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AF-Killer

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About AF-Killer

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  1. AF-Killer

    Platoon!

    Platoon! Take command of your platoon and lead your Platoon HQ group as you are tasked with various missions by HQ. Yours is the relieving platoon at the remote airbase at Krasnostav and you commence from the established Platoon HQ on a hill overlooking the airstrip. Alpha, Bravo and Charlie squads are already deployed on airfield security and you are waiting on the arrival of Delta squad on the last C130 transport. Blufor assets already in place consist of a troop of Avenger HMMWV, and a squadron of AH1 Cobras. At your disposal are LAV25 APC's, UH-1Y Choppers and a variety of HMMWV and Support vehicles. As Platoon Commander you have Command over: -Platoon HQ Group -Alpha Squad [F1] Subordinate Group -Bravo Squad [F2] Subordinate Group -Charlie Squad [F3] Subordinate Group -Delta Squad [F4] Subordinate Group -Cobra 1-1, 1-2 [F5] Subordinate Group -Cobra 1-3, 1-4 [F6] Subordinate Group After having established your presence at the base, HQ will be in contact by radio with details on your platoons mission. Your role is to execute the missions as you see fit, with the resources at your disposal. Primarily your missions will focus on controlling the area around your base and clearing the area of concentrations of regular Russian troops. Be warned though that the Insurgents are also particularly hostile to the presence of the USMC in the area and have been harassing the base and its defenders since the day they arrived. This mission was originally conceived to be used as a template for creating missions. The following tools were used to create this mission, and acknowledgement and thanks go to the creators and contributors to the various threads linked here that helped me set this up: F2 Mission Development Framework http://forums.bistudio.com/showthread.php?t=81694 BIS HCM (High Command) Module http://community.bistudio.com/wiki/High_Command http://forums.bistudio.com/showthread.php?p=1294719#post1294719 BIS ACM (Ambient Combat Manager) Module http://community.bistudio.com/wiki/Ambient_Combat_Manager http://forums.bistudio.com/showthread.php?t=73393 BIS SOM (Sec Ops Manager) Module http://community.bistudio.com/wiki/Secondary_Operations_Manager http://forums.bistudio.com/showthread.php?p=1293974#post1293974 NORRINS REVIVE SCRIPT http://forums.bistudio.com/showthread.php?t=74396&highlight=norrin+revive How to use all this great stuff: HCM [spacebar] to control your immediate Platoon HQ group. [Control][spacebar] to control any of your Subordinate Groups. ACM This module establishes a continuous intermittent presence of pissed off Insurgents, hell-bent on slaughtering every member of the Platoon HQ. SOM This module provides the means by which HQ relays orders and missions and is also responsible for the Support Options. When HQ calls in a mission: 1. Reply via Radio and either Accept or Decline 2. At the map set the task to the current mission 3. If MP with others you will need to mark for other players the objectives etc. (Only Commander sees the SOM placed markers) SOM Support This was awkard to implement and is available by a repeatable radio command [0,0,1] Support. Once you have "called for support" you will also have at your disposal the full support of the USMC in the guise of "transport", "aerial_reconnaissance", "supply_drop", "tactical_airstrike", "artillery_barrage". Now I appreciate that for the majority of missions that this level of support may be overkill, but its there for you nonetheless to use as you see fit. As I said