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Hetman War Stories: Multiplayer - Altis
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop
Scenario Type: Infantry, Vehicles
Scenario Map: Altis
Tags: Tag Review
File Size
Posted
Updated
7.695 MB
22 Jan @ 8:44pm
3 Aug @ 6:23am
22 Change Notes ( view )

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Hetman War Stories: Multiplayer - Altis

Description
Hetman War Stories: Multiplayer

To you I present Hetman War Stories: Multiplayer!
It took a lot of time and 2 complete re-writes, but here it is.

This mission had always been a dream of mine since the first time I played the original. Everytime HWS created an awesome battle scenario, I wished I could have shared it with friends. I also wished for it to be able to be ran on a dedicated server to have better performance.
This is all possible now!

The Whole Map Mode is currently unsupported as I am working on it (Going crazy....)
You are allowed to port to other maps for personal and friend use but please do not re-upload.
Reason for that is because this scenario is WiP and I do not want outdated ports everywhere.

In order to port, get the .pbo file from \Documents\Arma 3 - Other Profiles\YOUR PROFILE NAME\Saved\steamMPMission and simply rename the file to the .mapname (.tanoa, .malden .enoch, etc.)
You do not need to open it in the editor. Be advised that doing it this way will delete the lobby objects. The mission will work as intended regardless. Once you have renamed it, place it in you MPMissions folder in the ArmA 3 root directory.

Please see the discussions tab for bug reports and suggestions!

This mission is NOT JiP Compatible. Make sure all the players have joined before starting the scenario

I WILL NOT PROVIDE SUPPORT FOR MODDED VERSION, TEST TO SEE IF THE ISSUE IS THERE ON VANILLA!

I have created and added some realism features like the tactical movement script. Check out the discussions tab for more information on those!




Summary of Features

Dynamic Battle Generation System

  • Procedurally generated battles with infinite variations
  • Intelligent battlefield selection based on terrain analysis
  • Automatic objective placement and force positioning
  • Scalable from 20 vs 20 to 100+ vs 100+ units

HAL AI Commander Integration

  • Strategic-level AI commanding both armies
  • Dynamic force allocation based on objectives
  • Adaptive strategies responding to battlefield conditions
  • Exclusive to this scenario Tactical Movement System used by AI units

Multiplayer Systems

  • Game Master Role: Game Master role configures entire battle
  • Seamless AI Takeover: Players can take over AI squad leaders and execute orders from HAL or squad members and be under AI leader control.
  • Role Switching: Change squads mid-battle via communication menu
  • Spectator Mode: Free-cam observation of ongoing battle
  • Dynamic Briefings: Auto-generated mission briefings for immersion




Configuration Options

Faction Selection

  • Automatic detection of ALL installed factions
  • Support for vanilla and modded content
  • Mix-and-match opposing forces and friendlies
  • Per-side faction selection
  • Blacklist system for incompatible factions

Battle Parameters

Parameter
Options
Scale Options
Small (Platoon), Medium (Company), Big (Battalion), Random
Time Settings
Dawn, Night, Sunrise, Morning, Afternoon, Random
Weather Control
Very Good, Good, Medium, Poor, Very Poor, No Change, Random
Force Ratio
3:1, 2:1, 3:2, 1:1, 2:3, 1:2, 1:3, Random
Battle Types
Side A Attacks, Side B Attacks, Meeting Engagement, Random




Combat Features

Support Elements

  • Artillery support with fire missions
  • Close air support capabilities
  • Transport helicopters for rapid deployment
  • Simulated medical evacuation and treatment
  • Vehicle repair and recovery
  • Ammunition resupply
  • Fuel logistics

Victory Conditions

  • Strategic objective control
  • Force morale system
  • Casualty-based surrender
  • Tactical withdrawal mechanics
  • Time-based outcomes
  • Multiple ending types with debriefing

Unit Types

  • Infantry squads and fire teams
  • Mechanized infantry
  • Armored formations
  • Reconnaissance elements
  • Artillery batteries
  • Air assets (rotary)
  • Support and logistics units
  • Special forces (faction-dependent)




Compatibility

  • Works on all official Arma 3 terrains
  • Compatible with most well made terrain mods
  • Supports all faction mods using standard configs (CfgGroups IMPORTANT)
  • No dependencies
  • No additional mod requirements




Advanced Features

Communication Systems

  • Radio chatter simulation
  • Order confirmation audio
  • Support request protocols
  • Emergency broadcasts
  • Victory/defeat announcements




Quality of Life

Player Experience

  • Smooth and immersive AI takeover transitions
  • Player groups preservation
  • Seamless role switching
  • Minimal setup time

Credits and Thanks

Popular Discussions View All (5)
9
25 Jul @ 6:32pm
PINNED: BUG REPORTS
Atlas
0
24 Jun @ 7:42pm
PINNED: Group Leader Vehicle Control Script
Atlas
0
24 Jun @ 7:40pm
PINNED: AI Tactical Movement System
Atlas
25 Comments
Atlas  [author] 17 Sep @ 6:34pm 
Thanks Lector, I was talking about AI units.
Lector 17 Sep @ 2:27am 
VERY interesting mission.
Thank you!
But... mission for 20 or 100+ players WITHOUT Join In Progress?
Is it possible to fix this?
Atlas  [author] 10 Sep @ 6:27pm 
No need for HAL, this scenario is standalone
Yuri Prime 10 Sep @ 10:44am 
Do I need HAL installed?
Ice Cream Pimp 24 Aug @ 4:55pm 
Love this and play it on my personal dedicated server. Would you please add arsenal within the start? Just started playing so maybe I've missed it somewhere; for now I just use personal arsenal, so it's it's not so bad. Also, maybe add a script on init that teleports the player to ground level because if I make a simple port to Takistan with Ace mod I just fall and die.

Otherwise, this is one of the best dynamic mission generator I've seen! Would love to see a campaign mode that doesn't involve restarting the mission (like TRGM2), and some roleplay side missions for retrieving casualties, vehicles, or DUWS-style ops (in-mission)

Great job and one love. :steamthumbsup:
Atlas  [author] 7 Jul @ 7:49pm 
Thanks WebKnight, 1.2.1 Hotfix released for the issues below.
WebKnight 7 Jul @ 6:02pm 
Plus you can disable ability to use vanilla save and exit, it is breaking the mission
Use this command: enableSaving [false, false];
Put it into an init or initPlayerLocal file
WebKnight 7 Jul @ 6:00pm 
Plus sometimes when we use the laptop and try to get into combat we have an infinite black screen.
WebKnight 7 Jul @ 5:53pm 
Good job on the updated, everything works well for the most part. The main issue right now is that whenever i request a new role, it works for me but not for other players. Their kit is changing, but they remain on the same position. Tested with both vanilla and some other mods that might've caused that.
Atlas  [author] 7 Jul @ 5:28pm 
Updated to 1.2