rocket 9 Posted July 22, 2009 (edited) MISSION ISLAND TWILIGHT By Rocket www.usecforce.com Current Version: - 3.0, 3 August 2009 Requirements: - Standard ArmA2 1.02 install Type: - Co-operative; or - Single Player Players: - Seven Aprox Length: - One Hour, Fifteen Minutes Description: - A notorious weapons dealer has arranged a meeting with a terrorist cell suspected to be operating in the USA. The meeting location is a remote and embattled island. A small team of seven USEC operatives are tasked with taking out the two targets, and destroying the weapons cargo they came to trade. Time is short, you have to complete all the objectives in under and hour. Be quick, be deadly. Features: - Compelling, fast paced, mission - Voice guide provides information through mission - Dynamic objective locations, each playthrough is different - Smart AI helicopter and C130 interactions - Fully utilizes Norris's Revive script Credits: - Dean "Rocket" Hall, mission making, voice acting - Whole USEC team for many nights testing, but particulary: - MAJ J. Hull, CO501 - CAPT A. White, XO501 - LTCOL K. Syed, CO108 - 2LT D. Lee, UX501 - BGEN T. Blake, UCOM - Norrin for the awesome Revive script Where to play: - The USEC Dedicated server - Any good server :) Where to download: - Armaholic.com - Or join the USEC server when its on rotation IMPORTANT NOTE: - If you find that players are not starting in the helicopter, it is because of syncronization issues when the mission is being setup. Try to ensure you don't click through until everyone has joined and loaded. If this happens, simply reload the mission and it will be fine. Edited August 3, 2009 by Rocket Share this post Link to post Share on other sites
kremator 1065 Posted July 22, 2009 For info ... it's norrin Share this post Link to post Share on other sites
rocket 9 Posted July 22, 2009 Damn s and n keys! so close together... well it is midnight here and its dark! Share this post Link to post Share on other sites
kdjac 19 Posted July 22, 2009 Thats an excellent mission. Hope to play it tonight with 6 others. Share this post Link to post Share on other sites
rocket 9 Posted July 22, 2009 Please post any bugs you find, and how you found the specific location the targets met at. I'm open to updating the mission based on any testing results I can get my hands on. Share this post Link to post Share on other sites
kdjac 19 Posted July 23, 2009 Only bug is the stuck in chopper which is mentioned, a restart fixed that. Hope to be trying again tonight with the full team, server is in ireland if you want to join. EDIT location wellington NZ.....nm :D Share this post Link to post Share on other sites
rocket 9 Posted July 23, 2009 One issue to note: When you get to the extraction location, the AI helicopter will come in and land but keep its engine running. It will wait fifteen minutes, and if you're not on board, it will depart. Now, while he's landed if he comes under fire he WILL take off and engage them. If this happens, you need to fire a flare, and he will come and do a full stop landing. Last night, we were under intense enemy fire and when I did this, he came in to land and we had a full team. It took about 15 seconds to get everyone in the helicopter and by the time we did this, the helicopter had taken two AT rounds. In an updated version, I will change it so that if the helicopter is damaged beyond takeoff, another one will be dispatched. Some advice: As soon as you first hear the C130 (Talon One), drop a smoke to get him to drop an ordinance crate. Use the mines/satchels to destroy vehicles that you need. Ensure at least two members of your team have Flare launching enabled weapons. If not, you won't be able to recall the helicopter if he takes off! Share this post Link to post Share on other sites
Stridergg 10 Posted July 27, 2009 This mission is simply awesom. It starts out pretty standard but then ramps up and the ending is extremely tense. We liked it A LOT. One thing i would recommend changing though. IMO the weapon dealer's chooper should arrive a bit sooner - it took so long we thought something got broken in the script but eventually it came. Great stuff, thanks a lot. Share this post Link to post Share on other sites
rocket 9 Posted July 27, 2009 This mission is simply awesom. It starts out pretty standard but then ramps up and the ending is extremely tense. We liked it A LOT.One thing i would recommend changing though. IMO the weapon dealer's chooper should arrive a bit sooner - it took so long we thought something got broken in the script but eventually it came. Great stuff, thanks a lot. Thanks for the positive feedback. I keep an eye on how long people are playing the mission through the server stats agregators out there, and it seems most people are playing it right through which is good news. I've got a new version ready to go, with a few updates, and I'll move the enemy chopper arrival time forward a bit so you're not waiting as long. Let me know any other idea's and I'll include them. Share this post Link to post Share on other sites
