Search the Community
Showing results for tags 'random missions'.
Found 2 results
Ok around 4-5 months in the making. I present to you my dream..... Al Inteqam (The Revenge). A series of perpetual and 'repeatable' CSAT missions all arranged randomly. Inspired by Patrol Ops, BMR Insurgency among others. But much simpler, quicker and SP. I would encourage budding mission makers to rip this mission apart via Eliteness program and look at how I have achieved this.Its as vanilla as possible. The task files are commented for a better explanation. Always use Notepad++ or the great Atom with latest Arma 3 plugin for opening sqf files. Its my time to give something back to the community :) Features: 1. Random Missions on random locations 2. Support modules 3. Random time and weather 4. Random chance of vehicles, and heli enemy patrols 5. New mission types 6. Field Headquarters 7. Auto cleanup after mission end (as cleanup during an ongoing mission wont allow you to rearm at dead bodies) 8. Enemy tracker action to reduce hunting time of remaining few AIs 9. AI Recruit 10. Civilians in towns 11. Oh and most important.. AMAZING FPS ;) Currently the missions are: 1. Capture Town (Uses towns as locations) 2. Capture NATO Base (Uses Military bases all over Altis and some fortifications as mission spots) 3. Destroy asset ( Will select an asset from a pool to be destroyed - Transformer, Radio Tower, Drone, Artillery unit. The arti unit may occasionally get utilized by the AI) 4. Assassinate (Eliminate enemy officer) 5. Stop the convoy (4 vehicles will form a convoy in Column formation where ends will have defence forces and middle 2 will be the deal. I mean the trucks to take out) 6. Kill the Snipers (A bunch a' snipers have wandered in to the Altis wild. Take em out) 7. Secure the intel from crash site (Beware of light reinforcements) 8. Rescue our brother (Rescue POW) 9. Destroy the mortar squad (A mortar squad has been spotted in Altis. Take em out) 10. Defend the town (A lightweight defense scenario featuring towns) 11. Skirmish (Join CSAT patrol in the wilderness. Be on the lookout for any enemy.) 12. Dog Fight (Yeah now we talkin. This is quite easily my favourite. The music, the enemy, The mission countdown, the moving task marker everything is special) 13. Caught (The enemy has found our base and conducted a rigorous operation. Wait for further orders and PRAY) 14. Like a Ghost (Reach the Rendezvous point through heli and armour patrols. No enemy infantry) ..... will keep adding unique mission types and not the cliche'. Before you play. Read this: 1. Added the awesome Bon's recruit AI script. 2. The mission will have you start in front of a flag. Use it to HALO drop wherever you need to once assigned a mission. If Dog Fight is assigned, rush to an airport. 3. Crate with Virtual Arsenal right in front at mission start so that you can choose your favourite loadout :) 4. At the end of each mission you will be teleported back to starting position with a random time. 5. I am MP illiterate. Wont be able to convert this to MP by any chance. I love SP and the convenience of playing a mission over days :) 6. Given my work schedule, please do not be angry if I dont reply to your queries quickly. 7. The reveal addaction is not a cheat, but should be used only to see that last annoying enemy left in town ;) 8. Artillery, Transportation and CAS support available. But has cooldown. 9. Each mission will have a random AO size between 2 extremes which I personally dont wish to disclose. Wont be fun to know beforehand, but I assure you its not extremely huge, nor tiny, but decent. If you insist on its knowledge, then send me a message. 10. There is no caching done here. Its not needed with such scale. I dont like the idea of a nano second lag when units spawn back. Spoils the atmosphere. 11. Spawned units are given a decent area to patrol, so even the knowledge of the AO size wont guarantee that they will remain only inside ;) This mission is a huge achievement for me being new to the scripting scene. Had to manually and carefully place 4 types of markers. 