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Found 16 results

  1. Immersive-sim Arma 3 gamemod set in the decades following the downfall of modern society to a deadly viral outbreak. Your goal is carve out your own space in this hostile world and decide whether or not to take part in a war that is raging between the rival factions that have taken over the land. Surviving means making alliances and taking what you need from opposing factions, whether that be skills, resources, or their lives. Features - Persistent multiplayer sandbox environment. - Factions: The order: Rangers, Nomads, Survivalists. Anarchists: Outlaws, Scavengers. Outsiders: Hunters. Undead (WIP). - Strongholds: Fight and capture various persistent points of interest. Get rewards that depend on the captured point. (WIP) - Custom animations/Interaction system: Parkour. New melee weapon system. Various interaction animations(WIP). - Custom Damage system: Broken bones, Bloodloss, Wound effects, Fixed various arma damage behaviour bugs(clipping, floating). - Hybrid 1st/3rd person system: Custom 3rd person view camera. Vehicle 1st person view. - Tools: Inflame players with crossbow Fire Bolts or using Fuel + matches. Set traps using Bear traps and Tripwire mines. Tranquilize players using tranquilizing needles or ammo. - Arsenal: Custom guns, including hunting rifles and shotguns. Custom realistic soundshaders, including realistic attachments(suppressor) sounds. - Immersion/Horror: Custom lighting, including natural nighttime lighting and full use of TrueSky system. Ambient music. Mystic creatures (WIP). - Hunting/animals: Track and hunt animals. Chop woods, make campfire and cook meat. - Dogs/Taming: Tame dogs, give them commands. Watch their state, heal and feed them. Kill and defend yourself versus hostile player's pets. - Survival: Desease, Radiation (WIP), Scarce fuel resources, Hunger, Thirst. - Construction: World: Build crates, camonet stashes, secret stone stashes. Havens: Lock your own haven. Reinforce and modify it. Build various furniture. Raid(destroy) and rob other havens. Reinforce your haven to protect it. Gameplay: - Explore hostile post-apocalyptic environment. - Progress your character. - Cooperate with friendly classes. - Fight for objectives. - Try to survive. - Raid, steal and rob / Build, hide and reinforce. Or just give up on this hopeless and unforgiving world. This is a multiplayer-only addon that is required by BreakingPoint Second Wind servers. Links: Steam Workshop Discord How To play?: Servers: Sunken Altis: Server name: [EU#1] Second Wind Address: 185.137.234.152 Port: 2402 Screenshots: Livonia server has been shut down and will be replaced by Katya terrain by Blud when it comes out. Server name: BreakingPoint[#1]: SecondWind Address: 185.137.234.152 Port: 2302 Videos: Screenshots: Custom Lighting: Gameplay: ##Credits: - Breaking Point team for their open-source gamemod platform. - LordJarhead for permission to use and build custom soundshaders utilizing legacy version of JSRS framework. - lordFrith for permission and kind sharing of his Frith's Ruin mod work. - dame2010 for providing source models and assets of his Horror mod: https://steamcommunity.com/workshop/filedetails/?id=1556296528 - IN005 for permission to use his headgear assets which you can find in his MadArma mod: https://steamcommunity.com/sharedfiles/filedetails/?id=815962700 - Lythium team for permission to work with their custom skybox. ###License: Content is released under Arma Public License No Derivatives (APL-ND): https://www.bohemia.net/community/licenses/arma-public-license-nd with the exception of open-source parts which are specified in README-LICENSE.md file (can be found in gamemod folder).
  2. Hey guys! So basically I've got a bit of an issue with a sector control mission I've been making. It's a fairly standard framework for sector control. Currently running it on a dedicated server. If only one player is on the server when one team's tickets are depleted, the mission ends and resets as normal, but when there are multiple players the mission ends, but doesn't reset. Players are sent back to the role screen as usual, but then on respawn are sent back into the old mission again; tickets and capture points do not reset either. Also, the server is not set to persistent. The mission resets if no human players are spawned in. Any ideas? Here is a link to my mission on dropbox.... https://www.dropbox.com/sh/rjvr8ng8719ujzy/AAAXPA1TpRdvHuJfymsztJwQa?dl=0 Thanks, Billy.
