Arma 3
[COOP 1-10] Altis Fortress
Dr. Diesel Submarine  [developer] 9 Mar, 2015 @ 7:08pm
What's new?
What changes I did in comparing with the original VR Fortress mission?

- The mission is now portable. You can port it on any island you want.
- Camp area is now a circle, not a square. And it is bigger than before.
- Enemies will spawn much further (Altis is sooo big...)
- The administrator can add custom objects to build.
- Players side was changed from BLUFOR to AAF.
- The density of snow will now affect the density of fog.
- Helicopter killstreak was replaced by my new artillery strike script. You will need a laserDesignator in order to use it. Be aware, it is very powerful thing.
- You can open Build Menu anywhere by pressing Right ALT button, also the menu was changed a bit (you can now spawn NPCs from it)

I am not sure but probably, just probably the mission now is Dedicated-Server-friendly. I want somebody to check it :)
Last edited by Dr. Diesel Submarine; 9 Mar, 2015 @ 7:11pm
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Showing 1-15 of 17 comments
KREI0S 10 Apr, 2015 @ 12:48pm 
can you bring back virtual ammobox? otherwise its impossible to get more ammo/rockets before you start the waves. im also having issues being able to select a perk when i pick a base location. all i can do with the laptop is virtual arsenal. nothing else like in your other fortress in virtual reality. thanks!
Dr. Diesel Submarine  [developer] 10 Apr, 2015 @ 7:01pm 
@sniper2281 Perks will be available after starting the game. And I don't get it about Virtual Ammobox.

You said you can't get more ammo\rockets, but at the same time you said you have a virtual arsenal... Virtual Arsenal is an alternative to Virtual Ammobox, you can take everything you want from there (rockets, ammo...etc). That's why I removed Virtual Ammobox - because both Virtual Ammobox and Arsenal do exactly the same.

So.. why can't you take rockets and ammo from Virtual Arsenal ?

KREI0S 12 Apr, 2015 @ 3:29pm 
i just figured out how to add ammo via the virtual arsenal. haha sorry!
Detarra 26 Jun, 2015 @ 11:40am 
@Fess Hey, Fess! :D

I was just wondering, how would I be able to port it to another map, and or add objects to build with? Thank you.

-Tank
Detarra 26 Jun, 2015 @ 11:43am 
@Fess Oh! One more thing!

Do you have any plans on adding a Fort vs. Fort scenario? I know you've mentioned it before, and I personally thought it'd be pretty cool. Thanks.

-Tank
Dr. Diesel Submarine  [developer] 26 Jun, 2015 @ 9:25pm 
@Tankboy1701 hello my friend! Check this guide about porting - link.
And yes I do have some ideas.

I already know how to adapt my FSBE (build engine) for Fort vs Fort mode.
And take a look on what I think :

[If you played PlanetSide 2, you will be familiar with some of these things. In total I am planning to recreate PlanetSide in Arma, because this is a great opportunity for me to try]

- Players will build their forts mostly from destructable materials (to prevent undestractable closed forts with no entrances) on one of available places.
- Resourses will be limited, maybe I'll split it up to Materials and Money. Money will have a little income with time.
- Money will be used to buy static weapons, vehicles and probably respawns.
- I havent decided yet about virtual arsenal, but I think it wont be available on start and must be purchased first (like it was in DUWS).
- There will be a transport with a respawn point on it, only one per faction.
- There will be custom group system. You will be able to invite smb to your group and to join other people.
- There will be a revive system.

Thats the basics for now, but I may change it in future.

I already have a working prototype for 25vs25 players and it works on Dedicated servers. However, no economy and constructions are implemented yet. There are 2 sectors, teams are placed randomly in one of these sectors. The task is to get both sectors under control.

Last edited by Dr. Diesel Submarine; 27 Jun, 2015 @ 5:15am
Detarra 27 Jun, 2015 @ 11:53am 
@Fess Wow, Fess, you've been at work!

Anyways, thanks for the porting guide.

