Arma 3
[SP/WIP] Final Goodnight v.9
16 Comments
CHINOX 14 Jan, 2016 @ 9:44am 
Very nice mission mate ! I loved the targetting input from the JTAC. Thanks for making the mission, please keep'em coming !
Cheers,
V.
Variable 18 Jul, 2015 @ 11:41am 
Great little mission! Looking forward for more :)
Gwynbleidd 13 Jul, 2015 @ 10:38am 
Very nice mission, really enjoyed!
Valhalian 9 May, 2015 @ 9:10am 
Have to agree with Private Pecker here, very good mission. Good challenge too. Took me a good number of reloads to save both the friendlies and the helo =)
Bendhoe 1 Mar, 2015 @ 1:23pm 
This is an extremely well done mission its simple realistic and not over the top. Probably the first well done heli mission ive see in Arma besides the stock one
notheotherben  [author] 13 Jun, 2014 @ 3:01am 
Batman, I like your idea for a rescue helicopter but keep in mind that the flight from the base to the compound and back (which the rescue helicopter would likely need to take) is an extremely long flight. Coupled with the need to grab a new AH-9 and fly back, it makes the idea of being able to continue assisting in the operation rather unrealistic. I'd like to implement a SAR helicopter if you do happen to get shot down, in which case you can perhaps have a SE(RE) sub-mission which determines whether you still succeed (if you managed to escape the search parties and get to the evac helicopter). You can also take a look at a version of the infantry perspective of this mission in my Cold Winter Night mission, it's currently 2-player co-op but I'm sure I could add additional player slots if you'd like (once I'm back from holiday).
notheotherben  [author] 13 Jun, 2014 @ 3:01am 
Hi Jester2-9, I've also noticed that issue but for some reason despite my attempts at disabling the functionality until it could be implemented in a better manner (which worked in the Editor) it appears that posting the updated mission to the Steam Workshop failed. For whatever reason, changes don't appear to be propagating.
qikaz 12 Jun, 2014 @ 2:34pm 
And maybe some sort of mechanic for when/if you get shot down... like a rescue chopper to take you back to get a new Pawnee
qikaz 12 Jun, 2014 @ 1:33pm 
Any chance you can add a few more Pawnees to make this COOP (at least 3 players) I play with a few friends and this would be a really fun mission for us if only there were enough helicopters for all of us.... or maybe make an infantry slot playable as well? Just some suggestions...
Jester 10 Jun, 2014 @ 8:41pm 
It's fun. But I cna't beat it. I see tons of green lasers on the ground which indicates to me that friendly forces are up and moving but the second I get the update about squirters rolling SW Quebec indicates they have suffered heavy casualities and are combat ineffective. Not sure what the FAIL threshold is but it seems rather low given that there were only about 3-4 foot mobiles engaging friendly troops.
notheotherben  [author] 8 Jun, 2014 @ 3:50am 
Let me see what I can do about that
Andrew Kok 8 Jun, 2014 @ 3:10am 
I fail the mission and do not even fire my guns at all. the opening combat sequence triggers are a bit to quick.
notheotherben  [author] 7 Jun, 2014 @ 2:23am 
v.8 represents a major redesign of the AI's approaches and waypoints which should massively improve their combat effectiveness and reduce the "bloody useless"ness of the ground troops. Let me know what you think or if there's further balancing that needs to be done.
notheotherben  [author] 4 Jun, 2014 @ 12:34pm 
Yeah, I'm planning on working out some of the kinks there - unfortunately there isn't much I can do about the AI's behaviour. If you've got any suggestions that you think would help then please let me know and I'll see what I can do about implementing them, it is a work in progress after all.
Super8 4 Jun, 2014 @ 12:01pm 
I'm no ace but I have a strong feeling that the troops on the ground are bloody useless. Not enjoyed this one I'm afraid.
H.o.p 2 Jun, 2014 @ 12:50pm 
Awesome, having a good feeling about it! I will certainly watch the development of this scenario.