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h34dup

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  1. http://i.imgur.com/jfrjl.png (109 kB) OVERVIEW Real-World Operations (RWO) is a new initiative which focuses on rendering missions in Arma 2 inspired by military operations taking place in the real world. The idea is to use reports on real conflicts as a basis for creating scenarios or even Campaigns that explore these conflicts in Arma 2. While the missions are not 100%-accurate renditions of the situation on the ground, they are intended to generate interest among players in learning more about the real events and to honor the sacrifices made by the people of our respective armed forces. Most releases are accompanied by the news articles that inspired them. RWO releases will be standalone, with different sets of addon requirements, created by different editors. Conflicts and operations of interest are separated by region much like a news agency, with different regions such as the Middle East, Africa, and Asia falling under their own "bureau" (which will eventually be headed up by an editor with experience in the area). With the veritable galaxy of free addons available for Arma 2, the possibilities are vast and exciting. POTENTIAL STORIES TO BE EXPLORED (to be updated) Middle-East Bureau: Afghanistan - OEF - Wikipedia List of Combat Operations in OEF-A, Operation Helmand Viper Pakistan - War on Terror and CIA Campaign, Indian/Paki Jammu/Kashmir Conflict Yemen - CIA Campaign against AQAP Iraq - OIF, post-withdrawal counter-insurgency Iran - Clandestine operations Syria - Syrian Civil War against al-Assad Israel - Israeli/Palestinian Conflict, Gaza War Africa Bureau: Mali - French/NATO incursion against Islamist fundamentalists Somalia - Campaign against al-Shabaab, anti-piracy operations South Sudan - Darfur Conflict Congo - M23 Rebellion, Lords Resistance Army (LRA), The Kony Hunt Libya - Libyan Civil War against Ghadafi Asia/S. Pacific Bureau: Senkaku/Diaoyu Island - PLA vs. JSDF China - Domestic disputes, War on Terror-related Ops Korean Peninsula - Tensions between North and South Korea Philippines - War on Terror against Abu-Sayyaf/Moro-Islamic Liberation Front Burma - Ongoing internal conflict Cambodia - Cambodia/Thai border dispute, drug war Vietnam - UNSUNG is approved for RWO Vietnam missions Europe Bureau: South Ossetia - 2008 Russian Incursion and Counter-Terrorism efforts Chechnya - Chechnyan Conflict Kosovo/Yugoslavia - Kosovo War North Ireland - Dissident Irish/British Conflict France - I44 mod is approved for RWO WWII missions Americas Bureau: Colombia - Ongoing conflict with F.A.R.C. Mexico - Mexican Drug War Falklands/Malvinas - Falklands dispute between UK and Argentina PLANNED RELEASES - Afghanistan: Task Force 42 (by HeadUp and RCMW) a 5-mission campaign showcasing a range of UK SF units, including SAS, SBS, SRR, SFSG, and the shadowy SIS group known only as "The Increment." Planned for release as a lite version, and a separate addon-heavy version. Meticulously researched and modelled after numerous confirmed UKSF ops. - Sierra Leone: Op. Barras (by RCMW) inspired by the 2000 clash between UK forces and local militia forces. More info to come. - Vietnam: Vietnam Camp (by TexKaz, Kommiekat, and others) a collaborative campaign focusing on the Battle for Ia Drang Valley, includes a range of player perspectives, makes use of the final version of the UNSUNG mod. Possible ACE release TBC. - Afghanistan: Angry Aussies (by Another123 & HeadUp) a single mission for Aliabad and the Australian SOTG units, inspired by the Shah Wali Kot offensive. - Pakistan: Drone War (by HeadUp) a look at the evolution of the drone war in Pakistan's Federally Administered Tribal Areas (FATA), and (hopefully) the relationship between American CIA and Pakistani ISI in snapshots of 2004, 2009 and 2011. - Iraq: SEAL Sniper (former working title was Chris Kyle) (by HeadUp) (inspired by the book American Sniper and the author's recent untimely death) insert into the insurgent-held city of Fallujah where you will provide sniper support before participating in a DA (direct action) against a pair of HVT's (high-value targets). ACE-version planned. Direct Chris Kyle references have been removed. CURRENT MISSION RELEASES 2/16/2013 - Middle-East Bureau - Afghanistan - Op. Roadblock (v0.90) by HeadUp (inspired by Op. Surak Basta III) - US Army 101st Airborne, ANA 203 Corps, and ANP Border Police work to secure the border with Pakistan 2/25/2013 - Middle-East/Asia Bureau - Uzbekistan - Islamic Movement of Uzbekistan Campaign by Kommiekat (inspired by CT ops in Uzbekistan) - As operations against Taliban forces in Afghanistan and Pakistan have continued, military clashes with Islamist non-state armed groups have been recorded in mid-2009 in Uzbekistan, Tajikistan, and Kyrgyzstan 3/22/2013 - Asia Bureau - China/Eastern Turkistan - Eastern Turkistan Islamic Movement Mini-Campaign by Kommiekat (inspired by CT ops in Western China) - The East Turkestan Islamic Movement (ETIM) is a militant Muslim separatist group in Xinjiang province in northwest China. The U.S. State Department listed the ETIM as a terrorist organization in 2002 during a period of increased U.S.