Potatomasher 0 Posted October 28, 2009 (edited) Single player mission Ghosts Of Namalsk V1.7 Mission overview: Spec ops mission where you lead a team of 5 operatives to assault the enemy rocket base simultaneusly with another infantry squad lead by AI. You'll start from 1km away from target and move through woods & fields to enemy base. There are multiple tasks to be done during mission. Hope you have as much fun playing the mission as i had making this. And again any feedback good or bad is appreciated. Addons needed: Namalsk island by Sumrak Namalsk Extra Units and Vehicles by Mushr00m Extra units & vehicles Addons recommended: JTD Fire & smoke mod by DMarkwick http://www.armaholic.com/page.php?id=7383 How to install addons faq in Armaholic http://www.armaholic.com/plug.php?e=faq&q=18 hints: - There is a repair truck you can use to fix tanks you have possibly captured from enemy. You just have to find it. ;) - If you want challenge nobody forces you to call Delta squad. Just assault the base alone if you feel like uber soldier. ;) - Land mines are pretty useless at this point. Use IED (satchel charges) - Mission is desgned to be played on foot though you can use vehicles if that's what you prefer. - If you have trouble keeping your men alive when entering village. Wait till you hear distant gunfire. That means Delta has got contact with enemy and has drawn enemies attention. That way you can more easily sneak and flank them. Download links: http://www.filefront.com/15525099/SP_GON_V1.7.rar Armaholic mirror: Ghosts Of Namalsk (@) SWDepot mirror: Ghosts of Namalsk Edited February 7, 2010 by Potatomasher Share this post Link to post Share on other sites
mrcash2009 0 Posted October 28, 2009 Could this be mirrored at all? Filefront has issues for me. Maybe zshare or something? Share this post Link to post Share on other sites
PaperCut 10 Posted October 28, 2009 (edited) Awesome Another Namalsk map!!! The Namalsk Island is always pretty laggy for me, but its layout is so good I don't even care about the lag. Thanks for adding more to Namalsk **EDIT** Just tried it, says its missing content "Extra_Vehicles" I have a couple different Extra vehicle mods, I'll add them one at a time to see if its one of the ones I have and let ya know which one it is. **EDIT** Ok, I added Mushr00ms "Extra_Units_And_Vehicles" mod and it loaded up fine, going to give the mission a run through before I go to work Edited October 28, 2009 by PaperCut Share this post Link to post Share on other sites
Alex72 1 Posted October 28, 2009 (edited) Sweet. Will test tonight. :) PaperCut: Your using latest Namalsk yes? Just checking. It had great FPS improvement on my crappy pc. EDIT: Addon needed: EXTRA UNITS. Please state the addons needed. If those werent supposed to be in the mission then always remember to make missions without any addons loaded at all - except for the addons that should be in it. ;) If you make a mission with addons loaded but didnt use them in the mission - they will still be needed. Not all, but many of them. I only read "Addons needed: Namalsk island by Sumrak". Edited October 28, 2009 by Alex72 Share this post Link to post Share on other sites
Potatomasher 0 Posted October 28, 2009 (edited) Sweet. Will test tonight. :)PaperCut: Your using latest Namalsk yes? Just checking. It had great FPS improvement on my crappy pc. EDIT: Addon needed: EXTRA UNITS. Please state the addons needed. If those werent supposed to be in the mission then always remember to make missions without any addons loaded at all - except for the addons that should be in it. ;) If you make a mission with addons loaded but didnt use them in the mission - they will still be needed. Not all, but many of them. I only read "Addons needed: Namalsk island by Sumrak". UPDATE Forget what i just wrote. Just download those extra units & vehicles. It's much easier that way. Sorry for trouble and thanks for reporting. This clearly shows that i have to make a new arma shorcut when editing missions without shitload of mod parameters. Edited October 28, 2009 by Potatomasher Share this post Link to post Share on other sites
dale0404 5 Posted October 28, 2009 Mirror at SWDepot: Ghosts of Namalsk Share this post Link to post Share on other sites
PaperCut 10 Posted October 28, 2009 (edited) Sweet. Will test tonight. :)PaperCut: Your using latest Namalsk yes? Just checking. It had great FPS improvement on my crappy pc. Iono, I'll redownload it to see if it makes a difference. Whether or not my PC lags is usually dependent upon which mission I am playing. For some missions Chernarus is laggy, for others it is not. I always just assumed it had something to do with whatever content is involved with the missions, in other words I assumed that if one mission had a buncha stuff in it and it lagged, I attributed my lag to that. Namalsk is particularly laggy for me though. Nevertheless when I do have to deal with lag I generally control the troops from the overhead view and rarely kill any enemy infantry, relying on my team to take care of infantry while I fully load out with AT gear and focus on Armor. @PotatoMasher The mission rocks so far dude!! I successfully ambushed the armor then loaded out w/2 javelins and moved with my squad to the north, bypassed the gas station with the APC and proceeded to the next gas station. I flanked around the left side staying low in the valley. Once I was set up to the north-east of the gas station I noticed three enemies on a patrol route coming form over the hill headed towards the gas station **{Phone rings, gotta go to work}SAVE** took out the three patrolling soldiers went to check the map and lost my medic rather quickly as I was in a line formation. Went to work, headed back to Namalsk right now, gonna bring the pain >:) Edited October 28, 2009 by PaperCut Share this post Link to post Share on other sites
