Showing posts with label WW. Show all posts
Showing posts with label WW. Show all posts
May 21, 2011
Weekend Warriors - "Cowboys From Hell"
In this exciting installment of the Weekend Warriors, I will be describing our playthrough of the user-made scenario "Cowboys from Hell" which has a multitude of tasks to complete, for a team of thirteen. The scenario has "Revive" enabled, which means that when one of the players gets killed, others may find his corpse and spend a few seconds to get him back on his feet, or the player himself can respawn at a mobile spawn point set up by the group leader, spending one "life". We have set up 20 lives for each player in the scenario settings, and, as later events have shown, needed every single one.
May 16, 2011
Weekend Warriors - "R&R Gone Bad"
On account of the field correspondent being a lazy hack of a writer being dead we can only speculate about what happened to Razor Team on the fateful night of the Chernogorsk Movie Festival. Presumably Razor Team, enjoying their leave at a movie theater, was caught by surprise when rebel forces moved in and took the city. Then, we speculate, they had to recover the HMMWV, containing all their gear, which got towed away by the rebels, and use it to flee the city. In this report, we present the recovered pictures taken during their escape from insurgent forces, which might help you piece together the events that transpired that night.
May 2, 2011
No BG Yet, Sadly.
As you may recall from my previous LPBG post, I ran into some difficulties with the playthrough due to game-breaking bugs. Never being the one to back down from a game because of a few bugs, I spent a good part of an hour a whole week trying to find a solution to a problem: an NPC (duke Eltan) gives a critical quest item (a rare book), area transition to said NPC's location doesn't work.
Well, I've got good news and bad news. Good news - I dug around and found this site (for those of you out there having problems getting appropriate quest items), information from which has enabled me to obtain the required book (through the console). Bad news - it doesn't actually help me, probably due to the game's scripting. Judging by the playthroughs I read, after duke hands you the book you are "teleported" (as in: insta transported with no random encounters and waypoint hassle) to Candlekeep's entrance, and I'll bet it's a different version of the "Candlekeep Entrance" map with a differently scripted gatekeeper's dialogue, one which works under the assumption that you already have the book, simply because you wouldn't be able to gain access to this version of the map otherwise. Think of it as a "parallel universe" Candlekeep entrance, one which exists for a world and a timeline where I get to where I want because the game actually fucking works.
Anyway, there may be hope yet. Another possible solution (ironically, involving sidequests) may similarly "teleport" me to the good duke, at which point I'll be able to return to the confines of the main plot scripting and continue my playthrough, at least until I hit another major bug.
Since there is no actual writeup to post, here is some filler content, in the form of leftover ArmA2 screenshots, after the jump.
Well, I've got good news and bad news. Good news - I dug around and found this site (for those of you out there having problems getting appropriate quest items), information from which has enabled me to obtain the required book (through the console). Bad news - it doesn't actually help me, probably due to the game's scripting. Judging by the playthroughs I read, after duke hands you the book you are "teleported" (as in: insta transported with no random encounters and waypoint hassle) to Candlekeep's entrance, and I'll bet it's a different version of the "Candlekeep Entrance" map with a differently scripted gatekeeper's dialogue, one which works under the assumption that you already have the book, simply because you wouldn't be able to gain access to this version of the map otherwise. Think of it as a "parallel universe" Candlekeep entrance, one which exists for a world and a timeline where I get to where I want because the game actually fucking works.
Anyway, there may be hope yet. Another possible solution (ironically, involving sidequests) may similarly "teleport" me to the good duke, at which point I'll be able to return to the confines of the main plot scripting and continue my playthrough, at least until I hit another major bug.
Since there is no actual writeup to post, here is some filler content, in the form of leftover ArmA2 screenshots, after the jump.
May 1, 2011
Weekend Warriors - "Hills Have Eyes"
And so, another ArmA2 session has taken place, this time with a new arrival - Manny, of the League fame. Unfortunately, I'm a very lazy busy man, and thus will not describe some 3 hours of gameplay that took place before the events I'm about to unravel. Thus, you - the audience - will have to live without knowing what Birdscouting is, how to bait tanks and how I got a totally sweet doublekill by taking out an APC's forward gunners through the glass of their viewing hatches.
I'll leave it up to you to decide whether or not you're better off not knowing these facts.
I'll leave it up to you to decide whether or not you're better off not knowing these facts.
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| This screenshot might inform the decision. |
Apr 22, 2011
"Weekend Warriors" - Let's Play Coop In ArmA 2
So I was playing ArmA 2 in coop with some of my e-buddies the other day, and, since we all really like writing and reading about ourselves playing games, I decided to kill two birds with one stone and write about our mutual experience. If you were not part of said experience but still managed to derive entertainment from those memoirs - good for you, I guess.
We have been playing a user-made coop scenario called "Cipher" , which has you attack a heavily guarded enemy base, kill a renegade Russian general and steal a suitcase with a macguffin vital for saving democracy or whatever. It's supposed to be played by a team of 10, but since there were only 3 of us the other 7 were replaced with bots, which we used as spare "lives", since you can take control of one of the remaining bots when you die.
Chernarus.
The Task:
A multinational team of US Marines has been sent on an important mission - assasination of a rogue Russian general and retrieval ofWMD's a suitcase with a secret cipher.
The Team:
Team Leader Sekundaari; callsign: Sniperman - "SEE YOU IN HELL, PUMPKIN!"
Corpsman Heavy Gunner bucaneer; callsign: bucaneer - "I take no orders"
Corpsman Someone; callsign: GAME - "You could have thrown the corpses out, at least"
The mission starts with a short cutscene showing us the general, surrounded by his forces, with the suitcase, in his fortified village base.
We have been playing a user-made coop scenario called "Cipher" , which has you attack a heavily guarded enemy base, kill a renegade Russian general and steal a suitcase with a macguffin vital for saving democracy or whatever. It's supposed to be played by a team of 10, but since there were only 3 of us the other 7 were replaced with bots, which we used as spare "lives", since you can take control of one of the remaining bots when you die.
Chernarus.
The Task:
A multinational team of US Marines has been sent on an important mission - assasination of a rogue Russian general and retrieval of
The Team:
Team Leader Sekundaari; callsign: Sniperman - "SEE YOU IN HELL, PUMPKIN!"
Corpsman Someone; callsign: GAME - "You could have thrown the corpses out, at least"
The mission starts with a short cutscene showing us the general, surrounded by his forces, with the suitcase, in his fortified village base.
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