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Found 27 results

  1. Vandeansons Dynamic Spawn Scripts A "plug and play" script package that will spawn various sites and AI, fully randomly placed that will be dynamically de and respawning for ongoing survival action! Never again will it be pointless, dull and boring to run around in armas beautiful forrests, just because all the loot and action is stuck in cities and other remains of civilisation! My scripts spawn in bandit camps to raid, small survivor hideouts to find and loot in the deepest forest, crashed helicopters that should definitely be searched before other survivors get there, ferocious packs of wild dogs that will jump you in the dark or animals to hunt for survival. Find a tame horse as a compagnion and tie it up next to your homebase while setting up barricades and boobie traps to fend off attacks against your newly claimed home. You will never rest easy, knowing that your steps may be watched from far and the moment you get too comfortable at a place, bandits pick up your trace and hunt you down! more to come...;) Direct download link of the Dynamic Spawn Script collections: (Version 2.31 - 06.12.2018) VDSSP v2.31: https://drive.google.com/open?id=1V6mysMzbsqwDUm3Ku9SvJRDgHHzQ3MSY How to install and modify the scripts: 1. Download the file above un-zip it 2. Open the unzipped folder and copy the whole content into your mission folder. you may already have the following files: - init.sqf - description.ext - initplayerlocal.sqf - onplayerrespawn.sqf you will need to merge these two versions of the files. 3. Minimum setup in eden editor: - read the comments under VD_Settings.sqf - place the blacklist areas for the sites that spawn at land this is done to avoid that sites spawn outside maps such as chernarus: - place the blacklist area markers for the shipwreck spawner - place markers on airfields for the plane spawner thats it! if you want to spawn the tradercamp, banditcamps or shipwrecks on markers, follow the instructions in VD_Settings.sqf v2.2 tutorial and showcase (don't mind the v2.0 in the loading screen, i forgot to update this) (the voice audio line is missing and i wont bother updating but rather make a new video at some point) Showcase Videos: (slightly OUTDATED, however principle remains the same) Quick showcase video: Functions of the script General: - all sites spawn and despawn dynamically - sites will not spawn too close to players and will also not despawn if any player is near the site - dynamic simulation is enabled for all spawned objects and units (activation is based on view distance or a custom meters amount that you can define) - the sites perform distance checks so sites do not spawn too close to each other: (example of a bandit camp spread) - MP and SP compatible - note that the script is not persistent yet. this will mainly be a bummer for the basebuilding. i currentl lack the knowledge how to provide a database for persistency tailored to my script and lack the time to dig into it. having said that, i plan to provide a solution at some point Bandit Camp: - finds a random empty place to spawn a random pre-made bandit camp composition - random loot in main loot crate - random loot may spawn in secondary loot crate - AI group that patrols the camp OPTIONAL: Place markers if you prefer to have the camps spawn at random selected markers positions. Change this under VD_Settings.sqf . (both can be active same-time) Trader Camp: - finds a random empty place to spawn a pre-made trader camp composition - all ravage traders (gear, supply, arms) - one VD trader for weapon attachments, explosives, grenades and respawn backpacks OPTIONAL: Place markers if you prefer to have the camp spawn at random selected markers positions. Change this under VD_Settings.sqf . No Rest! Spawner: - AI Spawner that will continuously check if you are not moving much over a certain period (e.g. it will check if you stay in a city looting for too long) - will spawn an AI that will come after you if you remain at on area too long - will continue to hunt you until you are 200 meters or further away from AI. once AI reaches the last known player position, AI died or you moved too far away, the script stops and the AI is despawned (if not dead) Ship Wreck Spawner: - spawns a Ship Wreck site with props and one loot crate somewhere at a shore - the automated placement script works very well now, no debug zone spawns - OPTIONAL: Place markers if you prefer to have the wrecks spawn near (find a shore) at random selected markers positions. Change this under VD_Settings.sqf . (both can be active same-time) Hideouts: -small lootable 2 man tents with possible AI - looting the camp may spawn AI nearby that will hunt you (see No Rest! spawner) Crashsites: - lootable Helicopter crashsites - lootspawns around wreck - additional loot may be found in the wrecks cargospace - looting the wreck may spawn AI nearby that will hunt you (see No Rest! spawner) Infection: a script that "infects" players with a deadly disease when hit by a zombie. - starts damage-over-time ticker. effects at each tick (frequency 60 Seconds) are: - damage is applied - stamina reduced drastically - text indicating something is not right - wounded sounds - shaking - delay between damage ticks decreased by 5%, hence, if untreated, the infection will eventually kill you - additional disturbing effects in higher frequency, but these dont deal damage (only stamina loss, shaking, text) - all AI have a low chance to drop injectors at death - injectors can be used via addaction to curecthe infection. thix addaction is only available when infected This is currently triggered by zombies from the ravage mod, via the parent "zombie". of course this can be changed to any other zombie mod. Vehicle spawns: - boat spawner - helicopter spawner (spawns with a site, e.g. field-helipad) - plane spawner (needs marker placement, see VD_Settings This is spawning vanilla vehicles. the vehicles array can be updated under VD_Settings.sqf Spawners for cool 3rd party mods: - DBO rideable horses, with custom addaction to tie them down and disable dmg taken, requires the DBO Horses mod by DeanosBeano https://steamcommunity.com/sharedfiles/filedetails/?id=1470493486 - feral dog pack spawner, necessary scripts from JBOY Dog by johnnyboy already included. - huntable animal spawner (Vanilla asset Goats and Sheep spawner that can be hunted with the Ravage mod) Personal Loot-crate: spawns a loot-crate next to you on mission start, can be dragged around or loaded into a car. can not be destroyed Disabled by default, can be activated under vd_init.sqf Basebuilding: removed amd to be replaced VD_Equipper: - function that equips AI (Bandits, Traders) with random gear and loot according to your settings in VD_Settings.sqf VD_Player_Equipper: - player equipper that randomly equips players with gear and loot according to your settings in VD_Settings.sqf , can be called fom initplayerlocal.sqf or onplayerrespawn.sqf (call VD_Player_Equipper) to make your players respawn with a random loadout VD_Settings.sqf - adjust the scripts to your liking here, no scripting knowledge required - manage mods and lootlists for the script here VD_Arrays.sqf: (do not touch!) - puts together arrays based on your active mods and VD_Setttings.sqf - arrays may be used for your own scripts. the arrays are: Weapons: VD_WeaponArrayRifles VD_WeaponArrayPistolsAI (use for AI equipper/loadouts) VD_WeaponArrayPistols (may include Max Melee weapons if mod is active, hence used for loottables and player equipper) VD_WeaponArrayLaunchers VD_WeaponArrayAll (all weapons) Equipment: VD_EquipmentUniforms VD_EquipmentHeadgears VD_EquipmentVests VD_EquipmentGoggles VD_EquipmentBackpacks Weapon Attachments: VD_EquipmentMuzzles VD_EquipmentOptics VD_EquipmentBipods VD_EquipmentFlashlights (not automated, only contains vanilla Flashlights for pistol, smg and rifle) VD_Settings.sqf: - apply what Equipment or weapon mods to use - remove parts of mod content from loottable (e.g. with IFA3 no ww2 gear but only weapons) - add items, blacklist or remove specific items - set min/max timers, min/max ranges, safe distances and amount of camps/stuff to spawn Addon dependencies: - CUP Terrains - Core - Ravage: this script was made with Ravage in mind, however the script works even if the Ravage mod is not active. Ravage specific classnames may be removed from VD_Arrays.sqf. Just search for "rvg_". Supported Mods: (can be modified under VD_Settings.sqf) all gear mods are supported and automatically included into spawner (eg. gear and weapons for AI or lootcrates) Known issues: To Dos & Ideas: - TC: add trade option for vehicles, base-building materials, ...maybe more (WIP, partially finished) - Hideouts & Banditcamps: add IEDs (completed, polishing, will be in v2.3) - Banditcamps: add option to claim raided banditcamps (BC will not despawn and serve as your base. will trigger regular attacks by bandits) (not started) - Claimed Banditcamp: add basic base reinforcements (select and place defensive structures) options or option to move current structures (not started) - Banditcamps: add further patrols and roadblocks in proximity (not started) - add spawner that will place survivor notes to BC, when collected, will reveal hidden stashes (money, loot...) (not started) - task system: spawn "contracts" that if collected create a random task with rewards (not started) - task system: add task npcs with selection of tasks that the npc hands out over radio (randomly timed) or via dialoge/addaction (system in place, need to add a lot of tasks now) - add ambient chatter and flashlight activation for AI by johnnyboy (not started) - add spooked poof chicken alarm system by johnnyboy (not started) - add guard dogs for hideouts and banditcamps (done, polishing, comes in 2.3) - add scavenger AI spawn: spawn a hideout in the forest, moves to nearby towns and moves from house to house (feature finished). moves back to base randomly from time to time to stash his loot (fills up lootcrate at base), then returns to looting towns (this is not yet working properly) - add Z horde spawner when player remains at same location for a while (or chance that a horde is spawned, should probably not be 100%). Spawns Z's in some distance and in all directions around player with move to waypoint to player position. (based on the No Rest! spawner, hence more or less in place) - spawn and respawn system for planes (just planes spawning in airstrips, marker based) - spawn and respawn system for helicopters (small sites with improvised structures such as some sandbags, camo nettings, mechanic tools, some boxes. basically the military has left behind a perfectly fine helicopter:)) possible new features - Sanctuary: I am thinking about adding a larger scale sanctuary that is either occupied by friendlies or enemies. if under friendly control it may offer: - mechanic to repair vehicle (for money) - trader for vehicle repair parts and fuel - a respawn point - general traders - vehicle and helicopter traders - task npc: patrol tasks, investigate possible hostile presence,... against money reward - tasks to repair damaged sanctuary defences - events: help AI fend of enemy attacks to defend the sanctuary - the defensive structures should be destroyable but there should also be a feature to rebuild e.g. a walls or fences if under enemy control: - the area around the sanctuary will be patrolled by increased amounts of AI - if you are in the area, AI hunting parties will be sent after you - roadblocks may be set up - minefields are placed - IEDs are placed on roads - any other feature that would make your stay in the area around the sanctuary miserable and makes you either avoid the area or forces you to take action and capture the sanctuary - feature to raid the camp and capture it for your allies - occupation may also change randomly from time to time - after a takeover by friendlies, you will be tasked to clear the area from remaining enemy AI presence, roadblocks, minefields and IEDs. if overrun my Zombies and contaminated: - a third status would be after the sanctary has been overrun by zombies and has to be cleared again - or that it has been contaminated and the area can only be entered with contaminatiom gear. players have to either wait for the contamination to find or remove the source of the contamimation will think about what other features could be added that make this provide interesting gameplay... i am very open for your ideas:) =================================== Changelog
  2. Download | Repository | Issue Tracker | Wiki | Steam Workshop What is DCG? Dynamic Combat Generator is an Arma 3 mod designed to help mission makers quickly enhance their cooperative scenarios by supplying a collection of easy to use, modular addons. DCG's addons are highly customizable and allow creators to populate their missions with ease. What's Included in DCG? Modularity Save/load functionality Occupied cities with patrolling and garrisoned enemies Scaling enemy strength Dynamically spawned patrols Enemy static emplacements and sniper teams Populated cities Civilian interaction Roadside IEDs Dynamically spawned civilian traffic Hostile civilians Terrain based animal spawns Approval system FOB construction system Transportation system Dynamic weather Unit caching Headless client support ACE3 support ACRE2 support TFAR support Coop mission template How Do I Use DCG? The latest version of Community Based Addons is required on the server and client. Server Setup Extract the DCG and CBA zip files to the server's Arma 3 folder After extracting the files, @dcg and @cba_a3 should exist in the server's Arma 3 directory To configure a mission for DCG, take a quick look at Setting up a DCG compatible mission If you wish to customize DCG's settings, check out the Settings Framework Can I Contribute to DCG? Dynamic Combat Generator is open source and hosted on Github. Feel free to fork the repository and submit a pull request. Teamwork makes the dream work!
