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[CTI][SP] General's war

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General's war 0.9.14 beta 

A totally new strategical gameplay

 

General's war is a mission where two sides fight over the control of the island (CTI) led by commander who plans attacks strategically and builds bases and other installations for the army.
The control of units happens via modified high command module.

The player is also able to join an individual unit to lead the unit and engage in fire fights.

As commander player is able to buy new units and even design new ones using the in game unit editor. Commander is also responsible for moving units in to battle and to capture installations such as cities, bases etc.

As player in certain unit the player will fight battles and optionally lead the unit. Once player dies he will take control of another soldier of the same unit.

Each unit in game has a size such as platoon (42 men) or company (120 men) and so on. If the unit takes heavy losses it may retreat from the battle. 

The unit behaviour is scripted to allow intelligent spawning and pathfinding etc. of units.

There is also simulated battles which are battles where there is no player present. The simulated battle's result will be auto calculated and the battles can be viewed on the map by clicking appropriate marker.

The objective of the mission is to control more installations than the enemy. The side controlling all the installations wins the game.

There is total of 3 sides in the mission (west,east,resistance) of which 2 (west,east) are attacking. The third (resistance) is passively defending it's installations. The resistance does not buy any units.


Setting:
Player (BLUFOR) has one installation in the begining and OPFOR has two. The resistance controls rest of the installations and defends them from taking.
The side who captures all installations wins. (or half of them for example, this is subject to change. Currently game does not end yet.)


Features:
Play against AI commander
Capture town, bases, oil refineries, etc. (installations)
Join any unit and control it's men through battlefields
Scripted airborne paradrops and helicopter landings, near the target.
Scripted AI to seek direct line of sight to the enemy. (eg. goin to top of the hill)
Ability to call artillery and airsupport if available (Need to own aircraft and artillery)
Design own unit compositions using built-in editor
AI wont get stuck on way to destination
Scripted AI automatically/instantly mount and unmount vehicles
Intelligent soldier spawning to keep lag low
Morale system where unit flees if morale drops too low (morale will regain over time)
Customized high command (new hover over menu for units, etc)
Installation can be damaged which reduces their resource yield
Research new technologies
Installations with positive effects (shown in upgrades dialog)
Simulated battles

 

Features on todo list:
Use fuel in game
Intelligent radio chatter (to keep player uptodate on unit status)
Possibility to repair installations
And many more...


Optional addons:
plpmarkers (highly recommended) (http://www.armaholic.com/page.php?id=29190) Or steam workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=495275491)

Mods Supported:
RHS – Note: you must have all three RHS mods (AFRF, USAF, GREF) to use RHS in this mission.

Please see more details about supported addons and installation in: http://armagw.blogspot.com/p/download.html


Thanks to:
poolpunk for his excellent map markers
rübe for his great randomCirclePositions script
Siege-A for his Patches and Insignias
The entire BIS forum community for the help!


Known issues / bugs:
Sometimes it's possible that vehicle spawns in bad spot ie on obstacle and explodes. I'm trying to work on solution for this.

 
If you open the High command (ctrl+space) too early at the start of the mission the unit icons may not show. Reopen the HC to correct this.
 
If you use time acceleration when playing this may cause the scripted helicopter landings to fail.


This mission is still work in progress so other bugs may occur.


Install instructions:
(non-steam)
Copy the .pbo file to missions folder in your arma 3 installation folder.


Play instructions:
Use the mouse middle wheel to select the blue ”open unit gui” and press the wheel to select that option.
In this dialog you can see the list of your units and installations and other useful info.
Click the ”Become commander” button to take control of your army.
Close the dialog by clicking the close button.
While out of the dialog and commander press ctrl + space to view the high command bar. You can then press F1..F0 to select units from the list.
Left click on map to send the units to.

In the ”unit gui” you can select from the list which unit you want to be in and click ”join unit” button.

In the ”unit gui” you can also select installation from the list on right. Then click ”manage installation” to open the installation dialog.

Sometimes the AI commander puts the unit under garrison making the unit unselectable in high command. To ungarrison unit open the installation dialog, select unit and click ”ungarrison.” The unit will be then available to give orders to. 

When you see red target icon on the map you can click it to view ongoing battle.

You can also click the flag of installation to open the installation manage dialog. Same can be done in the ”unit gui” drop down list of installations.


