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Found 26 results

  1. INCONTINENTIA'S UNDERCOVER / CIVILIAN RECRUITMENT This is a complex and performance friendly undercover simulation for players and their AI subordinates. Work as a guerrilla cell, go undercover, recruit comrades, and cause mayhem. SP / Coop and Dedi compatible. (For those of you who've used my previous undercover scripts, this release is a significant upgrade and represents a few hundred hours' work and testing over the last version, so hopefully you'll see the improvement!) Requires: CBA FEATURES General Virtually every factor that can affect your cover (within engine limitations and the caveats mentioned below) has been accounted for. Optimised to the max; should not noticably affect performance at all - no noticeable performance impact even during a stress test of 45+ undercover units simultaneously undercoverising several enemy patrols. Operates primarily on each client - server / client interaction is therefore kept to a minimum even when multiple players are undercover at the same time Compatible with RHS, ACE, ALiVE, Zeus, ASR, bCombat, TPWCAS, VCOM... pretty much everything its been tested on (some factions' helmets and bandannas may not be recognised but the overall effect of this will be minimal - if you desperately want all features, use vanilla or RHS versions of these assets) Comprehensive undercover / incognito simulation - Works on players and their AI group members Quick, easy setup: most aspects of the script are automatically implemented based on the settings you choose Can run in the background even when the mission isn't focused around undercover operations - automatically reduces checking overhead when unit isn't undercover so it should be practically unnoticeable No need to turn the script on or off - it just works No checkboxes, compromised notifications or any other "gamey" stuff; just an optional hint when you're obviously hostile and when you aren't - the rest is up to you Responds to whether the units are in vehicles or on foot, dressed as enemies or civilians, whether the unit's face fits or doesn't fit in with the faction they are pretending to be, or whether it is day or night, with each situation requiring players to behave appropriately Suspicious enemies may challenge or watch and follow undercover units if they act weirdly; the more weird stuff you do, the more likely they are to see through your disguise (you can even use this to your advantage to draw enemies attention away from another unit while they do something suspicious - just don't get too cocky or they will open fire on you) Players must "act" their role; doing weird stuff will raise suspicion and could blow your cover - if you point your weapon at an enemy and they see you doing it, they will get suspicious very quickly. Equally, if an enemy sees you crawling around or planting explosives, you're not going to stay undercover for long. Enemies will detect if undercover units are the nationality of the group they are impersonating; covering your face with a scarf or bandanna will reduce this but not as much as choosing undercover units whose faces fit in with the people they are trying to impersonate All actions have consequences, good or bad. If the MRAP you're driving gets a bit close to a patrol, moving into the back of it and out of sight of the enemy might just save your skin. Equally, putting a balaclava on when you're a civilian will attract a lot of attention - which is especially not good if you're already carrying a military rucksack. Once undercover units become compromised, enemies will remember the vehicles they are spotted in and clothes they are wearing - change your clothing (both uniform and either headgear or goggles) and if no enemies see you doing it, your new disguise may stick Easily switch disguises: take enemy uniforms from nearby crates, vehicles, dead bodies and the ground (and order AI subordinates to do the same) Quickly conceal and un-conceal your (and your subordinates') weapons if you have the inventory space - without faffing with inventories Different configurable detection systems for regular and asymetric enemy forces Stealth kills work - If nobody sees you firing a shot, your cover will remain intact BUT, enemies do remember suspicious units - if you kill someone and other enemies of that side already know who you are and that you are nearby, there is a chance your cover will be blown regardless However, your cover will return if you kill everyone who knows about you before they can spread the word Different behaviour for regular and asymmetric forces Define a side as asymmetric and they will not be able to share your identity outside of the local area, but they will be better at spotting imposters Define a side as regular and your cover will stay blown for much longer and for a much wider area once compromised... but they may not have such a good nose for imposters (Optional) Civilian Recruitment Undercover units can recruit civilians to join their group The more enemies you kill, and the more chaos you are associated with, the better your reputation will become The better your reputation, the more likely civilians are to join you Kill enemies without getting spotted and there is a chance they will lash out against civilians, with a potential to cause a civilian uprising (optional) Automatically arm ambient civilians with weapons and items which they may use if recruited or during an uprising Try to steal civilians' clothes from them (but be prepared that your reputation will take a hit or you may become compromised) (Requires ALiVE) Turn recruited units into a profiled group to be used by AI commander of the same faction as the undercover unit (add to object init: this addaction ["Profile group","[player,'profileGroup'] remoteExecCall ['INCON_ucr_fnc_ucrMain',2]",[],1,false,true]); USAGE Add all files from Incon-Undercover folder into your mission folder. If you already have a description.ext or initPlayerLocal.sqf then add the code to your existing files. (Make sure to delete any previous version of my undercover scripts). In description.ext, if the class is already defined (for instance, cfgFunctions), just add the #include line to the given class. Configure your settings in the UCR_setup.sqf file in the INC_undercover folder (pay close attention to these, one wrong setting can lead to some weird behaviour). For each out of bounds area, place a marker over the area with "INC_tre" somewhere in the marker name (e.g. "MyMarkerINC_tre" or "INC_tre_sillyMarkerName_15"). The script will handle the rest. But if you want, you can also include other markers by listing them in the relevant array in UCR_setup.sqf. Add in Incon Persistence if you want your band of merry men to persist between ALiVE sessions (this is now a separate script but automatically persists reputation). For each playable undercover unit, put