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Alt 03.04.2009, 21:18   #1 (permalink)
Macolik
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Registriert seit: 01.10.2008
Ort: FFM
Alter: 36
Beiträge: 117
Icon2 Co60 - Operation Mongoose v1.31


OPERATION MONGOOSE




by Homer Johnston and Macolik












Nach 2 monaten "Produktionszeit" ist es nun soweit. Operation Mongoose v1.31 ist public. Diese Mission war unser größtes Projekt (und wird es auch für eine zeitlang bleiben). Ich muss sagen, dass wir ziemlich stolz darauf sind und wir hoffen ihr werdet gefallen daran finden.
Lasst euch vom "Co60" nicht abschrecken. Die Mission besitzt 3 Schwierigkeitsgrade, die nach der jeweiligen Spieleranzahl angepasst werden kann:

Easy: 10-20 Spieler
Normal: 20-40 etc
Hard: 40+

Dabei legen die 3 Schwierigkeitsgrade die Anzahl von feindlichen Einheiten fest.


Zudem gibt es noch zwei weiter Schwierigkeitsgrade:


Easy: Der Feind sieht soviel wie er es normalerweise bei Nacht in Arma tut.
Hard: Der Feind sieht trotz dunkelheit so gut wie bei Tag. (Ist manchmal einfach dämlich wenn die KI bei vollem mondschein nur eine Sichtweite von maximal 50-100 metern hat)


Kurze Zusammenfassung auf Deutsch:


Die Mission der U.S. Airborne Einheiten ist es auf der Insel Avignon Intel zu sammeln und Flugabwehrgeschütze zu zerstören.
BLUFOR einheiten werden per "C130" über der Insel abgeworfen.
(KEINE NVG's...weder für BLUFOR noch für OPFOR)


HALO->PARACHUTE->LAND->REGROUP


(Neueste Version von Homers Parachute Script macht das einfach nur zum Erlebnis)


Das letztere, also das wiederfinden der Kameraden auf den Boden ist nicht so leicht da weder groupchat noch sidechat benutzt werden darf (Groupchat ist so oder so nicht möglich/Sidechat sollte einfach nur gemieden werden um das bestmöglichste Spielerlebnis zu haben). Also nur Direct Chat UND zur Kommunikation Taschenlampen.
(Flashlight Script by Homer Johnston)

Dabei stehen jeder Einheit Flashlight - codes zur verfügung wie u.a.:


HAIL/ATTENTION
SOS
READY
DANGER
...


Alles übersichtlich im Menü mit den jeweiligen Signallen dargestellt.

Desweiteren gibt es keine standard maps...Alle Karten sind "vorgezeichnet".
Also keine Spielermarker oder dergleichen.
Nur der SquadLeader hat ein GPS welches er zusammen mit seiner Karte benutzen kann.




Für mehr Informationen lest euch bitte das Englische Briefing unten durch.
Wir hoffen dass es euch gefällt.

Link zum BI Forum Thread:

Kommt noch



Download Link:

http://www.mediafire.com/file/timntd...nd_avignon.rar







BRIEFING:





SITUATION:




ENEMY FORCES:

Enemy forces occupy the entire island, consisting of an under-strength battalion (300-500 men). Enemy forces are concentrated in the North-West and East, and you can expect reinforcements inbound from those directions as soon as you land.

Expect foot and vehicle patrols within your landing zones. If an enemy detects you, nearby units will be en route almost immediately, unless you eliminate them before they can radio for help.

FRIENDLY FORCES:

Friendly forces consist of (up to) six infantry squads of ten men each. Due to the probability of communications interceptions, no direct support can be offered.

WEATHER CONDITIONS:

23:30 hours. Partial overcast at 700m, additional cloud layer at 2800m. Full moon.

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OBJECTIVES:

Primary targets: Four AA/artillery sites are known to lie within the marked Area. You must find as many of these as you can, and destroy any AA-weapons and D-30 gun pieces found at each.

