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TMcArthur

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About TMcArthur

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  1. TMcArthur

    SimpleOps - COOP 16 - MSOv3.4+

    After Action report - August 14, 2011 We are back on Takistan again, with the same mission as before; clean the country of the enemy insurgency. It has been months since we last laid foot on Takistan soil, so today our first goal was to setup a forward base to the East of Bastam, a central junction on the main highway running North and South through the country. Conor gather his team, and a SpecOps equipped Humvee which we loaded into an Osprey. We kept the flight simple and safe, only entering enemy territory for the final 3km of the flight. Low and fast to within a click of our intended FARP. Just prior to slowing for a landing two enemy fuel trucks were spotted below. Where there is a fuel truck, there are vehicles around that require that fuel and they tend to have guns. To be safe, we circled around and dropped Conor and his team out the rear for a HALO insertion to clear the ground before setting the Osprey down long enough to drop the Humvee. Conor and Co. were left to clear the FARP location while I returned to base to pickup a Chinook full of building supplies. It didn't take long before the two fuel trucks and another enemy vehicle were burning and I was already en-route with the supplies and my 9-man team as backup to Conor's. I took the same route ingress and all seemed good, even with Conor screaming in his mic, "taking fire!" Just as the wheels touched down, I began taking fire. My team bailed and out immediately began returning fire to a group of insurgents on the hillside to our East. Conor and his team joined in, and just as we confirmed the final kill, we began taking fire from the West! For the next 10 minutes, my M249 was spitting flames and lead in all directions. Conor's Humvee took damage and the Chinook's engines were disabled too. We were 17 men in the middle of enemy territory with no way to escape and I was on my final 200rd box of ammo. We quickly setup the .50cal, motar, and bunkers to give us a fighting chance but soon after the waves of insurgents seemed to stop. We got lucky, with only a single friendly loss... Conor's medic. Conor did get a ride back to base where he picked up Steve Taylor who was coming back on tour as well. Conor & Steve flew in enough supplies to repair both damaged vehicles and fresh ammo for everyone. We were back in business just in time for Intel of a terrorist cell near Nur... about 3km North-West of our location. We piled into the chopper, again flying fast and low while avoided populated areas, landing about 1.5km South of Nur on the rocky hillside. I left two men with the chopper and joined forces with Steve, Conor & his team. We approached Nur from the south and easily spotted the target from a click out. Heck, those bastards were dancing on the roof-top! They may as well put neon lights out advertising "we are open". We could have called in a cruise missile strike right there, but the need for a 'quieter' solution was requested by the suits watching from an air conditioned room back at base. We approached from the South-East, as it had more tree cover, and planned to cut North-West through the abandoned buildings to hit the terrorists hard. But, just as we were 300 meters out, a woman steps out from cover. At first we thought it was a civilian, but we soon realized she was one of them, a watch-out for the terrorists. Steve and I flanked to the West to keep our eyes on her while Conor stayed on the planned route. Conor continued his approach, quietly eliminating a few guards, then the woman, with his silenced rifle. Steve and I continued to give radio updates on the targets we were spotting. I stayed ready with my SAW ready to rain down lead and fire if anyone took actions against Conor or his squad, which didn't take long... A single soldier, resting against a rock wall *behind* Conor popped his head up. There was no time to make it a quiet kill, it had to be done now! He had the jump on Conor. The roar of my SAW to be heard across the city and all the bad-guys came out to investigate. Steve was yelling out the contacts as Steve and Conor's squad took them down one by one while I moved position to cover from a roof-top. They never saw it coming... a wall of lead knocked them all to the ground until no more movement was spotted. It seemed all was settled after a few minutes of firing on them. I had the enemy compound in my sights, covering from a 3-story building 200 meters out. Steve was flanking to the South while Conor approached straight on. I was amped and ready to light them up but they were gone.. either dead or running... it's all the same to me. We cleared the compound and began searching for the reported cache of weapons. Crates were found strewn about. It appeared to be an abandoned market-place. Only after I climbed up onto the roof-top that was being used as a dance floor did I spot the crates of weapons. A radio call went out and we converged on this roof-top to confirm the next action; Blow that shit up! I called in my squad mates at the chopper who flew over to bring the satchels of explosives. Steve was hauling the crates off the roof-top while Conor and I stood below. A small object bounces at my feet... The radio crackles, "Oh shit!"... It sounded like Conor's voice. I glance to my left, I see the object and in the millisecond it took to identify it as a grenade my body was already beginning to take motion. Were we like ants scattering from the beam of light coming to scorch our loved ones... only, I wasn't fast enough... I got scorched by a grenade that fell out of the crate (at least that is Steve's story), which came to rest near my feet. I woke up later that day in the infirmary... Heck... I've had worse. That stinking little pineapple isn't going to send me home in a bag. I'm already feeling better and ready to take on another mission right now! Well, maybe tomorrow... this morphine is kickin my ass! PS - I hear they named the FARP after me. FARP McArthur... it's got a ring doesn't it?
  2. TMcArthur

