Downloads / Armed Assault / Scenario / Campaigns / Dynamic War (@)

Author: MrN

Author Website:



Requirements: Queen's Gambit Expansion, MAP misc

Island(s):

Playable options:



Version: 0.92M



Queen's Gambit Expansion, MAP misc0.92M Date: 2009-05-09 08:18





Comments:

Rating: 1 2 3 4 5 6 7 8 9 10 2009-05-09 08:18







Dynamic War

by

MrN byMrN



Description:

Heavily based on Sanctuarys Dynamic War template with a mix of TACROD's CCE.



It comes in two versions: - ArmA version

- Queen's gambit version

Disseminate the mission as you like, just credit me if you do or if you nick anything. Likewise a lot of this isn't my work,

I've just changed it to AA and to my taste so a credit to the original authors wouldn't go amiss either.



Please also read the end of this readme, there you will find a portion of the original Dynawar template readme.





Features:

Igor Drukov's blood script

ICP's rifle smoke

ColonelSandersLite's populate town script <--- currently disabled in the war on lag

Kronzky's UPS script <--- currently disabled in the war on variables

Vektorbosens Heli Dust

Bas Dodge script pinched from the Littlebirds addon although this may not be working (it is now)

Babalons Shock dust script

KRON_Strings suite <--- removed

Seconds' suppression pack

and probably others I am forgetting.





Installation:

To use, extract into your Arma\Missions folder.





Notes:

I'm not a member or associated with the DMA team I just feel it necessary to point this out to the people that haven't played OFP.



The focus and bulletcam scripts are merely little flourishes, I like them, I appreciate some people may not and state that they are not realistic, this is true. A slow-motion camera following a grenade into a group of bad guys is

bloody good fun though so, for the moment it stays.



With Dynamic War, I noticed that I can get to a point when reloading the saved game crashes ArmA. I found a sequence that seems to help with it (and it may help with tracking down the bug, too):



1. Play Dynamic War and regularly save your game. It seems that the larger the saved game is, there is a better chance for a crash.

2. When you get to a point where reloading the saved game crashes ArmA, make a copy of the saved game.

3. Restart ArmA.

4. Restart the Dynamic War mission. (The original saved game is lost, this is why you made the copy.)

5. Save the game.

6. Copy the backup of the original saved game over to the saved game that you saved in 5.

7. Reload the game.



At this point the game that originally crashed ArmA should be successfully reloaded (at least most of the time. Obviously this is not an exact statement, since a player cannot know the internal state of the game, but for me it seemed to work quite a few times. I did have some occasions when it didn't work, but a lot less.)



Note, that if you restart ArmA after a crash but skip steps 4-5 and try to reload the original game, ArmA will crash. It seems that saving the mission in a correct state helps in reloading a previous saved game.



Additional note: I saw this same problem with several other missions. In every case, the above steps seem to help, so my guess would be that the problem is loading the island/mission information along with the saved game. Loading a game works when the island/mission is already in memory and the current mission was saved once.





Known issues:

There's a bit of lag at the start of the mission while everything gets initialised.



Missiles can take a while to arrive and the further you are away from the Batteries the less accurate they get. I take

responsibility for this, could be I'm not using them properly.



Tanks are spawned from the satellite bases, again the further you are away the longer they take to arrive.



Choppers are spawned from the main base, againthe further you are away the longer they take to arrive. Also, they don't always

seem to engage ground targets, but they do distract the enemy sometimes!



The savegame is unreliable and may cause CTD's. I would suggest keeping backups of any savegames: "My Documents\Arma\YourName\

saved\missions\dynamish.sara" and reverting back if it fails. Although it's much better since 0.91f, it's still wise to keep backups of the games that are going well, just in case...



Please refrain from using effects mods with this mission, I am treading a fine line with the amount of variables and some of these

mods increase this number. This WILL cause CTD's loading a mission, most likely when ArmA is restarted



Also, previous savegames from older versions WILL cause issues. Please restart the mission completely when using a new version.