  3. GOM_fnc_aircraftLoadout V1.35 by Grumpy Old Man Features: Change serial (tail) number on compatible aircraft (currently supported: Gryphon, Shikra and Black Wasp) Change pylon priority (makes multiple pylons act as a single weapon if they have the same priority) Works with all addon aircrafts with properly configured pylons Preset function to save presets and load them, mission/server independent deleting a preset works only when holding down CTRL to prevent mishaps Option to set pylon ownership to either gunner or pilot, also works with presets Change the livery of the aircraft if it's configured for one Allows certain players to modify aircraft loadouts, as well as rearm the pylons and repair/refuel the aircraft Can be restricted to work only if fuel/ammo/repair sources are within 50m of the object holding the menu You can simultaneously only refuel as many aircraft as you have fuel sources Can sort for compatible weapons or allow to mount all weapons on all pylons Ability to set reporting, receiving of remote targets and own position One click to clear all pylons if you changed your mind Can be operated by a lone pilot or a designated logistics crew Multiple players can install multiple pylons on the same plane, one pylon at a time Pylon installation will take some time, depending on mag size (twin cannons or gatlings will install faster than a 12 missile dagr pod) Rearming with engines on How to use this script: Unpack the downloaded .rar and check out the demo mission. Copy the file structure besides init.sqf and mission.sqm into your own mission. Don't forget to back up before overwriting any files! Functions for mission makers: List of commands used by remoteExec (changed in 1.33): Read: The addAction on objects will only show up if the players weapon is lowered. Make sure you have aircraft placed that are dynamic loadout compatible (especially for missions made pre 1.70!). The script now by default needs to have at least one ammo source, repair source or fuel source within 50m of the object that is holding the loadout menu. The respective options will be greyed out otherwise. This can be changed however. Simply adjust the variables in the of GOM_fnc_aircraftLoadoutParameters.sqf to your liking, the comments tell you what each variable does. (!) Check out the included mission file on how to add this menu to objects, players or triggers, dedicated server and local hosted server compatible. Aircraft Loadout V1.35 Download Armaholic V1.35 Download Known issues: If you encounter any errors please send me a PM containing details (screenshots,.rpt,error messages etc). If you encounter vehicle resources not working with ACE3 check out the functions for mission makers section above. Changelog: V1.35 Fixed: Players are no longer able to load presets created with a different pylon restriction setting, thanks @magicsrp Due to this change all presets needed to be reset V1.342 (Most likely) Fixed: Error with CUP Aircraft not returning getAllHitPointsDamage V1.341 Fixed: "Unknown attribute t" .rpt spam, thanks @magicsrp Previous changes: Enjoy
  4. [SP-Campaign] Ice

    Singleplayer Campaign Ice Version: 0.50 ALPHA Good evening, I would like to use this thread to officially announce my recent project in the Armaverse's splendid singleplayer content. A few of you might have stumbled upon my other projects, namely M.E.R.C.S. or Contention Zone, or my various re-texturing efforts and scripting frameworks. This work here, simply called Ice, is my newest and probably biggest baby since I started its development in the beginning of this year. I have reached a state in which I can share some of the details with you and do a fair shair of shameless marketing. Veterans of M.E.R.C.S. will hopefully find Ice to be a worthy successor, both in terms of gameplay and story. Contrary to my approach in M.E.R.C.S., I will not run a public Alpha as the complexity of Ice outruns the complexity all of my other projects, and I am not able to provide easily upgradable releases where I can iteratively add more missions without having you lose your saved progress. Instead, my plan is to finish a rough version of the playable content and release it in Beta state, hopefully in the first quarter of 2016, for you to evaluate and to attract some of you talented voice actors out there. Thanks for your attention. Let's jump right to the shameless marketing, shall we? Overview Ice introduces a new and snow-swept setting to the Armaverses’s Singleplayer content. Through the course of over thirty missions – featuring story-driven, combined arms action – the player will alternate between three characters, each representing one of the campaign’s major factions; EUROFORCE, CSAT, and Black Star Movement. From this shared perspective, the devastating conflict in the Barents Sea region will be experienced, through the unique lens of its combatants. From infantry encounters, stealth missions, and armoured engagements to strategic planning, base expansion, and casino capitalism, the gameplay boasts an imaginative, diverse and dynamic style where your decisions really matter. Moreover, veterans of Ice’s predecessor, M.E.R.C.S, will find friends and enemies, old and new, in the sprawling tundras and Alpine forests of Helvantis. A BETA release, aiming to attract the attention of talented community voice actors, is targeted for the first quarter of 2016. Story More than a year has passed since the events of M.E.R.C.S and European Armed Forces are back in control of the Mediterranean islands, Altis and Stratis. The British ultra-nationalistic paramilitary group, commonly referred to as the ‘British Knights’, is still at large and intelligence services around the world have lost track of the prototypic fusion power generator they acquired on Altis. As European Armed Forces seek to extend their influence over the Mediterranean and Middle East, an association agreement between the Russian Federation and Canton-Protocol Strategic Alliance Treaty is signed, leading to joint military exercises close to European territories. Already, the fragile peace between the Independent Republic of Helvantis and the Russian Federation is beginning to crumble and now threatens to fall apart completely after the discovery of a valuable chemical element in Helvantian soil, Astatine, in its stable isotope 222. Both Canton-Protocol forces and European reconnaissance teams are converging on the region, eager to confirm the findings and to establish a strategic foothold in Helvantis. But there are others too, who are willing to stake their claims in this geo-political gambit, operating in the upmost secrecy, between the faultlines of warring global powers... Features Story-driven singleplayer campaign, revolving around three playable characters. Strong focus on character development, with a rich and dynamic narrative. Introducing a new and wintry landscape to Arma 3 Fully voice-acted Strategic decisions that affect the path of your characters First and third-person cutscenes Infantry, light vehicle, and armoured gameplay Custom weather effects Custom conversation system Custom shop system, supporting a vast amount of third party content Three custom, re-textured factions Customised HUD enhancements (optional) More than thirty missions (including cutscenes) on four different islands (Altis, Stratis, Chernarus, and Helvantis) Multiple endings Media Gallery on Abload.de. Requirements All official Arma 3 DLCs available on release of this campaign and the Mods listed below. Required Mods This work builds on both community Addons and my work. It therefore requires the installation of the following Mods. EUROFORCE by IndeedPete CSAT Snow Tigers by IndeedPete Black Star Movement by IndeedPete (Already part of this release.) All in Arma Terrain Pack OR Cup Terrains (Base + Chernarus) Helvantis by Animander Supported but Optional Mods Community Base Addons (Must be used with EUROFORCE CBA Extended Eventhandler Support Addon, CSAT Snow Tiger CBA Extended Eventhandler Support Addon, and Black Star Movement CBA Extended Eventhandler Support Addon. All part of their original releases.) Toadie's Weapon Packs (Can be run together with Black Star Movement HLC Replacement Config Addon in order to exchange weapons for the INDEP faction throughout the campaign.) Weapon Packs, Item Packs, and Uniform Packs are supported by the shop system. No guarantees given for not explicitly listed content. Unlisted third party content might affect the balancing. Development Roadmap - Scopes & Features Beta - Voice Actor's Preview (INCOMING) Release Q1/2016 Campaign Completed Test Options Still Active Text-To-Speech Samples as Place-holders Gold Voice Acting Replacing TTS Place-holders Contact You can reach me on the BI-Forums. Or feel free to locate me on social media: Facebook Steam Twitter Share your thoughts!
  5. Official thread of Patrol Operations for Arma 3 A mission Game mode developed for the RV engine, Patrol Operations is a dynamic, random mission generator that is great for both mass public play and clan tactical gaming. Missions are randomly dynamic, with enemy force strength scaled to match the number of players connected so as to challenge players appropriately. Version 3.1 03/2014 Download: roy86.com.au Supported Languages: Czech, German, English, French, Polish, Portuguese, Spanish Patrol Ops 3 is covered under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Version 4.0 Nov 2017 Status: Beta Supported Languages: English Credits & Special thanks: Online Combat Battalion Australia (OCB.net.au), their support and testing has been vital to the success. Australian & New Zealand Tactical Community (ANZTAC.com Bohemia Interactive Studios for the Arma Series, code and functions BON_Inf for Code and Inspiration from his missions and scripts KillZoneKid for Code and Inspiration from his tutorials Shuko for Code and Inspiration from his awesome Task System and Position Scripts Kegety for his spectator scripting XENO for Code and Inspiration from Domination and setting such a high standard R3F for Inspiration from their Arma 2 Logistics Scripts Tonic for the Virtual Ammobox System Tajin for the Helmet Camera Scripting aeroson for his detailed loadout scripts cobra4v320 for his HALO scripting Kronzky for his string function library SaMatra for help with UI Resources Dslyecxi for his Paper doll giving insight on how to detect item types. Tankbuster for his code and Inspiration from Domination [TcB]-Psycho- for his adaptation of Bon_Inf Injury System IGI_PL for his IGILoad Logistics Scripts Language translations: EvroMalarkey, Senshi, GranolaBar, Ophelian, Rydgier, Caico1983, BIG (Armaholic) Any and All ArmA community members for support, inspiration and solutions that have helped build this
  6. Hi all , Im search a Dynamik Ai script that spawns the Ai arround the player and patrol inside a Radius . I know i can spawn AIS with triggers an let them patrol but i think thats its not a good way to create a Escape scenario on an big map Like Altis . Know anyone a good configurable script ? That's it, Big THX for read ,help and your Time !
