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zyg0tic

Altis Total War Coop @ALiVE @ ASR_AI3

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Okay, so I've put together a mission using ALiVE. It is inspired by Invade & Annex, Domination and Insurgency, taking them to another level and removing some of the "hand-holding" easy mode stuff.

I run it nightly on a Sydney, Australia based dedicated server. Server name is Altis Total War Coop.

Download links and more info are below.

Mod requirements are CBA_A3, ALiVE and ASR_AI3. ASR_AI3 can be removed easily by deleting it from the folder and its init.sqf execVM if you prefer not to use it.

Also includes script versions of BTC Quick Revive, TPWACS, TAW_VD, VCOM AI Driving, VAS.

Basically I've made the entire island of Altis into a war zone. It is only a coop map though, currently 12 players (but you can increase or reduce that in the editor).

OPFOR presense in a sector is marked, with deeper shades of red meaning higher concentration.

arma3%202015-03-12%2019-32-33-846.jpg

There are 8 major regions. The first region, Molos, is a staging/practice region. All other regions has an armored platoon, and a random weighted company of 100 soldiers. These are easily configurable in the editor if you want to reduce or increase their numbers. The number of visible enemies is 150 which I think is a good level, and they spawn in at 1600. Heli spawn radius is 500, whereas planes dont spawn enemy at all - again configurable in the editor.

I run this on a 4790K CPU with a headless client, so your own server performance results may vary.

There is very little "hand-holding" and instead players are given the ability to set their own tasks using ALiVE's C2ISTAR features. This is accessible when you have a laser designator equipped.

Ive set it so there is no grass and no fatigue and artillery computers are disabled - if youd like to change that but dont know how Im happy to help.

Vehicles are pre-loaded with better inventory than vanilla, and bobcats have an assortment of explosives and mines included. Helis are empty except for first aid kits. VAS boxes are conveniently located around all base vehicles so you can load up a vehicle easily.

The map is not easy mode! There are patrolling death squads. After or while you clear a town the enemy will send reinforcements. Learn to use everything you are provided by VAS, including mines, mortars and statics. Resupply your teammates if they are stretched and you will be their hero.

I should also mention that the VAS is mostly restricted to NATO items.

Edit as you please. ALiVE Database persistence is not enabled - you will need to add that if you want it.

Note: Initial load time is long! It does work, it just takes ALiVE a while to do its thing. If running server, the first client to connect will trigger mission load, and subsequent clients will enjoy fast load. Putting -loadMissionToMemory in your server startup parameters may help too.

ASR AI3 Settings: override settings for ASR AI3 are located in init.sqf.

1.01 Mission folder zipped

http://www.mediafire.com/download/lcv3jk6k7uh7w7p/AltisTotalWar.Altis.zip

1.01 Mission pbo

http://www.mediafire.com/download/ar7rqw5q0v5pfo1/AltisTotalWar.Altis.pbo

Changelog:

1.01

- Removed personal TS3 details from map.

- Added custom objective (military camp) to Almyra airfield.

- Fixed double Titan AA launchers in vehicle inventory (was meant to be an AA + AT launcher).

- Removed VAS restriction on green and brown NV goggles

- Increased amount of VAS custom slots to 25

1.0 - Initial release.

Changes which I'd like to make but don't know how:

1. Restricting Titan launchers to the AT class.

2. Making players auto-join the BLUFOR side in lobby (issue with this is that the force assign setting messes with headless client).

Edited by zyg0tic
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Sounds like a great alternative to the other total war mods out there. Just to confirm, is ALiVE a requirement or a recommended?

*Edit : Sorry, posted too quick, saw your comment on it above. Thanks

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Lot of effort put into the mission, good job zyg0tic!

I myself am daily on armaholic looking for new mods, scripts and gadgets to make a mission I enjoy alone and with friends.

The world in this mission is nicely put together and is a great setup as a base for modification to personal liking.

I just had to add some scripts for vehicle spawning, arsenal and some AI spawning and I can enjoy it solo as well.

At first glance it's a bit heavy on my "old" laptop but I will tweak it a bit to make it playable on the same machine I host it on.

Again good job, I hardly see a fully loaded world like this. (Might be because of performance)

NullaDies

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Yes fully loaded worlds are pretty much impossible to run without virtualisation/caching of units.

To improve performance you need to use the Editor, load the mission (folder version) and change the values of the Civ and Mil Objs for each region. To reduce the amount of visibile enemies (excluding CQB Module generated ones) use the Virtual AI Module (placed above the BLUFOR base). The CQB Module is set to cover the entire map, and from that you can reduce the amount that spawn also. To reduce the maximum pool of reinforcements edit the Military Logistics Module which Ive placed above the OPFOR AI Commander.

Also you can run the mission solo by loading it as multiplayer with a password. This will allow for vehicle respawn and such. Also if you want AI team members then you need to go to description.ext and change disabledAI from = 0; to = 1.

To reduce/increase the amount of playable units, use the Editor to cull/add the player units which are located inside of the hangar at the BLUFOR base.

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Yeah, i've been using Alive since it came available to save load.

All the things you just mentioned I allready did for the mission, just finding the sweet spot for cqb settings and ambient vehicles and such.

But great base for a world to play in.

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Whenever I try to host this mission on my server it kicks me back to lobby, I have all the pre-requisite addons.

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Whenever I try to host this mission on my server it kicks me back to lobby, I have all the pre-requisite addons.

What are your server config file settings?

What is your server startup parameters?

I suspect those are the culprit rather than the mission itself, but happy to help. Do you have additional addons enabled? If you are using the strictest server config settings (verifySignatures = 2; requiredSecureId = 2;) but the server doesnt have the keys installed to "whitelist" extra addons then it will kick you because of those addons.

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