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I need to do some testing, maybe I´ll do it myself with the files you provided, but I have a few ideas for new kinds of missions, specially when the FOB functionality is up, for example:

- Normal 'Hearts and Minds Village' Patrols and Intel collection (that can eventually turns bad! ;), where players head out to low intensity villages, on foot to patrol );

- EOD Patrols (Bomb Squad Missions), where players head out to selected locations, to search and disable/blow up IEDs*;

- MedEvacs when a player is hit, or missions where players need to rescue a NPC (leave no-one behind!);

- Contractors Security, where players escort contractors who must perform construction duties in the villages;

- Killing/Capturing of wanted insurgents (The bomb maker, High profile insurgents, AAA team, Mortar teams...)* These can be SpecOps like missions, where players are inserted via planes, helicopters, cars and must fight their way in, provide perimeter security and extraction;

- Rescuing Kidnapped Contractors/Operatives (same as above).

And FOB related missions like for example:

- FOB logistics/supplies (convoy escorts, helipad security, collection of parachute supplies delivered via C-130...);

- Defend the FOB (against full out coordinated attacks, mortar attacks, ...)

*These missions are provided through intel collection, that can be items found in the villages, collected from dead/captured insurgents, like celphones, briefcases, maps...

Maybe this is something that should be developed into the @ALiVE mod instead, but what you guys think?

Edited by stormridersp

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Everything you listed is stuff I've been wanting to get into the mission, but haven't been able to add any of it (properly, anyway) due to my lack of scripting knowledge/ability. However, it is very possible to create some of what you mentioned in a structured operation using this mission as a template. If you want, you can edit the mission provided and design it to be played as any other operation, such as a road patrol, but the civilians and insurgency elements will persist in the mission, as well as already implemented randomly generated roadside IEDs.

Other things you've mentioned will be integrated into ALiVE in future updates and will naturally be implemented into Takistan Insurgency as well. When ALiVE is more stable and has more AI features and modules, I'll begin experimenting with adding AI coalition forces that will be doing their own objectives to take and hold strategic areas and more.

Also, I made a video talking about some of the new things in Takistan Insurgency and a couple things I'd like to add in the next version. Sorry for the long duration!

http://youtu.be/N0vUObCnopI

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Thank you for your effort, man. I don´t have scripting knowledge either, but I can be of help with whatever you need.

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I like VAS a lot, have like 5 loadouts pre made from the map now lol or I use MCC to drop down something specific.

since update the a-10 is spawned in front of UAV hanger, but CAS and ARTY work great with tablet and laser. You may want to auto add those into player, I saw a script that you could auto load laser designation plus batteries.

Good update so far!!

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Ah, I forgot to move the drones! Oh well, you'll at least be able to move them out if you give the A-164 pilots a task. I'll fix that next version. It is not likely that I will give everyone a laser designator, but it will still be available for everyone to equip themselves with. :)

As much as I appreciate all the great feedback and positive comments about how much people love the mission, I feel guilty. I am creating a couple videos that will be a series that teaches you how to create your own Insurgency missions in any map supported by ALiVE, using ALiVE and Aggressors. I know I ramble a lot, but the points are there and it should -- at the very least -- teach you how to get started. And before you guys ask, yes, I am planning on doing an experimental port to Reshmaan Province: an ArmA 2: OA map that is three times the size of Takistan but is generally the same theme.

If video quality is really bad, check the video again later. YouTube videos tend to have really low resolution options when they've been recently uploaded. Quality will go up to 1080p.

HOW TO MAKE INSURGENCY ALiVE - MODULES

HOW TO MAKE INSURGENCY ALiVE - SCRIPTS

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I decided to work on a port of Takistan Insurgency to the custom map "Reshmaan Province." There are two versions: One has additional mods that are added for more functionality and to better fit the theme, the other tries to use only the necessary mods. They both use VAS. I am not shifting focus to Reshmaan or any other maps yet; Takistan Insurgency still needs to be finished. I'd like there to be more red grid squares, but am not sure how to modify the script which creates grid markers to include more areas. I'd appreciate it if someone took a look at the scripts in the "core" folder of the mission to see if they can fix it or improve it.

1. Mods required in standard version: CBA_A3 ; ALiVE ; A3MP ; Reshmaan Province ; Authentic Gameplay Modification ; CAF Aggressors

2. Mods required in standard version: CBA_A3 ; ALiVE ; A3MP ; Reshmaan Province ; Authentic Gameplay Modification ; CAF Aggressors ; M1A1 Abrams ; DAR HMMWV ; HAFM A2 Helis ; LIFTER

Download Link

Edited by Phronk
AGM is not required, but still great to have running!

