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Gunter Severloh

Desert OPS Run - Tactical Arena v1.30

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by

Gunter Severloh & Rydygier

 

 

About the Mission

This is a massive infantry based tactical arena where you can practice CQB, & MOUT tactics solo or in coop, or just to shoot some enemies for fun!
        Fight against enemy Ai soldiers from a vanilla or mod faction of your choice that when set to
AUTO will patrol the area and respawn once killed after so much time.
 When set to MANUAL, you can spawn as many enemy AI squads as you wish.
               An option to garrison the arena with a minimum of 8 and a maximum of 104 soldiers is ideal for CQB or stealth combat.


Custom plank system
While your on the hunt or are being hunted by the enemy squads, you can access all buildings
either by ladder, platform, plank, staircase, ramp, roof, or walkway.

 

Optional Tasks
There are optional tasks you can complete, locate and destroy 7 caches, kill an
commander, and locate and eliminate an enemy garrisoned squad that will complete and end the mission.
     You play as a Spec Ops soldier, mission is meant to be played in MP lan/Server for respawn and coop.
     See features below for further details of the mission.

 

NOTICE - Performance Warning!

Spoiler

Want to let everyone know that this mission has 1,708 placed objects
most are simple objects.
If you have a low end computer and are already getting at least 40fps without mods in the vanilla game then

this mission may not run very well for you.

To give you an example of the performance of this mission on my computer:
My computer specs:

  • i7-700k Kaby Lake 4.2ghz
  • Ram - 32gb @3600mhz
  • GPU - Nvidia RTX 2060 12gb
  • Arma3 is on an SSD
  • Win10/64bit on its own SSD
  • PSU - EVGA 1000watt

===========

FPS averages for me:

  • No AI on the map garrisoned or patrolling i get:  100-105fps
  • 1-2 AI squads patrolling on the map i get:   73-88fps
  • 1-2 squads patrolling and 104 garrisons i get:    44-57fps

Note - this is playing through MP lan which the mission is setup for.
===============

Desert OPS Run - VR version
For those who are concerned about performance there is a VR version linked below,
its the same exact mission, as i had ported the Altis version to VR.
https://steamcommunity.com/sharedfiles/filedetails/?id=1811719017

 

Tip when playing
Go into your video options, and turn the view distance down to the bottom
you should see a noticeable difference in your fps, for example
with a 104 garrisons and 2 squads patrolling i go from 47fps to 57-60fps when i drop my
view distance down to 500.

The arena view distance itself is like 100-150m at most so anything set more then
that in view distance under video is only rendering the terrain outside the arena.

========

Any questions, problems or concerns please ask, i spent alot of time on this mission.

Screenshots

105 Screenshots - Imgur Photo Album

https://imgur.com/a/kEKBSZe#kw1pzdE

Videos

Videos goes over the mission details, how it works, and i give a tour of the mission in the editor,

and then play it demonstrating various things, along with any updates with commentary.

Note: 

Current and latest version v1.29

 

This video v1.20 does not represent the latest build and play of the mission

 

This video v1.19 does not represent the latest build and play of the mission

 

This video v1.17 does not represent the latest build and play of the mission

 

This video v1.16 does not represents the latest build and play of the mission

Note: 

This video v1.15 does not represent the latest build and play of the mission

Note:  The video doesn't represent the current build/look

of how the mission plays.

Note:  The video doesn't represent the current build/look

of how the mission plays.

Download

Requirements - (none)

Recommended map for the VR version

Deserted VR by EO
https://steamcommunity.com/sharedfiles/filedetails/?id=1946431719

MISSION FEATURES

General

  • No DLCs, or Mods required.
  • Play as and with any faction from any mod.
  • Choose what faction side you want to be on at mission start.
  • Choose what enemy faction you want to fight against.
  • Choose what enemy soldiers will garrison the buildings in the arena.
  • Play it Solo or with friends.
  • 8 Player Coop with Revive.
  • Playing solo via MP lan you will respawn in 1 second.
  • Change Weather in MP Parameters.
  • Change Time of day by hour in MP Parameters.
  • Change AI Difficulty in MP Parameters.
  • Change if you have stamina or not in MP Parameters.
  • Change Weapon sway & recoil in MP Parameters.
  • Change Garrison Strength in MP Parameters.
  • Change Enemy Spawn mode in MP Parameters.
  • Change Player Stats in MP Parameters.

Mission Start
At mission start player chooses from a GUI Menu:

  • What side they want to fight on:   Blufor, Opfor, or Independent.
  • What faction they want patrolling the arena they want to fight against they can choose vanilla faction, or faction based on mod loaded.
  • What faction they want to garrison the buildings throughout the arena either with vanilla faction, or faction based on mod loaded.