Redfield-77 10 Posted July 28, 2009 Great mission. I got to the part where your watching the terrorist leader by his car waiting for the heli to arrive. I gave the order to my squad go stealth, go prone, hold fire. They did for a bit but some bastard AI opened fire after a few mins. We killed the men on the ground but the heli never landed cuz he got spooked :D I'll try this one again with my buds. Share this post Link to post Share on other sites
rocket 9 Posted July 29, 2009 (edited) NEW VERSION : 2.0 Version 2.0 has been released with following changelog: - FIXED: Potential problems with UH1Y extraction - ADDED: Additional special weapons crate - FIXED: Enemy Truck assistance not travelling to target location - FIXED: Radio command about near target continuing to be called even after targets dead - FIXED: Reduced number of civilians that spawn to increase FPS and reduce desync issues - ADDED: Replaced Revive_sqf functions to version M provided by Norrin - FIXED: Changed arrival time of enemy helicopter to earlier Download link updated above. Mirrors, please change your files and I will update. Armaholic now has v2.0 Edited July 30, 2009 by Rocket Share this post Link to post Share on other sites
landdon 0 Posted July 30, 2009 (edited) Rocket, I'm not sure how it is working on other servers, but on ours it's not doing what it is suppose to do. We don't get your voice acting, the helicopter remains at the first landing site, and we don't get the task menu either. We love the first version the only problem was the C-130 would fly into the trees or ground. I have left the AI on and off it didn't seem to make a difference, I have even restarted the server as well. All with no correction of the errors. Edited July 30, 2009 by Landdon Share this post Link to post Share on other sites
rocket 9 Posted July 30, 2009 (edited) Rocket,I'm not sure how it is working on other servers, but on ours it's not doing what it is suppose to do. We don't get your voice acting, the helicopter remains at the first landing site, and we don't get the task menu either. We love the first version the only problem was the C-130 would fly into the trees or ground. I have left the AI on and off it didn't seem to make a difference, I have even restarted the server as well. All with no correction of the errors. Try running the #monitor 30 command as admin and could you let me know the results? This displays the servers framerate. I had noticed when I ran it once on a test dedicated server, the server had run out of resources and stopped executing commands. The most obvious example of this is the helicopter not departing, this tends to occur because a waitUntil command isn't firing. It appears that checking waitUntil's is prioritized quite well by the server, so it only checks them if it has the time. Hence, when it locks up, it doesn't check, and the helicopter sits there. I suspect the issue might be related to the civilian AI. I'll run up a copy without civilians (they're not really core to the mission anyway), and upload that so you can see if that's the problem. Thanks for the note, hopefully I can sort it out. Edited July 30, 2009 by Rocket Share this post Link to post Share on other sites
landdon 0 Posted July 31, 2009 (edited) Rocket, Will do, when I get home from work. I hope you didn't mind, but I took your original version and made a few changes, nothing dramatic really it still has your name on it and it is just for my unit to play on. I increased the height of the C130 to 160meters, to keep it from crashing into the trees, but would suggest lower it a tad to about 120 to 90 meters. The Civilain population brings atmosphere to the map, and my lads will not fire on civilians. So it adds to what we call "Realism" to it, rules for war and all. I changed the starting load outs so the individuals would have a silence weapon loadout or a combination there of. More in line of what we think a SF strike team would elect to take with them on such a mission. We had a problem, and it actually turned out to be a lot of fun. We accomplished all the tasks, and secured the LZ but our Venom got shot down. In our opinion, it would be great if maybe the Venom does gets shot down on occasion (Randomly). So the team must shoot a Green Flare in the air, then hold out for say 5-6 minutes. Where upon the a Blackhawk and Venom with a Cobra escort come to save the day. Of course the rate at which the enemy respawns around the Extraction Area will need a bit larger time delay between waves and a clean up script I'm sure. One other ending I would suggest, needs to be hiddened of course, but near the town the CIA agent is located at is a Boat house. We thought about put some guards near there with a fishing boat. If the extraction goes badly, then the team could extract via the fishing boat to the LHD. What do you think? Edited July 31, 2009 by Landdon Share this post Link to post Share on other sites
