Jump to content
phronk

[MP][COOP] Takistan Insurgency

Recommended Posts

I N S U R G E N C Y
TAKISTAN
3XsHOyV.jpg

[ REQUIRED ADDON: CUP:Terrains ]

[ OPTIONAL ADDONS: TFAR ; CUP_Weapons ; CUP_Units ; CUP_Vehicles ; TalibanFighters ; TacticalBeard ; RHS:USF ]

ACE3 Compatibility is still WIP!


'Takistan Insurgency' is a cooperative multiplayer mission/game mode for ArmA 3, influenced by the insurgency mission made in ArmA 2:OA by PogoMan and Fireball.

[CO-27]

 
  FEATURES:

 

  MISSION OBJECTIVE:
  Search buildings for INTEL
  Question civilians for INTEL
  Dead insurgents can drop INTEL
  Once INTEL is acquired, a ? marker will appear on the map
  The ? markers are clues within the vicinity of a cache
  The more INTEL you find, the closer the ? markers appear
  Weapons caches can be destroyed with an EXPLOSIVE SATCHEL
  There are nearly 100 grids occupied with insurgents to clear
  RED grids will turn BLUE after being cleared
  Complete randomly generated tasks for rewards
 
  CURRENT FEATURES:
•   Plug and play!  Supported mods will automatically be used in mission, if host is running them
  Random insurgent patrols in forests, valleys, hills, mountains, and towns
  Insurgents may also be mounted on static weapons, such as mortars
•   Insurgents can become wounded; a nearby insurgent may drag their wounded away and revive them
  Civilian traffic, parked cars, pedestrians, and residents
  Civilians may decide to pull out a concealed weapon or strap on a suicide vest
  Domesticated animals and wildlife *WIP*
  Randomly generated roadside IEDs
  Randomly generated roadside VBIEDs
  Call to prayer sound emits from minarets in villages every hour
  ArmA 2:OA style post-processing effect/color corrections
  Basic wind simulation effects trajectory/velocity of fired rounds
  Wind direction changes throughout the mission
  Random wind and fog values, which change throughout the mission
  Virtual Arsenal is accessible from the weapon racks at base, inside the warehouse
  Simple scripted medical system with revive functionality
  Respawn at base or on friendlies in your group, if enemies aren't within 75m of them
  JTAC role can call in CAS to drop explosive ordnance on a target location once every 10 minutes
  PCML Launcher is a single-shot disposable weapon
  Players can attempt to field repair vehicles, but E.O.D.'s with a ToolKit are more efficient
  Vehicle rearm, repair, and refuel station in front of hangars
  Destroyed vehicles will respawn at base after 2 minutes
  Players can toss ropes from a transport helicopter they are in and repel down when it is stationary
  Some vanilla weapons/grenades cannot be used in base (TK prevention)
  Vanilla scripted VON radio system, if TFAR/ACRE2 is disabled

 

  PERFORMANCE:
Takistan Insurgency is one of the most optimized insurgency missions out there:
  Global Video Settings: Everyone has reduced draw distance for shadows, objects, and visibility
  Garbage collection: Removes dropped equipment, destroyed vehicles, corpses, etc.
  Optimized Scripts: Cleaned all scripts of needless content for optimal filesize
  Improved AI Spawning: Slowly spawn AI units to reduce stutter and desync

 

  SCREENSHOTS:

 


Takistan Insurgency (No Mods)

 

GSTIT62.png
m1KBr9E.png
nlnJ0ns.png
EIPOPJX.png

 

Takistan Insurgency (Taliban Fighters & Tactical Beard)

 

Takistan Insurgency (Taliban Fighters)

 


JlV4i0P.png

 

  VIDEOS:

 

 

 

  TO DO LIST:

 