-Chinese cooperation on antiterrorism matters in the wake of the terrorist attacks of September 11, 2001 4/5/2013 - Europe Bureau - Chechnya/Grozny - The Maykop Brigade by TexKaz (inspired by the New Years Assault, 1st Chechen War 1994-1995) - Takes place during the New Years Assault during the First Battle of Grozny during the First Chechen War. The Russians were expecting a swift victory to establish constitutional order in the small Caucuses Republic of Chechnya following the breakup of the USSR. However resistance was tougher than expected. The events of the First Battle of Grozny would set the stage for one of Russia's most profound military defeats and one of the most brutal wars of the Post-Cold War era. You are a conscript in the Maikop Brigade sent to take control of Grozny in a large multidirectional armored advance. Everything should go as planned...so it would seem 5/17/2013 - Asia Bureau - Laos, Burma, Thailand - The Golden Triangle (v1.0) by Kommiekat (inspired by true events) - The Mekong River massacre occurred in the morning of 5 October 2011, when two Chinese cargo ships were attacked on a stretch of the Mekong River in the lawless Golden Triangle area of Southeast Asia. All 13 crew members on the two ships were killed and dumped in the river. It is the deadliest attack on Chinese nationals abroad in modern times. In response China temporarily suspended shipping on the Mekong, and reached an agreement with Myanmar (Burma), Thailand, and Laos to jointly patrol the river 5/26/2013 - Asia Bureau - Vietnam - Op. Wayne Grey (UNS) (v1.0) by Nettrucker - A 4-mission campaign for the UNSUNG Vietnam War mod. The Story is based on real events that happened in the Plei Trap Valley in March 1969. 8/29/2013 - Africa Bureau - Congo - [sP/COOP 40] La Légion saute sur Kolwezi by Tigerforce - Portrayal of events depicted in the 1980 movie of the same name, parachute into volatile rebel-held territory, rescue foreign hostages, and liberate the city of Kolwezi. 9/29/2013 - Middle-East Bureau - Afghanistan - Codename Farrington by Mathias Eichinger a joint operation between German KSK and Afghan SOF and Police to capture a JPEL-listed Taliban financier alive. 10/7/2013 - Africa Bureau - Somalia - Gothic Serpent (RWO Version) by Wiki and Kommiekat Operation Gothic Serpent was a military operation conducted by United States special operations forces with the primary mission of capturing warlord Mohamed Farrah Aidid. The operation occurred in Somalia from August to October 1993 and was supervised by the Joint Special Operations Command (JSOC). 11/14/2013 - Asia Bureau - Vietnam - Battle for the Slopes (UNS) by Mathias Eichinger experience the perspective of an anonymous PAVN (NVA) soldier in the Battle for the Slopes around Dak To. As a tiny screw in the PAVN war machine, he has to help defend that hill from the invaders his political officer is talking all the time. 12/20/2013 - Europe Bureau - Czechoslovakia - Exercise Friendship 86 by Mathias_Eichinger - Fog has fallen in and makes aerial photo-recce flights unfeasible. For this reason a Czech People's Army (CSLA) recon team has to confirm several targets for follow-on airstrikes. A second mission places players in control of a tank, while a third mission places player in a Hind. 1/22/2014 - Africa Bureau - Guinea Foot Patrol: Fogo Na Floresta by cimalex - The main objective of the portugese Fuzileiros unit is to patrol and inspect of the forest in the vicinity of a plantation close a certain village attacked by the PAIGC. HOW TO GET INVOLVED WITH RWO We are always looking for new members, especially intermediate-to-expert editors and addon-makers, but just about anyone is welcome to participate as a tester (provided we don't have too many testers and not enough editors). Ideal members are self-sufficient, patient, and willing to proactively solve their problems while improving their skills at the same time. We have a Google Group filled with resources, including the RWO mission-maker's checklist, and a place to share progress, elicit feedback, and complete private testing. If you're interested in joining up, send a PM to me (h34dup) with a Google Accounts-compatible email address (for access to the Google Group). INPUT AND SUGGESTIONS WELCOME Even if you are not directly involved with the creation of RWO releases, your input, ideas, suggestions, and concerns are all highly valuable. Please feel free to share your thoughts and ideas here in this thread! FORUM MINI-SIG LINK [url="http://forums.bistudio.com/showthread.php?144822-SP-CAMP-CO-Real-World-Operations-(RWO)"][img=http://i.imgur.com/yRGv6bM.jpg][/url]
  2. Out now on Armaholic (v0.91): http://www.armaholic.com/page.php?id=17216 My goal with this mission, and with most of my missions, is to recreate an actual op that happened in the real world. This op took place on December 9, 2001, and was mentioned at in the book I used as reference, but not described in detail. Having seen a request for a deep recon mission on the Armaholic boards, and with deep recon being one of my favorite mission styles, I decided to recreate December 9th, 2001 in the Tora Bora Mountains. Requirements: Arma 2 Combined Operations Tora Bora (island) by Chill xl - http://www.armaholic.com/page.php?id=12969 Tier One Operators (units) by McNools - http://www.armaholic.com/page.php?id=11249 Research: I've been reading about the Battle of Tora Bora that took place in December of 2001, when Coalition forces almost had bin Laden cornered. Based on the account in this book, A Different Kind of War: The United States Army in Operation Enduring Freedom 2001-2005 ( http://www.scribd.com/doc/34259081/A-Different-Kind-of-War ), I've done my best to reconstruct the battlefield on December 9, 2001, based on maps from the book, accounts of the situation at the time from ODA 572, and a bit of imagination. Mission: As a member of Task Force 11 (TF11), an elite Coalition SOF organization made up of US and UK Tier One operators, you must command 4-man AFO Viper on a DEEP RECONNAISSANCE mission in enemy-held territory. This mission makes use of well over half of the 'island', and features a minimal but engaging storyline. (Optional) Request assistance from Eastern Alliance (EA) 'security chief' Hazrat Ali Phase 1 - Rendezvous with ODA 572 and the other half of your team at OP Cobra Alpha Phase 2 - Assault defensive line at Gharunta village and destroy reported enemy weapons cache Phase 3 - Perform deep recon on villages of Sanaag Bari, Wanat, and Yak Ghar Phase 4 - After completing your objectives, you must return to friendly territory and report back to TF11 TOC (Optional) Find and eliminate the Al-Qaeda HVT before he leaves the AO Features: * Average playthrough time will be at least 1-1.5 hrs, makes use of more than half of the "island" * Highly detailed briefing modelled after the US Army's "5-paragraph format" * Access to customized ATV with M107 (similar to what you see in Medal of Honor 2011) * Optional objectives can earn you extra manpower and backup * Randomness applied to enemy forces chance of spawning and waypoints, allowing for replay value * Many tactical approaches allow you to tackle the challenge in your preferred style * Things like fuel and terrain become highly important when using the ATVs as intended * Little details populate your HQ, the no-man's land, and the menacing mountains surrounding the objectives Screens: A screen of your custom ATV, "Ol' Skanky" (ATVs are ideal for the rugged terrain) TF11's TOC (Tactical Operations Center) across the road from EA HQ Speak to Hazrat Ali and you might be able to procure some extra backup Deep recon is all about getting as close as possible without being detected
  3. h34dup

    Scripting a Random site selector

    For example, you can hide and de-simulate everything in a specified layer with: { _x hideObjectGlobal true; _x enableSimulationGlobal false; } forEach ((getMissionLayerEntities "YOUR LAYER NAME HERE") select 0); To show and simulate, you just change the boolean values above.
  4. h34dup

    Scripting a Random site selector

    I did something like this many years ago. You organize your random sites (props and units together is likely easiest) into layers, give each layer name a number (eg. Layer_RandomSite_1), then generate a random number set from 1 to however many sites you have and selecting the number of sites you want to make visible (eg. if it's 3 sites of 6, select the first 3 values of that random number sequence), then you can use enableSim and hideObject to selectively show or hide the corresponding layers.
  5. Version 0.7 Stable PRE-ALPHA Release - Updated Feb, 2013 and now available for download! - Download from Armaholic: http://www.armaholic.com/page.php?id=18194 Alternate Mirror #1: http://www.armaholic.net/colombia/scenarios/campaigns/LionsOfKandahar-v07.rar Alternate Mirror #2: http://www.h34dup.com/uploads/arma/LionsOfKandahar-v07.rar OVERVIEW: Lions of Kandahar was written by former Special Forces Captain (now a Major), Rusty Bradley, who survived three brutal US SOF rotations in Afghanistan, the third being the subject of the book - Operation Medusa in 2006. As various members of ODA 331 (part of TF 31), the Afghan National Army's 3rd Kandak, and the Canadian Armed Forces' Charles Company, you will take part in a massive offensive to push the now-brazen Taliban from the Panjwayi Valley south of Kandahar. Features full voice acting thanks to Kommiekat, Laqueesha, AZCoder, Krytosss, Domokun, SavageCDN, Wiki and others! FINAL MISSIONS LIST ~ M1 Welcome Back - Arrive in Kandahar, Afghanistan and make your way to Firebase Maholic through the infamous "IED alley" ~ M2 Bingo Red One - As a member of the ANA you will receive training from your ODA 331 comrades ~ M3 Red Desert - Cross the Red Desert in your HMMVW SOV, locating a vital supply drop along the way ~ M4 Cat and Mouse - As a member of the ANA you are sent ahead to clear some suspicious compounds and stumble across something bigger ~ M5 The Notebook - Perform recon operations on a series of suspected Taliban and Al-Qaeda strongpoints ~ M6 The Voice of Death - As a member of Canada's special forces, kick off Op. Medusa by infiltrating Masum Ghar and setting up an OP to call in Airstrikes ~ M7 Black on Ammo - Lead the initial assault on Sperwan Ghar, only to learn the full measure of the force you are facing ~ M8 Seven 2000-pounders - After being driven to break contact, show the enemy the full-force of NATO CAS and mortars ~ M9 Put Your Mouthpiece In - In the fire-support role this time, you must push forward and capture Sperwan Ghar on-foot at all costs ~ M10 Friends for Life - As Ssg. Jude Voss, save your squadmates' lives and earn a recommendation for the Medal of Honor ~ M11 Holding On At All Costs - Utilize the devastating firepower of an AC-130 Spectre gunship to help ODA331 hold Sperwan Ghar ~ M12 Today Is Not Your Day - Strengthen your defenses by completing three key tasks - secure the village at the foot of the hill, patrol the exposed southern ridge, and take up a sniper position ~ M13 The Dragon's Back - The Taliban are making their final push for Sperwan Ghar, defend your hard-earned positions from their counterattacks Planned Bonus Scenarios - These will not be part of the initial release. Rather, these SP scenarios (separate from the campaign) will be released incrementally with updates to the Campaign one at a time. This will give you an extra reason to follow the project. ~ M14 Epilogue (Campaign Mission) - Patrol through the Panjwayi in the aftermath of Op. Medusa and try to win back the hearts and minds of the broken civilian population ~ Bonus SP Scenario 1 [TBC] As a member of Canada's mechanized infantry in Charles Company, participate in the opening assault ~ Bonus SP Scenario 2 [TBC] As a Dutch Apache Pilot, use your AH-64 to decimate the enemy strongpoints ~ Bonus SP Scenario 3 [TBC] ANA Commandos from the 3rd Kandak go on a routine patrol in Kandahar...but will it go as planned? REQUIRED ADDONS (Subject to change): ~ Combined Operations ~ Community Base Addons ~ Tier One Operators by McNools http://www.armaholic.com/page.php?id=11249 ~ Afghan National Army and Police http://www.armaholic.com/page.php?id=14173 ~ Reshmaan Province (including MAD Buildings) http://www.armaholic.com/page.php?id=17246 - http://www.armaholic.com/page.php?id=17250 ~ Operation Northstar (along with INKO disposable) MUST BE OA version - NOT the A2 version! http://www.armaholic.com/page.php?id=11982 FEATURES: ~ Based on a true story, an adaptation of the book of the same name - an incredible story of courage and brotherhood! ~ Rich with details, from briefing to the basecamps - explore the world and soak in the set pieces! ~ Wide variety of mission formats - stealth recon, motorized combat patrols, massive assaults and defenses, UAV/AC-130 support, and more! ~ Play as soldiers from both US SOF, ANA and CF CSOR! ~ Dynamic name tags to help you know which character is which ~ Full voice acting and custom soundtrack, sound fx, Intro/Outro cinematics ~ Spans massive portions of the excellent Reshmaan Province island SCREENSHOTS (Full Gallery can be viewed here): DOWNLOAD LINKS: Download from Armaholic: http://www.armaholic.com/page.php?id=18194 Alternate Mirror #1: http://www.armaholic.net/colombia/scenarios/campaigns/LionsOfKandahar-v07.rar Alternate Mirror #2: http://www.h34dup.com/uploads/arma/LionsOfKandahar-v07.rar CHANGELOG: v0.5 v0.6 v0.7 KNOWN ISSUES: Global considerations-
  6. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2733296985 May, 1966. US Navy SEALs and South Vietnamese LDNN Commandos are tasked with clearing out Vietcong guerillas along an important trade route in the Rung Sat Special Zone (RSSZ). Time to get your hands dirty. FEATURES A single player scenario designed to match the quality of the S.O.G. Prairie Fire co-op campaign! Over a dozen detailed random sites, random patrols, ambient civilians, and more random elements for higher replayability - you will not experience everything this scenario has to offer in a single, or even two playthroughs! Thousands of hand-placed props and set pieces you can only experience in this scenario for maximum immersion - from a deadly bamboo stronghold to an enemy-occupied cave! Virtual arsenal supported, AI revive script, limited High Command, and other features to tip the odds in your favor! Dynamic Simulation and Show/Hide used for optimized CPU-friendly performance! No additional addons required besides the S.O.G. Prairie Fire CDLC (rare for my scenarios)! AUTHOR'S NOTES This is my fourth release for the S.O.G. Prairie Fire CDLC and the first since the jaw-dropping update that added US Navy SEAL and UDT units and equipment. Although I have a lot of learning to do, this scenario is inspired and informed by both historical and fictional sources related to UDT, primarily SEALs: UDT/SEAL Operations in Vietnam by T.L. Bosiljevac, as well as sources from Osprey Publishing and generally following historical discussion threads on the SOG PF Discord. This is a work of fiction, any resemblance to real people, units, or events is purely coincidental. The author and this mission is not affiliated with Savage Game Design. This is a beta release, some bugs may exist. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission can solve some issues. Please let me know if you run into any game-breaking bugs. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here and I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! CREDITS Thanks to SeaCow-52 for beta testing, feedback, and suggestions Savage Game Design Uses Mynock's Super Simple Surrender script Uses pierreMGI's AI revive script Shout out to the SOG PF Discord and the helpful folks and vets there BI forums and BI wiki for helping solve virtually any bug or problem Post processing effects created using Recolor addon
  7. https://steamcommunity.com/sharedfiles/filedetails/?id=2856874816 November, 1969. A 5-man SASR patrol is inserted into the fortified May Tao mountains to gather intel ahead of a full-scale operation by 6RAR/NZ. Put your mastery of jungle warfare to the test. FEATURES A single player (co-op friendly up to 5 players) scenario designed to match the quality of the S.O.G. Prairie Fire co-op campaign! Over a dozen detailed random sites, random patrols, VC tunnels, and more random elements for higher replayability - you will not experience everything this scenario has to offer in a single, or even two playthroughs! Thousands of hand-placed props and set pieces you can only experience in this scenario for maximum immersion - from a thrilling helicopter insertion sequence to a dangerous emergency extraction! Range of day/night play scenarios supported at your patrol's "laager" (the SASR equivalent of the SOG remain overnight site or RON), creep around at night or patrol by day! Compatible with SOG AI (recommended for even deeper single player immersion), or optional AI revive script and player always leads scripts! Dynamic Simulation and Show/Hide used for optimized CPU-friendly performance! AUTHOR'S NOTES This is my fifth release for the S.O.G. Prairie Fire CDLC and the first since the jaw-dropping 1.2 update that added ANZAC and SASR units and equipment (among a host of others). This scenario was created in collaboration with Johnnyboy, author of the excellent SOG AI addon that offers an improved experience for single player. INTENDED FOR SINGLEPLAYER, should work in co-op for up to 5, NOT INTENDED FOR PUBLIC SERVER Although I have a lot of learning to do, elements in this scenario are inspired and informed by historical sources related to the ANZACs and SASR/NZSAS in Vietnam, including books, film/documentary, internet articles, and historical insights graciously provided by members of the SOG PF discord's history channel. This is a work of fiction, any resemblance to real people, units, or events is purely coincidental. Some elements in this scenario are entirely fabricated and are intended purely for entertainment purposes. The author and this mission is not affiliated with Savage Game Design. This is a beta release, some bugs may exist. