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[Game] The ArmA 2 thread (hurr hurr, no Armed Assault 2)

This mission was made by me for www.tangodown.nl

For a long time i've had an idea in my head for a coop mission featuring large forests, kind of inspired by the Bielski Brothers who managed to hide themselves and their Resistance unit in the woods for years during World War 2.
I wanted to do something with that, and FDF's Podagorsk island finally presented me with the ideal area, since the entire North is uninhabitated forest.

The backstory:
The USMC have been taking over Podagorks slowly but steadily, but were halted at a river near Protvino.
Heavy fighting ensued, and a few squads managed to break through. Soon after though the assault was crushed by the rebels, cutting off several squads deep within enemy territory, while the rest of the Army was pushed back to the river.
The squads who were suddenly cut off took over an old army base, and transformed it into what is now FOB Romeo Echo.
They are slowly starving and are under continuous siege, and it is your job to help them out.
You will be inserted by blackhawk using fastropes to find and destroy as many enemy encampments as you can to relieve the pressure of FOB Romeo Echo.
With a little luck, food and ammo convoys can get through, and the rest of the army is able to link up with Romeo Echo.

V1.1 changelog:
- Added hints reminding players to write down enemy intel.
- Updated briefing, warning players to write down enemy intel.
- Voice-over for southern enemy encampment changed.
- Several voice-overs have got added radio static and background fire.
- Motorcycle at Romeo Echo entrance removed.
- HQ channel changed from command channel to side channel.
V1.2 changelog:
- Set outpost triggers to trigger only once, preventing voice-over spam.
- Added Norrin's revive script.
- Added extra voice-overs for the Northern outpost.

Required add-ons:
Desert mercenaries and blackops by Schnapsdrosel:
http://www.armaholic.com/page.php?id=6471
FDF Podagorsk
http://www.armaholic.com/page.php?id=8791
Norrins fastrope script
http://forums.bistudio.com/showthread.php?t=73336&highlight=fastrope

Installation:
Place your Indian.FDF_isle_a file in your MPMissions folder.
Place the addons in your ArmA 2 folder how you see fit, either with the @mod solution or otherwise.

Features:
- Custom voice-acting
- Norrin's fastrope
- Norrin's revive script
- Intro to get players into the backstory

Special thanks to:
Sepros, Binkowski, Nimster, Maionaze, Pepperana and Rulero for their willingness to do voice-overs.
Norrin for his fastrope script.
FDF mod for their excellent Podagorsk island.
Schnapsdrosel for his blackop units.
Killg0re for his help with adding Norrin's revive script.
Screenshots:
http://i463.photobucket.com/albums/qq360/SiC-Disaster/Convoy.jpg
http://i463.photobucket.com/albums/qq360/SiC-Disaster/Fastrope.jpg
http://i463.photobucket.com/albums/qq360/SiC-Disaster/doorgun.jpg
http://i463.photobucket.com/albums/qq360/SiC-Disaster/convoy3.jpg
DOWNLOAD:
http://www.megaupload.com/?d=P7YYCLF0
 
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Operation Irene

Operation Irene

And another release, i'm working fast right now!

Made by SiC for [URL="http://www.tangodown.nl"]www.tangodown.nl[/URL]
The Dutch are going to Duala!

In this mission, you are part of a Dutch taskforce consisting of 10 troopers and an Apache for back-up.
After weeks of a local Warlord ordering bloody uprisings seizing and pillaging UN convoys, High-Command is fed up and wants you to strike back, and strike hard!
You are tasked with securing a Molatian factory, clearing the Molatian HQ located in a local hotel, but most important of all: you are going in to cut off the head of the snake.
You need to capture the enemy warlord though, and not kill him: that would turn him into a martyr instantly.

Mission features:
- Loads of custom voice-acting
- Great effort put into bringing the mission to life
- Combination of handplaced units and random patrols

operation_irene2.jpg


Mission requirements:
Aeneas's Dutch Army units: [URL]http://forums.bistudio.com/showthread.php?t=93591[/URL]
RH Pistol Pack: [URL]http://www.armaholic.com/page.php?id=7680[/URL]
RH m4/m16 Pack: [URL]http://www.armaholic.com/page.php?id=8056[/URL]
Isla Duala: [URL]http://forums.bistudio.com/showthread.php?t=88652[/URL]
Molatian Army: [URL]http://www.vojak.si/ftp/Sahbazz/addo...ianArmy_v10.7z[/URL]

IMPORTANT: if you want the custom voices to sound right, it's adviced to put the game's effect volume at 50%!
The mission file is rather large because of all the custom voice acting.
And unfortunately this mission isnt that SP compatible. None of the Blufor AI have waypoints, though you can control them directly yourself.

Download the mission here:
http://www.armaholic.com/page.php?id=9200http://www.filefront.com/15371507/Operation Irene v1.1.rar
 
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I've updated three missions today.
One older mission called Operation Hit and Run received some streamlining to objective functionality, and a new ending trigger if you retreat to the airfield before you have killed both of your targets.
It now also uses Aeneas's Dutch soldiers (v2.0) instead of regular American SF units.
[URL]http://forums.bistudio.com/showthread.php?t=85629[/URL]

Next up is Operation Indian, a recently released mission, with a minor fix for the Northern outpost.
Last night we played that mission on our TDNL server and we came from the opposite direction i was expecting players to follow, setting off triggers and voice-overs in reverse, which made them make no sense :p
This is no longer possible.
[URL]http://forums.bistudio.com/showthread.php?t=93341[/URL]

Last up is Operation Irene.
I updated it with version 2.0 of Aeneas's Dutch Army soldiers.
The mission no longer works with the old 1.0 release, because v2.0 is based on CDF soldiers instead of USMC.
I also fixed a small voice-over bug which could be triggered before you capture the warlord, making him speak while he's across town.
I thought i had placed the trigger far enough away from the city to not get triggered before it had to, which was after you capture the Warlord and drive him to the LZ.
Somehow it did trigger before it was supposed to, so now i put in extra precautions so this does not happen.
[URL]http://forums.bistudio.com/showthread.php?t=93955[/URL]
 
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Pretty good mod, but we removed it from our server quite a while ago, it gave too much trouble. Especially the almost daily updates. Not fun. But we'll give it another chance now that the "stable" version is out. We'll see how it goes.

By the way, we are (well, mostly SiC :p) currently working on a co-op campaign following the Dutch army on Isla Duala. We'll post it here when it's done.
 
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I was on the TG server last night for an Isla Duala mission (kill a dude and take a briefcase) that was great fun.

First, a couple of guys skated around on the ACE stretcher, which is purpose-built for the Benny Hill music. Then we found out that the water at one crossing is a Striker trap, and we had to restart the mission. Then we all got to a drop off point, carefully hiked about 1km and paused beside a road to regroup.

After about 5 minutes, we proceeded to walk 5 feet.

That's when an IED went off that blew all members of both squads through the air around 500m away into a bunch of trees. I have never flown so far in Arma before.

Hilarity!
 
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The problem with NWD's FCS was that it wasn't a practical one. It required extensive modification of tank models and optics modelling, that nobody else could continue his work after he left. Even though he gave permission and documents.

This is a simple neat one which they can expand on, and I'm completely happy.
 
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