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wiggum2

[OA] Co04/SP - Simple Instant Action - with random tasks

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Simple Instant Action 2.0

...coming never ! (sorry...)

ofwpkrm.jpg

This is a simple instant action mission.

You will start randomly near one of three villages at a randomly chosen starting position (3 per village).

There are 4 different tasks, you will get the option to choose between a randomly selected task and a specific one. Each task has 3 possible positions per village.

You have the option to choose the time of day for each mission.

You also have the option to select & change your own gear/loadout's before mission start so choose your weapon selection accordingly.

Move to the village and do your job, when you have completed the task/objectives you will be notified to exfiltrate to your original starting location.

3 x 3 x 4 x 3 = over 100 different combinations possible !

Features that would have been in a v2.0:

- No Addons needed !

- Random starting position for your group near the randomly choosen village

- Delta Force against local resistance / Takistan Army / Takistan Insurgents

- 4 different tasks (Kill the Commander / Destroy the BRDM-2 / Secure the flagpole / Rescue the hostage)

- Option to choose between a randomly selected task and a specific one

- Each task has 3 possible locations inside the randomly choosen village

- Choose your gear during briefing

- Choose the time of day

- Weather is randomly choosen

- Less enemys if played in SP

For some screenshots of v2.0 have a look at page 3:

http://forums.bistudio.com/showthread.php?t=102566&page=3

Please dont wait any longer for the much improved v2.0 and play v1.1 ! ;)

Download v1.1 here:

http://www.assaultmissionstudio.de/downloads.php?cat_id=66&download_id=386

Edited by Wiggum

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Very nice mission, I had a while at it this evening, the only thing is that its not random enough, its always the same village for me and respawn in different locations surrounding it, tried about 8 times always same. I've still not defeated it, I'll be back when I do

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Very nice mission, I had a while at it this evening, the only thing is that its not random enough, its always the same village for me and respawn in different locations surrounding it, tried about 8 times always same. I've still not defeated it, I'll be back when I do

Yes, thats correct. At the moment it is always the same village with 3 different starting locations. With "Each task has 3 possible locations" i mean that for example the BRDM is not always at the same position... ;)

Im trying to have 3 different villages where the action takes place.

So you have 3 villages x 3 starting positions each x 3 different tasks x 3 different locations inside the village for each task.

Im not good at math but that should be 81 possible combinations.

Thanks for the feedback !

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Very nice mission, played it yesterday as 2 men team in coop. We had to kill the warlord.

Difficulty is good as it is, only thing confusing: The warlord somehow ran around and we killed him third. Maybe you could make the cars unlocked, getting to extraction faster.

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Very nice mission, played it yesterday as 2 men team in coop. We had to kill the warlord.

Difficulty is good as it is, only thing confusing: The warlord somehow ran around and we killed him third. Maybe you could make the cars unlocked, getting to extraction faster.

Thanks for your feedback King Homer !

Can you please explain this closer ?

The warlord somehow ran around and we killed him third.

The warlord executes a random "Random House Position and Patrol script, so it is very likely that he will be inside a building. But i dont understand what you mean with "third".

@All

I removed the download of v1.1 because i were able to really improve the whole concept with the help of shk and his scripts.

If you would like to know what you can expect from v2.0 you should take a look at the first post in this thread !

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We killed him third means, the third guy we shot was the warlord. He was running around after we started the engagement.

Mission was accomplished after that but we cleaned the village nonetheless.

Maybe you could add some backpacks to the gear selection aswell, we ran low on ammo pretty fast. ;)

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We killed him third means, the third guy we shot was the warlord. He was running around after we started the engagement.

Mission was accomplished after that but we cleaned the village nonetheless.

Maybe you could add some backpacks to the gear selection aswell, we ran low on ammo pretty fast. ;)

Ahh thanks, now i know what you mean !

I will restrict the area where the warlord can patrol the buildings more so that it is more unlikely to shot him that fast.

Also i will give the Warlord a "special" weapon so you can indentify him easier !

These delta force guys should all have backpacks (exept for the medic) but i can add some to the selection.