  7. Hello, Im pleased to release the beta of my first mission based on HETMAN NR6 edition. https://steamcommunity.com/id/MACK_MACK_MACK/myworkshopfiles/?appid=107410 There are two versions including a dedicated server compatible version with support for a single headless client as well as a single player version. The headless client is managed via Whertles Headless Script. My aim is using the awesome HETMAN NR6 script to create a real time large scale dynamic battle. Please note my scripting knowledge is virtually non existent and this is my first mission for a dedicated server. I have managed to get it all to work however I suspect there are better methods I could use. Any feedback is appreciated. Please read the description on the workshop page. Best Regards Mack
  8. COOP/SP mission with dynamic objectives for 1-6 players on the Prei Khmaoch Luong map. Try yourselves as SF team members during Vietnam war period. MISSION LINK: http://steamcommunity.com/sharedfiles/filedetails/?id=959340725 FEATURES: - 3 different type of tasks (search and destroy, search and rescue, patrol)... I hope will be more - Random enemy strength, patrols and objective location every time you start scenario - Revive sytem - Combat support (transport helicopter and arty) - No respawn - Customizable mission parameters (weather, time, arsenal, ai) - Three different SF units (MACV-SOG, SASR and 173rd AB LRRP ) with authentic, custom made arsenal and loadouts - FPS friendly - Whole map mission MODS REQUIRED: - UNSUNG 3.1 http://www.armanam.eu/downloads.html - Prei Khmaoch Luong map http://steamcommunity.com/sharedfiles/filedetails/?id=950966660 - Huey Pack http://steamcommunity.com/sharedfiles/filedetails/?id=370592133&searchtext=huey (cause Unsung Huyes dont work properly with AI) Thanks to all authors of scripts which I used in this mission. Leave feedback in comments and dont forget to rate mission if you like it, thanks. HOW TO LAUNCH THIS SCENARIO 1) subscribe scenario and required mods 2) Launch Arma 3 via launcher, turn on all required mods and launch game with them 3) In game menu choose Multiplayer game =} server browser =} host server(local or internet) =} host server 4) In opend map/missions menu choose map with scenario =} this scenario 5) Choose role, press play 6) Profit... Screenshots:
  9. Dynamic Shipwreck Spawner by Vandeanson After a few weeks people realized that all was lost in Chernarus. With the inland being too dangerous for traveling, many gathered as much supplies as they could, loaded it into their boats and took off into the open sea. Many did not make it through the harsh weather conditions and currents... Nowadays, lucky survivors might still stumble across the rusty remains of such endeavors, washed up along the shores, when wandering along Chernarus coastlines... Showcase Videos: Functions of the script - random selection of wreck placement at any shore (with v. 2.0, it is no longer needed to place markers) - random selection of lootable props to be placed around that markere wreck - the wreck will be deleted after 3600 seconds and the script will loop, starting from scratch How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "shipwreck.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - shipwreck.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> shipwreck.sqf 5. Move the shipwreck.sqf to your mission folder. ========================================= NO MARKERS NEED TO BE PLACED! shipwreck.sqf Dependencies: None except Ravage and CBA (if you want to use the ravage looting system) The script works without mods too. Changelog: v.2: - need for marker placement removed - complete randomization of object placement arround wreck - some clean up
  10. Overthrow is a dynamic [SP/CO16] revolution simulator campaign built for ARMA 3. Description: Overthrow simulates undertaking a grass-roots revolution against an oppressive NATO occupation of your home. Altis, Tanoa (Apex required of course), and Malden are currently supported. Start in a in a small town with nothing, and fight your way to remove the occupying NATO forces from the Island. There is no single way to Overthrow, which is what makes it exciting and unique. Head on combat, guerrilla tactics, or economic domination are all possible. ACE and CBA are required, and Advanced towing is integrated. Our overall focus is to ensure that all player actions matter, and that things behave generally as you would expect them to in the real world. It was inspired by the great times we had playing the original "Antistasi" dynamic campaign. We would love you to help us test our mod, and help guide future development. Updates (24 July 2017): APEX no longer required, and an Altis, Malden campaigns have been added. Get ready for more community-map additions soon! Current Version is 0.7.5.3, released 15th July 2017. Updates are coming out frequently as new features are added and fixes completed. To install: - Steam Link --> http://steamcommunity.com/sharedfiles/filedetails/?id=774201744 - GitHub (download full source) --> https://github.com/jabberzac/Overthrow To get in touch: - Facebook (general help and chat) --> https://www.facebook.com/armaoverthrow/ - Discord (keep Armazac company) --> https://discord.gg/QGQ5gf4 - GitHub (report issues / view wiki page) --> https://github.com/jabberzac/Overthrow/issues - Reddit --> http://reddit.com/r/armaoverthrow General features: - GTA-inspired wanted/stealth system - Dynamic political system with regional stability - Buy and sell just about in any-game item/vehicle/weapon for currency - Reverse engineer and build items and equipment for your revolution-machine - Complete jobs to gain faction reputation and access to blueprints for valuable equipment - Capture towns and military objectives - Dynamic economy/Regional pricing/Trade - Buy, sell and lease real estate with prices affected by regional politics - Fast travel to any owned real estate or camp (configurable with difficulty settings) - Manipulate the markets with guns or piles of cash - Recruit and arm civilians - Designed to work in both single player and multiplayer - Committed to creating a living and breathing landscape where anything can happen - Ongoing development and addition of features - Support for more maps planned This addon includes the following scripts: - VCOM AI - by Genesis92x - http://www.armaholic.com/page.php?id=25381 - Advanced Towing - by Duda - http://www.armaholic.com/page.php?id=30575 Warm Regards, Foofski and the Overthrow Dev Team
  11. Engima's Civilians v0.90.40 by Engima Description: Engima's Civilians is a script that adds dynamic civilians to an Arma 3 mission. Civilians spawn near player(s) and are removed again when they are far away. Works on maps with enterable buildings. You can customize how many civilians there will be, civilian units classes, the maximum number of groups to use, minimum spawn distance, maximum spawn distance, and blacklist markers to define areas where no civilians will be. You also add callbacks if you want to do something when units spawn or being removed. Script works in singleplayer, multiplayer, hosted, dedicated, for JIPs, and on any map with enterable buildings. Media: Youtube video - How to create a quick mission with civilians. https://youtu.be/OVirxev6wjw Download: Download Link at Armaholic. Also released as CPack Engima.Civilians for the TypeSqf Editor. Installation: Manually: 1. Copy folder "Engima" to root of your mission folder. 2. Create the file "init.sqf" in your mission folder (if you don't already have it). Add the following line to the top of the init.sqf: call compile preprocessFileLineNumbers "Engima\Civilians\Init.sqf"; 3. Customize the script in the file "Engima\Civilians\ConfigAndStart.sqf". TypeSqf 1. Open the CPack console and run command "install Engima.Civilians". Usage: Here is the simplest example that starts the civilian script with all default parameters. This code is to be put in Engima\Civilians\ConfigAndStart.sqf. [] spawn ENGIMA_CIVILIANS_StartCivilians; Here is an example that uses all parameters and first saves them in a variable named "_parameters". The function call (or spawn) that starts the civilian script is beneath. This code are to be put in Engima\Civilians\ConfigAndStart.sqf. // Set civilian parameters. _parameters = [ ["UNIT_CLASSES", ["C_man_1", "C_man_1_1_F", "C_man_1_2_F"]], ["UNITS_PER_BUILDING", 0.1], ["MAX_GROUPS_COUNT", 100], ["MIN_SPAWN_DISTANCE", 50], ["MAX_SPAWN_DISTANCE", 500], ["BLACKLIST_MARKERS", []], ["HIDE_BLACKLIST_MARKERS", true], ["ON_UNIT_SPAWNED_CALLBACK", {}], ["ON_UNIT_REMOVE_CALLBACK", { true }], ["DEBUG", true] ]; // Start the civilian script _parameters spawn ENGIMA_CIVILIANS_StartCivilians; Documentation and a complete reference of set up parameters can be found in file "Engima\Civilians\Documentation.txt". How to update from older version: Manually: 1. Back up your own customization file (Engima\Civilians\ConfigAndStart.sqf). 2. Replace the folder Engima\Civilians with the corresponding folder in the download package. 3. Replace the original ConfigAndStart.sqf with your own ConfigAndStart.sqf that was backed up in step 1. TypeSqf: 1. Open the CPack console and run command "update Engima.Civilians". Change log: v0.90.40 - First version. Requirements: Arma 3. Other releases Engima's Traffic Engima's Simple Tasks The ASCOM protocol
  12. So I have been looking for a new mission for my dedicated server for me and some buddies to play with the RHS Escalation Mission. Loved the similar missions in Arma 2 OA but, Since it is no longer updated, and I have no scripting knowledge, I had a few questions? First would be, All I want is to update the units to the new ones RHS has added, change the map, and the teams, I have a wish to try out the RHS Serb forces, but as this is something not originally created with the mod, I have no Idea what to do? Would this be simple or very complex? Is there a stand-alone tool like ADAM that I could use? At this point, I would even compensate(if that is allowed, or donate) if someone could just edit the mission for me. Just for private use. Any thoughts? :\ Thanks, WZ
  13. First of all, this is a long, essay style question on how to use init fields in eden editor, if you are unfamiliar with it, you might not want to waste your time reading this. Disclaimer: I am an utter noob and know nothing about .sqf scripts (if you are to answer one of my questions, please consider me an idiot) Dear all, thank you for stopping by and I hope you can help me. I am planning to create a dynamic airport base with the following features: Four fixed wing aircraft taxing, taking off, loitering, landing and repeating their tasks indefinitely. The question is as follows – Having tried move waypoints with various limitations (e.g. flyinheight, forcespeed) and configurations, I was unable to make an aircraft piloted by an AI to taxi successfully to where I want it to. Please advise on the step by step how can I achieve this goal. Next Numerous groups of units moving around the base according to their respective waypoints and occasionally initializing BIS_fnc_ambientAnimation function (at various waypoints throughout the base. I have been able to initialize the ambientAnim command at a waypoint and cancel it with addaction on a player (trigger condition Playername_AddActionName and On Activation call BIS_fnc_ambientAnim__terminate;). Ideally, I would like to have a trigger which, whenever a unit/units approach their respective waypoint, triggers the animation for a certain duration of time and then cancels it (so units can move onto the next waypoint). A convoy of 5 vehicles containing around 5 units each going in/out of the base. The problem here would be that I would like the convoy to look as a presidential convoy would. So, Convoy drives up to a building entrance, armed personnel get out of the vehicles (except for drivers) and only then, the civilian AI gets out and walks to the building. After about 5 minutes, I would like that civilian to come back, get into the vehicle and the convoy shall drive off (and repeat). The biggest issue I have is controlling how the armed personnel gets out. Shall I do it with triggers for presence? How do I make them get out before the civilian and wait? How can I then make the civilian get out? Lastly, I understand that this may be too much, I would like to have a constant tower defence going on in the background. For example, I have a well-guarded base which is being constantly harassed by the enemy. The units at the base have their animations toggled on and off (refer to question 2), if these units were impossible to kill, how would I let them engage combat, kill the enemy, and return to their respective waypoints and continue on their path?