  3. Watch the introduction video Description Arma At War or short AAW is a teamwork oriented Player vs Player Gamemode Modifciation for Arma 3. We, the developers have been working on something very similar for the past year but have decided to work on our project under a different name. Arma At War is an attempt to capture the gameplay elements of the popular games like the Project Reality: Battlefield 2 mod or Squad and deliver them in a separate game mode for ArmA 3. Gameplay, coordination and communication play as big of a role as the openness to modern concepts and influences. While we are trying to make the entry barrier as low as possible, we will still include the depth and complexity the would be expected from a Project Reality version in ArmA 3. The catch phrase 'Easy to learn, hard to master' really shapes the whole project. Core Features Advance And Secure Gamemode [Done] Capture and hold zones in a pre-determined order. Custom User Interface [In Progress] Including Spawn Screens, custom compass etc. High Performance [In Progress] Code is written to ensure high performance gameplay at high server and client frames and fast networking code. Logistics System [In Progress] Assist your team by resupplying the frontlines, build FOBs or emplacements. Medical System [Done] Treat wounds, revive and transport wounded team mates with our intuitive Medical System. Marker System [Done] Assign order markers to guide your squad or spot enemies on the map. Squad Management System [Done] Create, join and manage your squad and squad members. Deployment System [Done] Choose from a variety of Kits and join the fight on an allied Base, Rally Point or FOB. Kit & Vehicle Restrictions [Done] No more solo-tanking in lone-wolf snipers thanks to our Restriction System. Commander [In Progress] Guide your team to victory by assigning orders to Squads or make use of Support Weaponry like artillery or mortar strikes. Mod Support [In Progress] Want your favourite factions to battle against each other? AAW allows to be modified extensively. Learn more Join our discord discord.me/atwar-mod Follow us on twitter https://twitter.com/war_mod Servers Armaworld Teamspeak: 213.239.202.133 Website: http://armaworld.de/ Contact: @Katho ; @eckart ; @Raven ; @[FDS] Nordmann http://www.gametracker.com/server_info/213.239.202.133:2312/ Region: EU/GER Mods: no Language: International IP: 213.239.202.133 Port: 2312 Hostile Takeover Teamspeak: TS.HT-Community.com Discord: https://discord.gg/pTyGxNH Website: http://hostiletakeover.co/ Contact: @SofaKing1337 ; @WARHAWK_HT ; @Jakob HT http://www.gametracker.com/server_info/50.233.27.230:2302/ Region: US Mods: no Language: International IP: 50.233.27.230 Port: 2302 Onion Gamers Teamspeak: ts3.oniongamers.com Discord: https://discord.gg/Uqc668V Website: www.oniongamers.com Contact: @AJAX ; @Mobius Region: US Mods: no Language: International IP: bmr3.oniongamers.com Port: 2302 LibertyGaming Teamspeak: ts.libertyrp.net Discord: https://discord.gg/YMkymHY Contact: @Hyypperionn Region: Australia Mods: no Language: International IP: 139.99.130.131 Port: 2312 RU27 Discord: https://discord.me/ru27 Contact: @Ghosto http://www.gametracker.com/server_info/87.225.89.163:2332/ Region: RU Mods: no Language: International IP: 87.225.89.163 Port: 2332 AMFR Teamspeak: ts.teamamfr.fr Contact: @AMFR_Kendose Region: EU Mods: RHS & TFAR Language: French IP: 149.202.87.175 Port: 2302
  4. I have an issue in sector control. I want players to be able to cap an objective IF AND ONLY IF they are on the ground. I tried adding in isTouchingGround player; into my script, but that didn't help me. There are a few work around that I added to a "Example.sqf" for simplicity. /* Methood 1: Pros: Prevents Player from interacting with the trigger Cons: May adjust the trigger size globally */ [] spawn { _triggerWidth = triggerArea _this # 0; _triggerLength = triggerArea _this # 1; _this setTriggerArea [ 0 ,0 ]; waitUntil{isTouchingGround player || !alive player}; _this setTriggerArea [ _triggerLength ,_triggerWidth ]; }; /* Methood 2: Make module Pros: I'd be able to