Arma 3
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Operation Jewel Willow
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Type: Infantry
Scenario Map: OtherMap
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
2.017 MB
5 Aug, 2022 @ 5:22am
12 Aug, 2022 @ 1:10am
5 Change Notes ( view )
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Operation Jewel Willow

In 1 collection by 76561198192726397
Pognivet Beta Mission Collection
4 items
Description
Briefing:

Enemy forces are moving large amounts of materiel and personnel into South Vietnam through eastern Laos. Although we are not officially at war in Laos something must be done to disrupt the enemy's ability to reinforce and resupply the communist guerilla forces in the south of the country. The president of the United States has personally authorized our mission in this area, which seems to be the main logistics hub for enemy operations.

Although there is no NVA presence to speak of there is heavy NLF activity. The area is scattered with a multitude of AAA emplacements. All villages and hamlets should be assumed hostile with a high probability of enemy presence. Aerial recon has also observed an above-average frequency of patrols, possibly indicating that the enemy is aware of, and prepared for, our operations against them.

You will be operating in an 11 man team, 3 Americans and 8 indigenous. There are no known friendly forces operating in the AO, but exercise caution regardless in and around the POW camp. You have full Prairie Fire authorization.

The enemy's strength is unknown, but is most likely at least company-sized. There are also massive numbers of troops moving through the area from west to east, possibly numbering in the thousands. Enemy counter-recon tracker teams are also present. If you are spotted and the enemy has enough time to radio in your position you can expect a quick reaction force to respond. Once exposed change positions as soon as possible to avoid being overwhelmed.

Disrupt the enemy's warfighting capability to the highest extent possible without risking your own death or capture. Impede the flow of supplies along the Ho Chi Minh trail.

You will be inserted at the south of the AO by helo early in the morning under the cover of darkness. From there proceed north and lay ambushes along the so-called 'Ho Chi Minh trail'. Once the enemy begins to engage you fall back and exfiltrate before you take casualties.

From the LZ: separate areas of interest include a POW camp 2 clicks to the west-northwest and an enemy outpost 1.3 clicks west. These should be considered targets of opportunity.

Your course of action is at your discretion, but it is highly advised that you lay any ambushes away from populated areas as they are most likely filled with hostile forces.

Important note:

You must subscribe to the following mod collections for the mission to work properly:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2839987287

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2844969582
20 Comments
76561198192726397  [author] 11 Aug, 2022 @ 12:41pm 
some more non-garrisoned units or remote emplacements would probably be good, along with more targets of opportunity or even POWs. i didnt want it too loud/chaotic, but i dont want it boring either.

i might try to integrate ace captives so that you get large rewards for sending prisoners back to military intelligence on special helos, even larger rewards for rescued POWs.

and dont be sorry you helped me out a lot. now i know what i need to focus on.
76561198192726397  [author] 11 Aug, 2022 @ 12:41pm 
huh, thats weird. i'll look into that.

the f4s crashing is just unsung support module and the steep terrain. they go into a dive to drop a bomb they cant pull out of because of a valley/hill etc. sometimes its good to take this into account when calling in a strike.

currently tracker teams are garrisoned around the map in villages and converge to hunt you once radioed. they might not be catching up to you either because you're moving too far too fast for them to track, nobody was able to radio them or the idiot ai pathfinding messed up and they got stuck on a tree or fell off a cliff. i'll definitely re-do that system in the future or simply use the one thats already in sog. the current iteration was just a stop-gap for beta testing if this mission was entertaining enough to put more effort into.
MacM-USMC 11 Aug, 2022 @ 10:58am 
Part 1

My final score was + 400 and it gave me a “Mission Failed” after I left the PZ on my way out. If you make it so we can select our team size and gear then we could of course outfit our guys as we like and take mines and satchel charges better suited for the vehicles or daisy chain for larger troop movements.

I did have a few other small quirks that might be more on ARMA. If I used an air strike that involves F4s, most of the time the first aircraft crashed into the drop zone. I had a graveyard of F4 fuselages. Also, my claymores usually knocked guys off bikes and I had to shoot them after….maybe I was to far off but I felt they were really close enough to kill them. I also never got a Tracker team chasing me, not sure how those are implemented to run.
MacM-USMC 11 Aug, 2022 @ 10:58am 
Part 2

I know ACE has the ability to take prisoners, not sure if your mission will or can take advantage of this. I might say the distance from insert to objective is pretty far with minimal enemy contact….maybe a few more patrols to keep ya on yours toes…..unless I got lucky. I ran one mission from the SOUTH side of the river paralleling along the trail and took strategic location to call in arty and air. I made it from the area near the POW camp all the way to the east side of the map without firing one shot.