Change log:

Show more: v0.90b

Added 2 new spawn points for defend base mission

Added note that chopper will come to player location

Search and destroy will happen only once a "campaign"

"Tweaked" S&D locations

Vastly reduced UPS spawned units-to reduce lag

Added some vehicle squads

Sorted insertion chopper direction

Added chopper dust

Added Prisoner of war mission

Added rearm/reinforce scripts

Tweaked location scripts to prevent repeating locations



v0.90c

Added a check on the evac script for the chopper- if it dies another can be called

Added blood/smoke script to spawned units

Added destroyed script to all vehicles

Added Mandomissiles as support

Added Patrol mission

Added 2 more US bases with local units

No artillery on POW mission failed, now missiles

Riflesmoke was being removed when relaxing

Removed the cce codes

Moved S&D location

Enemy experience is earned with kills and effects enemy skill

Big Lag reduction



v0.91a

Patrol mission fixed, Game Logic's were in formation :p

A significant change in the variable usage, all the main campaign switches (17 of them in fact) are kept in an array converted by the KRON_Strings suite. I don't yet know if it helps but I'm hoping it reduces CTD's on loading a savegame. It took ages to implement so my fingers are crossed! :p

Tweaked the missile settings, still not quite right though

There were some group scripts not exiting...could be the cause of uber-lag as game goes on and eventual CTD

Added 2 small cutscenes for Commander and Pilot selections to allow the array to get organized

Patrol missions can be had successively now, they should be random and quick enough to be fun.

New Mission: Defend the town.

Moved S&D point (again)

Re-added the squads EH's after reinforcing

Added notes to some of the scripts with a text document explaining what does what.

Also added a support array where the 12 support switches are kept.

Added tank support and put editor tanks on hold waypoints to try and control them more.



v0.91b

Introduced a "Hero" rating which will affect how much support the player gets, probably weaponry too at some point.

Mission selection is now done using a dialog, still with a random chance of either defend mission.

Turbo-charged the POW mission, now a bigger battle with friendly forces assisting.

Randomized the Defend the base option, bad dudes can also be para-dropped in.

Set all editor based units to global values based on experience and moral.

Added Helo support



v0.91c

Hero rating and the number of missions played now affects game progression more. To begin with player will mostly have poor guns , limited support options etc. when the rating goes up the player starts getting more weaponry, more support types and eventually manual mission selection (Hasn't been fully tested yet).

Units now get a higher skill level depending on how many kills and side experience, this includes the players squad so it's a good idea to keep them alive!

Added enemy AI artillery

Added airstrike

Removed the strings and converted over to arrays

Friendly groups join player in POW mission and then leave the group<---no mean feat!

Fixed numerous mission bugs on the way

Fixed Raid mission

Fixed Assault mission

Fixed POW mission

Added spawning armour to some missions

Got the BAS_dodge script working by slightly cheating, the chopper moves but the missile rapidly increases its' speed, reducing the chance of it hitting.

Added difficulty option. Easy has more cutscenes, less/worse enemy forces, more/better friendly forces, less missions and will start with at least 3 patrol missions to give the player a chance to build up their rating. Hard is harder :-D

Added distance message to chopper and tank support options to give the player a clue how much longer he may have to wait

Fixed CTD when respawned player units were given a move order :P.

Added easy variables to the open dialog script



v0.91d

Added markers to support scripts to follow choppers or tanks

Changed rearm and reinforce scripts titletext to hints

AA dudes will only spawn after 3 missions

Set player group as non-playable to stop problems with team switching

Removed actions from base units and use triggers to add to player instead



0.91e

Added APC support which (in theory) can be used as an alternative to chopper extractions

Organized Radio calls

Fixed Extraction :p ...maybe and added marker so the player can track its' progress.

Added ammocrate script to spawned apcs's

Delayed APC deletion until purge

Tweaked skill levels, player group skill starts much lower.

Added a no effects option to disable all scripted special effects (blood\gunsmoke\rotorwash) and focus\bulletcam options for the realism junkies. I'm also curious to see if this helps with the savegame. (NB-it doesn't)

Fixed markers changing color if support units destroyed

Removed distance hints, no point with markers!

Purge wasn't finishing properly

Added enemy groups spawning from Base locations that will randomly move to other base locations although this is disabled in the no effects version.

Mainbase and the other 2 base troops and armour gets respawned after missions.

Tweaked chicken script

Fixed assault location select

Tweaked ambush locations

Added infantry support, call them in the same way as the apc's, tanks etc

Removed savegame option, it will now happen automatically between missions, please wait until the savegame completes before choosing another mission, I'd suggest using this time to rearm and regroup.

Moved apc spawn location

Increased rating level to get manual mission selection

Sorted ammo crates at minibases

Fixed mission failed in mission choice, mission would "break".

Fixed insertion stopped working after 4/5 missions

Put even more variables into an array and made all _local name calls in spawning scripts global. Savegame goes down another 1mb...

