Jump to content
A3M Fr33d0m

[MP/CO 42] A3M PMC Simulator

Recommended Posts

Greetings ArmA Community!

 

Thanks for checking out the A3M PMC Simulator!

 

A3M PMC Simulator is a multiplayer mode designed to simulate working as a Private Military Contractor in a conflict zone. You take the role of an Independent Contract Operator brokered by Orion Private Security Group. With a meager starting balance in your bank account and standard-issue sidearm from OPSG, you deploy upon your contractual duties in Altis at the C-12 North compound, an Astral Corporation Research, Development and Communications compound in the NE region of Altis. You will be required to carry out security and paramilitary operations pursuant to your contracts with OPSG, and you will be paid based on performance per operation.

 

This mode is designed for groups of friends / clans that have a clearly defined "leader" and operate under a PMC theme. This mode is designed to be used as a persistent environment for said groups, allowing a "play for pay" scenario that rewards performance, good decisions, survival and teamwork with rating points, which can be "turned in" in exchange for money, stored in a persistent bank account. The player can then purchase additional / better equipment, ammunition, medical supplies and other necessities with the money. In this mode, every item has a cost, right down to the individual bullet, painstakingly researched and mirrored from the item / weapon's real world counterpart, including Class 3 NFA transfer prices, etc. The Team Coordinator (Clan Leader) has control of a majority of things in this mission, including the operational budget (Runs separate of the player's personal bank account) and the purchase of vehicles and aircraft.

 

This is a VERY complex and detailed mission, the result of an ungodly amount of time, energy and dedication on behalf of a single person. I hope you enjoy!

@A3M_PMCSimulator Mod...OUT NOW!!

 

DOWNLOAD THE TOTAL MODIFICATION:
http://www.a3milsim.com/software/@A3M_PMCSimulator.zip
 

YouTube Preview:

 

Video 1

Video 2

 

OPEN SOURCE! MAKE IT YOURS!

Merry Christmas. Change anything you like! Mod version, on GH:
https://github.com/TMNFr33d0m/A3M_PMCSimualtor

 

Full Manual (English):  
http://a3milsim.com/docs/PmcSim.pdf

РуÑÑкоÑзычный перевод мануала (рабочий вариант) от Finly
http://a3milsim.com/docs/PmcSimRU.pdf

 

A3M PMC SIMULATOR - РуÑÑÐºÐ°Ñ Ð²ÐµÑ€ÑÐ¸Ñ (V0.1).  Переведено - MikeSwuft.

http://www.a3milsim.com/default/software/A3M_PMCSimulator_RU.zip

 

Mods Required:

ACE3

ALiVE

 

Mods Supported (Not Required):

AIATP

RHS: Escalation

Specialist Military Arms

HLC / Toadie 2k MP5

Apex Drakon

USS Iowa

Task Force Radio

 

https://www.reddit.com/r/arma/comments/3feyjp/release_a3m_pmc_simulator_v_025/

 

 

Bug Reporting:

AHhhh! It doesn't work!! If you have found something that seems amiss, or is outright broken, report it here:

https://github.com/TMNFr33d0m/A3M-PMC-Simulator/issues

 

Follow A3 MilSim on Twitter for updates!

@A3MilSim

 

Like A3 MilSim on Facebook too!

ModDb

 

 

How To Install / Use:

 

​Clients (Players)

  1. Download the file from Steam Workshop, ModDB or other direct source. If you download from ModDb or other direct source, unpack the .zip into your arma 3 root folder. If you download from steam, you do not need to do anything but subscribe to the mod.
  2. Make sure you are running the mods this mod requires, namely CBA, ACE 3 and ALiVE. If you downloaded your version from Steam Workshop, these dependencies will be automatically downloaded for you If you don't have them already.

​Server (Dedicated)

 

  1. If you downloaded the mod from steam, simply copy the entire mod folder as it exists in your client side installation (in your arma 3 root folder) into the server's A3 root folder. Boot the server with the mod in the -mod line, along with the other required / supported mods.
  2. If you downloaded the mod from a direct source such as the A3 MilSim website or ModDb, you may simply extract the .zip into the arma 3 root folder on your server. Boot the server with the mod in the -mod line, along with the other required / supported mods.

