Arma 3
[SP] [CQC] Killhouse 1
34 Comments
KeepTheSteel 31 Aug, 2024 @ 8:11am 
Best killhouse thank bro
Jackseaeagle 13 Jun, 2024 @ 4:05am 
A great map! I'm very grateful that you made it. It is unfortunate though how arma's ai works as that does significantly degrade the experience but everything else is amazing. Good job and thanks!
Deston 6 Mar, 2024 @ 3:19am 
It is important to run this scenario without LAMBS or Vcom.
alfred:) 5 Dec, 2022 @ 12:25pm 
Map has a lot of potential but unfortunately the AI is quite broken and wallbang you as soon as you engage a target, making the mission unplayable.
The Serious Jesus 17 Sep, 2021 @ 5:04am 
best killhouse
BaconOnARock 2 Apr, 2021 @ 12:30pm 
great mod, any chance of ACE compatibility? right now with ACE medical it doesn't heal you after dying or starting a new round.
random Techpriest 17 Feb, 2021 @ 2:29pm 
Awesome so far, but its fucking anoying that you are "killed" by a single hit.
Reality 4 Feb, 2021 @ 3:12pm 
Great map but the wood walls kill it. You just get shot through the walls every life
microwaved wagyu steak 4 Nov, 2020 @ 11:34am 
Explosions keep happening around the map, seemingly at random. I'm not 100% sure if the enemy is using grenades or not however.
JutterBox 17 Oct, 2020 @ 6:36pm 
looks cool i gonna play it
Gonzo-GT 17 Sep, 2020 @ 4:18am 
The mission is fucking awesome for quick CQ, but maybe, a toggleable option for non penetrable walls would be even better, sometimes you can kill hostages shooting through the walls. Also, just an idea, I don't know if good or not, but an extra layer of difficulty (toggleable) would be some (wire or claymore) mines around the map. Thanks.
Scorpion 11 Sep, 2020 @ 2:52am 
[SP] [CQC] How should I set the Killhouse 1 mode to apply it?
Eli 30 Jun, 2020 @ 12:19am 
Useless because AI will just kill you through the wall as soon as you aggro them.
TheD3recK 7 May, 2020 @ 12:40pm 
you can improve the performance :3
vladferrum 11 Apr, 2020 @ 3:03am 
One big mistake. You've combined real bullets with plywood walls. You've should make solid walls, or replace real enemies with dummies. It loosing the whole killhouse training idea, because you and enemies can shoot through the walls. Other than this - good work!
DerMämpher 5 Mar, 2020 @ 2:53pm 
it s very nice, but to hard. That s a pitty, because i really like this stage. Are there some known probs that difficulty won`t change? The AI is detecting me through the walls nonreal easy and extremly precise. I always get shot through the walls from somewhere unknown - that s not to handle.
Blackout  [author] 5 Dec, 2019 @ 1:31pm 
@BlackCockDown if you look at init.sqf you'll find class declarations for the hostiles and hostages, so it just spawns new instances of those classes using whatever their default loadout is. The new game script strips any grenades from the hostiles if I recall.

hostile_class = "I_C_Soldier_Bandit_8_F";
hostage_class = "C_scientist_F";

So if you want to change the loadouts you'll need to use a different class for those guys, or modify the new_roud.sqf script to change their loadouts as they are spawned.
BlackCockDown 5 Dec, 2019 @ 11:02am 
Thanks for the source files! May I know how the hostile/hostage loadouts are set, and where I may edit them?
Totem 19 Aug, 2019 @ 1:27am 
Excelent exercice you made ! Indeed concret wall may be better to avoid wallhackAI ^^
Payne 20 Jul, 2019 @ 4:00pm 
Yea the wooden walls are pretty bad, also come across situations where 8 people were in 1 room with 2 hostages
mylittletony 29 Dec, 2018 @ 2:16pm 
Every time I turned a corner felt like stepping in front of an execution squad.
Blackout  [author] 15 Nov, 2018 @ 8:37pm 
I've published the source for this mod if anyone wants to make their own version or improve it: https://github.com/rbrotherton/arma3-shoothouse
ImJustHere303 25 Sep, 2018 @ 5:31pm 
very well put together but also extreamly hard, you better be the best at cqb or you fail. ther than that remake the walls so ai wont shoot through it
CheekiBastard 3 Aug, 2018 @ 7:24am 
i stopped using this because i was getting shot though the walls
Blackout  [author] 11 Mar, 2018 @ 12:57pm 
@Kerozen I currently have no plans to make a multiplayer version.
[BLANK] 9 Mar, 2018 @ 8:16pm 
Love it. How ever one small suggestion would be that the walls are not made of wood and instead something that the AI cannot easily shoot through
The Serious Jesus 8 Mar, 2018 @ 2:50am 
nice work
Kerozen 6 Mar, 2018 @ 4:41am 
@Blackout is that something you will do someday?
Blackout  [author] 5 Mar, 2018 @ 6:42pm 
@Kerozen No. This mission is built for single player and large portions would have to be recreated to work in a multiuplayer setting.
Kerozen 5 Mar, 2018 @ 7:16am 
Is it possible to add this into a training mission but it only works on players that are in the CQB area? How would i do that?
Blackout  [author] 29 Jan, 2018 @ 4:14pm 
@dfdilling Bug fixed, thanks for pointing that out.
dfdilling 29 Jan, 2018 @ 8:08am 
only one enemy A.I. and 18 hostages does not make a shoothouse.
Blackout  [author] 27 Jan, 2018 @ 5:00pm 
Sorry about that @xh25, Ace requirement removed.

I had it loaded last time I published the mission when trying to find a way to override ACE medical dependencies.
fh25 23 Jan, 2018 @ 7:14pm 
Is dependent on ace mods