Difference between revisions of "Vagabonds in Virolahti"

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| map = {{map_virolahti}}
 
| map = {{map_virolahti}}
 
| gamemode = {{mode_coop}}
 
| gamemode = {{mode_coop}}
| type = {{type_side_op}}
+
| type = {{type_main_op}}
| playercount = 56+2
+
| playercount = 60+2
| version = v1.3
+
| version = v4.0
 
| repository =
 
| repository =
 
}}
 
}}
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==Description==
 
==Description==
 
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, but are available should players wish to change things up.
  
 
==Assets==
 
==Assets==
* 16x Prowlers (Unarmed)
+
* 20x Prowlers (Unarmed)
* 1x Strider (Unarmed - Command Vehicle)
+
* 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==
===(Awaiting Completion and Audit) Version 2.0===
+
===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
 
*Removed 2x Engineers from Command Squad and created a Logistics Squad w/ 6 slots
 
*Added 4x Prowlers (Unarmed)
 
*Added 4x Prowlers (Unarmed)
Line 29: 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)
 
*Vanilla radio and GPS items added to limited arsenal to prevent items in related slots from vanishing when opening limited arsenal
 
*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 (4 Scalpel 3x, 2 Macer 3x, 4 GBU-12)
+
*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 15:30, 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