New Missions

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feanix
Posts: 31
Joined: Sun Jun 03, 2012 10:25 pm

New Missions

Post by feanix » Sun Apr 07, 2013 3:27 am

Okay, so whoever can put stuff on the server: here's a couple of missions that have been hurriedly hacked into shape for Vanilla+. In each case they're missions that are probably doable with a smaller number of people. They've also been moved to brand new maps.

Download Missions

Ambush at Tobolsk:
And adaption of Ambush at Topolka, this is almost a perfect copy. All I did was move it to Podagorsk and change the briefing to reflect the change. I'm not sure that the place I picked is the best in the world, but we can always move it. ACRE radios are standard 343s as theres only one squad.

Black Folk Vanilla+
This was a more intensive overhaul. I couldn't just wholesale copy the units out of this map and reposition so I had to basically start from scratch. I'm just using the original scripts for arresting. I've moved the mission to Fallujah which should be interesting. I've scaled back from 5 warlords to just the one because it's probably best to do this with baby steps since we don't know how badly Fallujah will cause the average machine or server to shit the bed. I've left the ORBAT exactly the same. I doubt we'll be filling it up but at least it gives us a lot of choices. We should still be able to finish this, if we're lucky, with a single squad.

As a few extras I've given all the squad leaders and attachment leaders 117Fs to use as a long range command net. In tests the 343s worked out to 500m in the city so you might not need them, but we'll see. If you can't be bothered, don't use them. :P

There's also a nifty UAV terminal at the start point that will let you use a UAV that's is actually useful, unlike the arma default UAV that banks at 45 degrees every two seconds. This should give commanders a useful alternative to charging in with everyone else. You could feasibly conduct your entire operation from the start via the UAV. Trust me, though, it's not the game winner you might think; translating what you see from the air to useful into for ground pounders is a skill in itself. If you still feel like it makes things too easy, don't use it. :P




I'll see if I can get one more working over the weekend.

Also, would anyone be up for trying to test this before the official session on Friday? I'd like to get any obvious wrinkled worked out before they spoil everyone's fun during the official session.

Draakon
Posts: 109
Joined: Sun Aug 14, 2011 5:52 am

Re: New Missions

Post by Draakon » Sun Apr 07, 2013 6:31 am

feanix wrote:There's also a nifty UAV terminal at the start point that will let you use a UAV that's is actually useful, unlike the arma default UAV that banks at 45 degrees every two seconds.
So, how does that work then? The other way I know how you can use an UAV is fly it like a plane.

feanix
Posts: 31
Joined: Sun Jun 03, 2012 10:25 pm

Re: New Missions

Post by feanix » Sun Apr 07, 2013 11:58 am

Draakon wrote:
feanix wrote:There's also a nifty UAV terminal at the start point that will let you use a UAV that's is actually useful, unlike the arma default UAV that banks at 45 degrees every two seconds.
So, how does that work then? The other way I know how you can use an UAV is fly it like a plane.
LDL's UAV script! :D

I had to hack some of his code so that you have infinite UAVs and I added in an automatic view distance adjustment while you're using it, too. It changes your view distance to 5000 while you're using it. It's not really useful at even the default fixed wrong view distance of 2000 since you're typically 1000 metres up.

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