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Loving this :)

I really like the way you have introduced the campaign style information pop up and grey gradient fades on end and start ... a polished touch :)

Is their a chance that at mission end you could have a pop up option to try a new scenario other than ending a restarting again? Also would it be possible for a menu option to actually select the scenario you want to try? Also time of day options for SP would be real nice :)

Either way this great & thanks :)

Edited by mrcash2009

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Loving this :)

I really like the way you have introduced the campaign style information pop up and grey gradient fades on end and start ... a polished touch :)

Is their a chance that at mission end you could have a pop up option to try a new scenario other than ending a restarting again? Also would it be possible for a menu option to actually select the scenario you want to try? Also time of day options for SP would be real nice :)

Either way this great & thanks :)

Glad you like it !

I will try to get something similar like you suggested working for v2.0 ! :)

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Well im glad you like suggestions :)

One thing I did mean to add as it took a moment for me to realise, starting location is random but town location remains the same (well for me anyway) .. I alwyas get the same town and retried about 10-15 times?

BTW have replayed this a number of times and its great. Gearing up a member with sniper rifle and thermal optics, setting sniper over a hill with hold fire, setting up my other teams in the valley to ambush and draw enemy/fire into the valley and letting sniper open fire and pick them off is something special :)

Edited by mrcash2009

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Rather entertaining mission.

- Would have enjoyed a slightly different locale/area on the map as the deep valleys doesn't exactly help the AI.

- How about creating a randomized, but map marked, enemy reinforcement location -- so players can plan a bit more.

Overall- Cool effort.

-k

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Well im glad you like suggestions :)

One thing I did mean to add as it took a moment for me to realise, starting location is random but town location remains the same (well for me anyway) .. I alwyas get the same town and retried about 10-15 times?

Yes, in v1.1 the location is always the same...in v2.0 (which is currently not realased) you have 3 different villages, each with 3 different starting locations.

Rather entertaining mission.

- Would have enjoyed a slightly different locale/area on the map as the deep valleys doesn't exactly help the AI.

- How about creating a randomized, but map marked, enemy reinforcement location -- so players can plan a bit more.

Overall- Cool effort.

-k

Thanks for feedback.

I have to think about your idea with the marked location of where the enemy reinforcements are comming from. I think many people like to not know where they will come from.

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Great news, cant wait, really enjoying this mission :)

Make sure the locations are varied so its not all hills and some flat locations ... then again Im sure you know this :) BTW how about maybe applying this to Zargabad, not within the main dense town but a location or two just out from it, very much like helmand province and flatter terrain, that would be nice to try out on with this too.

Also could it be set up so you could pick 4 man or 6 man team before going to map & gearing up?

BTW I think to have marked knowledge of reinforcements is like turning markers on with easy mode or something, would much rather not know, realism and all that :)

(unless it was optional from mission start?)

Edited by mrcash2009

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I'll join the choir-- anticipating this mission quite a bit myself. A few quick comments.

All special forces soldiers are Majors? Wouldn't sergeants and corporals be more appropriate.

Mission is rather immersive-- it would be even more so with the added Bis civilian module activated. Would also making looking for the warlord _that_ much more interesting.

Looking into getting troops to do some house-patrolling might quickly up the ante as well.

Finally a slightly clearer briefing with picture of the mission target-- and perhaps a few additional markers would be very welcome.

cheers,

-k

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I'll join the choir-- anticipating this mission quite a bit myself. A few quick comments.

All special forces soldiers are Majors? Wouldn't sergeants and corporals be more appropriate.

Mission is rather immersive-- it would be even more so with the added Bis civilian module activated. Would also making looking for the warlord _that_ much more interesting.

Looking into getting troops to do some house-patrolling might quickly up the ante as well.

Finally a slightly clearer briefing with picture of the mission target-- and perhaps a few additional markers would be very welcome.

cheers,

-k

Thanks, this is the kind of feedback i like !

- Now there is only one Major (group leader), one sergeant and two corporals.

- I dont used the Ambient Civilians/Vehicles because there are some trouble with that modules in MP currently.

- I now use a better house patrol script.

- Great Idea with the picture of the target !

Edited by Wiggum

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If the BIS civilian module is out of the question -- How about, as a mission option, spawning a few randomly spawned groups of civvies with a simple 'dismissed' or 'urban house patrol' waypoint/script?

Arma2 gameplay tends to suffer when players can employ inappropriate and and massive firepower with no real consequence during a mission.

