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ronin1979ca posted a topic in ARMA 3 - MULTIPLAYERServer Dependent, can be run with any mod ****This can only be played on the ts.warkin.info server as server-side is not released, please watch video**** /\ New Video /\ Server and mission Explained. SO I've been piecing together a mission using a lot of community content as well as a ton of my own script to get it all together. It features procedural map objective generation, efficient scripting and a powerful database. It does borrow from wasteland and CTI, but I looked for solutions everywhere. While not everything is perfect yet, it is very playable and will save your levels etc indefinitely. It's got a ton of scripts running server side while keeping the FPS high, so it's smart capable. It's got drop in / drop out saving that will enable you to play a few minutes at a time, but contribute to the big offensive. There is a full economy, and you can also level your AI. You have a choice of 12 persistent AI as you level up who you can recruit at ease and who are saved with my drop in feature, as well as vehicles etc. The mission is town focused, but every part of the map can be captured for income. Please try it out, and comment to steer it's development. The server keeps good frame rate in spite of producing many AI in individual cities. Custom loadouts are available not only to you, but to your ai with minimal effort. As an external influence I reference 'Jagged Alliance'. Lightning Warfare = "Warfare with a small unit, co-op focus" 1. Towns will be connected in territorial mode 2. Every town will have same items available for purchase 3. Each captured town unlocks extra units and gear in all towns. 4. Fast travel will be available between towns 5. Winning condition: Capture all towns. 6. Database deals with per session and infinite saving. 7. Procedural Map with fog of war 8. Player Economy 9. In depth squad management and persistence 10. You can recolor and uniforms, see photos below 11. Rearm and re-equip you or your squad members in minimal clicks. 12. Save and utilize custom load outs for player and squad. 13 In depth medical and support scripting, ai ability to save you when injured. Not a full list, but here are the major imports. - Improved FAR Revive medical simulation - Outlawed Mag Repack - R3F logistics - Building loot spawning - Rewritten Digital load out system - Rewritten Hunter Six ai system - Taw View distance - Seth Duda Advanced Towing & advanced sling load - Outlawed Mag Repack - Zod Take down - Rewritten inidb - Rewritten A3 Wasteland - Rewritten Squeeze Hex warfare Planned additions - Sniper, SOG centric mission support. High value targets : Personnel responsible for logistics, killing will inhibit reinforcement. FOO/FAC: Responsible for coordination of Air support; Killing will disable enemy air support for a time. GUI's - Simple yet powerful Manage your squad, customize your team (Player and AI level saved in DB) Procedural Strategic Map - works on any island and identifies objectives Deep player customization, and more to come Running IFA3
Hello there soldiers! Today i decided to make the first post about this mission project i have been planning for a long time now, and i wanted to make something that i think it has been missing on the community regarding single player missions (or maybe i have not seen this kind of mission yet). Since there are plenty of multiplayer missions following the idea of survival and RPG like gameplay, i decided to focus on a simple but immersive single player mission. My goal today is to introduce to the community the general idea of this mission and to get some feedback on the features for this project, and use this feedback to plan the features this mission will have, so everybody (including myself) can enjoy the experience. Also please notice that this is my very first post on the Bis Forums and also i'm not a native english speaker, so please be patient. This is the "story" for the mission that i have written so far, so lets start with that to get the general idea shall we? Story (Probably will change in the future with the feedback from the community) "You are the team leader of a special forces unit assigned to assist in the takistan war scenario. The world has changed a lot since the third world war, Takistan is the last front-line after the peace treaty was signed by Eastern and Western leaders. Since the war, military investment was cut down by 95% all over the world, and almost no resources are available to the current war scenario in Takistan. UN Forces are still present in the region but with very little control over the situation, they also suffer from lack of supplies to carry on their mission. You will need to survive to carry out your mission objectives, in order to survive you will need to suply your base and your units with food, water, medicine and fuel, of course you will also have to look for weapons and ammunition from time to time, the US has made available some supplies for your unit but dont get too excited, some