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission can solve some issues. Please let me know if you run into any game-breaking bugs. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here and I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! KNOWN ISSUES The intro sequence featuring helicopter insertion is not entirely stable - most frequent issues are either the helicopter rotates to obstruct your shot (for SP, just switch units), and the helicopter takes fire, pulls up and flys over the insertion LZ and takes a long time to insert. Sorry about these issues, try restarting or just be patient as the helicopter should eventually insert your patrol. There are sometimes issues where the units will speak in an American or other accent and it breaks immersion - sorry about this as well, but it's due to the artful but different way Australian/NZ accents are included in the CDLC. Some issues with switching units while in the laager and the action not carrying over - the actions are always removed when the full team exits the immediate area of the laager and the group leader (or switchable unit you have selected in running the player always group leader script) will get the action. Can't figure out how to complete the primary objectives - read the damn briefing and refer to the attachments included in the briefing for more details! CREDITS Thanks to FUBAR, Johnnyboy, and Kju for testing and providing feedback Johnnyboy custom script solution for player detection by opfor and SOG AI testing AIF_Infantrymen and Crazy Earl for reviewing dialog and briefing for cultural/historical tweaks Veteran29 for sharing a quick fix to one of the modules Savage Game Design Uses Kronzky's UPS for some of the random patrols Uses Grumpy Old Man's carpet bombing script Uses pierreMGI's AI revive script (optional DO NOT run if you are running SOG AI) Shout out to the SOG PF Discord and the helpful folks and vets there BI forums and BI wiki as always Post processing effects created using Recolor addon
  8. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2709098168 January, 1965. US Navy UDT scout swimmers conduct a commando raid in North Vietnam in response to guerilla attacks in the south. Operate from the shadowy depths in the early days of SPECWAR. FEATURES A single player scenario designed to match the quality of the S.O.G. Prairie Fire co-op campaign! Underwater stealth gameplay modeled after historical accounts of early-war UDT/SEAL operations! Lead your two-man scout swimmer team on a dangerous commando raid in North Vietnam against a numerically-superior enemy that reacts to your intrusion! Dynamic Simulation and Show/Hide used for optimized CPU-friendly performance! No additional addons required besides the S.O.G. Prairie Fire CDLC (rare for my scenarios)! AUTHOR'S NOTES This is my third release for the S.O.G. Prairie Fire CDLC and the first since the jaw-dropping update that added US Navy SEAL and UDT units and equipment. Although I have a lot of learning to do, this scenario is inspired an informed by both historical and fictional sources related to UDT, primarily SEALs: UDT/SEAL Operations in Vietnam by T.L. Bosiljevac. This is a work of fiction, any resemblance to real people, units, or events is purely coincidental. The author and this mission is not affiliated with Savage Game Design. This is a beta release, some bugs may exist. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission can solve some issues. Please let me know if you run into any game-breaking bugs. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here and I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! CREDITS Thanks to SeaCow52 and Frost for beta testing, feedback, and suggestions Savage Game Design GOM Searchlight Script by Grumpy Old Man BI forums and BI wiki for helping solve virtually any bug or problem Post processing effects created using Recolor addon
  9. h34dup

    AI Spawn Script Pack

    Hi there, this looks like a really useful set of scripts and the website documentation and tools make it super easy to customize. However, I cannot get Ambient Combat to work - nothing is happening. I have installed the script correctly - I seem to be able to get ambient explosions to run in some form as I can see slow-movers flying around, and I am seeing errors referencing code inside the ambient combat script when I intentionally cause an error in the parameters (eg. adding a unit name as the first parameter for Ambient Combat, which doesn't work that way). Even when using the default, no units will spawn, even after 30-120 seconds. I've tried running it from the inits of units in game, in triggers, and in the equivalent of my init.sqf, on Altis with just the scripts, the description.ext and a player, etc.
  10. I just ran a quick test and it worked! The takeaway: Show/Hide Object Modifier module is unreliable and as of this post can not be trusted to work. Organizing entities into Layers is key. You can then use getMissionLayerEntities in combination with hideObject and enableSimulation to essentially perform the same function using script, which is more stable. For example: // To Globally Hide a Layer containing only Props { _x hideObjectGlobal true; } forEach ((getMissionLayerEntities "Layer Name") select 0); // To Globally Hide/Disable Simulation for a Layer containing Units { _x hideObjectGlobal true; _x enableSimulationGlobal false; } forEach ((getMissionLayerEntities "Layer Name") select 0); Shouts to Harzach for helping me figure this out, I will of course credit you in the next update. Thank you!
