Arma 3
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[COOP 4] Ankle Deep In Hell: Part Two
   
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop
Scenario Type: Infantry
Scenario Map: OtherMap
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
3.740 MB
15 Aug, 2023 @ 12:19pm
1 Aug @ 4:38pm
11 Change Notes ( view )

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[COOP 4] Ankle Deep In Hell: Part Two

Description
SITUATION
Security teams at two seperate locations have gone radio silent despite heat signatures moving in the area. Your team is to find and extract intel.

FEATURES
-Supports up to -4- players
-Vanilla revive system
-Moving respawn location after completing objectives
-Signs near respawn location to teleport to alive squad members
-A hidden Arsenal located north of an objective
-Hidden arsenals (small ammo cans) near some sign posts
-Some dialogue and music tracks at certain points
-Hidden several imperfections of the terrain (Tree stumps on roads etc.)
-Zero loud custom sound jump scares
-Move stacks of items (CTRL + RMB) script included
-AFAR script version included
-Will include some horror

NOTICE
Scenario -CAN- be played solo with AI but you must load it through LAN / MP.
Scenario supports Webknight's Head lamps mod, check Hunter vehicles and some boxes

Part Two: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3020758326

CREDITS
Phronk for the AFAR script
Andrea && EliteWarrior142 for the Moving-Stacks script
AliasCartoons for the "thunder" script

10 Comments
Recaldy  [author] 3 Aug @ 11:05pm 
Good to hear, I'm not too versed with Zombies and Demons so I guess I had'em spawning too much too fast or something. I appreciate you and whomever coming back to try it again. :steamhappy:
Sandman 3 Aug @ 5:52pm 
@Recaldy Okay. Good job. Played through, start to finish. No problems at all. Frames stayed high. Atmospherics were good. Objectives were sufficiently challenging but still achievable.
I hosted my usual pack of murderhobos and they were happy massacring everything in sight.
I was monitoring the scenario flow with zeus for any problems make sure everyone had a good time. I noticed a couple times when threat creatures spawned or were patrolling far off the path and never really became involved. I didn't say anything because these guys believe that if they haven't killed everything, then the jobs not done. Again, good job.
Recaldy  [author] 1 Aug @ 4:34pm 
So I changed a few things so see how that goes. If there's STILL problems I'll probably replace zombies & demons entirely with something else. Thanks for playing. @_@;
Sandman 1 Aug @ 8:48am 
Thanks for the update. Hosted on a LAN and the scenario started, no problem. Good job.
Not sure what happened though. Maybe a memory leak, I don't know.
But going across the second raised wooden footpath, the framerate started to drop down to 13-14 fps. Then when a group of zombies attacked, I think near the end of the bridge, it CTD'd again.
Tried again. Same result. We get just that far and "boop, boop out go da lights".
Recaldy  [author] 28 Jul @ 1:13pm 
Scenario updated, see change log.
Tested in both LAN and on a dedicated server with JUST the listed mods and it plays.
Hopefully no more problems. :steamhappy:
Recaldy  [author] 28 Jul @ 9:16am 
Yeah, this one has problems and I need to fix things. I haven't gotten to it yet, maybe this week. :steamsad:
Sandman 28 Jul @ 3:18am 
Tried it on both a LAN and as a dedicated server with the same results.
Only gets as far as the map screen.
Mission still crashes to desktop on hitting the "Continue button".
Recaldy  [author] 14 Nov, 2024 @ 10:14pm 
I think it's too many units maybe. I'd have to change a bunch and I'm currently occupied for a while. :(
Sandman 14 Nov, 2024 @ 10:00pm 
Just tried to host this on LAN. Mission crashes to desktop on start. No idea why.
Recaldy  [author] 11 Jun, 2024 @ 12:44am 
Scenario updated, see change log. :steamthumbsup: