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My scenarios, releases, discussion, AARs, questions etc.


Poofydoodle

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Hi guys, after my first scenario I released I decided to make one thread to keep all the discussion in one place, I have started working on what should become my second released scenario and will be posting some screenshots and info soon about that one.

As I release new missions I will update the op and post a quick blurb about them,

MISSIONS

Roadside Assistance Single player/CO-OP 1-11 players
 

 

This is my first released mission, it is set during a fictional African conflict in the late 90s. A team of 2 Scimitars and a SF team must rush to secure an enemy command vehicle to gather intel from it and destroy it then escape before OPFOR can secure the area and extract the vehicle. It uses random scripting so the objective can spawn at 4 places, the two main enemy forces have 4 variants each, and there are several random patrols, sentrys, ieds etc. I planned to make an AAR to post here but community member Apocalypse was awesome and made a video of his playthrough of the pre-release test version, the few changes he suggests here have been corrected. The mission is unpassworded if you would like to edit it.
 

 

 

More coming soon!

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Here are some screenshots of my new mission, it involves the Vietnam war turning into a larger conflict between NATO and Communist Asian countries, in the mid 70s China decides to enter the war.

What started out as a smaller mission to get to use BTR and BRDM vehicles turned into a massive operation with 3 possible routes that would take hours to complete so I decided to stop on that and focus on a smaller scale version. I may finish the big one someday but I was worried it was getting to the point where it would be hard to make it high quality and playtest well without several weeks of work.

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22 minutes ago, Ssnake said:

Yeah, there's always the temptation to go bigger. :o

Haha it just sort of happened, the mission is to locate and destroy for mortar carriers the firing locations are known but not which ones are occupied.

 

You could take a south path that was rough and slow terrain but lightly defended and capture a nato outpost to learn the locations.

 

Come up the middle on the main road which was the fastest but the bridge was defended and there was a well defended american outpost  behind it, you could engage it to draw the north defenders away opening up a path for a north t55 to rush in.

 

Or attack from the north, cross a river, and flank with infantry and the 14.5s destroying or distracting the leopard 1a2 and rcl m113 so that the t55 could get closer easier and punch through. Attack the outpost and get the locations from the command vehicle.

 

If I took the long way around it could be over an hour ingame time before you were starting to actually move in to find the arty and when the bulk of your force only takes one law shot to completely destroy that requires a lot of careful balancing and or adding a lot more units so I decided to put that big mission on pause to go back to a smaller version of the same basic idea.

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Im wondering if anyone has a good source for sound effects and forgive me if this is in the manual as im out on my phone at the moment what file types are supported?

 

Im mainly looking for a sound effect of a jet passing overhead. The mission starts with a t55 pinned down off map by some atgms, after the main group destroys some manpad teams and a as gun at an outpost a scripted airstrike takes place on the edge of the map and the t55 spawns in. I wanted to have a tank in the mission so people who mainly like mbts have a unit to crew and also it allows for a bit tougher resistance in the later parts of the mission.

 

I want to have a sound that would represent a Chinese Q5 flying overhead a short time after the radio message comes through that he is inbound and also if I decide to have him do anything else in the mission. im sure someone has already done this and has a good file ready to go so if they could share that it would be much appreciated.

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You can assign sounds (*.wav) to Events, but the media files themselves can't be embedded in the scenario. You'd have to make them available separately, and people would need to download and install them into the corresponding media folder. A single sound effect is probably not worth the effort. Multiples, I suppose, could help build immersion. If speech is involved however, localization is probably impossible to do.

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Yes actually where I got the idea from was in the multiplayer campaign I did with the friday group the first mission I played had an ambient sound of aircraft passing overhead. It was my very first mp scenario I ever played so I didnt have anything downloaded, unless this was a sound effect already included in the game?

 

Thank you for the website I will take a look!

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Hello friends, I had some questions I wanted to run by people.

I am still working on the mission above although I am taking a bit of a break from it to work on something a little more compact, a remake of my very first mission using the Luchs as the mission can take around  an hour a half if not longer to do around a full playthrough with lots of commanding units etc but I wanted to get peoples opinion as I am at bit of a head.

The mission originally started as one to mess around with in BTRs and BRDMs, vehicles that dont often get used in an active combat role but I thought it would be fun to have little skirmishes with soft skin and light armored vehicles as the 14.5 can be quite fun to use. They also have a PT76 for fire support. However I also wanted to include a main battle tank as I imagine thats what most people are here so I added a t55 that becomes available after it is unpinned by an air strike that happens after the first part of the mission is done fairly early on, but I also didn't want the tank to just take over the whole mission so to speak so it is on the other side of the river from the rest of the units meaning it has to cross a defended bridge and/or have the main force do a river crossing to it depending on what random objective locations are active.

