Dead Men Walking

Forum Archive 2023 => ARMA => dMw Gaming => Gaming Archive => Mission Review => Topic started by: smilodon on December 24, 2014, 12:41:28 AM

Title: Mission: Operation Blackwater
Post by: smilodon on December 24, 2014, 12:41:28 AM
Your mission is a search and destroy operation. Within the enemy enclave of Kavala are four primary targets which should be found and eliminated.
The targets are:

General Steven Orlov - designated "The Ace of Clubs"
Colonel Jeroen Koskov - designated "the Jack of Spades"
Major. Curt Stromberg - designated "The Jack of Diamonds"
Dr. Yaphet Kananga - designated "The Ten of Clubs"

Location: The besieged town of Kavala.
Time: Daybreak 06.45 hrs
Weather: Clear, dry, early morning mist clearing.
Enemy forces:
Several hundred heavily armed troops entrenched within the town.
Several armoured units. Some are mobile, although the enemy is critically low on fuel.
Mortar units, snipers, possibly heavy machine gun posts.
Air units: zero

Engagement: Close quarter combat (CQC), house clearance. Equip the appropriate weapon loadout.

Civilians: zero, all presence within Kavala is to be treated as hostile.
Title: Mission: Operation Blackwater
Post by: OldBloke on December 24, 2014, 08:24:51 AM
Now that's my type of mission.

Cheers, Smilo :thumb:
Title: Mission: Operation Blackwater
Post by: OldBloke on December 24, 2014, 08:24:51 AM
Now that's my type of mission.

Cheers, Smilo :thumb:
Title: Mission: Operation Blackwater
Post by: sulky_uk on December 24, 2014, 10:13:45 AM
what he said ..twice :narnar:
Title: Mission: Operation Blackwater
Post by: smilodon on December 29, 2014, 05:16:29 PM
After last nights problems with lag...

I've removed most of the smoking wrecks, set the time to midday and removed all the mist effects. The game still lags when the map loads but this is the script adding the AI and placing it inside the buildings. After about 30 to 60 seconds the lag tails off and on BA5 I'm now getting 35 fps+ with everything set to ultra. It would be nice to try it out with a few people to make sure it's running in a playable state htough.
Title: Mission: Operation Blackwater
Post by: sulky_uk on December 29, 2014, 05:32:06 PM
Tonight is good for me
Title: Mission: Operation Blackwater
Post by: Chaosphere on December 29, 2014, 05:58:23 PM
Smilo, although I can't actively participate tonight as I have revision to do, I will happily come and sit in the server if you like, to add to the numbers and perhaps better test the stability?
Title: Mission: Operation Blackwater
Post by: smilodon on December 29, 2014, 06:17:24 PM
I'm not around tonight as it happens so there's no urgency.
Title: Mission: Operation Blackwater
Post by: smilodon on December 30, 2014, 11:52:08 AM
As per a recent suggestion I'm doing to ammend this with a custom load out. Probably AT, ammo and first aid kits, maybe some scope choices. The map is mostly about house clearing so we won't need much sniper or machine gun action. If it's a disaster we can go back to the virtual ammo box. Straw hats and wetsuits might be included.
Title: Mission: Operation Blackwater
Post by: Chaosphere on January 04, 2015, 10:14:49 PM
Much better tonight, was really good fun. I think all we need is some more equipment dotted around the area and perhaps a wetsuit or three. Great stuff the mission is hard as nails, keep it going!
Title: Mission: Operation Blackwater
Post by: smilodon on January 04, 2015, 10:30:37 PM
I will dump more boxes around the map. I'm keen to keep it to a custom load out though. I think the wrong sort of kit could trivialise the combat and make it too easy. I'll add more smoke and grenades and several clearly marked supply boxes. I'm not planning on adding any serious sniper scopes though. IMHO they'd be unusable for most contacts who would be far too close. I found the RCO scope a nice balance between needing to shoot along streets at around 200m down to point blank in the houses. I could add a single dedicated sniper position but they might find themselves redundant for most of the map.

I can tweak the AI to make it a little easier. It is supposed to be very hard and require a slow house by house combat style but there is a balance between that and how long players spend waiting a revive. I thought that occasionally a few people spent too long out of the game in positions where they could not be reached to be healed, especially when we were up against the tank and HMG at the far end of the main road. Then again we might need to adjust our play style and move much slower as a group and flank these dangerous encounters?
Title: Mission: Operation Blackwater
Post by: Chaosphere on January 04, 2015, 10:50:14 PM
Yes I don't think it's the enemy difficulty that's the issue but just tinkering with how we individually and as a group approach a situation. It's hard as of course we don't know what is coming until it is on top of us, and it's easy to rush forward thinking it's safe only to end up trapped. Just a case of slowing down and sticking together I think.

