gravedancer 10 Posted September 2, 2013 (edited) Updated Aug 8 2015Based on the very popular domination and insurgency game mods, this mission takes it a step further.Blueforce/Nato must conquer the island by defeating the Opfor forcesIndependents are allied with Opfor and must stop or slow the the Bluefor advance by any means possible. (Think of them as supported by a far off government or power).Version 1.52Drop Boxhttps://www.dropbox.com/s/e0u04vm0ypa6pao/Counter%20Insurgency-1052.Altis.pbo?dl=0Steam Workshophttp://gravesyard.boards.net/Facebookhttps://www.facebook.com/GyaidayzV1.052 Huge performance improvements (i get a solide 40-60 frames) Added Zues funtionality for Admins Replaced vehicle spawn scripts, vehicles will no longer respawn with players in them Huran Vas support Replaced Halos with ATM Halo V1.038 HotfixFixed Respawn BugFixed Some helo spawn locationsV1.036Updated EOS systemOPfor tanks, AA systems and heavy vehicles now act properlyAdded New Blue base the "wreck"Tweaked Blue runway, making it easier to identify during the day.Fixed some small bugs.Tweaked Max TK limit. Its now 3 punished TKs and player is booted until mission restartAdded Anti TK sentrysNE of island is now Marked "Nato secure, Independents approaching the Blue base will receive a 500M warning, If they continue to advance the 500M they will simply die. This is not something I really wanted to do but felt forced due to the constant base sniping.Fixed Independents Helo repair padUp-sized some AO to 100x100 for a more dynamic battlefield.V 1.02Removed death area for insurgent in Blufor mainEnabled grenade stop by BAKE in Blufor mainIncreased area of SACME warning messageAdded Halo at one Insurgent baseRemoved some excess vehiclesChanged Insurgent Black orca into a red orcaRemoved AI Helo's, they were ineffective and now its the Role of independents to attack via helo (See red orca)Added more AO locations.Removed some WIP filesChanged Re-spawn Text color.99Moved Independents base, They can now properly take off in jets.Added Knife kills (Thanks Zod)Completely restructured the Nato Base, better flow of aircraft.Proper fixed wing rearm/repairNew AO'sUnlocked MortarsVersion .98Both teams recieved Jets, Tanks, Mobile AA, Repair/Refuel vehicles, New IFVsMoved some Green BasesRemoved MHQ's. We did not need them AND Halo.Independents and aircraft no longer spawn AI, This should help the FPSIncreased player count up to 30Rearranged Bluefors base a bit. Vehicles should no longer spawn in the compound.You can play test on my DEV build server, just filter "graves Yard"Special thanks...BangaBob for the EOSTAW_Tonic for the Virtual ammobox system,Naong for the INS reviveAny many others for the great scripts and treasure trove of knowledge in these forums and Armaholic. Edited August 11, 2015 by gravedancer Share this post Link to post Share on other sites
gravedancer 10 Posted September 6, 2013 Updated to Version .98, huge improvement in fps Share this post Link to post Share on other sites
kremator 1065 Posted September 6, 2013 Will try this one on PvE later on mate. Good job. Share this post Link to post Share on other sites
SavageCDN 231 Posted September 6, 2013 Yeah looks great will add it to server rotation Share this post Link to post Share on other sites
Harzach 2517 Posted September 6, 2013 I've played a few hours on a previous version and it seems like you're on to something here. I would suggest limiting the number of GREENFOR slots available relative to the number of BLUFOR players connected, as at one point I saw eight GREEN and no BLU. The classic Arma 2 Insurgency did this well, offering a configurable ratio of BLU to OPFOR players. I also don't feel as though GREEN is an unknown quantity - I'd like to feel more like a "spoiler" than just OPFOR in a green vest. Maybe greatly limiting GREEN assets so that more thought needs to be put into GREEN gameplay? Don't get me wrong, I like where you are going with this and I'm not trying to get you to reconstruct Insurgency for A3. I hope you can find a way to capitalize on the possibilities inherent in a multi-force scenario. I'll be watching (and playing) with great interest! Share this post Link to post Share on other sites
gravedancer 10 Posted September 6, 2013 I've played a few hours on a previous version and it seems like you're on to something here. I would suggest limiting the number of GREENFOR slots available relative to the number of BLUFOR players connected, as at one point I saw eight GREEN and no BLU. The classic Arma 2 Insurgency did this well, offering a configurable ratio of BLU to OPFOR players. I also don't feel as though GREEN is an unknown quantity - I'd like to feel more like a "spoiler" than just OPFOR in a green vest. Maybe greatly limiting GREEN assets so that more thought needs to be put into GREEN gameplay? Don't get me wrong, I like where you are going with this and I'm not trying to get you to reconstruct Insurgency for A3. I hope you can find a way to capitalize on the possibilities inherent in a multi-force scenario. I'll be watching (and playing) with great interest! For sure, these are all things that I intend on doing as we leave the Dev and hit stable build. Right now the main focus has been testing the mission for interest, and improving the FPS. Once the main mission and assets are stable/bug free I plan on reworking the team balance issues. Glad you all like it. Share this post Link to post Share on other sites