Gameplay

  • Custom plank system will allow you to:  Access all building via ladder, platform, plank, staircase, ramp, roof, or walkway.
  • Auto Spawn mode - Enemy AI will patrol arena, and respawn after a set time after all group members are dead.
  • Manual Spawn mode - Player can spawn enemy AI squad factions that will patrol the arena of choice as many as they wish.
  • Enemy garrisoned soldiers will be randomly placed inside and outside buildings at mission start.
  • Enemy Hunter AI - patrolling AI will hunt the player enter buildings and perform CQB if player location is known.
  • Full Briefing with 9 Optional objectives tasks.
  • 8 - 120 man garrisoned enemy soldiers in random positions in any of the buildings (Task).
  • Player apon death will have option to be revived if playing coop with other players.
  • Player apon death will respawn in 1 second at 1 of 9 player random starting locations if solo.
  • Player apong death can self revive/self heal without needing to respawn if a fak/medkit is in their gear.
  • Player apon respawn can choose the location they wish to respawn at.
  • Access to Virtual Arsenal to change uniform, weapons, loadout & gear.
  • Save and load your loadout on the fly outside of Arsenal.
  • Fully heal if/when wounded if you return back to any one of the player starting locations.
  • All dead bodies, weapons, and player dropped items will delete within 4 minutes.
  • Weather, Time of day, & AI Skill level can be adjusted in the MP Parameters.
  • Street lights, & lamps allows for night time play.
  • Mission set on desert of Altis Map - (VR Map version linked above).
  • 52 custom placed buildings and over 1,708 custom placed objects.
  • Surrounding wall system, with custom bump outs for player and AI spawn.
  • Safe zone for AI and player to prevent access to their starting areas.
  • Ability to reset your stats kill score.

======================

HOW TO PLAY

To play Solo on MP Lan:
1. Go to Multiplayer
2. Server browser
3. Host Server
4. Type in server name, # of players, password
5. Choose map on left (Altis) and the mission on right.
6. Adjust the Parameters (top right) in the player lobby before you start the mission.

=====================================

Mission also works on a dedicated/GSP server.
CREDITS

I want to thank the following members of the Arma community
for their work/help with my mission:
=============

  • Rydygier - for his major help with code for the player ammobox, respawn, factions, and GUI scripts.
  • Norrin - for his AI_respawn_UPS which Rydygier ported to Arma3.
  • pierremgi - for his help with code for transferring the briefing on teamswitch.
  • Kronzky - for his Urban Patrol Script.
  • DaVidoSS - for his cleanup script.
  • aeroson - For his get and set loadout script.
  • Sushi - For his Tog Garrison script
  • Hortzy - For his insights and help with the weather parameters, and code.
  • Snowhusky - for his Stratis port idea.

Feedback & ideas

  • Bigg Gunny Wiggin
  • Mr. Wanaskiwin
  • Czarny
  • gORbus
  • MrLogik
  • Vedkay
  • Gonzo-GT
  • sidekick7569
  • sammael

=================

Changelog:

Spoiler

10-5-24

v1.30

All versions
- Fixed some issues with garrison positioning of spawned units.
- Fixed an issue with the patrolling of spawned units.

 

4-2-23

v1.29

All versions
- Relocated the chem light at each player start to the front of the ammobox so that
the player at night can see their character better when in arsenal as before they couldn't.

 

- Relocated a book shelf that was in a spot that ai would garrison at but couldn't.

 

- Added another stair to the end of a ramp that will allow a different
avenue of escape or getting up.
 

Malden version
- Added stairs next to another widening the stairs to access a house that
 was otherwise you might fall off of if you ran up it quickly.

 

- Added a hide terrain module that hides a small tree that is blocking an entrance.

 

Stratis version
- Fixed the version number seen on the starting screen (stratis v1.30)

 

- Added some hide terrain modules that are hiding small trees that were cropping
up inside buildings blocking some entrances, and blocking other avenues in
a building.


VR version
- Added stairs next to another widening the stairs to access a house that
 was otherwise you might fall off of if you ran up it quickly.

 

7-3-22

v1.28

- Added another choice for the sway and recoil in the mpparameters which is
slight sway and slight recoil, these are the lowest settings next to no sway & recoil.

 

- Added a code to that will move any patrolling ai to the middle of the arena if
they enter the entrance to any player starting area, which replaces
the code that killed them before.

 

- Adjusted spawn marker for the commander as when he spawned under the stairs in the
office building he was clipping into the stairs.

 

- Extended a stair to the ground by two of the barracks buildings.

- Enemy ai(patrol) buildings were adjusted to be center of the areas they are in instead
of offset to the left as they were.

 

- The enemy ai(patrol) now have a door they go through which closes behind them
after they have left the building they spawn in. This eliminates 5 objects
from each spawn so a total of 20 objects have been eliminated altogether.
This also prevents the player from entering and seeing in the building.

 

- Fixed and rebuilt some parts of the outside walls around enemy ai spawns.

- Set the transparency to 0% for the player start markers, so now you wont see them on the map.
- Set the transparency to 0% of the center white dot, so now you wont see it on the map.
- Set the transparency to 0% for the AI spawn markers, so now you wont see
 them on the map.

 

- Updated
The self revive/self heal code, now when you get killed if you have a fak or medkit
and you revive/self heal, once you get up you'll have 20 seconds to leave the area.
You will be seen as a civilian to the enemy so they wont engage you, if the 20 seconds
are up the enemy can attack you, if you attack the enemy before the 20 seconds are up you
will be an enemy to any enemy ai patrolling.

 

- Updated the briefing adding czarny and sidekick7569 to the credits list.

- Changed the map silhouettes from grey to white so they can be better seen.(Malden, Stratis, & VR)

 

6-19-22

v1.27
- Fixed 3 buildings not showing silhouettes on the map.

 

- Made all buildings without windows or glass be undamagable, along with any building without windows, these would include the enemy ai spawn buildings, and the
2 garages, pergolas are still damageable.

 

6-15-22

1.26

- Changed the player respawn setup: buildings removed, respawn module replaced
with base marker, a revamp of the mission.

-Notes-
This should eliminate the sling shotting, and or the clipping in a ceiling.
Also this fixes the unreadable respawn positions on the map when you choose
a location to respawn at.

