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SURROUNDED, COMBATANTS, AREAS-OF-OPERATION, and REINFORCEMENTS by Richard Von Quest VERSION: v0.6.7 beta UPDATED: 23 DEC 2020 DONATE: Support Project // INTRODUCTION: Enemy Spawner, Ambient Real-Time Combat, and Map Occupation System! WORKS WITH ANY and ALL ADDONs & FACTIONS. This is the Stand-Alone Module system of my DARK Project from SpookWarCom. Fully customizable, with numerous User Option Settings for intensely dynamic game-play for any and ALL ArmA Maps. Even NEW Maps!! Create anything from quiet stealthy "Behind-Enemy-Lines" Black-Op Missions, or Defending a NATO Base. Maybe some Terrorists and War Lord controlled 3rd-World territory, or perhaps an epic full-blown chaotic War-Zone where you are fighting for the freedom of an occupied sovereign country that lasts for months. The choice is yours... The heart of the System is the Areas-of-Operation. You can select 'Known' Intel, or probable 'Unknown' Intel. Select the EXACT number of AOs or select RANDOM for each group. Mix-n-Match the Modules and Options as you wish for a gazillion of variations. Very Easy to use. Very very noob friendly! Just enter Config Paths, and/or Classnames for a fully customized scenario. Control your Maps with precision! Spawn 1 Terrorist, 100 Civilians, or thousands of Enemy Squads. I give all the power to the player. "Behind Enemy Lines" // FEATURES: Ease of Use! Noob & FPS Friendly! Spawn ANY Unit from ANY ADDON!!! ALL Maps, Mods, Factions Supported Supports all styles of Gameplay Supports User Custom .sqf Files Create 1 AO or an entire WarZone Spawns BLUFOR, OPFOR, INDEP, CIVs Hyper-Flexible with complete freedom! De-spawns Units over 3km away Enemy can Radio nearby Helis for CAS "Bad Guys", MERCs, etc (non-military) Reinforcements: ParaTroops, Arty, etc Great ALiVE alternitive for ease-of-use Flies Buzzing on Dead Bodies Random "Items" for looting/immersion Areas-of-Operation for Hot/Cold spots Intel for AOs with Static/Probable % Custom Marker Details for EACH AO Too much to list here - check it out! // NOTES: Module #1 -- SURROUNDED This Module Spawns Units all around the Player, at all times, at all locations in a user-set (continuing or limited) loop. You will be surrounded by these Units anywhere. They spawn around you at all times. Use for BLUFOR and/or OPFOR. Control any and all details. Set to have the units patrol at random or use the Player has the focus/center point. Module #2 -- COMBATANTS & CIVs This Module Spawns Units both normal Civilians and Units that are "Armed Civillian" Units. These are the Non-Military Units (Terrorists, Freedom Fighters, Civilians, War Lords, Rebels, Resistance Fighters, Gangs, Black-Ops, Locals, MERCs, etc). They Spawn all around the Player, at all times, at all locations. They spawn as single units, or as loose groups that have a higher probability to seek out Buildings and interior locations. Often disorganized, unarmored, little discipline, etc. Module #3 -- AREAS-OF-OPERATION This Module sets "AOs" randomly around Map. These Units ONLY Spawn when you are near these Areas. This will create Hot & Cold areas scattered around the entire Map for a more organic and realistic experience. Set as STATIC Intel (100%) or DYNAMIC (Unknown 0%-100%) Intel. Player has complete control for all settings. Set from the Config Level, and/or Classnames. Set Marker type, color, etc. NOTES / INFO: Module #4 -- REINFORCEMENTS This Module adds Enemy Reinforcements to the Map. When the enemy feels threatened, or overun, they can call for help. You can set the probability of how likely they will make that radio call. Reinforcements can be in the form of QRF Heli Teams, Paratroops, Artillery, and Mortars. Make sure you always set this to the ENEMY. // REQUIRED: 1. n/a // DONATE: ENEMY SPAWN SYSTEM Von Quest Industries // LICENSE: // USAGE: Place ANY Module. Set your settings as needed. More info is right INSIDE the Modules - just hover over the option for the popup tool-tip. // CREDIT & THANKS: *TPW (w/ Larrow) for the Ambient Aircraft Script
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OFG Unit Loadouts Steam Link: OFG Unit Loadouts on Steam This pack of units/factions is intended for making Blufor AI, or Blufor player slots. Uses of this pack: 1. Spawned Blufor AI units, such as ALiVE and KP Liberation missions, or other spawning script/mods. 2. Editor placed Blufor AI units/factions. 3. Player slot units (particularly useful to save on Barbie dress up time in MP setups). ]Further Customization: Although not part of the required items, if you wish to override these loadouts to add/remove anything, you will also need to load the ALiVE mod. You don't have to have any modules present, just have the mod running with the required items. If you run ALiVE for this purpose: In the editor, select a unit, go to the Object:States section and check the box "Override ALiVE ORBAT Loadout", click OK. Then, right click on the unit and select Edit Loadout, make your changes and click OK.All of the units have suppressed weapons by default, so use of the override may be useful if you wish to change this or anything else. *Note: I play without stamina. The Javelin and Stinger specialists are a bit heavy. When spawned, they will move at overload pace and so will any other unit behind them in group