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dimitri_harkov

Project '85 missions

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Here is my small but growing collection of missions for Vilas' Project '85.

1-36 TvT+AI Green Mountain v0.9 (King of the Hill)

Last update: 2009-12-05

US Army and Soviet forces battle it out. Many features like Rally Points, Artillery support etc... Get it HERE. Details:

The 'lineup' is as follows for each side (Soviets vs. US Army):

1 Mechanized Infantry Squad (6 Soldiers + BTR-70 / M113 A2)

1 HQ Squad (6 Soldiers + KRAZ 255 / M923)

1 Tank Squad (3 Crew + T-64A / M60A3)

1 Heli Squad (3 Crew + Mi-8 / UH-1)

1 extra car (UAZ-469 / M151)

3 locked Ammo/Fuel/Repair Trucks (modern versions as temporary stand-in)

The Mission Objective is the Sector located on top of the 'Green Mountain' right between the opposing bases.

When the timelimit (can be set at mission start) has been reached, the side who held the objective the longest has won.

The mission features stuff like High Command, Rally Points, Artillery Support etc... Here's a copy of the in-game manual for the curious:

AAS Game Mode

Capture the sectors in order, as indicated by the arrows on the map.

Linked sectors (indicated by an orange line) are called 'Fronts'. You need to take all sectors in a Front before you may capture any sectors beyond it.

You need at least three friendly dismounted soldiers in a sector to capture it, and you also need at least twice as many men in the sector as your enemies.

Neutral Sectors are green. Sectors held by BLUEFOR are blue, while sectors held by OPFOR are red.

Your side scores one point for every sector it holds every two minutes. The side with the most points wins when the time limit has been reached."

Rally Points

A Rally Point is a place where you and your squadmembers may teleport to from their base using the action menu entry 'Deploy at Rally Point'.

Every squadleader may set up a Rally Point using the action menu (entry: 'Set Rally Point').

In order to do so, you need at least two dismounted squadmembers close to your position (less than 25 m away).

A squad can never have more than one Rally Point. Setting up a Rally Point removes the old one. The squad's Rally Point is marked on the map with black dot and letters reading 'RP X' where the X stands for your squad's number or callsign.

Rally Points may be destroyed in three ways:

1) An enemy walks up to it and uses the action menu entry 'Destroy Rally Point'.

2) There are three or more dismounted enemy soldiers within 50 m of the Rally Point.

3) Someone shoots it: It takes about two rifle magazines to destroy a Rally Point.

The AI will use the Rally Points to get to their squadleader or objective as fast as possible.

High Command

The HQ squad leader on each side is the respective force commander as well and has access to the High Command feature (activated by CTRL+SPACE by default).

An AI controlled commander will give orders to all squad leaders.

If the commander is human controlled, he needs to give orders to all squads. They will no longer act on their own.

Base Protection

Each main base is a protected area and MUST NOT be attacked.

People who do so will be killed outright by the protection system.

Teamkills in the base area will be punished in the same way.

To prevent people from exploiting this systems, the same punishment applies to people that shoot enemies while standing in their own protected area.

So, in short: Don't fire into or from a base.

Artillery

Each Force Commander has access to artillery support.

Use the 'Call Artillery' option in your action menu to access the artillery interface.

AI controlled commanders will make use of the artillery as well.

Status and Settings

Each player now has a 'Status and Settings' option in his action menu.

This will open a new menu including:

-The Score

-The remaining time

-A slider to set your view distance

-An option to show all friendly players as markers on the map

-A button to turn on/off the AI auto-deployment at the squad's Rally Point (for Squad Leaders only)

-and finally the 'Team' button that brings up a list of all units on your side.

Hints:

-don't steal the vehicles of other squads - that messes up the AI.

-balancing human players evenly on both sides, starting with the squad leaders, will ensure maximum fun.

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Project '85 is still a beta... So you can safely ignore any error messages.

Don't forget to report any bugs (in P'85, not the mission) in this thread, where you also find the download links for this excellent addon.