this in their unit init in the editor: this setVariable ["isSneaky",true,true]; Non-player units in the undercover unit's group do not need anything; the script will run on them automatically on mission start. Caveats / Compatibility: Only one side can have undercover units at a time (so no east undercover and west undercover units undercoverising each other at the same time) Only one side can be defined as asymmetric at a time and only one side can be defined as regular - and both must be hostile to the undercover unit's side. So if having a three-way war, one side must be asym and the other regular. If having a three-way (...war), it is recommended to not have any incognito factions as an engine limitation means that incognito units (i.e. those disguised as the enemy) will be seen as friendly to all - could break the immersion if you're dressed as OPFOR and GreenFOR don't shoot at you when they should. For mission makers - just be aware that the following could affect your mission: enemy units may wander from their original positions to follow undercover units if they become suspicious. Also, when compromised by regular forces, an undercover unit's description will be shared across other enemies in the local area after some time if they don't kill everyone who knows about them Works on all tested mods. If you find an incompatibility, tell me! Credits Massive thanks to Spyderblack723 for his help creating some of the functions and correcting my mistakes / oversights on the original release. Also for generally being super helpful over the past year as I've got into modding. Grumpy Old Man, Tajin and sarogahtyp are responsible for creating a performant detection script, which I then adapted and used as a basis for the undercover script, so thank you to those guys too. Also thanks to das attorney, davidoss, Bad Benson, Tankbuster, dedmen, fn_Quiksilver, marceldev89, baermitumlaut and Duda123 for some top optimisation tips. And huge thanks to accuracythruvolume for testing and feedback. Download version 1.21 release candidate here CHANGELOG
  2. VERSION INFORMATION Version : 1.74 Release date : 10 SEP 2022 Arma3 Version : 2.10 Vol 2 can be found here CHANGELOG Note: Both the Wolfpack website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Version 1.74 General: Various issues and optimizations. Updated: Insignia and texture issues finally fixed with ArmA3 2.10 Updated: Applied ADF 2.28 framework. DOWNLOAD INFORMATION Download Wolfpack Vol. 1 via Mega: https://mega.nz/file/NJJgXKJJ#fe4BNzJEZru8SpBYQsJYQ-2KmqjMCIHxd70H21NwpCY [v 1.74] Download Wolfpack ALL-IN-ONE via Mega: https://mega.nz/file/ZI4myIKY#ZkOqL1TIfxZTjS6ElRhmHnLomFoOhP6IG7OLC1KJsqU [v 1.74] Steam Workshop: http://steamcommunity.com/id/whiztler/myworkshopfiles/ [v 1.74] REQUIRED ADD-ONS None. OPTIONAL/RECOMMENDED ADD-ONS Community Based Addons A3 (CBA A3) Advanced Combat Radio Environment (ACRE 2) Taskforce Arrowhead Radio (TFAR) Commanders Tablet (cTab). Advanced Combat Environment 3 (ACE3) OPTIONAL SUPPORTED ADD-ONS RHS / Project Opfor RHS / 3CB Factions Community Factions Project CUP NIArms ABOUT WOLFPACK Wolfpack is a multiplayer (14 slots) special operations campaign consisting of ten challenging assault, demolition and reconnaissance missions, three bootcamp training missions and a warmup mission. Features: 10 Special Operations/Recon Missions 3 Bootcamp training missions; 1 Warm-up Mission for warming-up, mod line testing and general training (11 tasks/side-missions); Challenging and Immersive gameplay in a lively area of operations; Detailed Special Operations style briefings (in-game and PDF/TXT for forum briefings); Optimized for dedicated server play. Headless client fully supported; Support for (optional) mods such as NIArms / RHS / Project Opfor / 3CB Factions / CUP / Community Factions Project; Challenging opponents; Automatic detection of ACRE2, TFAR, cTab and ACE3 add-ons. STORYLINE June 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area. The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression. DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 3-4 weeks. Your first mission commences 11 June. CREDITS & ACKNOWLEDGEMENTS Concept & Development: whiztler (http://steamcommunity.com/id/whiztler/myworkshopfiles/) This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: Nopryl Community (www.nopryl.no), CIA community (ciahome.net), Project Milsim (reddit.com/r/ProjectMilSim/) VOL 1 MISSIONS DAY 01 - THE PACKAGE - Our area of operation lies north of Athira. JSOC expects a HVT to arrive and inspect the CSAR Frini base tomorrow. Wolf will eliminate the HVT once he arrives at the base. Due to the sensitive nature of this mission, detailed objectives will be given on a need to know basis once you have reached the RV. Our local on the ground will do an extensive briefing. DAY 02 - KAJMAN FIRE - CSAT has taken over the Abdera Airfield and turned the airfield into a helicopter base. The base is home to the 127 AAC Squadron with 6 or 8 Kajman Attack helicopters and to the 17 Air Support Group. The Kajman is a formidable opponent and can do some serious damage to the upcoming campaign. About one kilometer north east lies the village of Krya Nera. This used to be a little fisherman's village until CSAT stationed a small fleet of attack vessels there. Primary objective: Abdera Airfield, sabotage all Kajman Attack helicopters stationed at the airfield. Secondary objective: Krya Nera Naval Base, take control of the Naval Base and wait for further instructions. DAY 03 - SWITCH OFF - CSAT's primary communications station is situated on the outskirts of Kavala. It is essential we disrupt communications before we commence the NATO invasion. The nearby power station provides power to the Kavala region, including the communications station. We need to take both out in order to be sure that CSAT's ability to communicate is disrupted. Primary objective: Sabotage the communications station. Secondary objective: Sabotage the power station. DAY 04 - TOP SCREEN - CSAT's propaganda campaign is out of control. Their fear and retribution series broadcasted on television and radio has caused grave concerns both locally and abroad. We need the local populous on our side once the invasions commences. We need to shut down the Altis Broadcasting Company (ABC) in the Capital of Altis, Pyrgos. Sabotage the ABC headquarters. You'll be filled in on the specifics once you are close to the objective. DAY 05 - BULLSEYE - Maj. F. Kallaziz's replacement has arrived in Pyrgos, Maj. Farrokhzad. We know very little about Maj. Farrokhzad. According to Niko, the major has already made his mark by having tens of civilians arrested. Supposedly there is a public hanging the day after tomorrow. CIA and MIS are working hard to get more intel about this guy. So it looks like your Wolf troops are going back to Pyrgos. Your objective is to find intel on Maj. Farrokhzad.