This is undoubtedly the Sp mission of its type I've played the most in Arma2:OA so far. Keep up the good work.

Respectfully,

-k

edit:

The particular reason I commented on the ranks was that the medic kept being assigned as #2. Impractical at best of times sacrificial at worst.

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Civvies in house areas (OA) can add to CPU (so if anything dont use default settings of BIS module try lower spawn values), so if it was in, then optional I would say.

- I now use a better house patrol script.

Yes this I agree totally on, better house patrolling.

If the BIS civilian module is out of the question -- How about, as a mission option, spawning a few randomly spawned groups of civvies with a simple 'dismissed' or 'urban house patrol' waypoint/script?

This would be best than the module way if it has MP issues, then you can set exactly how many you want roaming the place, I find BIS default module spawns quite a bit and again its a CPU hitter in built up areas.

Finally a slightly clearer briefing with picture of the mission target-- and perhaps a few additional markers would be very welcome.

If mission target is pictured, then make sure the model/unit is something to distinguish via spotting as apposed to markers. Maybe he has a backpack of some kind .. not sure how that gets attached script wise.

Edited by mrcash2009

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Thanks again for your feedback. I will have to think about all that...

But remember, i called it "Simple"...so it shoud not get to complex.

I need your help with the Read Me that can be seen during briefing.

Do you understand it or does something sound strange ?

This is a simple instant action mission.

You will start randomly near one of three villages at a randomly choosen starting position (3 per village).

If you look at the map now you can already see your position and the village where you will fight this time

There are 4 different tasks, you will get the option to choose between a randomly selected task and a specific one.

Each task has 3 possible positions per village.

You also will get the option to choose the time of day.

Dont forget to choose your gear during briefing !

Just move to the village and do your job, then move back to your starting position to end the mission.

Edited by Wiggum

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Well as you asked here's my rendition:

This is a simple instant action mission.

You will start randomly near one of three villages at a randomly chosen starting positions (3 per village).

Check your map for the current locations of both your insertion (blue) and village location (red).

There are 4 different tasks, you will get the option to choose between a randomly selected task and a specific one. Each task has 3 possible positions per village.

You have the option to choose the time of day for each mission.

NOTE : You also have the option to select & change your own gear/loadout's before mission start so choose your weapon selection accordingly.

Move to the village and do your job, when you have completed the task/objectives you will be notified to exfiltrate to your original starting location.

Good luck and god speed.

Any help?

Edited by mrcash2009

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Any help?

Yes, sounds much better !

EDIT:

I will remove the task "Retrieve the Satellite Phone" because i have problems placing that phone inside buildings and because i think it could be quiet boring...

Instead, i will integrete a new task called "Secure the flagpole".

There will be 3 flagpoles inside every village. You have to find the right one (the "right one" is always randomly choosen) and stay close to it for a random amount of time (between 30sec and 60sec) to complete the task.

If you move to far away from the flagpole befor the countdown is finished you will have to go wait the full amount of time again.

Because you dont know which flagpole is the right before you get the task complete hint and the flag changes its color (red -> blue) you have to visit them all (except you have luck). That way the player has to fight his way through the hole village.

What do you think, sounds fun ?

EDIT 2:

Ok, one village is 100% complete, the second village is 80% complete and the last one is 30% complete.

As you can see there is still some work to do, so expect a realase not today or tomorrow. You will have to wait one or two weeks.

The Task "Secure the flagpole" is 100% completed and works fine, hope you will like it.

Edited by Wiggum

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Secure the flagpoles does sound like an interesting gameplay exercise – but not a particular _realistic_ one.

I find what I like about this mission is how it feels quite plausible. It’s a all about being a small team of specialists -- getting in, getting the job done and getting out again . There is neither reason nor practical to go total Armageddon on the entire village.*

If you feel the need to add one more missiontype how about bringing back the nice old classic Steal the car? Randomly place a car (could be a few civilian decoys) with the mission area. Objective is to take it a certain distance from the mission (or to the extraction zone)

-k

*Which again is why I’m pestering you to add the option for civilians wandering about – complicating the mission objective ïŠ

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Secure the flagpoles does sound like an interesting gameplay exercise – but not a particular _realistic_ one.

