Arma 3
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Dynamic Recon Ops - Weferlingen_Winter (fix)
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Type: Infantry
Scenario Map: Weferlingen (Winter)
Tags: Tag Review
File Size
Posted
Updated
2.578 MB
31 Oct, 2021 @ 2:20am
29 Aug, 2022 @ 6:47am
13 Change Notes ( view )
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Dynamic Recon Ops - Weferlingen_Winter (fix)

In 1 collection by LordShade
Dynamic Recon Ops (fix)
54 items
Description
Author: mbrdmn (edited by LordShade)

This is not an official port of Dynamic Recon Ops, original mission credit to mbrdmn.

Dynamic Recon Ops is a randomised, replayable scenario that generates an enemy occupied AO with a selection of tasks to complete within. Select your AO location, the factions you want to use and any supports available or leave them all randomised and see what mission you are sent on.

Designed to be simple to use but with plenty of options to customise your mission setup, the objective behind DRO is to create a way to quickly get playing a new scenario in singleplayer or co-op. With as few changes to the base game as possible, DRO aims to showcase the unique and varied gameplay that Arma 3 has to offer for smaller scale infantry combat.

Additionally, DRO has been designed from the ground up to take advantage of faction mods. If you have any mods that create new factions they will be selectable as player or enemy sides within the mission. However, the scenario itself requires no mods apart from specific terrains if you want to use them.

Features
  • Playable in SP or COOP
  • Dynamic scripting means that no two missions are the same
  • Menu on startup to select a variety of options including time of day and insertion type
  • Revive system that takes visual cues from BIS revive but is fully AI compatible and works in both MP and SP
  • Virtual Arsenal to select starting loadout for both player and AI units

Updated Features
  • ACE arsenal is available in a team planning zone.
  • Updated compatibility with ACE medical rewrite[ace3mod.com] and vehicle damage[ace3mod.com].
  • "No voice" set as default value for players now.
  • Added Zeus to player 1.
  • 70% of READY players is enough now to start the game.
  • Fixed bug which caused inability to create units for some fractions (CFP for example).
  • Fixed mission start on Linux dedicated server.
  • Added more slots for players (12 now).
  • Added a lobby option to increase chance of spawn additional vehicles for enemy.
  • Added a lobby option that removes enemies in winter camouflage.
  • Added option to turn off/on warning signs of "Caution! Mines!", changed mines placement scheme on minefields, increased the number of minefields. Enemies now know about location of minefields (enemies will not explode on mines).
  • Enemy reinforcements will pursue players if enemy groups relayed information about the position of players.
  • Added information about the players equipment to the briefing.
  • Added options "Give ammunition and basic medicine" and "Give additional medicine for medic" to Arsenal and Ammo Supply boxes . Also option "Give ammunition and basic medicine" is automatically performed when selecting classes of fighters in the planning menu. (This is an alternative solution to fix equipment for CFP mod, as the player is not get ammunition, grenades and medicine.).
  • Added Lock-On fix.
  • Added dynamic change of player detection factor for AI, parameter depends on player's weapon, backpack, movement speed and stances.
  • Added a "Vietnam style" option, the enemy has limited infantry reserves that will come and chase the player.
  • Added a "Extra Size" option, Increases the number of tasks and the size of the operation area.
8 Comments
fellfrosch 22 Nov, 2021 @ 1:43am 
Little update on the missing intels: I found out that the "possible intels" do spawn when I set the AO manually (ALT+Leftclick).
When I set the AO with the pre designated poins or random, they won't spawn.

So if someone has the problems with the intels, just choose your location manually!
fellfrosch 19 Nov, 2021 @ 3:24am 
Okay, thx for the answer in the first place.

I've played 6 or 7 Missions so far (on both Weferlingen Maps, Winter and Summer), all with extended AO and it never has any intels to gather. Nothing super important but this is something what I've observed. It might also be the map or the layout of the towns or the custom buildings what's causing it, idk. Just wanted to let you know.

I also played a lot of your DRO-ports on Khe Sanh (SOGpf), there the intels do spawn correctly all the time.

Grüße :steamhappy:
LordShade  [author] 19 Nov, 2021 @ 2:40am 
I haven't touched on scripts related to "possible intel locations", nor have I looked in detail at how it works. I can only say that there is a chance to get from 0 to 2 positions "possible intel locations", if there are suitable places for this, also with the option "extended AO", the chance of location "possible intel locations" increases.
fellfrosch 19 Nov, 2021 @ 12:07am 
Works great for me. The new parameters are fun! I have seen no critial bug for now. Thx for updating this old stuff!

One thing is missing tho: The "possible intel locations" are gone, intentional?
Cheeki 17 Nov, 2021 @ 10:44am 
Thanks for fix
Cheeki 17 Nov, 2021 @ 10:44am 
yes sorry bad english. text at beginning. It seems a lot of your DRO missions are like that BTW
LordShade  [author] 17 Nov, 2021 @ 1:31am 
If you talk about the text at the beginning, there will be a mission update tonight. I will remove the text.
Cheeki 16 Nov, 2021 @ 8:15pm 
why does this mission always have white script text all the time?