  14. This addon requires CBA_A3 What does it do and why? It's a simple mod that adjusts your objectViewDistance dynamically, based on your current field of view. I was frustrated that I had to manually readjust my objectViewDistance when I wanted to observe something that was far away. Note: hint in the top-right part of the screen in the video is just a debugging tool, you won't see it in game. How does it work? It analyzes your current zoom level and adjusts the objectViewDistance based on it. Default zoom (0.933...) is going to render your default objectViewDistance setting, while focused eyesight (default hold right mouse button, 2.8 zoom) is going to increase it a bit, etc. The effect maxes out by setting your objectViewDistance as high as your viewDistance setting is while the zoom reaches 34.98x (12x in-game - default binoculars at full zoom). That means you can see stuff that is really, really far away, which is useful if you're doing anything that requires this perk, be it long ringe sniping or tank-on-tank combat. Transition is as sharp as you want it to be. It's going to be very mild if your oVD is ~= to your total vD, it's going to be very sharp if your oVD is << than your vD. Worried of FPS drops? You shouldn't be. The way ArmA processes objects rendering is related to your FoV. High zoom equals narrow FoV, so despite your objectViewDistance being set as high as your total viewDistance setting is, you shouldn't encounter noticeable framedrops. It goes back to normal when you leave zoomed-in view. I haven't noticed any FPS drops (matter of fact, I've encountered an increase while in optics), but weaker PC platforms *might* encounter FPS drops, especially when the LODs are changing, or when leaving the zoomed in view. Disclaimers This mod is released as-is. I've made it mostly for myself, but I might update it at my own convenience. I have some plans for it, but I can't promise I'll update it regularly. Known issues - cannot edit oVD while in-game, only in menu - oVD setting is stuck at the set level after closing your game while in zoom (dying and then closing should work just fine) Released under GNU-GPL license. Mirrors: Steam Workshop Armaholic WithSix
  15. I'm currently tring to set up a mission where a player activates an action witch activates a trigger that spawns units in a group. I have done the addAction and it looks like this: this addAction ["Spawn INF", {(_this select 0) setVariable ["GERinf", 2, true];}]; and the condition of the trigger: ((InfTrigGER getVariable ["GERinf", 0]) == 2) But i have trouble with spawning the units. So far i have done this: _group105=createGroup west; _unit2=_group105 createUnit ["fow_s_ger_heer_rifleman", getMarkerPos "GERinfspawn", [], 4, "FORM"]; I'm trying not to use an outside script and basicly only do it from the ingame init. If someone can help that would be awesome :)
  16. Dynamic ISIS War System Heavily modified version of the famous DUWS-M, originally developed by Kibot (DUWS), modified by Bigshot and rlex (DUWS-M) and enhanced by myself (DISWS). In this version player(s) have to fight the Islamic State as well as the Al-Nusra Front. On each restart you'll get a dynamic, procedurally generated campaign, playable on any map you like (not tested on all maps! Please report back!). It's all about asymetric warfare against an enemy who is sometimes difficult to find. Even when you cannot find any differences between the enemy and the civillian population! Face suicide bombers, ISIS supporters and a lot of new features which are making the famous and great DUWS even more enjoyable! NOTE: If you like this mission, please leave me a rating. Thx! ******** A.T.T.E.N.T.I.O.N ******** !!! This mission does NOT run on dedicated servers !!! I'm very sorry for this, but there are so many scripts and for now it's just too much work to change them all. I once started creating this mission for SP for myself. - Update 1.80 - See Changelog below --------------------------------------------------------- *** Check the LATEST required mods *** --------------------------------------------------------- FEATURES It's basically DUWS - but with a LOT of new stuff! I turned it into a Insurgency-style dynamic whole-map mission with a lot of atmosphere. All new elements are working seamless together with the DUWS mechanics. Commandpoints can be earned by shooting Al-Nusra fighters, disarming IEDs, get intel by locals, finish missions based on intel, and more. You can choose several winning conditions for your playthrough in the mission parameters (lobby). Additionally to taking over ISIS held zones you have to help the locals defending their villages against the Al-Nusra Front. If you help them, they will forgot about civilian casualties and there will be less suicuiders and other supporters. Also Al-Nusra and ISIS are hostile to each other. I.e. if you get intel from the locals about an ISIS weapons cache, that one might be placed on a location where Al-Nusra fighters are hiding - or attacking. They will fight each other and you can use this situation to your tactical advantage, just to name one example. The whole situation provides a nice "dynamic chaos" with unforseen situations happening. AL-Nusra also likes to ambush their enemies - for example they hide in buildings and shoot from windows. So you might need to kick in doors and search houses to get them out of the towns. There are so many possible things happening around a playthrough that I really cannot write it all down. For DETAILS about using new features please check the DISWS-Manual (map ingame diary)!! Reputation System: Civilians will whether like or hate you, or just being neutral. Depends on the amount of casualties and if you help them defending their towns against Al-Nusra. The occupied/attacked villages will change on each new playthrough. You will never know where they are, so you have to check the villages. A red marker will appear when you find a occupied/attacked village - and turns green when you defended it succesfully Al-Nusra is able to re-take villages in some rare cases. If you fail to defend a place against one of their attack waves, they will occupy it and you have to plan an attack to re-take it. The more civilians get killed, the more people will join the enemy = More suiciders and ISIS Supporters will operate against you! Civilians are "divided" into religious groups who hate each other (Sunni and Shia muslims) You can gain your reputation by defending towns against the Al-Nusra Front. Conversations: You can ask civilians about their opinion and thoughts. Talk to them to monitor your progress about occupied and defended villages, as well as civilian casualties. Search civilians and dead bodies for intel and items - but take care. A suicider doesn't like to get interrogated! More sidemission from found intel! (Weapons caches, HVTs) Perform your own playstyle (missions from HQ, from Intel, or just clear villages or fight against ISIS) Command your team or command the whole army! It's up to you. Like in DUWS there's an AI commander, but you can of course add HC squads however you want Full RHS U.S. troops and equipment for WEST. ISIS and Al-Nusra Front troops and equipment for enemies (and some stolen vehicles from the Syrian Army) IEDs Arsenal Buy, recruit units, vehicles, weapons, support, AI squads, platoons, tanks, planes, helicopters, etc. Fire for Effect (Immersive Artillery System. See ingame description) Supply Drop includes Arsenal Logistics (transport any object with vehicles like trucks, helis, etc..) Respawn at homebase or any established FOB There's a chance for a dead man's switch triggering when shooting a suicider. So keep distance. Immersive Mine Detector for IEDs (it detects also materials used to construct IEDs which can lead to false alarm) Ambient soundscape (Prayer call, music, radio at houses and other places, ambient chatter - ONLY with TPW MODS) Support for Weapon Mods (Can be equiped via Arsenal) All progress is persistent and will be saved with your savegame All scripts and features written with performance in mind! But if you still get low FPS, try these: Ingame distance view setting (CH View. See ingame Manual) AI limiter (can be enabled via mission poarameters) ZBE Caching (can be enabled via mission parameters, if you're encountering low performance after trying other settings) All DUWS-M features are included and working - I won't name them here, they're too many Commandpoints will also be rewarded for disarming IEDs, shooting Al-Nusra Fighters and finishing tasks provided by intel Select the win conditions in mission parameters (lobby) DISWS-Manual can be found ingame (map). Check it for full features description and How-To Currently work in progress - So far everything is fixed now! I'll be working on future plans soon. SINGLEPLAYER: Use the server-browser and start a local host (LAN session). Save your progress using the custom save function (radio: 0-8-1 - Sitrep). - Default map is Takistan! But you can play it on any map you like. It might case trouble on real small maps. On some maps the random placement of zones/hq may not work properly - or placing zones out of the maps range. First try to decrease the distance from HQ, the zone radius or place them manually. To play on another map, just rename the PBO, i.e. to DISWS_1_66.Altis.pbo (Keep in mind that Windows maybe does not show file endings! Just make sure the file ends with ".pbo") DOWNLOAD PBO: https://drive.google.com/file/d/0B81rpxl19DuQQVRneW9iZHpjWGs/view?usp=sharing STEAM WORKSHOP: http://steamcommunity.com/sharedfiles/filedetails/?id=1159 CHANGELOG: http://steamcommunity.com/sharedfiles/filedetails/?id=1159462402 KNOWN BUGS: - If you loose the Request Menu and other action menu items after respawn or when resuming a save, just respawn again or use the Save/Rest action at HQ or FOBs. REQUIRED MODS - CBA_A3: http://www.armaholic.com/page.php?id=18767 - RHS_AFRF3: http://www.armaholic.com/page.php?id=27150 - RHS_USF3: http://www.armaholic.com/page.php?id=27149 - RHS GREF: http://www.armaholic.com/page.php?id=30998 - RHS SAF: http://www.armaholic.com/page.php?id=32203 - CUP Weapons: http://cup-arma3.org/download - CUP Units: http://cup-arma3.org/download - CUP Vehicles: http://cup-arma3.org/download - CUP Terrains CORE: http://cup-arma3.org/download - CUP Terrains MAPS: http://cup-arma3.org/download - Takistan Civillians for CUP: http://www.armaholic.com/page.php?id=32020 - Iraqi-Syrian Conflict: http://www.armaholic.com/page.php?id=28406 - Revos's Mine Detector: http://www.armaholic.com/page.php?id=29929 STEAM-USER click here: http://steamcommunity.com/sharedfiles/filedetails/?id=908457911 *Thx, bcmaster Not needed, but HIGHLY RECOMMENDED - TPW Mods: https://forums.bistudio.com/topic/154944-tpw-mods-v20170208-enhanced-realism-and-immersion-for-arma-3-sp/ - RYD Liability Insurance: http://www.armaholic.com/page.php?id=27485 A word on TPW Mods: Sometimes (dunno why) the mission fails to disable unnecessary features from TPW. Better disable those in TPW's userconfig file. Specially Civilians, Croud, Cars, Helis, Fall, Puddles, Fog and Animals. SUGGESTED MODS - JSRS-Soundmod: http://www.armaholic.com/page.php?id=32317 - Unit_SFX: http://www.armaholic.com/page.php?id=28888 - Virtual Projectile Sounds Reality: http://www.armaholic.com/page.php?id=31799 I don't recommend ACE because the mission includes a lot of custom scripts. But when using ACE, you'll also need: - ACE3 RHS Compatibility files: http://www.armaholic.com/page.php?id=31281 When using ACE, the 'Special Forces Training' Feature (no fatigue) might be overwritten by ACE Advanced Fatigue! Download this mod in this case: - Remove Stamina ACE (main mod required): http://www.armaholic.com/page.php?id=31792 Weapon Mods are supported. You're able to use them via Arsenal. CREDITS - BIS: Arma 3 - Kibot, BigShot, rlex: DUWS-Unofficial - BangaBob, ReVo: Their great scripts! - GigaS: Some partial scripts and support! - [ToS]HadeS, [ToS]AUT_Cyclon, [ToS]Zauberbesen: Help and testing! - R3vo: Mine Detector - TPW: TPW Scripts and helping me! Thank you! - AuTigerGrad: Ambient Sound Pack - Rydigier- Fire for Effect - Community for all the great stuff!
  17. Hi guys, MODS: Feel free to edit/amend any links in this article as you see fit; also if you want to shorter the length of the topic with a teaser/read more tag, that's fine. This is my first post here. I have been an avid and loyal player of the BI franchise since early days of Operation Flashpoint. To date, I've written a dozen text and video reviews of various titles in this fine and realistic war simulation family, starting with the original and branching all the way up to ArmA 3. Recently, I've been playing dynamic recon ops multiplayer scenarios with friends on privately hosted servers, and I thought it could be nice to fictionalize and write one of these missions as a short story. I have pasted the full text and images here - the story is also available on my website (among many other ArmA-related articles) - www.dedoimedo.com. I hope you enjoy this, and if this gets traction, I will more than gladly write additional articles detailing thrilling, breathtaking MP scenarios. Cheers, Dedoimedo ===== ArmA 3 War Diaries: Operation Migraine Operation Migraine was supposed to be a short sabotage mission behind enemy lines, designed to disrupt the buildup of NATO forces on the island. The intelligence report indicated the enemy was trying to consolidate its positions around the towns of Athira and Frini, bringing in long-range artillery as well as a significant cargo of ATGM, which would make any offensive by our light armor prohibitive. The army command felt we needed to take the sting out of a rapidly escalating situation, and Operation Migraine was scheduled for the early afternoon hours of June 24th. My team was tasked with this dangerous mission, having undertaken several high-risk assignments in the previous months. We were well familiar with the island's topography, we had a good sense of the terrain, and we were accustomed to the muggy summer heat. The strike force was composed of two main elements the infantry group, led by me, with a select number of operatives skilled in penetration and demolition. Or primary task was to move into Athira, suppress any military presence and confiscate the cargo of anti-tank missiles, suspected to be held at the old cement factory in the northeast part of the town. If we were unable to complete this objective, we would destroy the weapons. Under no circumstances should they remain in enemy hands. Furthermore, we were to seek and destroy any AT units, so that our armor element could advance and support us for the second leg of the operation. Two BTR-60 