  3. [SP/MP][COOP] LMS 1-4 Recon Recon is a Singleplayer or Coop mission for 1 to 4 players, featuring a small PMC recon group. Mission file: http://steamcommunity.com/sharedfiles/filedetails/?id=1405129258 Mission setting: Island: Stratis Daytime: 2018-01-13, 07:00 (can be changed) Weather: clear, foggy (can be changed) Mission goal: Simple yet hard: identify a target among the resistance, hidden in the woods. Once your target found and not killed, contact your HQ to know the next steps - kill or spare. Gear: Silenced weapons, NVGs, UAV with TI Functionalities: camera intro and mini-cutscenes detailed briefing fully voiced translated (EN/FR) randomised: the target identity and location changes on every game server-side mission settings stealth is rewarded interactive actions NO MODS REQUIRED - Apex weapons needed Feedback: You can contact me on Steam or BI forum for praises, improvement ideas or threats on my (virtual) life! No Paypal here, just tell me if you enjoyed it and I will be more than happy ;-)
  4. VERSION INFORMATION Version : 1.74 Release date : 10 SEP 2022 Arma3 Version : 2.10 Vol 1 can be found here CHANGELOG Note: Both the Wolfpack website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Version 1.74 General: Various issues and optimizations. Updated: Insignia and texture issues finally fixed with ArmA3 2.10 Updated: Applied ADF 2.28 framework. DOWNLOAD INFORMATION Download Wolfpack Vol. 2 via Mega: https://mega.nz/file/4VRwXQzJ#yAK45EofU1I7O7UXN_XUQlSyQ_mSPiGywrkXgmk0ei4 [v 1.74] Download Wolfpack ALL-IN-ONE via Mega: https://mega.nz/file/ZI4myIKY#ZkOqL1TIfxZTjS6ElRhmHnLomFoOhP6IG7OLC1KJsqU [v 1.74] Steam Workshop: http://steamcommunity.com/id/whiztler/myworkshopfiles/ [v 1.74] REQUIRED ADD-ONS None OPTIONAL/RECOMMENDED ADD-ONS Community Based Addons A3 (CBA A3) Advanced Combat Radio Environment (ACRE 2) Taskforce Arrowhead Radio (TFAR) Commanders Tablet (cTab). Advanced Combat Environment 3 (ACE3) OPTIONAL SUPPORTED ADD-ONS RHS / Project Opfor RHS / 3CB Factions Community Factions Project CUP NIArms ABOUT WOLFPACK Wolfpack is a multiplayer (14 slots) special operations campaign consisting of ten challenging assault, demolition and reconnaissance missions, three bootcamp training missions and a warmup mission. Features: 10 Special Operations/Recon Missions 3 Bootcamp training missions; 1 Warm-up Mission for warming-up, mod line testing and general training (11 tasks/side-missions); Challenging and Immersive gameplay in a lively area of operations; Detailed Special Operations style briefings (in-game and PDF/TXT for forum briefings); Optimized for dedicated server play. Headless client fully supported; Support for (optional) mods such as NIArms / RHS / Project Opfor / 3CB Factions / CUP / Community Factions Project; Challenging opponents; Automatic detection of ACRE2, TFAR, cTab and ACE3 add-ons. STORYLINE June 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area. The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression. DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 3-4 weeks. Your first mission commences 11 June. CREDITS & ACKNOWLEDGEMENTS Concept & Development: whiztler (http://steamcommunity.com/id/whiztler/myworkshopfiles/) This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: Nopryl Community (www.nopryl.no), CIA community (ciahome.net), Project Milsim (reddit.com/r/ProjectMilSim/) VOL 1 MISSIONS DAY 06 - RIGA HILL - Intel shows a large AA-emplacement at a base west of Zoros Bay (codename 'Istanbul'). which gets its intel from a radar site a little north east (codename 'Barcelona'). Your orders are to insert west of Zoros Bay and take out the radar installation at Barcelona and the AA-emplacements at Istanbul. DAY 07 - U-12 - Our man on the ground, Nikos got captured by CSAT Intelligence Services. Nikos knows too much about the upcoming campaign. We need to break him out before they fly him back to the CSAT capital. Nikos is currently being held in a secret prison codenamed 'U-12'. It is located in Thelos Bay on the east coast of Altis. Wolf is to secure and retrieve Nikos Fotopoulos. DAY 08 - ICE TIGER - The last two weeks, SatNav has been tracking a heavy armored squadron consisting of 6 T140 MBT's, 1 x Tigris and supporting units. SatNav lost Ice Tiger due to severe overcast weather. According to Nikkos, Ice Tiger should be in the North Western part of Altis. We need confirmation on its exact location. Your orders are to locate Ice Tiger. DAY 09 - DRAGONFLY - Two days ago the 127 Republican Wing Squadron, an elite squadron of TO-199 bombers touched down at Stratis Airbase. The 13th MEU is scheduled to assault Stratis in three days. This can only happen when those TO-199's have been disposed off. We'll advise objectives and targets when you're on the ground. DAY 10 - DOBERMAN - Your last mission is a high risk mission in Kavala. We are still gathering intel. We'll brief you when you're oscar mike.
