View Full Version : ArmA 2 Mission: Back in the Vill
Following a suggestion by Katash, I've installed a new mission on the ArmA 2 server.
It's called 'Back In The Vill' and uses a port of the Afghan Village map we played in ArmA. Here (http://www.armaholic.com/page.php?id=7998)'s a link to the mission file (though you don't need to download it - only the server does).
There's a few addons needed in order to play the mission. I've detailed the installation pretty much step by step, hence the long post, but it's really easy and quick once you have everything downloaded.
1. CAA1 Project.This enables the ArmA maps to be used in ArmA 2. It's a big download (2GB) but worth it as it'll probably become quite popular as more missions are ported over.
Easiest way to download is from one of these direct HTTP links:
http://www.armedassault.info/index.php?cat=news&id=2967
http://mirror.quex.org/arma/CAA1_2009-08-21.exe (US)
ftp://87.118.122.205:22222/CAA1_2009-08-21.exe (German)Once downloaded, double click to install.
2. Afghan Village/Avgani maphttp://www.kellys-heroes.eu/files/addons/opx.7z
Install guide here (http://www.tacteam.org/forums/showthread.php?t=2665).
3. Edit the Afghan Village and Avgani maps
If you don't already have it, grab Kegety's ArmA Tools (http://www.armaholic.com/page.php?id=411)
Extract the cpbo folder only, and stick it somewhere (e.g. C:\Program Files\cpbo).
Double click the cpbo.exe file, and click Yes. This will associate ArmA2's pbo files with cpbo, allowing you to extract them.
Navigate to the @opx/addons folder from step 2 above
Double click on afghan_village.pbo. The contents of the file will be extracted to a folder called afghan_village.
Look through all the folders in afghan_village. Delete any files called 'config.bin' you find.
Double click on the avgani.pbo file. The contents will be extracted to a folder called avgani.
Again, look through all the folders within avgani and delete any file called config.bin
Right click on the afghan_village folder and select Create PBO
Right click on the avgani folder and select Create PBO
Finally, download this (http://dev-heaven.net/attachments/2770/CAA1_OPX_configs.7z). Extract, and place the 5 files into @opx\addons
The -mod parameter in the ArmA 2 shortcut, to play this mission, will be:-mod=x\oac\oac_core;x\caa1;@opx
Whats the mission? Good I take it? Not done any missions in Arma 2 online yet!
You've got to destroy a drug factory and come weapon dumps. Looks like a really well planned mission.
Good to see the Afghan map again.
I had a quick try of it last night, on my own, but I didn't get far before being ambushed .....
Mission is for 10 players. I reckon we'd need 5 at least to have any chance.
TAW_Cutthroat
25-10-09, 12:15
I guess I did something wrong, all the servers in my multiplayer tab now tell me I have the wrong version :(
Edit: Hmm... if I turn off the oac_core it goes away
I'll sort this out tonight - it'll be good if you could put a post in the shoutbox before you start if a fair few of us play.
Sadist_Cain
25-10-09, 17:45
just got arma 2 and got the hang of a couple of missions today, Me likes :D much better than arma. will give this installing a go and if all goes well would love to join you chaps
TAW_Cutthroat
25-10-09, 19:54
Busy until 10 tonight, give me a shout if you plan on doing it again:)
Stop your busy-ness and join us :anal:
I'll join you sometime this week, haven't played arma in a while
Sorting this all out now - Thanks for the links :)
Enjoyed this mission although no respawns and more people would have been more intense.
Definitely the kind of thing I bought ArmA/2 to play - if we do a bit more of this kind of thing I'd be drawn away from RoF a little easier :D
Mission overhauled due to basic design of original meaning mission will play EXACTALLY the same each time.
Changes Made :-
Urban Patrol Script (http://kronzky.info/ups/index.htm)implemented - This will add randomness to both size and routes of patrol in key areas, be aware this also makes use of advanced AI tactics such as FLANKING! (click above link for pictorials on how AI behave using this script)
Surrender Module implemented - Unknown if this will work in multiplayer but seriously overpowering AI will cause remaning AI to surrender and/or flee, when surrendered the AI will drop weapon and raise hands above their heads, they are now 'safe' and should not return to fight back.
