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Arkon2

The Chernarus Run (SP)

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PLEASE READ ALL THE TEXT!

The Chernarus Run:

http://www.armaholic.com/page.php?id=9845&a=dl

Author: Starlight Productions

Version: 1.2

Required Addons: None

Required version: ArmA2 v1.05 (not varified as v1.07 compatible)

Installation: Copy the PBO from the "The_Chernarus_Run_V1.2.zip" file into the "ArmA2\Missions" folder.

Island: Chernarus

Weather: Mixed

View Distance: 4000-4300

Spec Required: Quite a high spec as there is lots of things going on.

IF YOU PLAY THIS MISSION PLEASE GIVE FEEBACK TO IMPROVE THIS MISSION AND CONVINCE US TO DO MORE MISSIONS IN THIS STYLE!

FEEDBACK to:

http://forums.bistudio.com/showthread.php?t=96520

http://www.armaholic.com/forums.php?m=posts&q=9994

http://www.ofpec.com/forum/index.php?topic=34752.0

Please state version number when reporting bugs.

Known Bugs:

Awaiting further feedback...

ACE users: if you intend to try this mission then please find out how to disable ACE.

Features:

Long story driven mission.

Health checks and Healing packs.

Player can recall conversations.

Many ways to complete the mission.

Several hours playing time.

Sound effects and Music.

Sprinkling of humour!

The Chernarus Run is a long, story-driven mission using elements of RPG and Adventure. It differs somewhat from the "normal" ArmA2 missions and is probably not suitable for purists. You will need stealth, patience, tenacity and the ability to act on your own initiative. Strong-arm tactics will not work here. Be prepared for plenty of reconnaissance work. There is also a fair amount of travelling and in-game reading to be done.

The Chernarus Run is a single player scenario designed for players who prefer stealth missions. You are Major Gary T. Wolinski, brought in to do a very special job for the Western Alliance in Chernarus. Wolinski's knowledge of Russian will be an important asset in this "deep behind enemy lines" scenario.

Please give us feedback so we can improve the mission and correct bugs.

This mission is loosely based on the ArmA mission The Sahrani Run. The scenario does not relate to the current BIS Arma 2 story.

Hints and Tips:

1) Best played on the "Regular" option.

2) We would encourage players to NOT use the time acceleration "-" and "=" keys as this tends to screw the A.I.

3) When talking to characters you will need to approach them until you are close enough to make contact (just edge forward a little at a time until they engage you).

4) Take notice of what characters say as there are clues in the text that could help with the success of the mission.

5) In the early stages of the mission try playing without NV goggles for added atmosphere whenever possible.

6) Remember that ArmA2 sometimes "loses the plot" especially with civilians and a certain amount of tolerance may be neccessary at times re A.I. behaviour.

7) Check your health level through your action menu - If you are damaged you may use a Healing pack to heal yourself - healing packs are obtained at first aid tents and at few other places - you may carry 2 healing packs at any one time.

8) When using the "Hide Body" Action you probably need to wait at least 30 seconds after the kill for it to funtion.

9) Please use the savegame option in the radio rather than the menu one. This is to try to avoid the BIS savegame bug that "forgets some AI settings when reloading a saved game (click once).

ChangeLog:

V 1.1

Fixed loadout problem whereby some players were missing equipment/weapons.

Shortened journey to 1st objective.

Changed events at 1st objective.

Fix to stop mission ending prematurely.

Fixed healpacks to allow 2 to be carried.

Changed Player's Character to Demolitions Specialist (thanks to Electricleash)

Other small fixes.

V 1.2

Added cut-scene ending.

Added Steerable Parachute (can land on buildings).

Added more music to ending.

Changed 1st encounter events.

Tweaked Ambulance Base encounter.

Added fix for BIS savegame bug.

Fixed Loadout problem.

Many other tweaks.

DISCLAIMER: Bohemia Interactive Studios or any of their affiliated publishers, are in no way affiliated with the creation and release of this mission.

You download and use this mission at your own risk.

Edited by Arkon2
Updating

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Had a go. and I didn't get very far.