order. When placing these as AI factions in the editor, or scripting to be spawned, you will have to add this line of code to your init.sqf file in your mission folder and then all will be well with spawned AI pacing: [ ] spawn { while {true} do { { _x enableStamina false } foreach allunits; sleep 20; }; }; These units are by design "special ops" type units. Included factions: OFG Units Dark-R NAC (Faction name: OFG_D_UNITS_NAC) OFG Units Camo-R NAC (Faction name: OFG_C_UNITS_NAC) OFG Units Desert-R NAC (Faction name: OFG_L_UNITS_NAC) OFG Units Rat Patrol NAC (Faction name: OFG_RP_UNITS_NAC) Full unit/group/faction classnames file available in the mod folder. Of course, these are by no means intended to represent actual TO&E units, just for Arma entertainment! Many thanks to all of the mod makers represented in this work: CBA_A3 75th Ranger Regiment L3-GPNVG18 Panoramic Night Vision RHSUSAF task_force_radio I am not the owner or creator of any uniform, weapon, equipment etc. model in this work (except 3 left shoulder unit patches) The "spec ops" left shoulder units patches are the only original work presented. I've felt these were missing either in scale, or correctness so I made them. Enjoy! For the unit patches, you are free to use with your units, creations etc... whether you give me credit or not! Just go play Arma!!! These loadouts have been tested in both local and dedicated server missions.To see them in action, link to any of these modified KP Liberation Missions available at these Steam Links: Lythium Liberation AIS Takistan Liberation AIS Al Rayak Liberation AIS Malden Liberation AIS More packs with different weapon mods possibly in the works... Pics:
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Anti-Air Vehicle Ranges and Effectiveness
HigherDimension posted a topic in ARMA 3 - DEVELOPMENT BRANCH
Talking only of standard, base game vehicles and radar mechanics, Anti-Air SPAAG vehicles are completely useless against a competent attack helicopter crew. Tactics and integrated air defense networks aside, the standard AA vehicle is entirely unable to effectively accomplish its role of protecting armored assets from air targets reliably. Due to the fact that I predominantly play KOTH I know I'm probably going to get a bunch of people in here telling me to play a real game mode but my point is about the BASE VEHICLES, not the gamemode in which they are used, and I'd like the responses to be limited to that context as well. Arma is a game that prides itself on its realism of combat systems. However the AA problem is a glaring deficiency in what I consider to be an otherwise outstanding game. My main points of contention come from a few simple facts about the imbalances between ground AA and air assets with guided missiles and radar. They are: 1) Radar and spotting ground vs air It is significantly easier to spot ground targets from the air with radar vs spotting air targets from ground radar. This is simply because the radar mechanics in arma are on a 2D plane with only flat distance information given. In a helicopter this is perfectly fine as the ground is also a flat plane, you simply look along that plane at the specific distance and heading and find your target immediately. On the ground, it is a different story. The helicopter could be 4KM away and 4km up, or flying nap of the earth, or anywhere in between. Finding the altitude of a helicopter at max distance is a process that takes time that an AA vehicle doesn't have to spare, while the helo, given that it is finding targets on a 2D plane instead of a 3D space, doesn't have to deal with it. It is mathematically easier, and when trying to contest good helicopter pilots it is a significant disadvantage when seconds count. 2) Countermeasure systems Helicopter countermeasures are extremely effective at range. I don't know the exact percentages but firing all 4 titan missiles at a helicopter and not hitting a single one is not an uncommon occurrence (and yes I've tried a bunch of different strategies for shooting missiles at helicopters). Flares do not impede the helicopter from continuing active fire, do not have an activation cooldown between uses, do not have as limited number of uses vs smoke, nor do they require an extra player in the vehicle to activate. Smoke denies the ground vehicle the ability to continue return fire, limits its location to within the smoke preventing relocation, has a cooldown between uses, has a much more limited number of uses, and requires an extra player in the vehicle besides the driver/gunner. While none of this is directly related to the primary issue of helicopters vs AA vehicles, I figured it was worth showing another series of inequalities in defensive options. 