set the trigger condition specificly for capturing the objective Cons: https://i.kym-cdn.com/entries/icons/original/000/008/342/ihave.jpg */ /* Methood 3: By Far, the best Methood Pros: I'd be able to locally disable the trigger/capture area from some players Cons: I don't think this methood would remove the trigger condition, let alone the sector control area, but it's worth a shot anyways */ [] spawn { _this disableCollisionWith player; waitUntil{isTouchingGround player || !alive player}; _this enableCollisionWith player; } Is there anyway to A. Disable certain players from capturing a sector B. Inject a conditional into a Sector
  5. damsous

    [TvT 42] ATB

    Advanced Tactical Battlefield Short description : -Team versus Team mission from 2 to 42 players. (NATO vs AAF) -Simple, balanced and high performance mission that require team play to win. -Battlefield like mission with sector, ticket and class restriction. Rules : Each team must capture and hold sector, the first team at 0 ticket loose the game, each death consume 1 ticket. Mission Feature : -Each team start in a outpost near the combat zone, they can buy vehicle or paradrop to the battlefield. -Each team got a limited amount of credit for buy vehicle so the player must manage how they spend the credit (Repair, Rearm...), there is no way to earn credit so if a team run out of credit the only way to get one its to steal a vehicle. -Few class get special abilities : * Squadleader can call limited support (mortar, airstrike, ammodrop). * Sapper can build sandbag wall. * Medic got unlimited revive, (everyone can revive but that consume a first aid kit and that take more time) -TAW view distance script. -Mag repack script. -No Virtual Arsenal or ammobox (only paradrop), cause i want to make a balanced game, for exemple there is 1 Sniper for each team, 1 AA Specialist for each team....... Mission File : ATB Mission pack
  6. Alleged Accomplice

    WWII 7 sectors

    WWII 7 sectors Slightly improved version of the modern one posted. http://steamcommunity.com/sharedfiles/filedetails/?id=1238574779 WWII for 7 sectors of German versus Soviet good times. Select everything on the map and save to your custom compositions. Spawn points that work, the sectors flip. You can spawn in any sector you own (except the enemy main and you can easily change that) which is a problem sometimes in sector control, well it is not a problem with this setup. The spawn in vehicles cannot be destroyed Then add tanks planes and vehicles soldiers and loadouts . I will soon post a loadout framework for these 2 sides. Then I will post a vehicle framework. It is setup for a Soviet attack so the Germans own all but one sector, just change the sector owner if need be.
  7. 1. I wonder if it is possible to place Spawned AI from Spawn AI module under high command control? I want to make a sector control scenario for which command get to control spawned units. 2. Also, if a unit is dead, the high command function is lost. If this is possible to achieve?
  8. Hello, By default when placing a Sector module the Seize reward is set to 10. But where is that number supposed to be added when a side captures the said sector? To the current amount of respawn respawn tickets the side that captured the sector has? There's a small description for the Seize reward: "Score awarded to the side which seized the sector". Ok then, but what score? While testing this I created a simple mission with: two playable characters (OPFOR and BLUFOR) one sector module that I synced with OPFOR and BLUFOR side logic entitites respawn tickets module with 200 respawn tickets to both OPFOR and BLUFOR Testing with that configuration through in-game editor's multiplayer mode doesn't yield any results that would prove that the seize reward is working as expected. But.. I guess that's the thing that what is the actual expectation. Like what is supposed to actually happen when there's a number set in the seize reward field. Would someone else have any experience to share here whether the Sector module's Seize reward functionality is working as expected?
