Difference between revisions of "Vagabonds in Virolahti"
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==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=== | ===Version 4.0=== | ||
*Logistics squad replaced with three UH-60M helicopter teams (pilot/co-pilot) | *Logistics squad replaced with three UH-60M helicopter teams (pilot/co-pilot) |
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