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iceman77

Warfront 2035 | Capture & Hold (SC)

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Download v3.4r

I've carried an on going Arma2 project over to Arma3. Previously known as Conquest mode, I present the Warfront 2035 map pack, containing 10 scenarios ranging in scale. For a small amount of participants I recommend Magos.

*OverView:

Warfront is a 20v20 TvT capture & Hold game mode similar to berzerk c&h for Arma1, and has some of the same concepts as the game mode conquest from battlefield, with zone dependant vehicle & player respawn.

*Objectives:

Capture & hold the areas by going into the black grided ellipses found within each zone marker. If there are no opposition present you will begin capturing said zone. It takes 10 seconds to cap an un-contested zone. When the zone is captured, the zone marker will turn to your teams corresponding color. While capturing a zone, if there are opposition present, the zone marker will become yellow signifying the zone is contested. You will need to eliminate the opposition before the zone can be captured. The more areas your team holds, the more points your team will recieve.

*Vehicles:

Each team will have a set amount of vehicles that spawn @ their base. Additional vehicles can be aquired within or around the capture zones. The type of vehicles that spawn at each zone are side dependant. To whom ever owns the zone. All zone vehicles will have a 2 minute refresh timer. When vehicles are refreshed, they will automatically be set to the appropriate side. IE; OPFOR capture a zone that was once BLUFOR, any BLUFOR vehicles will be refreshed to OPFOR vehicles within a short time. Unless they are occupied, in that case, they will refresh a short time after being vacant. Over all there will be a variety of vehicle available; From helos, jet, light armor, heavy armor & light vehicles.

*Respawn:

When you die in Warfront, you will be able to choose where you would like to spawn & your role. Each zone your side owns, aswell as your teams main base & MHQ will be available locations for spawning. There are also 3 main roles to choose from (player select screen), each with a varying amount of sub-roles in game upon respawning:

ASSAULT:

CQB Specialist

Grenadier

LMG Specialist

Marksman

Engineer:

Mine Specialist

Mechanic

AT Specialist

AA Specialist

Medic:

Support Medic

Combat medic

*Groups:

- Players can use the group action to join 1 of 4 predefined groups. Alpha, Bravo, Charlie & Delta

*Feartures / Lobby Parameters:

- Time Of Day (dawn,noon,dusk,night) - LP

- Score To Win (500 /1000) - LP

- Respawn type (Ground / Parachute) - LP

- MHQ (OFF / ON) - LP

- Vehicle side restrictions (OFF / ON) - LP *This parameter allows or disallows the use of opposition vehicles.

- Vehicle flipper (place an over turned vehicle back upright) - Feature

- Side dependent vehicle & player respawn - Feature

- Role based gameplay - Feature

- Respawn & gear select menu - Feature

- supports 40 players (20v20) - Feature

- No AI - feature!! :cool:

*To Do: Add in lobby parameter that opens up all sub roles

*Credits:

-Mission & scripts By Iceman77 **

-MP Scripting Help Mikie Boy

-MP Testing: Apples, Ferret & Infared

-** Vehicle Respawn Script - Tophe

-** Player Marker Script - aeroson

-BIS Respawn Dialog

Respawn Location Selection



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Sub Role Selection (Assault is Primary in this case)

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Group Joining UI

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**Please feel free to post any feedback or suggestions here.

Edited by Iceman77

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Wow Nice job dude.. I like your group join tablet, its pretty cool. I was playing on a server that had these maps and it filled up pretty quick.. Hope to see some more!!!

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Nice work Iceman, we'll try it later :)

Thanks. Hope you enjoy it. Let me know how it goes.

---------- Post added at 11:55 ---------- Previous post was at 10:03 ----------

Download disabled until i work the group joining out. Sorry for the inconvenience =(

---------- Post added at 12:35 ---------- Previous post was at 11:55 ----------

The group joiner should be sorted. Please let me know if there are anymore issues.

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Updated:

-Added optional MHQ / lobby parameter

-Added optional vehicle side restrictions / lobby parameter

-players no longer die on mission start to create the gear menu. Instead, players are given addActions to select their sub role initially.

-misc. small changes / fixed typos

-version 3r

Edited by Iceman77

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Updated:

-MHQ markers are no longer visible to opposing sides.

-version 3.1r

Edited by Iceman77

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Updated:

- Added vehicle Flip action for over turned vehicles

- Now using bis_fnc_relPos function for spawning instead of the previous method

- Replaced the overpowered AA vehicles @ cap points with light apcs

- Added rpgs & nlaws to the ammo crates @ cap points

- Re-wrote some scripts & drastically reduced the amount of publicVariables needed

- Other misc. tweaks

Edited by Iceman77

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very well made missions! deep and easy

Thankyou very much. I'm glad you enjoy warfront.

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For those who don't care for the role based gameplay, I'm working on a new lobby parameter that opens up all sub roles to players. Ofcourse users will still be able to play traditional warfront, with role based play.

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Updated:

- Warfront now utilizes BIS_fnc_endMission for a more streamlined ending (camera static etc etc)

- Added the new 1.04 weapons to the available loadouts

Download v3.3r

To Do:

For those who don't care for the role based gameplay, I'm working on a new lobby parameter that opens up all sub roles to players. Ofcourse users will still be able to play traditional warfront, with role based play.

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Great stuff right here Iceman! Been looking for a mission like this for a long time.

Thanks. It's fairly straight forward. You pick a main role at the player select screen, then a sub-role in game, then you go capture the areas and kill people. Rewards are globally shared in that vehicles are available / provided to the capturing side. It's super light on performance aswell.