APCs of the 44th Mechanized Brigade formed the other element of our force, and they would initially remain behind, at Camp Hornbill, waiting for our signal that it was safe to move into Athira. BTR-60 is a fast but lightly skinned vehicle, and it does not provide much protection to either its crew or passengers on the modern battlefield. Sending them into the town without adequate support would be suicide. However, once we secured the town, we could then use their formidable 14.5mm HMG to support our push north into Frini from a safe distance. The main purpose of Operation Migraine was the destruction of a NATO M270 MLRS battery, which would severely threaten our positions across half the island once it'd gone active, but our intel did not have a precise location on the launchers, so we had to recce the ground first. However, we did not have any illusions regarding the town's defense. We knew the enemy had deployed defense in depth, with several concentric rings of barricades and concealed bunkers, and we had to slog past these, before we could secure Frini and destroy the artillery. Maps showing our two objectives, Athira and Frini; notice the bunkers, checkpoints and the minefield. Additionally, the decision to concentrate on the enemy presence in Athira first was based on several key considerations. Theoretically, we could advance across the enemy's entire left flank, and strike either in Athira or Frini, and going against the artillery sounded juicy and appealing. However, Frini was protected by a minefield on the north side, and we would have to cross a low ridge of hills on the west side, which would limit our visibility and leave us exposed to enemy fire, especially the anti-tank teams. If the resistance proved too heavy or we were forced to advanced farther south, we would end up in a pincer. A classic encirclement movement, by ourselves. That would not do. By going against Athira first, we would approach from the southwest, limiting our contact with the foe to only one side. We would also make sure to neutralize the anti-tank threat, allowing our APCs to advance and support the attack. Finally, during the night, the air force had secretly airdropped resupplies east of Athira, so if we needed to stock up on ammo, we could pause briefly and rearm before moving north. With the battle order decided, we initiated phase one, with a stealth approach on foot. We had kitted ourselves with the expectation of heavy contact with enemy infantry, plus the necessary gear to dispatch the artillery. Intel reported no enemy armor or cavalry. I was armed with a Rahim 7.62mm marksman rifle. It's a very reliable piece of weapon, with good accuracy and a solid punch, superior to the SVD, but like its predecessor, it shares the same limited 10-round magazine capacity. However, it uses a dual-purpose riflescope-illumret ACOG, which offers superior visibility in both short- and long-distance engagements. With low, flat, open terrain ahead of us, I stocked up with extra ammo. The rest of my team consisted of another marksman, a sniper, who would move on our exposed flank north and protect against any enemy encroachment, a medic, a machine gunner, a demolition expert, and three anti-tank operatives, two with 127mm Titan launchers, with two missiles each. The armor element included the two BTR-60s with their crews, including also two mechanics, a spare driver for the pinch side of our mission, and a lone combat assistant for whatever they might need. They were apprehensive, and I could sympathize with them. In the past two weeks, we had lost five vehicles to enemy AT units, and they did not relish the charge over open ground, supported by a single special ops squad. One of the two BTR-60 APC used to support Operation Migraine. Just before we set off, HQ informed us we would also enjoy air support. A strike formation would move in, but only on positive identification of the MLRS battery. We did not know the disposition of the enemy AA strength, so there was risk in that, and with the weather threatening to turn into a typical summer thunderstorm, the CAS was a sweet if risky notion. Move in We advanced at a steady pace, using the orchards and vineyards to hide our movement. The first two hours passed in sweltering silence, pierced only by the incessant buzzing of cicada. They say the buzzing frequency correlates to temperature, so if you can count the chirps, you know what the temperature is. We reached the southeast corner of the town without encountering any opposition. There were no civilians about, probably because they knew a military buildup in their area could never be a good thing. The terrain was flat, providing no good vantage points, especially not toward the cement factory. And we needed to scout out the town before moving in. At the outskirts of Athira, we decided on a bold move. A sentry tower, used by friendly forces before the hostilities, stood abandoned merely 500 meters from us, and it could be an excellent jump point for our attack. We discovered, to our delight, that the enemy had not bothered securing the tower or even placing a patrol around it, but we didn't spend too much time wondering. Never once to scorn good fortune, we covered the remaining distance at a crouch. There was always the chance of a trap, but we didn't think the enemy had had enough time to consolidate its position in Athira, let alone prepare any nasty surprises for us. It was the nature of the game, and we were used to operating under adverse conditions with high stakes. Indeed, the tower stood empty. I sent the sniper up, and he took position on the second-story level, aiming toward the main road. Apparently, NATO had decided to concentrate its forces on the east side of the town, probably to minimize suspicion. With flat ground for a good few km west of Athira, vehicle movement may be observed by our recon units, and they intended to keep their preparations hidden until the last moment. At the same time, they could have used the tower to keep an eye on our positions, but for some reason, they did not. It is a tactical question I will never answer. My sniper Ani finally reported enemy presence. An infantry squad on patrol north of us, and another, as we feared, at the cement factory. He had a good shot at the patrol near the road, but he did not have a clear line of sight toward the second group. We left him in the tower, and moved carefully across the road. We were in enemy territory now. Urban settings are dangerous. Enemy fire can come from any direction, and it is very easy to become disoriented and lost in small, unfamiliar towns. We had never operated in Athira before, but we had studied its layout carefully, and we believed we knew what to expect. Still no enemy contact. About a hundred meters from the factory, we hunkered down, and I gave permission to fire. The sniper quickly dispatched of the road patrol. He left the tower and moved farther in. He had already selected his next cover; a two-story unfinished house. He was going to support from the rooftop, where he could suppress any enemy movement from the north. We stormed the factory, keeping formation, covering each other's flanks. Overlapping fire arcs, slow, deliberate movement. The island of Altis is a tricky battlefield. The sun-burned vegetation and rocky ground allows lone gunners to remain unseen. It heavily favors the defenders. But we believed our superior training, the element of surprise, as well as respectable body armor gave us the necessary dose of confidence for this engagement. Contact As we reached the rusty gate into the factory's premise, the enemy opened fire. We were pinned down from two directions, from inside the compound and from the southeast. Luckily, we had the factory's thick perimeter wall to protect us from the worst of it, so we lay down, and started scanning for targets. With good camouflage, you don't look for people; you scan for silhouettes and sudden movement. Peripheral vision becomes critical. The enemy was confused, because they soon abandoned cover. Perhaps they thought they had the superior numbers, or maybe they weren't completely sure who they were fighting, but I had my first target in my sights. I was using the scope, out to 200 meters. These seemed to be paratroopers, hardy, well-trained soldiers. Lightly armored, though. The 7.62mm round has superior ballistics, and it will bring down anyone. Hugging the factory wall, temporarily ignoring the force inside, we moved east, firing at our right flank. Reaching a T-junction at the southeast corner, we turned left, again using the wall to minimize our exposure. Within just a few meters, we came in contact with a large enemy force. These weren't paratroopers. These were ordinary troops, busy unloading crates of missiles from a HEMTT parked farther down the road. We had found our cache of ATGM, as well as a whole platoon of soldiers. We opened deadly fire, kneeling among the bushes and weeds that overgrew the sides of the access road to the abandoned factory. Our machine gunner, Zabad, took position on the hot asphalt and ripped a deadly salvo into the enemy men with his trusty Zafir, scattering them. I could see sparks flying off the truck, and I had to warm him not to damage the vehicle. We had the goal of stealing this lovely cache, and it would be a shame if we, rather than the enemy, ruined the chances of completing that part of our mission. The enemy beat a retreat into the factory. I lobbed a frag over the wall. A dull thud, followed by a rain of dust and paint. Meanwhile, the paratroopers on our right were getting more aggressive. They had good cover among the ruined, shelled houses, and they were firing at us with all they had. We were lucky the east side of the town was in a slight depression, so they only had a limited view of our position, and most of their bullets overshot. As long as we stayed low, we were relatively safe. But then we crept up on a bunker. The intel reports mentioned a whole bunch of them, but they weren't all marked on maps, and camouflage nets foiled aerial surveillance attempts. I realized we were getting pulled into a trap. We would soon have enemy attacking us on three sides, and we still didn't even know the size and strength of the force inside the factory. The truck suddenly became an anchor point and a shield, despite the paradoxical quantity of high explosive it carried. But we believed the enemy wouldn't deliberately try to set it off, and for the moment, it obscured the view to the bunker, and vice versa. I had to decide. Storm the bunker or fight CQB inside the factory, with the paratroopers at our back. I felt we should extricate ourselves rather than knot in deeper. East it is then. We had to silence the bunker first, regroup at the outskirts of the town, eliminate the paratroopers so we had no one at our back, and only then take care of the remains of the enemy force inside the factory. Besides, they were probably badly trained in combat, or at least, not as good as the paras, so they became our lowest priority. In the worst case, if the task proved too hot to handle, we'd move farther east, toward our resupply point. Meanwhile, Ani had moved again. He couldn't see us anymore, and he needed a better position to help us stave off the attacks. Risking it, he legged for the factory, and took a position close to the T junction, where he could cover the south side of the town. Closer to the bunker, our machine gunner sneaked under the truck and started firing at the camo netting, suppressing the defenders. It was a brutal staccato of rounds, ripping the sandbags into a hail. We rushed into the prickly, thorny grass field and charged the bunker, tossing grenades. The netting stopped them, and they slid down harmlessly, exploding on the wrong side of the sandbags. But the steady fire had unnerved the enemy, and they had left their cover. Four men. They stood no chance against our concentrated effort. We took our first casualty when Rezi, the demo expert fell to the ground, hit from somewhere behind us. The sniper was doing his best to protect our team, but it turned out, the enemy had not one, but two checkpoints at the southeast exit, both manned by paratroopers, and they were doing their best to stop us. With the bunker out of action, we could now focus on clearing the second threat. The enemy was tenacious, but it was Ani who saved us. He singlehandedly stopped the enemy, and gave us the chance to regroup. Rezi had been shot through the Kevlar and through the shoulder. It didn't look good. Khoram, the medic was busy binding the wound, but he believed Rezi would need plasma and evacuation back to base. Once we had the truck in our hands, we would drive him back to camp. First, we needed to secure the factory. In we moved, Khoram and Ani still on the other safe side of the wall. The factory yard was a textbook example of neglect. Rubbish, exposed piping, nasty, sharp edges to old, bent metal, chokeweed and broken concrete, sun-bleached walls that wept rust. Hiding there were enemy soldiers, badly bruised from the earlier encounter. But still quite sneaky and deadly. They were waiting for us, of course. Again, they fired from two directions, their teams having split and taken the west and south corner of the factory, so they had a good, solid 90-degree coverage of our approach. With bullets zinging all around us, we burrowed past the narrow entrance and hit the ground. The ample rubbish became a dear friend, protecting us from the withering barrage. We took positions behind small, dilapidated office buildings, trying to assess the enemy strength. I had Camp Hornbill in my ear. They were asking, Have the AT teams been neutralized yet? Can Butters move in? Not yet. But I was kind of looking forward to the friendly rumble of their ancient V8s and the rattly hiss of the KPV machine gun. It's never fun fighting in close quarters. But we were well trained, and we did not buckle under pressure. Fear was a distant emotion that would come to bear in a dark, repetitive dream. But first, we had to live through this battle. You learn to disassociate your feeling, you learn to become mechanical about it. The more you train, the more you fight, the more natural it becomes. Machine before animal. The survival instinct is to flee. The machine instruction is to fight. And so we fought. Soon enough, I realized the enemy did not have a clear picture of the situation. They probably believed the paratroopers were still active, so they thinned their south flank and concentrated their fire from around the main factory building. This allowed half my team to slink behind the old conveyor and attack them from the side. At this point, I was also acutely