toolboxes with spare vehicle parts also may come in handy when your convoy gets damaged (if you are able to get some vehicles to form a convoy of course). There are rumors of civilian scavengers throughout Takistan that are willing to help you with supplies, for a price of course. Your main objective is to fight off the Takistany insurgents throughout the region and help stabilish order." END OF STORY "So what are you planning to do?" Great question! I have a pretty solid idea of what the mission will look like, but i still dont know if the gameplay mechanics will work out well, so that's why i need your feedback! ;) Instead of laying down a list of features, i will describe in text what i want to do and what will happen in the mission, so here we go: Gameplay "You start off in a plane with your special forces team consisting of 15 members of varying roles, due to heavy enemy presence in the region you will need to perform a HALO insertion in order to garantee your team safety and not atract too much attention. After you and your team hits the dirt you will need to find a suitable location to deploy your initial base of operations, consisting of a barrack and the supply depot to storage your food, water (not sure if survival will be included in the gameplay mechanics), fuel and military suplies such as weapons and ammunition. Now that you have a place to call home, is time to get your hands on some supplies like weapons and vehicles, since we wont be hearing from HQ anytime soon, we should be one step ahead if we encounter heavy resistance. Some intel is provided from HQ that we should search for nearby towns for supplies from small enemy groups and civilian scavengers. You head off on foot with your team to the nearest town to find out that there was an enemy truck by the road you could use as transport, you get in and find it is still in working condition but with half fuel, no problem, you get in the truck with your team and head off to the next town. In the next town you find an enemy patrol guarding what it seems like a weapons cache, you attack their position and fill the truck with the ammo crates they were protecting and go back to your base to fill your depot with the loot. On your way home you see the UN fighting off a insurgent group, you choose to ignore and quickly pass by the conflict. Once you arrive your base you load off the truck with the supplies you gathered and decide to keep the vehicle for further use. When the night arrives you decide to set up a camp fire and plan your next actions based on the current situation, you tell your units to assume defensive positions and commence the patrol, you go to sleep, or you can choose to carry out a night patrol into enemy territory to get the upper hand and find some supplies. The next day you encounter a group of civilian scavengers and decided to buy a crate full of ammo, since they liked doing business with you, you can call them next time you need supplies and they will take their trading truck to your base in order to carry out further transactions with you. And the mission goes on and on without end..." END OF GAMEPLAY DESCRIPTION So, this is my idea, sure there are a lots of stuff i could include, but for now its enough, i will lay out a detailed features list after i have done some more thinking and have received some input from you guys. Currently i am the only one developing this mission, so if anyone (modders, addon creators, programmers, etc) wants to join me, please feel free to post on this thread and let me know you would like to contribute, and i will gladly set up a repo or something so we can work together! Also any input and idea will be more than welcome and very valuable, so if you have an idea, dont keep it to yourself, even if you find it useless or silly, just let me know and i will gladly take into consideration. ;) Basically this mission will not use any third party addons, you red it right, no addons and no custom 3d models or any other sort of external requirements, because of 2 reasons: First, my skills are limited only to programming, im not a 3d artist. Secondly, i want to make this mission as simple as possible, in regards of technical requirements. The only requirements are Arma 2 OA, thats it! I will also make the code for this mission publicly available and well commented so the community can benefit from my efforts. "So what have you done until now?" Awesome question! Right now i am still figuring out how i am going to be doing the software engineering part (array manipulation libraries, procedures and functions skeletons, coding guidelines for the project, garbage collection, the mission loop, etc), i have some test scenarios to help me figure out the best way to do things in the game engine, but after this week or the other i will probably have this part sorted out. So that's it guys, i will post some screenshots when i have something solid to show to you. Criticism is welcome, but please lets keep it respectful ok guys? Sorry for the uggly english mistakes. See you in the next post!!! :D