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I was running the addon accidentally while editing the mission and it was automatically applied to the mission because of it. I can easily remove it, but it's an excellent addon that complements the gameplay greatly: basic civilian interaction, wind, improved medical/pain system (I guess I should remove the wounding script to reduce chance of conflicts if I go with AGM, now that I think of it), barrel overheating/replacement, glasses make the game look better, backblast, and more. It's basically the closest released thing we've got to ACE for now, and it is very well made. I haven't noticed any major issues yet with it and it hasn't affected performance noticeably either. I highly endorse it, but if people really do not like it or want it, then I can remove it from the mission. :icon_wink:

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Would prolly be better in the mod version I'd say, even as much as I like some features of AGM.

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Correction: It is not required in either version. I thought it would be a requirement because it was running when I was working on the mission, since there is a .pbo in the AGM addon that renames vehicles (among other PBOs that alter the default game mechanics). Therefore, AGM is not a requirement, but it's still pretty damn awesome to have running. ;)

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Nice work on the videos and Reshmaan is my 2nd favorite A2 map (hello Lingor!!)

Keep up the good work!

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Just tried Reshmaan there and really enjoyed it. I would like some more red squares like you have asked for, but I'm not a programmer and don't exactly know where to start to help you.

For some strange reason after ending the mission I could not get back to the start screen. It just hung as Reshmaan load, even waiting for 5 mins. Had to kill arma3 to get back. Wierd. ALiVE hang, or something with A3MP/Reshmaan ?

Edited by Kremator

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I think it's an ALiVE hang/ArmA III bug. I've noticed since patch 1.19 that hosting ALiVE missions, especially large ones that utilize the whole map like mine, sometimes freeze up during loading or just initialize slowly. But, whenever people join a server with my mission running, they get a message in-game that their ALiVE version is different than the mission's, regardless if it is up to date. I wonder if I need to re-place all of the ALiVE modules so that it knows it's the latest version of ALiVE...

I'm actually enjoying the Reshmaan map and it is giving me a lot of ideas. I may try to livestream the development process today and perhaps other days, that way people can give ideas and suggestions while it's being done.

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man, why did you have to make all the missions dependent on caf aggressors? couldn't you have left one version without them? :( it is so hard for some of us to download 500 MB worth of shit just to try a mission

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A very small percentage of people prefer the "vanilla" version of the mission, so I stopped working on it. If it's really so inconvenient for you though, I can take 5-10 minutes to remove the Aggressors requirement from a version so you can play it. I am most likely going to stop releasing the non-VAS versions, since 95% of the people who've tested and given feedback about the mission preferred the version which used a Virtual Ammobox. I will eventually reintroduce logistics and an intuitive way to obtain a limited amount of gear in a streamlined easy way some time in the future.

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I can remove them myself probably, just have to see where it is hooked in (a module, probably?). it's just that none of my friends use CAF, so I can't play with them unless I force them all to download it. and I think CAF is dependent on massi's weapons, which makes things even more complicated

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Nope, just download the agressors that is all you need. They are very good and add quite a bit to the overall atmosphere. Go ahead and try them.

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I did, and I don't care about the atmosphere to be honest. I care about file sizes, accessibility and portability

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In which case, I would recommend you try Altis Insurgency ALiVE by the guys who gave me permission to use a few of their scripts: http://alivemod.com/missions (It's the third-to-last mission at the bottom)

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How do you save on multiplayer? It seems when I do the Server save and exit it doesn't work.

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Saving is disabled in the "init.sqf" of the mission. I wouldn't advise enabling saving, either. But you can give it a try!

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In which case, I would recommend you try Altis Insurgency ALiVE by the guys who gave me permission to use a few of their scripts: http://alivemod.com/missions (It's the third-to-last mission at the bottom)

thanks for the link. but the reason why I became interested in your mission was the fact that it's on Takistan. my friends have old PCs and can't run Arma 3 on Altis at more than 10 FPS, unfortunately.

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In which case, I've replaced the technicals and hand-placed civilians with default ArmA III stuff and have removed the CAF Aggressors requirement from this version of the mission. It does not include logistics right now, because there is no purpose for it yet. Hope it runs well enough!

Download Link - Size: 875 KB

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Saving is disabled in the "init.sqf" of the mission. I wouldn't advise enabling saving, either. But you can give it a try!

What happens when you enable saving?

---------- Post added at 01:29 ---------- Previous post was at 01:13 ----------

Sorry to spam posts, but the server doesn't save. Is this the correct code?

enableSaving [true, false];

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