Homepage: armagw.blogspot.com

 

Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=744856720

 

Screenshots: See steam workshop page

 

 

Gameplay video:

 

Homepage: link

 

Screenshots: (see steam workshop)

 

Download:

link v0.9.14b beta

 

Steam workshop: link

 

 

Please see the official home page for polls and up to date info!

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Will check it out ... many thanks!

 

Thanks! I hope the mission wasn't too difficult to get in to?

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Hi, thanks for the mission. Two questions:

 

1) is it possible for both sides to be controlled by AI commanders? So, the players is just part of the side?

2) Do you have any plans to create an RHS version? 

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Hi, thanks for the mission. Two questions:

 

1) is it possible for both sides to be controlled by AI commanders? So, the players is just part of the side?

2) Do you have any plans to create an RHS version? 

 

Actually at beginning of the mission AI controls all three sides (west,east,resistance). The only exception with resistance is that the AI does not attack nor buy any new units, it's only defending it's currently owned installations.

So you can just tag along with the units wherever the AI send them...

 

What comes to RHS version, no I don't have plans for it but it's only matter of writing the config file for it... I don't have RHS installed however and I'm bit busy with other stuff regarding the mission. But if there's high demand for it I would like to add the support for RHS.

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Uploaded new version.

 

What's changed:

 

The high command did not work after player changed soldier. This is now fixed

New team select menu that allows you to select any soldier from your group.

Numerous bug fixes and changes

 

 

This mission is still WIP and some things may not work. Please report any bugs you found.

 

thanks!

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ALways happy to see SP CTIs. Although havent come across one that would truly engage me, ill try yours in a day or two :)

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ALways happy to see SP CTIs. Although havent come across one that would truly engage me, ill try yours in a day or two :)

 

Thanks for testing it out :)

 

I am actually working on new release that fixes bunch of bugs and adds new features. Not sure when I can release it but I am working on it.

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Uploaded a new version.

 

What's new:

TONS of bug fixes and improvements.

Helicopter transport units

Markers that show the location of friendly forces if not the high commander.

 

Please see updated post for more info on bugs/issues etc.

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New version released 0.9.4 beta.

 

What's new:

 

Added skill levels for soldiers
Added elite forces available for purchase
Improved the unit editor
Soldier now occupy houses when defending
bug fixes

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Uploaded new version and made a new website for the mission! (see OP for the link)

 

changes (0.9.5 beta):

Rebalanced unit costs and starting resources 
Man power is now used for recruiting 
Fixed minor artillery calling bug 
other minor fixes

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I released today a new version of the mission.

 

changes (0.9.6b beta):

Possibility to research new technologies which add bonus to the army effects

Towns with hospital or factory add to the army effects

Army effects include men recovery, vehicle recovery and morale

Bug fixes and additions 

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Released version 0.9.7 :)

 

What's new:

 

Lots of bug fixes & tweaks 
Improved AI general
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This would be awesome if it included either RHS or CUP factions, weapons, etc.

 

you'r the second one asking about RHS and while I dont yet have RHS installed i'd really like to make RHS version too. But it will take awhile because I havent even added apex support yet and have so many things going on. But im definetely having RHS among others on todo list.

 

thanks!

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you'r the second one asking about RHS and while I dont yet have RHS installed i'd really like to make RHS version too. But it will take awhile because I havent even added apex support yet and have so many things going on. But im definetely having RHS among others on todo list.

 

thanks!

 

:icon_dj:

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Released new version today. Mostly just bug fixes but also new vehicles from Apex and paratroopers!

 

What's new:

Mostly just bug fixes and improvements 
Two new vehicles supported from the apex. V 44 X & Y 32. (note you do not need apex to run the mission, the vehicles are available only if you have apex) 
If you have the UPS Patches & Insignias mod installed some special forces will show their logo on shoulder. 
 
known issues: 
viewing battles can be laggy

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Released new version 0.9.9 beta!

What's new:

added startup dialog for choosing the playing side
special forces have icons on list
added button for garrisoning units

fixed helicopter starting the landing quicker now and not hovering
fixed helicopters would sometimes land too fast and explode

other bug fixes and changes

 

Please check the homepage for poll!

 

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Released  v0.9.12 beta!