I find what I like about this mission is how it feels quite plausible. It’s a all about being a small team of specialists -- getting in, getting the job done and getting out again . There is neither reason nor practical to go total Armageddon on the entire village.*

If you feel the need to add one more missiontype how about bringing back the nice old classic Steal the car? Randomly place a car (could be a few civilian decoys) with the mission area. Objective is to take it a certain distance from the mission (or to the extraction zone)

-k

*Which again is why I’m pestering you to add the option for civilians wandering about – complicating the mission objective ïŠ

Yes, it is quit unrealistic...but "Steal the car" is also not that realistic i think.. ;)

I think i will stay with it, the other tasks are quit realistic (kill the enemy commander / rescue the hostage / destroy the enemy BRDM-2).

So to have one "fun" task will maybe fit very well.

And remember, the flagpoles will be deletet if you choose a different task, so you will not see them while searching for the hostage for example.

And yes, i will add civilians. But no civilian traffic, because i have seen some problems with that (cars spawn into stupid locations and explode ect.)

Most likely is that there will be two seperate missions, one for SP only and one for MP only. That way the Sp player will not have to relinquish of some futures like the option to choose a specific task and the ambient civilian module.

As always, thanks for the feedback.

Edited by Wiggum

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Well its your show, so a task which has a fun element isn't going to kill it. As long as you can choose which ones then you can play or not play, as you say the others do the job for realism etc.

And remember, the flagpoles will be deletet if you choose a different task, so you will not see them while searching for the hostage for example.

Thats a good idea.

With civvies, could you possibly have it so you can choose a percentage of spawned ones? I have no direct script knowledge in this area but I just think that as civvy path finding and OA houses = cpu drag it would be nice to balance or choose the amount you get so its nice on all systems, as I say default BIS module spawns quite a few indeed.

Thing is you have set a template so you could later on add more tasks (if you wished) would be nice to see this slowly grow with different types of tasks & ideas. Although next release will be good enough :)

I bet your thinking "Christ this was supposed to be a simple mission!!!" ... request monkeys never help :)

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With civvies, could you possibly have it so you can choose a percentage of spawned ones? I have no direct script knowledge in this area but I just think that as civvy path finding and OA houses = cpu drag it would be nice to balance or choose the amount you get so its nice on all systems, as I say default BIS module spawns quite a few indeed.

I think a option to choose the percentage of spawned civilians would be a overkill. I really try to keep it simple, so i decided that only the two important things can be choosen (type of mission and time of day).

I dont plan to add other options for the player like weather or something.

Weather for exaple is randomly choosen at the moment and i like it to have some random things so not everything can be adjusted by the player.

Thing is you have set a template so you could later on add more tasks (if you wished) would be nice to see this slowly grow with different types of tasks & ideas. Although next release will be good enough :)

Yes, if someone wants to waste his lifetime infront of the PC he could easily add 50 differnt tasks and make every single village on the map a possible location... :D

But you are right, everyone how wants can open the mission in the editor and add his own ideas and tasks, i dont will restrict anything here !

I think you cant really imagine how v2.0 will look like, so i have made some Screenshots for you !

This is the first screen you will see after the briefing and gear selection, here you can choose your mission (random or specific):

arma2oa2010-07-1813-19hacv.jpg

After you have choosen your mission you can choose the time of day you want to play (random and specific):

arma2oa2010-07-1813-196adk.jpg

Edited by Wiggum

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...the number of images per post is limited ;)

This is a picture of the gamemode "Secure the flagpole", you can see one of three flagpoles. Everyone could be the right one, so you have to stay near them and defend your current position until...

arma2oa2010-07-1813-201aii.jpg

...you have found the right one, you notice this after a random amount of time because the flag will change its color from red to blue and you get the task hint. If you have to move to far away into cover because you are under enemy fire the timer is set to zero and you will have to stay the hole time near the flag again.

arma2oa2010-07-1813-21n9vt.jpg

Here you can see one of the random enemy reinforcements.

This time a helicopter drops some infantry that will reinforce the enemys in the village.

arma2oa2010-07-1813-31vxlh.jpg

@ mrcash2009 & NkEnNy

I think you two are the right ones to test the SP BETA of v2.0 because you gave me so much good feedback !

I will send you a downloadlink to the BETA as soon as its ready (next weekend maybe).

Edited by Wiggum

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