  5. Hello everyone, and thank you for taking the time. I am an experienced Arma Zeus and like the title of this topic says, I am looking at options when it comes to the enemy AI in order to generate as seamless of a stealth gameplay as possible for players. Been looking around a whole lot and not managed to find any answers so far, any tip or input is very appreciated! On it's own, the game is hardly an ideal game for stealth gameplay? It can be very sensitive and fidgety in how AI works and scripts too. So the idea is that I regulate all of this manually as the Zeus for the players. Even making the AI a bit dumbed down, to give the players a sneaky chance to pick people off. How I currently do it is that I turn the enemy faction into an ally for the duration of stealthing, that way the AI will not do anything strange or go alert, until I choose to .. which I switch the AI back into hostile relation again. All of that works perfectly - but when players kill the 'friendly' ai, they lose standing and become eventually renegades and traitors. So players will have issues getting into vehicles ect with some traitors on the squad, and eventually the AI even if friendly in relation will still open up on the player that ends up becoming renegades. How I have tried to resolve this is; to increase all players standing and rating constantly throughout the operation, but eventually this will not work out or be viable. I have also set all players to max rank of Colonel. If there was such a function like making all AI on one side, currently spawned in, not engage or go alert until I press a button or so that would been good but I doubt this exists? Anyone have any ideas or pointers for how to run manually controlled stealth gameplay like this as Zeus? Or other work arounds or options? It is far too much work to manually press pockets of spawned units, and run an init line on all of them everywhere, and then run an init line to activate them again ect. Things are happening too fast for that.
  6. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2709098168 January, 1965. US Navy UDT scout swimmers conduct a commando raid in North Vietnam in response to guerilla attacks in the south. Operate from the shadowy depths in the early days of SPECWAR. FEATURES A single player scenario designed to match the quality of the S.O.G. Prairie Fire co-op campaign! Underwater stealth gameplay modeled after historical accounts of early-war UDT/SEAL operations! Lead your two-man scout swimmer team on a dangerous commando raid in North Vietnam against a numerically-superior enemy that reacts to your intrusion! Dynamic Simulation and Show/Hide used for optimized CPU-friendly performance! No additional addons required besides the S.O.G. Prairie Fire CDLC (rare for my scenarios)! AUTHOR'S NOTES This is my third release for the S.O.G. Prairie Fire CDLC and the first since the jaw-dropping update that added US Navy SEAL and UDT units and equipment. Although I have a lot of learning to do, this scenario is inspired an informed by both historical and fictional sources related to UDT, primarily SEALs: UDT/SEAL Operations in Vietnam by T.L. Bosiljevac. This is a work of fiction, any resemblance to real people, units, or events is purely coincidental. The author and this mission is not affiliated with Savage Game Design. This is a beta release, some bugs may exist. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission can solve some issues. Please let me know if you run into any game-breaking bugs. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here and I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! CREDITS Thanks to SeaCow52 and Frost for beta testing, feedback, and suggestions Savage Game Design GOM Searchlight Script by Grumpy Old Man BI forums and BI wiki for helping solve virtually any bug or problem Post processing effects created using Recolor addon
  7. STALKING, CAMOUFLAGE, ORIENTEERING, and SNIPER-UNIT TRAINING by Richard Von Quest VERSION: beta v0.6.0 UPDATED: 27 July 2021 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my Scout/Sniper Addon from my SpookWarCom Project. This will focus more on the scout-side of the mysterious of the lethal Spec-Ops Sniper and the unique elements of scouting, stalking and the recon aspects of Scout/Sniper Operations. A Sniper is a highly trained marksman who operates alone, in a pair, or with a sniper team to maintain close visual contact with the enemy and engage targets from concealed positions or distances exceeding the detection capabilities of enemy personnel. These sniper teams operate independently, with little combat asset support from their parent units. Snipers typically have highly selective and specialized training and use high-precision/special application rifles and optics, and often have sophisticated communication assets to feed valuable combat information back to their units. ~ Wiki "One-Shot, One-Kill" // FEATURES: Simple Custom Ballistics, Wind, Drift, etc Acute Scout/Sniper Hearing while in Blind/Hide Keen sense of Smell for detecting nearby Enemy Questrel Weather Computer (aka Kestrel) 1966 USMC "Hathcock" Edition BoonieHat Audio & Visual Signature Management Targets - Practice & Training Feedback System FPV Scope Minute-of-Angle Knob FPV Scope Zero/Elevation Knob Sniper Immersion without the ACE non-sense Very User & Frame-Rate Friendly Data & Logbook, Charts, etc Mission-Level Module & Settings // NOTES: This is only about 20% done. This version was a re-write to get it back on track again. There are several features that may not still work, or are unfinished at this time. I just wanted to get this public version out now so you can test and enjoy what I have running so far that is at least stable and playable. This project is more about the Scouting Skills, rather than the Sniper Shooting anyway. I have a lot more coming, but updates are slow due to I have a huge mod-set under development at the time of this writing. Also to speed up this public version, there is no documentation included. You will have to Search for the older version of this for more details, or wait until an update later for the new stuff. // KEYBINDING: Shift + D (player menu) Shift + S (scope knobs) // REQUIRED: 1. CBA A3 - Community Based Addons A3 // DONATE: SCOUT/SNIPER PROJECT Von Quest Industries // LICENSE: // CREDIT & THANKS: *n/a
