It's not hard to position the MHQ close to the objective without putting it in danger. In fact, it's normally as easy as pushing it into a fenced in area or in the wood line that surrounds almost every town.
HaVoK, are you available to test out a map right now?
I'm about to sleep, it's a bad idea for me to startup ArmA again or I'm going to endup staying awake the rest of the day. :winky: Later I'd be glad to try it though.
So for those interested, RPS just did a pretty good write up on ArmA II, and how unique it is compared to other games. Well worth a read, especially for those still on the fence:
Ladies and Gentlemen. I'm pleased to announce the first official P.A. Joe Coop mission!
If all goes will this will be playable this weekend, July 4th!
This mission features many unique aspects heretofore unheard of in a player made mission including:
-NOT having waves and waves of death wielding mans charging the hopelessly outgunned peeps!
-Using patented Imersovision - Immersion like you've never seen before! Actual objects you can't interact with! NPC drones to FF and get yourself shot over! AI aircraft to steal your kills! And More!
-A plot! Ooooooo! But wait, it's not just any plot! It's a P.A.Joe plot! Double the penis jokes or your money back!
-Absolutely 100% untested for added hilarity!
All this and more can be yours for the low, low cost of just showing up!*
*offer void where you don't have a computer, mission size 12 means that first come first serve only, sucks to be you -hahaha-, mission may not actually have penis jokes, complaints should be directed to P.O. box 555 WEDONTGIVEADAMN, Suffolk, England
Sonar on
I'm building a real pirate ship. Really. Wanna help? Click here!
caffron said: "and cat pee is not a laughing matter"
First, Sonar? I don't know, man, as I said above I finished mine earlier and it's ready to go!
It's not a large mission, though. You start about 600m below the objective and have to fight your way in the rain and night/early dawn to the top and clear the castle wall ruins/Huey wreckage of Spetsnaz. It's a really great location, and hopefully we can give it a test run today. I'd love to hear opinions on balance and any ways to improve it. Right now it's set to eight players.
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
I'd love to be in on testing this map today. I'll be on this afternoon after my sortie provided we land on time. What's the recommended internet connection for hosting?
Ladies and Gentlemen. I'm pleased to announce the first official P.A. Joe Coop mission!
If all goes will this will be playable this weekend, July 4th!
This mission features many unique aspects heretofore unheard of in a player made mission including:
-NOT having waves and waves of death wielding mans charging the hopelessly outgunned peeps!
-Using patented Imersovision - Immersion like you've never seen before! Actual objects you can't interact with! NPC drones to FF and get yourself shot over! AI aircraft to steal your kills! And More!
-A plot! Ooooooo! But wait, it's not just any plot! It's a P.A.Joe plot! Double the penis jokes or your money back!
-Absolutely 100% untested for added hilarity!
All this and more can be yours for the low, low cost of just showing up!*
*offer void where you don't have a computer, mission size 12 means that first come first serve only, sucks to be you -hahaha-, mission may not actually have penis jokes, complaints should be directed to P.O. box 555 WEDONTGIVEADAMN, Suffolk, England
Holy shit yes.
Will be there with bells on. And by bells I mean grenades.
Docken on
0
DietarySupplementStill not approved by the FDADublin, OHRegistered Userregular
So I've completed two missions so far that are close enough to completion I'd be comfortable uploading them to someplace:
8 players: Convoy Ambush
12 players: Operation Secure the Docks
Is there eventually going to be an official PA Joe MP/SP mission dump area, or is there one now? Any place I can send them so people can download them at their leisure?
Rend on
0
AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
edited June 2009
I know its a bit early to speculate about expansions, but I really want to see a "Resistance" style expansion. Especially one that records what you had at the end of the previous mission. So you can take that captured helicopter or tank with you to the next mission.
Axen on
A Capellan's favorite sheath for any blade is your back.
Ok, so I just got Trackir installed and have been using it in the demo.
Thoughts:
- Holy shit its awesome for the choppers, though I really need to work on not moving the mouse as I move my head... especially when looking down on approach I tend to jank my mouse to the left, which results in a skewed approach. Still, very awesome and in 5 minutes I noticed I had way more awareness (and control) when doing hard turns at speed in the cobra.
- needs to be recentered a lot. Kinda irritating, but with the recenter key bound to the mouse its not such a big deal. It could also be losing center more due to my wild head flailing...