    SimpleOps - COOP 16 - MSOv3.4+

    My apologies... I edit/tweak it so much I tend to leave them in non-PBO format. You can just place the folders in your MPMissions directory. No need to compile them into a PBO that I know of.
  3. I have been tinkering with the MSO v3.4 map and adding my own touch to it. I have added in some more tidbits to make this map a very nice 'dynamic world' in which you can go out and do multiple squad-sized missions from a single centralized base. My intention was to create an "open world" environment in which myself and my friends (usually only 3 or 4 of us) could coop and do so at our own pace. We wanted unpredictability in our missions and a focus on the foot soldier aspect of battle (not tanks, planes, bombers, etc) Scenario You start at the main airstrip which is the US base of operations. It is a living, breathing, base complete with all the tools needed to complete your mission objectives, which you make up based on the intel given to you. Maybe you want to recon a sector, or attack a terrorist cell, or ambush a convoy... you decide and take your squad mates (AI or Human) with you. Getting to and from areas on the map is part of the whole concept of SimpleOps. With the randomly spawning AI, you never know when you will run into an enemy squad. You are never 'safe' Already in MSO v3.4 - Persistent player location, even through multiple sessions (always pick the same soldier when entering server) - Dynamic air and sea traffic - Dynamic civilians - Civilian police and medical - Civilians and Enemy AI use and occupy buildings - Enemy convoys - Terrorist cells spawn and recruit civilians - Randomly spawning enemy AI squads SimpleOps inclusions; - Added numerous non-attack vehicles, helicopters, and planes at base - Added more base defenses - Added more recruitment options - Increased squad size to 10 (player + 9 AI) - Added more CAS options including Med-Evac (access via communication menu) - Added ability to call in missile strike (access via radio menu, Laser designator required) - Added more building supplies to build FARPS - Added more fixed weapons to be used in FARPS - Team 'rewards' (non-respawn attack vehicles) for clearing of certain areas of the map. Some areas of map marked (?) as places worth scouting, but there are even more not marked. - Added random enemy AI hunt-squads spawn through-out map (multi-time spawn). The more populated the areas you visit, the greater the chance a random squad will hunt you. They may show up many minutes after you have reached your destination making defensive structures more of a necessity while away from your base. - Added random enemy AI defend-squad (1-time spawn only). The more populated the areas you visit, the greater the chance a random squad will be defending. Make sure to clear buildings as they will be hiding, not out in the open. - Added chance of suicide bombers in populated areas - Added ability to HALO from base (speak with officers) - Moved Logbook ability (speak with officers) Download SimpleOps v1 CBA addon is required I take no credit for the scripts or MSO. All I did was combine what some other smart individuals created. Guided missle strike script - Created by: Venori Suicide bomber script - Created by: kylania Spawn... scripts - Created by: kylania HALO script - Created by: kylania
  4. When I played this the enemy at the first flag were alive and kicking just fine. Issues I have come across; - No way to blow up first radio tower until you have gone up one rank. Satchels not available until first promotion. - T menu not working (recruiting, support, etc) - Some minor graphic files are missing Obviously this is still a work in progress. The basics are there, but works still needs to be done to finish it off. I hope that BIS will finish it as well as include some new A2 functions as well (call for air-lift, air-drop, arty, etc)
  5. I have been tinkering but unable to find a solution to this problem. I would like to edit the SuperPowers mission but have a fixed starting location for West as oppose to random. Anyone have some advice to help me out here? I have unpacked the Warfare2.PBO and been browsing through all the files. The obvious files about starting locations and such, do not work when I make the changes.
  6. Im not sure this is a request, just more of a thought that others (who do create the addons) may want to use... hopefully (please... alright this may be a request) I am actually more interested in the supply routes and forward-bases than anything. I tend to play a much slower multiplayer game then most. In the past I had edited other mod makers missions (WACO by Doomguy) to slow down the rate of "income" to make the Warfare aspect of the game a bit more... lengthy. Instead of clearing an island in a few hours (usually just a few of us playing) it would take team-work over a 3-4 day period. In fact, once our co-op group had scored half of the depots on the map, we would never really go after more. Then we would SpecOps-style behind enemy lines, take out their supply trucks (though it meant nothing), recon their base (arty strike would have been nice) and just plain had fun with it. Ocasionally one of would get shot down in a helo and we would roleplay out the "downed pilot" sitution, or whatever else we could think of to keep the Warfare type gameplay refreshing.
