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Lost squad redux (read=poor imitation)  coming up. Eventually. Hopefully this year.

Features:

- Littlebird extraction. Multiple runs. Optional light gunship support
- Takistan map. Nap to earth flying to avoid insurgent AAAs
- Defenders have to hold compound or some other location with solid cover if they want to survive, and may have to be extracted from rooftops, inner yards, inside mosque walls, etc.
- Some other murdering surprises

Original LS is a outstanding mission with lots of fun randomization options. I have never really played with these in MP environment so my version is a poor man's copy...but I try to cook up something. 
Finally  8)
New topic for Human commander and AI crewman here.
A mission where your team are the soldiers in a convoy getting ambushed by the enemy. The lead vehicle blows up and you have about 10 seconds before the enemy attacks. You spawn inside the vehicles. Survive a wave of enemies to win.
(11-06-2015, 05:07 PM)Watchmen link Wrote:A mission where your team are the soldiers in a convoy getting ambushed by the enemy. The lead vehicle blows up and you have about 10 seconds before the enemy attacks. You spawn inside the vehicles. Survive a wave of enemies to win.

http://steamcommunity.com/sharedfiles/fi...=313383273


Deja vu Tongue
My design would see one of the vehicles with a gun but a line of AT mines at the front and side block the road preventing you from maneuvering. The gunner has to watch different directions and is unable to move while the infantry protect him from AT, if that is even possible under suppression. Maybe make it a bobcat.
Did anyone watch the godzilla movie where the team of eod specialists parachute from above the cloud layer down onto destroyed manhattan with red smoke trailing at their feet and thunder in the sky. Might be a cool mission insertion just have to make the script for the smoke particle effect, shouldnt be too hard ive seen similar things on youtube.




Hmm, while the effect sure is cool, I find the idea of announcing your presence like this strategically doubtful. I mean, look at the scene where you see the town.. they are clearly visible dropping out of the sky. Heck, one even flies past Godzilla, if the big lizard would have noticed, he could have had a small snack dropping into it's mouth...
Anyone got any doable mission ideas?

I actually have a dozen, but the reason I haven't made any yet is because either they're beyond my scripting knowledge or shit just doesn't work like you'd think it should.

For example, I tried making a mission where enemy AI places and blows satchels in a target area and your job is to stop them.

I could only get AI to place a satchel if it had nothing but a satchel in its inventory.

Second, there's a set timer action which I wanted to use so AI would set timers on their satchels.

https://community.bistudio.com/wiki/Arma...s#SetTimer

Quote:Description:  Soldier 'unitOne' plays the action animation. UnitTwo activates and adds thirty seconds to the timer for a satchel charge. Neither unit needs to be near the satchel.
Charge has to be places first using unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"] command.

Syntax:  unitOne action ["SetTimer", unitTwo, bombName]

Pay attention to that 'bombname' at the end. It turns out whatever that stands for is important, the action breaks if I just leave 'bombname' and if I remove it, action doesn't work at all. Yet the description makes no mention of it all.

Another idea I had was delaying a convoy with mines, but without being spotted. Of course as soon as AI drives over your mine, they know about you (knowsabout value jumps to 1.5). I guess they fixed that bs for satchels and artillery, but not mines.


Correction: coming under artillery fire instantly reveals the vehicles firing at you (again). So there's another idea down the drain.


Basically every time I try to make a mission I get to deal with this and end up with nothing.
Here's an idea. The mission is to escort a number of fuel trucks along a path in an escort to a checkpoint escorted by a convoy(cars+apc). A minimum number of fuel trucks must make it to the end to complete the mission. Enemy forces will ambush you along the way to try and stop the fuel trucks from reaching the checkpoint.


The easiest way to do this will be an exploit of the enemy ai; have the fuel trucks stay far behind the convoy so they will engage escort vehicles while the fuel truck targets stay safe behind. This does not happen in real life, if eliminating the trucks is the objective of the enemy, they will not reveal their position and engage unnecessarily unless the target(fuel truck) is present. What would actually happen is, enemy forces will start the ambush only if they see the fuel trucks passing by, other forces will be allowed to pass by unmolested by fire. So in a real life situation the escort would be forced to stay near the target they are actually escorting which also creates the challenge of the mission. It would have to be scripted that enemy forces only open fire under specific conditions.
Quote:I actually have a dozen, but the reason I haven't made any yet is because either they're beyond my scripting knowledge or shit just doesn't work like you'd think it should.

Yeah. Tell me about it. I have resorted to some ugly deus ex machina solutions just because of that. In the Winter mission where you had to defend command truck, I couldn't get AI place satchels either. I solved it in a way that if AI gets within 15m radius, and it isn't pushed out within xx seconds, I just detonate the damn truck with a script. In task I call it 'simulated thrown charge' which makes the fuckwithit solution sound cool. There is no animation and it is cheap crap like Finnish beer but it worked.

I have 10 or so missions which are 90% finished but I am not satisfied with the result and they lack polishing  (voices, etc). Then I decide I'm not happy with the mission and I start making a new mission. My mission making process is something between Dali painting and a good acid trip.  I should probably publish 'Stags guide how not to design missions' in the future.
Don't fret about it, Stag. As far as I'm concerned, polishing represents about 1/3 of the time spent on any mission.

And it is undoubtedly the hardest.
Your guys' bitching resemble the typical complaints of artists, and that comes from a son of a painter Big Grin
It just means that you do a fine job, and I'll be happy as fuck playing missions half as good as the two of you produce, and all your half finished work!
maybe a mission were you do a patrol throug a few villages maybe meet an elder or two and have  a random chance of enemys and or IED being present on the route on different locations or attacking a village you are checking on ..... unfortunately I have no idea how to do that or how complicated it is to do


also variable is right, you guys make awesome missions
There's a mission I've been wanting to do for a while but I'm struggling to find the time to even put the finishing touches on the upcoming campaign.

12 US Special Forces are in a C-130 about to be dropped above Altis. The island is under attack by the Russians and the US need to evacuate their citizens as fast as possible. An emergency broadcast by the embassy has managed to push the US citizens to regroup on 6 safe zones across the island. The C-130 will fly over them all, it is up to the players to decide where to drop and how many people on how many drop zones. Two players will take off from the besieged embassy in an MH-9 and an AH-9 to try to evacuate as many people as possible to an allied location on Altis. The Russians are on the hunt for the US citizens, as the Ambassador (player controlled + player bodyguard) has vital Intel. But they have no radio. Are they even at one of the safe zones? Can you get there in time and save the Ambassador before the Russians barge in? How many people will you manage to save?
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