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Abbeco

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Everything posted by Abbeco

  1. ----- SCREAMING EAGLES ----- https://steamcommunity.com/sharedfiles/filedetails/?id=2729655377 It is Tuesday, 6 June 1944 and the D-Day landings have just commenced. You are part of the 101st airborne division that was dropped behind enemy lines preceding the landings. The paratroopers are to capture vital bridges, towns and wreak havoc behind Germans lines. Your Mission: Your task is to eliminate an entrenched German artillery position near your location. After this you must quickly move to Village de I'Eglise and capture it from the occupying Germans. After capturing the village, expect a German counterattack. -- Features -- - Fully voice acted - Hundreds of lines of custom scripting. - Hundreds of hand placed objects. - Intense firefights where you will actually have to utilise your AI group units and command them accordingly. - Good performance (well as good as Arma can be lol..) units are spawned and deleted when needed, garbage collection etc. -- Required mods -- - IFA3 - Northern Fronts Terrains - CUP Terrains - Core - Orglandes - CBA_A3 - [SWU]Immersion Sound Pack - Orglandes - WW2_OBJECTS -- Recommended mods (not required) (for even better atmosphere)-- - WW2 Unit Voice-Overs (seriously, this really adds so much atmosphere. please use it!). - JSRS soundmod and JSRS - IFA3 Mod sounds (duh..). -- Author notes -- My goal was to make the most, atmospheric and fun SINGLE PLAYER WW2 mission for ARMA. Do not expect any crazy historical accuracy. I have worked very hard on this for many weeks. This is also the first ever mission I decided to release. I have been making missions for my own entertainment for years. Please let me know if there are any bugs with it. I recommend you only use the mods that are listed here because the mission is very heavily scripted I cant guarantee that this works as expected with AI Mods for example..
  2. Hey, I love this mod and I have pretty much figured out how to use it to my mission needs. The only thing I have not figured out is how do you define the skills for spawned units? Even though the units I have synced to the asset compliers are fully skilled, after spawn their skills are really low and they wont shoot accurately. It seems silly that I have to use my own script to redefine the skills for spawned units. Any ideas? Thanks again, great mod!
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