After the server boots with the mod...

 

  1. Go to the multiplayer mission screen and select the A3M PMC Simulator mission.
  2. Select your roles. Click the "Parameters" tab on the roles screen to change mission params.
  3. Make sure the company owner or clan leader is in the slot of "team coordinator". The clan leader may delegate rights to purchase on the company dollar in game via the administrator panel (Accessed via the laptop in-game)
  4. Click "Continue" to begin the mission. You will be presented with a loading screen. This can take a VERY LONG TIME. Be patient, it's worth it!
  5. Upon loading in, the server admin should immediately enter the HQ and open up fleet management from the laptop. This will establish the company bank account for the session.

 

  • Like 4

Share this post


Link to post
Share on other sites

Sounds awesome mate. So is this possible to play single player on dedicated even though it's designed for a group??

  • Like 1

Share this post


Link to post
Share on other sites

Sounds awesome mate. So is this possible to play single player on dedicated even though it's designed for a group??

Yes! With AIRecruit it's possible!

  • Like 1

Share this post


Link to post
Share on other sites

I can't load the mission because it's saying I'm missing Task Force Radio even though the readme says it's not required.

Share this post


Link to post
Share on other sites

I can't load the mission because it's saying I'm missing Task Force Radio even though the readme says it's not required.

 TFAR Isn't supposed to be a requirement! That's a bug! I'll get right on it. Thanks for the report!

 

UPDATE: Found and removed TFAR rogue dependency.

Share this post


Link to post
Share on other sites
I know I said I wasn't releasing another version in mission format, but low and behold, here is an updated version in mission format. Fixes some major bugs, and slides in a few updates from the upcoming mod conversion.
 
Changelog:
 
Fixed: AK Pricing to reflect U.S. NFA Tax Stamp / Overseas Shipping prices, and U.S. Weapon prices of AK models.
 
Changed: Adjusted pricing of SVD
 
Fixed: Broken locality of checkpoint mission execution causing mission to fail to deploy on dedicated servers.
 
Fixed: Intro Script for better presentation
 
Changed: Converted all images to .paa
 
Changed: Now defining mission predefines in new .sqf vs. common predefines, which is growing quite fat.
 
Removed: Scripting sitting in chairs (Now supported by ACE)
 
Added: Mod Support: SMA Specialist Military Arms
 
Added: Mod Support: HLC / Toadie2k MP5 pack
 
Previous Information / posts :
 
 
 

**Full Manual:**
 
 
Download Links:
 
 
  • Like 1

Share this post


Link to post
Share on other sites

Very excited to try this out and get it working. My group plays on average 6-12 guys and would like to play something different then what we are used to. This sounds perfect.

 

Have you done any testing on a dedicated server?

 

My arma3.exe crashes and stops responding when I try to host this on our dediated server. Seems the applications crashes right after the mission is read according to the logs.

 

My client computer can however host of listen server no problem, obviously to a great detriment to fps.

 

I haven't been able to troubleshoot it much but will report if I find anything.

Share this post


Link to post
Share on other sites

Very excited to try this out and get it working. My group plays on average 6-12 guys and would like to play something different then what we are used to. This sounds perfect.

 

Have you done any testing on a dedicated server?

 

My arma3.exe crashes and stops responding when I try to host this on our dediated server. Seems the applications crashes right after the mission is read according to the logs.

 

My client computer can however host of listen server no problem, obviously to a great detriment to fps.

 

I haven't been able to troubleshoot it much but will report if I find anything.

 

That super-sucks. Seems like a guy recently had this problem as well, and fixed it by un / reinstalling his ACE and ALiVE mods on his server. Also make sure you have most recent Leights OPFOR pack. I dont think we figured out which one it was, just that it was alive or ACE.

I do indeed test on a dedicated server! You may, at any time, jump on my dedi server at:

 

Remote: A3MilSim.Com

Port: 3202

Password: hireme

 

for testing, verification that it loads on a dedi, etc.

 

Hope you can work it out, and all the best!

-C

Share this post


Link to post
Share on other sites

interesting concept. i like the idea. seems a bit difficult to get going. Am not a great pilot but decent and the updated controls really suck for me. Is there a reason I cannot buy weapons from the start? I can get heli but no weapons, tells me to contact my bank card was rejected. I have the funds. Anyways i like the idea. Is there a plan for more missions? do you need ideas?