 

- Fixed the code and replaced the Aim & recoil coefficient parameter titles, they
now read Player weapon sway, & player weapon recoil.

 

- Replaced the loading screen with a new screen of the mission.

 

- Removed all streetlights, streetlamps, and lanterns, replaced the lanterns at
player respawn points with a chemlight so you can have truly dark nights.

 

- Adjusted the color of the building shapes so you can see them better when you go to your map.

 

6-11-22

v1.24

- Replaced all base respawn markers with respawn modules, which should fix
the persistent respawn stuck in ceiling and slingshot bug.

 

- Set the transparency on the center marker of the map to 0% so no more large marker
circle in the middle when you look at your map.

 

- Added 2 new parameters which will allow the player to adjust their
Aim Coefficient and Recoil Coefficient. Thanks Czarny for the idea!

 

- Enabled simulation on all of the buildings with doors, previously on a dedicated server
you were unable to open the doors or enter any of the buildings, now you can.
Thanks to Czarny & sidekick7569 for the tip, testing and feedback!

 

- Added code that adds the shapes of all the buildings and walls to the map, giving you
an idea of where your at in relation to a building, also good for knowing what
buildings you have cleared in CQB.
  Thanks to Czarny for the code and idea for this!

 

5-31-22

v1.23

- Possible fix to a respawn bug where the player might get stuck in base 3
and get flung into the air and killed.
    Reported by Czarny

 

3-12-22

v1.22

- Removed the red arrow in the office building.
- Adjusted the position of all player ammo boxes at the player bases to allow more room for respawn which hopefully

prevents a player ammobox collision at one of the bases (bug fix).

 

9-12-21

v1.21

- Increased garrison from 104 to 120
- Fixed some floating furniture.
- Lowered wall on roof in front of base 2
- Misc adjustments to walls in various places.

 

2-11-21

v1.20
- Added a menu spawn system where player can now choose which spawn point they want to respawn at
this should help those in coop spawn at the same location, also gives the solo player more options.

 

- Added a code and script where the player can revive/self heal on the spot where they were killed at
 as long as they have a fak or medkit in their inventory, if neither then respawing at one of the
respawn points can be chosen.

The above respawn system revive/self heal works for all three Blufor, Opfor, and Independent sides
 if you choose those factions at the start.

 

- Added Spectator mode, now after you respawn you have the option to spectate or choose a new start location.

- Added more faks to every ammo box in the arena, and to those that didn't have any.

- Fixed a step on one of the balconies that would stop you in place if trying to go over it, will still do it
if you try to walk over it but not if you run over it.

 

2-1-21

v1.19

- Added code for the player/AI start buildings that would exclude them from being garrisoned.
- Added more grenades, smoke and mines to most of the ammo boxes in the arena.
- Added the option where you can now reset your kill count in the action menu for your stats.
- Fixed - player starting position ammo boxes as they were not accessible only the arsenal part was.
- Readded 4 more playable units, this means the mission now supports 8 players in total.

 

Overhaul - (Purpose to reduce object count to increase scenario performance & add a more efficient setup.)
========
- Replaced - player starting areas with less objects, previously 26 objects per 8 areas = 208 objects, now
reduced to 6 objects per starting area with a new total of 48 objects!

 

- Replaced - Enemy Ai starting spawn areas with less objects, previously 28 objects per 4 areas = 112 objects,
now reduced to 7 objects per starting area with a new total of 28 objects!

 

- Replaced all exterior walls, every new 1 wall replaces 2-4 walls.

Total objects in comparison for:
v1.18 = 1,990 objects,
v1.19 = 1,708 objects, thats a reduction of 282 objects!
================

 

1-25-21

v1.18
- Added a respawn point in the office building.
- Added a few concrete barriers on the ground in certain areas to allow the player to get
cover in long/open stretches of ground.

 

- Added a few stairs to the side of roofs which now enables more access to another building close to them.
- Changed the word in the Stats parameter description from, provided to viewed so now it reads:
"How player's statistics should be viewed"

 

- Extended the ceiling of the enemy spawns reducing the possibility of shooting into their spawn from above.
- Fixed - Two stairs that were to close to building's patio's which made it harder for the player to
 go up it without falling off.

 

- Fixed - Found a number of concrete walls to not be low enough to shoot over as meant to be.
- Fixed - Found a step on a patio where the player would get stuck on the rail and unable to move.
- Replaced many concrete barriers with concrete walls which adds much more cover then the barriers.
- Replaced the daytime parameter, now you can change the time to any hour of the day or night.
- Replaced the loading screen description at mission start.

- Reduced the size of the Stats HUD to half the size so its not as intrusive as before if chosen in the parameters.
(thanks to dondaddah in pm through Armaholic for that suggestion)

 

1-18-21

v1.17
- Adjusted position and heights of several sandbag walls, as some were crooked, and floating
in certain locations.

- Added a trigger with notice board to the inside of the office building 1st floor, this trigger when the
player walks into it will be fully and instantly healed of any injuries.

- Added concrete shelters to many areas to add cover transitions from corners, to long bare walls, to
large openings, this allows the player to get from cover to cover sooner in shorter distances.

- Added/setup 4 more player start areas to add more randomness, and enable the player to not get used
to the regular starting points, forcing the player to change their tactics and adapt because their starting
from at a new location.

- Added many various furniture objects to all buildings to add some immersion, and possible obstacles.

- Added intro script.

- Adjusted heights of some of the triggers to functional heights as they were set to -1 infinite.

