Arma 3
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EP 05: Castle Crashing [Bornholm]
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Type: Infantry
Scenario Map: OtherMap
Meta: Dependency
File Size
Posted
Updated
2.002 MB
8 Nov, 2014 @ 6:09pm
4 Dec, 2014 @ 12:53pm
4 Change Notes ( view )

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EP 05: Castle Crashing [Bornholm]

In 1 collection by Ajax
Operation Happy Dagger
4 items
Description
Part two of Operation Happy Dagger: Secure Hammershus. NEF forces think they own the north half of Bornholm, but Dagger Team 1 and two compliment squads are going to teach them otherwise. (This is a rather long, several-part mission, 15-40 minutes. Be prepared)

Only 1 addon required (the map)
Bornholm: http://www.armaholic.com/page.php?id=27056
Popular Discussions View All (1)
1
15 Nov, 2014 @ 11:59am
Problems?
MGD
12 Comments
Ajax  [author] 5 Jun, 2015 @ 2:01pm 
@Venacio I'm glad you enjoyed it
CHINOX 5 Jun, 2015 @ 11:33am 
Very nice mission mate, thanks !
Ajax  [author] 5 Dec, 2014 @ 12:20pm 
1: I'll look into resizing the trigger when I get around changing the conversations in this series to scripts instead of happening in triggers. As far as the little things, I understand the concerns and I'd love to address little things. Unfortunately, if you want NEF units to be in the castle, you'll have to talk to the creator of Bornholm; it's not an editor object (in the map you can't see it/put waypoints on it to have units go to different spots). Trying to guess where to put units and at what height is difficult and, while likely ultimately rewarding, it's one of those tedious try-edit-try-edit processes that would be incredibly less annoying if I wasn't on an Intel HD3000 and 2gb of ram. <3
Umbram 5 Dec, 2014 @ 7:25am 
A good improvement over the last version. However i did notice a few things, some of which i forgot last time, which aren't that important they just add to the immersion and flow of the game.

Briefing: The trigger is approz 1 by 1 too big, i haven't even reached the table and he's talking. Secondly make the Briefing longer. Make the Officer go over each task in detail and talk about the 'support' you have avaliable.

Linking up: When you reach the 'regulars' maybe make either the squad leader incharge, or the player, stat it's time to move out. Not really important but i feel you should be told.

NEF/AAF: Very minor thing but you might wanna consider beefing up their skill level slightly, as anyone who use BI Combat, like me, are gonna see a lot of people surrendering. Maybe add NEF soldiers in prime positions to ambush the AAF as they advance.
Umbram 5 Dec, 2014 @ 7:25am 
AAF pathfinding: For the final objective make the AAF backtrack first and follow the road up to the castle as otherwise they try to get up that slope, which is unclimbable atm.

The Castle: Spawn some NEF Forces, maybe an Officer as well, inside the castle in the towers and on the walls etc. And keep them there with 'disableAI move'. I'll message you the actual scripting later if this doesn't work.

Other than these small points its a great Mission. Didn't hear the Mines go off once, and i had support all the way to the end.
Ajax  [author] 4 Dec, 2014 @ 12:23pm 
@Umbram

My god. That minefield. It's on my laundry list of fixes (right now it has too many landmines for the amount of power I want the NEF to have)
Umbram 3 Dec, 2014 @ 6:30pm 
Killing the NEF operatives is hard as they have the advantage, i gotta pop my head and gun over before i can fire, giving them a second to unload on me. Thanks to the Vanilla armour most of the rounds bounced off.

Yeah, the NEF seem to have a habit of running off, thankfully they came back and weren't that hard to wipe out. The Regular units were good, more of a distraction than anything else. They all reached the first Objective, but only 1 guy reached the Second and he was gunned down before i arrived. ( 1 squad did sit at obj 1 so maybe they would've helped) The minefield did kill a lot of AAF and NEF units though.

Unit numbers were fine, it reminds me of most missions i make and play myself. 'Outnumbered but not Outgunned' fits the description of this Mission perfectly.
Ajax  [author] 3 Dec, 2014 @ 12:41pm 
@Umbram
You don't need to destroy the NEF truck/boat, you only need to neutralize the asset (eliminate all NEF operatives nearby)
Did you have any trouble ending the mission? I know it's a bit of a bitch trying to hunt down each NEF at the castle. How long did the "Regular" units survive? You don't think it was too unit-heavy for the ArmA experience?

And this isn't the last mission in the campaign; it's just on hold until I learn some new editing tricks and develop Flashpoint: Sahrani.
Umbram 3 Dec, 2014 @ 6:57am 
Good wrap up to the Campaign, no problems that i can see, my only ask would be to move the 'NEF Vehicles' task as it's currently on a downslope and using bullets gives the enemy an advantage. However, it's not really that important and is easily dealt with by frags. Other than that no issues that i could see. Good Work
MAX86 15 Nov, 2014 @ 11:02am 
Bornholm is beautiful, and you are beautiful <3