 

thanks!

Share this post


Link to post
Share on other sites

interesting concept. i like the idea. seems a bit difficult to get going. Am not a great pilot but decent and the updated controls really suck for me. Is there a reason I cannot buy weapons from the start? I can get heli but no weapons, tells me to contact my bank card was rejected. I have the funds. Anyways i like the idea. Is there a plan for more missions? do you need ideas?

 

thanks!

 

Thanks man! RotorLib is so controversial, on one hand, you got 50% of my users / players telling me that you aren't a real pilot if you can't use rotorlib. On the other hand, you got the other half saying its unrealistic and impossible to fly. Personally, I like the idea of having to take things like speed of decent into consideration, to avoid vortex ring state etc. (plus I played TOH, go figure). However, this is why I host the raw files on GH!! If you really HATE rotorlib, download the files, load them into the editor, open description.ext and remove forcerotorlibsimulation =1;

 

As for the budget system, as the team coordinator, you can actually spend from two separate budgets. Vehicles, Helicopters, stuff like that would be purchased by a PMC company, not the actual operator working for the PMC. Half of this mode is keeping your company afloat, and taking care of your assets!! They cost a ton!!

 

Weapons, personal equipment on the other hand, WOULD be purchased by the operative prior to going to do his job. On your first load in, and on respawn of every new identity, you will be given some base equipment and a base amount of RP to cash in for basic equipment. Your choices in the first few missions are crucial to developing a good set of tools. There is a careful balance. Then you go out, complete jobs, get enemy kills, and get more RP to cash in for money. And so the cycle goes!

 

The use of the admin panel can see yourself or another player on the fast track to buying equipment by advancing yourself or another player money from the company account. Again, this is a strategic move on behalf of the Team Coordinator, because the company account is also used to buy vehicles, aircraft, hire AI, and any repair / rearm / refuel of said vehicles. If the TC gives too much to a player from the beginning, the TC could easily find himself unable to purchase needed equipment for the team to complete contracts.

 

Each contract completed comes with two payouts: One to the company (the contract rate) and one to the player (In RP, which has to be "turned in" to HR to get paid).

 

This mode is still in development, and is now being converted into a mod to support all the custom objects and things I want to do with this mode. There is definitely a plan for more missions.

Share this post


Link to post
Share on other sites

Hey, i just tested your mission. 

Seems to be really nice.

Just one question:

When i host the MP mission on my local computer (just for singleplayer or COOP with 2-3 others), is there any option to save the progress?

I know that alive requires the servers to be listed with their warroom to be able to save. Does this apply here as well? Or is there any other way to save your progress when playing as a single player without a dedicated server? 

Share this post


Link to post
Share on other sites

For some reason this crashes my server. I'm thinking its the Leights pack, I run a small modded group, we use RHS, Task force, etc.. no problems.. but when running this the server just hangs and explodes..

Share this post


Link to post
Share on other sites

Hey, i just tested your mission. 

Seems to be really nice.

Just one question:

When i host the MP mission on my local computer (just for singleplayer or COOP with 2-3 others), is there any option to save the progress?

I know that alive requires the servers to be listed with their warroom to be able to save. Does this apply here as well? Or is there any other way to save your progress when playing as a single player without a dedicated server? 

The persistence relies heavily on ALiVE features, however, some persistence is built in, for example: Your bank account balance & Your "Personal Stash" items are persisted locally on your machine. The company balance, position and presence of vehicles, aircraft, etc all rely on ALiVE and the War Room.

​​​

Share this post


Link to post
Share on other sites

For some reason this crashes my server. I'm thinking its the Leights pack, I run a small modded group, we use RHS, Task force, etc.. no problems.. but when running this the server just hangs and explodes..

 

That is a complete and utter bum-out. I had to do a lot of updates to classnames, as LOP went through a phase of changes asset classnames every month or so :-P I'm willing to bet this is where the issue lies.

Share this post


Link to post
Share on other sites

MOD VERSION COMING BEFORE 10/31!!!! I want you to be able get your PMC on this Halloween. That's why I'm trying my hardest to get the mod version rolled out by then!