  9. I have placed six (BIS) Sectors that can be captured by either BLUFOR or OPFOR. Now, I want BLUFOR start bleeding tickets with 1 ticket per 10 seconds when OPFOR has captured two sectors. The same goes to OPFOR when BLUFOR has captured two sectors. For this I've set the Dominance ratio in the Bleed Tickets module to 0.2. With this setup everything works as expected so long when only either of the two sides captures two sectors of the available total of six sectors. The aforementioned setup "breaks" immediately when both sides capture two sectors (doesn't need to happen at the same time). I'll explain below how the setup breaks: let's say BLUFOR is the first one to capture two sectors, OPFOR tickets will bleed (1 ticket/10 seconds) so long that also OPFOR captures two sectors then when OPFOR captures two sectors BLUFOR will start bleeding (1 ticket/10 seconds) BUT OPFOR ticket bleeding will stop even if the situation is now 50/50 when both sides own two sectors (and there's two neutral sectors) when the aforementioned situation has been reached BLUFOR now needs to capture additional two sectors (totaling to four sectors) so that OPFOR would start bleeding tickets. When BLUFOR owns four sectors (out of six) OPFOR will bleed two tickets per 10 seconds Can someone offer some insight on what is happening there? Is the Dominance ratio option broken or is this just another user error?
  10. Hello Arma 3 fans I need this times your help, I have the nice Starwars Mod downloaded and wants to write a mission with Sector control Sectors Works West KI Spawn East KI dont Spawn i found a erro but i dont understand him It would me gladly if someone once over my mission can look where I made the error My Mission with the Picture https://www.hidrive.strato.com/lnk/yOAy35ZK Many Thanks Lord Gohlem class CfgGroups { class West { name = $STR_A3_CfgGroups_West0; side = TWest; class BLU_F { name = $STR_A3_CfgGroups_West_BLU_F0; class Infantry { name = $STR_A3_CfgGroups_West_BLU_F_Infantry0; class BUS_InfSquad8 { name = $STR_A3_CfgGroups_West_BLU_F_Infantry_BUS_InfSquad0; side = TWest; faction = BLU_F; class Unit0 {side = TWest; vehicle = swop_501_ARF; rank = "SERGEANT";}; class Unit1 {side = TWest; vehicle = swop_501_ARF; rank = "SERGEANT";}; class Unit2 {side = TWest; vehicle = swop_501_ARF; rank = "CORPORAL";}; class Unit3 {side = TWest; vehicle = swop_501_ARF; rank = "PRIVATE";}; class Unit4 {side = TWest; vehicle = swop_501_ARF; rank = "PRIVATE";}; class Unit5 {side = TWest; vehicle = swop_501_ARF; rank = "CORPORAL";}; class Unit6 {side = TWest; vehicle = swop_501_ARF; rank = "PRIVATE";}; class Unit7 {side = TWest; vehicle = swop_501_ARF; rank = "PRIVATE";}; }; }; }; }; }; class East { name = $STR_A3_CfgGroups_East0; side = TEast; class OPF_F { name = $STR_A3_CfgGroups_East_OPF_F0; class Infantry { name = $STR_A3_CfgGroups_East_OPF_F_Infantry0; class BUS_InfSquad8 { name = $STR_A3_CfgGroups_East_OPF_F_Infantry_BUS_InfSquad0; side = TEast; faction = OPF_F; class Unit0 {side = TEast; vehicle = SWOP_CIS_droid; rank = "SERGEANT";}; class Unit1 {side = TEast; vehicle = SWOP_CIS_droid; rank = "SERGEANT";}; class Unit2 {side = TEast; vehicle = SWOP_CIS_droid; rank = "CORPORAL";}; class Unit3 {side = TEast; vehicle = SWOP_CIS_droid; rank = "PRIVATE";}; class Unit4 {side = TEast; vehicle = SWOP_CIS_droid; rank = "PRIVATE";}; class Unit5 {side = TEast; vehicle = SWOP_CIS_droid; rank = "CORPORAL";}; class Unit6 {side = TEast; vehicle = SWOP_CIS_droid; rank = "PRIVATE";}; class Unit7 {side = TEast; vehicle = SWOP_CIS_droid; rank = "PRIVATE";}; }; }; }; };
  11. Afternoon all, Working on a current project and I have hit a little snag. So I don't need to code a whole function from scratch using markers I decided to use the ingame Sector modules. The sectors themselves save so the battlefield is constantly persistent, so in the mission file all the sectors are marked as empty and call a script that does the resource (currency) and assigned west/east accordingly. This works perfectly.. however every time the mission is restart (in SP & MP) You'll get a lovely spam of notification "A was captured by x" "B was captured by x" ect ect I've tried moving this to initserver, isdedicated ect ect, The client however will always seem to show the notification, anyone know a way to disable these for the sector modules?