•  Steam Workshop: Release mission officially on Steam Workshop for even more accessibility.
•  Logistics: Load crates of ammunition or smaller vehicles into and out of larger vehicles, such as a HEMTT or Chinook.
  Simple Scripted Medical System: Write a simple injury/medical and respawn script.
  Enhanced Vanilla: For groups running the mission with as few mods as possible; Will include scripted features such as civilian interactions and improved logistics.
  Full RHS Support: If host enables RHS:RFAF, insurgents will automatically use weapons from RHS:RFAF.  If host enables RHS:USAF, vehicles at base will automatically be RHS:USAF vehicles.
  Full ACE Support: If host has ACE enabled, the mission's scripted injury, repair, and ballistics will automatically turn off for ACE to work properly. * WIP
  Full ACRE2 Support: If host has ACRE2 enabled, the mission's scripted VON radio system will turn off for ACRE2 to work properly. * WIP
  Headless Client Support: Integrate a system to auto-detect and enable a headless client(s).
  BattleEye-Free Protection: For servers that don't want to enable BE, this system will give the admin control to kick/ban/punish players as well as help prevent incidents
  Better Ambient Civilians: Slightly more lively civilians which interact with each other, the environment, and players. * WIP
  Introduce PVP: A couple player slots will be opened up on the insurgent side to join the insurgency against BLUFOR.  Insurgent players will be able to strap on a suicide vest, plant IEDs, and more!
  Port to Other Maps: Port the mission to other fitting maps: Afghan Village, AliabadClafghan, Fallujah, F.A.T.A., Tora Bora, N'ziwasago, Kunar Province, Reshmaan, and Zargabad.


 
  DOWNLOAD - Dec 23, 2016

 

Version: 1J
Size: 2.69 MB
 
Download Link (Google Drive)
Download Link (Armaholic - TBD)
 
[ REQUIREMENTS: CUP_Terrains ]
[ OPTIONAL: TFAR ; Taliban Fighters ; Tactical Beard ; CUP Weapons ; CUP_Units ; CUP_Vehicles ; RHS:USF ]
 
ADDITIONS:
• Added: RHS:USF vehicles will now automatically replace Arma3 vehicles at base, if host runs it

• Added: Taliban Fighters uniforms will disable CUP Uniforms/Vests/Headgear from spawned AI, if both enabled

• Added: 'Addon-Free ArmA Radio' script (If host isn't running TFAR/ACRE2 and lobby parameter is enabled)
• Added: Persian MO's 'Injured AI' script (Disabled if host enables ACE)
• Added: 645waka654's 'Simple Earplugs' script (Disabled if client enables ACE)

• Added: ArmA 2 Takistan post-process effect can now be toggled off in lobby parameters

• Added: Scripted "Radio Menu" can be disabled in lobby parameters

• Added: Grass is turned off for players in base and is re-enabled shortly after leaving base (If lobby parameter enables grass)

• Added: Player terrain view distance is set to 4000, if driver/pilot of vehicle
• Added: Driver's view distance is reset when dismounting vehicle
• Added: Destroying a minaret playing the Call To Prayer will cease its audio
• Added: Points of interest in base are now marked with a unique task marker
• Added: "Questioning for intel..." text on screen when questioning a civilian
• Added: Killhouse now has arrow markers on floor in front of breachable doors
• Added: More red grid squares to clear
• Added: More random patrols around the map

• Added: Kronzky and Shuko to credits (Long overdue!)

 
ADJUSTMENTS:
• Changed: Call To Prayer script rewritten for better efficiency/synchronization
• Changed: Vcom AI is disabled for civilians
• Changed: VCom AI is disabled for Cell Leader and IED Maker
• Changed: Intel dropped by insurgents is now a handheld radio, instead of a suitcase
• Tweaked: Intel/caches can now also spawn in mosques, oil rig towers, and factories
• Tweaked: Title/option names for Intel amounts per town lobby parameter
• Tweaked: Players no longer generate positive or negative rating (Experimental)
• Tweaked: Delays in between reactivating each AI feature for spawned AI
• Tweaked: Slightly increased AI skill for aimingAccuracy and aimingSpeed
• Tweaked: Suicide bombers detonate when they get 2 meters or less from you, down from 4
• Tweaked: Civilian's animSpeedCoef is set to 0.8, down from 0.85