How bout some W.I.P. videos? ​Only a fraction of what I've got done, but a glimpse into the content I have coming in the mod version! Make sure you read the video descriptions!

 

https://www.youtube.com/watch?v=bRj0S1PJ_4U

 

https://www.youtube.com/watch?v=9_koloPZ55k

 

https://www.youtube.com/watch?v=sds-kJjT6Z0

Share this post


Link to post
Share on other sites

MOD VERSION COMING BEFORE 10/31!!!! I want you to be able get your PMC on this Halloween. That's why I'm trying my hardest to get the mod version rolled out by then!

How bout some W.I.P. videos? ​Only a fraction of what I've got done, but a glimpse into the content I have coming in the mod version! Make sure you read the video descriptions!

 

https://www.youtube.com/watch?v=bRj0S1PJ_4U

 

https://www.youtube.com/watch?v=9_koloPZ55k

 

https://www.youtube.com/watch?v=sds-kJjT6Z0

 

My group is INSANELY excited for this. We love Arma and frequently do realism missions but we really enjoy something different, not always having to be military fighting a war, so this is SUPER exciting! 

  • Like 1

Share this post


Link to post
Share on other sites

Happy Halloween Everybody!

As promised, I've worked my ass off, and I've delivered the Total Modification by 10/31! The total modification brings a plethora of changes and new support to the A3M PMC Simulator, including the removal of Leights Opfor dependency, addition of objects, factions, weapons, characters, and more! 10 high randomized missions, updates to older missions, scaling bonus payouts are just some of the additional features this version delivers. Enjoy better control from the admin panel, more options there as well. Finally, you can buy a small arms armament for the company, standardizing team weapons at the team coordinator's discretion, and with the addition of factions, the engineer class has been added, as well as the ability to buy ACE wheels and tracks, extending vehicle longevity considerably.

Check out the Original Post for download links, video and more!
 

  • Like 1

Share this post


Link to post
Share on other sites

Gratz for the release man.

I m DL'ing as i write..but i really hope there was performance enhancements made..cause on mission version (Tried it at least 6-8 months back i think)

..it WAS heavy :/

 

This has too much potential :)

Share this post


Link to post
Share on other sites

Gratz for the release man.

I m DL'ing as i write..but i really hope there was performance enhancements made..cause on mission version (Tried it at least 6-8 months back i think)

..it WAS heavy :/

 

This has too much potential :)

I've definitely made changes to try and boost performance, that being said, this mod was most definitely made with a dedicated server in mind! Client hosting ALiVE missions on this scale is a precarious proposition. Make sure you check it out on my dedicated server, if nothing else! That way you can see the real performance! You can see a list of my dedicated servers on my website, www.a3milsim.com, then click the "network" tab.

  • Like 1

Share this post


Link to post
Share on other sites

After some hours test with the team..we ve noticed few things.

 

1.) On player disconnect and reconnect..gear IS duplicated-that defeats the purpose of economy in the mission.

Expected behavior is the body and its possessions are immediately disappear from view or interaction with.

 

2.) After a *forced cleanup of bodies and junk..

  a. Weapons stay on floor (exploit)

  b. Medical beds are moved and damaged..and eventually.. EXPLODED killing ppl

 

3.) After taking a contract of a VIP escort..the VIP spawned inside Headquarters and probably

bugged .(couldn't move no matter what we tried)

* a suggestion will be to edit the captive ACE module (or place it and edit)..to allow handcuffing on Unarmed (default is Surrendering units only)

That way we could bypass the bug Handcuffing him->force him move (via attach) ->force him in the car ;)

 

4.) The enemies are WAY too many.

Every location or village should have a probability (medium-low imHo) of spawning enemies.

Same goes for mines and IED's.  ..or better..configurable percentages (from lobby parameters) for lower player numbers!

or smaller clans (like us)

 

5.) It would have being nice if i had the ability to choose from some popular mods which side i m fighting (haven't tired of CSAT?) based on mods running by the server (of course i understand you can't add compatibility for ALL mods)

and *force (ie rebels) to use a particular set of mods weapons.