  8. alkanet

    [SP/CO-06] Faith

    Halloween 2020 is upon us and this is my contribution. Play solo or get some friends and explore the perfect map for horror scenario. Vinjesvingen. Happy Halloween 2020! STEAM WORKSHOP Story: You got mail: ---------------------------------------------------------------------------------------------------------------------------------------------------- I can gladly inform you that we have accepted your application. You are welcome to come and work at our farm up in vinjesvingen. We will provide you with a bed and food during your stay. Looking forward to our meeting. Best, Ryan Patel ---------------------------------------------------------------------------------------------------------------------------------------------------- Features: Singleplayer / Cooperative 2-6 Players Stealthy/Action/Horror 50 to 80 minutes Gameplay Story Textures, sound effects and music. Cinematics Revive Sometimes the game tell you what to do. Sometimes you have to investigate. In multiplayer it will not progress until all players are ready (Seen all cutscenes, dialogs) but only one player is needed to interact.
  9. Do you have what it takes to escape the depths of the bandit territory? Contract in Chains is a singleplayer or cooperative experience, either with stealthy survival or action packed combat for up to 4 players. OUT NOW | STEAM WORKSHOP Plot: "Malden, 2033. NATO peacekeeping operations are struggling to maintain their support while a growing insurgency arise. A contract marksman designated to eliminate their leader, ended up in the worst situation possible; captured, tortured and deep in bandit territory... " Features: ◈ Singleplayer / Cooperative 2-4 Players ◈ Stealthy Survival / Action Packed ◈ 25 to 45 minutes Gameplay ◈ Completely Vanilla ◈ Engaging Story ◈ Voice Acting ◈ Optional Side Tasks ◈ Optional Revive & Respawn ◈ Story Rich Custom Textures Link to credits here BEWARE: this is designed for locally hosted sessions. If it works on dedicated is unknown. Please feel free to give feedback, and of course report any bugs you find. Last but not least, enjoy the experience by yourself or with your friends! 🤗
  10. Hello, my fellow community friends! I have a very "strange" and at the same time interesting idea, having seen it in various FPS games. As you all know, in some games, during a stealth mission, the main character must stay in cover and undetected by the enemy... for at least as long as possible in order to complete a secret task or avoid being captured, being behind enemy lines. A little example is Battlefield 1, where the player was behind the German lines and had to stay hidden for the enemy for as long as possible and then, when detected, fight his way back to the friendlies. I was wondering if such a eye awareness (spotting) system can be somehow created, using all the information and possible commands, scripts and "magics" that exist among the community, no matter if they are vanilla ones or BIS'. For example: when an enemy is spotting the player or his teammates, the knowledge begins to arise a little, and a marker, like in those games I mentioned, starts to appear, changing also its color from white to red. By "knowledge" I mean "X knowsAbout player >..." And this would vary from 0 to the highest possible number, may be 4 in this case. So, we'd need a complex script, including all possible variants up to this highest number, which are checked one by one, and when they start to grow, this action would respond or represent the marker value and visibility on the screen, which means it also should get bigger and more red with the time. And, of course, if the player is no longer being spotted by enemy AIs, it should start to dissapear, using the same method backwards. Another command, reveal, also may come in handy, if it is possible to use it as well, or to combine both. I know it sounds complicated, but if such a marker is not possible to be displayed, how about any other kind of indicator, like an alarm, or anything else. A possible marker to use is the already existing one, by using the "use" button for marking something on the map, where a yellow marker with a sounds appears at the marked direction. So, do you think now that my idea sounds crazy... or it's a perfect new option to use in missions... 😉
  11. One month after the disappearance of 'The East Wind Device', a NATO SF Diving Team secretly infiltrates Malden to obtain the device from a CSAT research base. Use cunning, teamwork, stealth and audacity to obtain the mysterious device in this SP scenario. Introduction Hi everyone, being unsatisfied with the amount of frogman scenarios, I'm currently working on my first serious mission and would like to introduce you to 'Operation Magnitude'. I've published the first part of the operation on steam and would like to hear your feedback before I start getting into the technical part and voice acting. The rest of the operation is still in the early stages, so all suggestions about what comes after this demo are welcome too. I hope you enjoy the scenario. I've made the scenario private for now. It will be opened again in about a week https://steamcommunity.com/sharedfiles/filedetails/?id=1820324287 Stecklenburg
