sowens 71 Posted January 4, 2011 (edited) Overview The Mission Support System [ACE] is a tool set developed for quick mission editing and creation on Chenarus, Lingor, Takistan, Panthera, Tora Bora , Zargabad and Fallujah (and other maps in the future). It is a template that can quickly be copied into a new mission, parameters set up and a new mission created. However, it can also be installed and played (as is) with expanded options, features and capabilities right out of the box. The tool set is made up of in house and open source scripts available to the ARMA 2 community. The Mission Support System is a compilation of scripts being hand picked to work seamlessly together and include modified versions of Kronzky Urban Patrol Script and modified version of pogoman's AI Scripts. It also includes ACE Integration, ACRE Integration, and [R3F] Artillery and Logistics Integration. However, the Mission Support System can shed anyone of those by the mission creator disabling those addons quickly and seamlessly. This will also include ACE and NO ACE versions of the Mission Support System, also known as [MSS] The Mission Support System team will be using this to develop Co-op Multi-Player experiences that span several gaming sessions, if used on a persistent server. Its list of features includes: * Automated AI Spawn System * Automated Vehicle Spawn System (Enemy AI and Friendly) * Automated AI Static Gun and Vehicle Emplacements * Automated AI SA6/SA9 SAM Site Emplacements * Support System - Artillery, CAS, CASEVAC, Transport, and more * Land and Air Based Units for Players * ACE Integration (including Fast Rope, CSW, Medical, HALO and other ACE improvements) * ACE and ARMA 2 Weapon Sets * Rearm, Refuel, and Repair Point Capability * Player Loadouts that are configurable and saves items for respawn * [R3F] Logistics Integration * ACRE ready * Ambient Civilians, Cars and Critters with scripting to allow them to despawn and respawn based on player location * Web Based documentation explaining various parts of the system and examples on using and changing them to fit your mission profile * Primary and Secondary Mission Templates and Examples * Integrated AI Warfighting and Support Units with Land, Air, and Sea Assets * Technical Support for mission developers through DevHeaven * Source Files available through download links Requirements: * ACE - SixUpdater * CBA - SixUpdater * Mando Missiles - SixUpdater * SA6 - http://www.armaholic.com/page.php?id=10233 * Fire Control Radar - http://www.armaholic.com/page.php?id=13860 * Other Addons Based on Map and/or Mission Download Links: * Operation ThunderStruck - 15th MEU Lands to secure Lingor as the Rebels over run the US Friendly GAL Government forces. * Operation High Roller - 15th MEU Lands to secure Panthera. The armed forces on Panthera are heavily armed and include a small navy of frigates, several helicopters, a large amount of troops, light vehicles and an enormous AAA and SAM Threat. * Operation Sunder - US Army (Takistan TBA) Support: http://dev-heaven.net/projects/missionsupport Development Team: * Chief * XTremeZ * Frigid Testing Team: * Chief * XTremeZ * Frigid * Pen * Cybersol * Recoil * Dathnic * Nurics * Lorkus * niee * Noran * Tycho * Popgun * Yami * ZigZag WebSite URL: Mission Support System HQ **Note: 01/04/2011** This user mission is complete and fully functional, but we are testing some of the changes in house and through organized testing partners. It is not available for public release. However, we are looking for some additional people who are willing to play on our test server(s) during organized testing sessions. Image Stream - http://api.flickr.com/services/feeds/photos_public.gne?id=68255094@N07〈=en-us&format=rss_200 Credits: * pogoman * R3F * Kronzky * Desrat Edited October 4, 2011 by sowens Share this post Link to post Share on other sites
vivadiga 10 Posted January 5, 2011 link dont working ;( Share this post Link to post Share on other sites
sowens 71 Posted January 5, 2011 There is no link for the download yet...will get one up soon for Beta Version IV Share this post Link to post Share on other sites
