Arma 3
34 ratings
[COOP 1-6] S.T.A.L.K.E.R - Dying Breath
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop, Persistent, PvP
Scenario Type: Infantry
Scenario Map: OtherMap
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
13.630 MB
10 Apr, 2020 @ 8:22pm
28 Apr, 2020 @ 11:20am
14 Change Notes ( view )
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[COOP 1-6] S.T.A.L.K.E.R - Dying Breath

Description
This is an ArmA3 mission heavily inspired by the S.T.A.L.K.E.R universe and survival sandbox HardCorpsDayZ. It can be played in Singleplayer or Multiplayer. It relies on assets and mechanics provided by mods such as ACE, TFAR, CUP, and many others, which are all gratefully acknowledged.

To play this mission, you will have to subscribe to and load all mods listed in the collection "Dying Breath Required". The collection "Dying Breath Recommended" adds even more mods that contribute to the best ArmA experience possible.

When running the mission, it is advised to allow it to overwrite server settings.

DISCLAIMER: This mission is intended to be played as a MP mission, even if playing alone (for now). Run it on a server, either on your own machine (Multiplayer - Server Browser - Host Server - Chernarus Summer), or on a dedicated server. The mission is rather resource heavy, so a dedicated is the best of all options. Finally, the mission is under continued development. If something doesn't work, leave a comment below and I'll see if I can fix it. Constructive criticism is very welcome.

Known issues:
+ALiVE persistence can be a ♥♥♥♥♥ to work with, sorry about that. You will likely need to work with Zeus to mitigate that at times
+Loot in the green two-story buildings (Land_House_2W03_F) is very hard to pick up, map bug
+Geiger counter is always on, even when switched off, mod conflict

BACKGROUND IN BRIEF
Fight for your survival in a Stalker meets DayZ style sandbox and/or play the story (~10h gameplay).
Requires and utilizes ACE, TFAR, and many more.
Supports ALiVE saving system for persistent gameplay over many sessions
Search the the entirety of the Chernarus Exclusion Zone for weapons, items, food, and water.
Escape hostile Loners, Soldiers, Zombies, and Radiation, as well as thousands of Anomalies infesting the whole map.
Detect Radiation and Anomalies with Detectors, use Gas Masks to protect yourself.
Backstory and details of the mission are explained in-game in the mission task descriptions.

MODSET
"Dying Breath Required"
"Dying Breath Recommended"

PERSISTENCE
From the ALiVE website: "When players leave the mission they should use the ALiVE specific Player Save & Exit button. Quitting the mission normally (with the BIS exit or Abort buttons) may cause persistent data to fail. Similarly, when closing the mission down be sure to use the Server Save & Exit button."

RADIATION
Small and large, marked and unmarked, radioactive Zones are scattered around the Chernarussian Picnic Area (CPA). Their origin is unknown, no nuclear weapons deployment has been reported for the region and all power stations are burning fossil fuels. The Avon FM12 Gas Mask widely popular within the Chernarussian prepper scene sufficiently protects humans from the radiation. Unprotected exposure induces pain that will have to be dealt with using Morphine, with all known side effects. Prolonged exposure to radiation induces blurry vision, and eventually radiation burns to be treated with bandages. For unknown reasons, Radiation fields remember personal exposure time.
A Geiger counter can help avoiding marked and unmarked radioactive zones by emitting audible clicking sounds when equipped passively.

ANOMALIES
Numerous types of anomalies can be found in the CPA. They take form of out-of-place natural phenomena, chemical spills, anthropogenic structures, and may even appear sentient. Their effects range from mildly discomforting over violent to absolute deadly. Some anomalies discharge once, and have to regain energy to do so again over a period of time. Others are constant. Some anomalies may even be neutralized by explosives and/or heavy weapons. Learn to recognize the various types. Bolts (ACE throwable) can be used to trigger certain anomalies to explore their radius or neutralize them for a short time.
Anomaly detectors warn from certain types of anomalies by a range dependent beeping sound, after they were switched on (ACE self-interact).

SURVIVAL
You will get hungry and thirsty. Check your status on the inventory screen, as low values impact your performance. Food and water can be scavenged from structures in the CPA, as well as be gathered in the wild. Beverages come in bottles, cans, and canteens (double click a container to drink), and can be dirty or clean. Canteens and bottles can be refilled with dirty water on some but not all environmental water sources (e.g. wells, pumps, rarely in ponds). Empty cans can be used to drink directly from these sources, although dirty water will reduce your performance, and is not recommended for consumption. It can be cleaned using water purifying tablets (double click the tablets and chose the container you want to purify).<br/>
Canned food requires a can opener to consume. Double click the food item with an opener anywhere in the inventory. There is no dirty food, but meats can be raw or cooked. Raw meats can rarely be scavenged in the environment, but is mainly obtained by hunting. After killing an animal, a gutting knife is required to obtain raw meat from the carcass. Kneel directly over the carcass and double click the gutting knife. To cook meats, a camp fire has to be lit. For this, double click a box of matches in your inventory, while carrying some kindling in form of paper (Documents, Notebook, Banknotes, etc). Food consumed in close vicinity to a camp fire is especially nutritious.