counting the minutes spent in this engagement. The Frini battalion may decide to send in reinforcements. We would be in a very tough position if they struck hard south and cut off our escape. It would also completely jeopardize the support element. That would mean we would have to retreat deeper into enemy territory, and rally around our resupply point. Perhaps we would have sufficient ammunition to last till nightfall, but then the enemy just might decide to test their new artillery and obliterate us with cluster bomblets. Just about at the lower end of the MLRS range. Too risky. We had to take control of the factory fast, send the sniper to the roof of the main building and make sure there was no enemy coming from the north. If that happened, we would abandon the main objective and retreat. We would then go for a brute-force contingency. Regroup at Camp Hornbill, saddle up onto the BTRs, and attack from the west route, mines and low visibility and all. Or let HQ decide on a more sensible approach. Not my call. The gamble paid off. We had the remaining survivors pinned down at the northwest corner of the factory, and soon, a ghostly silence descended on the compound. The air smelled of hot dust. But we had secured our first objective. Once the fighting died out, we carefully examined the factory. Even though the enemy did not have much time to consolidate its position, there are always risks when you take over an emplacement. In this case, we did not feel nervous, because NATO had intended to use the factory as its base of operations, and they had been actively unloading missiles when we struck. That usually meant no mines or other nasty surprises. Still, we combed every building, every floor, and once satisfied we had the compound under full control, we focused on our next step. Intelligence gathering. We found a map inside one of the offices, and it did show what we needed the position of the artillery battery and the minefield to the northwest. The defense rings around Frini were not marked, though, and it was likely the enemy moved them often, or it was still busy digging in. I deployed my men just outside the factory, covering the north-south road from Frini to Athira. They had ample rockets and missiles, and they could stop any armored advance. At the same time, Ani was up there on the roof, looking over the rushes to the north. He couldn't see the rings of enemy bunkers and checkpoints, he had a fairly obstructed view of the hills to the left, the road, and the nearby 200-300 meters stretch of land on the outskirts of Athira. That would do for now. The other marksman in my team, Rongan, volunteered to move up the road, so he could cover the hillside better. Ani agreed, and Rongan split from the rest of us, hauling it through the fields. All in all, our position at Athira seemed secure, and there was no more fighting for the time being. It was time to call in the cavalry. But we did it prudently. Butter A advanced first, beating a trail through the fields in a shallow southerly arc toward Athira. Butter B would stay in reserve, and always mindful of enemy missiles from our still vulnerable left flank, it followed half way and took a defensive position in an orchard just near the southwest entrance to the town. The gunner trained the turret southeast, leaving the north to Ani and Rongan. There was still some small risk of an odd paratrooper hiding among the ruins. Butter A and the weapons truck, once we had it driving to base, retracing the route the APC had just taken, would be exposed as they crossed the town without close infantry support. I also had a tough call to make. Rezi needed evacuation, so he would go with the truck. Not the best of medevacs, but it would have to do. I could not spare anyone from my team to escort him, especially not Khoram. Rezi would also leave his charges and explosives behind, in case we needed them. Butter A rumbled into position around 1730 hours, even as the thick clouds moved in over the island, threatening with a fat, oily summer rain. We breathed in relief, as well as we could breathe the syrupy air, when we heard its gasoline engine moan and chug. It followed our path and stopped astride the HEMTT. The two mechanics and the driver hopped out, reloading the crates back onto the pallets. There were about 20 missiles on the ground, and they needed to go back into the truck. Once the truck was ready to roll, Rezi stumbled into the cabin, under the watchful eye of our worried medic. One of the mechanics agreed to go with them, to provide support if needed. The other guy remained with the BTR, looking exhausted after all the lugging work. Frini stayed put. Sending a truck without armored support was risky. Very risky. But so was driving a loud, noisy, smelly APC through the fields back and forth. Each journey attracted unnecessary attention, and we could never be sure there wasn't an UAV in the air, using its thermal cameras to detect vehicles. A lone truck wasn't going to make anyone too suspicious, especially since one was expected to be seen in the vicinity of Athira. A proper armored column would make everyone suspicious. Besides, with Butter B covering the main roads, and the effective range of about 3,000 meters for the KPV machine gun, we could somewhat protect the truck until it exited the theater of operations. A while later, Camp Hornbill reported the payload had been secured, and that Rezi was waiting for evacuation by a helicopter. The camp medic had administered an infusion, and he seemed to be in a stable condition. Khoram didn't look convinced. Details of Operation Migraine, the push into Athira: 1) The sniper takes position while the rest of the team advanced toward the factory 2) Enemy forces engaged, with strong enemy resistance from the south and east 3) The enemy bunker and the paratroopers have been suppressed, Butter A is called to support (thin red arrow) 4) The team secures the factory while the wounded demo expert and the weapons cache are taken back to the base; Butter A moves to support the right flank. Frini At 1800 hours, we resumed our operation, feeling very confident. Our losses so far, if they can be classified as such, were light, we still had ample ammo, and we weren't too tired. We were focused and morale was high. We believed we were well prepared for the second leg of our mission. But the ferocity of the NATO resistance surprised us. They hit us hard, from multiple directions, as soon as we left the factory. Our intel had been flawed. The enemy did not just have concentric rings of bunkers as part of its defense-in-depth strategy. It had a bloody fortress. The intel had severely underestimated the number of troops and the strength of enemy positions. Concealed from view by undulating terrain and long stretches of tall, marshy cattail were half a dozen entrenched pillboxes and hardened checkpoints. Aware of our earlier attack and having had sufficient time to prepare, the enemy troops moved aggressively against us, trying to outflank us. The enfilade was particularly strong on the northeast. We halted our advance and hunkered down behind concrete drainage pipes left outside the compound, probably part of a construction project disrupted by the war. Meanwhile, Butter A moved in to support us, firing the KPV. It was suppressive fire, laid down through the thicket and rushes. We were frustrated that we didn't have a clear view. Butter A moves in to suppress enemy fire while we take a defensive position outside the factory. The pressure on our right flank slowly died, so we left the factory and began a slow advance through the field. Now, we used the terrain to mask our progress, keeping low. We knew there could still be enemy to the right, but the battle had shifted to the left. Rongan reported a large force of enemy infantry moving to intercept. They were stationed in the foothills, and they were now trying to reach the main road, to block us. I didn't know if Butter B could see the enemy, but the 14.5mm HMG to the south was silent. Butter A joined us, keeping the northeast side secure. We couldn't just focus on repelling the enemy. We had to locate the enemy artillery, too. That would determine our approach. At the moment, it seemed we had to go straight for Frini. To the east, the chain of pillboxes was a death trap it also meant we would not be able to retreat or rearm at the resupply point. The west and north were threatened by massive enemy presence. If the odds turned out too great against us, we would regroup at the factory, and then extract to the south west. We covered about half a kilometer in 30 minutes. Butter A advanced slowly, using the low, hand-built stone walls that demarked the arable plots for cover. It wasn't easy, but we had the initiative. We were shaping the course of the battle, and the enemy seemed to be reacting. Ani, Rongan and I were busy using our scopes to spot and mark enemy positions, and half way down to the main road from the factory, we finally saw the prize; the MLRS were located on the hill west of the town. It was a good location. There was a low, flat depression just off the peak, where the tracked vehicles fit in snugly. The position was covered in camouflage and surrounded by HESCO gabions on three sides. I called HQ and requested the promised air strike. They informed me the package was on its way, ETA 15 minutes. We resumed our slow progress. Half the team would advance while the rest provided cover and suppression. Zabad, our machine gunner, was busy, delayed tracers kicking clouts of dirt in the distance. Rongan was picking off individual soldiers slinking through the tall, parched grass, and they still have not pinpointed his whereabouts. Ani was moving down the road, so he could have a better view of Frini. The sound of jet engines announced the arrival of the To-201 Shirka before we could see it. The aircraft flew in low, from the southwest, and it dropped precision munition on the artillery battery. Alas, the bombs hit the gabions, raising one hell of a dust cloud, but there didn't seem to be any extensive damage, and certainly no secondary explosions. The Shirka veered to the north-north-west, exiting the theater, dropping flares. Two lines of silver fumes streaked up from somewhere in the town, chasing the aircraft's heat signature. Luckily, the plane escaped unscathed, but we knew there wouldn't be any follow-up passes. The enemy had strong AA in Frini, and we would have to handle the task ourselves. With the BTR-60 as their shield, the Titan operators Nowar and Himi moved to engage. The artillery was at the far end of their effective range, about 1,500 meters. They fired, but once again, the bastions took punishment. Second volley, same story. Damn. The MLRS were undamaged. The enemy had prepared a top-notch defensive position. The ATGM activity incensed the foe. The return fire came in stronger, more concentrated, and the first group of the enemy infantry had crossed the road, and was moving toward us. They had the vegetation to mask them, and neither Rongan nor Ani could engage them. Butter A advanced a further 200 meters, to stop the enemy and got hit. The rocket slammed into its left side, crippling its wheels. The rubber and the paint caught fire, and we knew the vehicle was completely out of action. Zabad emptied an entire box of ammo as we crawled forward, trying to get the crew out of the burning APC. It wasn't a pretty sight, and now, we were taking heavy casualties. The mechanic was dazed but didn't seem injured. The driver and the gunner were in a bad shape. Nowar and Himi helped drag the wounded back toward the factory. They would need evacuation, but we needed support. Should Butter B move in, or drive into Athira and get the crew? Acrid smoke veiled up, obscuring the view. The stench of burning fuel and scorched grass made my eyes water. We were also down in firepower, as half the team was busy helping the injured. The enemy was advancing. Rongan reported heavy fire in his direction. He was pinned down. But he had a plan. There was a small sentry tower to the left side of the road, and if we could reach it, we would have a superior firing position, and we could stave off any enemy progress across a full 180-degree arc, west to east. This meant Zabad and I would have to charge. Ani alone had to seek out the tank-killer teams. The enemy had missiles out there, and that meant we couldn't risk any more armor until they were taken out of action. I was surprised to see Khoram crawl back. He shook his head. His help would not be needed at the factory. We had two dead. The mechanic remained behind at the factory. He was somewhat disoriented, his ears ringing, but he seemed stable enough to sit down and hug a rifle to his chest. Butter B kept pestering me, anxious to move, all too aware of the danger. I wanted to hear the KPV rattle again, but not at the expense of three more lives inside that steamy metal hull. We were also risking our skins, but we had much better chances than an old APC. Butter A on fire after it has been by an RPG, with the lost of two of its crew. We had to ignore the east flank completely. Whatever enemy was left there would have to wait. The cattails were a double-edged sword, and the same way they thwarted our effort to clear out the pillboxes, they would obscure us from the enemy. With the enemy's barrage directed SSE, they couldn't really move, or they would get in a cross fire. Some small luck there. We charged, across open ground. I went first, Zabad shooting the Zafir in long, sustained bursts. Rongan was swearing into his mic. He was down to his last two magazines. I still had nine left. Crawling through the grass, we moved north. Frini loomed ahead, ruined buildings, barbed wire, and a hive of soldiers rushing among covers. So many of them. I extended the bipods on the scalding road surface, and began shooting. We had only about 300 meters to the town, now. Ani was behind me, Rongan to my left. Khoram, Nowar and Himi were lurking to the right. Zabad was supporting from a creeper-covered wall, shooting into Frini. The last member of my squad Semdi had an Alamut pack strapped to his back, and he was kneeling at Zabad's side, watching for any vehicles. He still had not fired his rockets, and from our current position, we could not see the MLRS. Time crept, and the rain started. It was a downpour. Everything turned greasy and muddy in seconds, and I had a fine patina of brown muck all over my fatigues. Breathing became difficult, like sucking honey with a straw. The smell of nature intensified, sudden and alien, like a punch to the nose. "Enemy truck," Semdi warned over the comms, already arming his RPG-42. At the town's south entrance, another