Player Structure Changed - To try and reflect a proper 'section' It is important players choose a class they intend to play in game due to assigned rank and position within high command.
High Command Module Implemented - Again unknown if it will work properly in MP but the 'section commander' has access to the 'High Command' control.
Caches Moved - For obvious reasons, but are essentially in the same 'areas'
Number Of Satchels Increased - Now 50 due to us 'loosing' a few last time.
Stationary 81mm Mortar In Spawn - Linked to the 'Artillery' Module so targeting can be used, limited ammo (32 x 81mm HE) so hopefully wont be overused.
Medic System Tweaked - Each player should be able to be 'wounded' and should be able to drag / carry anyone, medics are the only ones who should be able to treat the wounded (again may be flakey in MP)
1 x LAV switched for the 'Duck' for variation of armaments.
Vehicle Respawn Script Altered - HMMVW's now respawn after 1 hour if abandoned, 15 seconds if destroyed
Small Addition To 'Notes' - To inform of access to and ROF for artillery
The overall mission should be slightly harder than last time due to the UPS script but basically its fairly easy mission.
P.S remember it starts at 4PM and you've got atleast 1 hour before dusk but you will need NV at some point.
cool...gonna see if i have all installed correctly now..
RedSparrow
29-10-09, 18:34
Omigawsh guys.
Like, epoch y'all, like, convince meh t' pley.
Lets see if I installed all the shiz correctly tonight. ;)
PS. I am totally stealing the medic kit and will tantrum if I don't get it.
Server is running so you can connect to it to test your installation
p.s there are 2 medic spots
Dibs on Marksman, tho I'll act as SL if we need one. Katash, you using your almighty Gimpy O' Death?
I'll be fireteam leader, and Red is my nurse. Katash can be uber leader, because he likes dicks.
Katash, you using your almighty Gimpy O' Death?
Whats that?
I cant really be a leader as I know where everything is ;)
Your GPMG :p
Will the randomiser not randomise?
Units yes, caches no - unless I set up random placements but I didnt
Mission overhauled due to basic design of original meaning mission will play EXACTALLY the same each time.
Changes Made :-
Urban Patrol Script (http://kronzky.info/ups/index.htm)implemented - This will add randomness to both size and routes of patrol in key areas, be aware this also makes use of advanced AI tactics such as FLANKING! (click above link for pictorials on how AI behave using this script)
Surrender Module implemented - Unknown if this will work in multiplayer but seriously overpowering AI will cause remaning AI to surrender and/or flee, when surrendered the AI will drop weapon and raise hands above their heads, they are now 'safe' and should not return to fight back.
Player Structure Changed - To try and reflect a proper 'section' It is important players choose a class they intend to play in game due to assigned rank and position within high command.
High Command Module Implemented - Again unknown if it will work properly in MP but the 'section commander' has access to the 'High Command' control.
Caches Moved - For obvious reasons, but are essentially in the same 'areas'
Number Of Satchels Increased - Now 50 due to us 'loosing' a few last time.
Stationary 81mm Mortar In Spawn - Linked to the 'Artillery' Module so targeting can be used, limited ammo (32 x 81mm HE) so hopefully wont be overused.
Medic System Tweaked - Each player should be able to be 'wounded' and should be able to drag / carry anyone, medics are the only ones who should be able to treat the wounded (again may be flakey in MP)
1 x LAV switched for the 'Duck' for variation of armaments.
Vehicle Respawn Script Altered - HMMVW's now respawn after 1 hour if abandoned, 15 seconds if destroyed
Small Addition To 'Notes' - To inform of access to and ROF for artillery
The overall mission should be slightly harder than last time due to the UPS script but basically its fairly easy mission.
P.S remember it starts at 4PM and you've got atleast 1 hour before dusk but you will need NV at some point.
Hi Katash,
Nice to see that you have edited my Back In The Vill mission. I like the changes you made and especially the Surrender module.