  12. Surgical OP Brought to you by John Kalo and zigTtzag(zTt) A four man BLUEFOR team has been arrested and is held on an entirely OPFOR controlled island! Will you be the ones to save them? 1.] Hypothesis: At Altis, a place occupied entirely by OPFOR forces, four of our soldiers were arrested by OPFOR troops while trying to sabotage some of the enemies' communication towers a few days back. Since their arrest we have decided to negotiate for their immediate release. Negotiate until we can send a Special Forces and a Sniper Team to rescue the prisoners at least. So, we offered Jindah, a high ranked OPFOR officer, 50.000$ so as for him to release the prisoners. He seemed to accept the offer if we paid him 25.000$ before the prisoners' release and 25.000$ afterwards. We said yes and we agreed to transfer the money in 2 days. So, today 24 hours prior to the supposedly money trasnfer a SFT, you, is ready to infiltrate the island and rescue the hostages. Just remember that being detected will have deadly consequences so use stealth tactics and hide dead bodies. And keep in mind that some trasnports with supplies have been hidden nearby the operation area so as to assist you. 2.] Important details: a)To play in SP you should be the LEADER of the ASSAULT SQUAD. In SP you will not have a sniper team assisting you. b)This mission has low replayability. Once and if you manage to complete the mission successfully you might never play it again. c)If you are detected the mission will not end. Due to Arma's wierd stealth environment we have decided to let you guys continue the mission. With consequences but you will be able to continue. d)You should NOT DISABLE AI units that are in your SQUAD. Those units should exist for your convenience. In SP disabling the Sniper team is advised. e)If you do not have the ASR AI 3 mod, it would be great to install it. It really enhances gameplay and takes Arma 3 to a whole new level. f)Respawn:Instant g)For more missions you can visit our website here and to keep up with the latest mission updates and releases you can subscribe to our newsletter. 3.]Requirements: 3.1]Players' skills: Serious combat, stealth, organizing and stealth abilities . 3.2]Technical: a)Arma 3 Apex b)Marksman DLC c)CBA - http://www.armaholic.com/page.php?id=18767 d)ASR AI3 - http://www.armaholic.com/page.php?id=24080 4.]Bugs: 4.1]Minor: None 4.2]Serious: None 5.]Installation: Just copy the pbo to your Arma 3 directory. Place the .pbo file at the mpmissions folder. 6.] Direct Download link: https://dl.orangedox.com/Arma-3-Missions-Pack-2/surgical_op.altis.pbo?dl=1 7.] Changelog 7.1] Version 1.1: Removed an audio file. Removed Helicopters DLC dependency. Increased the bleed out duration. Your feedback about things we can improve or things that we should keep is really important so you providing it would be great. If any of you wishes to reconstruct the mission or use part of it please ask permission and mention us in your credits. Enjoy
  13. Author: JTS Introduction Mission with advanced stealth mechanics. This mission was not planned, but I decided to create it before new year 2019. A little present for fans of stealth. This mission is the base for future stealth missions (I hope). This is the fastest mission I've ever done. But quality is present Description The fight for Thirsk island between insurgents and the Americans has been going on for a couple of years now. About a month ago, the Americans managed to capture the southern part of the island. In the Thirsk city americans placed their armored vehicles and containers with ammunition. This is a serious threat. A couple of hours before the new year, a special forces squad of insurgents got a task to arrange for the Americans true fireworks... Features - Small cutscene - 2 localizations: English & russian - Cold & frosty atmosphere - Dead body detection system - Factors influencing stealth (Reloading weapons, body stance, running / walking speed, body dragging, suspicious action, wearing a uniform, weapon's state (Lowered or not)) - Snowy weather - Possibility to drag dead bodies Notes - It is recommended to enable music in your game settings - Read briefing carefully - NOT COMPATIBLE WITH ACE and other mods, which change the behaviour of AI (like ACE) - No JIP (Join in progress). To avoid arma bug with mission restart - choose the mission again from the mission list - Be sure you disable all not needed mods before you start the mission (Mission will be disabled if using prohibited mods) - To avoid problems, it is recommended to run the mods in a specific order (See steam workshop) - Recommended monitor settings: 1920x1080, 16:9 - Recommended In-Game UI settings: (UI Size: Normal) Credits & thanks Urban (Mission testing) ALIAScartoons (Snow storm script, JDAM bomb script) Screenshots Requirements - CBA A3 - CUP Terrains - Core - CUP Terrains - Maps - CUP Weapons - CUP Units - CUP Vehicles - PLP Containers - Footstep Sound Fix - Forests - Thirsk Island - Footstep Sound Fix - Thirsk Winter Download (Steam workshop) Download (Armaholic)
  14. So if you are following the Defying the Odds campaign and wish no semi spoilers you can stop reading here. If not you can continue I am trying to create a stealth mission and everything seems to be possible but one thing. That is how the AI reacts to players. You can come close to the AI and take him down easily if he does not see you, something which is great but if you fire your weapon everything gets ruined. You see AI units that are far away can detect you and sometimes they can even detect your exact position. This might be semi real but it can easily destroy the mission. I would like the enemy AI not to hear any gunshots coming from suppressed weapons. Or if possible get in AWARE mode without knowing where the player is. One thing that should be noted is that I use ASR AI3 and we are talking about MP missions. So can anybody please help?