Alex72 1 Posted October 28, 2009 UPDATEForget what i just wrote. Just download those extra units & vehicles. It's much easier that way. Sorry for trouble and thanks for reporting. This clearly shows that i have to make a new arma shorcut when editing missions without shitload of mod parameters. Bit iffy mate to have to use addons that arent in the mission. You can remove it from the mission.sqm. Just delete the entry at the beginning of the mission.sqm. Also use a .txt with 2 different modlines or a launcher with profile support. Make 2 profiles. ;) Share this post Link to post Share on other sites
dale0404 5 Posted October 28, 2009 Just tried this mission and after I killed the Armour at the start the mission ended? Any ideas Papercut? Share this post Link to post Share on other sites
Potatomasher 0 Posted October 28, 2009 Bit iffy mate to have to use addons that arent in the mission. You can remove it from the mission.sqm. Just delete the entry at the beginning of the mission.sqm. Also use a .txt with 2 different modlines or a launcher with profile support. Make 2 profiles. ;) There are addons from extra vehicles & units in the mission. I just though that one of the vehicles was in vanilla arma 2, but it didn't. Just tried this mission and after I killed the Armour at the start the mission ended? Any ideas Papercut? The tanks must be destroyed also the crew inside must not let escape Share this post Link to post Share on other sites
PaperCut 10 Posted October 28, 2009 Just tried this mission and after I killed the Armour at the start the mission ended? Any ideas Papercut? I put one satchel right on the ambush marker on the road and one about 20 meters in front of that followed by all three of my AT mines in a triangle. I waited for the 1st tank to hit the mines then blew the satchmos when the 2nd was in range. All worked correctly for me, I had no issues with the mission ending other than when I get killed! Share this post Link to post Share on other sites
dale0404 5 Posted October 28, 2009 The way I did was to use 6 satchels on the road around the marker. Killed both tanks immediately. :D Share this post Link to post Share on other sites
PaperCut 10 Posted October 29, 2009 @ Dale- And after you took out the tanks the mission ended? Share this post Link to post Share on other sites
dale0404 5 Posted October 29, 2009 Not that time mate (read spoiler) but the first time I took out the tanks the mission ended. It may have been that a crew member went out of the trigger area or something along those lines as you said previously. The mission is really good mate btw, gets you thinking without a doubt!! Share this post Link to post Share on other sites
PaperCut 10 Posted October 29, 2009 Yeh Im havin alotta fun with it too! There are some really talented people here making these missions for everybody, and I'm grateful that they are Share this post Link to post Share on other sites
Potatomasher 0 Posted October 30, 2009 (edited) Not that time mate (read spoiler) but the first time I took out the tanks the mission ended. It may have been that a crew member went out of the trigger area or something along those lines as you said previously.The mission is really good mate btw, gets you thinking without a doubt!! Yes there is a trigger area near that ends the mission if tanks or even crew on foot reaches it. Sometimes when the tank is hit by a mine or IED it doesn't blow up instantly. You'll notice it when observing. That extra 3 seconds give enemy crew time to bail out and flee. So make sure you have team ready to finish them off. I'll probably release later today updated mission. I change couple of things where i wasn't satisfied. And thanks for the feedback guys. UPDATE I have now updated the mission. Now the assault part flows better because Delta team don't get themselves killed so easily. Edited October 30, 2009 by Potatomasher Share this post Link to post Share on other sites
Potatomasher 0 Posted October 31, 2009 (edited) I needed to update again my mission. changeLog V1.2 final - Fixed the BMP2 waypoint. Now it stays in base and don't engage player. It was in hold mode before, but still for some reason it always engaged like in guard mode. - Minor changes. Edited November 13, 2009 by Potatomasher Share this post Link to post Share on other sites
dale0404 5 Posted October 31, 2009 SWDepot Mirror Updated to v1.2: Ghosts of Namalsk v1.2 Share this post Link to post Share on other sites
dissaifer 10 Posted October 31, 2009 Is there a time limit on the mission? I hit the two tanks with javelins, then I was looking through the box of ammo and the mission quit saying I failed? Share this post Link to post Share on other sites
PaperCut 10 Posted October 31, 2009 Is there a time limit on the mission? I hit the two tanks with javelins, then I was looking through the box of ammo and the mission quit saying I failed? What happened was, the crew from the two tanks you hit with javies escaped. You need to set up your troops to cover the tanks aftert you disable them. If you dont kill the crew from the tanks they will escape and the misison will end. Good luck! Share this post Link to post Share on other sites
Potatomasher 0 Posted October 31, 2009 Is there a time limit on the mission? I hit the two tanks with javelins, then I was looking through the box of ammo and the mission quit saying I failed? No time limit anywhere in the mission. It's exactly like Papercut said. btw. Has anyone tried to talk to scientist ? ;) Share this post Link to post Share on other sites
Potatomasher 0 Posted November 5, 2009 Mission updated changeLog v1.3 - added intro - enemy position/waypoint tweaks - added repair truck Share this post Link to post Share on other sites
Potatomasher 0 Posted November 9, 2009 (edited) Mission updated changeLog v1.4 - fixed trigger of "grad" task Edited November 10, 2009 by Potatomasher Share this post Link to post Share on other sites
HyperU2 11 Posted November 10, 2009 (edited) Edit Wrong thread. :) Edited November 10, 2009 by HyperU2 Share this post Link to post Share on other sites
Potatomasher 0 Posted November 11, 2009 Mission updated ChangeLog V1.5 - Added new assassination task Inspired by Once upon a time in the west movie. ;) Share this post Link to post Share on other sites