earlier, this is really a sandpit template for you to base missions on and you can edit the mission as you see fit. When calling for Support via Radio: In map view, before making final selection (esp artillery target, transport pickup drop off, tactical airstrike) make sure your mouse is hovering over the spot on the map where you want the ordinance dropped. Otherwise you are likely to inadvertantly call it in on your head. Once you have called any of the Support items once, you will have to reinvoke the script via [0,0,1] again to use that support option again. NORRIN REVIVE SCRIPT Dont leave any man behind. The following men are able to revive and be revived. Platoon Commander, all members of Platoon HQ, Alpha Squad Leader, Bravo Squad Leader, Charlie Squad Leader, Delta Squad Leader. If any of those guys take a hit you can attend to them yourself or get the Platoon medic onto them. Heal/Revive/Carry/Drag etc. Platoon HQ Chopper:- Hop in as pilot and with engine off deploy the Camo which establishes the chopper as a mobile respawn point. Platoon HQ HMMWV:- Place any wounded in this vehicle to restore their health. All (Empty) Vehicles will respawn when destroyed. UPS (Kronskys Urban Patrol Script) This script is also buried in the bowels of the mission, although not implemented in this version. But its there already if you want to implement it. As you can see from the version number, it has gradually progressed on my PC to the stage it is now and I may have overlooked some things, but I have had a ball playing this mission over and over again. This mission may not be everyones style, but I like my missions large and live, and if I am going to play the role of a member of the USMC then I expect to have the full support of the USMC to accomplish whatever missions I undertake. Do yourselves a favour and read through the links above to better understand the various modules and scripts involved, then poke around in the mission files and in the editor and have some fun. DOWNLOAD This rar file contains the pbo and the unpbo'd version Platoon! v1.9 Armaholic _Platoon! Co-x Extract the files and place them like this Platoon!_V1-9.Chernarus folder goes here (Edit the files in this folder) C:\Documents and Settings\Administrator\My Documents\ArmA 2 Other Profiles\YOUR_USERNAME\MPMissions\ Platoon!_V1-9.Chernarus.pbo goes here C:\Program Files\Bohemia Interactive\ArmA 2\MPMissions\ (Host LAN or Internet, the mission in this folder) Enjoy Killer
  2. I understand completely Wiper, which is why I asked. The SECOPS (support) module brings a powerful amount of ordinance to the mission, which favours it heavily towards BLUFOR if used excessively. I have experienced the complexities first hand of trying to have SECOPS work across a range of game modes and underdstand why you omitted it. Once again let me say what a big job you have done with this mission so far. Well done mate.
  3. @Wiper Very nice mission, I can see you have done a powerful amount of work to get it to the stage it is now. I hope you don't mind, but I incorporated the SECOPS module (support only). You can now call all standard SECOP support options [transport;CAS;Artillery(all variants);UAV;supply;etc] activated repeatedly by Radio Charlie. I appreciate tat its a bit of overkill, but I am a big fan of having the full support of the USMC in whatever mission I embark upon, and then it is up to me how sparingly I use it. Oh and I may have ;) accidently ;) replaced the truck with a LAV25 as well. I will post it up here, but only as long as its OK with you. Otherwise it will be for private use only.
  4. I had the same problem. Try deleting/renaming/moving your old beta folder. Worked for me.
  5. AF-Killer