And also, nice! I think what you're doing sounds great and pretty much perfect (and yes, I am familiar with Planetside 2). As an old player of VR Fortress and Altis Fortress, I'm gonna get my friends to play this. xD I just hope someone puts a dedicated server up and it ends up being popular. Anyways, thanks Fess, as always, great job, man.

One more question, if I come up with any ideas, may I make suggestions? Sorry, I just have alot of ideas running through my head alot of the time and I'm just wondering if I could try to help out. If not, that is completely fine, and I understand, but anyways, thanks!

-Tank
Last edited by Detarra; 27 Jun, 2015 @ 11:54am
Dr. Diesel Submarine  [developer] 27 Jun, 2015 @ 10:22pm 
Originally posted by Tankboy1701:
@Fess Wow, Fess, you've been at work!
I started working right after I got your message xD

Originally posted by Tankboy1701:
I just hope someone puts a dedicated server up and it ends up being popular.
Thats what I am doing too. And according to my experience from VR Fortress popularity, the mission should look like a candy to attract people in. In order to make a candy I need a lot of time. Probably 1-2 months should do it.

Originally posted by Tankboy1701:
One more question, if I come up with any ideas, may I make suggestions? Sorry, I just have alot of ideas running through my head alot of the time and I'm just wondering if I could try to help out. If not, that is completely fine, and I understand, but anyways, thanks!
Oh dude you should always tell me all your ideas. Well, not all actually, but everything about things I am doing here xD
Detarra 27 Jun, 2015 @ 11:44pm 
@Fess xD I didn't know you just started, but nice.

And, I do have one idea, though it may be difficult to implement. Would there be any way for players to, sort of, "cut down" trees to gain materials? Just a small idea, but hey, you never know.

-Tank
Last edited by Detarra; 27 Jun, 2015 @ 11:54pm
Detarra 27 Jun, 2015 @ 11:53pm 
@Fess One more thing for now!

Also, since you mentioned recreating planetside in arma, do you think you could have side objectives with AI that players could take over for money and materials? Kind of like AI missions from DayZ and Epoch, but instead you take them over and maybe can build on them as an outpost.

-Tank
Dr. Diesel Submarine  [developer] 28 Jun, 2015 @ 1:46am 
Originally posted by Tankboy1701:
And, I do have one idea, though it may be difficult to implement. Would there be any way for players to, sort of, "cut down" trees to gain materials? Just a small idea, but hey, you never know.
Sounds interesting, but it is not possible. Maybe I can knock down a tree, but I can't completely remove it from the world. So there will be lots of trees laying on the ground.

Originally posted by Tankboy1701:
Also, since you mentioned recreating planetside in arma, do you think you could have side objectives with AI that players could take over for money and materials? Kind of like AI missions from DayZ and Epoch, but instead you take them over and maybe can build on them as an outpost.
There will be some <strategic> objectives, their controlling will result in resource\money incomes. Not sure if I will place some AI on these objectives to protect them from players. But after taking control of the objectives players [probably] will be able to "Improve" them, including placing some friendly AI to protect it (see reinforcing HQs in DUWS)

Detarra 28 Jun, 2015 @ 1:52am 
Alright. Sounds cool. Any way you could walk up to a tree and press something and gain materials?
Dr. Diesel Submarine  [developer] 28 Jun, 2015 @ 2:31am 
Originally posted by Tankboy1701:
Alright. Sounds cool. Any way you could walk up to a tree and press something and gain materials?
This is a better solution but still not perfect. People may exploit by using the same tree several times and get unlimited resources, and it is difficult to find and block it.

I am thinking about factories. There are some factories on Altis, I may place a capture'able sectors on them. The side who control the factory's sector will gain a resource income.
Detarra 28 Jun, 2015 @ 3:09am 
Good idea. I didn't think about that one.
Detarra 17 Oct, 2015 @ 9:29pm 
@Fess Hello!

Really random, but I just stopped by, and I know we haven't said anything on it in a while, but, I just kinda wanted to ask if you've continued progress with that Fort v. Fort mode prototype you were working with a while back. Just kinda curious, and wanted to say hi. So yup, thanks!
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