- on the ground its harder to get used to... I think i'll need to practice. Sometimes the movement feels great and what I think i'm doing with my head translates on screen great, but on the other hand sometimes it is disorientating. That's especially the case when something takes me by surprise or I get shot at unexpectedly - I tend to move my head which then makes my confusion even worse (I have a habit of backing away from the screen which de-zooms apparently, very odd sensation!).
overall it felt immediately useful in for the flight sections and shows a lot of promise for the infantry sections - I still have a ton of tweaking left to do and playing too!
EDIT: My next go in the helos will be with an attack 3 joystick.
Ladies and Gentlemen. I'm pleased to announce the first official P.A. Joe Coop mission!
If all goes will this will be playable this weekend, July 4th!
This mission features many unique aspects heretofore unheard of in a player made mission including:
-NOT having waves and waves of death wielding mans charging the hopelessly outgunned peeps!
-Using patented Imersovision - Immersion like you've never seen before! Actual objects you can't interact with! NPC drones to FF and get yourself shot over! AI aircraft to steal your kills! And More!
-A plot! Ooooooo! But wait, it's not just any plot! It's a P.A.Joe plot! Double the penis jokes or your money back!
-Absolutely 100% untested for added hilarity!
All this and more can be yours for the low, low cost of just showing up!*
*offer void where you don't have a computer, mission size 12 means that first come first serve only, sucks to be you -hahaha-, mission may not actually have penis jokes, complaints should be directed to P.O. box 555 WEDONTGIVEADAMN, Suffolk, England
WooT! I hope it's a plot ripped from the GI Joe movie from the eighties. Cobra has the weather control device we must steal it back!
The Count Of Midget Fisto on
In Low Orbit Over Budapest
0
Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
edited June 2009
That convoy map we was playing last night was really fun. I have another idea if you're still taking ideas.
1. Instead of having set roles, why not have everyone start as a Rifleman and have a limited amount of equipment in the civilian trucks/cars (if you're still using trucks and cars)?
2. Does the AI reckonize civilian cars as enemies, or will they ignore it and continue on? If they ignore it, then I can foresee some pretty wicked Jihad style ambushes.
Also domination sucks. I rather play 'longest day' if we want to play that kind of game. Domination is way too spammy, and looking for 1 guy for 6 hours sucks. Longest day actually works, the missions actually progresses, and you dont have that lame ass 'hey I have an excuse to act like a retard sense I can spawn right next to our objective now!' MHQ.
Reading about this makes me think that the multiplayer coop is like ghost recon and rainbow six back when they weren't console games.
Is this true?
Sort of. There's a lot more running around for 5 minutes before you get shot in the head by your team mate who wasn't looking
Also, put me down on the list of people willing to chip in to keep a server running.
Rook on
0
AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
edited June 2009
Oh yeah, not sure how many people here have seen this already. It was on Adult Swim awhile back, and I think Tycho linked to it before as well. However its awesome and maybe someone here has yet to see it.
That convoy map we was playing last night was really fun. I have another idea if you're still taking ideas.
1. Instead of having set roles, why not have everyone start as a Rifleman and have a limited amount of equipment in the civilian trucks/cars (if you're still using trucks and cars)?
2. Does the AI reckonize civilian cars as enemies, or will they ignore it and continue on? If they ignore it, then I can foresee some pretty wicked Jihad style ambushes.
Also domination sucks. I rather play 'longest day' if we want to play that kind of game. Domination is way too spammy, and looking for 1 guy for 6 hours sucks. Longest day actually works, the missions actually progresses, and you dont have that lame ass 'hey I have an excuse to act like a retard sense I can spawn right next to our objective now!' MHQ.
The problem is that I don't think you can get that much control over an ammo crate or the contents of a vehicle. I think it's pretty much "all or nothing," and either your starting equipment is most of what you get or you can exchange it for whatever you want.
One thing I've figured out though, almost all the people I talked to that had messed with the editor at all were confused about triggers. I have the answer!
Your trigger has a type, and a name field below the type. The type doesn't matter in this instance, I think, but for switch style triggers i designate it as a switch.
Give your trigger a name, like Dwight. Now this name (Dwight) is a global variable in the mission.
Any trigger, unit, waypoint, ANYTHING, has a condition for presence, which is default set to true. If you delete that and type
triggerActivated Dwight
then it will not spawn/happen/make dudes go there until that condition is resolved true, IE the trigger happens. Also, if you notice above that there are a couple options, Timeout and Countdown, with min and max and such.
The min/max/etc are intuitive, just know they're in seconds.
Countdown means when the presence condition is true, it waits X seconds before activating/spawning/making dudes go etc.