  11. I recently learned about the Show/Hide Object Modifier module and put it to use in a couple of my recent releases. Primarily, I saw it as a way to optimize CPU performance while having a lot of unit activity and scenes for effects (helos flying over, masses of enemy appearing without having to manually spawn w/ script and game logic, etc.). I didn't have any noticeable issues with it in my SOG PF scenario, Unexpected Guests, but for some reason, in other applications, such as my most recent scenario, SEAL TEAM HVT Elimination, it's showing some rather odd behavior. You can play and test it yourself, or see in the Steam workshop page a player reporting this w/ a screenshot. It seems to happen always when reverting from an autosave, it also happens when creating a manual save and reverting: multiple different layers that are synced to their own Hide modules with no trigger (so, hidden at mission start) and synced with triggers to Show (with various conditions, all do not show) do not show after a player has reverted, or, layers that should be hidden are showing after a revert. For example, I have a guard standing on the roof the player needs to spot from a sniper hide. Both the guard and the sniper hide are hidden using separate Hide modules. If playing from a reverted save, when the player arrives and the sniper hide and the guard are supposed to appear, they simply do not. If the player does not revert to a prior save, and they make it to this point, the sniper hide, the guard, etc. will all show up correctly. If the player saves after they successfully see the sniper hide and guard, then revert, all shown layers will still be visible. However, other layers that are still hidden (eg. a QRF that shows 30-90 seconds when the player is detected by OPFOR, players must board the evac Osprey for the mission to end), will not show in the case of the revert. Another example, in my current project (which will rely primarily on Dynamic Simulation and spawning, rather than Show/Hide for CPU, using Show/Hide only for set pieces), the player's insertion has 4 helos, each are, of course, visible at mission start, and when the insertion is complete the helos withdraw over some mountains and hit a hide trigger. When I revert, the helos show back up, hovering just off the border over the waypoint that leads them into the hide trigger. I know I can just deleteVehicle etc. to get rid of these, and I will likely do that instead as the helos are not needed after insertion. I've done a little hunting on my own but haven't seen this issue reported specifically. Can anyone help me figure out what's going on and if I can fix this without needing to re-do everything from scratch.
  12. Thanks a lot for answering the above and sharing your wisdom! Good luck getting any of my old campaigns running. I was able to get a few scenarios running using Merge, but sadly, due to issues with the Reshmaan province addon, you can only play shreds. I am currently working on a spiritual nod to Task Force 42 with a UKSF long range motorized patrol type of mission set in Syria which makes use of dynamic sim with fair amounts of units that are placed reasonably spaced apart (~500m), I have removed Show/Hide for now, and plan to add spawned units.
  13. Thank you for the reply! I fell back into editing a little while ago. Hope you enjoy some of my A3 creations! I organize all entities in EDEN into layers, so converting to script could work without having to replace all units with spawn points and waypoint game logics. I might give this a try. A couple questions, in case you happen to know it might save me some time: It seems like deleteVehicle is preferred for hiding things when they are no longer needed? hideObject and enableSimulation false is good for CPU management of things you want to keep using, but I shouldn't use these when I can just delete it? Using a hide module synced to a trigger was easier for my lazy ass than naming groups and writing deleteVehicle scripts. Guess it's just not a reliable enough way to do it. Should I use enableSimulationGlobal if the same scenario is intended for both singleplayer (primarily) and coop-6 instead of enableSimulation? I'll test it myself, but I assume I should delete the Hide modules? Or would the essentially redundant commands passed thru the modules make it more stable? A fellow editor friend suggested it might be conflicting with Dynamic Simulation, but I do not use that on the mission in question I just released. Are you aware of any issues with Dynamic Simulation and showObject / enableSimulation?
  14. Giving this a gentle bump, as I have continued searching through old threads, trying solutions suggested there, such as making the triggers synced to the show/hide modules "Server Only" to no avail. Has anyone else experienced this or seen a solution? Might try PM'ing a few of the scripting sages out of the blue if not.
  15. LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=2657074546 Bravo Team is ordered to eliminate a high-value target in Iran from across the Afghan border. FEATURES SP or COOP play for up to 6 players, an unofficial fan rendition of the Paramount show, SEAL TEAM (S2E15) packed with details straight from the episode, "You Only Die Once"! Insertion by USMC-piloted Osprey with AH escort, with a Marine QRF on standby should the situation deteriorate - and you know it will at some point! Virtual armory-enabled supply crate at the LZ, allowing you to run custom addons and use whatever weapons/gear you want! AI revive script (by pierremgi) available at the supply crate at the LZ, to give you and your team a fighting chance at survival! Custom set-pieces, including concealed sniper hide and village marketplace inspired by the episode! A showcase of the strengths (and weaknesses) of Arma 3's powerful (but flawed) Show/Hide Object Modifiers - optimal performance at a cost: no autosave or reverts! AUTHOR'S NOTES MOST IMPORTANTLY, this is an unofficial fan-made scenario, it is not affiliated with the TV Show, Paramount, or CBS in any way. Please use at your own risk and be patient if you encounter bugs, I cannot fix everything. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission is the best way to solve some known issues. Please let me know if you run into any game-breaking bugs. Sulllen Skies - Lythium, while not required to run the mission, is highly recommended to nail the right mood. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here (including ACE), I designed the mission to support Virtual Armory, but I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! KNOWN ISSUES When using the spotting scope, some targets do not initially seem to be recognized as spotted - follow the hints, you should be able to spot the target successfully by hitting LMB while zoomed in with the spotting scope or binoculars. The scenario will advance when you successfully spot the target. CREDITS Jonstyler and SeaCow-52 for beta testing and providing helpful feedback! Harzach for help fixing a major bug! Addon authors, especially those behind RHS, CUP, Lythium, Sullen Skies and Tier One Weapons! AI revive script by pierremgi Post processing effects created using Recolor addon