• Tweaked: Civilians have their "cover" AI feature re-enabled after spawning
• Tweaked: Cell Leader and IED Maker have unique weapons to stand out more
• Tweaked: Suicide bombers should be more likely to sprint towards you now (WIP)
• Tweaked: Increased chance for E.O.D. to successfully disarm an IED by +5%
• Tweaked: Reduced chance for an IED to also have a secondary IED by 5%
• Tweaked: Minimum altitude for HALO Jumping increased to 1000m, up from 750m
• Tweaked: HALO Jump parachute automatically deploys at altitude 300m, up from 150m
• Tweaked: 2nd floor of killhouse expanded (WIP)
• Tweaked: Improved placement of players inside the barracks in base
• Tweaked: UAV drone now respawns at base
• Tweaked: If CUP Vehicles is enabled, UAV drone at base will be a USMC MQ-9 Reaper
• Tweaked: Set the Intelligence Specialist's trait as a "UAVHacker"
• Tweaked: Intelligence Specialist can now hack into UAV on runway, if physically next to it
• Tweaked: Classname of explosion for cache secondary explosions
 
FIXES:
• Fixed: Destroying a cache counted as 2 caches, instead of 1
• Fixed: "Gather INTEL" addAction would disappear if used when too far away from intel object
• Fixed: Gathering intel spawned in a house would sometimes not create an intel marker
• Fixed: Gathering an intel item creates only 1 intel marker on map now
• Fixed: Intel spawns slightly higher above the ground to prevent it from being under floors
• Fixed: Intel lobby parameter works again
• Fixed: All intel/cache script comments and diag logs should be in English now
• Fixed: Cell Leader and IED Maker would sometimes run several kilometers away
• Fixed: Units are temporarily invulnerable when spawning to prevent from getting ArmA'd
• Fixed: Insurgents and CSAT have their conversations feature re-enabled after spawning
• Fixed: HALO Jump parachute deploys automatically again
• Optimized: Replaced custom HALO Jump sounds with default ArmA 3 sounds
• Optimized: Players flying a plane cannot activate a grid, unless below 100m
• Optimized: Converted most base objects into Simple Objects
• Optimized: Removed paramsArray variables from mission initialization/respawn scripts
• Optimized: Units spawned for side objective now use the disableAI "ALL" command
• Optimized: Replaced "BIS_fnc_selectRandom" with "selectRandom" in all scripts
• Optimized: Civilian traffic script now uses the "createVehicle Array" instead of "createVehicle"
• Optimized: Rewrote scripts that randomize spawned AI to use "switch" commands, instead of if()then{}else{}
• Optimized: Rewrote script that replaces vehicles in base with modded vehicles to use "switch" also
• Optimized: Improved efficiency of automatic mod detection/integration

• Optimized: Cleaned more unnecessary whitespaces and comments in scripts

• Optimized: Shortened name of "debug" variable/function in scripts to "dbug"
• Optimized: Shortened name of many variables/functions in intel/cache scripts

• Optimized: Shortened name of many variables/functions/scripts for EOS scripts

• Optimized: Shortened name of many variables/functions/scripts for ATM_airdrop scripts

• Optimized: Shortened name of variables/functions in PCML script

• Optimized: Base negligent-discharge protection script
 
 
REMOVED:
• Removed: Kumeda's 'VON PLUS Gui' radio menu script
• Replaced: ACRE radio sounds with default ArmA 3 radio sounds for AFAR
 

KNOWN BUGS:

• Civilian traffic script still spams RPT log with errors, if both CBA and the Civilians lobby parameter are enabled
    (Temporary Workaround: Add -noLogs to your server's init)

 
NOTE: Please read the ReadMe.txt file included! Although ACE is somewhat compatible with this mission, it is still an extremely early work-in-progress effort and will be done more properly in the next update.  Please report any issues you have with the mission.