  12. I have made a sector control mission. It worked previously, but I made minor changes and now it doesn't work.It only really started once I added in the system where the re spawn on the sectors changes owners depended on who owns the sector. What I mean is when I load up the game on localhost, it loads, asks me to re spawn, and then goes back to the loading screen, displaying unnamed mission, and I am stuck forever. Any ideas? I will post the mods it needs and you can see for yourself. Mods used- CUP_AirVehicles_CH53E CUP_AirVehciles_AW159 A3_Missions_F_Curator CUP_TrackedVehicles_M113 CUP_Creatures_Military_USArmy CUP_TrackedVehicles_ChallengerII sab_CU CUP_WheeledVehicles_LR CUP_WheeledVehicles_Coyote CUP_WheeledVehicles_Ridgeback CUP_AirVehicles_AH64 CUP_WheeledVehicles_Wolfhound CUP_TrackedVehicles_FV510 CUP_Creatures_Military_BAF CUP_AirVehicles_Mi8 CUP_TrackedVehicles_2S6M CUP_Creatures_StaticWeapons A3_Air_F_Heli CUP_AirVehicles_Ka52 CUP_Creatures_Military_Russia CUP_TrackedVehicles_T90 A3_Soft_F_Exp CUP_WheeledVehicles_UAZ CUP_WheeledVehicles_BRDM2 CUP_WheeledVehicles_BTR90 A3_Weapons_F A3_Structures_F_Households A3_Modules_F CUP_CAStructures_E_Misc_Misc_Market CUP_CAMisc CUP_Misc3_Config CUP_Weapons_AmmoBoxes A3_Characters_F A3_Structures_F_EPC A3_Supplies_F_Heli A3_Static_F A3_Structures_F_EPB A3_Soft_F A3_Structures_F_Ind A3_Structures_F_Heli A3_Structures_F_EPA A3_Structures_F_Mil A3_Structures_F
  13. Original post in spoiler above. This topic is no longer supported, because the project has moved to another development team. Our continuation of PRA3 will be available soon. Thanks.
  14. so i tried to make a post about this a while ago and my browser crashed so the 50 lines of text that took 2 hours to type where lost. now i'm trying this again with a video where you can hear and see the problem. https://youtu.be/5Foz2uDl8k0 Anyone know how to stop this. all sectors are CSAT controlled. only base sector is NATO controlled. i want to create a mission where you kill all the hard targets in the sector and fly around to capture it. keep that in mind. BTW i'm new to coding and scripting so yeah... Thanks for the effort. ------------------------------------------ Edit: Ok so i found the fix. i turns out i watched a tutorial video where the guy does it wrong. so yeah. i placed multiple MP sector modules.