It's a pretty niche style of play. Though one wouldn't think so as TDM seems fairly popular. Just let me know if you do enjoy it once you actually play it :cool:

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Iceman. 1. The groups hud is tight. However, if players dont join your group I noticed that it makes it pretty difficult to identify enemies and there was a lot of team killing going on.

2. Am I just not understanding how the base changes take place? When one team caps the flag shouldnt the base vehicles change to the new team? It didnt seam that was happening.

3. I was having troubles with weapons classes and loadouts. I think I would rather see a weapon selection like this at base. http://www.armaholic.com/page.php?id=19134

4. Also, how do we repair vehicles? And would you be interested in adding a revive script?

But great work! Love it!

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Hi again!

1. The group joiner should have little effect on identifying targets, outside of the little octagon (I think it is) over squad mates in 3d. Definitely learn to identify targets without any HUD elements. As I specifically gave opfor the "head wrap" style headgear to make identifying easier at range. This will come in handy if you're ever on a "veteran" or "elite" server where these HUD elements / crosshairs / 3rd person are disabled in any case. Where you then would have nothing but "visual" contact to identify targets.

2. The vehicles will not refresh instantly when you cap a zone. The vehicles are on a ~2minute refresh timer. When the timer is up, a script reads which color said zone marker is and (re)spawns the corresponding vehicle(s) if they aren't occupied.

3. There are 3 main roles to choose from at the player select screen. Assault, engineer and medic. Whichever you pick determines which roles can be acquired in-game upon respawning. Players can't (or aren't allowed rather) to change roles on the fly, at anytime (other than initial spawn with action menu). When you respawn, you're then free to pick a different sub role. Players can however rearm at cap points via ammo crates. VAS is a no go for me.

4. The engineer role (player select screen) then has a sub-role ingame known as "mechanic". He can repair vehicles. Also, there are service trucks at each base. Revive is a no go atm.

Regarding #1, I was thinking about adding in full 3d markers for each side. That way identifying should be no problems no matter the case. (though imo it shouldn't be needed)

Edited by Iceman77

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Iceman, I am now starting to understand the roles and sub-roles a bit more. I guess what I failed to notice was that if I scrolled down in the player selection screen a bit more that i would see the medic and engineer classes. My buddy CT and I spent some time in a server named "Warfront 2035" trying to understand how each role works and what makes them tick. For instance can an engineer give his tool kit away and have teammates get that ability? Didnt work.

On another note I had a suggestion that the marksman sub role get to wear a ghille suit. Also: What is the difference between the combat medic and support medic?

I have to be honest. I love this mission and see HUGE potential for hours of fun in the multiplayer environment. HOWEVER.. lol. I named a server "Warfront 2035" and basically sat around for 2 hours and only 1 player joined then disconnected. It would be very difficult to fill a server like this with really nothing to do.

Can I suggest perhaps a base building mod or maybe sidemissions to keep us occupied till more players show up?

Edited by SpecterM

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Hi again Specter. Thankyou for showing so much interest in warfront. You are very much welcomed in the sealz teamspeak. 64.74.97.87 - just last night we had a group come into our ts and request to play warfront with us. We dinked around on magos for about an hour with ~10 people.

Engineer role:

Unfortunately an engineer can't give his toolkit to any other role as only engineers & repair specialist & explosive specialist (talking official BIS classes here) can use the toolkit. This is embedded into the Arma3 game engine itself. Unless someone knows a way to make toolkits and medikits universal to other classes. IE; rifleman

Marksman Ghille:

I can put the marksman with a ghille suit. Even though that'd be more & more towards an outright sniper role than a marksman. But I suppose it's okay.

Side Objectives:

I'm not sure about side objectives. Warfront is still beta and there may still be issues that I'm unaware of. Adding more and more to the equation couldn't possibly help to debug what I currently have. Regarding this, however, I maybe will make some miniscule sized maps to play on. Maps that would suit 2v2 or even 1v1. Myrinishi (i think it's called) is the smallest warfront map (layed out by ferret), next to magos. Maybe give that a try next time you've low numbers.

Empty Server:

I know your pain of waiting around for publics to join. PvP minded players tend to join the fullest servers and overlook the lowly populated ones. Coops on the other hand, there can be massive battles with only a small amount of human participants. The best bet to populate your server is to start with a fair amount. 10 is a good number, that way your server may actually be visible within the list LOL. And if you could ever get... lets say 20 players to start with, the server would be full within minutes (time of day permitting). In any case, no matter if it's a simplistic capture the flag or TDM, people will join if there are numbers to begin with.

If warfront wants to really blowup, I would need a large (active) clan to run it on their multiple servers. Which I don't think will happen unfortunately. :p None the less, it's here as an option for the community of pvp'rs who may like berzerk / BF style of gameplay.

Edited by Iceman77

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We had roughly 4-6 clan mates, then we had 4-6 randoms join. After about an hour fighting for the same points, Which was fun btw, but it just kinda fizzled out. Maybe we need faster round times. But once we hit back to 4 ppl it was kinda ehhh... Lets find something else to do. I would not recommend multiple servers running this. I think 1 would be good till you have a stronger player base. Definatly more to talk about though.

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Hey Iceman I'd like to talk to you about hosting this or a variation of it on our servers...

I think one of our guys talked to you about a little already.

Actually Specter is the one...LOL

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Very nice makes a change from our normal COOP mission nice brake to play one structured like this

good job mate

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Very nice makes a change from our normal COOP mission nice brake to play one structured like this

good job mate

Cool, glad you enjoyed it. just make sure to set the score limit to 500 or it can drag on with a small amount of players. I was actually going to decrease the optional score parameters to: 250 & 500 instead of 500 & 1000.

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