Jump to content

Poofydoodle

Members
  • Posts

    138
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Poofydoodle

  1. Also I forgot to mention. The north side of the river is pretty much gaurenteed safe until you get close to crossing so feel free to set a route and use time compression to speed things up. Later in the mission however there may be a technical or two passing through there taking one of the roads to an offmap area. Also i may make the mission start at very early dawn to give the scimitars a bit of an advantage witn their night vision optics
  2. Hi guys my first mission has been put on hiatus a little bit as I kind of hit a bit of a wall with it and I started working on another idea I had which while still not finished I think is at the point I can ask for a bit of feedback from playtesting to adjust difficulty and stuff, the mission is intended to be quite challenging and fun to replay. I havent wrote a briefing yet so please read over the rundown here. The mission is set in Africa, probably not modern day maybe late 90s, during a conflict between BLU, an African country with primarily older European equipment and RED an African country with primarily older Soviet equipment with some scattered equipment from other sources, along with various technicals there are also reports of what are suspected to be Eastern European mercenarys who are much better equipped and trained than the government forces. Both sides have friendly insurgents assisting them. The mission is as follows, During an ambush and skirmish a short time ago friendly insurgent forces disabled a command vehicle which was abandoned and seemed to be fully intact. We have a rough grid reference of the sector where the vehicle is. Your mission is to secure the area around the vehicle and to give the special forces team in the Pinzgauer time to gather any intelligence from the vehicle, set charges and escape. We are extremely limited in what vehicles can cross the river to the south due to the weak bridges. Once you cross the bridge be aware of possible enemy insurgent activity. Your are in command of a Scimitar and a pinzgauer carrying the sf team. There is a second scimitar at the base you can leave or take with you, im unsure of the difficulty yet by more skilled players if 2 vehicles will be needed or not. The target can currently spawn at 4 locations, a first randomized initial force will try to secure the area for a second randomized group with an arv to tow the command vehicle and then both forces will leave to the south. If the vehicle is spotted being towed before you arrive. At this point you can try to interdict the convoy to stop the recovery of the vehicle if you feel you have the ability. There is an active insurgent and enemy prescence area using mostly light vehicles such as technicals to patrol the area and follow the major roads north, we have setup our checkpoint to try to stop this but we have had causes of them trying to run the checkpoint so be aware. Secure the objective by keeping friendly infantry within 50m of the command vehicle for 2 minutes, at which point you will get a message saying the infantry are done and have placed charges pn a 3 minute timer, this is your queue to begin pulling out as you see fit. Points of interest- The enemy forces are randomized from a set of different setups. There are random ambushes set up to spawn rarely and also maybe suspicious civillian vehicles in places that may end up being just that. The enemy technicals and brdms are semi randomized using spawn and drain points they are mostly transiting through the area to try to head north they will engage you though. There are random unarmed helicopters passing through the area doing observation. You have supply and repair vehicles at base but the repair m113 cannot cross the bridges or river so you are on your own if you cannot return to your side of the river I dont know if I will or can change this. Things I am probabaly going to adjust or change: I am not very happy with the starting checkpoint I may have to make a custom map for this mission to make it nicer and work better. The enemies routes to secure the area are pretty basic and I imagine can be improved. Also i imagine the enemy forces will need to be fine tuned for difficulty and fun. I am not happy with the spawn point helicopters always flying very low so I will probably have to manually create some random scout choppers buzzing around in a more realistic way. I would like to add more rare random ambush points/suspicious vehicles. I would like to add more than 4 possible objective points and possobly more variation in the enemy forces. I will probably have to adjust the random patrols in the technicals with at weapons and brdm2s. Im not sure if a timer is the best way for the charges to be detonated but i wanted it to have a dead mans switch so to speak. Please give it a try and let me know what you think and how it can be improved and if the player force should be one or two tanks. I know its not a super realistic mission but I think it can be quite fun and replayable with lots of different things to encounter and being challenging but not unfair. recon.sce