  15. If you are looking for a project where communication, cooperation and coordination counts then the MACE PVP/TVT is for you! Stand in front of another player and defeat him in a virtual battle. MULTI-PLAYER ArmA COMBAT ENGINE This was first concieved as a mission within ArmA2 and has been developed and improved by the MACE/Total War community within ARMA3. The MACE engine is a modded version of the Zdrob Engine by eRazer, and is a platform upon which players can create any battlefield environment within ArmA3. Specifically for multiplayer team games - PvP/TvT, the MACE engine provides a scalable battlespace from infantry only, to full combined arms with support units, armored vehicles and aircraft. Zdrob Engine Inside The mission is powered by the Zdrob engine, created by its author eRazer, using his extensive experience of sqf scripting and he has over 4000+hrs within ARMA3 mostly editing/scripting missions. This has been developed over the last 3 years with the ideas and feedback of the community (initially PAC / 9GU) and has now evolved into the Zdrob engine (Zengin) which is a framework/tool to build multi-player PvP/TvT missions. Dynamic Mission Framework The dynamic nature of the mission allows great variety with every mission. Its does this through customisable mission parameters and tools. The server administrator can choose predefined (map dependant) or "dynamic locations", with up-to 10 dynamic/moveable sectors, each with their own unique size. As the server fills with players, the dynamic roles and deployment systems of the mission, adapt automatically according to the No. of players on the server. This allows the mission to automatically change from, small scale infantry combat to large scale, combined arms battle, without restarting the mission. Commmunity The MACE project is a community of international communities, large/small and individuals players. We are an OPEN community of serious, hardcore, PVP players, who like a challenge. We are activley looking for other like minded players, groups or communites for participation in our organised battles and practice sessions. Game Modes There are a selection of game modes: AAS : Advance and Secure A&D : Attack and Defend KOTH : 1 Sector Control Search and Destroy (in development) Using these tools, you can safely say that, playing the same twice mission is almost impossible. Check more info on http://www.arma-mace.com For more info join our Steam Group - http://steamcommunity.com/groups/armaprmace MACE Discord MACE Twitter : @Arma3Mace Cheers, MACE HQ http://imgur.com/a/NtMnf
  16. Summary: Two teams fight for control of pre-defined sectors using limited assets — the team with a majority of sectors held bleeds the others tickets, with the match ending when one team reaches 0 tickets. The intent of this missions is balanced and fun infantry combat. Armed vehicles have limited respawns and longer respawn timers than their soft-skinned counterparts, and the better equipt classes have fewer available slots than standard riflemen. My friend who worked on this mission and I are hoping this resembles gameplay you'd get from games like Project Reality or Battlefield's Conquest game-mode — except in ARMA. Feature list: Respawns available at your base and on your Squad Leader's rally point (Destroyed on Squad Leader's death) Lightweight niceties like earplugs, squad name markers, health display (all toggleable, F1-F5 keys) Custom bleeding values using RHS ammo class names (So larger calibers can cause higher tiers of bleeding) Custom medical - very slow health regeneration that can be somewhat sped up by sitting down. This is to avoid players deciding to respawn (losing their team a ticket) if they're too badly injured to continue. Pre-defined classes with unique roles, while not being unfair — you won't get a rubbish PDW simply for going medic. RPG assistants also carry a disposable 1-shot launcher along with the ammo for their reloadable counterpart carried by the primary AT role. There are also two types of standard rifleman. Opfor have the choice of an AK74m or AK-103 rifleman, while Bluefor have the choice of an M4 or M16. Magnified optics are reserved for Designated Marksmen and Special Forces. Limited vehicle selection. While there is some asymmetry with vehicle loadouts, this is hopefully both balanced and flavoursome. Only the largest version (Athira) includes high-tier modern vehicles. This is primarily an infantry mission and we did not want thermals or high-power vehicle weapons / GMG's to be common. REQUIRED MODS: RHS: AFRF RHS: USF DOWNLOAD (current version: 1.01) : Steam Workshop: 32vs32: Pyrgos Kore Athira* 16vs16: Terminal * The Athira version is an experimental mission with one very large capture zone, plus high-tier vehicles and gear (Tanks, jets, high-end helicopters, plus a crate at base with static ATGM, GMG, and MG backpacks). Servers: N/A Future plans: If anyone actually plays this and likes it we might expand this mission with new areas (perhaps also on upcoming maps like Tanoa or Taunus), add extra features (BIS revive was tested but disabled in this release due to a bug with spawning), make prettier FOBs (The current bases are quite lazy but I wasn't going to waste time on immaculate item placement at such an early stage), add side missions or other random events. If you have feedback this is the place for it; there may still be some rough edges here and there, so if you notice a problem or have comments on balance/ticket values, let us know and we'll take that into consideration for the next iteration. The new 1.60 respawn screen also now appears to allow class limits, so we'll take a look at using that rather than the arma 3 lobby for role selection (so you can change your kit on respawn w/ a preview of its gear).
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