  15. ADAPT SILENCERS TO COMBAT/STEALTH SITUATION Hi all, Did you remark that AIs don't adapt their muzzle sound suppressor (silencer) with the ordered situation (STEALTH / COMBAT)?. Here is a little code for adding/removing existing silencer on current weapon. Notes: - by "existing", I means the silencer must be on weapon or inside unit's gear. Furthermore, as you can start with an already equipped silencer and no more room in gear, this script will record that in a variable and will be able to re-fit the silencer on weapon instead of losing him due to the lack of room. (a kind of extra pocket). - MP compatible but I intentionally worked at idle for better performance. If your unit's localization (PC owning it) is supposed to change, You'll need to make the variable broadcast (adding true as 3rd parameter). And, that's for the specific case your unit need the "extra pocket". - players are not concerned, but it's easy, for automatic adapted muzzle, to remove the isPlayer condition. - for performance, this script is not "on each framed". It could be. I chose to fire the code using the "animChanged" EH. In some cases, the unit can start to fire without changing its animation. So, try to order the new behavior in advance (Anims often change anyway). - some silencer can be non-removable, hard-coded with model, or simply don't exist! There is nothing to do with that. It's up to you to choose the right weapon. Tested on Vanilla and CUP. For other mods, have your own test. This will depend on how silencer classes are named. version Nov. 20th 2018 parameters: NONE { _x addEventHandler ["AnimChanged", { params ["_unit","","_silencer"]; if (!isplayer _unit) then { if (isnil {_unit getVariable "MGI_silencer"}) then { _unit setVariable ["MGI_silencer",[]] }; _silencers = (items _unit select {["_snds",_x] call bis_fnc_instring}) + (weapons _unit apply {_unit weaponAccessories _x param [0, ""]} select {_x != ""}) + (_unit getVariable "MGI_silencer"); call { if (behaviour _unit == "COMBAT" && {isNull objectParent _unit} && {_unit weaponAccessories currentMuzzle _unit param [0, ""] != ""}) exitWith { _silencer = _unit weaponAccessories currentMuzzle _unit param [0, ""]; call { if (currentWeapon _unit isEqualTo primaryWeapon _unit) exitWith { _unit removePrimaryWeaponItem _silencer; }; if (currentWeapon _unit isEqualTo handGunWeapon _unit) exitWith { _unit removeHandGunItem _silencer; }; }; call { if (_unit canAddItemToBackpack _silencer) exitWith { _unit addItemToBackpack _silencer; }; if (_unit canAddItemToVest _silencer) exitWith { _unit addItemToVest _silencer; }; if (_unit canAddItemToUniform _silencer) exitWith { _unit addItemToUniform _silencer; }; (_unit getVariable "MGI_silencer") pushBackUnique _silencer; }; }; if (behaviour _unit == "stealth" && {isNull objectParent _unit} && {_unit weaponAccessories currentMuzzle _unit param [0, ""] == ""}) exitWith { {_unit addWeaponItem [currentWeapon _unit,_x]} count _silencers; _silencer = _unit weaponAccessories currentMuzzle _unit param [0, ""]; if (_silencer in (_unit getVariable ["MGI_silencer",[]])) then { _unit setVariable ["MGI_silencer", (_unit getVariable "MGI_silencer") - [_silencer]]; } else { if (_silencer in items _unit) then {_unit removeitem _silencer}; }; }; }; }; }] } forEach (playableUnits + switchableUnits);
  16. Stealth Ghillie 1.1 Description This mod changes the player's camouflage value who wears any standard ghillie suit. If you wear any addon ghillie, the mod won't change your value (yet). From my experience, the AI does not care about your ghillie suit, he will spot you from 20-30m away while you on the ground in the forest. But this mod adds some realism to the ghillie suits. If you find that in some situation your value seems not right (AI spots you/not spots you), just write a comment plus what sitation you were in. Works in all side (blufor, opfor, independent, civilian). No addons required. Tested in SP, hosted server with 2 players and dedicated server. Factors Player's stance (stand, crouch, prone) Player's speed Terrain (meadow, forest, tree) Night Changelog - Download Steam workshop Armaholic
  17. First, I am sorry if this is not right place or way to start a new topic. Sorry Fox and others if I mistake just delete this or put me in right direction. This is the proposal for new addon/script. It would be nice (and realistic) to add ability to hide in soft grounds like mud or sand just like Feint's function to hide boats in similar surfaces. Just imagine how impact that will have on tactical aspect in solo stealth reacon or diversion missions and like every other addon for our lovely arma, would be a part of new magic with all the possibilities that could have. (items to use for digging, time to perform the action, visibility of character to enemies, safe distance, influence of day time, weather, etc.) Thank you for your attention and sorry on my English.
  18. This is the proposal for new addon/script. It would be nice (and realistic) to add ability to hide in soft grounds like mud or sand just like Feint's function to hide boats in similar surfaces. Just imagine how impact that will have on tactical aspect in solo stealth reacon or diversion missions and like every other addon for our lovely arma, would be a part of new magic with all the possibilities that could have. (items to use for digging, time to perform the action, visibility of character to enemies, safe distance, influence of day time, weather, etc.) Thank you for your attention and sorry on my English.
