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Gunter Severloh

[SP/COOP 1-8] Desert OPS Run - Tactical Arena

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by

Gunter Severloh

About the Mission

This is an infantry based massive tactical arena where you can practice CQB, & MOUT tactics solo or in coop, or just to shoot some enemies for fun!
Fight against enemy FIA guerilla fighters that will patrol the area and respawn once killed after so much time. 

While your on the hunt or are being hunted by the enemy you can access all buildings either by

ladder, platform, plank, staircase, ramp or roof.

There are optional objective 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 NATO Spec Ops soldier, mission is meant to be played in MP lan for respawn and coop.
     See features below for further details of the mission.
Screenshots

4GY3bvDm.jpggQfbzaRm.jpgSJLC48Im.jpglk1q91qm.jpglqIw6aam.jpgggrHFt8m.jpgXODi66dm.jpgpt31sgYm.jpg9A5sNhDm.jpgBa9Uv2ym.jpgazRzlIwm.jpgzcX554zm.jpgeQVLdY2m.jpgAVxV2ffm.jpgQyTc4Aam.jpgpL9Vyxum.jpgzgEkybTm.jpgbbYr8nxm.jpg40lUZwOm.jpgcTGQyFxm.jpg

 

Video

Video 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, with commentary.

Download

Requirements

  • APEX DLC - (Needed for the Planks)

MISSION FEATURES

General

  • No Mods required other then the APEX DLC.
  • Playable in Single player or Multiplayer.
  • Singleplayer you have limit of 8 lives and can teamswitch when you die.
  • 8 Player Coop with Revive.
  • Playing solo via MP lan you will respawn in 2 seconds.
  • Change weather in MP Parameters.
  • Change time of day in MP parameters.

Gameplay

  • Roaming infantry patrols will seek you out if you make your presence known.
  • Enemy AI will patrol the arena, and will respawn after a set time after all group members are dead.
  • Full Briefing.
  • 9 Optional objectives with tasks.
  • 15 man enemy squad garrisoned in random positions in any of the buildings (Task).
  • Your enemy is the:  Independent FIA guerilla fighters.
  • Player's faction is:  Blufor (NATO - Special Forces/ Recon Scout).
  • Player apon death will have option to be revived if playing coop with other players.
  • Player apon death will respawn in 3 seconds at 1 of 4 player random starting locations if solo.
  • Access to Virtual Arsenal to change uniform, weapons, loadout & gear.
  • Save and load your loadout on the fly outside of Arsenal.
  • All dead bodies, weapons, and player dropped items will delete within 4 minutes.
  • Player Aim, recoil, and stamina lowered for a more responsive and faster gameplay.
  • Weather, Time of day, & AI Skill level can be adjusted under parameters in MP.
  • Street lights, & lamps allows for night time play or you can shoot the lights out and go dark.
  • Mission set on Altis Map and there is also a VR Map version.
  • 39 custom placed buildings and over 100 custom placed objects.
  • Surrounding wall system, with custom bump outs for player and AI spawn.
  • Custom plank system will allow you to:  Access, Climb, and Run a top of all buildings and houses.
  • Safe zone for AI and player to prevent access to their starting areas.

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

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.
CREDITS

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

  • Rydygier - for his help with code for the respawn script, and player ammoboxes.
  • 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

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

Changelog:

Spoiler

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 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.

 

6-20-19

v1.0

- Release

 

 

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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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