Special thanks to Jon Snow (AKA Hodor) for his $20 donation of appreciation!

 

Development Thread

 

OFFICIAL SERVER:
Hostname: T A K I S T A N    I N S U R G E N C Y   -verifySignatures ON
IP: 199.188.102.218
Port: 2302
BattlEye: No
FilePatching: Yes
VerifySignatures: Yes
TeamSpeak: ATCAG.TS.NFOServers.com
Website:
www.ATCAG.com

  • Like 5

Share this post


Link to post
Share on other sites

Big fat thumbs up! (2)

(possible) stupid question. do you use any addons/mods on your server?

Share this post


Link to post
Share on other sites

At the moment, the server is running CBA_A3, CUP_Terrains, and Taliban Fighters.  VCOM AI is also enabled server-side, but not required.  Here is a list of whitelisted addons that should also work on the server, in addition to the required addons.

Share this post


Link to post
Share on other sites

ooooh.. nice. please keep taliban fighters optionals. hehe...  :rolleyes:

 

review (in-progress):

- please remove or add options to disable "ArmA 2:OA style post-processing effect/color corrections".
- go easy with adding structures, AI, and stuffs on HQ to minimize the impact on performance. I usually gets FPS above 45 when playing in Arma 3 Takistan (CUP Terrains Core+Maps) but only get below 30 on your Insurgency and sometimes drop below 20 inside HQ..

Share this post


Link to post
Share on other sites

The missions are very very very very simple

Share this post


Link to post
Share on other sites

When I attempt to join the mission on my dedicated server I get the following errors and cannot get past the lobby. Help appreciated.

14:56:50 Warning Message: Picture \a3\ui_f_data\igui\cfg\simpletasks\types\destroy_ca.paa not found
14:56:50 Warning Message: Picture \a3\ui_f_data\igui\cfg\simpletasks\types\kill_ca.paa not found
14:56:50 Warning Message: Picture \a3\ui_f_data\igui\cfg\simpletasks\types\rifle_ca.paa not found
14:56:50 Warning Message: Picture \a3\ui_f_data\igui\cfg\simpletasks\types\target_ca.paa not found
 

 

Edit: Figured out that ASR AI was missing a config file. causing the mission to fail to load.

Edited by y_t
Figured it out
  • Like 1

Share this post


Link to post
Share on other sites

Great stuff! One of the best insurgency missions I've played. Could you add an option to recruit AI by lobby parameter, or AI/disable AI slots in lobby? Would be outstanding for the few I play with or lone wolf it.

  • Like 1

Share this post


Link to post
Share on other sites
5 hours ago, SnakesBlood said:

Great stuff! One of the best insurgency missions I've played. Could you add an option to recruit AI by lobby parameter, or AI/disable AI slots in lobby? Would be outstanding for the few I play with or lone wolf it.

Phronk and I briefly discussed more refined options for a SP experience in his development thread. He seems willing to make that happen after he stabilizes the COOP version, which would be pretty cool because yeah, this is an excellent mission.

Share this post


Link to post
Share on other sites

@SnakesBloodI'll make the mission more solo-friendly in the future in a way that compliments the atmosphere I'm trying to create in the mission.  The plan is to add a system that allows you to earn points for accomplishing goals and those points would be spent on things like equipment and AI squadmates.  I'd even like the AI squadmates you recruit to physically fly in and join your group, rather than just instantaneously pop next to you.  If these things make it in, it'll be a good while from now.  My focus is finishing the COOP aspect of the mission first.

 

Also...

Mission has been updated!  Check the download spoiler in the first post.

Share this post


Link to post
Share on other sites

Nice mission, very fun to play however none of the vehicles respawn except the normal cars. Is this intended? This gets annoying after clearing the closest towns, and on the previous version caches wouldn't explode. I have CUP vehicles enabled but not the RHS one.

