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Hunt Waldo (v 1.51)
   
Picture of Hunt Waldo Author : Bon Version : 1.51  
Islands :
Official islands
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Mission type : Coop (4 - 14) Downloads : 753
Playable as : Infantry (Assault)
Included *.pbo files : Needed addons :
  • hunt_waldo.utes.pbo
None
 
Description :
coop14 Hunt Waldo (Utes)

Actually, it is just a fun mission for about 4 to 14 players, but in which the various responsibilities of the particular players make teamplay and communication among themselves to be of utmost importance.

The mission is simple: find the oppositions leader, codename 'Waldo', and bring him to your initial point. (Yeah, I know, find Waldo. Funny, isn't it?)

You start at the U.S.S. Khe Sanh with entering the island.
- First, clear the LZ south of the island so that we have easy access to Utes for the further operation and that we can deploy our artillery there.
- Head for Strelka and clear it of enemy units.
- There is also a radar station in Strelka which serves the enemy to call in reinforcements from time to time. It is not required to destroy it, but recommended.
- Next, conquer the airfield of Utes so that the way is clear to Kameny, where we expect Waldos remainder.
- On the way to Kameny there is once again a radar tower, same story as with the one in Strelka.
- (Clear Kameny), Search Kameny for Waldo, who should hide himself in one of the houses.
- Bring Waldo to the LHD, alive. Mission succeeds when Waldo is on the carrier, mission fails as soon as Waldo dies.



There are different soldier classes the player can slip in, each with different skills and weapon pool:

Squadleader: can call artillery fire missions once the LZ is clear and while the artillery units are alive
Anti-Tanks: have access to anti-tank launchers of course
Machinegunner: have access to heavy full-automatics of course
Medics: can heal of course
Sniper: have access to precision rifles of course
Engineer: can build a respawn point
Pilots: can fly the UH1Y and the Blackhawk helicopters

For one time, the pilot, mounting the UH1Y, can load a supply box and drop it wherever he wants. Standing close to this box then, the team's engineer can build a respawn point, which also comes up with a weapon box.
Unless the respawn point is built, the team respawns on the carrier, with the box on the carrier the only source to weapons and ammunition. Thus the pilot's most important role is to play taxi for the other teammembers.
The pilot can also use the Blackhawk helicopter to lift some technicals, a LAV25, a HMMWV-TOW and a HMMWV-M2.




The official changelog from v1.4.03 to v1.5:
- code restructured, clean server-client architecture now, much easier to read (not just for me)
- also cutted out the dependencies to some building ids - therefore more reliable to further ArmA patches
- respawn point can now be build without restrictions to any objectives being accomplished, but only once
- loadout can be saved at the weapon boxes
- spawn dialog renewal
- added settings dialog, you can now set viewdistance and grass layer whenever wherever you want (by pressing 'T')
- enemies now move in randomized but structured patrol routes around and through the main target areas
- amount of enemies dependend on number of players currently playing
- strength and number of enemies can be set as mission parameter now

hotfix 1.51

changelog v1.51
hotfix: lifting vehicles with the blackhawk not possible for jip players
hotfix: artillery does not fire on client machines
new: choose number of possible respawn points (none, 1, 2) by mission parameter
Size : 913 KB
  January 1st, 1970 - 00:00   Comment (0)  

 
 
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