 

what's new:

 

fixed artillery firing
AI fires artillery
new 3D markers for friendly units
unit strength replenishes
unit now flees when morale is zero
the enemies morale is shown as bars when near player
player can now choose starting money and more
fixed infantry would keep entering and leaving vehicle
less lag
fixed respawning
transport aircraft no longer wander
other changes
 

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I'm releasing alpha version this time.

 

Release v0.9.13 alpha. This release is alpha which means its very early version and can contain bugs.

 

What's new:

Static defences for towns.

Rewrote unit management to be quicker but this can cause lag on lower end CPUs. (feedback required)

Other changes

 

Alpha download only from this link.

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Hey gc8. I really like your mission, I gave it a lengthy run today and I'm impressed how you captured the scenario. I had no big performance issues (running dev though) but quite an extensive rpt afterwards. Here are some of the most common:

Spoiler

21:30:04 File missions\__cur_sp.altis\logic\unitFns.sqf, line 187
21:30:04 Error in expression < _group getVariable "morale"; _morale = _morale + moraleRecovery; if(_morale > 1>
21:30:04   Error position: <_morale + moraleRecovery; if(_morale > 1>
21:30:04   Error Undefined variable in expression: _morale

 

1:30:03 File missions\__cur_sp.altis\ai\getUnitsWithOrder.sqf, line 30
21:30:04 Error in expression <eing 0; _group setVariable ["morale", _mor, false]; }; getNumRecover = {pri>
21:30:04   Error position: <_mor, false]; }; getNumRecover = {pri>
21:30:04   Error Undefined variable in expression: _mor

 

1:30:05 File missions\__cur_sp.altis\logic\unitFns.sqf, line 285
21:30:05 Error in expression <x select 1; _vs = []; _vs resize (count _strengthArray); {_unitIndex = _x getV>
21:30:05   Error position: <_strengthArray); {_unitIndex = _x getV>
21:30:05   Error Undefined variable in expression: _strengtharray

 

21:30:05 File missions\__cur_sp.altis\logic\unitFns.sqf, line 364
21:30:05 Error in expression < 0; _samount = _x select 1; _camount = (_se select _sindex); _svehs = _spawned>
21:30:05   Error position: <_se select _sindex); _svehs = _spawned>
21:30:05   Error Undefined variable in expression: _se

 

21:30:05 File missions\__cur_sp.altis\logic\unitFns.sqf, line 364
21:30:05 Error in expression <my; _army = _aarr select 0; _manpower = _army select 6; _replIndex = _group get>
21:30:05   Error position: <_army select 6; _replIndex = _group get>
21:30:05   Error Undefined variable in expression: _army

 

21:30:33 Error in expression <_group getVariable "groupstate"; if( !(_state call isPlaneState) ) then {_un>
21:30:33   Error position: <_state call isPlaneState) ) then {_un>
21:30:33   Error Undefined variable in expression: _state
21:30:33 File missions\__cur_sp.altis\fns\cleanup.sqf, line 12
21:30:34 Error in expression <t = _group getVariable "unitType"; if((_ut in _types) || (count _types) == 0) t>
21:30:34   Error position: <_ut in _types) || (count _types) == 0) t>
21:30:34   Error Undefined variable in expression: _ut

 

21:31:07 File missions\__cur_sp.altis\logic\unitFns.sqf, line 715
21:31:08 Error in expression <x select 1; _vs = []; _vs resize (count _strengthArray); {_unitIndex = _x getV>
21:31:08   Error position: <_strengthArray); {_unitIndex = _x getV>
21:31:08   Error Undefined variable in expression: _strengtharray

 

21:31:09 File missions\__cur_sp.altis\fns\cleanup.sqf, line 12
21:31:09 Error in expression <t = _group getVariable "unitType";if((_ut in _types) || (count _types) == 0) t>
21:31:09   Error position: <_ut in _types) || (count _types) == 0) t>
21:31:09   Error Undefined variable in expression: _ut

 

21:31:40 "GW ERROR: couldnt find army [UNKNOWN,""replenishUnit""] num: 3 (getarmy)"
21:31:40 Error in expression < 0; _samount = _x select 1; _camount = (_se select _sindex); _svehs = _spawned>
21:31:40   Error position: <_se select _sindex); _svehs = _spawned>
21:31:40   Error Undefined variable in expression: _se

I hope this helps you. 

