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firstname.lastname@example.org posted a topic in ARMA 3 - USER MISSIONSCreated By REYMAS (aka Capital) "WELCOME TO THE MUQ" March 16th, 2019: DEVGRU unit, designated TALON, is deployed to Airbase Kingmaker in Mogadishu, tasked with the rescue of four captured US citizens within enemy territory. INTRODUCTION Operation Slamdance is my very first released mission for Arma 3. I am very new to modding, scripting and mission making, so please go easy on me if I've made some egregious errors. That being said, I am open to all manner of feedback and critique. The mission is inspired by the release of MOG by Variable.A, Operation: Gothic Serpent, Black Hawk Down, Act of Valor and Lato's "Hunter-Six" mission. The main concept behind this mission is bringing a fictional near-future Somali conflict into the focus, through the eyes of a 16-man DEVGRU unit known as TALON-Blue (formerly VIKING-Blue). This will not be the only time I create a mission centering around TALON and will hopefully find ways of fleshing them out character-wise in the future. This is a fairly heavily modded mission and relies on many excellent mods to work properly. Most of these mods are unit mods however and do not change gameplay so you may use your choice of gameplay mods as you see fit. I have toyed with the idea of doing a vanilla-as-possible version but it just doesn't feel right. If there is high demand for it I might give it a shot. The mission is designed to be semi-sandbox, with lots of randomization for objective locations and should engage the player in some highly intense medium to close range urban combat. As I am very new to modding ArmA I was advised to focus on making a solid SP mission before venturing into the realm of CO-OP. That being said, anyone is allowed to change this mission for their own purposes and that of their clans' (see full licensing below). Please feel free to provide any feedback or bug reports directly to email@example.com - be sure to include which version of the mission you are referring to. I hope you all enjoy playing this mission as much as I enjoyed making it! DOWNLOAD (Mediafire) DOWNLOAD (Armaholic) INSTALLATION Extract any of the included .pbo file(s) to your Steam/SteamApps/common/ArmA 3/Missions folder. FEATURESCommand a 16-man DEVGRU unit. Ability to dismiss and re-attach SEALs from your team as needed. Intense urban close and medium range combat. Custom AI - Highly aggressive but highly inaccurate. Artillery and mortar support. Take out enemy AA in order to earn CAS and air transport. Dynamic Helicopter crash missions (if one of your support choppers goes down inside the city, you may be tasked with securing it) Multiple motorized vehicles for player use. Zealot's Field Repair for vehicles. Multiple dynamic objectives with randomized objective placement. Randomized enemy placement. Enemy occupying buildings and on rooftops. Radio control for toggling your team's IR lasers (0-0-1), silencers(0-0-2) and NVGs(0-0-3). Ability to wait 6 hours so you can undergo the mission at different times of day (0-0-4). Civilians who may pull weapons on you. Dynamic AI Spawns that hunt you across the city. AI optimization script. Multiple versions optimized for various PC specs. VERSIONS Several versions of the mission are included for those with varying system specs: BARE = Lowest spec version with no frills whatsoever. Smoothest gameplay, least challenging. Approx. 200 enemy infantry, 10-15% present chance on enemy in buildings and on rooftops, low dynamic spawns, no dynamic civilians. No tire fires. MIN = Some extra base elements including friendly guard patrols. Approx. 300 enemy infantry, 20-25% present chance on enemy in buildings and on rooftops, low dynamic spawns, low dynamic civilians. Minimum tire fires. LIGHT = More extra base elements including gate guards. Approx. 400 enemy infantry, 30-40% present chance on enemy in buildings and on rooftops, low dynamic spawns, low dynamic civilians. Light tire fires. MEDIUM = Full static base elements, low friendly patrols. Approx. 600 enemy infantry, 50-60% present chance on enemy in buildings and on rooftops, medium dynamic spawns, medium dynamic civilians. Medium tire fires. (Recommend for average PC setups) HEAVY = Full static base elements, full friendly patrols. Approx. 800 enemy infantry, 70-80% present chance on enemy in buildings and on rooftops, high dynamic spawns, high dynamic civilians. Heavy tire fires. MAX = Highest specs needed, all elements included. Approx. 1000 enemy infantry, 85-95% present chance on enemy in buildings and on rooftops, high dynamic spawns, high dynamic civilians. Maximum tire fires. RECOMMENDED SETTINGSMake sure enemy SUPER AI is OFF. If ON, it will override the specific AI settings and make every Somali militiaman an expert marksman which is not very believable. It's recommended to turn extended armor ON unless using ACE3. KNOWN ISSUESBuildings in this map are very fragile, two or three 40mm or M67 frags is enough to decimate some of the smaller buildings. 