Timeout means that the condition presence must be true for X seconds before it will activate etc.
I hope this helps everyone joining me in the foray that is map making in ArmA 2
Man we had some awesome playing going on yesterday. I can't wait for more!
I've heard a couple people talk about problems with domination being searching for 1 guy for a long time... We never seemed to have that problem while we were playing. I guess I can see how it could happen, though. Just need to capture some armor and roll around with that till you find them. :-)
Glad to hear the TrackIR is working well for you. Mine's arriving tomorrow. I fly using joystick+rudder pedals+throttle quadrant which totally rocks. I can't wait to try it out with trackIR. I found myself turning my head a couple times as infantry using alt+mouse so I'm hoping it'll be reasonably natural... We'll see!
Supagoat on
bnet: Supagoat#1884
Switch: 6589-6405-3399
0
DietarySupplementStill not approved by the FDADublin, OHRegistered Userregular
edited June 2009
I am really liking the editor so far; I've spent more time in it than the actual game, truth by told. But one thing I cannot figure out, is there some sort of ammo crate or building you can place that holds "all" the equipment for your faction? Not talking vehicles, just weapons and kits?
The highlight of my day was blowing up soal's helicopter as he went to 'extract' tyrannus and some others from a rooftop, and then shortly thereafter blowing up tyrannus as flew back to the battle in his helicopter.
Aw jeah.
I hope your dick falls off.
I liked helping bomb blow up a hanger. And myself.
Where are the screens of you laser guiding yourself?
That convoy map we was playing last night was really fun. I have another idea if you're still taking ideas.
1. Instead of having set roles, why not have everyone start as a Rifleman and have a limited amount of equipment in the civilian trucks/cars (if you're still using trucks and cars)?
2. Does the AI reckonize civilian cars as enemies, or will they ignore it and continue on? If they ignore it, then I can foresee some pretty wicked Jihad style ambushes.
Also domination sucks. I rather play 'longest day' if we want to play that kind of game. Domination is way too spammy, and looking for 1 guy for 6 hours sucks. Longest day actually works, the missions actually progresses, and you dont have that lame ass 'hey I have an excuse to act like a retard sense I can spawn right next to our objective now!' MHQ.
Is red the opposite of lime?
Because out of the several hours I spent playing Longest Day, most were spent either waiting for a pilot, or flying to an objective, only to be shot down or crash before I ever had a chance to actually play the game, which is incredibly fucking lame.
At least in domination you can spawn near the action and you aren't reliant on someone else to get you there.
Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
edited June 2009
Well, if you attended P.A. JOE boot camp, you would have learned that the standard operation for helo transport is to eject when the pilot says 'If I fly in low and fast I think we can get us in closer to our objection'.
:P
Well, if you attended P.A. JOE boot camp, you would have learned that the standard operation for helo transport is to eject when the pilot says 'If I fly in low and fast I think we can get us in closer to our objection'.
:P
LOL
Don't get me wrong, I had a blast playing that game type - it just would have been nice to be able to spend alittle less time travelling and dying through no apparent fault of my own.
So how does the single player of this game work? Is it just one big open world where someone tell you to go capture a city and you have to go off and do it? Or is it more structured?
I played the demo and thought it was great so far.
Is there any way to have the * to show up when someone in your squad is hurt for online? like it does in the single player. Just asking so I can heal people faster when in combat!
I am working on a mission for a few players, less 'combined arms' and more stealth.
Premise is that you are part of a failed mission, and you're trying to cross a few km of battlefield to get to an extraction point of last resort, a hard base where you can get out on a helo. Trouble is, due to the failed mission, OpFor knows you're there... and the Russians are also trying to break the base.
By the nature of the beast this will probably be a longish mission and wouldn't involve much sustained fighting. Lots of sneaking. Lots of "Oh jesus christ it's a sniper." Maybe some dying.
Also, I think operation clear the docks is pretty much complete. Here's a little write-up on it.
Operation Sleight of Hand 12 Players
The Chernorussian Defense Force has begun an unsanctioned counterattack on the recently Russian occupied city of Chernogorsk. The US Marine Corps has decided to support our allies from the other side of the city: the ocean. However, in order to effectively land the forces in Chernogorsk, the docks must be secured.
You are a team of 12 USMC marines. You must breach the side of the city while the CDF assault is still raging, rushing down to the docks and securing them before the attack is over, putting the city back on high alert.
