galzohar 31 Posted July 13, 2010 (edited) In this mission you will need to patrol through several Takistani towns and eliminate any enemies you encounter on the way, and get back home in time for dinner. Features: - UPSMON - Using fortify and reinforcement to make AI hide in buildings and surprise you. - Enemy attacks based on "detected by" triggers with slightly random size so that you have an even harder time to predict when you will get attacked. - Random enemy positions - Many of the ambushes placed in editor will not exist in-game and those that do will take random building positions in random buildings. - Mission ends after you pass through all waypoints, kill most of the enemies and reach the end. - Mission scales, so that when you play with less than 5 players you will also have less enemies (at the cost of not being able to JIP since AI count is determined at mission start). - 45 minute time limit. - Custom gear loadouts. - Clear briefing and map markers. Map markers change color and a hint is displayed when the waypoint is considered reached. Filefactory (v1.02): http://www.filefactory.com/file/b2ec75g/n/oa_co_05_show_presence_v1-02.rar Armaholic (v1.02): http://www.armaholic.com/page.php?id=11219 Edited August 8, 2010 by galzohar Share this post Link to post Share on other sites
galzohar 31 Posted July 14, 2010 Added Armaholic mirror: http://www.armaholic.com/page.php?id=11219 Share this post Link to post Share on other sites
zoog 18 Posted July 15, 2010 Sounds like a cool mission, will try it out soon :) Share this post Link to post Share on other sites
Electricleash 133 Posted July 15, 2010 Had a quick go with this in SP, realizing it's meant for coop. It's more like a race than an actual mission. being that there's a start/finish and checkpoints you have to go through. I think your checkpoint design convention doesn't quite work, being that you have to wait for a short time to 'check' the waypoint, I find myself unrealistically having to go back into a hotzone for a waypoint that I missed when fleeing enemy fire. Also the start and finish points are a bit odd, in that the patrol has no base or camp. If you don't want a camp, then give some explanation as to why I'm starting out in the middle of nowhere. Consider some of the unanswered questions like where, why, who, how, etc. as a player, personally, if there is no situational 'story' to get taken in by, then the mission becomes a kill anything that moves/wander around the map, which I can pretty much do in the editor. This being said, I haven't tried it with other players. Hope that comes off as constructive and not an attempt at a beat down. E Share this post Link to post Share on other sites
galzohar 31 Posted July 15, 2010 (edited) I've never been a fan of story telling, I could make up a billion stories but at the end the mission itself would play the same. I just started you at one "edge" of the map and ended at another "edge" so you can imagine the road goes on to a base or whatever. In any case, your mission is not to just go through the waypoints, but also to kill any opposition (you are allowed to skip some enemies but you need to kill most of them for the mission to end). After all, it's not exactly "showing presence" if you run away from fights. That's also why the waypoint system is as such, as just racing through the towns isn't exactly "showing presence" either. As for the timer, every time we played it we had plenty of time to carefully scan through buildings in places where we got engaged. Sure you can't sweep every single building and are not required to, but when you get engaged by enemies you are expected to try and find and kill all of them. Again mission will end if you let a few live, but it not end if you just skip all the enemies and race to the finish line. The whole idea is that instead of just attacking a predefined objective, you go on a predefined path and get attacked on the way in an unexpected manner and have to react to those attacks. If you want to play it by yourself, you should probably still fire it up in multiplayer, since the scaling of the mission (less enemies since you're only 1 guy) only works in multiplayer where it's possible to disable the AI. To get the mission to scale in single player you'll have to edit it and delete the additional units in your group. ---------- Post added at 06:25 PM ---------- Previous post was at 06:17 PM ---------- Version 1.01: Added BIS first aid modules (dunno how I forgot them the first time...). http://www.filefactory.com/file/b2915h9/n/oa_co_05_show_presence_v1-01.takistan.pbo Edited July 15, 2010 by galzohar Share this post Link to post Share on other sites
galzohar 31 Posted August 8, 2010 Version 1.02: - Spectator script will now start for late JIPers. - ACE markers disabled for ACE users since mission already has its own markers, to make mission compatible with both ACE and vanilla. http://www.filefactory.com/file/b2ec75g/n/oa_co_05_show_presence_v1-02.rar Share this post Link to post Share on other sites
Grizzle 0 Posted August 8, 2010 All sounds good 'cept for the 45 min limit. What's up with that? Share this post Link to post Share on other sites
galzohar 31 Posted August 9, 2010 Because if you didn't have a 45min time limit you could just sweep every house and then the ambushes wouldn't really be ambushes. Played this mission many times and never got even close to running out of time, but you might run out of time if you search every single house. If anything, in order for the mission to actually work as intended, I might need to reduce the time limit even more. Again this is all from playing this mission many times. Remember this is a "show presence" patrol mission that "goes bad" as you get ambushed, not a "take 5 hours and search every house in Takistan" mission. Share this post Link to post Share on other sites