Arma 3 Catch All

I made a mission featuring a moderate OPFOR attack along the southernmost road on Stratis, through two settlements and a small BLUFOR camp, trying to find and eliminate a NATO Colonel. As soon as the OPFOR forces are spotted, BLUFOR will send a small motorised column along the road to strike the attack from behind and the (OPFOR) players' role is to move East behind the advance and mine the road to cut off this counter attack.

Players have freedom to choose where to place their mines - further west will give them more time to set their trap, but makes it more likely they'll be spotted by patrols from Camp Maxwell. Further east is less likely to be spotted, but more likely to be overrun by the motorised column before you've finished mining the road. In the middle is the Goldilocks zone, but the small house there may be inhabited by locals friendly to BLUFOR and is a more likely point for any patrol to linger on its path.

IMAGE(http://i.imgur.com/hZWIkP1l.png)

Once the vehicles have been dealt with and any survivors eliminated, then the players can move west to join the main assault.

I've used UPSMON on this and it's notable the amount of smoke the AI will use to cover advance and withdrawal and also how aggressive the AI will be in response to contact. I let the AI play out the first contact and you can see lots of smoke and a very long "right hook" flanking manoeuvre. The end of that flank by two BLUFOR guys also shows the other thing UPSMON allows - you can have people who react smartly to things, without having them then be the world's best marksmen too.

Although, I have to say that "Binoculars Guy" is my favourite - "let's get a really good look at the people shooting at me oh look a squirrel oh I'm dead."

Although one of the other playthroughs features Badass BLUFOR Guy, who saw his enemy reloading, so shouldered his rifle, pulled out his pistol and gunned down the OPFOR, then switched back to his rifle.

Forgive my crappy camera controls.

El-Producto wrote:

Don't forget, there is my rudimentary attempt at a mission.

Would love some comments.

http://www.mediafire.com/?qknk4vlivs...

El-Producto, I think you need to update your mission because BI changed the class names of the Ifrits. In your mission.sqf file, do a search for "galkin" and replace with "ifrit".

ebarstad wrote:
El-Producto wrote:

Don't forget, there is my rudimentary attempt at a mission.

Would love some comments.

http://www.mediafire.com/?qknk4vlivs...

El-Producto, I think you need to update your mission because BI changed the class names of the Ifrits. In your mission.sqf file, do a search for "galkin" and replace with "ifrit".

open it in vim and the following command should do it

code wrote:

:%s/galkin/ifrit/g

Hey guys. Here's the mission I described up-thread. I think you can use the same file for single player or 4-player co-op, just put the file into your Missions folder for SP or the MPMissions folder for co-op.

Infiltrate and Destroy

I finished the mission in about 40 minutes, but I also knew where to go and, in some cases, what to expect when I got there.

If you play it, I'd love feedback on what to change/improve.

To try and learn a little about scripting, I've been working on a script that gets selected AI unit(s) to clear all the positions of a building. It took me quite a while (I'm no programmer -- what's a "loop"?), but I got something cobbled together. You use a radio trigger to execute the script, which tells one selected unit at a time to start clearing the building closest to him. He'll then go in the closest entrance and move from building position to position. You can set another unit near a different entrance and set him off too.

Unfortunately, Arma AI isn't really tweaked for CQ/indoor fighting, but it does make building sweeps a little easier. The AI pathfinding is also pretty bad at times and they'll clip through walls/doors and fall through balcony rails.

Currently, I haven't set up a way to interrupt/resume the script once it's started and I'd like to make it so each AI takes a different path inside the building if they've gone through different entrances, but I haven't figured out how to do those things yet.

It's a pretty simple script, so I imagine it will work in Arma 2, as well. If anyone's interested in testing it out, let me know and I'll post a link.

===

Unrelated, but two mods are coming out this week (one yesterday and one today) that import the Arma 2/OA islands into Arma 3 (if you own the earlier games). One of them features all the content of the earlier games and one just features the islands, but with A3's new lighting. Check out some screens of the latter:

Chernarus - Outdoors

Takistan

More Chernarus

A new Alpha patch is out. Change log.