Primary Objective: Seize and hold the docks of Chernogorsk
Conditions:
-If the assault on Chernogorsk results in failure, the city will rapidly go back on alert. If this happens, the opportunity for support will be lost. You must complete the mission before Chernogorsk goes back on high alert.
---
I did a couple cool trigger things with this mission. For one thing, if the assault fails, you only have 5 minutes before you lose due to the city going back on high alert, so there's a sense of urgency. Also, the guard post is linked to several infantry sections in the city. If they lose radio contact with the guard post, they will wait between 2 and 4 minutes before going to investigate.
[EDIT] To complete the map I have just a couple more edits to make. Such as, there will be more units at the guard post at higher difficulty, etc.
Rend on
0
Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
edited June 2009
Damn that test sounds badass, any chance on playing it sometime soon?
Okay, so this thread motivated me to buy Arma2 but it runs awful. I mean like 4 FPS on the main menu awful.
Checking the minimum requirements, they're not too bad:
CPU: Dual Core Intel Pentium 4 3.0 GHz / Intel Core 2.0 GHz / AMD Athlon 3200+ or faster
RAM: 1 GB
Video Card: NVIDIA GeForce 7800 / ATI Radeon 1800 with Shader Model 3 and 256 MB VRAM or faster
OS: Windows XP
Optimal PC Requirements
CPU: Intel Core 2.8 GHz / AMD Athlon 64 X2 4400+ or faster
RAM: 2 GB
Video Card: NVIDIA GeForce 8800GT / ATI Radeon 4850 with Shader Model 3 and 512 MB VRAM or faster
OS: Windows XP or Vista
And I've got this:
Vista SP1
CPU: AMD64x2 Dual Core 5000+ (2CPUs) ~2.6 Ghz
RAM: 2GB
Video Card: nVidia 8400 GS
Now, comparing what I've got, it looks like my video card is on the lower end by I exceed requirements everywhere else. As far as I can tell, there's no reason it should be running as slow as it is. I mean, it's clocking in at unplayable right now even on very low settings, so I have no idea where to go from here.
For completeness, this is my other completed project. This one is a bit smaller, but it's still pretty fun. Also, I'm pretty sure this one is actually complete.
Operation Moving Duck 8 players
You are a group of organized insurgents. You've received intelligence that a USMC troop convoy is leaving shortly, traveling between two towns on a rural road with armored escort. Your mission is to intercept and destroy that convoy.
Primary Objective: Destroy the USMC convoy
Conditions:
-If the convoy reaches its destination, the insurgents fail.
---
You have limited anti-tank and anti-vehicle weaponry, but a lot of automatic fire. Also, the convoy begins immediately from the first town, so planning is essential, or else the convoy will reach your ambush location before you actually get there.
There are a TON of enemies, and they're all traveling together. At the end of the mission, if you complete it successfully, you will have killed 35 people. If you don't complete it successfully, probably more like 3 or 4.
This one was a lot of fun when we played, and I realized something while we did it. This mission would actually make good practice for people intending to lead or command. It's difficult enough that if you screw it up, you are done, but well done. However, if you plan well and execute your plans, it is absolutely possible.
When we did this yesterday pretentious was the first to execute his plan, and we just kind of cycled through people (even people with no plan *coughtyranniscough*) until someone had a plan that worked.
Posts
I'm about to sleep, it's a bad idea for me to startup ArmA again or I'm going to endup staying awake the rest of the day. :winky: Later I'd be glad to try it though.
http://www.rockpapershotgun.com/2009/06/29/wot-i-think-arma-ii
If all goes will this will be playable this weekend, July 4th!
This mission features many unique aspects heretofore unheard of in a player made mission including:
-NOT having waves and waves of death wielding mans charging the hopelessly outgunned peeps!
-Using patented Imersovision - Immersion like you've never seen before! Actual objects you can't interact with! NPC drones to FF and get yourself shot over! AI aircraft to steal your kills! And More!
-A plot! Ooooooo! But wait, it's not just any plot! It's a P.A.Joe plot! Double the penis jokes or your money back!
-Absolutely 100% untested for added hilarity!
All this and more can be yours for the low, low cost of just showing up!*
*offer void where you don't have a computer, mission size 12 means that first come first serve only, sucks to be you -hahaha-, mission may not actually have penis jokes, complaints should be directed to P.O. box 555 WEDONTGIVEADAMN, Suffolk, England
caffron said: "and cat pee is not a laughing matter"
It's not a large mission, though. You start about 600m below the objective and have to fight your way in the rain and night/early dawn to the top and clear the castle wall ruins/Huey wreckage of Spetsnaz. It's a really great location, and hopefully we can give it a test run today. I'd love to hear opinions on balance and any ways to improve it. Right now it's set to eight players.