Again, great mission and I’m sorry as I didn’t mean to turn your comment section into a trouble shooting for my ignorance !!!
76561198192726397  [author] 11 Aug, 2022 @ 12:08am 
as for the scoring system thats just how arma records kills. technically the planes/arty got the kills, not you. i'll have to write a script that checks if an opfor has been killed in any way and award points based on their type, like more points for vehicles or officers than regular guys.

also when you left the AO did it actually show a "Mission Failed" screen instead of a "Mission Completed" screen? do you remember what your end score was, if it was positive or negative?
76561198192726397  [author] 11 Aug, 2022 @ 12:07am 
well i'm glad you enjoyed it and that it actually worked. also thanks for the feedback, it's really helpful. i'll work on it further to improve it based on your review.

in response to the issues you stated:

1. ace medical shouldn't be required and shouldn't even be run because it'll break the mission. i'll look at the required addons and see if somehow it got added in accidentally.

2. it was originally supposed to be 12 (an extra indig) because supposedly thats how these teams were formed in real life. i had to cut it down because no helicopter in the mod can hold more than 11 people. for now if you run it in multiplayer you can just remove the ai in the slots you dont want - it wont break anything. i'll add an intro location like an armory where you can choose your equipment and your team, sort of like dynamic recon ops but more immersive.

3. ill either get rid of ace explosives (if anything so that claymores arent such a pain to use) or make it optional.
MacM-USMC 10 Aug, 2022 @ 7:13pm 
You also might want to check the scoring. I used arty and air support to destroy 20+ trucks and lord knows how many troops on the HCMT but only got credit for the 2 men i shot with my silenced pistol so it gave me a Failed Mission. Still had a blast !!!!
MacM-USMC 10 Aug, 2022 @ 2:14pm 
I finally got it figured out. ACE had the same buttons used for other commands that overrides the original I was used to. A little tweaking and all is good.

1. Great location…the first part of the mission has some of the best jungle foliage I’ve seen
2. Plenty of action with vehicle, bike , and foot traffic.
3. Very historical feel and replay ability.

Some issues I have is…

1. Ha to launch with ACE , ACE medical and SOG Compat or it won’t launch.
2. My team is 11 members…3 US and 8 Indigs…..too large. I think it is only supposed to be 8
3. Hate ACE medical and ACE explosives 😀
4. Choosing weapons and explosives to take with me would be great. My current load out isn’t the best for this mission.

Again fantastic job on a fun mission!!! Keep them coming!
76561198192726397  [author] 8 Aug, 2022 @ 5:32pm 
you can/should also change the settings/keybinds of any mods you choose to use to your liking.

theoretically you could probably run this particular mission with only cba, ace, s&s and lambs, but it would probably throw up errors now and again when a script references something from a mod thats not loaded.

one of the main reasons parts of ace (like ace_captives) are always a requirement is because this and other missions use a script that allows ai to drop their guns and surrender, then check their handcuff state and adjust their behavior based on how the player is treating them. it uses functions from ace to do this that arent in the vanilla game and otherwise would have to be custom made from scratch.
76561198192726397  [author] 8 Aug, 2022 @ 5:25pm 
i edited the pages to clarify which ones were optional/clientside and which ones the mission actually needs to run properly/not cause errors. for this mission all of these should be optional:

- Enhanced Map Ace Version
- BloodLust
- Blastcore Edited (standalone version)
- Bullet Casings
- Enhanced Movement
- Enhanced Movement Rework
- Enhanced Soundscape
- JSRS SOUNDMOD
- JSRS SOUNDMOD - Reloading Sounds
- GGE: Core
- GGE: Captive Animations
- Improved Melee System
- Reduced Haze Mod v3.1
- DUI - Squad Radar
- Project Infinite - Inspect Weapons
- Magazine Simulation A3
- Anims for PiR NoIdle
- Animated Recoil Efficiency changer
- WebKnights Footsteps
- Unit Voiceovers Camlaonam SP
- Anims for PiR ACE
- S.O.G. Melee CBA Keybind