- Adjusted the heights of all the tall concrete walls acting as cover, where you can peak and shoot over the
wall and duck when being shot at, gives you more options vs just a solid wall to take cover behind.

- Disabled the task notifications you see at the start of the mission ingame, tasks can be found
under the briefing if you want to pursue those objectives, otherwise they are no longer intrusive at the start.

- Increased the garrison strength from 80 to 104, so now more enemies in and about the buildings if you choose.

- Moved the flag at the player starting point and respawn areas to the inside of those areas.

- Reduced the respawn time from 2 seconds to 1 second.

- Relocated the 3 other playable units to the starting location of the player's position.

- Replaced the 4 old barracks buildings with new barracks version which have breakable windows.

- Replaced the majority of the sandbag walls that were double stacked for height with concrete wall of the same height
to allow for more cover in certain areas lacking cover, and to reduce object count as
2 objects are being replaced by 1.

- Replaced all of the two sandbag walls in front of the player start areas with 1 concrete wall of the same height.

- Set all objects but the buildings on the map as simple, indestructible, and disabled the simulation on them, this greatly improves the performance of the mission.

As an example without any garrisons, and any patrols on the map i get about 87-90fps,
with 120 garrisons and one patrol of 10 soldiers i get about 47fps, just to give you an idea that the spawns will reduce the performance vs the objects.

This is running the mission via MP lan (also helps to have a decent computer too! 😉

- When the garrison parameter is set to none, the stats for the hud and action menu will not show any number
 or title ingame anymore.

 

8-17-20

v1.16

- Added - Spawn as many enemy AI squads as you want through your action menu.

- Added - you can now turn off the garrison if you wish.

- Increased the Garrison Strength, allowing you to spawn and garrison a minimum of 8 and a maximum of 80 enemy soldiers from a faction of your choice.

- Optimized garrisoning code, removing the initial freeze/lag at the start of the mission,
garrisoning now is done in a more efficient and faster manner.

- Added MP parameter for the player stats: none, HUD, mouse action (hint)

- Updated MP parameters, giving them some more details to their descriptions.

- Fixed/Updated the save/load loadout function with arsenal now all your loadout should save and load.
- Updated the briefing removing the mission section.

 

8-6-20

v1.15

====================================
Buildings, planks, walls, & walkways update
====================================
- Added 2 stairs and steps to side of villa building giving it more access/escape from the ground/roof.
- Added wooden box to the plank over office building as player would clip and get stuck.
- Added many new concrete barricade walls in areas lacking cover, also replacing long sandbag walls.
- Added several double rr tracks, with small boxes and walls establishing new areas you can access/escape.
- Added several access points to buildings that only had one way to go, now has 2-3 access/escape paths.
- Added a pergola building in a large space that was very open and lacking cover.
- Added in 2 areas stairs from a roof down to a 2nd floor, allowing more access/escape paths.
- Added placed a ceiling over each enemy AI squad start positions to prevent the AI from engaging you if they happen to be in their spawn and you on a roof near them.

- Added platforms roofs to two pergolas which allows more areas to go to and fight from.
 
- Connected 2 ramps to each other allowing for a more diverse avenues of access or escape.
- Filled in a 2 corners for two connecting pathways.
- Fixed a track transition where player would slow to a stationary walk.
- Fixed a stair that wasn't close enough to a 2nd floor which left a gap, made player get stuck.
- Fixed a box on top of a balcony acting as steps, as player couldn't cross over it.
- Fixed when enemy AI are outside the arena they are automatically moved back inside to their starting location.
- Replaced one remaining old wooden plank with sidewalk path.
- Replaced a pergola building with a small shop.
- Straightened out parts of the outer wall as it was curved.
- Straightened out 2 rr tracks planks and moved them out a bit further to allow player more room to move.

==================================
New Features, Functions & Scripts update
==================================
Added
=====
At mission start player can now choose from a GUI Menu:

  - What side they want to fight on:   Blufor, Opfor, or Independent.
  - What faction they want to fight against they can choose vanilla faction, or faction based on mod loaded.
  - What faction they want to garrison the buildings throughout the arena either with vanilla faction, or faction based on mod loaded.


Added
=====
    - Player can now fully heal if/when wounded if they return back to any one of the player starting locations.
    - Player can now see at the top of the screen their:     Kills/Deaths/Garrisoned enemy  remaining.
    - New MP Parameter - Garrison Strength will spawn and garrison a minimum of 8 and maximum of 40 enemy soldiers based on faction choice.
    - Flag at player start will change & reflect the side the player is on.
    - Altered hunter patrol AI. If the group has any knowledge about any players, it will send from time to time (like 30-120, usually 60 seconds interval) 2 members after player,

Hunters may enter buildings and engage the player in close quarters (CQB).

    - Tasks are now executed through script and not through editor placed modules, this prevented/stopped double tasks from being created.


Updated
=======
    - Briefing, adjusting the description, and credits.
    - Enemy Commander's gear, uniform, and weapons along with his 2 elite soldier's that guard him.
    - Kill trigger at player/enemy AI starting areas to reflect side player/enemy is on.

 

3-24-20

v1.14

=====

- Updated and fixed the weather Parameters as they would prevent the mission
from running on a dedicated or a GSP server, only MP lan seemed to work
now mission should work on all servers!

 

1-6-20

v1.13
=====
- All Ammo caches now have at least 5 RGN & RGO grenades.
- Updated Garrison code in enemy squad leader as all of the squad enemy wasn't garrisoning.
- Fixed enemy squad spawn markers, and the center patrol marker solid again, seems AI would not respawn after being killed and also would not move to patrol.