Holy shit yes.
Will be there with bells on. And by bells I mean grenades.
8 players: Convoy Ambush
12 players: Operation Secure the Docks
Is there eventually going to be an official PA Joe MP/SP mission dump area, or is there one now? Any place I can send them so people can download them at their leisure?
Thoughts:
- Holy shit its awesome for the choppers, though I really need to work on not moving the mouse as I move my head... especially when looking down on approach I tend to jank my mouse to the left, which results in a skewed approach. Still, very awesome and in 5 minutes I noticed I had way more awareness (and control) when doing hard turns at speed in the cobra.
- needs to be recentered a lot. Kinda irritating, but with the recenter key bound to the mouse its not such a big deal. It could also be losing center more due to my wild head flailing...
- on the ground its harder to get used to... I think i'll need to practice. Sometimes the movement feels great and what I think i'm doing with my head translates on screen great, but on the other hand sometimes it is disorientating. That's especially the case when something takes me by surprise or I get shot at unexpectedly - I tend to move my head which then makes my confusion even worse (I have a habit of backing away from the screen which de-zooms apparently, very odd sensation!).
overall it felt immediately useful in for the flight sections and shows a lot of promise for the infantry sections - I still have a ton of tweaking left to do and playing too!
EDIT: My next go in the helos will be with an attack 3 joystick.
Is this true?
WooT! I hope it's a plot ripped from the GI Joe movie from the eighties. Cobra has the weather control device we must steal it back!
1. Instead of having set roles, why not have everyone start as a Rifleman and have a limited amount of equipment in the civilian trucks/cars (if you're still using trucks and cars)?
2. Does the AI reckonize civilian cars as enemies, or will they ignore it and continue on? If they ignore it, then I can foresee some pretty wicked Jihad style ambushes.
Also domination sucks. I rather play 'longest day' if we want to play that kind of game. Domination is way too spammy, and looking for 1 guy for 6 hours sucks. Longest day actually works, the missions actually progresses, and you dont have that lame ass 'hey I have an excuse to act like a retard sense I can spawn right next to our objective now!' MHQ.
Sort of. There's a lot more running around for 5 minutes before you get shot in the head by your team mate who wasn't looking
Also, put me down on the list of people willing to chip in to keep a server running.
G.I.Joe Resolute
It is a eleven part webisode series.
The problem is that I don't think you can get that much control over an ammo crate or the contents of a vehicle. I think it's pretty much "all or nothing," and either your starting equipment is most of what you get or you can exchange it for whatever you want.
One thing I've figured out though, almost all the people I talked to that had messed with the editor at all were confused about triggers. I have the answer!
Your trigger has a type, and a name field below the type. The type doesn't matter in this instance, I think, but for switch style triggers i designate it as a switch.
Give your trigger a name, like Dwight. Now this name (Dwight) is a global variable in the mission.
Any trigger, unit, waypoint, ANYTHING, has a condition for presence, which is default set to true. If you delete that and type
triggerActivated Dwight
then it will not spawn/happen/make dudes go there until that condition is resolved true, IE the trigger happens. Also, if you notice above that there are a couple options, Timeout and Countdown, with min and max and such.
The min/max/etc are intuitive, just know they're in seconds.
Countdown means when the presence condition is true, it waits X seconds before activating/spawning/making dudes go etc.
Timeout means that the condition presence must be true for X seconds before it will activate etc.
I hope this helps everyone joining me in the foray that is map making in ArmA 2
I've heard a couple people talk about problems with domination being searching for 1 guy for a long time... We never seemed to have that problem while we were playing. I guess I can see how it could happen, though. Just need to capture some armor and roll around with that till you find them. :-)
Glad to hear the TrackIR is working well for you. Mine's arriving tomorrow. I fly using joystick+rudder pedals+throttle quadrant which totally rocks. I can't wait to try it out with trackIR. I found myself turning my head a couple times as infantry using alt+mouse so I'm hoping it'll be reasonably natural... We'll see!
Switch: 6589-6405-3399
Where are the screens of you laser guiding yourself?
Is red the opposite of lime?
Because out of the several hours I spent playing Longest Day, most were spent either waiting for a pilot, or flying to an objective, only to be shot down or crash before I ever had a chance to actually play the game, which is incredibly fucking lame.