Im in a bit of a tricky spot though because it has made balancing the mission a little bit difficult. I have to keep the enemy force strong enough that an MBT is threatened on some level but also not so much so that the BRDM2 carrying an ATGM gunner and the BTRs with their infantry don't get wiped out without being able to put up a fight at least but the issue is when the T55 does die the mission can be extremely difficult to finish.

So I am asking what people would prefer. Are there enough people interested in messing around with light armor and an AI PT76 that a mission envolving just commanding those vehicles, an ATGM gunner, and maybe something like an AI ATGM vehicle or something that a mission built around those as a balanced fun but challenging experience would be enjoyed. Or would people rather have access to a main battle tank at the expense of the mission becoming a potential meat grinder if just one unit dies?

I also wanted to get opinions on an idea I had for a mission today that would be more of an arcadey score attack focused mission but still grounded in reality. It would work like this:

You would be a unit cut off, spawning at a random location, and you would have to make it to one of the roads or whatever at the edges of the map that are exits out of the area.

At the start of the mission you would use a trigger to pick which vehicle or vehicles you would use for the mission, Weaker vehicles would be handicapped by having more than one etc and also giving a bonus to score. So say it would be something like 2x BTRs carrying special forces, 2x BRDM2s each carrying an infantryman with a Spike ATGM. A single bradley with no dismounts, a single MBT etc there would be some sort of system in place maybe to repair the vehicle if your mobility or something was damaged to not make it an instant loss if a wheeled vehicle got an unlucky shot. You would have to try to make your way passed various enemy patrols probably mostly things like technicals and light armor that most vehicles can disable but can also disable or damage most vehicles but also probably some heavy armor cruising around. There may even be some secondary objectives but I think mainly it would be about the escape. If you managed to make it to the end in a BRDM-2 your base score would be boosted more than say an IFV, and way more than someone in an MBT.

I think this could be a very fun mission and I used to have a lot of fun in multiplayer doing a similar mission in Operation Flashpoint where you had no map and the enemy would zero in on your position if you sat around and fought for awhile. Would people be interested in playing that? It would be fun to compare scores and multicrew in multiplayer and try to escape or at least survive as long as possible and take as many enemies with you as you can. I would try to make the enemy forces as variable and as randomized as possible while still being fair and fun so you couldnt just simple memorize the best route to win the exact same way every time.

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Ok guys, as for my mission above I think I might make some changes. Im going to move the date of the setting up to around 1980 and replace the t55 with a bmp2. Its not super accurate but maybe its some sort of embedded secret Russian unit serving in the allied DPRK. This will give players a heavier piece of armor to play it they like, while giving a bit of heavier firepower withour requiring adding a lot of enemy units that can threaten an mbt and make things very risky for the brdm2 and btrs unescorted except for their atgm and rpgs. This will also mean the whole force is amphibious which may or may not make the mission a bit less interesting having to work around the most powerful unit being more restricted around the snaking river that splits the map but I think it will be easier to make a mission that is still beatable and fun if you lose a couple units.

 

Also maybe I will remove the pt76 but it is mostly just a support vehicle with decent firepower that can bounce 

50cal with it not being essential to being able to beat the mission so maybe people would prefer not commanding it.

 

Also I had a question, im pretty sure you cant do this, but is there a way to move or create a graphic? Like say I have a unit spawn at one of 4 places having a mark automatically appear at whichever spawn it ends up or is the only way having a message to the player with the grid square and have them make their own mark if wanted?

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7 hours ago, Poofydoodle said:

is there a way to move or create a graphic? Like say I have a unit spawn at one of 4 places having a mark automatically appear at whichever spawn it ends up or is the only way having a message to the player with the grid square and have them make their own mark if wanted?

Try this...

 

Right click on the unit and set Enemy Intel of Position as 'Rough'

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Hello, here is the pre-release test version of my next mission. Looking to get a bit of feedback before I fully release it. Set in 1989 (during cold war went hot X), The mission involves a downed pilot being located in East German territory. A Luchs on a nearby recon assignment is tasked with extracting him. The pilot can spawn in one of 10 places and the various enemy patrols are randomized in unit type, starting location, and the patrol routes have many variables. Also if any infantry get stranded any patrolling vehicles with room that come across them will scoop them up.

If I could do the mission again I think I would have made less heavier vehicles on patrol routes and made a group that would hunt you based on your location but I think it is still a fun mission that can be quite intense because you never really know exactly what youre going to run into next and where and is quite replayable. Maybe in the next version I will change it around a bit.

 

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Edited by Poofydoodle
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  • 1 month later...

Hey guys, I wasnt very happy with how my previous mission turned out. Im going to revisit the concept and setting as I think it is sound but that is why a final version was never released 

 

In the meantime I started working on a mission with some other vehicles I wanted to use mainly the VEC M1. I actually restarted it from scratch as I wasnt happy with how the multiple objective spawns turned out. I decided to focus on building one solid route add some randomization after and then the mission will be updated to include these new possibly objective spawns and new places to fignt.

