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WallyJas

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Posts posted by WallyJas


  1. Guys I am trying to get the Isla Duala mod to work from within my Steam ARMA2 CO folder.

    I purchased the original ARMA2 and OA via Steam and the other day (after a few hours of dicking around....not impressed) managed to get them to work as CO.

    Since then I have moved my mod folders (@ACE, ACBA etc) into the expansions folder in OA and then added the applicable -mod line to the 'launch options' in Steam. The mods have been working fine.

    However today I tried to do the same thing for Isla Duala 1.81 (@duala) and for some reason it does not seem to work. If I go to the 'expansions' tab within CO I see that @duala is enabled however if I go to the editor there is no map nor content.

    Is anyone able to assist?

    PS: Why is this all so hard with Steam and CO? It used to be fairly straight forward before CO!


  2. Hi guys,

    I have been chipping away at this mission for a while now, it's a modified version of Bon's 'Hunt for Waldo 2', one that is suitable for a single player mission where the player is the pilot of an OH-58 Kiowa Warrior. I am hoping that I can get a few guys to check it out for me, and hopefully help on finishing a few parts of it.

    Basically it is a mission that has five 'task' missions loaded into the mission pool. Each 'task' mission will be loaded randomly and in random locations across Chernarus, once all 'task' missions have been successfully completed the game will end.

    Missions are as follows:

    1 - Destroy an enemy depot. This is a mission with fairly large enemy resources so you will need to be tactful, keep your distance, stay hidden and take out the biggest threats first. Once the depot has been destroyed the mission is a success.

    2 - Destroy ammo dump. Less threats on this mission so you can be a little aggressive with your attack. Once the ammo dump has been destroyed the mission is a success.

    3 - Support the rescue of a squad. A transport chopper is on it's way to extract a squad. You have to provide CAS for the extraction. Once the squad has made it back to base the mission is a success.

    4 - Destroy a convoy. A convoy is moving from A to B. you need to intercept and destroy the cargo trucks. If they make it to their destination the mission will fail. Be careful though, they have a good amount of escort protection.

    5 - Stop fugatives. You have to destroy two fugative motorbikes that have evaded friendly road block before they reach their safe haven.

    6 - Rescue a pilot. you are the closest asset to pick up a downed jet pilot. You will have to locate him, land, pick him up and return to base ..... all whilst the enemy is getting closer!

    Note: I have added a 'height limit' script so that if you fly higher than 300AGL for longer than 10seconds, two enemy AA soldiers will spawn close by and they might engage you.

    Note: I have added Mando's missile suite to the mission to give the pilot a more informative HUD. I mainly use it for the detailed altitude readouts.

    So that is the missions in a nutshell. I pretty much I looked at what I would enjoy having in a chopper mission and modified Bon's scripts to suit. For a good flying mission I felt it needed to:

    1 - Challenge the pilot to fly low and around objects rather than in a direct line to the mission objective.

    2 - Challenge the pilot to be careful in his approach to an objective, identify the threats and then make a decision how how to effectively use the limit resources at his disposal in order to complete the mission.

    3 - Have both static and moving targets to deal with.

    4 - Have both large and small vehicle as well as infantry targets to deal with.

    5 - Have time limits in order to put some extra pressure on in situations.

    6 - Challenge the pilot to have to take off and land multiple times within a mission. Also force the pilot to make 'hasty' take off's and landings.

    Each one of the missions have been designed to incorporate as many of the above as possible.

    Now the mission is incomplete, there are still issues that need to be solved that I am hoping the community can help me with.

    1 - The Kiowa is impervious to AA missiles, no AI enemy soldier will fire a missile at you. This means my 'height limit' script makes no difference to the game at all. When in game take the spare Blackhawk for a spin and then you will see what happens, this never happens to you when in a Kiowa.

    2 - For the rescue squad mission, I can't get the AI Blackhawk to complete it's mission (I don't know how to script it all). Basically I can get him to fly to the random location of the recon squad each time, but I can't get him to land, wait for the troops to load, and then return to base.

    If anyone can help me with the above I would be forever grateful.

    A massive thanks to a few guys that have been very generous with their time. Bon for all his patience with my endless questions, Wiper for all his advice and help with scripts, Mandoble for his advice in editing his Missiles suite, Kylania for his 'height limit' script, Punisher for his suggestions on what a REAL Kiowa Warrior would do in a day.

    I hope there are members that enjoy using the mission and I hope to develop it further in the future.

    I have left the file open, so just drop it into your editor folder, crack up ARMA 2 load the mission in the editor and off you go.

    Addons that are required are as follows:

    - ACE2

    - Southy's Kiowa

    - Medevac

    Thanks guys and enjoy.

    DOWNLOAD THE WARRIOR HERE .......


  3. Okie doke ... well I am using empty 58's, either the Hellfire/FFAA or the Hellfire/50cal. I am an ACE Pilot (no reference to my flying abilities) and I have an ACE Pilot as my gunner.

    I can fly up to the Tungusta and kill in with my 50cal. He does notice me but only at about 300m out and he only uses his guns, not his missiles.

    Wally 1 - Tungusta 0

    ---------- Post added at 06:52 PM ---------- Previous post was at 06:52 PM ----------

    Shit hot textures Alesh .... you need to show them to Punisher :)


  4. Guys,

    I can't seem to get the static Kord MG to fire at me when I am in a chopper. Well that's not 100% true he does fire but not very effectively and only at close ranges. If I land his behaviour is totally different, he is hell bent of making this day my last.

    The ZU23 on the other hand, whilst he has a bigger gun, he is also dead keen on getting you. No matter what you do is has you in his sights and is looking to put you in the ground.

    Is it because the static Kord is programmed to target ground units first and air units last? Can I pop something in its init field to make it behave more like the ZU23 and say "go out of your way to *uck that choppers day up"?

    Assistance would be greatly appreciated. :)

    Cheers,

    Jas

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