Mission "1-6 Behind Enemy Lines (0.97)" by Laggy.

Watch teaser video at: http://www.youtube.com/watch?v=vUx8fzasU2g

Public 0.97 version.

Mission description: You are a Force Recon team whose chopper gets shot down over hostile ground. You are alone and have to make your way back to base across enemy territory.

ArmAII version 1.02

Needed Addons: None

Known bugs: Hopefully none, after some serious tweaking.

NOTE: This mission is supposed to be played with human leader and NOT AI disabled. Dialogues and events are based on who is left alive in the group. The mission has been tested in MP, but feedback would really be appreciated since it might need some improvements. Tested on dedicated server.

Thanks to: All of you at the OFPEC forum.

Credits: Nominesine and Johnnyboy for serious playtesting. DeanosBeano for information about a specific "unit". Hoz and JamesF1 for dedicated server bug tracking.


Important changes in version:

0.97

-Increased difficulty (again... some testers complained about boredom, while some find it unbeatable.)
-Implemented the First Aid module.
-ACM module now initiated correctly also on dedicated server.
-Intro Huey now flies away as it should also on dedicated server.
-Added one more tracking group.
-Roadblocks added at random positions.
-Sounds now fade properly over distance.
-Total randomness slightly reduced.
-Other minor stuff.

0.95

-Sentimental outro added.
-BIS Conversation disabled on officer at the end to avoid weird effects.
-Briefing revised.
-A few surprises.
-Instead of just a present trigger the mission now ends when a player reports to the officer in Chernogorsk.
-Other minor stuff.

0.92

-Slightly enhanced intro, JIP friendly.
-Some character development.
-More dialogue possible, depending on who is still alive.
-A few more editor placed enemies, not too many though.
-Modules revised.
-More civilian life and eye candy.

0.90

- Added mission version number
- Revised briefing
- Better unit placements
- Some triggers moved
- Scripts changed


Missiontype: Multiplayer COOP, but SP is possible.
Players: 1-6
Mission Time: Around 60 min, maybe more.
Island: Chernarus
Mission Version: 0.97 (hopefully final).
Intro: Yes
Outro: Yes
Parameters: Yes (Intro option)
Time: Late afternoon
Weather: Good


Missionwork: This is a mission I always wanted to do, but it would have been too heavy on a PC before ArmAII. You are moving over huge areas and the enemy presense is very random. The design really takes advantage of the new modules in ArmAII and since the mission is very free with a simple objective, you have an endless variety of possible strategies. This mission varies from stealthy "hide and seek" to some of the most intense fights and stressful retreats I have experienced in a BIS game. Custom sounds, dialogue and scripts.

What I really would like to know: The mission is quite random and part from bugs/annoyances I would like to hear your opinion about action/intensity balance, or lack thereof. Also if you experience any serious lag, which might depend on the modules. Finally if the spoken dialogues work well.

Contact: tolaggy@hotmail.com

Hope you enjoy it. My wish is that I've created a fun mission.

Laggy