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accuracythruvolume

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About accuracythruvolume

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  1. Here's another mission in development: It's an Escape-like mission with a few changes. Chinese business investments have become threatened as local politicians begin to question the take over of so many of their natural resources. Chinese military has deployed onto foreign soil to "protect Chinese business interests and their workers". Native political leaders balk at the so called invasion but are too afraid to take action. A renegade general breaks away from the chain of command and has started actively attacking chi-com forces. You are part of an alphabet agency send into the area to start up a propaganda broadcast designed to force the Chinese into committing enough forces that their story no longer holds on the world stage. Unfortunately you were caught by the chi-coms and shuffled off to a remote site. Local partisans have managed to distract the poorly trained / equipped guards and sabotage a nearby guard vehicle and hide some weapons in it. They then slipped in a tool to allow you to free yourselves before being forced to withdraw.... The mission flow is as such: The players start in a prison, handcuffed and blindfolded. After a short time one of the players will be able to get loose. Said player can release all the others. Next is the locked door, this can be picked easily. Once out there is a vehicle that has a few weapons. Some guards are on their way back to the prison after chasing some partisans. Your objectives are such: Obtain a map. Take out some enemies and search them for intel. This will reveal where your mobile comms equipment was taken. Recover your comms gear (packed in a handy shipping container) and find a suitable deployment location. Deploy your gear, this will now be your base of operations. In order to start the broadcast, your must build up your base's defenses as you will surely draw the ire of the chi-coms. This uses the ace fortify framework. In order to get supplies, collect more intel off of downed enemies and raid their FOBs for building supplies. When enough constructions are done at the base, you can trigger the broadcast and the mission becomes a "defend the base" type. Last long enough and the local commander himself will appear. Take him out and the chi-coms will be forced to acknowledge their actions, thus completing your primary objective. Extraction coordinates will be given. Get to the location, pop smoke and await pickup. Easy right? Well not so fast.... Unlike escape, when you die you are not just revived, instead you are captured. You are taken to a random nearby town and handcuffed. After a short time you will be able to free yourself of your bindings. If everyone gets captured, mission is a failure. If the last man standing gets knocked out, the mission is a failure. So don't get shot, mmmmmkay? If you are killed close to your base, instead of being captured you are taken back to base by friendlies (this is so you can rejoin the fight during the base defense). This mission makes use of ACE and will be a requirement. Also ACEX for the fortify mechanic. Here's a few shots to show the gameplay:
  2. accuracythruvolume

    Monster Survival Course

    Chemist class has been found not to create more IEDs on dedicated (works on local hosting).. Working on a solution along with some other bug fixes....
  3. accuracythruvolume

    Kujari: PMC ops

    1.1 update + Added Heavy Weapons trader: ACE crew served weapons. - Removed Advanced Medical items, obsolete.
  4. accuracythruvolume

    Monster Survival Course

    Mission updated: 0.2 + Added New Event: Death Cult. * Tweaked time between events.
  5. accuracythruvolume

    Monster Survival Course

    Steam release! https://steamcommunity.com/sharedfiles/filedetails/?id=1952547229 Go forth and break it my friends.
  6. accuracythruvolume

    Monster Survival Course

    JIP problem finally resolved. Just some final testing remains to ensure it flows from start to finish.
  7. accuracythruvolume

    Monster Survival Course

    Jip still remains an issue...jips start the script but don't move to a player...hmmm.... Anyway, here's some pucker factor. You'll agree when you see it
  8. accuracythruvolume

    Monster Survival Course

    Revive issues appears corrected. Mission completing bug squashed. Still need to fix JIP issue. TFAR support added NIArms test. Running NIArms -- RHS mag compats is a good idea if you choose to use it.
  9. accuracythruvolume

    Monster Survival Course

    Yeah I have a couple of goofy bugs I need to squash before release. The revive action is sticking to players so they can "revive" themselves after being revived Also JIP is borked so that is a must-fix before any release.
  10. accuracythruvolume

    Monster Survival Course

    A few screen grabs from testing: Trying to take a comms tower and holy hell of reinforcements show up: Bloodlust Lite leaves a mess.... Things on fire: Unseen BTR lending a unsuspecting hand: Nope, that's not gonna buff out.
  11. accuracythruvolume