- Fixed and updated VR version mission as it had double tasks, markers and other things because of my port, sorry about that.

 

1-6-20

v1.12
=====
- Added Pergola building in the large open space by blue building giving more cover for that area.
- Added a stair to a building that had only one way out.
- Added sandbag wall to side of stairs that turned sharp, where player would run off edge.
- Added new Stair access to one side of office building plank to get down to garage building.
- Added RR Track plank access to next building over.
- Added steps and RR track plank access on top of building that will now connect to next building.
- Fixed a marker not deleting when all tasks completed related to the marker.
- Fixed a hole by a RR track plank where player would fall through and get injured while crossing.
- Fixed a doorway/patio that had a bad transition, where player would clip, or fall through the balcony floor.

- Increased distance of sandbag wall and flag from player entrance as player didn't have much room to move when being engaged. Also added another Sandbag wall on top of existing wall for more cover.

- Made all markers on the map to transparent so you see only the ammo cache dots.
- Made a sandbag wall larger to block player access because player would run off deck thinking there was a stair there.

- Replaced all remaining wood planks for RR tracks and stone sidewalks, which also reduced the number of objects on the map, while also fixing clipping issues for two planks among them.

- Spun a Pergola building around to allow more access to move/cover when coming down a stair that was near it.

- Updated Garrisoned enemy soldier task with correct number in description.
- Updated Skill.sqf for AI difficulty, lowering some points, increasing others based on level chose.

 

1-2-20

v1.11

====

Major Overhaul!
=============
- Replaced 99% of the planks with railroad tracks & concrete sidewalks.
Because of this replacement most areas that used planks to cross, their object counts
were reduced from 4 to 1 if not more meaning more less objects=less resources required to render them=more performance.

 

- Many misc objects removed in surrounding areas based on plank position.

- Adjusted many sandbag wall positions based on new railroad track/concrete sidewalk crossing areas.
- Added/removed boxes and crates for steps for RR track/sidewalk transitions.

- Adjusted some sandbag walls as they were to low to provide any real cover.
- Added a few sandbag walls to some areas that didn't have any cover.

 

- Transitions from one building to the next are now smooth,  all the areas where
you cross, or run along a building on a crosswalk will not impede the player anymore, what happened before in some areas

with the planks is two joining planks would at random make the player clip, get stuck, or end up making them do a floating animation.


Keep in mind there is still a possibility of an issue i may have not found, but most are fixed i ran into, and that was tested running and walking.

- Added 3 more soldiers to the garrison squad, making a total of 18 soldiers that will be in and around any building.

 

- Adjusted the Enemy squads container walls, by eliminating 2 walls making the squad a bit closer
to the arena, thereby allowing faster access, so you should see them sooner in the arena after they respawn!

 

12-27-19

v1.10

=====
- Added more stairs to access more areas.
- Added sandbag walls to areas where i found myself without cover in some instances.
- Added new planks/pallets to a couple of areas for more access.
- Adjusted the heights of some sandbag walls as they were to low to use for cover.
- Adjusted a few walls facing the wrong direction.
- Fixed a couple of plank transition areas, that made the player clip or get stuck.
- Fixed a plank missing one of its parts.
- Readjusted an area giving it better transition and access.
- Removed an outside wall and adjusted the other walls in that area making it fit better.
- Reduced the AI spawn time from 30 seconds to 20 seconds.

 

9-18-19

v1.9

=====
- Updated the time of day parameter in the MP lobby, you can now change the time of day from {"Dawn","Morning","Noon","Afternoon","Dusk","Night"};

- Added a new MP parameter where you can disable or enable player Stamina and fatigue
 {"No stamina nor fatigue","stamina & fatigue enabled"};

 

- Added many new ladders, planks, steps, and stairs to various areas, enabling you to access more areas.

- Added sandbag walls where there was no cover to hide behind in certain spots.
- Adjusted a few ladders and stairs to make them transition smoother.

- Replaced a few planks with stairs which made the access smoother and eliminated several objects for just one.

- Replaced many outside walls with one wall instead of many single walls, reducing the object count, important for mission performance.

 

7-22-19

v1.8

=====
- Found and removed 2 objects that were accidentally placed inside a building.
- Added staircases to several buildings.
- Adjusted the description in in the Commander Task.
- Increased the number of times an enemy AI can spawn.

 

7-21-19

v1.7

=====

- Removed a couple of objects that were accidentally placed inside 2 buildings.
- Removed the 2 ladders from the 2 center unfinished complexes as the planks are better.
- Removed the scoreboard as you cant read it with a 2sec respawn.
- Reduced the respawn delay to 2 seconds.
- Fixed the flagpoles for each player start position as the flags were not showing when ingame.
- Fixed a part of the briefing not showing all of the situation info while ingame.
- Adjusted a plank found to be facing upward instead of flat and level.
- Added more new planks to give more access from one building to the other.
- Added a few sandbag walls to some roofs that needed more cover.
- Added staircases to various buildings and access points.
- Added markers to the map to indicate where the staircases are.
- Added 3 more units to the garrisoned squad.
- Updated the Commander, and garrisoned squad tasks information boxes.
- Changed the AI spawn message when the enemy AI spawn.
- Misc sandbag wall, and plank adjustments.