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8 hours ago, Biflioi said:

Hey gc8. I really like your mission, I gave it a lengthy run today and I'm impressed how you captured the scenario. I had no big performance issues (running dev though) but quite an extensive rpt afterwards. Here are some of the most common:

  Reveal hidden contents

21:30:04 File missions\__cur_sp.altis\logic\unitFns.sqf, line 187
21:30:04 Error in expression < _group getVariable "morale"; _morale = _morale + moraleRecovery; if(_morale > 1>
21:30:04   Error position: <_morale + moraleRecovery; if(_morale > 1>
21:30:04   Error Undefined variable in expression: _morale

 

1:30:03 File missions\__cur_sp.altis\ai\getUnitsWithOrder.sqf, line 30
21:30:04 Error in expression <eing 0; _group setVariable ["morale", _mor, false]; }; getNumRecover = {pri>
21:30:04   Error position: <_mor, false]; }; getNumRecover = {pri>
21:30:04   Error Undefined variable in expression: _mor

 

1:30:05 File missions\__cur_sp.altis\logic\unitFns.sqf, line 285
21:30:05 Error in expression <x select 1; _vs = []; _vs resize (count _strengthArray); {_unitIndex = _x getV>
21:30:05   Error position: <_strengthArray); {_unitIndex = _x getV>
21:30:05   Error Undefined variable in expression: _strengtharray

 

21:30:05 File missions\__cur_sp.altis\logic\unitFns.sqf, line 364
21:30:05 Error in expression < 0; _samount = _x select 1; _camount = (_se select _sindex); _svehs = _spawned>
21:30:05   Error position: <_se select _sindex); _svehs = _spawned>
21:30:05   Error Undefined variable in expression: _se

 

21:30:05 File missions\__cur_sp.altis\logic\unitFns.sqf, line 364
21:30:05 Error in expression <my; _army = _aarr select 0; _manpower = _army select 6; _replIndex = _group get>
21:30:05   Error position: <_army select 6; _replIndex = _group get>
21:30:05   Error Undefined variable in expression: _army

 

21:30:33 Error in expression <_group getVariable "groupstate"; if( !(_state call isPlaneState) ) then {_un>
21:30:33   Error position: <_state call isPlaneState) ) then {_un>
21:30:33   Error Undefined variable in expression: _state
21:30:33 File missions\__cur_sp.altis\fns\cleanup.sqf, line 12
21:30:34 Error in expression <t = _group getVariable "unitType"; if((_ut in _types) || (count _types) == 0) t>
21:30:34   Error position: <_ut in _types) || (count _types) == 0) t>
21:30:34   Error Undefined variable in expression: _ut

 

21:31:07 File missions\__cur_sp.altis\logic\unitFns.sqf, line 715
21:31:08 Error in expression <x select 1; _vs = []; _vs resize (count _strengthArray); {_unitIndex = _x getV>
21:31:08   Error position: <_strengthArray); {_unitIndex = _x getV>
21:31:08   Error Undefined variable in expression: _strengtharray

 

21:31:09 File missions\__cur_sp.altis\fns\cleanup.sqf, line 12
21:31:09 Error in expression <t = _group getVariable "unitType";if((_ut in _types) || (count _types) == 0) t>
21:31:09   Error position: <_ut in _types) || (count _types) == 0) t>
21:31:09   Error Undefined variable in expression: _ut

 

21:31:40 "GW ERROR: couldnt find army [UNKNOWN,""replenishUnit""] num: 3 (getarmy)"
21:31:40 Error in expression < 0; _samount = _x select 1; _camount = (_se select _sindex); _svehs = _spawned>
21:31:40   Error position: <_se select _sindex); _svehs = _spawned>
21:31:40   Error Undefined variable in expression: _se

I hope this helps you. 

 

Thanks Biflioi. I will get those bugs fixed.

 

what CPU do you have , if you dont mind me asking?

 

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New version released!

 

What's  new:

 

Static defences for towns.

 

Rewrote unit management to be quicker but this can cause lag on lower end CPUs. (feedback required)

 

RHS support (Note: you must have all three RHS mods (AFRF, USAF, GREF) to play with RHS)

 

Other minor changes/fixes

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hi very cool mission if working...I try play arma 3 v1.74 but ai units are so ting tong

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