50cal fire can also tear a building to pieces. Be aware. AI will occasionally get stuck in buildings while moving through the dense urban terrain. Use team switch to become that unit and move them out of that building if this happens. Istan202 - the large U-shaped building - is the biggest cause of this and each of them have been blocked off by barbed wire for this reason. Team switching to a subordinate AI unit will prevent you from getting into vehicles (until you switch back to the CO). A player must be playing the unit CO. NOTES Be advised of the following:A Virtual Ammobox is provided for the sake of flexibility (e.g.: if you need ACE earplugs or other modded items of that type). It is suggested that you do not bring thermals to the AO, as it will vastly cheapen the intensity of the intended experience. This mission is not yet optimized for CO-OP but does have 16 built-in playable slots. Try it out at your own risk. I am seeking any groups who may want to help me get a co-op version up and running by testing it for me. This mission employs an AI Control script by GrumpyOldMan which hides all units outside of a certain radius from the player/s. The radius for this mission is 300 meters. This does two things, the first of which is optimize the mission so not all present AI are loaded at once and second focuses the mission on medium-short range urban engagements. You won't be heading up to an elevated position and sniping enemies from a klik out. This is intense, direct action urban combat. You can dismiss and re-attach any of the SEALs from your team at any time using the action menu. If you are playing co-op, it is recommended that you do not dismiss any players. Unit Control: Using 0-0-1 you can togggle your team's IR lasers. Using 0-0-2 you can togggle your team's silencers. Using 0-0-3 you can togggle your team's NVGs. Time Control: Using 0-0-4 you can skip six hours of time in case you'd prefer to begin the operation at mid-day, in the evening, or in the dead of night. Team switching is enabled so you may get an AI unit out of a building in the case they become stuck. It is not recommended that you team switch permanently to anyone who is not the unit commander. Vehicles will not respawn, use them wisely. Included is Zealot's field repair script should your vehicle go down in the field. You get one free repair per vehicle and after that you need a repair kit. Be sure to bring explosives to the AO, you will need them. Watch out for enemies on rooftops and in windows. Take things slow, and try to be methodical, rush in too fast and you will get bogged down and surrounded. Patience and precision are key. In singleplayer save as often as you can. This mission tends to be very unpredictable and things can go very wrong very quickly. Your AI teammates are at maximum AI ability. For the first 15 seconds you are forced into walk, after which you can run, this is working-as-intended for the sake of immersion/atmosphere. REQUIRED MODSMOG by Variable.A/7Cav - ARMAHOLIC - STEAM (Seems to require AiA for some users - if getting AiA or CA_buildings errors, download AiA HERE - be sure to check for prerequsities) Massi's NATO & Russian Weapons - MEDIAFIRE - STEAM Massi's NATO & Russian Vehicles - MEDIAFIRE - STEAM Massi's SOCOM - MEDIAFIRE Massi's MARSOC - MEDIAFIRE Massi's African Conflict - MEDIAFIRE RHS Escalation - ARMAHOLIC - RED HAMMER STUDIOS Leight's OPFOR - ARMAHOLIC CAF Aggressors - ARMAHOLIC HAFM Humvees - ARMAHOLIC EWK Humvee Extension - ARMAHOLIC Sabre's Civilian Units - ARMAHOLIC - STEAM LP-GPNVG-18s - ARMAHOLIC CBA3 - ARMAHOLIC - STEAM RECOMMENDED MODSACE3 - ARMAHOLIC - STEAM JSRS3: Dragonfyre - ARMAHOLIC Blastcore Phoenix - ARMAHOLIC Blastcore Tracers - ARMAHOLIC ShackTac UI - ARMAHOLIC - STEAM CREDITS Mission created by REYMAS (aka Capital), made possible by the following contributions:Lato, for giving me the inspiration to try my hand at this in the first place, his patience and willingness to guide a total noob through the basics of ArmA scripting, as well as the groundwork he laid for the dynamic helicopter crash missions, and the AI radio options. GrumpyOldMan for his AI Control script which saved this mission from being an unplayable mess. Variable.A and 7th Cavalry for providing an amazing urban map with MOG. Massi for his incredible USMC, African and Special Forces units. The CAF Team for their CAF Aggressors unit pack. Leight for Leights Opfor Pack. Red Hammer Studios for RHS Escalation. SabreD for his Civilian Units pack. BangaBob for his Civilian Occupation System. RGR for his Dynamic AI Spawn system. Wolfenswan for his WS Assassins script. Zealot for his Field Repair script. Teeha and Warlord554 for their GPNVG-18 addon. Varanon for FHQ TaskTracker The amazingly helpful and courteous gurus at the BIS and Armaholic forums. You guys rock! Bohemia Interactive and the ArmA dev team for the countless hours of fun! CHANGELOG V1.0.1:Fixed syntax issue with CIA hostage not properly setCaptive. (All Versions)V1.0:Added specific names for HVT, Hostages and CO AI. (All Versions) Added "MISSION" section in briefing. (All Versions) Added header images for Briefing categories. (All Versions) Added red flares fired by enemy platoon leaders when they detect your presence in sectors. (All Versions) Changed start time from 0630 to 0600. (All Versions) Fixed Doctor's INIT. (Med Version) LICENSINGThis work is released under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license. Full license in ReadMe. You are free to SHARE - copy and redistribute the material in any medium or format. You are free to ADAPT - remix, transform and build upon the material. ATTRIBUTION: You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NON-COMMERCIAL: You may not use the material for commercial purposes. SHARE-ALIKE: If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. NO ADDITIONAL RESTRICTIONS: You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. EXEMPTION: You do not have to comply with the license for elements of the material in the public domain or where your use is permitted by an applicable exception or limitation. PERMIT: Receiving written permission from the material author for a special circumstance may override one or more of the above restrictions. BRIEFING EDIT 1: A few corrections and additions. EDIT 2: Added Briefing Content. EDIT 3: Troubleshooting mod install added.