1st for towns, 2nd for military bases, 3rd for sniper spawn points, 4th for Convoy spawn spots. In all 95 markers on the beautiful and behemoth Altis handpicked and tweaked which literally took days. Got to learn a lot in the forums here by some amazing and hugely talented people of the community. Especially JSHOCK, R3VO, SHUKO, PERSIAN MO, GREENFIST, RYDYGIER and LARROW who helped me in shaping it the way it is and the future of Al Inteqam. But JShock 's extreme patience here kick started my interest in developing this. I want the community to enjoy this. MODS REQUIRED: None :biggrin: Google Drive (V 1.4.2): https://drive.google.com/folderview?id=0B8jSob5bHbEBQldCdkd1TjBBR2s&usp=sharing Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=606946272 Community stuff utilized: 1. JShock's extremely simple unit spawning and AO deletion functions 2. Shuko's legendary SHKpos and SHKbuildingPos scripts 3. Enemy left counter snippet by R3vo 4. =ATM= Airdop by pokertour (edited to suit this mission) 5. Several other snippets by amazing people like Persian MO, Greenfist, Larrow, Rydygier and everyone else. WIP: 1. Giving detailed information to each task. 2. Adding atleast one unique mission with each update 3. Create a more 'living' base Update V1.4.2: Changelog: Minor bug fixes. Update V1.4.1 hotfix: Changelog: 1. Fixed: Like a ghost mission wouldnt spawn any enemies. Possibly due to new Arma 3 update 2. Removed mission "Escape" for the time being till its fixed and bug free. 3. Several bug fixes. Update V1.4: Changelog: 1. New mission type "Like a Ghost" which will now fire the first time you play the mission 2. Optimized "Eliminate Arti Squad", "Defend", and "Caught" missions 3. Hopefully fixed: Loadout bug 4. Fixed: AI mates unable to teleport with player 5. Edited HALO script to be extremely lightweight Update V1.3: Changelog: 1. New mission type "Escape" which will fire the first time you play the mission 2. Cleaned up the mission files to remove unnecessary code 3. Fixed: Sniper mission bug where mission would complete at -1 kills UPDATE V1.2 Changelog: 1. Made changes to Destroy mortar squad. Should be tough now 2. Added the recruit AI option at the base flag 3. Replaced the virtual heli transport module with an actual AI heli at base as requested by community UPDATE V1.1: Changelog: 1. Headquarter entities are now movable (But still deliberately left invincible) 2. Lightened up the player's starting loadout a bit 3. Reveal addaction should now not show its name at the screen center by default (Thanks to tortuosit) 4. Removed dependancy on RHS units hence this should fix the task auto-complete thing.
SIGINT, OPERATIONS, COVERT OBJECTIVES and MISSIONS by R. Von Quest VERSION: PROJECT: CLOSED UPDATED: 13 June 2019 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my Mission Generator & Intelligence System from my SpookWarCom Project. SOCOM Module is a Spec-Ops/Black-Ops random Mission Generator with unlimited combinations of dark and eerie "behind-the-lines" Objectives & Missions. More TBA at a latter time. "CLASSIFIED: EYES-ONLY" // FEATURES: Select Probability (0-100%) for EACH Type Numerous Custom User Options for EACH Mission Custom User .sqf File Options for Units and Objects Enter Unlimited Classnames for Objectives Enter User Classnames for Enemy Guards/Units Generic System for ANY/ALL Styles, Timelines, Ops, etc Select ArmA 3 TASK, Generic Marker, or MapGrid Turn ON STEALTH Options for any Mission Full User Customization & Settings for Micro-Detail All Factions, Addons, Mods, and Maps Supported Marker Blacklist, Urban vs Rural, and many more!!! 30+ Mission Types Under Construction..... // MISSION TYPES: Mission -- Assault / Direct Action Mission -- Reconnaissance 1-26 (Alpha - Zulu) Mission -- Destroy / Demo Mission -- High Value Target Mission -- Recover Intelligence more coming soon... // NOTES: n/a // KEYBINDING: Shift + I // REQUIRED: 1. CBA A3 - Community Based Addons A3 // DONATE: DOWNLOAD =VQI= SOCOM MISSIONS & INTELLIGENCE Von Quest Industries // LICENSE: // CREDIT & THANKS: *n/a