My thoughts; in principle this is the sort of mission that would appeal to me, and I did in fact start to make something vaguely along the same lines. So I was initially excited. Nice atmosphere to start.

(FYI I tested this with ACE)

First off, the suspension of disbelief that your rather well written briefing and notes (seemingly a rarity in the mission making community) that caught my interest was pretty much destroyed when I found that, though I was supposedly on some sort of 'black op', I was still dressed in my full US Marine gear... not to mention hauling my unwieldy, and highly inappropriate for the mission, M107 bloody miles on foot.

I reached the Black castle and successfully met the contact, who then inexplicably dies?! I leg it thankfully as the whole place then blows to hell. Nice touch though maybe a little OTT on the part of the Russians.

I find a bike next to a cow shed full of.... cows for once, nice. I bike down the whole of the east coast then suddenly (stupidly) peddle right into the middle of a patrol. I escape somehow but they're on my trail.

I reach the heavily guarded Boat docks, and steal a RIHIB, but just as I set out to sea, I get a message that 'Colonel So and so (I forget his name) has left the area and the mission ends. Only about 30 min's game time has elapsed.

Suggestions:

Swap out the Marine uniform for either a Specop or Civi dress, and give more appropriate arms, silenced side arm perhaps?

Maybe the M107 is integral in some way, I didn't get far enough to find out. But if that's the case maybe you could store it in an ammo cache that has been smuggled in, could be another mission goal to retrieve it.

It could be used as a boxed up weapon in a carry case, assassin style... maybe using that 'weapon-on-back' script that you can find on armaholic.

Anyway that's my 2 pence, might have a go again, but to be honest, I'm not sure I can stomach that long walk again, probably wait for another version.

Thanks for the effort though!

E

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The mission is a problem with ACE, since with eighty pounds of M107 and ammo you will pass out before you get halfway there.

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Hi Electricleash,

Thanks for the feedback, seems like you may have hit on a bug with the message you got, did you get any other messages prior to that one? or perhaps ACE may have been the culprit. I'll take a look at that now. Not sure about the ACE business, can you not turn it off as I cannot test for ACE bugs. As for the dress: Specop is not available without a MOD is it? I did prefer not to use MOD's for this mission. He does have a silenced weapon. No need to walk anywhere as there is plenty of other transport about. Shame you did not get a bit further as you were only scratching the surface of the mission. Thanks again for giving it a go though.

Hi maturin,

As mentioned above this mission does not require any Addons and was not created with ACE in mind. But, best to use transport as suggested in the text. Thanks for giving it a go.

Edited by Arkon2

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Hi maturin,

As mentioned above this mission does not require any Addons and was not created with ACE in mind. But, best to use transport as suggested in the text. Thanks for giving it a go.

Oh, the extraction option in the radio means transport?

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Oh, the extraction option in the radio means transport?

Hi maturin,

Nope, that is to call for your extraction by helicopter after the mission is completed. When I said best to use transport, I meant find some:

The guy you meet at the castle ruins gives you hints about where to find transport, there are loads of vehicles - helis, cars, lorries, motorbikes, boats etc. Just gotta look for em.

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I'll have another go without ACE, and see how it plays.

Specop is available without mods, Force Recon units could be considered specops, and either way would be more suitable. eg the Demolitions Expert.

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I'll have another go without ACE, and see how it plays.

Specop is available without mods, Force Recon units could be considered specops, and either way would be more suitable. eg the Demolitions Expert.

Hi,

I cannot find any Specop in the editor, so how do you find Force Recon units without Mods/Addons?

Good luck this time, let us know how you get on.

Edited by Arkon2

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Any chance of maybe making the mission not so dark? I have a decent monitor but it sucks on the high and low end of light and dark and as a result, I cant see shit. Figures, cuz the missions sounded promising too.

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Force Recon units are under BLUFOR>USMC>Men (FR) or something like that. The demolition specialist would be a really good one to use for this from what I read.

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Any chance of maybe making the mission not so dark? I have a decent monitor but it sucks on the high and low end of light and dark and as a result, I cant see shit. Figures, cuz the missions sounded promising too.