Secondary targets: Search Saint Martin for intelligence info that may be important to us. Also, the island's main communication tower can be destroyed with a satchel charge. Destroying this tower may delay the enemy from calling nearby islands for help.

When you are completed your objectives, locate the boats hidden by local resistance forces. The mission ends for you when you are offshore.

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EXECUTION:

When all players enter the walled-in area near a UH-60, the mission will begin. Squads will be dropped in three lines, of up to 20 men each:Alpha and Bravo, Charlie and Delta and Echo and Foxtrot. You begin the mission at an off-island base. This is your last chance to get equipment and speak freely with all other players.

It is up to squad leaders to discuss any plans before starting the mission. All players have access to the default ArmA map only until the paradrop begins. You must also plan how to regroup your squad after landing. Once in the air, all players must go radio silent and perform their tasks as planned.

Insertion:

You will begin freefall from a height of 4000m. Your drop-plane will drop your squad in a south-to-north line following the blue arrow (marker) of your drop zone, starting with the squad leader. You may open your parachute below 1000m. In case of emergency, it will auto-open at 300m. You will be using "flyable" S.F. parachutes (rectangular).


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GAMEPLAY NOTES AND RULES


After leaving base, no sidechat, globalchat, or Teamspeak communications are allowed (except for Admin or server-related messages). This is necessary to enjoy the mission, and must be enforced by the admin. Players will be separated from their groups, and the only method of communication will be via the Direct channel.

FLASHLIGHT SIGNALLING:

All players have a flashlight they may use for signalling up to ~500m. Access this with the "Flashlight Signals Dialog" action menu item. You should examine and test the system at base to get used to it.

MAP:

You will have a paper copy of the map to look at instead of the BIS map. Access this with the 'View Map' action menu item. The ACE 'Map Object', given to squad leaders, is used to represent holding a GPS device. An owner of the "Map Object" can view their grid coordinate here as well.


HALO INSTRUCTIONS - FREEFALLING:

Control yourself with your regular movement keys. It performs similar to real-life: Point straight down and you will drop rapidly, level off and you will fall slower. Best glide-ratio is achieved by pitching down 30-40 degrees. If you are descending too fast, something may rip off of your gear harness and you may be injured or knocked unconcious. MAKE SURE you are falling in a flat orientation for at least a few seconds before opening your parachute!

PARACHUTING:

Ram-air parachutes have one control per hand, called "brakes" which control your turning and speed. Control them with your regular movement keys. Hold your 'forwards' key to get a better flight speed and glide ratio, but don't slam into the ground! Hold 'back' if you wish to slow down, or flare before landing. By default you will pull roughly 30% on both brakes which will provide a safe landing, but a bad glide ratio - this means you can land "hands off" safely. Steering will increase your descent rate, so don't land during a steep turn.

NOTE: Rates of descent are also impacted by your inventory weight. Heavy weights (30-40kg) may need to exercise more care landing their parachute to avoid injury.
NOTE: If you have a low framerate (below 25), your controls will feel more sluggish. You will need to flare earlier - perhaps 2-4 seconds before touchdown.


==========================================================================================

Credits:



Mission concepting and design by Macolik
Scripting and special FX by Homer Johnston

You may not release any modified versions of this mission to the general public. Please contact the authors for feature requests and bug reports.

External scripts used:
DAC 2.0 scripts (by MapFact)
BAS-F scripts (by BAS)
Mando_GetPosture (by Mando)

SPON_DirectionName (by Spooner)



Thanks to everyone at Shack Tactical for their help testing and valuable input.
Thanks also to everyone at TacticalGamer.com for their help testing and valuable input.


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BENÖTIGTE ADDONS:

ACE 1.06
ACE Island Pack 1.12


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Gruss

Geändert von Macolik (03.04.2009 um 21:31 Uhr).
Macolik ist offline   Mit Zitat antworten