    Monster Survival Course

    I present to you a work in progress titled Monster Survival Course (MSC). A Coop mission for 1-10 players. Find on steam here: https://steamcommunity.com/sharedfiles/filedetails/?id=1952547229 An unknown plague began to spread from somewhere in Poland. Talking heads will later debate its origin in either an old unearthed Nazi bio-weapons lab or a cold war bunker. Either way the infection spread at a phenomenal rate. Russia mobilized whole divisions of troops and marched to the Belarus borders. The infection was halted to the east and south but reached deep into Germany before a combined NATO / UN force stopped the advance just short of Hamburg. Much of northeastern Germany now lies in the quarantine zone. UN troops man the quarantine zone, trying to isolate and purge the hordes of infected. Banditry quickly became rampant and after a brutal massacre of a UN forward operating base by survivors, UN policy quickly shifted to treat anyone with a weapon the same as the infected. Meanwhile numerous survivors are seeking to escape from the quarantine zone... Inspired by the legendary Escape mission, this mission follows much of the same gameplay with a twist: The main adversaries are 'monsters'. The mission space is in the quarantine zone in Germany where a zombie outbreak has occurred. MSC is designed to require the least amount of mods as possible: Map: Rosche, Germany https://steamcommunity.com/sharedfiles/filedetails/?id=1527410521 CUP Terrains Core https://steamcommunity.com/workshop/filedetails/?id=583496184 RHSUSAF, RHSAFRF, RHSGREF https://steamcommunity.com/id/rhsmods/myworkshopfiles/?appid=107410 Zombies and Demons https://steamcommunity.com/sharedfiles/filedetails/?id=501966277 That's it. All other mods will be optional. This mod supports MaxJoiner's great additions to terrorize your players: Jason mod https://steamcommunity.com/sharedfiles/filedetails/?id=1672972877 Predator https://steamcommunity.com/sharedfiles/filedetails/?id=1587622288 Terminator https://steamcommunity.com/sharedfiles/filedetails/?id=1453541574 Alien https://steamcommunity.com/sharedfiles/filedetails/?id=1450865805 Max Zombies (for the Zombie Dogs. Ryan zombies and Max zombies attack each other) https://steamcommunity.com/sharedfiles/filedetails/?id=1453853092 MSC will detect any of the above mods and use them if they are loaded. This is completely modular and up you mission hosters. Some additional mods are supported as well. As the time of day is random (default setting, can be changed), MSC will give the players a headlamp if Mr. Sanchez' headlamp mod is detected: https://steamcommunity.com/sharedfiles/filedetails/?id=930264602 Enhanced movement is highly recommended. Zombies don't parkour. https://steamcommunity.com/sharedfiles/filedetails/?id=333310405 TFAR supported. MSC makes use of a loot system. MSC will detect any additional weapon mods and they will automatically be added to the loot list. Therefore if you want to run NIArms or SMA or any other weapon pack, MSC will support these dynamically. MSC features several 'classes'. These classes affect a player's starting gear. Some of them have unique abilities. Retired SOF: A former special forces member. He was able to grab a rangefinder from his personal gear. Mechanic: Two of the survivors happen to be mechanics in their former lives. They can repair damaged vehicles if they have the proper tools. Paramedic: The paramedic can revive downed players faster then other classes, in addition to being the medic of the group. Hunter: The hunter has a wider selection of firearms based on his hunting pastime. Reporter The reporter was left behind in the quarantine zone while on the job. He has his hazardous location body armor with him. Survivalist The survivalist been prepping for such an occurrence and has brought his 'perfect SHTF gear' with him. Chemist: The Chemist is able to build IEDs. As long as he keeps his tools. Which are in his toolbelt. Downed Pilot. A pilot that was on a recon mission over the quarantine area and was shot down by unknown groundfire. Criminal: The criminal was able to access one of his stashed weapons. Other MSC features: * Five different mission introduction types * Several configurable mission parameters to customize your experience * Player revive system * News reports system to assist in telling the background of the mission. * Random traffic by Enigma's great system * Random Civilians by Enigma's great system * Death Screen by GEORGE FLOROS GR. See a list of his great scripts here: * Civilian Death penalties system. Murdering civvies will get you unwanted attention. * Alias' fire script: https://steamcommunity.com/sharedfiles/filedetails/?id=1732509110 Here the zeds have made short work of the UN's BTR: The game play loop is similar to Escape: You start with subpar weapons and no map. Your first priority is the acquire gear and a map. Random POIs are spread across the map. You will need to find a comms tower and contact the outside world. You will be given a task to perform to earn your freedom. Perform this task and you will be given an extraction location. Reach the extraction location a board your ride out of the hell hole. Sounds easy right? Like Escape, MSC will be a challenge. You will be outgunned and will need to be smart. Prepare to be see these types of messages alot MSC is a work in progress.....
  12. accuracythruvolume

    Kujari: PMC ops

    You can buy another one from the vehicle dealer
  13. accuracythruvolume

    Kujari: PMC ops

    The mod argument is an interesting one. This mission is meant to represent a conflict in the African sahel area between islamic militants and rogue French Foreign Legion members. It's fair to say that the vanilla content just does not have the assets to represent this. In come the mods. Mods are the lifeblood of this game. Without the extensive mod support and plug and play nature, this game would be just another obscure first person shooter. Many of the mods expand the game in ways superior to vanilla and represent a legion of hours spend by us fans. The community will always be of a fractured nature, with some players using RHS and others preferring CUP, for example. I've attempted to use mods that offer the most content, and make the other ones optional where possible. I'm aware that this will not satisfy everyone. The steam workshop makes everything a simple click away from acquiring so if people do not want to get the mods to play this mission, then so be it. It's so easy these days and even SSD hard drives are cheap. *shrug*. Anyone run one of the demining missions yet? Feeback, in any form is always welcome.
  14. accuracythruvolume

    Kujari: PMC ops

    Yup that bug is in the known bugs list. You'll see a bug list in the briefing. Very wierd and random. Indeed some resources are more needed than others....Hmmm idea....Will look into making a resource trader. That way you can always exchange uneeeded stuff for stuff you use. It also will not take long before you'll have more cash then you know what to do with. The progression is a bit slow on purpose. Can't give you the entire plate of candy all at once can we?
  15. accuracythruvolume

    Kujari: PMC ops

    The gathering of resources is not a literal assigned task. More of a goal to get you (the player) up and running properly. Look for this kind of stuff: The go drive a hemett is the task that is spawned under the logistic missions in the HQ once you have that built. The defend town task you got was one of the random events. Both the militants and the lost legion attack each other's towns they control. They'll attack yours too once you start taking them over. Faction control is dynamic and can change hands depending on who has the most standing. The reputation menu shows the stats on the towns. I think I'll make a "starting out" entry in the briefing to explain how to get new players going.
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