  19. Hi I'm new to mission editing, but I wish to learn. I want to set a sniper to stay hidden and quiet, until comes in his view the designated VIP to kill together in a group of enemies, *kill him only*, then runs away unharmed. Other enemies must survive. I did try a lot of failed attempts using enable/disableAI, etc. but I have to give up: the sniper always attack other enemies before and after the VIP kill. Thank you.
  20. Hi, I need some help putting the finishing touches on a mission and am looking for 3 English speaking voice actors, plus either 1 British or Australian accented actor. Text varies from 2 to 7 lines. (Radio comms.) Everyones' enjoyment would improve immensely over a text dialogue. Your (Ingame) name and contribution will be acknowledged in the mission credits unless you opt out. There will be an intro and a briefing. The mission will start with a night helo insertion. Then a stealth approach thru the jungle of Tanoa to meet your team. Setup an Ambush to retrieve some Intel. Call for extraction & return to base. Anyone interested and willing to help out, just drop a PM? Regards.....
  21. Dead End is a tactical Mission up to seven Players. Operate behind enemy lines and seek and eliminate the target.Our informs have reported that the CSAT officer Ismail Jawadi was sighted near Frini. So far we had no success to grab him. This seems to be our best chance to eliminate him.You start from U.S Camp Yankee. Take care of the equipment and fly to the destination area. Increased enemy activity was noted. Infiltrate the enemy territory and kill the officer. Features: * No addons needed. Just subscribe and Play! * Approximate Playtime: 30-60 minutes * Gearup with Arsenal * Intro & custom music * Languages: English, German Bugs/Feedback: Any Questions? Found a bug? Just add me on Steam: http://steamcommunity.com/id/justm4na Notes: 1. You are able to play this Mission solo but its very hard! 2. I made this just for fun. I really appreciate if you rate and comment my Mission. Download: http://steamcommunity.com/sharedfiles/filedetails/?id=1137808580
  22. Guys need help how i can sneak up behind enemy to do stealth take down , using mocap mod ?
  23. I am wondering what is the range an AI will detect a gun being fired with a suppressor equipped? I want to make a mission where if the player gets detected while eliminating targets behind enemy lines, they will fail the mission. Therefore any insight into detection of suppressed gunfire by AI would be greatly appreciated as I cant find an existing forum which gives a simple answer to my question. Thank you.
  24. Hi All, I built this a while ago as a small mission for my group at the CPM. The boys liked it so I decided I would put it up as a template in case anyone wanted to use it. It is created entirely from BI or CUP assets and has a fair amount of CQB options. Our mission was to SDV to the rig at night and infiltrate. AI doesn't like it too much but it's brilliant for curated missions or roleplay (like we run at the CPM) or PVP. Features include: Multiple infil options by water leading to a small bottleneck at the top Offices and pump rooms, for adding your own story elements A usable helicopter pad (Ever tried making a landing pad float.... ?) Immersive lighting for night ops. Images here Anyway have fun. And if you like this sort of thing, drop in the CPM at or our teamspeak at ts1.cornishpastymen.co.uk:9993 Click here for Armaholic link Silos
  25. Mission updated to V1.2. Mission Briefing: One of our most hi-tech intelligence-gathering drone is captured by insurgency forces. The UAV probably had a malfunction. The plane is supposed to have a failsafe back-up system that automatically steers it back to base, but for some reason it went down and crashed. Now some of our most successful and useful surveillance technology is in the wrong hands. You are tasked to locate and destroy the drone wreckage before the insurgents can pull any information from it. Description: SP or Coop. This is a very atmospheric stealth mission with a tweaked detection system. It is possible to finish it without engaging the enemy, and without beeing detected. It is also possible to take out enemies without noticing the others, but since it's Arma; close-up-kills are out of the picture. If you are noticed or seen, the enemy will react thereafter and the mission will change and get a lot more difficult. The mission have some randomness, like the crashed UAV is on different locations, the enemy have random patrols, etc. etc., so each playthrough will be a bit different. The mission have NO respawn. Just to add some nerve. The nerve is important here. The AI is tweaked so they act like normal human beings, and not elite god-like soldiers that will pop you from 1 km away. Neither you or the AI have nightvision. The detection system in this mission can be developed even more, so leave me a message if someone have awesome ideas! Approximate time to finish the mission: 1 hour. (Depends on how sneaky you are) No mods required. Look at the screen shots below, play it and enjoy. I will be glad if you leave a comment. - Nanomien Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=605510545 Changelog: V1.2: Crushed some bugs and optimized scripts. Tweaked the progress bar Added BIS spectator on death. Works better than the other spectator script. V1.1: Added: virtual arsenal for more loadout customization. Added: Reconnaissance positions. You can provide overwatch while the rest of your team search around the town. Removed: the ammobox at the church is removed. The benefits from the virtual arsenal overrides the need for the ammo box. Tweaked: escape checkpoint. Updates that may come in the future: Difficulty chooser (with a menu) Even more sophisticated detection system. More random events. More fancy espace Credits: FHQ Task Tracker HallyG for ProgressBar example The great community! Screenshots:
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