 

7-7-19

v1.6

=====
- Increased number of playable slots from 4 to 8.
- Adjusted the positions of a number of planks, sandbag fences, and steps.
- Adjusted AI skill code for difficulty levels.
- Added some faks, and other ammo to an ammo cache that was empty.
- Added planks, and stairs to certain areas for more access where there was none.
- Added new planks, and stairs to areas for more access where there was none.
- Added Nato flags on the outside of each player spawn area.
- Added a Pergola building to fill in a space.
- Added a ladder to a building.
- Added a marker for the ladder.
- Swapped out a destroyed shop for an abandoned shop building.
- Swapped out two destroyed shops for Large unfinished buildings.
- Swapped out the apartment building (red) for the villa (blue).
- Removed the weather code from the VR version which caused an error.
- Moved the mission back to the Altis Desert for the workshop download,
and made the VR version available for download through google drive.

 

7-5-19

v1.5

=====

- Adjusted, added steps, and sand bag walls to certain areas for better access/cover.
- Added some sandbag walls to new areas that didn't have them.
- Added 2 Pergola buildings to those areas that were open with no cover.
- Doubled up some planks for easier access, and movement.
- Straightened 3 joining planks out to be more smoother for when you run across.
- Removed a plank, and boxes that were found inside a house, a copy/paste error.
- Reduced the revive time to 3seconds, bleedout time to 3 minutes.
- Fixed the error with the garrison script. - (thanks to Rydygier for his reminder 😉

 

7-4-19

v1.4

=====

- Ported to the VR map for the sake of performance - (Thanks Nightmare for the suggestion!)
- Lowered the small office building as during a play through i found the officer laying beneath the
floor should be fixed now.

- Adjusted planks, sandbags, and ladder around the small office building.
- Adjusted planks, sandbags, around the 2 small construction buildings.
- Added more steps, and planks to and around the 2 small construction buildings.

 

6-30-19

v1.3

=====

- Added new Task Objective:
New task is you will need to locate and eliminate a garrisoned enemy 12 man squad.

- Added Tog Garrison script for above new task.
- Added steps to the inside office building so you can access the plank from inside the building.
- Adjusted height levels for new steps.
- Doubled up the planks on top of the 2 middle construction buildings.
- Adjusted positions of a few planks around a couple of houses.
- Adjusted position of the sandbag walls on the 2 construction buildings as they were clipping through the wall.

 

6-28-19

v1.2

=====
- Removed the dependency setting in the editor to require APEX DLC.
- Adjusted positioning of some of the outside walls.
- Adjusted positioning of the streetlamps for night.

 

6-23-19

v1.1

=====

- Lowered the 4 barrack, and office buildings down to their 1st step.
This should prevent any AI from being prone under the floor if they go inside.

 

- Swapped out 2 destroyed buildings for regular buildings.
- Added sandbag walls to the roofs that didn't have any.
- Removed some planks, and repositioned them elseware.
- Setup new planks in couple of areas.
- Adjusted some planks around ledges, and corners.
- Adjusted a few planks to make them more even and level.
- Doubled most planks to make it easier for the player to run across.
- Removed the killfeed.
- Lowered the AI Skill in script for easy and easier.
- Lowered the player's aim (sway, and recoil) so more control with weapons.

 

6-20-19

v1.0

=====

- Release

 

 

Edited by Gunter Severloh
Updated the mission
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This is very nice , detailed and unique , as i think Gunter !

Congratulations for the release and thanks for sharing !

 

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Thank you and your welcome George.

Just to let you guys know if you wanted a different enemy to fight other then FIA, it is easy to swap out the squads with another faction or enemy type, its just a matter of

moving the code to the new squad, i could create a different version with the new enemy type. Working on an update.

 

Heres my other arena for IFA3 btw:

IFA3 Training Arena

https://forums.bohemia.net/forums/topic/211828-spcoop-ifa3-training-arena/

 

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Armaholic download now available.

Update coming soon, fixing and adding things 😉

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Update

6-23-19

v1.1

- Lowered the 4 barrack, and office buildings down to their 1st step.
This should prevent any AI from being prone under the floor if they go inside.

 

- Swapped out 2 destroyed buildings for regular buildings.
- Added sandbag walls to the roofs that didnt have any.
- Removed some planks, and repositioned them elseware.
- Setup new planks in couple of areas.
- Adjusted some planks around ledges, and corners.
- Adjusted a few planks to make them more even and level.
- Doubled most planks to make it easier for the player to run across.
- Removed the killfeed.
- Lowered the AI Skill in script for easy and easier.
- Lowered the player's aim (sway, and recoil) so more control with weapons.

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Update

 

6-28-19

v1.2
===
- Removed the dependency setting in the editor to require APEX DLC.
- Adjusted positioning of some of the outside walls.
- Adjusted positioning of the streetlamps for night.

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Update

 

ACE version using the Project OPFOR mod - (middle East Militia units)

v1.1
===
- Added a new objective task:
Among the buildings is a garrisoned enemy squad, they are in random positions, kill them all to complete the task.

- Added new garrison script for above task.
- Updated Briefing.
- Added steps in front of the window inside the office building to access the plank from inside.

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Update

This an update to the original mission:

 

6-30-19

v1.3

- Added new Task Objective:
New task is you will need to locate and eliminate a garrisoned enemy 12 man squad.

- Added Tog Garrison script for above new task.
- Added steps to the inside office building so you can access the plank from inside the building.
- Adjusted height levels for new steps.
- Doubled up the planks on top of the 2 middle construction buildings.
- Adjusted positions of a few planks around a couple of houses.
- Adjusted position of the sandbag walls on the 2 construction buildings as they were clipping through the wall.

