Difference between revisions of "Vagabonds in Virolahti"
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| type = {{type_main_op}} | | type = {{type_main_op}} | ||
| playercount = 60+2 | | playercount = 60+2 | ||
− | | version = | + | | version = v4.0 |
| repository = | | repository = | ||
}} | }} | ||
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A rogue detachment of Russian forces invaded Virolahti on their own. A team of American special forces are dispatched to eliminate them. | A rogue detachment of Russian forces invaded Virolahti on their own. A team of American special forces are dispatched to eliminate them. | ||
− | Note: Zeus is completely optional | + | Note: Zeus is completely optional, but are available should players wish to change things up. |
==Assets== | ==Assets== | ||
− | * | + | * 20x Prowlers (Unarmed) |
− | * 1x | + | * 1x M1133 MEV (Unarmed Stryker - Medical - Command Vehicle) |
+ | * 2x HEMTT Ammo | ||
+ | * 2x HEMTT Fuel | ||
+ | * 2x HEMTT Repair | ||
* 2x A-164 Wipeouts | * 2x A-164 Wipeouts | ||
+ | * 3x UH-60M (Unarmed/FFV) | ||
==Changelog== | ==Changelog== | ||
+ | ===Version 4.0.1 (Auditor changes)=== | ||
+ | *added vehicle respawn module for UH-60's | ||
+ | *updated Prowler count in asset list | ||
+ | |||
+ | ===Version 4.0=== | ||
+ | *Logistics squad replaced with three UH-60M helicopter teams (pilot/co-pilot) | ||
+ | *Fighter pilot loadouts adjusted | ||
+ | *Teleport flagpole and script removed | ||
+ | *Ammo crates and vehicle inventories updated to accommodate for having a proper logistics team that can both transport players and resupply | ||
+ | *Show/Hide module was used on enemy infantry to hopefully further improve mission performance at start and throughout mission playtime. | ||
+ | |||
+ | ===Version 3.0=== | ||
+ | *Updated to version 0.7.1 of the XP Template | ||
+ | |||
+ | ===Version 2.2.0=== | ||
+ | *Added waypoints to the second and third Mi-24V Hinds to fully automate their process of taking off and engaging players. Similar waypoints added to one of the T-90As. Mission can now be fully run zeus-free! | ||
+ | |||
+ | ===Version 2.1.1=== | ||
+ | *Adjusted squad format | ||
+ | |||
+ | ===Version 2.1=== | ||
+ | *Adjusted enemy contact (added patrols and some extra fortifications) | ||
+ | *Removed disableAI pathing for building garrisons | ||
+ | *Typos in briefing fixed. Added information on teleport-to-command-vehicle flagpole. | ||
+ | *Triggers for objective to eliminate enemy soldiers now activate if OPFOR presence goes below certain amounts | ||
+ | *Task and trigger for enemy helicopters added | ||
+ | *On-foot perspective is now locked to first-person. | ||
+ | *Hugh Neutron removed | ||
+ | |||
===Version 2.0.2=== | ===Version 2.0.2=== | ||
*Preset radio channels for all squads plus LR for pilots and FOs | *Preset radio channels for all squads plus LR for pilots and FOs | ||
+ | |||
===Version 2.0.1=== | ===Version 2.0.1=== | ||
*Fixed role descriptions for Combat Life Savers | *Fixed role descriptions for Combat Life Savers | ||
+ | |||
===Version 2.0=== | ===Version 2.0=== | ||
*Removed 2x Engineers from Command Squad and created a Logistics Squad w/ 6 slots | *Removed 2x Engineers from Command Squad and created a Logistics Squad w/ 6 slots | ||
Line 35: | Line 70: | ||
*Added flagpole teleport to command vehicle | *Added flagpole teleport to command vehicle | ||
*Fixed player loadouts (Replaced Ciras Olive vests with Armatus Plate Carriers, Combat Life Savers should no longer spawn with toolkits) | *Fixed player loadouts (Replaced Ciras Olive vests with Armatus Plate Carriers, Combat Life Savers should no longer spawn with toolkits) | ||
+ | *Players have flash hiders for their primary weapons equipped by default, suppressors available in limited arsenal | ||
*Assault Packs added to backpack-less slots and to limited arsenal | *Assault Packs added to backpack-less slots and to limited arsenal | ||
*Police Holster and Radio vest added to pilot slots to hold Toolkits (Toolkits also provided) | *Police Holster and Radio vest added to pilot slots to hold Toolkits (Toolkits also provided) | ||
Line 40: | Line 76: | ||
*Changed A-164 Wipeout pylon loadouts (2 Falchion-22s, 2 Macers, 2 Scalpel 3x, 4 GBU-12s) | *Changed A-164 Wipeout pylon loadouts (2 Falchion-22s, 2 Macers, 2 Scalpel 3x, 4 GBU-12s) | ||