gravedancer 10 Posted September 7, 2013 Updated version .98.4 see Original post. Share this post Link to post Share on other sites
bigshot 64 Posted September 9, 2013 anywhere to download the pbo for those of us who don't like to use the workshop?...is there readme/guide of sorts to explain how to play/features? Share this post Link to post Share on other sites
=AB=Seccato 10 Posted September 12, 2013 anywhere to download the pbo for those of us who don't like to use the workshop?...is there readme/guide of sorts to explain how to play/features? I'm a server admin and i must quote:) Share this post Link to post Share on other sites
Kable_ 10 Posted September 12, 2013 anywhere to download the pbo for those of us who don't like to use the workshop?...is there readme/guide of sorts to explain how to play/features? Upvote ! How are we suppose to host a 30 player mission on a client type server ? Dedicated server is almost not enough for it. Please release PBO for this interesting mission ! Share this post Link to post Share on other sites
gravedancer 10 Posted September 14, 2013 Updated to Version 1.02 with Drop box available :bounce3: Share this post Link to post Share on other sites
gravedancer 10 Posted September 15, 2013 Mission FAQ http://gravesyard.boards.net/thread/13/graves-yard-counter-insurgency-faq Share this post Link to post Share on other sites
gravedancer 10 Posted September 23, 2013 Version 1.036 now available. See link for change log, get it while its hot. http://forums.bistudio.com/showthread.php?162963-Counter-insurgency-PVP-PVE&p=2487357#post2487357 Share this post Link to post Share on other sites
[lb] boggler 10 Posted September 24, 2013 (edited) Version 1.036 now available.See link for change log, get it while its hot. http://forums.bistudio.com/showthread.php?162963-Counter-insurgency-PVP-PVE&p=2487357#post2487357 We've played your mission today for a while and had a lot of fun. But there have been some things which bothers us. We played on the insurgent side and had way too much vehicle. As a local guerrilla you should not have modern tanks and jets, except you steal them. We did a great asymmetric warfare with mines, satchels and rpgs. No need for high tech. You should give the opfor side some of those Toyotas (with mounted weapons) and maybe an unarmed heli. That's all you need. Please think about that and this could be a mission which makes so much fun like fireballs original. Edit: Vehicles like these would be fabulous: http://i.imgur.com/n7l1YyVh.jpg (105 kB) Edited September 25, 2013 by [LB] boggler Share this post Link to post Share on other sites
gravedancer 10 Posted September 25, 2013 That's some good food for thought, and I have wanted to dummy down the tech on the independent side but I am restricted by the poor choice of equipment in the current release. For example in ARMA 2 we had tons of armed pick up trucks and low tech tech gear available to us. Unfortunately BIS has not supplied us with those "tools" in Arma 3. And if I use the few addons that the community has released the mission will be unplayable for most players because they don't know how to install them :( I can though make some adjustments to the current mission removing the Jets, heavy tanks, and AA from the Independents, this should help support the play style your looking for. If this is something your interested in just let me know and I will create an alternate version. boggler;2514995']We've played your mission today for a while and had a lot of fun. But there have been some things which bothers us. We played on the insurgent side and had way too much vehicle. As a local guerrilla you should not have modern tanks and jets' date=' except you steal them. We did a great asymmetric warfare with mines, satchels and rpgs. No need for high tech. You should give the opfor side some of those Toyotas (with mounted weapons) and maybe an unarmed heli. That's all you need. Please think about that and this could be a mission which makes so much fun like fireballs original. Edit: Vehicles like these would be fabulous: [url']http://i.imgur.com/TU52Ppeh.jpg[/url] http://i.imgur.com/n7l1YyVh.jpg (105 kB) Share this post Link to post Share on other sites
gravedancer 10 Posted September 29, 2013 Fixed Respawn bug Counter insurgency 1.038 https://www.dropbox.com/s/y4exqhc3g1k7pp1/Counter%20Insurgency%201.038.Altis.pbo Share this post Link to post Share on other sites
masterantony 12 Posted July 7, 2015 Fixed Respawn bugCounter insurgency 1.038 https://www.dropbox.com/s/y4exqhc3g1k7pp1/Counter%20Insurgency%201.038.Altis.pbo Project is dead? Nothing Update? Share this post Link to post Share on other sites
gravedancer 10 Posted August 11, 2015 Updated Aug 6 2015, see top post for details Share this post Link to post Share on other sites