Tried to limit AA loons to one a group

Fixed Reinforced AI now spawn with low skill

Added Insertion can now be a para drop.

Went back to _local calls for everything including group names in the War Against Variables

Removed UPS for the time being for the same reason

Slightly tweaked intro

Got down to 214 variables at first save, aiming to be under the 240-ish limit and it still CTD's. Meh. Although, certainly early on the save will survive a restart of AA which is progress.



v0.91F

Removed mission and pilot actions after selection to reduce the chance of the player (LCD) breaking scripts

Added link to Ambush start

A new array for misc items, 206-ish variables

Added a seized by trigger for the Assault mission

Artillery only fires if the correct unit is alive

Sped up the mission selection so that markers go in place quicker

Fixed Get Mission could be selected multiple times

_localised insertion chopper script in the War on Variables

Fixed error messages in Raid mission

Randomized enemy artillery so it's less likely

Tweaked missiles

Tweaked the actions so they're not on screen all the time

Fixed POW insertion

Incorporated Seconds suppression scripts

Added the ability to call in an ammo drop

Tweaked the enemy patrol script

Probably broke a few things along the way

Averages around 220 variables now after a few missions



v0.91G

Added outro win <--- aiming for "crappest outro ever" award!

Fixed cadet chopper cam

Added skiptime and random weather at mission end

Tweaked S&D text

AI group kills also improve "hero rating".

Fixed a niggle in the airstrike script

Maybe fixed radio disappearing after reload. THX firecontrol.

Possibly fixed the Raid mission not ending, some lame scripting there...

Tinkered with the how the stats change on the Raid mission

Tinkered with the eventhandlers to fix simultaneous multiple enemy deaths causing issues

Added a new action, a Heads Up Display that will only be relevant at night.

Tried adding * = nil for variables that aren't needed on save.

Added a medipack action

Increased squads starting skill level, they still respawn as dunces.

Fixed POW monitor script

Fixed POW extraction

Added, then fixed the soft lighting of the base at night. Should (!) work after a retry.

Tweaked intro

Still haven't fixed the markers



0.91h

Added 1 airstrike option earlier

Deleted about 24 logics (therefore variables) and now use a trigger to capture different objects and their locations to set the missions by

Because of this I can add more locations, :-D so there's now about 8 more Raid locations,Patrol mission now has 17 different locations, Defend has about 30.

Spawn Enemies should exit properly and I'm now "deletegroup"-ing all the created groups, this could be the cause of spawning failing after 8-10 missions because ArmA's group limit is being reached. I also suspect this is why the savegame is getting so big.

If no option is selected at the beginning and the dialog remains up it defaults to Easy.

Scatter scripts check if they're in water

New Outpost mission with 7 locations (as suggested by troop, I couldn't call it FARP though, juvenile as I am the word is too close to fart. Maybe I read too much Viz when I was younger...)

Most missions now require the player to be near the objective for the mission to end. No just using support to complete a mission. ;)

Added better armour spawning on some missions

Livened up defend mission

Added West groups patrolling the south

Fixed APC and Chopper script not exiting

Skiptime now more subtle

Increased a couple of stats to increase main mission duration.

Added a couple more music tracks



0.92a

Fixed Defend town mission broken in 0.91h

Added mission end if Officer is killed in Defend mission.



0.92b

Removed spawning shilkas



0.92c

Fixed ambush not ending, in theory...

Added hint for seeing the medic before getting another mission

Eject player units from vehicles before extraction

disabled radio on chopper cutscene

Less uaz's on Patrol mission on Cadet mode

Reduced spawning enemy armour, it was a bit excessive!

Scattered Officer more on Raid

Removed hint if no airstrike available

Artillery will arrive quicker

Added 1 mag to AT soldier

Added MG to group at start

Action Loons @ base should no longer look at walls...

Named all units that use radio and changed some of the text

Tweaked the fleeing script

Moved the western satellite base to speed the tanks' arrival

Added 2 more Search and destroy locations

Change UAZ to MG.

Evac radio msg will appear when mission complete

Changed mission complete msgs

Added confirmation dialog for transport

Markers should be neater



0.92d

Added DAC and Grouplink 2 :)

Rewrite and streamline of some of the spawn scripts for better looping and use of eventhandlers.

Removed old effects scripts

Removed Hud action, it was bad...

Airstrike now drops 6 bombs not 8

The VIP will be scattered a bit so it won't be as easy to hit him with artillery if you're not nearenough to spot him, hopefully this won't mean an endless search for him though.

