avgani.pbo

2) Open Seize_zones[AVGANI].avgani\ffs\rp\customize_set.sqs

3) Edit customize_set.sqs

*A skill to edit a mission is necessary.

*I can't guarantee that add-on works according to your expectation.

There is the following explanation to a source.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;

; HOW TO REPLACEMENT by user

;

; For example, when you want to replace a WEST TANK.

;

; step1) Look at the array number of ffsWc_TANK (Variable name). -> 3002

; step2) Look at the row of the same index number as it in ffsRPlist. -> ffsRPlist set [3002, ["DisplayName" ,"className" ,30000,1,100,0]];

; step3) Set DisplayName and className in each double quote. -> ffsRPlist set [3002, ["M1A1HA" ,"CH_M1A1HA_D" ,30000,1,100,0]];

; step4) Set the number of crew of the tank. -> ffsWc_TANKcrewnum = 4;

; step5) Set the class name of each weapons. -> ffsWc_TANKmg = "CH_M240C_M1A1"; ffsWc_TANKgun = "CH_M256_M1A1";

; step6) Set the variable of the unequipment weapon to a null string. -> ffsWc_TANKrocket = "";ffsWc_TANKat = "";ffsWc_TANKaa = "";

;

; Number of the crewmen(pilots) 0 do not replce it.

; ex) ffsEc_ARMORcrewnum = 0 -> no replace vehicle

;

; The vehicles for players are replaced immediately

; *The default comments out

;

;

; -----------------------------------------------------

;

; DETAILS OF VARIABLE

;

; CLASSIFICATION OF VEHICLE AND AIRCRAFT

;

; ffsWc_WHEEL -> Light armored car (It is easy to stack in the urban area.)

; ffsWc_ARMOR -> IFV (Armored vehicle of caterpillar)

; ffsWc_TANK -> Tank

; ffsWc_SPAA -> AA vehicle

; ffsWc_ATCHOP -> Attack helicopter

; ffsWc_TRCHOP -> Transport helicopter (Transportation of player team)

; ffsWc_FIGHTER -> Fighter

; ffsWc_BOMBER -> Bomber or Ground-attack plane (like A-10)

;

;

;

; NUMBER OF CREW (Pilot)

;

; ffsWc_TANKcrewnum = 4;

; *The replacement doesn't occur if this value is 0.

;

;

;

; WEAPONS (Example of tank and plane)

;

; ffsWc_TANKmg -> Coaxial machine gun, no main gun

; ffsWc_TANKgun -> Main gun

; ffsWc_TANKrocket -> Rocket (No guided)

; ffsWc_TANKat -> AT Guided missile

; ffsWc_TANKaa -> AA Guided missile

; ffsWc_BOMBERbomb -> Bomb

; *Set the variable of the unequipment weapon to a null string.

;

;

;

; PLAYER VEHICLES (The vehicle which a player can get in)

;

;;ffsW_PLV1 = [3020];

; - max 6

; - Respawn

; - Near the base

;

;

;

; SIDE

; - The side that is not set in a mission is invalid.

;

;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Good luck! wink_o.gif

Share this post


Link to post
Share on other sites

hey there .... i've notice that earlier there was a problem mentioned to do with enemies no shooting at the player due to the player being set as a captive ( or something similar).

just wondering if that was fixed as i found another post that said it had and i re- downloaded the mission and replaced old file but i'm still getting the same problem...... i started the mission fresh just incase it was a trigger that was missed..... still nothing ..... any ideas???

thanks in advance

zorilya

Share this post


Link to post
Share on other sites

Some enemy hold fire to give priority to a given duty.

In this case your preemptive attack succeeds.

I can't predict the situation except this. confused_o.gif

*v1.3 is the latest.

Share this post


Link to post
Share on other sites

it's not just pre-emptive unfortunataly .... you can shoot 1 and run right up to them and nothing happens... i'm sure i've got 1.3 but i'll re download

thanks

zorilya

Share this post


Link to post
Share on other sites

The top priority duty of the AI in this mission is seizure of a building and the bunker. (and those defense)

The counterattack of an enemy on the way of the duty is smallest.

The situation that you expect is hard to be generated in this mission.

Add-on to expand the behavior of the AI may grant your expectation.

*I do't try it

Share this post


Link to post
Share on other sites

Updated to v1.4

The enemy infantry who encountered the player does a more active attack. smile_o.gif

*This might be effective in a limited situation.

Share this post


Link to post
Share on other sites

i realised that i was running the earlier version so the reason as far as the forum says was that the player was set as a captive....... thanks anyway

zorilya

Share this post


Link to post
Share on other sites

Updated to v1.5

Supported Avgani Iraq Island v1.1 smile_o.gif

*The old version isn't supported.

Share this post


Link to post
Share on other sites

Stiff! This is one awesome map. Thanks for making this..

I have it running on the new(er) map of avagni and the mission is running perfect. The set captive thing is gone and the additional plug in addons work fine.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×