Hi nuggetz,

Sorry, but do you mean at the start when its nightime?

If so, afraid I cannot do anything about that. Are you not using your Night Vision Goggles?

Force Recon units are under BLUFOR>USMC>Men (FR) or something like that. The demolition specialist would be a really good one to use for this from what I read.

Hi Jakerod,

Thanks, Iv'e found the guy now, dunno how I missed him after all this time. He'l be in the next version realeased in a few days time.

Thanks to you and Electricleash

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Hi nuggetz,

Sorry, but do you mean at the start when its nightime?

If so, afraid I cannot do anything about that. Are you not using your Night Vision Goggles?

I didn't have any NVGs.

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I didn't have any NVGs.

Hmmmm...

That's very strange, he must have had then when he started the mission. He starts the mission wearing them. You know about pressing "N" to use them, I guess.

I can only think that you must have lost em on your journey somehow. Try starting the mission again and make sure they are in your inventory.

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also my nightvision where missing.

pressed the N button no NVG checked the gear they werent there,

so i went on i the dark and got suprised 3 minutes later... mission failed.

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Cool mission!

Some quick feedback. I love the RPG style and feel of the mission. The events of the first objective on that hill are intriguing, then shocking indeed, and make you want to keep going. :D

But that first walk is a real killer, especially seeing as though the first objective is always the same. Perhaps minimum the shortest distance to transportation? (I found the bike on the way to 1st obj, but it was still one hell of a hike.) Even better still, maybe randomize the first objective (or insertion point), so you're not walking that same route initially, over and over? Best of all, how about some kind of a fast travel system (or similar)? That would really fit the style and theme of the mission, I think.

Also:

I didn't have any NVGs.

I can confirm starting the mission with no NVGs. This happened to me the first time I started the mission (after trying to turn them on, etc). But on the next couple attempts, I did have them.

Anyhow, I've seen enough cool RPG content infused inside this intriguing mission to have another go. Great effort so far! :)

(btw- And thanks for going addon-free!)

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also my nightvision where missing.

pressed the N button no NVG checked the gear they werent there,

so i went on i the dark and got suprised 3 minutes later... mission failed.

Hi BlackMamba,

Well, at least that confirms there is some sort of problem with the NV. You aren't using ACE of anything else are you? Strange how some people have them and some don't! The player should start the mission wearing them. MadRussian said he tried a couple of more times and he did have the NV.

As for the Mission Failed. I think I have the solution : it seems some important dude is getting run over by a vehicle. It would be good if you could maybe try again and see if the same thing happens.

Thanks for the feedback, I will be putting V1.1 up on Monday, hopefully the NV etc will be sorted by then.

---------- Post added at 18:14 ---------- Previous post was at 18:07 ----------

Cool mission!

Some quick feedback. I love the RPG style and feel of the mission. The events of the first objective on that hill are intriguing, then shocking indeed, and make you want to keep going. :D

Glad you liked that part!

But that first walk is a real killer, especially seeing as though the first objective is always the same. Perhaps minimum the shortest distance to transportation? (I found the bike on the way to 1st obj, but it was still one hell of a hike.) Even better still, maybe randomize the first objective (or insertion point), so you're not walking that same route initially, over and over? Best of all, how about some kind of a fast travel system (or similar)? That would really fit the style and theme of the mission, I think.

The First walk has been shortened in V1.1 (due Monday)

Also:

I can confirm starting the mission with no NVGs. This happened to me the first time I started the mission (after trying to turn them on, etc). But on the next couple attempts, I did have them.

Hmmmm that's a puzzler

Anyhow, I've seen enough cool RPG content infused inside this intriguing mission to have another go. Great effort so far! :)

Thanks for the feedback. Please let us know how you get on.

(btw- And thanks for going addon-free!)

Thought it was best to avoid complications.

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yes i used ACE so maybe thats the reason why people missing NVG.

for the mission failed part i got shot but couldnt see from where cause i didnt have NVG :)

tommorow ill try without ACE and give u more feedback if necessary...

first i need to get rid of a overheating problem cpu is getting realy hot while playing arma2

wich is strange i got an open case setup think its the thermal compound so i first have to get rid of that....