*Revamped enemy contact and fortifications | *Revamped enemy contact and fortifications | ||
+ | |||
===Version 1.3=== | ===Version 1.3=== | ||
*Choice of Mk 16 and Mk 17 rifles (plus variants) added to the limited arsenal. | *Choice of Mk 16 and Mk 17 rifles (plus variants) added to the limited arsenal. | ||
+ | |||
===Version 1.2=== | ===Version 1.2=== | ||
*Slots were redone to make squads 10-man again. Marksmen were removed. | *Slots were redone to make squads 10-man again. Marksmen were removed. | ||
+ | |||
===Version 1.1=== | ===Version 1.1=== | ||
*I don't remember what I changed | *I don't remember what I changed | ||
+ | |||
===Version 1.0=== | ===Version 1.0=== | ||
*Initial Release | *Initial Release |
Latest revision as of 14:30, 9 September 2021
Vagabonds in Virolahti | |
---|---|
Author | Asian |
Map | Virolahti |
Gamemode | COOP |
Type | Main Op |
Player Count | 60+2 |
Latest Version | v4.0 |
Repository |
“ | I made a thing. It has planes. | „ |
~ Asian |
Description
A rogue detachment of Russian forces invaded Virolahti on their own. A team of American special forces are dispatched to eliminate them.
Note: Zeus is completely optional, but are available should players wish to change things up.
Assets
- 20x Prowlers (Unarmed)
- 1x M1133 MEV (Unarmed Stryker - Medical - Command Vehicle)
- 2x HEMTT Ammo
- 2x HEMTT Fuel
- 2x HEMTT Repair
- 2x A-164 Wipeouts
- 3x UH-60M (Unarmed/FFV)
Changelog
Version 4.0.1 (Auditor changes)
- added vehicle respawn module for UH-60's
- updated Prowler count in asset list
Version 4.0
- Logistics squad replaced with three UH-60M helicopter teams (pilot/co-pilot)
- Fighter pilot loadouts adjusted
- Teleport flagpole and script removed
- Ammo crates and vehicle inventories updated to accommodate for having a proper logistics team that can both transport players and resupply
- Show/Hide module was used on enemy infantry to hopefully further improve mission performance at start and throughout mission playtime.
Version 3.0
- Updated to version 0.7.1 of the XP Template
Version 2.2.0
- Added waypoints to the second and third Mi-24V Hinds to fully automate their process of taking off and engaging players. Similar waypoints added to one of the T-90As. Mission can now be fully run zeus-free!
Version 2.1.1
- Adjusted squad format
Version 2.1
- Adjusted enemy contact (added patrols and some extra fortifications)
- Removed disableAI pathing for building garrisons
- Typos in briefing fixed. Added information on teleport-to-command-vehicle flagpole.
- Triggers for objective to eliminate enemy soldiers now activate if OPFOR presence goes below certain amounts
- Task and trigger for enemy helicopters added
- On-foot perspective is now locked to first-person.
- Hugh Neutron removed
Version 2.0.2
- Preset radio channels for all squads plus LR for pilots and FOs
Version 2.0.1
- Fixed role descriptions for Combat Life Savers
Version 2.0
- Removed 2x Engineers from Command Squad and created a Logistics Squad w/ 6 slots
- Added 4x Prowlers (Unarmed)
- Added 2x HEMTT Transport (Covered)
- Changed command vehicle from Strider (Unarmed) to M1133 MEV (Woodland)
- Reorganized location of players, vehicles and supply crates at spawn
- Added flagpole teleport to command vehicle
- Fixed player loadouts (Replaced Ciras Olive vests with Armatus Plate Carriers, Combat Life Savers should no longer spawn with toolkits)
- Players have flash hiders for their primary weapons equipped by default, suppressors available in limited arsenal
- Assault Packs added to backpack-less slots and to limited arsenal
- Police Holster and Radio vest added to pilot slots to hold Toolkits (Toolkits also provided)
- Vanilla radio and GPS items added to limited arsenal to prevent items in related slots from vanishing when opening limited arsenal
- Changed A-164 Wipeout pylon loadouts (2 Falchion-22s, 2 Macers, 2 Scalpel 3x, 4 GBU-12s)
- Revamped enemy contact and fortifications
Version 1.3
- Choice of Mk 16 and Mk 17 rifles (plus variants) added to the limited arsenal.
Version 1.2
- Slots were redone to make squads 10-man again. Marksmen were removed.
Version 1.1
- I don't remember what I changed
Version 1.0
- Initial Release