Share this post


Link to post
Share on other sites

The vehicles respawn after 5 minutes in the current released version.  Also, the weapons caches DO explode, but they require an EXPLOSIVE SATCHEL charge to destroy it, as mentioned in the briefing.

Share this post


Link to post
Share on other sites
8 hours ago, phronk said:

The vehicles respawn after 5 minutes in the current released version.  Also, the weapons caches DO explode, but they require an EXPLOSIVE SATCHEL charge to destroy it, as mentioned in the briefing.

 

Hmm, well I just tested it today again, including a couple of hours play session with some friends yesterday, and still no dice. For some reason none of the vehicles ever respawn, I think cars too. I'm hosting using just the CUP stuff and CBA from the steam workshop. Currently I'm using the J version.

 

Also what are the rewards and how do they work if you don't mind me asking?

 

The satchel worked with the caches though, thank you.

Share this post


Link to post
Share on other sites

Sorry for the late reply,

I've tested the default vehicles and they DO respawn and I don't see why the CUP Vehicles wouldn't respawn, since it's roughly the same code.  Either way, I'll look into it.

The rewards are currently a placeholder: Completing a randomly generated objective will spawn a reward at base near the green hangars, West of the A10s.  It can be a slingloadable ammo crate, fuel, or random vehicle.  With the virtual arsenal in the mission and respawning vehicles, rewards are currently meaningless.  I'm currently experimenting with the idea of predetermined loadouts and no respawning vehicles in an Altis version of the mission, in hopes it will incentivize teamwork more and make accomplishing goals actually rewarding.

The next version of Takistan Insurgency will include much better interactive ambiance/atmosphere, more bug fixes, more optimizations, and new content.  It will also have full RHS support similar to CUP and even work alongside CUP.  You can keep up with the mission's development changes here to get a better idea of what you can expect, so far.

  • Like 2

Share this post


Link to post
Share on other sites

I can remember BattleZone by Zonekiller had a fully fledged battle ongoing that the player could influence (or just sit back and watch!).  Would be interesting to see if Insurgency could do that too :)

Share this post


Link to post
Share on other sites

Right now, that's outside the scope of Insurgency.  It is possible in the (probably distant) future there will be stuff like friendly road patrols or checkpoints, but I don't think I'll have it act like ALiVE where there is a friendly AI company/battalion trying to take over the map and the player just helps along.  This is mainly because my mission is designed to be played with a fireteam or more of players (Multiplayer) and it'd also tax the mission, clients, and server even more out of memory and FPS.  Maybe it'd be more plausible with the 64-bit version of ArmA 3, but that's not in my mind right now.

For now, I'm constantly improving the mission for what it is and throw in features that fit not only the context of the mission, but also enhance the gameplay and immersion of all players.  I'd like to set a new standard for non-ALiVE Insurgency missions, essentially.

  • Like 2

Share this post


Link to post
Share on other sites

Hi, I have a problem, when I choose a unit, it appears to me like a bird. I have the mission loaded on a server and I connect from another PC.
What am I doing wrong?


Thank you so much. I'm sorry my English is very bad, I use Google Translator.:down:

Share this post


Link to post
Share on other sites

Add this to your dedicated server's init:
-autoInit

Share this post


Link to post
Share on other sites
10 hours ago, phronk said:

Add this to your dedicated server's init:
-autoInit

 

Hello, thank you Phronk, now works fine.

 

  • Like 1

Share this post


Link to post
Share on other sites

Yes, it'll be in the next version of the mission.  You can call it in the randOP4.sqf where the civilian stuff is handled and/or in the COScore.sqf after the createUnit[] line.

  • Like 2

Share this post


Link to post
Share on other sites

i think newest rhs broke something within your mission.

 

used mods:

@CUP_Terrains

@RHSAFRF

@RHSUSAF

@RHSGREF

@RHSSAF

 

default params > spawning as a bird.

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

×