HEMTT had moved in, and it was unloading troops. Reinforcements. Not good. Zabad moved his aim, blasting the infantry, forcing them to take cover behind the barricade. The Alamut whooshed, and a rocket slammed into the truck, setting it afire. It wouldn't bring our men back, but it did even out the odds a little. Rongan was down to his last few rounds. I had two magazines left. The weight of enemy fire had lessened, and there weren't so many men moving through those ruins anymore. It was hard confirming kills as bodies tumbled behind debris, but I believe I shot at least a dozen. Rongan moved toward the sentry tower. He tossed a grenade, and with satisfaction, we watched a body tumble down the ladder. There was another dead enemy below. Rongan informed us he was going to use the NATO MX 6.5 mm now, so we should confirm his presence before we fired. Zabad and Himi were out of ammo, as well. We crept forward. I was salvaging my bullets, aiming carefully, making it count. The battle impulse calls for unrestrained fire, but years of hard training call for the opposite action. You act against your instincts, and it's a difficult thing to do when someone is trying to kill you. Rongan was in the tower now, bunkered down, firing to the north, turning the hill slopes into a killing ground. I reached the nearest corpse of a NATO operative. My loyal Rahim had done its job, now I had to salvage a new weapon from the foe. This one had an underslung 40mm grenade launcher, and there were still five HE rounds in the man's harness. I loaded them up one by one and fired at the nearest row of houses in Frini, some 200 meters out. The hollow blasts were the only sound as the enemy fire pretty much died away. The enemy's defense was buckling, and there was no one moving among the debris anymore. Combat often starts and ends suddenly. Silence, thunder, silence. It seemed that way now. There was nothing coming at us anymore, not from the northwest, nor from the town. With half the team armed with enemy ordnance, we moved into Frini. It was then that our right flank woke up with renewed violence. They were hiding in the houses and in the fields. Rifle shots rang as enemy operatives fired through windows. Fighting out in the open and in an urban setting are two different things. Gunfire sounds are pretty underwhelming when there's sufficient space for the vibrations to dissipate. It's an orchestra of chaos with walls and buildings for the noise to rebound and echo. You cannot be sure where the enemy is shooting from, and town cleaning is a painful, nerve-wrecking business. But as bruised and battered as we were, we had the initiative. We had secured Athira, and we had advanced into Frini. The destruction of the APC and the casualties we've taken had not stopped us, and we had the upper hand in this engagement. Morale has an exponential curve. And we were riding it. We consolidated at the fork of the rural road leading into the orchards to the southeast, and started pounding the enemy pillboxes. We had a clear view now, and the enemy's attack faltered. There was still a team of soldiers harassing us from behind a grove of olive trees, but they were not organized, and their fire wasn't coordinated. We called in Butter B to help us finish off the resistance. The crew drove straight north and took a position just below the artillery emplacement, covering the hills and the nearby town area. With the APC covering our backs, we could fully focus on mopping up the east side. Still, it was no game. A bullet grazed my leg, and Nowar was hit by shrapnel from a grenade. We both sat down while Khoram bound our wounds. Rongan and Ani were with us, the sniper armed with his pistol for close engagements. The rifles still occasionally cracked from behind one of the low orchard walls, and there was a dull ring of gunshots from a building somewhere to our left, but it felt like blind fire. The 14.5mm KPV roared twice, sending the entire town shuddering with its deep rattle. Zabad, lugging an American machine gun, lay down near the last house facing east and sprayed the orchards. Back to the action, I moved across the road, knelt down and took aim. An enemy soldier showed his face. It was enough. We followed the side road into Frini and stopped at the junction near the church. Khoram, Rongan and Ani moved toward the artillery. I led the rest farther up. Sporadic fire surged up. The other half of the team reported being fired at, and that they had taken shelter within a few meters from the MLRS. Butter B rumbled about, but it did not advance into the narrow streets. While we were quite confident there weren't any anti-tank teams left, we couldn't fully rule out the possibility. A slow vehicle, forced to follow in between buildings with insufficient room to train its gun either to the sides or vertically presented an excellent target. Either way, we saw this as a diversion, so we rushed to silence the remaining defenders. We had to be careful, because we did not know if there were any civilians around, and we couldn't shoot blindly or toss grenades through windows. We found the enemy. One of the soldiers was hiding on the second floor of a house. We couldn't really approach without dashing the entire length of an alley. I couldn't see anyone else in the house, so I gave the order. Semdi fired a second RPG. There was a dazzling flash where the rocket struck, and then a huge cloud of dust billowed out of the window. No more bullets came from there. We were out in the open again. Rongan directed us toward the last NATO pocket. A last squad, situated in a cluster of semi-finished houses just near a large olive grove. We were going to attack them from behind, but we had to make sure our own men wouldnt mistake us for the enemy. I called in twice over the comms before we advanced. The three operatives lowered their weapons for a few moments and waited. The foe never saw us. It was a turkey shoot. And then, truly and completely, Frini was silent, apart from the burpy drone of the BTR's V8 engine. Plastered in rain and muck, we reached the artillery battery. The airstrike and the missiles had scored some damage, after all. One of the vehicles sported a black, sticky smear on its side, possibly fuel or engine lubricants from ruptured seals. It had probably been disabled, and no sane crewman would dare use its rockets now. The other two seemed largely intact, but they had been peppered with debris. Objective accomplished. Almost. We had to destroy these damn things. I called HQ, to inquire about the general situation. They reported that radio chatter indicated enemy reinforcements en route to Frini, but they would not reach the town before nightfall. We had time to complete our job and extract in a safe manner. We placed the explosive under each vehicle and onto the launcher pods. We trailed the detonation cables a good 180 meters from the artillery site, and hid behind a building before setting them off, and not before informing both HQ and the mechanic at the factory that the fireworks were about to start. The explosion was tremendous. Breath fled my lungs as a blast of hot air swept through Frini, shattering windows, and disturbing a small whirlwind of wet, oily muck. The secondary explosions were equally impressive as heat and fire cooked off the rockets in the launcher pods. Butter B waited just up the road, sputtering fumes into the softening evening rain, waiting for us to load up. I did not relish stepping into a cramped, cauldron-hot APC after all this fighting, but it was better than legging it back through the mud. We didn't have the strength to walk to the base, and we surely didn't want to be caught in the field when the NATO reinforcements arrived. It was a shame to abandon both towns, but we didn't have any illusions about our strength or preparedness to keep them. The enemy had made that mistake by rushing forward, without consolidating its positions properly. We must not do the same. Our task was to prevent exactly that, and we had. There would be more muggy summer days to resume this war. Details of operation, the push to Frini: 1) The team leaves the factory and advanced toward the town, under heavy fire from both the left and right flank 2) Butter A is hit by a rocket, and two crewmen lost 3) With a marksman and a sniper covering the south approach into Frini, we succeed in overcoming the enemy defenses 4) The team split into two groups; one half takes charge of securing the artillery position, the other half is tasked with clearing the leftovers of the enemy defenses on the east side of the town 5) With the flanks secured, the remaining enemy soldiers are encircled and eliminated; Butter B (thin red arrow) moves into position to extract the troops. Butter B retreated the same way it had come. At the factory, we loaded up our dead and the mechanic. The lad had recovered somewhat and was relieved to see us again. With a last look at the charred, smoking remains of the second BTR, he stepped into the miasma. There was no talking as we rode back to safety. It wasn't a long journey, but the notion of so many men trapped in a tin box never inspired any great speeches. I had deliberately avoided asking command about Rezi's health. If he lived, awesome. But if he died, that would not have been good news for the men while fighting. One of the things we had learned over the years is to look forward. If you focused on the bullets that missed you rather than the ones that were going to hit you, you'd make for a very poor special forces operative. This kind of fatalism may look brutal, but it is sanity when you deal with death on a daily basis. Indeed, it was another day, another gruesome mission. We had ended this one with victory on our hands. With a bleary sunset in our eyes, we reached camp. By late evening, it was as if our mission had never taken place. NATO troops had seized Athira and Frini again. The army command was already planning the next offensive, a much bigger, less covert one this time. Not for us. We would be sent somewhere else on the island, where discretion was needed and impossible odds were on offer. Rezi didn't make it in the end. The rest of us mourned our friend, bunched our shoulders and prepared for the next engagement. That's war for you. ===== Original story: https://www.dedoimedo.com/games/arma3-war-diaries-operation-migraine.html
  18. The long watch

    Mission summary: Mission name: The long watch Mission type: Coop combat patrol Maximum player number: 14 Supported world island(s): Malden 2035, Tanoa, etc. Features: Virtual Arsenal Dynamic Groups Auto-scaling of enemy troop strenght with connected player numbers Medical and revive system Mission parameters changeable for servers Description: The long watch is a ArmA 3 combat patrol mission which mainly puts the focus on infantry combat and teamwork. A dynamic mission assignment is generated for the players to complete (for example, destroy something, download, support, scout, etc.). The next step is for the players to reach the exfil point to finish the mission. You can create a dynamic group by pressing the U key and invite players to your group, or join an existing group. The default medical and revive system is enabled, you will need a medikit or field aid kit to revive a downed team member, medics have a massive speed modifier to revive. Some mission types will have civilians present, so be carefull what you shoot at. Killing civilians can result in a mission failure. The mission requires players to work together to complete the mission. You can test the mission on our server and I will also add the mission file to my Steam Workshop and Play with Six repository. Please leave any feedback here, if you want to . Server IP:Port 74.201.57.33:2312 Steam Workshop link for Malden 2035 version: The long watch Malden 2035 Steam Workshop link for Altis version: The long watch Altis Steam Workshop link for Tanoa version: The long watch Tanoa
  19. Hello all, I am curious as to how I would go about adding players dynamically to a cfg orbat group. The config is defined in the description.ext, but I am still confused as to how I would add new players that are joining to this group. Thanks! Reference to ORBAT: ORBAT_Viewer
  20. CCE2 beta 7.x series

    Hi all, I've been given approval by Drongo69/TacRod to publish a fixed version of his CCE2 beta 7 template. ABOUT COIN COOP ENGINE 2 Your goal is to succeed in the COIN operation by hindering all resistance activity in the area. To do so, you will be assigned a range of missions. The countryside is crawling with resistance squads and camps. As you complete missions and kill enemies, you may requisition additional vehicles and troops. ABOUT THE DIFFERENT VERSIONS In this thread you'll find two iterations of the original CCE2 created by Drongo69. The first one is beta 7.1.x, which doesn't change anything from the original CCE2 releases and is only focused on fixing bugs. The second one is beta 7.2 onwards, which uses the fixes from beta 7.1 and expands CCE2 with new features and gameplay changes. So, it's up to you to decide which version to use. If you want oldschool CCE2 then pick 7.1. If you want more stuff pick 7.2. You can find more info about CCE2 in the threads of old CCE versions by Drongo69, such as this: http://forums.bistudio.com/showthread.php?98846-CCE2-for-Operation-Enduring-Freedom -- CCE2 BETA 7.1.1 REQUIRED ADDONS - CoC Unified Artillery (if you use CWA you'll also need to apply this fix) This update includes the following fixes: beta 7.1.1 - Enemy unit won't be seen mounted in crashed chopper anymore (in CCE\Mission\RecoverIntel.sqs) - Convoy groups will enter ActionLoop if the vehicle is destroyed OR can't move (in CCE\Mission\ManageConvoy.sqs) beta 7.1 - Added check to control amount of CAP groups spawned, so it doesn't spawn so many that there's no room for mission groups or custom enemy units. (in mission editor, CCE\Misc\sideCount.sqf, CCE\StartCCE2.sqs, CCE\CAP\SpawnSquad.sqs and CCE\CAP\SpawnVehicles.sqs) - Enemy groups spawned in missions should be removed properly now once a new mission is requested (in CCE\Misc\CleanUp.sqs) - Fixed destroyed vehicle counter (in CCE\Units\KilledEnemyConvoyVehicle.sqs) - Fixed serveral problems in CAP\spawnsquad.sqs and CAP\spawnsquad2.sqs - Fixed "simultaneous mission" bug which was causing the spawn of tons of enemy mission groups and targets in the same one mission (in CCE\Mission\requestMission.sqs) - Fixed mission target counter displaying wrong count after aborting a mission (in Mission\MissionMonitorGroup.sqs) - Convoy destination marker now isn't visible once the Convoy mission ends or is aborted (in Mission\MissionOver.sqs) - Rescue mission should be