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Wolffy.au
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Joined: 24/06/2009
CTB COOP 16 Operation Boer's Plain (Takistan) - v1.7e

Description:
Takistani Rebel forces have recently increased their presence in Western Takistan. There have been civilian reports that rebels are often intimidating locals in any of the 5 towns. Rebel forces are armed with light arms. Beware of possible ambush, sniper and motorised patrol teams.

A small US Army task force has been deployed to patrol the area and maintain control of the region. Ammunition can be found in the vehicle cargo. Patrol each town to identify and clear rebel presence.


Weather is randomised to keep things interesting. Enjoy!


Mission concept and design by Wolffy.au


Addons:
Operation Arrowhead - None


Thanks to:
    The ever willing mission testers from cB & AEF
    Random Group Spawn code by Odin
    Team Status Dialog by Dr Eyeball
    CEP AI Unit Caching by Myke
    Weapons on Respawn/Splash Screen Box by Xeno
    Improved taskDefend and taskPatrol by Binesi
    On-the-fly GFX Changer by Deadfast
    Missions Conditions Selector - F2 MP Framework
    CreateComposition by ArmaTec
    Simple Vehicle Respawn Script by Tophe of Östgöta Ops
    Improved AI Driving by Sakura Chan
    Random Group Generation, JIP Briefing, Player weapon loadout and Hide Bodies found at http://creoBellum.org


Visit Combat Team Bravo at http://www.aef-hq.com.au


Change Log:
Version 1.6
- Added Call Support Medic
- Added Call Support Vehicle Repair
- Added BIS First Aid Fix
- Added Saku AI Driver Improvement
- Added custom Ambient Civilians
- Added Ambient Civilian Vehicles
- Added random house positions
- Added BIS Injury System
- Changed CTB Branding
- Changed for Operation Arrowhead
- Changed default to medium grass
- Changed Waypoint patrol based on CityCenters
- Fixed JIP Time Sync issue
- Fixed CEP Caching to ignore civilians
- Removed ACE dependencies
- Removed custom loadout
Version 1.2a
- Rebranded as Combat Team Bravo
- Added AAW Units and Weapons
Version 1.0 - Initial Release


Developer notes:
Here is a list of nifty components to be found in this mission.


Random Group Spawn code by Odin
- This piece of code has turned out to be the most important piece of my future mission making. Using GameLogic objects, this code will spawn random enemy groups of Infantry, Motorised, Mechanised, Armour and Air. In conjunction with Binesi's taskDefend and taskPatrol code, randomised mission making has never been simpler.


Team Status Dialog by Dr Eyeball
- Allows the customisations of groups while playing the mission. As suggested by the Dr himself, I'm sure other clans will find it very useful.


CEP Unit Caching by Myke
- Beware of fake imitations, this is the original unit caching code from Myke's ARMA I Coop Essentials Pack. I have heavily modified it and it now supports vehicle units.


Weapons on Respawn/Splash Screen/ACE Weapons Box by Xeno
- Xeno did all the coding to create these ammo boxes and splash screen, so I think he deserves a mention for their use.


Improved taskDefend and taskPatrol by Binesi
- Binesi posted these improved BIS functions around the same time I was asking myself the same question. Placing patrols and defensive squads has never been simpler.


On-the-fly GFX Changer by Deadfast
- Simple graphical viewdistance and terrain control. Very slick interface, although I've hardcoded the terrain detail in this mission, as I didn't think it was fair on the AI.


Missions Conditions Selector - F2 MP Framework
- Another handy script, I modified it slightly for JIP client time setting, but it works a treat otherwise.


creoBellum scripts:
Here are some of my own scripts, which you are free to use with credits intact.


Random Group Generation (crb_randomGroup.sqf)
- This is a must have for randomising your mission. Will create random squads of Infantry, Motorised, Mechanised, Armoured and Air. Makes the mission different everytime.


JIP Briefing (JIPBriefing.sqf)
- JIP Briefings are a real pain. This is my current model for consecutive objectives which is JIP compatible.


Player Weapon Loadout (PlayerInit.sqf)
- Sets up weapon loadout based on mission selector and unit model. Works for human and AI playable units.


Hide Bodies (crB_HideCorpses.sqf)
- Inspired by Mr Murrays code, this one liner will remove dead bodies from the mission with no additional triggers or objects. Just add the script to your Init.sqf - very simple.


WaypointPatrol.sqf
- Uses markers to patrol vehicles randomly from one marker to another. Excellent to ensure all parts of your Area of Operation are patrolled. Now includes Civilian vehicles.


Syndicated:


AttachmentSize
ctb_co16_boersplain_1-7.takistan.pbo.zip76.91 KB
7th.Serf
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Joined: 04/08/2010
An excellent mission that my

An excellent mission that my unit really enjoyed playing.  I've started playing with some of the things in the mission; ammo loadouts, vehicles etc. and found this mission to be an excellent basis for a longer 'campaign' style mission. 

I haven't scripted since the days of OFP so I'm pretty rusty (hell..totally rusty) and I appreciate the work everyone has put into making mission making so much more random and realistic feeling.

Thanks guys!

 

Wolffy.au
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Joined: 24/06/2009
Thanks Serf - I have Golden

Thanks Serf - I have Golden Retriever ready for release on OA. Testing this week, should be out the next. Hopefully, you'll see a few more re-releases of all my A2 missions on OA over the next few weeks.

Wolffy.au
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Joined: 24/06/2009
Serf has given me his

Serf has given me his modified version of Boers Plain. I will try and look at it this week, and prepare it for public release as Day 2 of the mission.

Wolffy.au
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Joined: 24/06/2009
Updated some minor fixed to

Updated some minor fixed to v1.7e. So eager to release it, I haven't done the changelog, but it should be more stable.

 
Original Design by Gary Storey