 

Note:

After mission start, when you are at the ammo box, the garrison script is working to scan and move the

12 man enemy squad to random building positions, once it does this an error will popup on the screen briefly for a few 2-3 seconds ( i know about the error need to figure out how to correct it)

at the same time about a 1second after a list will appear to the top right listing all the buildings garrisoned and how many units (enemy soldiers)

this will disappear in a couple of seconds after that mission plays normal except now with a new task, keep your eyes open they can be anywhere

and not in the same places every play!

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Love CQB. Thanks.

 

Might be a dumb question but can this be played if I hosted and invited a friend to play? Meaning respawn system will work for 2 players, etc?

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FYI, seeing this error, played with no mods.

 

EDIT: Played it within the editor.  Google Drive v1.3

 

error.jpg

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On 7/2/2019 at 6:01 PM, major-stiffy said:

Love CQB. Thanks.

 

Might be a dumb question but can this be played if I hosted and invited a friend to play? Meaning respawn system will work for 2 players, etc?

Hi major-stiffy, yes the mission is a 4 player coop, and ideally you want to play it in MP as only in mp can you respawn.

You can play in sp but you will only have 4 lives, and its not that type of mission where the objectives are main focus of it.

 

On 7/2/2019 at 6:41 PM, major-stiffy said:

FYI, seeing this error, played with no mods.

Ya i know about this, thats from the garrison script, it will only happen once the garrison script has done scanning all the building positions and then you get

the dialog box at the top right like you see there where it tells you how many AI have been placed.

 

i need to sort out the error, but that error only pops up once right before script starts as you see in your screenshot, once the garrison script has done that,

then its done, and the rest of the mission plays fine without errors or issues.

 

Im currently working on an update for the mission a v1.4 which will have alot of tweaks, adjustments, additions, and hopefully the fix (removal) of that error, so stay tuned,

thanks for checking the mission out, more to come!

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Update

7-4-19

v1.4

- Ported to the VR map for the sake of performance - (Thanks Nightmare for the suggestion!)
- Lowered the small office building as during a play through i found the officer laying beneath the
floor should be fixed now.

- Adjusted planks, sandbags, and ladder around the small office building.
- Adjusted planks, sandbags, around the 2 small construction buildings.
- Added more steps, and planks to and around the 2 small construction buildings.

=============

 

Mission now on the VR Map:

xON32Hpl.jpgUaSQo9nl.jpg

jx1QkRHl.jpgG7YtHdkl.jpg

3CPBe8Tl.jpgS9bm7Scl.jpg

 

 

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Update

7-5-19

v1.5

- Adjusted, added steps, and sand bag walls to certain areas for better access/cover.
- Added some sandbag walls to new areas that didn't have them.
- Added 2 Pergola buildings to those areas that were open with no cover.
- Doubled up some planks for easier access, and movement.
- Straightened 3 joining planks out to be more smoother for when you run across.
- Removed a plank, and boxes that were found inside a house, a copy/paste error.
- Reduced the revive time to 3seconds, bleedout time to 3 minutes.
- Fixed the error with the garrison script. - (thanks to Rydygier for his reminder 😉

==============

 

ACE version:

v1.2
===
- Lowered the small office building as during a play through i found the officer laying beneath the floor should be fixed now.

- Adjusted planks, sandbags, and ladder around the small office building.
- Adjusted planks, sandbags, around the 2 small construction buildings.
- Added more steps, and planks to and around the 2 small construction buildings.
- Adjusted, added steps, and sand bag walls to certain areas for better access/cover.
- Added many civilian based objects to most house, and office interiors.
- Fixed the error with the garrison script.

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Very nice arena and idea. 

 

My suggestion is, to raise the amount of players as 4 slots looks like too low number especially for teams might want to use your mission.

Also the AIs must have much higher skill (looks easy to kill them all even on max skill as is) and maybe you need some different spawn way as usually each AI team starting on standard insertion points, which means that a player can almost "execute" them.

Finally, if you want and it is possible, a TvT version (no AIs) on same arena would be perfect I believe for many teams.

 

On any way well done for the mission.

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On 7/5/2019 at 12:55 PM, Αplion said:

My suggestion is, to raise the amount of players as 4 slots looks like too low number especially for teams might want to use your mission.

I can do that, did that in my ACE version.

On 7/5/2019 at 12:55 PM, Αplion said:

Also the AIs must have much higher skill (looks easy to kill them all even on max skill as is)

I can adjust the code for the hardest skill, but then that all depends on what skill, as there is accuracy, and then there is tactics, i'd rather have a hard enemy that is

not a great shot but will use various tactics, and strategies to kill you.

On 7/5/2019 at 12:55 PM, Αplion said:

maybe you need some different spawn way as usually each AI team starting on standard insertion points, which means that a player can almost "execute" them.

Nah i wont change it, its fine the way it is, and yes in some instances the player can execute a squad that just spawned, but then you still have 3 other squads that are either already

running about, or spawning too, also if a player feels the need to babysit a spawn or an entrance area of the AI and execute them all as they come in, then they missed the point

of the arena and shouldn't be playing it.

On 7/5/2019 at 12:55 PM, Αplion said:

Finally, if you want and it is possible, a TvT version (no AIs) on same arena would be perfect I believe for many teams.

Until someone makes a comment here, or on the steam workshop page wanting one, then i will create a version, but otherwise no.

Two many versions, and it creates a ton of work to update them all when im working on tweaks, and fixes for the main mission.

Thanks for the feedback and suggestions.