Here are some highlights:

- fish no longer only swim North
- AI no longer fires on targets it does not see (but which are reported by other group members)
- Helicopter behavior improved (rotor simulation now does not allow helicopter to fly up-side down)
- Sprint speed decreased
- AI running up and down hill tweaked
- More detailed middle distance terrain texture added
- Geometry fixing (AI collisions with buildings tweaked)
ebarstad wrote:

fish no longer only swim North

Thank god. The fish sim aspects of ARMA3 were unbearable. It's astounding that a game can come out in 2013 with this degree of artificiality. Sheesh.

All in Arma mod

Merges all of the Arma content into Arma 3.

El-Producto wrote:

All in Arma mod

Merges all of the Arma content into Arma 3.

It works surprisingly well, too. The campaigns don't work, but the scenarios and benchmark tests I've tried do. Now I can play "A Hike in the Hills" over and over again in the Arma 3 engine!

Also worth noting is that this mod no longer seems to require you to be running the dev branch of the Alpha, at least since the current stable release.

This reminds me, I have several ARMA 3 Lite invites for anyone that wants to check out the single player. Just send me a PM.

I've been playing a heck of a lot of this mission. Setup my HOTAS and Track IR, and it's fantastic.. even if the flight model has a bit to be desired.

http://forums.bistudio.com/showthrea...

Super excited for beta - June 25th. They've announced Steam workshop support as well!

So with the Alpha ending, is the price supposed to go up?

Still trying to decide on this. I'm generally not into really realistic stuff, but I like screwing around in the alpha occasionally.

MannishBoy wrote:

So with the Alpha ending, is the price supposed to go up?

Yes, the beta will be $45 and the final game will be $60, according to the Arma 3 site.

Thanks. Do you guys ever play together anymore? Is there a regular group?

Most people in this thread seem to be campaign oriented. I only do pvp when i play.

ranalin wrote:

Most people in this thread seem to be campaign oriented. I only do pvp when i play.

I probably should just go ahead and buy it. I'd hook up with you to play some PVP, even though I'm pretty sure I'll start out incompetent.

EDIT: Bought and thread favorited.

MannishBoy wrote:
ranalin wrote:

Most people in this thread seem to be campaign oriented. I only do pvp when i play.

I probably should just go ahead and buy it. I'd hook up with you to play some PVP, even though I'm pretty sure I'll start out incompetent.

EDIT: Bought and thread favorited.

I just play SP, but I have about 130 hours in the Alpha so far simply because of the editor. I think you'll get your $32 worth out of the game.

I have 3 invites to the "Alpha Lite" available for anyone that's interested.

Elycion wrote:

I have 3 invites to the "Alpha Lite" available for anyone that's interested.

Do those carry over? I think the Alpha is ending tomorrow. I have 3 myself.

MannishBoy wrote:
Elycion wrote:

I have 3 invites to the "Alpha Lite" available for anyone that's interested.

Do those carry over? I think the Alpha is ending tomorrow. I have 3 myself.

They're good until the beta comes out, I think.

If you want to start playing the beta early, right click on your Arma 3 in steam, and go to properties, beta, opt into beta. It will download a 1.2gbish patch, and you are good to go.

El-Producto wrote:

If you want to start playing the beta early, right click on your Arma 3 in steam, and go to properties, beta, opt into beta. It will download a 1.2gbish patch, and you are good to go.

The new beta showcases are pretty good -- it's nice to have some new content.

The devs mentioned this, but the beta will reset your profile (because paths have changed) so you'll either have to rebind your keys or copy your profile to the new location.

Does this also mean there's beta servers up and going?

ranalin wrote:

Does this also mean there's beta servers up and going?

Yep, when you log in it will say (DEV) beside the server.

the beta option requires a code?

ranalin wrote:

the beta option requires a code?

Didn't for me. Didn't play any MP or anything, though.

There is a box for a code, but I didn't enter anything and was playing the dev beta last night.

Ya just saw that and let it sit for awhile... code's nto needed. Got on for a few minutes. Even though it's supposedly bad performing of the version released tomorrow it ran a LOT smoother than the last time i played the Alpha.

So is it the mods i'm playing or do they still dont allow you to zero in your scopes yet? I hate having a gun that i know shoots more than 300m and the scope stuck at that point.