aborted properly now, deleting the unit to be rescued (in Mission\rescue.sqs, Mission\rescueAI.sqs and Mission\MissionOver.sqs) - Fixed being able to abort missions when there weren't any, which caused the next requested mission to auto-abort on start (in CCE\Client\AbortMission.sqs) - Added check to spawning scripts, so they stop running if the leader is dead while the script is still forming the squad. (in CCE\CAP\SpawnSquad2.sqs and CCE\CAP\SpawnVehicles2.sqs) - Fixed counter of enemy units killed in the Search and Destroy mission. Previously the mission needed 1 more kill than it was asking for (in CCE\Mission\SnD.sqs) - Fixed artillery units being added to global array without checking if they were already in the artillery vehicles. (in CCE\Add\artillery.sqs) - Chance of enemy groups spawning over water greatly reduced (in CCE\Misc\overwater.sqf, CCE\StartCCE2.sqs, CCE\CAP\StartPatrol.sqs, CCE\Mission\MissionLocation.sqs and CCE\Mission\ConvoyDestination.sqs) - Added missing CoC markers (in mission editor) - Cost of CAS and Airstrikes is now displayed when requesting them (in CCE\Support\StartCAS.sqs and CCE\Support\StartAirstrike.sqs) - Blowing up the chopper after recovering the intel won't tag you as "enemy" and be killed by your teammates anymore (in CCE\Mission\RecoverIntel.sqs) - Fixed weather not following the values set in DefineMission.sqs (in CCE\Server\Weather.sqs and CCE\Client\Weather.sqs) I think those are all the bugs in the beta 7 version that needed fixing. Note that I mean fixing bugs (broken stuff), not gameplay issues (like mission X being too hard or whatever). For the latter, read below. To apply the fixes over your mission just copy/paste the CCE directory over your that of your mission (make a backup first, just in case), then tweak DefineMission.sqs and DefineUnits.sqs accordingly (or copy the content of the CCE dir but those two files to avoid having to re-tweak). Then copy the trigger in the middle of the map in the mission editor to your mission or create a new one yourself with the settings: Axis a and Axis b about 8000 both (adjust depending on the size of your island, but it has to cover every single unit), Activation: anybody, Once (so, no repeat), Condition: CCE_Ready, On Activation: CCE_All = thislist DOWNLOAD CCE2 beta 7.1.1 Template: http://www.mediafire.com/download.php?zzs9vwrp73huuyg -- CCE2 BETA 7.2.3 This version of CCE2 expands on the original, fixing bugs and adding new features and gameplay changes. REQUIRED ADDONS - CoC Unified Artillery (if you use CWA you'll also need to apply this fix) These below aren't actually needed, but heavily recommended: - SNYSptPack.pbo (from SP/MP support pack) - for the rope and rappel anims - DrongosToolkitVoices.pbo (a modified version from Drongo's Toolkit), ECP_DSAI.pbo and ECP_DSAI_2.pbo (from ECP and its patch) - to activate DSAI - BN_tracer.pbo (BN880 version) - to see the tracers OTHER - FWATCH - to be able to show the personal menu with a key press - HIGHLY RECOMMENDED NEW FEATURES - New mission: Liberate Hostage - Helicopter insertions and extractions: The insertion types available are normal (by landing), fast rope, paradrop and HALO - Informer: There's a local informer in the camp that might know the approximate location of active camps, for a price. (additions in CCE\Informant, CCE\CAP\CampBossAI.sqs, CCE\Client\Start.sqs) - Equipment automatically assigned to players on (re)spawn (starting gear can be edited at CCE\respawnGear.sqs) - Disband: You can disband any of your units. When doing so, those units will be able to be recruited by any player. They'll be removed after a few minutes (in CCE\disband) - Reorder Unit(s): You can now send any unit or units to the end of your group formation. This way you can now, for instance, easily sort the big gaps in formations when units die or by having vehicles in the middle or the start of your group. (in CCE\reorder) - Reinforce: You can access the Reinforce menu from anywhere - Request Airdrop (CWA ONLY): Players can request vehicles and ammo crates to be airdropped to a specific location, for an increased fee. Only works for CWA. It's automatically deactivated for OFP servers. - Rearm: Players can now rearm the whole squad with their standard equipment. They'll keep radios and NV goggles given by the player, though. - civPopulate is now integrated into CCE2, in a modified version that works in MP. This allows to populate all the towns (and any other desired area) with civs, while actually using just a handful of civ units. It also features traffic, but only while playing in SP. For the full changelog refer to the readme in the /docs directory. BETA 7.2.3 MISSIONS WW4 Lead a Special Forces squad in your mission to hinder resistance activity in southern Everon. REQUIRED ADDONS - WW4 v2.5 For the rest of addons needed refer to the ones listed in the beta 7.2.3 template FEATURES PARTICULAR TO THIS MISSION - Modular Weapon System (MWS): You'll be able to apply different modules to your weapon on the fly. You can find this feature in the actions menu. CREDITS - Sanctuary, for WW4 DOWNLOAD MISSION CCE2 BETA 7.2.3 - WW4: http://www.mediafire.com/download.php?y906t32eneyvisa WW4 - MAPFACT's RUCKSACK Same mission as above, but with rucksacks. REQUIRED ADDONS - WW4 v2.5 - MAPFACT's Rucksack - WW4 DOWNLOAD MISSION CCE2 BETA 7.2.3 - WW4, MAPFACT's Rucksack: http://www.mediafire.com/download.php?p705mgcxa9ranm0 -- EXTRA Modified DrongosToolkitVoices.pbo While you can use the default DrongosToolkitVoices.pbo found in Drongo's Toolkit it is recommended that you use this version instead. I edited the sound levels so they are like those found in ECP. Previously, all were set to 1, the maximum level, and it was hard to tell the distance from you of the yelling enemies as they all sounded like they were a few meters ahead. Now this issue should have been solved. DOWNLOAD MODIFIED DrongosToolkitVoices.pbo: http://www.mediafire.com/download.php?kiro3zbgvgkv6cz -- CREDITS - Drongo 6-9. Because, you know, CCE2. Props to the man. - Blip, for his Multi Rappel scripts - snYpir, for SNYSptPack.pbo and overwater.sqf - David Berka, for helidrop.sqs (renamed to airdrop.sqs) - toadlife (Real Halo scripts and shuffle.sqf) - Backoff (createunit2.sqf) - Liquid_Silence (distancepos3d.sqf) - General Barron (nearestobj.sqf) - Tophe of Östgöta Ops (randomBuildingPos.sqf) - weasello (rndPosInRadius.sqf) - Igor Drukov (getrelpos.sqf) - bn880 (sortbubble.sqf, tracers) - Faguss (FWATCH) - The BAS team, for the river crossing and helo rotor wash scripts (permission obtained through Ebud) - The VTE team, for the mist script (permission obtained through Snake Man) - Sanctuary, for the sandstorm script (used with permission) - The people who still maintain OFPR.info, OFPEC.com and the other few sites that still host OFP stuff. You are a very important part of why OFP is still alive. - All the rest of modders, scripters, modellers, forumites and contributors in general to OFP, those still active and those who left. None of my stuff would have been released without your work, guidance and tools. So, a big thank you to you all. - Anything else not credited was created by either Drongo69 or kenoxite
  21. Hi! I've been around since OFP, playing online since 2010 at Hotshots. I very much enjoyed Benny's CTI, I enjoy exploring the vast and beautiful Arma worlds and I'm a vet, thus I'd like to combine these aspects onto a semi-serious CTI immersion for single players (just due to lack of my MP scripting experience, but if the interested person is more into that...) Over the last year, I have tried several different approaches and community AI scripts to create a decent SP CTI. The concept is solid, the core element has been written and tested, so now its about putting some horsepower onto the road. If you - are a CTI enthusiast - like to develop a dynamic SP experience for Arma 3 - are not into survival/zombie/life, preferably also with mil background - have at least beginner coding skills - can spare some hours a week to contribute Feel free to ask and respond in this thread, contact me by PM or by Skype (look for ZeroG, am using the same avatar). Best regards, ZeroG
  22. Find here one evergreen of Gruppe Adlers TvT Missions: Breaking Contact. Well suited for groups from 20 but living to its full potential with much higher player counts. Supports up to 112 players and many maps (CUP TP and more). Very high replayability value - free spawn selection. Best played in a roughly 2:1 attacker defender ratio. Dependencies CBA, ACE3, ACEX, RHS Escalation, TFAR, optionally RDS_CIV Mission Concept Russians have to protect their radio truck from destruction from US forces. At the same time they have to deploy antennas (send radio message) a preselected total amount of time to win. When deployed the radio truck is marked on the map for US. If US manages to neutralize the truck or kill all Russians, the game is over. At their start vehicle both factions can buy a limited range and number of vehicles with a preselected amount of credits. US forces have air superiority whereas Russians can field a little bit more raw fire power. Rules no respawn, no play area restrictions, ACE spectator, no scopes, basic medical, fixed loadout, quick start Parameters Time, Weather, US Spawn Distance, Money, Deploy time to win, Time Acceleration, Ingame Replay Accuracy, JIP time, BFT toggle, Civilian Traffic Toggle (needs RDS_CIV!) Setup Info * Doesnt work locally, you need a Dedicated Server * Opfor Commander Slot is mandatory, otherwise you are stuck in a waiting loop * For testing purposes with only one player you might fill up Blufor with AI Additional info * Admin slot is Zeus to help out teleporting JIP and fight bugs * Russians might redeploy, the sum of deployed time counts for winning - makes for very dynamic gameplay * Russians might buy a mobile radio box, which takes the radio truck as a relay. Sending on its own it only has half the power (or if the distance is above >500m from radio truck). This enables more static positions if necessary (destruction of radio truck does not lead to win anymore but only destruction of mobile box, if bought). * Its highly recommended to use the predefined amount of money * For every player there is a little bonus in money * Check the mouseover in the buy menu to get info about what you will purchase (Ammo Truck/Ammo M113 comes to mind) * You can eradicate the helipad in the buy menu when you are fully equipped to hide your spawn * Mission is localized in English and German * BIS dynamic group system can be used with <U> * US Camo automatically chosen (hardcoded for every map) * NVG are to be found in the start vehicles (HMMWV/radio truck) * Arrows above heads will disappear after 5mins ingame. They hint on Teamleads and SQLs to increase start time * There might be features I forgot to mention here :) Known issues in this version * JIP players will spawn in strange places. Use Admin Zeus to teleport them Currently supported maps Altis, Beketov, Bornholm, Chernarus, Chernarus Summer, Clafghan, Esseker, FATA, Gorgona, Capraia, Kunduz, Namalsk, Panthera, N'Ziwasogo, United Sahrani, Stratis, Sugarlake, Takistan, Tanoa, Taviana, Thirsk, VT5, Bystrica, Zargabad Download (1.6.6) https://drive.google.com/drive/folders/0BycA9qJqQcnmUTFYMGRBMXdYYTQ?usp=sharing Armaholic Mirror: http://www.armaholic.com/page.php?id=30640 Source https://github.com/gruppe-adler/TvT_BreakingContact.Stratis (conversion for other maps than stratis is done with build script) I will continue to tweak and balance the game mode and release stable versions when I see fit. Please report any issues or make proposals to github. Screenshots http://imgur.com/a/QNhju
  23. I was fiddling with automated script generation of ACD and was trying to improvise the method to addAction to the objects as it created them but despite no error logged the objects have no action added to them. Is this to be expected from a SimpleObject? It's also worth mentioning that I've put the code in init.sqf which could not produce the best results perhaps. private ["_objects","_object","_data"]; _data = [ ["a3\supplies_f_heli\cargonets\cargonet_01_ammo_f.p3d", [7897.9,17631.1,167.943], [[-0.927911,-0.3698,0.0472062],[0.0173306,0.0837,0.99634]],0], ["a3\supplies_f_heli\cargonets\cargonet_01_ammo_f.p3d", [7894.37,17623.2,168.52], [[0.567657,-0.823121,-0.0154131],[0.0213262,-0.00401339,0.999765]],1] ]; _objects = []; { _object = createSimpleObject [(_x select 0), (ASLToAGL(_x select 1))]; _object setVectorDirAndUp (_x select 2); _object setPosASL (_x select 1); _object addAction ["Virtual Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; _objects pushBack _object; } forEach _data; _objects;
  24. Hey guys! How are you doing? Well, I've been working on this mission for another group and I'm trying to make something really different out of it... Well, basically the mission starts with BLUFOR (conventional infantry) performing a ground assault on OPFOR, the missions is a COOP. The guy asking for the mission asked me to create a respawn, but the thing is, I'm not a big fan of respawns, so I don't use them on my group missions, therefore, I don't understand nothing about them. What I want to do basically is: #1) Respawn will be available only after OBJETIVE A has been taken by BLUFOR #2) Players respawning will respawn as a different unit (paratrooper) freefalling in a predetermined area I have no idea where to start from, actually I don't even know it this is possible. To make things easier, my #1 objective is not a priority, as long as #2 is possible. Thanks in advance!
  25. Designed to be lightweight only generating 1 - 2 threads at a time. I will improve on it at a later date. http://www.armaholic.com/page.php?id=30520 Additional things that will be coming in the future: Improve weather generation cycle to have more gradient change current sinewave generator "works" will need fine tuning Segmentation of client and server code better Improve performance (again) move to completely server-side execution mainly add back in lightning / thunder generating system (currently broken) Change Log: Version 0.11a (PENDING) [uPDATED] Debugging functions [uPDATED] Gradient Curve change improvements [ADDED] _locally defined initial parameters now .hpp file [ADDED] _executionPrecheck functions to confirm a file has indeed run and is completed [ADDED] Macros for debugging functions. [ADDED] debugging function also script limiter. Makes sure all code is initialized before completely executing each script. [ADDED] Documentation of each function. [CHANGED] Beaufort Model system reduced in size 14 lines now replaced all switch cases.
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