I created the mission with tactical play in mind so it's kind of cool to have you lot picking it up, being the "Tactics & Teamwork" guys and all ;)
I do hope you still keep my name in the credits somewhere..:D
Would enjoy playing some missions with you guys sometime.
/ ]NTRUDER
Hi there, and welcome to our website.
Credit is never removed from any mission we edit. That just wouldn't be fair on the mission creator.
We enjoyed your Back to the Vill mission immensely. It was great to see the Afghan Village map again. We're hoping to find some Avgani missions too - love that map!
Some of the changes Katash made didn't work too well. The enemy sometimes seemed to completely ignore us, and the medic system didn't seem to function.
Great mission - we look forward to playing it again soon (edited, or original) and for sure we'll shout ya to join us!
Hi there, and welcome to our website.
Credit is never removed from any mission we edit. That just wouldn't be fair on the mission creator.
We enjoyed your Back to the Vill mission immensely. It was great to see the Afghan Village map again. We're hoping to find some Avgani missions too - love that map!
Some of the changes Katash made didn't work too well. The enemy sometimes seemed to completely ignore us, and the medic system didn't seem to function.
Great mission - we look forward to playing it again soon (edited, or original) and for sure we'll shout ya to join us!
Hi epoch!
Thanks for your reply and the welcome too :)
Appreciate the positive feedback. It's always nice to hear when people enjoy playing my missions.
I wouldn't go as far as to credit the 'ignoring AI issue' to Katash's changes. I have seen this once when playing the original 1.00 version on our dedicated server and also on your server (see below screenshots).
I have no clue what causes this. Could be a server issue or even something to do with CAA1. To add to the confusion I think it's a random issue because I have completed the mission a couple of times without seeing negative scores :confused:
What happens when this issue/bug appears is that suddenly you are on the Opfor team. That's why the enemy couldn't care less about spotting you, even in good range. And that's the reason for the negative scores since your are virtually killing your own after the mysterious "team switch"...
I would appreciate any ideas if you guys might know what could be causing this.
I have not seen this bug in any other missions I made, although this is my first ArmA2/CAA1/AfghanVillage combo.
Here are some pics of server stats where you can see the scores. In one case there are negative scores (on Tactics & Teamwork).
Our server (XSYS) should also be on there with negative values for a session played last night, but for some reason it didn't show up in the Swec stats.
http://xsys-clan.se/no_negative_scoreA_v_1_00.JPG
http://xsys-clan.se/no_negative_scoreB_v_1_00.JPG
http://xsys-clan.se/no_negative_scoreC_v_1_00.JPG
http://xsys-clan.se/no_negative_scoreD_v_1_00.JPG
http://xsys-clan.se/no_negative_scoreE_v_1_00.JPG
http://xsys-clan.se/negative_score_v_1_00.JPG
Cya later =)
/ ]NTRUDER
I'd say its a CAA1 issue, I took your mission and ripped all the waypoints out and used UPS, got neg scores on your version and mine.
Actually - I'm wondering whether it might be an AI setting from the arma2profile file. I recall we had issues with AI on the Chernarus Life Revolution mission. The AI seemed to get easily spooked. This might be similar. We can alter the settings and try again.
These are the settings for our AI (using 'regular', not 'veteran' settings):
skillFriendly=1;
skillEnemy=0.60000002;
precisionFriendly=0.5;
precisionEnemy=0.30000001;
Actually - I'm wondering whether it might be an AI setting from the arma2profile file. I recall we had issues with AI on the Chernarus Life Revolution mission. The AI seemed to get easily spooked. This might be similar. We can alter the settings and try again.
These are the settings for our AI (using 'regular', not 'veteran' settings):
skillFriendly=1;
skillEnemy=0.60000002;
precisionFriendly=0.5;
precisionEnemy=0.30000001;
That's interesting. I think we will give that a go on the XSYS server also. You never know!
RedSparrow
04-11-09, 18:55
I wanna play agaaaaiiiiinn.
Eeeeeepoooooooooooooooch *whinge*
Buy me the Track IR and headset too ;D
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