  16. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2583639543 January, 1969. RT Raleigh is tasked with conducting an ambush on an NVA supply convoy headed for VC positions in-country. Getting in is easy, getting out will be the hard part. FEATURES A branching single player scenario designed to match the quality of the S.O.G. Prairie Fire co-op campaign! SOG PF Radio Artillery and CAS, and Helicopter Transport support modules! Virtual armory-enabled S-4 Logistics! SP-compatible AI revive script (speak to the doctor near the Dust-Off helicopter near the launch pad to use this feature)! Detailed FOB2 Kon Tum and FSB Quan Loi with tons of hand-placed occupants, props, vehicles, weapons range, scuttlebutt, and even a boat showcase to discover! Multiple approaches to completing the mission, call in a 20-man 'exploitation force' to help even the odds! Dynamically-spawned friendlies and enemies, Show/Hide module used for optimized CPU-friendly performance! No additional addons required besides the S.O.G. Prairie Fire DLC (rare for my scenarios)! AUTHOR'S NOTES This is my second release for the excellent SOG PF DLC, hope you all enjoy it. While working on it, I learned a ton about the new modules, as well as various ways of spawning vs using show/hide module. Although I have a lot of learning to do, this scenario is inspired an informed by both historical and fictional sources related to MACV-SOG. This is a work of fiction, any resemblance to real people, units, or events is purely coincidental. The author and this mission is not affiliated with Savage Game Design. This is a beta release, some bugs may exist. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission can solve some issues. Please let me know if you run into any game-breaking bugs. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here, I designed the mission to support Virtual Armory, but I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! CREDITS Thanks to Frost for beta testing, feedback, and suggestions Savage Game Design AI Revive Script by pierremgi Carpet Bombing Script by Grumpy Old Man Post processing effects created using Recolor addon I forgot to make a post here when I released this scenario earlier this year. Wanted to share it here, hope you enjoy! Would love to hear your AAR!
  17. NOVEMBER, 1968. RT Raleigh is tasked with surveying a suspected new branch of the Ho Chi Minh Trail near the Laotian border. Mods: SOG PF DLC, Recolor, POLPOX, Whiplash Nam Poses, USP Animations & Poses, ZSL Static Poses (WW2) These are promotional images for my recent single player scenario release, Over the Top.
  18. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2552673909 November, 1968. RT Raleigh is tasked with observing a suspected new branch on the Ho Chi Minh Trail and raiding an enemy rest station and supply dump. Go in quiet, go out loud. FEATURES A challenging single player scenario designed to match the quality of the S.O.G. Prairie Fire co-op campaign! CAS and Helicopter Transport support modules! Virtual armory-enabled S-4 Logistics! SP-compatible AI revive script! Multiple approaches to completing the mission, rewards for operating like a real MACV SOG Recon Team! Dynamically-spawned enemies for optimized CPU-friendly performance! No additional addons required besides the S.O.G. Prairie Fire DLC (rare for my scenarios)! AUTHOR'S NOTES I have been messing with MACV SOG scenarios for years using UNSUNG, but never got around to releasing one. When S.O.G. Prairie Fire was released, it was like a dream come true. And though the lack of single player content included with the DLC was a bit of a let-down, the awesome quality of all these assets meant I'd just have to make the SOG scenarios I've always wanted to play myself (which is half the fun for me). While play testing, I was often challenged and occasionally frustrated trying to keep my entire RT of AI units undetected and alive from start to finish. Rest assured, it is possible (especially now that I've added healing). The closer you run the mission using similar tactics to the real unit, the better your chances of succeeding. Riding out of a hot PZ back to FOB1 after completing the mission was one of the best Arma moments I've had in years, I hope you enjoy it too...if you can make it that far! This is a work of fiction, any resemblance to real people, units, or events is purely coincidental. This is a beta release, some bugs may exist. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission can solve some issues. Please let me know if you run into any game-breaking bugs. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here, I designed the mission to support Virtual Armory, but I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! CREDITS Thanks to Jonstyler for beta testing Savage Game Design AI Revive Script by pierremgi Carpet Bombing Script by Grumpy Old Man Post processing effects created using Recolor addon
  19. https://steamcommunity.com/sharedfiles/filedetails/?id=2502834537 BETA RELEASE - MAY CONTAIN BUGS Lead your ODA in their fight alongside the Northern Alliance to unseat the Taliban and hunt down AQ terrorists involved with the 9/11 attacks. FEATURES SP or COOP play for up to 12 players, loosely inspired by the story of the horse soldiers and the film 12 Strong! CAS and Mortar Support modules (usable only by the Detachment Commander) Virtual armory-enabled supply truck at the LZ, allowing you to run custom addons and use whatever weapons/gear you want! Go full-on horse soldier and ride into battle on horseback (requires @dbo_horses addon, not usable by AI) Custom "war-torn" hand placed set pieces and references to the film, use them to your advantage in order to withstand a hostile force many times your size! Dynamically-spawned enemies for optimized CPU-friendly performance! AUTHOR'S NOTES This is my third scenario for Arma 3 based on modern ops or real-world operations, it's also based on a movie, so take the "realism" with a grain of hollywood-flavored salt This is a work of fiction, any resemblance to real people, units, or events is purely coincidental. This is a beta release, some bugs may exist. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission can solve some issues. Please let me know if you run into any game-breaking bugs. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here, I designed the mission to support Virtual Armory, but I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! CREDITS Jonstyler and Domokun for beta testing Addon authors, especially those behind RHS, CUP, and FFAA Lythium Simple Surrender Script by MMK Carpet Bombing Script by Grumpy Old Man IED Script by Jeevz Post processing effects created using Recolor addon
  20. That's great to hear! I'm glad there were no issues and the performance was good. I do have a couple things in the works...