  7. Don't get me wrong guys, I have no real complaints about ArmA2 or Warfare, but I am hoping to spark the interest of an experienced mod/mission maker. While I have played BIS games since OFP, I am no mission creator... Im just a rifleman in the spectrum of mission creation. So, the things rolling around in my head are: (just play along with me here) - Warfare style mission for the most part, but add in player triggered 'enemy' patrols in non-secure territory. This keeps movement from A to B something more than empty land. You should face the risk of enemy patrols, even if it is a small squad of AI, when traveling past secured lines - Supply routes in Warfare are reverse how they should be. It should be that supply runs from the main base *OUT* to the bases and camps in the cities captured. So, if supply trucks are not able to make the route, the depot and camps at that city degrade and eventually are "destroyed" (loss of ownership). This makes the survival of the supply trucks very important, and the security of supply routes as well. - Enemy AI (guerrillas?) actively attempt to re-capture towns over time. This encourages repeat actions in cities you may have captured days prior. - Add in the SecOps so secondary missions can be played and $$$ or rank awarded upon completion. These SecOps missions are very cool, and just add flavor to any primary mission you are going after. - $$$ should be earned only by missions, either SecOps or Primary missions of capturing the depots. $$$ should only be used in purchasing men, vehicles, weapons, ammo. Any/All buildings or fixed defenses should be based off supplies. - Supply should be earned only by a supply truck making a complete round-trip from base>town>base - Forward "camps" can be constructed and used as respawn points (engineer only). Only HQ and these forward bases are respawn points. These forward camps also require constant supply from HQ. Maybe they evolve with defensive units, fixed defenses, and ammo/gear crates over time as supply trucks make the trip. I suspect there should be a minimum distance between HQ and Camps to prevent too many camps... of course the number of supply trucks can also prevent the map from being filled with camps (not enough trucks to supply all camps/towns) - Each soilder type should have at least one unique build-able fixed defense. Medic=Field hospital, Machine gunner=Machinegun nest, etc. These can only be created at the camps of course, but only if the camp (or squad?) has enough supply points to build. - Support (Arty, Transport, etc) should have a cost (Supply?, $$$?) but be available. I have more thoughts, but I just ran out of time to type. Again, my hope is that an experienced mission creator will see this and it may spark some interest. I am more than happy to do my part (what ever I can) in creating such a mission if someone or some group wants to take up the challenge. If I am just wasting my time because this already exists, please point me in the right direction :-) Thanks
  8. They are off on the weekends. I ordered mine on a Friday evening and had to wait until Monday to get the email to even download ARMA2. Sure would have been nice if they tell you that on the web pages, as by Saturday I was calling my CC company and filing a fraud alert on them.
  9. TMcArthur

    Just got it, a few questions.

    1) TAB or right-click does the lock on just fine for me 2) All the older commands are still there, use your number keys just like before and you will see
  10. I think that is very possible (not working on weekends) and something they should advertise on their site so someone like me can make a proper decision to purchase or not. I do hope it works out, but Im not fond of making a purchase then waiting 3+ days to be able to get my product. I'd rather wait a few weeks and get it from a more reliable and professional source It is eating me up inside though, I cant wait to get my hands on ARMA2.
  11. Yep, I sent two emails (translated to German) and got no response. At this point PeterGames.de does not deserve my money, so I have filed a dispute on Paypal to get my money back. I think I will wait for the Steam version, at least there I know I wont get jacked.
  12. Same problem with me too. I actually purchased two, and did not get an email from either. I came here to search to see if there is an answer...:confused:
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