STALKERS
Do not believe the myths of unconditional comradery in the Zone. Every human in the zone has their own agenda, and with exceptions, is likely to shoot on sight. In addition, the Army units responsible for maintaining the exclusion zone have the order to shoot first and ask questions later. It is strongly advisable to avoid them until you are equipped properly.

MISC
Activate head lamps with Shift-N, adjust brightness with Ctrl-N. Some models can even adjust color using Alt-N. Leaders can establish rally points (ACE self-interact) to allow fast travel for respawning players from the main camp at the coast).
54 Comments
Stu  [author] 14 Aug, 2024 @ 10:00pm 
Sorry about that, this mission is quite old by now and stuff is bound to break with mod updates. Are you getting a specific error message?
williamspinto 8 Aug, 2024 @ 8:20am 
Dont work for me :(
Stu  [author] 14 Jul, 2020 @ 3:13pm 
@RedRock911 Yes, basic loot is quite plentyful though, no worries.
black_rose 14 Jul, 2020 @ 1:47pm 
Am I supposed to start with nothing?
Stu  [author] 28 Apr, 2020 @ 10:48am 
bug fix update. Kudos to @11th Epoch et al. for the report.
Penumbra 28 Apr, 2020 @ 8:53am 
For the enemy gear: I understand the direction you are taking. However, I don't think this is the right approach. It is really easy to get military gear in this map. You can cycle mil buildings e.g. near berezino and have 10+ mags and full NATO gear etc in under an hour. Engaging soldiers was very risky by comparison. It was more an issue with the extreme break in verisimilitude. Until I code dived it seemed like a frustrating bug, not a deliberate feature. My players outright threatened to quit when it happened after an otherwise very memorable fight with a loner patrol (that didn't have better gear than them anyway!).

This is probably my biggest criticism so we'll have to disagree on this point. It was very easy to change with some scripting knowledge, at least. Perhaps it was just us, I guess you'll see from other feedback.

Thanks again for the long response. Hopefully my comments help you figure out some of the bugs. Liked and favourited so that you get some more exposure :-)
Penumbra 28 Apr, 2020 @ 8:48am 
Thanks for your in-depth reply! To respond to major points/answer your questions:

There were random Loner/Renegade spawns in the Airfield, but no army spawns whatsover, no.

Animal groups have desync issues - they were normally invisible (I can see their markers on Zeus but not at all in-game). So, we mostly had to look for canned beans etc in houses. It was pretty grindy in the tedious, rather than atmospheric, way. But, YMMV.

Lack of victory screen probably needs more explanation in-game. It seemed very much like a bug (especially as you fly off the map to finish it).

Arsenals don't have weapons IN the arsenal, but if you press the inventory key instead you'll see they are chock full of 2035 weapons in the inventory area.

Stu  [author] 28 Apr, 2020 @ 7:33am 
4)leaving enemy gear: hard "no" from me here, sorry ;) Similar to how in Call of Chernobyl and Dead Air weapons found on enemies are literally useless because they jam every second shot, in this mission I want to force players to use whatever shotguns and bolt action rifles they can find on the ground for the first half. touting AK101 after the first contact with soldiers makes the early game PVE trivial in my opinion. As before though, please change it to your tastes.
5)zombie spawns: i haven't encountered that actually. zombies spawn by the ravage mod, similar to ALiVE units. They spawn within 600 meters of players, but not closer than 150 meters. If they do for you, then it may be an issue with server desync.

Again, thanks for playing. I am happy you enjoyed it despite the bugs!
Stu  [author] 28 Apr, 2020 @ 7:33am 
gameplay:
1)too many guns: thats fair enough, i strongly encourage to change things up, especially since arma randomization appears to be kind of insane.
2)food: that is definitely true, but i thought about it, too. I would (if performance allows) encourage to split into two groups when its suitable, to scavenge two nearby towns simultaniously. also: hunt! finding a animal group gives you 10 steaks, easily. water should be no problem when finding purification tablets (use the pumps).
3) spawn together: i'll leave this to the zeus. i think its super nice to find each other by using found radios (just agree on a channel beforehand). i'll leave it in as an option, zeus can always teleport people in the beginning.
Stu  [author] 28 Apr, 2020 @ 7:33am 
Bugs first though:
1) Victory screen: Correct, there is none :D the idea was that you guys can decide if you want to end the game, or go on without an objective.
2)Arsenals: strange! Should not have that, I only allowed Dying Breath weapons.
3)NorthWest Airfield. The army units are located at the hangars and barracks. Are you saying they were not there at all? Other hostiles?
4)Anomaly detector works on dedicated in my tests.
5)Respawn, not much I can do about it, I am guessing this mission is bending arma almost to the breaking point. just quickly about the mechanics: you will always spawn at the respawn camp. you need to go through the antenna (action: "teleport to platoon rally point"). will add a sign or somthing for this.
6)thats unfortunate, its so scenic! :D I will move it. you seem to be better drivers than me though, I always lose my tires to an anomaly after 5 minutes, so I dont bother much with cars. good you got them to work for you though.