Tinkered with the insert and evac scripts

Support scripts will now exit when the mission is ended by the player not when the mission objective is complete.

Added civilians, player will lose rating if he shoots them

Reduced the artillery shell count

Focus will timeout, higher the rating the longer it lasts

Kind of fixed pilot dialog



0.92e

Added infantry dialogue, these units use a basic version of GL3. Available in POW mission only at the moment

Moved 2 of the POW locations

Removed the extra groups in the POW mission

Rewrite of part of the POW mission

Added General Baron's click effect for the markers

Gone crazy with variables...just because I can. :D

Rewrite of some of the radio messages

Added the use of the mapfact radio, your group must carry one of these to use ANY radio options.

Tinkered with the chopper scripts again, they're MUCH better...I'll get it right one of these days.

Fixed Raid end action not appearing after reload...hopefully

Fixed Ambush end action not appearing after reload...hopefully

Tinkered with the persistant spawn scripts. Island should be a bit more lively.



Now, someone in your group HAS to have a radio, if it's lost or the guy carrying it goes down you will lose ALL the standard radio options. This is on any of the missions. Quick test for you, shoot number 2 who will have the radio by default and open up the map, voila, no radio. Pick up the radio or get one of the AI to and the radio options come back, this means it's important to keep this guy alive or make sure you carry the radio to be able to call any of the support or even an evac.



The AI will no longer join your group in the POW mission, it's a pain in the butt to try and organise all those dudes using the F11/F12 keys so now they're controlled with the dialogue. It's easier than it looks, honest! If you bring it up along the top are the group names: Alpha to Foxtrot, then going vertically down are the options to control them. If you click the move button for example, you need to bring the map up, click on the map and a marker will appear. The group will then move to that location. If you want them to move there quickly click fast, if you want them to hold fire click hold etc.



0.92f (unreleased)

Fixed widescreen focus overlay

Added dialogue to choose how to rearm

Removed mission selection dialogue

Extra wave added to the Defend town missions in case the civvies are a bit lively.



0.92G

M4/Acog in the ammocrate is available earlier.

Added mainbase troops to DAC

1.09 is now compulsory. No apologies made. :)

Fixed defend missions, broken in the last few versions. Back to lively ;)

Fixed setradiomsg commands in missions

More tweaking of the evac/insert scripts

Tweak of the endspawn/delete scripts



0.92H

Added a couple of weapons to ammocrates and changed the order you get them

After the enemy base mission that location becomes a west base. Some support will then spawn from those positions.

Added a new mission where the enemy will try and take these bases back.

Support option changed slightly. Support now improves the better the rating. M113 and Hummers to start, >100 vulcan and 2 Hummers>200 m1 >350 another m1, hummers and strikers

Infantry spawns from bases like the tracked and wheeled units

NOw keeping track of a few more stats, total deaths, E and W kills, player kills and player shots fired.

Added timeout message to difficulty dialogue @ start

Added Intel action at one of the huts, has to be earned though

Monitoring key units and vehicles at the base and will now respawn them at mission end

Removed mission over if Officer dies.

Rewrite of some of the persistant units

Added markers indicating friendly bases

Added accuracy bonus. If you're good enough you can earn 100 extra points per mission. This is received by rearming once a mission is over.

Added abort mission option back at base for the Raid mission.

Added Transport Helo. Using the dialogue this can be used as an alternative to the traditional helos.<---Removed for Anger Management issues

Fixed the spawning unit problem on the patrol mission

Fixed the move spawned unit script, should be more variation for the spawned units

Hopefully fixed the unit and vehicle not deleting problem

Changed most of the in game music

More tweaking of the evac/insert scripts





0.92I

Sorted the jumpout script

Added mission specific music and tidied other music

Tweaked the rating settings

Fixed the Player EH broken in last version

FIxed the missions played counter broken in last version



0.92J

Added differential in mission choice script for whether it's at main base

Added dialog at created bases for transport back to the main base, getting new recruits and transport for missions

Fixed enemies spawning at captured bases

Added ability to evac back to other bases



0.92K

Close dialog on extraction after 30 secs

Fixed the Player EH broken in last version when bulletcam is used

More tweaks of looping scripts and deleting scripts

Stop some units spawning at main base, it was getting a bit busy

Fixed ammo crates not refreshing.