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Hi,

 

Got this error using latest VR version running MP LAN.

 

include file a3\functions_f\params\paramweather.hpp not found

 

I unpbo and hashed 2 lines the description.ext and the error went away.

 

class Params
    {
        //#define WEATHER_DEFAULT    0
        //#include "\a3\functions_f\Params\paramWeather.hpp"

 

Another thought, make sense to add a flag just outside the AI and players spawn area so players know where they can go?

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1 hour ago, major-stiffy said:

include file a3\functions_f\params\paramweather.hpp not found

Never had such an error, even with logs on, and thats not a script the mission is missing as its from the base game as the other codes are.

Unless others report the same theres nothing for me to do, i've tested, and played the mission alot for the past 2 months and never had such an error, only errors i ever ran into was

the garrison script error which i fixed in the last update, and the UPS script error for patrol which was fixed before i released the mission. Thanks for reporting nonetheless.

1 hour ago, major-stiffy said:

make sense to add a flag just outside the AI and players spawn area so players know where they can go?

I will add something, overall the sandbag walls in front of the player spawn are what those are for aside cover, maybe you didn't notice

on the way out of the player spawn a sandbag on the way out and a concrete wall for the AI?

 

Any other suggestions for features or functions, any other bugs, problem with planks, or areas that could use a planks or access?

======

 

Next update v1.6 coming soon!

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9 hours ago, major-stiffy said:

Hi,

 

Got this error using latest VR version running MP LAN.

 

include file a3\functions_f\params\paramweather.hpp not found

 

I unpbo and hashed 2 lines the description.ext and the error went away.

 

class Params
    {
        //#define WEATHER_DEFAULT    0
        //#include "\a3\functions_f\Params\paramWeather.hpp"

 

Another thought, make sense to add a flag just outside the AI and players spawn area so players know where they can go?

 

Confirmed that I had this error too and solve it by same way. Also if you try to create a server with the mission and leave these two lines as is ... then ArmA crashes.

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1 hour ago, Αplion said:

Confirmed

Thanks for also reporting.

 

PENDING UPDATE

I have a pending update, its is very big i been working on it for the past 15hrs on and off, so in the coming update, i have the current state of the mission

back to Altis where it was originally released and have a optional download for the VR version.

 

   Now with the VR version thanks for your reports btw,  idk why i haven't run into the errors, but i will just remove the weather code from the description.ext

since the weather dont really do anything in VR anyways, only on the Altis map.

Stay tuned!

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Another thought. Add players kill count on screen. Erase after you die. Use for competition with friends.

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You'll see that in the debriefing, but if i knew how to do that, then i'd add it, for now updating on the way!

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Update

7-7-19

v1.6
- Increased number of playable slots from 4 to 8.
- Adjusted the positions of a number of planks, sandbag fences, and steps.
- Adjusted AI skill code for difficulty levels.
- Added some faks, and other ammo to an ammo cache that was empty.
- Added planks, and stairs to certain areas for more access where there was none.
- Added new planks, and stairs to areas for more access where there was none.
- Added Nato flags on the outside of each player spawn area.
- Added a Pergola building to fill in a space.
- Added a ladder to a building.
- Added a marker for the ladder.
- Swapped out a destroyed shop for an abandoned shop building.
- Swapped out two destroyed shops for Large unfinished buildings.
- Swapped out the apartment building (red) for the villa (blue).
- Removed the weather code from the VR version which caused an error.
- Moved the mission back to the Altis Desert for the workshop download,
and made the VR version available for download through google drive.

================

NOTES

Ok guys this update i spent almost 20hrs on, so aside the changelog you see above which there is a bit more

misc things i didn't list, i want to make it clear:

 

Steam Workshop (subscribe) -

is on Altis, not the same location as originally when i released, i moved it to Almyra desert but in the bottom pocket, it was flattest, and without stones.

The weather code that major-stiffy and Alpion reported were on the previous version (v1.5) which was on the VR Map.

The weather code is intact and is on the Altis version as the weather works there.

 

VR Version -

On the VR version i had removed the weather code which the weather dont do anything in VR, so pointless to have it.

 

Download looks like this on the OP:

Steam Workshop - Desert Ops Run v1.6 (on Altis)

Google Drive - Desert ops Run Altis version 1.6

Google Drive - Desert ops Run VR version 1.6

 

I play tested both versions several times, i had no issues with any errors popping up, or bad performance, only thing you might run into is a couple of planks you might get snagged on

and idk why, i did try to adjust them, but let me know what you think, the mission dont look like it did, its alot better imo, and the AI respond a bit better too as i did alot of tweaking.

Lastly keep note that the mission has a code that adjusts the player's sway and turns off the fatigue i did this to help people focus more on their tactics, and what not and just

have fun instead of fighting there gun.

 

Any questions, problems, let me know, cheers!

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I wasn't having any weather issues on the VR map as my VR Sullen Skies map allows such things... 

Spoiler

E97jUKv.jpg

:icon_biggrin:

 

It's a great mission especially if you've had a wee break from arma and need to get your aim back.

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Woh nice EO, that looks badass, ya i'd get the sounds of a storm and whatnot but thats about it, and idk how the other guys were getting errors, but i never had any, weird.

Ya if you play the mission, and pay attention to what gets you killed, you will learn. You will get better i promise you.

I found a few things i got to tweak already, couple things i need to remove, and make some adjustments, so an update sometime soon again.

 

Armaholic just got the latest files. Well i been in arma all day and night, think i'll hit the hay 😉

 

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