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yes i used ACE so maybe thats the reason why people missing NVG.

for the mission failed part i got shot but couldnt see from where cause i didnt have NVG :)

tommorow ill try without ACE and give u more feedback if necessary...

first i need to get rid of a overheating problem cpu is getting realy hot while playing arma2

wich is strange i got an open case setup think its the thermal compound so i first have to get rid of that....

Ok BlackMamba, thanks I'll await your feedback. It'l be good to know if ACE is the culprit or not.

Arkon2

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It's not called 'specop' that's just me using a generic term for someone on a special operation. The Force Recon models are under BLUFOR - USMC - Men (FR).

You could alternatively use one of the Guerilla models, under INDEPENDENT as they strike a good balance between; standing out as a US operator in a foreign country and an operator trying to disguise himself among the populace.

I've started on another run through,

The first time I intentionally avoided any urban areas, logically being that they would have the highest concentration of troops, so I missed the bike at the dam. Currently about to sneak into the airfield, but it still feels very clumsy dragging that sniper rifle with me, useless as a weapon in the dark, and the shot would wake up the whole island... and there were definitely no silenced side arms available.

I would seriously consider starting the mission with an silenced MP5, or similar, and then bring in the M107 as a retrieval objective if need be. You want your players to feel more like ninjas as opposed to mules! ;)

I also had a quick look at the mission file, and my god that's some serious time you've put into it indeed!

Edit:

Think I've found the problem; You've put the starting loadout directly into the init.sqf and it seems to be trying to add them at the same time or something, (fyi I'm no scripting expert)

I think you should put all the starting equipment into it's own script eg. loadout.sqs. and call it at the very beginning of the init.sqf.

Edited by Electricleash

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It's not called 'specop' that's just me using a generic term for someone on a special operation. The Force Recon models are under BLUFOR - USMC - Men (FR).

Ok thanks - see my earlier post - I'm changing him to a Demolishions Specialist.

I've started on another run through,

Was this with/without ACE?

The first time I intentionally avoided any urban areas, logically being that they would have the highest concentration of troops, so I missed the bike at the dam. Currently about to sneak into the airfield, but it still feels very clumsy dragging that sniper rifle with me, useless as a weapon in the dark, and the shot would wake up the whole island... and there were definitely no silenced side arms available.

I would seriously consider starting the mission with an silenced MP5, or similar, and then bring in the M107 as a retrieval objective if need be. You want your players to feel more like ninjas as opposed to mules! ;)

There are lots more transportation available, you need to have a look around towns/buildings etc - Don't you have a silenced pistol? The player is supposed to start with one! Hint: There may be other silenced weapons later in the mission.

I also had a quick look at the mission file, and my god that's some serious time you've put into it indeed!

Erm... yus, a good 6 months

Edit:

Think I've found the problem; You've put the starting loadout directly into the init.sqf and it seems to be trying to add them at the same time or something, (fyi I'm no scripting expert)

I think you should put all the starting equipment into it's own script eg. loadout.sqs. and call it at the very beginning of the init.sqf.

Ok, I'm not sure myself but I'll give it a try.

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First attempt was with ACE, and the second (current) is without any mods whatsoever, no difference so far, other than, being able to sprint for ever.

All loadout was missing except the M107, in both cases... so no NV Goggles, silenced pistol and no Binocs.

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First attempt was with ACE, and the second (current) is without any mods whatsoever, no difference so far, other than, being able to sprint for ever.

All loadout was missing except the M107, in both cases... so no NV Goggles, silenced pistol and no Binocs.

Gulp!

Gotta sort this one.

EDIT:

Ok, managed to reproduce this problem on my PC. Does not happen in the editor. Working on a fix. In the meantime I found that restarting the mission seemed to solve the problem (maybe take more than 1 restart) but players need to know what gear they should start with.

Arkon

Edited by Arkon2

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Hi,

Loadout problem fixed in New Version 1.1

See 1st post for link.

Arkon

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