  3. Thanks again for that scenario, very helpful! The waypoint system in this game is very powerful once you know how to use it.
  4. Ah thanks I got confused because I guess I thought some waypoints were moving on their own without "embark if", thank you! Ill mess around some more after work and check out the manual in more detail. I have so many ideas for missions developing I kinda gotta force myself to not end up with a bunch of unfinished ones.
  5. So when a unit comes up on a waypoint and does not want to proceed without the player commanding them what controls that? What determines when it does or doesnt happen? And I meant more just setting up the ai to attack an obective withour having to micromanage them a bunch but also not having them suicide charge haha.
  6. Yes I think I managed to figure it out, I was able to make a helicopter fly over the target area over and over the only thing was when it got back to the first waypoint that had a retreat line assigned it would ask for permission to proceed to go around again. Im guessing assigning an ai CO would automate this? Or making the unit not belong to the player? Im trying to automate the friendly ai as much as possible so that someone doesnt have to do in depth commanding if they dont want to and can focus on operating the luchs. I have a wiesel with a tow that I think will be more fun to destroy the dug in tanks defending the compound but I guess ill have to set up some battle points and learn how they work so the ai knows where to setup?
  7. That all sounds great, I have no problem sticking with red side for whats rest of the campaign and really there are some American units i'd like to try out too like the TOW vehicles, I really wish the BRDM-2 with ATGMs was playable because thats pretty much my all time favorite vehicle haha but its fun to drive the normal recon version too. Ill have to try commanding the AI ATGM version sometime.
  8. Thank you very much guys, sorry if some of this was a bit RTFM I posted it from work when I remembered I wanted some advice for when I got home to work on the scenario. The whole courses being seperate from waypoints thing is going to take some getting used to but it seems like it can be very cool once I fully learn how it works. When I tried the map at night it had stars visible high in the sky but sunlight low and the sun and moon were in almost the same place in the sky so I will have to mess with it a little haha, but if the mission starts right at dawn thats not a super big deal.
  9. I had a great time even though I dont feel like I helped a whole lot haha but that was to be expected that I just happened to get the game a day before lol. I prefer reds units so I have no problem playing red although I like german units too if blue ever needs me. Part of me wonders if there was any validity in trying to heavily push before blues rear units were resupplied. I will be here as long as I dont fall asleep after work on friday lol
  10. Oh i almost forgot, I have a FAC team in the fuchs who can call in airstrikes, but I want to make it so those airstrikes arent available until after the 3 active Gaskins are destroyed. Also in regards to building outposts an enemy bases checkpoints etc im guessing those objects involve editing the map moreso than on a per mission basis?
  11. Hi guys, I have a fair bit of experience making missions in operation flashpoint, arma 1 and 2, and a bit of experience in LOMAC and DCS but am new to steel beasts. Im working on my first mission set in 1990 which involves an ampihious task force with a luchs and some fuchs apcs taking out a sam site then attacking and holding a compound with gunship support and probabaly help of some local insurgents and airborne reinforcements. I have a few questions: Is it possible to set up units to run looping patrol routes say infantry walking thr perimeter of a base? Im still learning exactly how waypoints work and retreat points work etc. Also is it possible to assign waypoints to infantry inside apcs? Is it possible to make the gunship orbit the area or continue to make passes over the target rather than just hovering there after the dug in tanks are destroyed or will it do this if it sees more units to destroy? On the greek island map included in the map pack if i set it to be nignt there is always a sun. I wanted the mission to start just before dawn and have an advantage of night vision that gets less valuable as the mission goes on and the sun rises but I had to make it start right at sunrise, which still has a similar effect just not for very long is this intentional due to the islands position at certain times of year or a bug with the map? Also is there anywhere that gives a rundown on how to setup the random spawners? I wanted to use one for the counter attack.
  12. Awesome thanks! Ill probably try to get on red if I can. Ill take a look at the scenario and see if it feels like something I can handle.
  13. Hi guys, I'm pretty much brand new and was hoping to drop in, but I was wondering where I can get the scenario? I just want to make sure there is a vehicle I feel somewhat competent in crewing available before I end up causing any issues.
×
×
  • Create New...