If fact i find it irritating the least ..rebels using top notch weapons from BI's Space DLC's..which i don't like (personal taste)

 

6.) Noticeable hick-ups (stuttering) while approaching a village.

I m not sure  if it was my server's fault tho..

 

*Summing up*

Honestly..we (as MilSim team) want to LOVE your mod..because we still lookin' for a spiritual successor

of A2OA's MSO.

You already done too  much work on details (our mission maker was amazed btw) ..but

i think you MUST make it more *configure-able so anyone can *tailor it to it's manpower/scenario or just taste.

(among logical limits of course)

 

Please keep it up!

Share this post


Link to post
Share on other sites

Thanks For Bug Reports! I'll have a look at all you've found, and possibly push some changes in next release. As for the weapons  / opfor faction, the story behind that is kinda funny. Originally, this mission was supposed to use Leight's Opfor. With the conflict surrounding Leights Opfor and whatnot, I had to quickly remove LOP from the mission, standing in solidarity with the greater A3 community and our policy on ...well....whatever the accusations were. Guilty or not, I ripped his content from my mod, and hurriedly created an enemy faction, determined to deliver to those whom I had promised a 10/31 release. My own personal hatred for the A3 weapons led me to add the Norinco AK74S Semi Automatic Knock-off AK to the enemy faction, and

modify the MX-M on the OPSG side to the point where you barely recognize it (The A3M MXM Marksman Elite).

 

In coming iterations, yo​u will see the factions and assets grow. I will be giving them more weapons, completely new to the game (Like the Norinco) and uniforms / body meshs (I got a fellow modder from the War Chronicles Team to hook me up with some gnarly skins, as well), so those coming soon too!

 

I greatly appreciate you​ taking the time to write out this bug report. Groups like yours help make mods like mine everything they can be!

Until Next Time!
-Fr33

​​
 

  • Like 1

Share this post


Link to post
Share on other sites

*Update*

 

1.) We got some hours with the team today-trying the "defend facility " scenario.

We sat there like 2 (real) hours deflecting some enemy groups..but the mission won't over.

We even got a team to "clear" the village and got some armed ppl there..but the mission still haven't won-until

everyone of us got bored like hell ..and got to bed :D

(i realize it's hardcore sim..but i doubt anyone can stay more than 2 real hours there.

Maybe lower the reward and tighten the time or..it's maybe a bug?)

 

2.) There is an entry on the map informing about the "Fragile Alliances"

Is that dynamic?

If we do something that will angry local population..there will be information there?

 

3.) Our "resistance allies" are distinctively dressed VS enemies?  (i dont mean the CSAT ones)

We succeeded in a mission escorting a VIP without harming any "wrong" target..but

the enemies who shot us was dressed like independents(?!)

Have we missed something?

 

4.) "IF" we do something "wrong" (like nuking civilians who celebrating) ..is there any way to "fix it"?  :D

Share this post


Link to post
Share on other sites

1) Sounds like another bug. Haven't ran into that one either! A shift should never exceed 20 minutes. This is a critical bug. I will try to reproduce this ASAP. One question, are you client hosting this, or is it a dedicated server? I suspect a trigger / locality of execution issue.

2) The fragile alliances are defined by two separate modules. The alliance with the people is handled by ALiVE asymmetric warfare. The alliance with the local military, the AAF (Independents) is handled by the standard A3 trident system. You can get info on the status of the relationship with the people in the alive module by finding and talking to "elders" or "Politicians". There is no way to tell who is a politician without walking up and talking to them. The AAF relationship can be tracked on the map >> briefing >> Relationship link, where it will give you a status in real time.

3) Allies are AAF. Very distinct green. Enemy forces are basically OPFIA uniforms, shamag, etc., with AK74S or Marksman DLC weapon.

4) If you find yourself in bad graces, only time will heal. Or money. If you have a seriously negative personal RP, you can sign into your bank account and "cash in" your negative RP, it will actually deduct money instead of adding it. Finally, if you have a partner in crime, you can "pardon" eachother. This is technically cheating, but I left it to be a thing vs. trying to disable it, because in real life, a few ppl that commit a crime can lie for eachother and cover up the crime, so it isn't much different. You know what you are when you do that, and that's what is important :-)



 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×