ocgamer 10 Posted January 5, 2011 (edited) Many of the scenarios dont include a save game function and these scenarios especially some of the I44 mods last for hours. Arma II is not stable enough to go that long without a single save nor is my ability enough to last that long. Is there a way to mod the scenario to allow save games? Otherwise these great games at least for me cannot be played. Edited January 5, 2011 by ocgamer Share this post Link to post Share on other sites
MoS 0 Posted January 6, 2011 Well I´m not part of the beta testing team nor do I have anything to do with it at all, but according to your post ocgamer, can I assume it will be possible to simulate long ongoing wars with respawning AI with MSS? Share this post Link to post Share on other sites
sowens 71 Posted January 6, 2011 We have had 5 day missions up, but no saves as of yet. It is a long war indeed, or can be. Share this post Link to post Share on other sites
sowens 71 Posted September 27, 2011 (edited) Working on this after a long illness again. In the last week we have added: 1. HALO - Used off of flag poles, which can be moved by hand or vehicles 2. Player Made Bases - Use trucks to transport items to construct forward patrol bases 3. Additional Mobile Respawn Vehicle - Can respawn on players, MHQ, or new MHQ vehicle 4. AI Helicopters - Helicopter with escort for extraction and insertion missions 5. Bug Fixes - many done and completed Edited September 27, 2011 by sowens Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted September 27, 2011 This would work in mp correct, or is it just SP? Also you have no download. Share this post Link to post Share on other sites
kremator 1065 Posted September 27, 2011 Glad you are feeling better now ! Looking forward to seeing what you have made. Share this post Link to post Share on other sites
sowens 71 Posted September 27, 2011 It is MP. This iteration is Special Forces 12 Man Team with a Pilot and Crew. Link to follow as soon as we have some items streamlined. Also adding parameters to run it in USMC mode, BAF, and allow the type of enemy to change. Still got awhile but we are running two test servers so far with good results. We cut the file size from 1meg to 490k so far. Also trying to see if writing in FSM would help, but none of us have an idea how to do that....yet. Share this post Link to post Share on other sites
sowens 71 Posted September 30, 2011 First one out of the box will be an Amphibious Landing on Lingor. It will require a few extra addons beyond [ACE]. We are excited to get this out soon! We have a few issues with the water and some of our scripts but we are working them out as fast as we can. New in this iteration is: -Artillery Support -Supply Drops -CAS We also went back through the scripts and started stripping out some of the bloat. Share this post Link to post Share on other sites
sowens 71 Posted October 4, 2011 (edited) Started working with the Flight Sim enthusiast on the team on making the aircraft more than just an after thought. Almost completed our Automated SAM Site Spawn scripts which add dynamic areas to the map. These are linked back to radar and AA Command HQ Building which, if destroyed, will render the vehicles unable to fire. The SAM Sites are SA 6 with a mix of close in AA and MANPADS for defense. Looking to add additional High Value targets to help aircraft have missions that can change the war (ie reduce the amount of AI that spawn based on logistics (infantry) being bombed and Tank Parks (vehicles) being destroyed). These will be well defended areas =) Started adding in photo's. Check out our stream on the front page! Edited October 4, 2011 by sowens Share this post Link to post Share on other sites
Darkpagan 1 Posted March 21, 2012 still waiting avidly to see this system. When do you think we will have the opportunity to take a peak? Share this post Link to post Share on other sites
Guest Posted March 21, 2012 Please do not dig up old inactive threads! §10) Do not dig up old threadsThreads older than 4 months should not be dug up unless something significant is being added. If in doubt as to what is "significant", contact a moderator and they will give you their opinion. As always old threads will remain open or be closed at the moderator's discretion. Digging up an old thread simply to ask "any news" is also not acceptable, PM the thread starter or mod leader to ask. Topic locked, the TS can contact one of the mods asking us to unlock the topic when he has something to share about this wip project. Share this post Link to post Share on other sites