 

Set in Cental Europe a former eastern block country that has in recent times has improved relations with western countries has had a fracture in the government leading to the country being split in two.

 

The seperatists have been spotted trying to quietly move BM21s in position in a quiet less patrolled section of the border in the range of cities and fearing the potential outcomes a group of supporting PMCs have been organized to perform a raid into the seperatist held zone and destroy the BM21 in preparation for an attack by government forces. The main group is made up of a VEC M1 with a 2 man scout team armed with spike sr and jim lr as well as a Piranha FUS with a rifle platoon. A second vec and scout team makes up a supporting element with an RG31 mrap with a RWS on standby as a secondary or emergency transport.

 

The map is based on the Fort Hood terrain modified to look like europe. I have created a delta map that adds a lot of new dirt roads and small enemy camps and outposts to make the scenario more fun and to make better use of the terrain available.

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  • 2 weeks later...

Hi guys, my mission is getting pretty close to the next testing milestone and pretty close to being done I think if anyone wants to try it when that comes but I had some questions about how the ai handles automatically retreating when set to a defend waypoint with an unconditioned retreat route.

 

Ive noticed when testing that a bmp2 occupying a dug out and a btr 82a at these waypoints pop smoke and immediatrly take off from any hint of 25mm from the vecs. Just a shot landing nearby or even firing passed them at unit in a different location even when they have los to an enemy or the enemy engaging them.

 

Now I could be remembering wrong but I seem to remember the ai not taking off until they had actually been hit or took some sort of damage in the past. My question is does this ai vary with the type of vehicle? Are pcs and ifvs just set to embark on a retreat route as soon as they take any kind of fire or has it always worked this way for vehicles? Does the ai just know that the 25mm is a substantial threat to their vehicle?

 

Its not a super big deal as I can use conditions to make the ai a little more determined to hold their defensive positions especially when dug in but I just prefer to use the ai when possible such as how the infantry usually waits until they take a casulty or two before running away when on defend mode.

 

I just seem to remember on my last mission bmps and stuff not instantly falling back when any kind of light cannon fire was around but maybe I am wrong and those units were still on engage routes and going off of the retreat back if logic

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8 hours ago, Poofydoodle said:

Now I could be remembering wrong but I seem to remember the ai not taking off until they had actually been hit or took some sort of damage in the past.

Implicit embark conditions depend entirely on the chosen battlepoint tactic (User's Manual, Chapter 8). A unit on overwatch will skedaddle as soon as receiving fire, how ineffective it may be; it has spotted and reported enemy, job done. Defending units will stay until they receive "effective" fire. Units on hold will defend to the last man/die in place. Note that absent of an unconditioned route, computer-controlled units will always behave as if on Hold orders (they will however complain over the radio with the "permission to retreat" request, indicating that they Hold a position while not actually being on Hold orders.

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19 hours ago, Ssnake said:

Implicit embark conditions depend entirely on the chosen battlepoint tactic (User's Manual, Chapter 8). A unit on overwatch will skedaddle as soon as receiving fire, how ineffective it may be; it has spotted and reported enemy, job done. Defending units will stay until they receive "effective" fire. Units on hold will defend to the last man/die in place. Note that absent of an unconditioned route, computer-controlled units will always behave as if on Hold orders (they will however complain over the radio with the "permission to retreat" request, indicating that they Hold a position while not actually being on Hold orders.

Thank you, I knew the scout orders would cause them to retreat rignt away but wasnt sure about the effective fire thing, good to know. I will have to set them to hold their ground a little bit as a dug in bmp on a hill with an excellent shooting position giving up every time as soon a 25mm lands nearby and backing out of the trench isnt the best setup for this situation. Will have to make it random chance or make them take a little bit of time to do it.

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Hello guys, here is a test version of my new scenario as it nears final release. The package includes a delta map but it has the full folder structure for easy install. It is based on one of the default map pack maps I believe Fort Hood with the european style theme. When the scenario is fully released ill get the map published.

2x VECM1, 1x Pirahna 3, some scout and rifle teams, and a RG-31 MRAP in reserve and some mortar teams for the first section of the mission have to penetrate an area and destroy a BM21 and leave. The ingame briefing goes into more detail. The mission is very close to being done but some things are not finished yet, mainly scoring and I havent decided whats going to happen after the objective is destroyed and you have to extract. it has a mixture of both close in and open long distance fighting.

Right now the objective spawns at both A and B locations but in the final version it will be a 50/50 shot which one it spawns at and I plan to add more possible locations in post release updates.

I am mainly looking for feedback about Camp B as no one has played it yet but Camp A and the whole mission is still changed a lot if you played the very early test version.

Please give it a try if you like smaller scale missions or enjoy commanding the VEC M1, Piranha III FUS, or RG-31

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Edited by Poofydoodle
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