rocket 9 Posted July 31, 2009 Those are bloody good ideas mate, expect them in version 3.0! Keep em coming. And no probs changing the map for private play. Just make sure the maps description stays "co07 island Twlight" as I search this out on server statistics so I can assess the mission based on how long/much people are playing it. Share this post Link to post Share on other sites
knicked 10 Posted July 31, 2009 Trying this now seems good Share this post Link to post Share on other sites
l mandrake 9 Posted July 31, 2009 Thank you, this is a fantastic mission with amazing potential - really enjoyable to play online as a co-op. I've encountered 3 show-stoppers though (version 2.0) 1. Chopper at start sometimes does not land, just hovers (#restart) 2. AI squad sometimes refuses to get out of the chopper. I had to kill the pilot, then fly chopper up the hill and land on flat ground, then they all got out no prob. 3. When I died I could not respawn. Instead I was stuck in observer mode, watching over the shoulders of an enemy soldier. Thing was, I had previously ordered my medic to build a mobile respawn point, but for some reason I couldnt use it? Maybe I did something wrong. Anyway, hope this feedback helps, thanks again for your hard wortk and I can't wait to try the next release! Cheers Mandrake Share this post Link to post Share on other sites
Deadeye 1 Posted July 31, 2009 ArmedAssault.info Mirror and News: We have also added this release to your personal author profile If a release or contact information is missing, feel free to drop a PM, it will then be added. And here is the BBCode if you want to add our Mirror to your release post : [url=http://www.armedassault.info/index.php?cat=multi&game=1&id=113][img=http://www.armedassault.info/mirrorgen2/4164490.gif][/url] If you prefer a text only BBCode please copy and paste the code below : [b]ArmedAssault.info Mirror :[/b] [url=http://www.armedassault.info/index.php?cat=addons&game=1&id=113]DOWNLOAD - co07 Island Twilight (USEC) (v.2.0) - [1,0 MB 7z] from ArmedAssault.info[/url][/spoiler] Share this post Link to post Share on other sites
landdon 0 Posted August 1, 2009 Rocket, As promised I run the #monitor 30 command as admin and and the results are as follows: Version 2.0 Server FPS 43, Memory used 162mb, Out 24 KPS, In 2 KPS Server FPS 25, Memory used 173mb, Out 141 KPS, In 14 KPS Server FPS 23, Memory used 180mb, Out 141 KPS, In 12 KPS Server FPS 22, Memory used 186mb, Out 119 KPS, In 12 KPS Server FPS 26, Memory used 180mb, Out 128 KPS, In 12 KPS Server FPS 25, Memory used 178mb, Out 117 KPS, In 9 KPS Server FPS 46, Memory used 178mb, Out 120 KPS, In 9 KPS Chopper fails to leave. Orginal version Server FPS 43, Memory used 162mb, Out 79 KPS, In 2 KPS Server FPS 23, Memory used 197mb, Out 170 KPS, In 38 KPS Server FPS 21, Memory used 202mb, Out 164 KPS, In 43 KPS Server FPS 21, Memory used 206mb, Out 137 KPS, In 38 KPS Chopper leaves Share this post Link to post Share on other sites
rocket 9 Posted August 1, 2009 I found the bug.... it is HILARIOUS. I had "sleep 700;" in at the top during debug... I've fixed that now, will release tomorrow. Share this post Link to post Share on other sites
l mandrake 9 Posted August 1, 2009 (edited) please consider adding a normal respawn option, like in 'operation viper', this is better when playing on public servers as you can just keep fighting. I had to abandon the game after 10 mins becasue I was down and 'no reviver was in range'.... :( I tried disbaling revive, but then I just respawned on an island and couldnt do anything. IT's a shame becasue this mission is fantastic up till the first time you die........ - I will definitely try any future version! Edited August 1, 2009 by Mandrake5 Share this post Link to post Share on other sites
nzjono 10 Posted August 2, 2009 Do I need to download the revive script seperately? Whenever we die in this we spawn on a small off-shore island. the medics have no option ot actually revive us? What are we doing wrong? Share this post Link to post Share on other sites
rocket 9 Posted August 2, 2009 Version 2.0 is fubar. Download version 3.0 from http://www.dhd.co.nz/files/co07_IslandTwilight_v3.rar Mirrors, please update the download. I'll try contact the mirrors directly tomorrow. Version 3.0 fixes all the problems above, let me know if I'm mistaken. Share this post Link to post Share on other sites
l mandrake 9 Posted August 2, 2009 my squad still refuses the disembark from the huey at mission start (v3.0) Share this post Link to post Share on other sites
l mandrake 9 Posted August 2, 2009 had an email from my server hoster - the mission is causing server crashing because the 'data file is too short with the map island twilights'. All Greek to me :o Share this post Link to post Share on other sites