Arma 3
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[SP/Co-Op 2-6] "Zost": A Problem
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Type: Infantry
Scenario Map: Altis
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
703.579 KB
20 Sep, 2015 @ 7:16pm
29 Sep, 2015 @ 8:09pm
22 Change Notes ( view )

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[SP/Co-Op 2-6] "Zost": A Problem

In 1 collection by Brando Dando
The Liberation of the Northern Altis Republic
3 items
Description
Zost: A Problem


HVT kill mission by Brando Dando


Single player or Co-Op with up to 6 players!


You are placed in command of a small recon element tasked with killing an HVT codenamed "Zost". He is responsible for massive amounts of genocide in western Altis. He must be stopped by any means necessary.

A 2 man sniper team has made visual contact with "Zost" in the small town of Panchori. It is your mission to meet with this team, find out where "Zost" is and eliminate him.

Failure is not an option.



Enjoy the mission! If you like this, I suggest you check out my other 2 missions.

[SP / COOP 1-5] (TLNAR Ep. 1) The Beginning


and

[SP / COOP 1-5] (TLNAR Ep. 2) Dismember and Disarm (this one is much better than the first)



THANKS!



Notes:

-If playing in multiplayer, a human MUST control the RECON TEAM LEADER. If this does not happen the mission WILL NOT progress past the intro area.

-Apparently, Steam won't allow anyone to download this mission when the 2 music files are present. There will be some dialogue shortly after taking off in the Hummingbird and before landing that won't make sense. Sorry, but I can't seem to find a workaround for this problem. It seems like it might be Steams way to combat copyright infringement since I doubt that their size is a hindrance.




Thanks:

BangaBob for the Civilian Occupation System. You won't see civilians in Pyrgos or Panochori but you do get to see them at the various towns you fly over while inserting,

Kronzky for the Urban Patrol Script, I really like this one because it randomizes the patrols so I can have more fun when I play the mission since I don't know the routes the enemies are going to take. And it was very easy to setup.






16 Comments
edjeedje 6 Jan, 2018 @ 3:20pm 
Great, lots of tactical fun. Needed the UAV badly. Did both helo and non silent kill.
Thanks, very good mission.
One remark: the task 'get in hummingbird' did not get a checkmark.
STKEPR 25 Nov, 2016 @ 5:08am 
Well made, balanced and fun. Thanks.
Liberty_Valance 1 Jan, 2016 @ 3:17am 
very good .. thanks
Brando Dando  [author] 29 Sep, 2015 @ 4:22pm 
Patrols in Panochori are now scripted with the Urban Patrol Script found here https://forums.bistudio.com/topic/139280-urban-patrol-script/ .

They are much smarter now.
R3vo 29 Sep, 2015 @ 3:10am 
Okay, finished the mission now and really enjoyed. Here's more feedback:

- Were some of the patrols set to careless mode? Because many of them didn't react to shots or even direct hits

Gonna play your other missions now ;)
Brando Dando  [author] 28 Sep, 2015 @ 7:39pm 
Respawn fixed.
Now tasks will resynchronize with the squad leader shortly after respawn (should get a hint) if he dies. I haven't tested this with multiple people to see if the squad members still have their tasks but since all of the tasks are synchronized with the squad leader as "Groups of synchronized objects" and he stays the squad leader after respawn, it should work. If it doesn't, I don't know what to do.
Brando Dando  [author] 27 Sep, 2015 @ 2:22pm 
Any suggestions on optimization for that area if triggers aren't the problem? I don't have any scripts being called except the Civilian Occupation System but that doesn't load anything until you get near a town that isn't blacklisted (Pyrgos and Panochori are blacklisted) and it wasn't great on frames even before I added the Civilian Occupation System.
R3vo 27 Sep, 2015 @ 2:15pm 
Triggers are not the problem, even though they indeed check the condition twice every second, they are C++ based, which means it's insanely fast.
Brando Dando  [author] 27 Sep, 2015 @ 1:11pm 
Revo,

Thank you four your feedback!

I'm guessing that the FPS is low because of the amount of triggers in that area. I believe that triggers check twice a second for their condition. For each line of dialogue there is a trigger to fire it. I don't know how I would fix that without putting all of the dialogue into a script file and calling it once but keeping the ones that trigger different events which unfortunately isn't something I'm willing to do since creating it the way I did has already taken a sizable amount of time. I will however probably use that method on my next mission since working with 15 trigger on top of each other is a hassle and obviously not great for FPS.
Brando Dando  [author] 27 Sep, 2015 @ 1:11pm 
For the "Get in Hummingbird" task, if you get in the helicopter before the task is assigned it will not complete the task. You will still get the "Land at LZ" task either way and this task not completing isn't detrimental to anything other than the aesthetic of the task list.

I have no idea why errors were popping up during the salute since all that is being called is a vanilla animation. I thought about removing that since the player doesn't reliably salute anyways.