At least in domination you can spawn near the action and you aren't reliant on someone else to get you there.
:P
LOL
Don't get me wrong, I had a blast playing that game type - it just would have been nice to be able to spend alittle less time travelling and dying through no apparent fault of my own.
I played the demo and thought it was great so far.
Premise is that you are part of a failed mission, and you're trying to cross a few km of battlefield to get to an extraction point of last resort, a hard base where you can get out on a helo. Trouble is, due to the failed mission, OpFor knows you're there... and the Russians are also trying to break the base.
By the nature of the beast this will probably be a longish mission and wouldn't involve much sustained fighting. Lots of sneaking. Lots of "Oh jesus christ it's a sniper." Maybe some dying.
Apparently that takes a bit more work.
In any coop, there is no respawning if you fill the roster >.>
Operation Sleight of Hand
12 Players
The Chernorussian Defense Force has begun an unsanctioned counterattack on the recently Russian occupied city of Chernogorsk. The US Marine Corps has decided to support our allies from the other side of the city: the ocean. However, in order to effectively land the forces in Chernogorsk, the docks must be secured.
You are a team of 12 USMC marines. You must breach the side of the city while the CDF assault is still raging, rushing down to the docks and securing them before the attack is over, putting the city back on high alert.
Primary Objective: Seize and hold the docks of Chernogorsk
Conditions:
-If the assault on Chernogorsk results in failure, the city will rapidly go back on alert. If this happens, the opportunity for support will be lost. You must complete the mission before Chernogorsk goes back on high alert.
---
I did a couple cool trigger things with this mission. For one thing, if the assault fails, you only have 5 minutes before you lose due to the city going back on high alert, so there's a sense of urgency. Also, the guard post is linked to several infantry sections in the city. If they lose radio contact with the guard post, they will wait between 2 and 4 minutes before going to investigate.
[EDIT] To complete the map I have just a couple more edits to make. Such as, there will be more units at the guard post at higher difficulty, etc.
We did it once last night, but by the end of the night tonight I will have changed a couple things and completed it.
At that point I just need somewhere to upload it (for 2 reasons: 1. Then you can play it whenever you want! 2. Because jesus I can't host for crap.)
Mine will take longer, since I just started working on it.
Checking the minimum requirements, they're not too bad:
CPU: Dual Core Intel Pentium 4 3.0 GHz / Intel Core 2.0 GHz / AMD Athlon 3200+ or faster
RAM: 1 GB
Video Card: NVIDIA GeForce 7800 / ATI Radeon 1800 with Shader Model 3 and 256 MB VRAM or faster
OS: Windows XP
Optimal PC Requirements
CPU: Intel Core 2.8 GHz / AMD Athlon 64 X2 4400+ or faster
RAM: 2 GB
Video Card: NVIDIA GeForce 8800GT / ATI Radeon 4850 with Shader Model 3 and 512 MB VRAM or faster
OS: Windows XP or Vista
And I've got this:
Vista SP1
CPU: AMD64x2 Dual Core 5000+ (2CPUs) ~2.6 Ghz
RAM: 2GB
Video Card: nVidia 8400 GS
Now, comparing what I've got, it looks like my video card is on the lower end by I exceed requirements everywhere else. As far as I can tell, there's no reason it should be running as slow as it is. I mean, it's clocking in at unplayable right now even on very low settings, so I have no idea where to go from here.
Operation Moving Duck
8 players
You are a group of organized insurgents. You've received intelligence that a USMC troop convoy is leaving shortly, traveling between two towns on a rural road with armored escort. Your mission is to intercept and destroy that convoy.
Primary Objective: Destroy the USMC convoy
Conditions:
-If the convoy reaches its destination, the insurgents fail.
---
You have limited anti-tank and anti-vehicle weaponry, but a lot of automatic fire. Also, the convoy begins immediately from the first town, so planning is essential, or else the convoy will reach your ambush location before you actually get there.
There are a TON of enemies, and they're all traveling together. At the end of the mission, if you complete it successfully, you will have killed 35 people. If you don't complete it successfully, probably more like 3 or 4.
This one was a lot of fun when we played, and I realized something while we did it. This mission would actually make good practice for people intending to lead or command. It's difficult enough that if you screw it up, you are done, but well done. However, if you plan well and execute your plans, it is absolutely possible.
When we did this yesterday pretentious was the first to execute his plan, and we just kind of cycled through people (even people with no plan *coughtyranniscough*) until someone had a plan that worked.