0.92L

Removed GL3 references to stop conflicts with the SLX mod



0.92M

Fixed temp base medtent deleting on purge if player near

Fixed RTB from remote bases

Added hint for distant reinforcing/rearming

Tweaked bonus/accuracy monitor

Tweaked rearming action, can now only be done after a mission like reinforcing

I'm a bit rusty so god knows what I've broken now!

Fixed no evac in POW mission if they're killed before player arrives

Spawning a few more enemies from the Bases

Tweaked DAC config Events, have a suspicion DAC units' eventhandlers weren't configured correctly

Sprinkled some fairy dust over a few misc files, description.ext, briefing, mission files etc.

Fixed too many units spawned in Armour groups

Tweaked Artillery script

Tweaked Base scripts

New mission. Defend artillery.

New mission. Attack artillery.

New mission. Headhunter, go into enemy territory and kill at least 20 units. Rating has to be over 250 to access.

Template:

FIXED VERSION 1.3

DYNAMIC WAR 1.0 SP TEMPLATE -version west



Basis : Counter Insurgency 2.3 from TacRod ported to Malden island then totally reworked

by Sanctuary.



Concept : A template for mission maker

this template is delivered functional and ready to be modified by user wanting to put units they want, replacing what they need, porting to other islands and modify the features to their liking.

As a bonus it is already playable by anyone in this actual state.



Porting this template to other island is child's play.

Replacing units or weapons need the user to know their classnames and have some basic scripting modification knowledge.

Modifying features require more advanced scripting knowledge.



In this state this template is made for Single Player, to use a similar concept (with different features and scripting though) in multiplayer for coop, look for the Coin COOP Engine from TacRod.



Original idea of this system by TacRod





Legal disclaimer:

This is an unofficial mission. You knowthe drill - use at your own risk!





-IMPORTANT, PLEASE READ BEFORE USING OR WORKING ON THIS MISSION-

Failing to read this does not give you any right to ignore the following.



DMA's rules for usage of DMA missions, as well as clarify some points.



-FIRST-

please seek permission from a DMA member (Honchoblack, TacRod or Sanctuary) before releasing a mission based on DMA work.

No need of permission request to release a mission based on a DMA template (do not confound missions and template in that case)



-SECOND-

people may NOT release modified versions of modified DMA missions . For example, if someone makes a modification of Dynamic Afghanistan called Dynamic 'Nam, people may not modify and release Dynamic 'Nam.



TacRod Coin Coop Engine and Sanctuary's Dynamic War template are tools for mission makers to make their own dynamic missions.

We would like to encourage people to release missions based on these systems (when released). The one thing we would request is that the mission maker makes significant enhancements (eg. new mission types, new campaign elements, etc).

A simple port of units/island is not enough for a release .



We do not wish to discourage people from modifying our work, but we do ask that people respect the amount of time and effort that we have invested and do not release a simple port that would have only the island as different.



If you have any questions, please contact a member of DMA.





Credits & Thanks:

Thanks to: Tacrod, Sanctuary and the DMA team

Macguba for some of the readme stuff

The Biki

The official forums

OFPEC, when it's online ;)

Bootleg soldier for some brainstorming

Big and El nino Foxhound of Armaholic.com for providing the mirror

Firecontrol for the showradio tip



Special thanks to Orlok for some brainstorming and beta testing beyond the call of duty

Special thanks to troop for some brainstorming and beta testing beyond the call of duty

Special thanks to Froggyluv for beta testing beyond the call of duty

Special thanks to Kronzky for helping out with some editing questions, mostly how to find the variable count Beta Testers: orlok

Froggyluv

b1sh0p

mbv

Kutya

colligpip

orlok

Bootleg soldier

LCD

Lee

NBSVieiraPT

xxbbcc

_spitfire

Mathias_eichinger

troop

Malick Credits: Intro Music by: DJ Krush

In Game Music by: Renholder (Underworld soundtrack) String tribute to Tool Forum topic:

- BIS





- Queen's Gambit Expansion

- MAP misc







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Enable javascript to be able to download from Armaholic please! Heavily based on Sanctuarys Dynamic War template with a mix of TACROD's CCE.It comes in two versions:Disseminate the mission as you like, just credit me if you do or if you nick anything. Likewise a lot of this isn't my work,I've just changed it to AA and to my taste so a credit to the original authors wouldn't go amiss either.Please also read the end of this readme, there you will find a portion of the original Dynawar template readme.Igor Drukov's blood scriptICP's rifle smokeColonelSandersLite's populate town script

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