  21. https://steamcommunity.com/sharedfiles/filedetails/?id=2465895849 BETA RELEASE - MAY CONTAIN BUGS Lead your team of tier one operators to locate and dispose of suspected chemical weapons deep behind enemy lines. FEATURES SP or COOP play for up to 4 players, loosely inspired by the CBS show SEAL TEAM (S1E2), a return to modern ops for fans of my old Arma 2 content who have been waiting patiently while I was in a Arma WWII hole! Insertion by military free-fall (MFF), parachute over the Iraq/Syria border and carry out a black ops mission in the shadows of a devastating modern conflict! Virtual armory-enabled supply crate at the rendezvous point, allowing you to run custom addons and use whatever weapons/gear you want! Custom "war-torn" hand placed set pieces transform a corner of Takistan into the ruins of Nagara, use them to your advantage in order to withstand a hostile force many times your size! Dynamically-spawned enemies for optimized CPU-friendly performance! AUTHOR'S NOTES This is my second scenario for Arma 3 based on modern ops or real-world operations, it's also based on a TV show, so take the "realism" with a grain of hollywood-flavored salt This is a work of fiction, any resemblance to real people or events is purely coincidental. This is a beta release, some bugs may exist. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission can solve some issues. Please let me know if you run into any game-breaking bugs. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here, I designed the mission to support Virtual Armory, but I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! CREDITS Jonstyler for the idea and for beta testing Addon authors, especially those behind RHS, CUP, and Tier One Weapons!
  22. US Navy SEALS escort a CIA chemical weapons expert searching for suspected chemical and/or biological weapons in Nagara, Takistan, 2017. Mods used: CBA3, CUP, RHSUSAF, Tier 1 Weapons These are promotional images for my latest SP/COOP release SEAL TEAM Direct Action and EOD on Steam.
  23. May 1943, Americans from the 29th Ranger Battalion conduct a night raid on a German airstrip outside Skogbygda, Norway. Promotional images from my latest SP/COOP scenario (link) Mods used: CBA_A3, Faces of War, CUP Terrains, IFA3_AIO_LITE, Northern Fronts + NF Terrains, Secret Weapons, US General Equipment and Accessories
  24. DOWNLOAD (v0.5 beta): https://steamcommunity.com/sharedfiles/filedetails/?id=2400461751 Lead your team of rangers to conduct a “butcher and bolt” raid on a small enemy-held airstrip. Your mission is to infiltrate Norway via amphibious landing and make your way inland to rendezvous with a contact from the Norwegian resistance (Milorg), who will provide details on the location of your primary targets: a German special airplane, and an anti-aircraft defense site. Your squad is tasked with infiltrating the airfield, assaulting the enemy, destroying all primary targets, and pursuing any secondary objectives, before exfiltrating to the extraction point back along the Norwegian coast. FEATURES SP or COOPERATIVE play in the spirit of H&D2 and the Commandos series, loosely inspired by real raids conducted by the 29th Ranger Battalion (Wikipedia link), with the training and support of the British No. 4 Commando An engaging night op (with visibility sans NODs!) a nice balance of challenge and satisfaction, akin to the types of classic Arma 3 scenarios we all fondly remember, with a hint of those night stalking vibes from the Contact DLC! Hand-placed props transform a small air strip into a formidable German-held strongpoint, which reacts realistically to any detected threats! Multiple approaches to accomplishing your mission, and optional objectives for added challenges and unlockable support - including mortar and fighter plane support! AUTHOR'S NOTES Guess I was just kidding about my previous release being my last for a while. I wanted to make use of some of the compositions I've had lying around for a while. Originally set in Tobruk, I ported the air strip to Northern Fronts and switched up the climate completely. This is a work of fiction, any resemblance to real people or events is purely coincidental. It was inspired by raids conducted by the American 29th Ranger Battalion between February and April of 1943. Volunteers from the 29th Infantry Division, these men trained with the British Commandos, mostly No. 4 Commando, and participated in raids on German installations in Norway before being disbanded in October of 1943. The techniques pioneered by these brave soldiers continue to inform the tactics of special operations units across the globe. This mission takes place later in 1943 than it might actually have happened, solely because of the restrictive lighting of the game engine at night. Additionally, the scale of this raid is reduced to remain friendly to your CPU. This is a beta release, some bugs may exist. Also, it's Arma, so there are bound to be things that will affect your playthrough. The add-on list may be long, but I assure you they are worth it! Warning: this scenario contains some imagery that is historically-accurate to the period being portrayed. By no means does the inclusion or representation of imagery from this period reflect or represent the views of the author. This is intended for entertainment purposes only, do not subscribe if you are uncomfortable with it. Curious to hear about your playthroughs! Please like and comment if you have an AAR, catch a bug, or have any constructive feedback. CREDITS The respective authors of the required addons, especially Northern Fronts and Secret Weapons for the incredible mods! Searchlight script by Grumpy Old Man
  25. h34dup

    WW2 Rangers Airfield Raid [SP]

    Good luck getting them to accept the mods list - might be helpful to test this scenario with a smaller group to ensure there aren't any bugs. I'd hate to hear everyone loaded up but then there was some random bug with the scenario. For example, there is a script for SP that makes whatever unit the player is switched to become the group leader. I'm happy to join and test, play, or troubleshoot if there's a good time. PM or hit me on Steam.
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