    Revive Script

    @ Woodstock Dont forget to add the name of the warlord unit to the array in the revive_init.sqf looks like this (around line 53)...add all the units names that you wish to be able to revive and be revivable // LIST OF PLAYABLE UNITS NORRN_player_units = ["UnitUSMC_1Plt_PltCo","UnitUSMC_1Plt_PltSgt","UnitUSMC_1Plt_PltM",...etc etc ..;]
  6. AF-Killer

    Revive Script

    With regards the MASH tent, does it need to be a Mash tent or can it ba a vehicle? If so is it a simple case of naming the vehicle "MASH"? With regards dragging and carrying, that option is only available if they are unconscious? I am thinking of AI here, as when I test (shoot them) they seem to just die. Maybe I need to make sure they are in an array somewhere. Thanks
  7. AF-Killer

    Revive Script

    @norrin Great script mate, finally got it working with mobile respawn in a mission I am making. I have played around with setting options in the revive.init.sqf and can see for the most part what does what. What I am trying to do is have it so that, if injured (unconscious) you must have another player come to your aid, and give basic first aid, (stop the bleeding etc, which revives you but with limited functionality, but you must be moved back to the mobile respawn for full recovery. Either dragged/carried or moved into a cargo and driven there. Is this possible within the scope of your current scripts? EDIT: OK I think I found what it is I am after. Can you please explain the easiest way to set this up? I assume it needs a unit/s (vehicle/s) designated as "MASH" with associated markers. If you could just elaborate a little more, I'd appreciate it Thanks mate
  8. I have a C130 loaded with troops (all AI) come into land with a (Transport Unload) waypoint on the runway. I know I could go up to the c130 and select "Open Ramp" action, but is there a way I can have a trigger/waypoint activate the script on touchdown just before the Unload waypoint. I tried refrencing the script in a trigger on the flightpath, but to be honest I am not sure what command syntax is the appropriate one. I know its just aesthetic but its the opening moment of the mission and its how your troops arrive so just wanted it to look schmick. Thanks guys
  9. Sherman if you want some great sounding Ambient Combat, then place the Ambient Combat Module on the editor map and sych it to your self. This will quickly surround you with the sounds of combat and the guys who are making the noises and their bullets as well. Check out this thread for how to set it up. Why settle for a soundtrack when you can have the battle itself, it makes for an interesting distraction on your way to your missions waypoint.
  10. Yep had done that already, but I need those engines off, at least untill I give them a move order. I have choppers on standby and th crew is sitting onboard, engines off, its the ground vehicles that are idling over at startup.
  11. I have placed some LAVs (not empty, but complete with crew) in the mission and have them synched for High Command. My problem is that at mission start, the LAvs are engine running and jostling for position. I want them to just sit there manned, with engine off till I tell them where to go. I am sure its a simple init line comand, just can't recall how.
  12. AF-Killer

    Hybrid Commanding System

    Now thats where you and I differ. Your method is much more dramatic than mine...I simply hit [Escape][Respawn] :D
  13. AF-Killer

    Hybrid Commanding System

    Los I just tested this mission as Squad Leader 2. The problem with respawn into group is that, even though you have synched a HC to every squad member for handing command down the chain on subsequent respawns, any groups already split prior to the SL going down, are unavailable to regroup under the command of the next in line. I split my squad in two, hit respawn, and I only had 1/2 the squad to command/split/regroup. Those that were already split are still alive but no longer recognised as a member of my squad. At least thats how it appeared to me. Keep up the good work though.
  14. AF-Killer

    Hybrid Commanding System

    Los, In a previous post in this thread you hinted at being able to retain HCS after respawn into group... Did this not work out for you. I tried that snippet in the init line of my player commander and it did not retain HCS for me on respawn into group. This was with default HCS only. EDIT: Nevermind...I just checked out your mission and noticed that (as you said in your post) you placed that code in the init.sqf, not the init line for the player. It was late and I was tired when i tested, now I can't wait to try it out. I have followed this thread with great interest as it parallels what i am trying to do with a mission template, using F2 Mission Framework with the ShackTacticial squads and the big thing for me is being able to respawn into group and retain leadership. I am not a fan of respawning back at home base and having to catch up my my guys miles away somewhere else on the map. For me I like the idea of having a limited number of lives to expend and at most using Secops to reinforce me when needed, by flying new guys in. @ Mr Centipede;Kremator and Los and all other contributors, thank you for your efforts in this regard, excellent work.
  15. Given the limitations of High Commands inability to order subordinate groups to mount a vehicle, is there a way to at least get the pilot of a subordinate group to land and/or dismount. I can make a subordinate pilot takeoff and go somewhere and he may even go active and target enemy if I am lucky, but when he is no longer required, all I can do with High Command options is tell him to "move" back to base. Ideally and quite simply it would be enough to hav him RTB "move" to his home base and land and cut the engines. If I place some repair/rearm/refuel vehicles near the "H" he may even be ready for another assignment. I dont really want the pilot as part of my group as I really only want finite control over my immediate squad. The pilots job is to come when called, unleash hell and RTB ready to be called again. far to often in the past I have inadvertently gotten "All > Return to Formation" when I am far from home plate only to notice my pilot had fallen into formation and left his bloody chopper miles behind. A pilot with a pistol was not the sort of CAS I was hoping for, and that is why i want subordinate control over him. I have hacked a few scripts before, but am reluctant to use complex scripts to achieve this simple task. I think ArmA / ArmA2 has often gotten too bloated with scripts to achieve the most simple of tasks. Any ideas to a simple workaround for this? The ability to have various "support" subordinates on call that can then be RTB'ed and replenished would be ideal for just about any mission. I am not trying to use them as transport, I will fly my guys there myself if need be, thats a whole other can of worms and not worth the bloody drama of trying to script it, when all you want is a ride home. Even subordinate ground vehicles require a means to tell them to shutdown the engine before they run out of fuel, waiting for orders.
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