3) Ranges and and weapon systems Now for the meat of the argument. The AA vehicles cannot contest helicopters with their weapons unless the pilot makes a mistake (read: is a noob). I know the counterargument for some of this is going to be 'ITS JUST A GAME' but if we are striving for a realistic environment it needs to be said. AA vehicle-based weaponry should outrange helicopter weapons, period end of story. The fact that the most common (and effective) tactic is to fly at max altitude and rain ATGMs on anything with a radar signature is ridiculous for a helicopter to be able to do in a radar-based ADN environment. IRL if you were in a helicopter doing that in the vicinity of a dedicated radar AA platform you would be obliterated in the time it takes to fire the missile. Right now the primary target of AA vehicles (THE HELICOPTER) outmatches it so completely, it is never worth it to buy an AA vehicle to shoot it out of the sky. Guns are not auto tracked (like we have now irl, let alone 25 years in the future) but manually aimed, they give you heading information but do not auto-range, and the damage they deal is incremental over time based on how often you score a hit (which if the helicopter is maneuvering at max range and altitude is hard to do consistently, call me a noob all you want but it is a hell of a lot easier to hit a slow moving tracked vehicle once than to hit a maneuvering helicopter multiple times). Meanwhile the ATGM system on the helicopter needs to hit once (or in the case of DAGRs about 4 times but when fired in quick succession it functions the same) and you are instantly dead. You can pop smoke to avoid the auto targetting feature on the chopper but you don't have enough smoke on the vehicle to actually survive continued contact from even a single helicopter's payload outside of getting rearmed, and I have already described the deficiencies of the smoke defense in the above point. Titan missiles are not consistent with the countermeasure system and that is assuming you are alive for long enough when facing off against a helicopter to actually get a lock and use them all before needing to pop smoke and ruin your ability to fire effectively. Damage, weapon systems, countermeasure systems and target tracking on ground based AA vehicles are all objectively worse than attack helicopters for the base vehicles. Yes, you can disable some of these features. Yes, you can mod them. But the fact remains that there is a vehicle in the game that is incapable of fulfilling its primary role (again, unless the pilot does something stupid but you can't plan for that) due to the mechanics of the game if all features are enabled. In a vacuum, an AA vehicle in the open should be able to beat an attack helicopter in the open. The opposite is true as the game is now. There are a few fixes that could be implemented that could help address this issue: 1) Autotracking guns We have them now, today. No AA piece is manually fired anymore unless you are subjected to HARM SEAD sorties which is not the case in the game for most multiplayer situations. Immediately getting a firing solution and gun lock on a helicopter would go a long way in terms of being able to instantly suppress the gunner and bring down a helicopter in the open. 2) Longer range locking missile The primary weapon for most ground based AA vehicles that take on modern attack helicopters is a missile/radar system combo that outranges the ATGMs that helicopters bring. THATS WHY YOU TAKE THEM ON THE VEHICLE. They are big and accurate and can't be carried by people. Right now we have MANPADS strapped to the sides of this thing that are literally the same thing infantry carry and no better. The gun is worse and the missiles are too short range to effectively face off against a helicopter due to the countermeasures issue discussed earlier. If there was a missile that had a longer lock on range vs the attack helicopter ATGMs that would not only balance the gameplay against high-flying attack helicopters but also actually be realistic. 3) Missile less likely to be spoofed by countermeasures Again, looking at what we have now in the military with combination IR/UV seeker heads, flare-based countermeasures should be way less effective than what they are now. If after all of the things I described in the engagements earlier don't come to pass and you actually do manage to get a lock and fire your weapons at a careless pilot, they probably won't hit if the enemy knows how to evade missiles. AA missiles (especially vehicle based variants!) should be a way bigger threat to helicopters if one gets launched at it and right now they aren't. This lack of threat leads to specifically the gameplay strategy of staying at max altitude over the AO and being uncontested except by other helicopters, almost never by ground-based AA vehicles which SHOULD be the primary threat and concern for helicopter pilots. Instead, nap of the earth flight with limited radar visibility should be the norm as that would actually require a level of sneakiness and vulnerability that would be open to a lot more opportunities for engaging helicopters with other weapons, and also because that's how helicopters have to operate to stay alive in a contested AA zone. TLDR: Please fix AA vehicles. Also is this actually the right place to post this? If not let me know where it goes. -
Static AA locking only on shared targets
crewt posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hey there, I need help with the 'new' sensor Technic. I'm searching for the right targeting approach so that an automated AA like the Mantis or an C-RAM would only shoot at a target provided by an Radar( or basically any Vehicle which broadcasts 'remoteTargets'.) An script solution would be possible, but as far as my understanding goes, there should be an solution to do this via config. Any help would be veeeery much appreciated :)