NoScream~SPARTA~ Posted August 22, 2008 Share Posted August 22, 2008 BLEEDING SKIES HARDCORE RECON 10 MAX HALO DROP THE MAP is COOP (10 MAN MAX) BLEEDING SKIES We are playing BLUE ( US Weapons) NO WEAPONS CHOICE, this mission will test your abilities ! Full on Recon FULL HALO DROP from LOW ALTITUDE !!! 2500m YOU will have to flat out instantly, for any chance of reaching the boats !!! it's tight. MISSION COMMANDER ? Want the job, put your name down for it, in a post ! remember to state which night you want to try commander position out on. SAT or FRI. THE RULES START TIME (DUST OFF) is 22nd Aug 2230 BST 1730 EST (mission end 0000 BST / 1900 EST) 2 hour limit SERVER 2 MISSION is NIGHT - weather clear REVIVE & RESPAWN OPTIONS, SERVER JIP OFF All targets are hostile/ but contact to be avoided Friendly AI OFF If a new player joins we will allow them in if = the mission is less than 5 mins in or all members are dead & we start again. The Principle: Bleeding Skies being a covert operation, you are all equipped with SLA weapons. Under no circumstances should you be detected and let the alarm be raised. Read on to know how not to let that happen. The zone you will have to operate in is criss-crossed by enemy patrols. These patrols are to send a check message to their Head-Quarters at regular intervals. If they don't, then the alarm is raised and support is sent. It is therefore advised to refrain from engaging them, but should you have to do it: * search the bodies for information on where the patrol's assigned Check-Point is and what their radio code is; * Go to the Check-Point before the time when their check message must be sent (use your action "Check notes" to see the countdown; cf. screenshot above); * And input the corresponding code in the computer: Features: # the possibility to playe with norrin's revive script or instant respawn # Spooner's Laser Designator # Mandoble's air-support console and missiles # A unique system of preventing patrols from raising the alarm through computer hacking # Full randomisation of patrols, starting points and locations of objectives # Time-critical objectives # Insertion with a learning curve # An original (if outdated) way of marking DZs # The possibility to check alarm countdowns at any time # Full briefing and plot, and surprises, and tactical choices, and freedom # No spawned units: what you see is what you get HOW TO LAY BEACONS GET THIS MOD - OPTIONAL but it gives TRACERS & ALOT of nice touches. Get this mod it's CLIENT SIDE, self installing Add this to the properties -mod=6thSenseMisc;@6thSenseMod;@6thSenseQG Adds plenty of enhancements inc TRACERS DOWNLOAD from HERE http://www.armaholic.com/page.php?id=468 1Gb mod 6th Sense ArmA Mod Description: This Modification is created for usage on 6thSense.eu servers. (And as such Made for MP) But it may and can be used by other communities or individuals. The package has been made with many different considerations, some realism, some gameplay, some for fun. The main idea of the Mod, is to have a uniformal classes system with many many different units, vehicles scripts, further enhancements, all made compatible with each other inside 1 mod. Newer Modules will become available in the future, examples could be WW2, Vietnam etc. etc. Original Units, Vehicles, Weapons etc. are unaffected. This mod needs updated Missions. (Auto-replace templates for PowerGREP are included in the @6thSenseMod\Tools folder) Link to comment Share on other sites More sharing options...
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