As for the load out, I am also a big fan of the current set up as it forces us away from comfort zones and really creates a level playing field where everyone can fill basically any role we need when we need it.
Title: Mission: Operation Blackwater
Post by: TwoBad on January 05, 2015, 11:09:18 AM
I assume you're using this same script as previously discussed for your ammo boxes smilo ?

Can you paste the code please?  I'm having a little play with some code which you might find useful but i want to make sure it gives the affect you're after.
Title: Mission: Operation Blackwater
Post by: smilodon on January 05, 2015, 02:36:26 PM
if (! isServer) exitWith {};

_crate1 = _this select 0;

while {alive _crate1} do
{
clearMagazineCargoGlobal _crate1;
clearWeaponCargoGlobal _crate1;
clearItemCargoGlobal _crate1;
clearBackPackCargoGlobal _crate1;

////Items////

_crate1 addBackpackCargoGlobal ["B_Carryall_ocamo",20];
_crate1 addWeaponCargoGlobal ["srifle_EBR_F", 20];
_crate1 addWeaponCargoGlobal ["hgun_Rook40_F", 20];
_crate1 addMagazineCargoGlobal ["20Rnd_762x51_Mag", 400];
_crate1 addMagazineCargoGlobal ["16Rnd_9x21_Mag", 400];
_crate1 addMagazineCargoGlobal ["7Rnd_408_Mag", 30];
_crate1 addItemCargoGlobal ["optic_Arco",20];
_crate1 addItemCargoGlobal ["optic_ACO",20];
_crate1 addItemCargoGlobal ["optic_MRCO",20];
_crate1 addItemCargoGlobal ["optic_Hamr",20];
_crate1 addWeaponCargoGlobal ["launch_Titan_short_F", 10];
_crate1 addMagazineCargoGlobal ["Titan_AT", 20];
_crate1 addItemCargoGlobal ["FirstAidKit", 200];
sleep 500;
};
Title: Mission: Operation Blackwater
Post by: TwoBad on January 05, 2015, 06:00:10 PM
Here's an alternative for you (and it's one that i think i'll be using).

In INS_revive\VAS\config.sqf edit this section //If the arrays below are empty (as they are now) all weapons, magazines, items, backpacks and goggles will be available
//Want to limit VAS to specific weapons? Place the classnames in the array!
vas_weapons = [];
//Want to limit VAS to specific magazines? Place the classnames in the array!
vas_magazines = [];
//Want to limit VAS to specific items? Place the classnames in the array!
vas_items = [];
//Want to limit backpacks? Place the classnames in the array!
vas_backpacks = [];
//Want to limit goggles? Place the classnames in the array!
vas_glasses = [];
To use your loadout, change to this //If the arrays below are empty (as they are now) all weapons, magazines, items, backpacks and goggles will be available
//Want to limit VAS to specific weapons? Place the classnames in the array!
vas_weapons = ["srifle_EBR_F","hgun_Rook40_F","launch_Titan_short_F"];
//Want to limit VAS to specific magazines? Place the classnames in the array!
vas_magazines = ["20Rnd_762x51_Mag","16Rnd_9x21_Mag","7Rnd_408_Mag","Titan_AT"];
//Want to limit VAS to specific items? Place the classnames in the array!
vas_items = ["optic_Arco","optic_ACO","optic_MRCO","optic_Hamr","FirstAidKit"];
//Want to limit backpacks? Place the classnames in the array!
vas_backpacks = ["B_Carryall_ocamo"];
//Want to limit goggles? Place the classnames in the array!
vas_glasses = [];

Also change this to True vas_disableLoadSave = false;
Then you can just use a normal virtual ammo box
Title: Mission: Operation Blackwater
Post by: smilodon on January 06, 2015, 08:05:47 PM
I will use these new ammo box script thanks, much easier.

In another thread there was a comment about the length of this mission in that it's too long to complete in a normal 2 hr session. Currently there are four targets to find and they are each located in some random house spread evenly through the playing area. We managed to get two down on Sunday but even with the restart and getting locked down against the tank I doubt we could have found all four. I'll not touch it at the moment but I might reduce it down to two targets with maybe two secondary targets that are optional?
Title: Mission: Operation Blackwater
Post by: BrotherTobious on January 06, 2015, 08:31:31 PM
I like the sound of that

Sent from my Nexus 5