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Credits:

-uses Tophe's Simple Vehicle Respawn Script v1.6

-uses many small samples from Mr Murray's ArmA editing guide

-written by Dimitri_Harkov

Thanks to:

-=FSK= Clan - Fliegendes Suizid Kommando - www.fsk-hq.de

-Mr Murry for his excellent editing guide

-Project Reality team for inspiration - www.realitymod.com

-BIS for ArmA 2

-Sweetwater for parts of their song 'Take Off' - www.musiker-on.de/bands/130

-vilas & team for Project '85

1-9 COOP DIH Berezino v0.1

Last update: 2009-12-05

An allied army of US and German Bundeswehr forces tries to capture Berezino's industrial facilities from the Soviets. With some options. E.g. Norrin's Revive etc... Get it HERE. Details:

Forces:

Squad Alpha:

US Army Mechanized Infantry Squad: 1 M113 and 9 Soldiers

Squad Bravo:

Bundeswehr Mechanized Infantry Squad: 1 Marder1 and 9 Soldiers

Squad Charlie

US Army Mechanized Infantry Squad: 1 M113 and 9 Soldiers

OpFor:

about 10 Infantry platoons, 2-4 tanks, maybe some APCs and stationary weapons.

Features:

Same RallyPoint and Status & Setting system as in 'Green Mountain'

Credits

-Written by Dimitri_Harkov

-uses Tophe's Simple Vehicle Respawn Script v1.6

-uses Norrins's Revive Script

-uses many small samples from Mr Murray's ArmA editing guide

Thanks to:

-=FSK= Clan - Fliegendes Suizid Kommando - www.fsk-hq.de

-Mr Murry for his excellent editing guide

-BIS for ArmA 2

1-10 COOP DIH Breakthrough! vb 0.3

Last update: 2009-12-15

A large scale mission. Break throught the enemy lines in an attempt to encircle and destroy their main force. Early version - feedback very welcome! Utilizes teamswitch etc. Playable in single player too. Get it HERE. Details:

Situation

So far, the war went not well at all. If we don't change our strategy, we will lose it soon.

We have been pushed back far to the north-east. During the last offensive, the enemy even managed to take the southern part of our important industrial city of Berezino.

However, this may turn to his un-doing: Most of the enemy's forces have taken part in the attack on Berezino, the flanks of the resulting bulge are held by weak forces only - or so we hope. Furthermore, agents have reported that the enemy armored battlegroup is at 25 percent strength only, due to losses and repairs, while we just received two brand new BMPs and T-62s from our Soviet comrades.

The enemy still outnumbers us by far, but for a very short time we could have an advantage in speed and material, while the enemy lines are overstreched and short on supplies.

We have to take that chance or face defeat.

The general staff has come up with a daring plan to cut off the Berezino bulge, encircling the enemy's main force. We hope we can turn the tide now.

Forces (Eastern Pincer)

Anvil 1 (Player):

1 BMP-1

10 Soldiers

Anvil 2

1 BMP-1

10 Soldiers

Anvil 1 and 2 will merge if losses are substantial

Hammer 1

1 T-62

2 T-55

Hammer 2

1 T-62

2 T-55

Hammer 1 and 2 are accompanied by a motorized infantry platoon of 16 soldiers

Hill 101 vanguard

3 platoons of 16 soldier each

Berezino blocking force

3 platoons of 16 soldier each

Artillery Battery

6 BM-21 GRAD

Status and Settings

Each player now has a 'Status and Settings' option in his action menu.

This will open a new menu including:

-A slider to set your view distance

-An option to show all friendly players as markers on the map

Credits

-Written by Dimitri_Harkov

-uses many small samples from Mr Murray's ArmA editing guide

Thanks to:

-=FSK= Clan - Fliegendes Suizid Kommando - www.fsk-hq.de

-Mr Murry for his excellent editing guide

-BIS for ArmA 2

More to come!

Feel free to post your own P'85 missions here, and I will add them to the opening post. It would be handy to have them all in one place.

Edited by Dimitri_Harkov
new mission 'Breakthrough!' added

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Thanks for these missions Dimitri. Very well made, and using P'85.

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You are very welcome! It was (and is!) a great joy to write missions for P85 :)

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I just added a rather early version of the large-scale-dual-pincer-encirclement-attempt-mission 'Breakthrough!'.

Needs stuff like more Radio Messages for better ambiance still, but is great fun anyway already.

Besides: it's really hard to win...

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Hi, just recently downloaded project 85 and would love to play some of these missions as they sound fun and I can't find any current ones. Any chance someone can reupload the download links so that I too can play, even if late to the party?

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I really don't think that they work with a current version of P'85, but maybe I find a weekend's time to update them (or at least the 'breakthrough' one).

Those for DIH Africa are still in co contition to be released, sorry.

Cheers!

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