Arma 3
Operation Jewel Willow
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
MacM-USMC 8 Aug, 2022 @ 5:18pm 
You are still using the vanilla interface if your formations are under “8” , mine is now under F1 with only 2 options so one of the many mods I installed has mine switched around.
MacM-USMC 8 Aug, 2022 @ 5:15pm 
Can you advise a list of minimum required mods needed to run this mission? I just installed all the ones linked on the page in the 2 links but it came up to a whole lot of mods.
76561198192726397  [author] 8 Aug, 2022 @ 4:47pm 
also this mission is kind of open-ended. you can leave whenever you want by calling a helicopter. once you exit the map boundary you will see the "mission complete" screen. you're really only graded by how much damage you do to the enemy. you can spend 5 hours blowing things up and killing people or leave after 15 minutes. there's no singular central objective or task aside from this.
76561198192726397  [author] 8 Aug, 2022 @ 4:41pm 
there's an actual ho chi minh trail. its the road that runs from west to east around the center of the map, the large/thick road. trucks, bicycles, infantry and some others things will spawn at the western edge of the map and move along the road to the eastern edge and "disappear" (despawn) into vietnam. this happens eternally and any units that "enter vietnam" or are killed are replaced by more from the east.

this might mess up sometimes because the ai is really stupid. its possible they will crash trucks/push bicycles into rivers/get stuck on trees etc. i need to create a system to delete glitched enemies without accidentally deleting enemies that are just being sabotaged by the player, but its hard.
76561198192726397  [author] 8 Aug, 2022 @ 4:41pm 
as for the traffic this is whats going on behind the scenes: theres random patrols that cover every region of the map. theres also larger response squads when something highly suspicious happens, like the sound of the helicopter landing in the beginning of the mission or if you blow up certain caches/buildings like at the pow camp. if you are spotted by an enemy that's able to see you for roughly ten or fifteen seconds they'll call on a radio. this sends out a very large group that goes first to the last place you were spotted and then tries to follow you from there. every time an enemy spots you and has time to use the radio they will go check out the new position.
76561198192726397  [author] 8 Aug, 2022 @ 4:41pm 
it should let you use any formation in the game. i dont know why others wouldnt appear. i just hit ~ then 8 then choose one. you can make them change stances by doing ~ and then 7 i think. "automatic stance" returns them to default mode where they loosely copy what you're doing.

different LZs would be cool but the map is so heavily populated with enemies that theres only a few places where the helicopter can insert you without alerting everyone, which might spoil the mission.
MacM-USMC 8 Aug, 2022 @ 3:40pm 
Thanks for the info !!! Are there additional formations or just Line and Diamond? If so, Which keyboard key gets to the selections and prone and kneel for my AI men as well ??I’ve looked and tested and can’t seem to locate them if it’s there.

Again, its a really good mission. I’ll definitely run it a lot. I might also suggest a few different insertion LZ locations to add to replay ability and may foot traffic , troops moving, as well as the trucks that run on the road for ambushing.

Again, awesome job !!!
76561198192726397  [author] 8 Aug, 2022 @ 2:49pm 
also, if you want to use vanilla explosives just dont run "ACE Compat - SOG". then all mines/explosives will be placeable as they are in vanilla.

ill add a little segment in the beginning where you're in a bunker somewhere getting geared up and maybe talking to a few people, like an interactive intro. then you can pick the gear you want instead of it being issued to you.
76561198192726397  [author] 8 Aug, 2022 @ 1:29am 
@gt500svt
claymores are a little finnicky. you set one down from the explosives menu with ace self-interaction. after its on the ground you hook it up to a m57 clacker. when you hit the clacker it'll go off along with any others daisychained to that detonation code. other explosives work the same, but they have different triggers. mines will be tripwires or have their own detonation mechanism, satchel charges and c4 can use the clacker or a fuse. if you get close enough to an object you can attach an explosive to it.

the claymores can be kind of hard to get into a perfect position, especially on a hill, because they're physics objects that can move around before they get hooked up to the clacker.

this doesnt use ace medical. it uses pir. just have a first aid kit and hold space on someone who is wounded, but still alive, and it will heal them. there's also an option to drag. ai will do the same for you if you get hurt.
MacM-USMC 7 Aug, 2022 @ 12:25pm 
REALLY GREAT MISSION. It has a very historic and realistic feel to it. I don't like already having my team outfitted and airborne. Id really like the ability to arm my guys and maybe select the team size I want to take with me. I'm also not a huge fan of ACE mod so I'm still trying to figure out some of its keyboard commands like how to get my guys into formation, other than Line and Diamond, use the medical, and how to get them to go prone and kneel. I finally figured out how to place the claymores just not how to detonate them. I guess i'm really used to the vanilla commands. Still, this is a great job!!!!