Install Steam						
					
				
				
									login
											 | 
						language
						
																																					简体中文 (Simplified Chinese)
																													繁體中文 (Traditional Chinese)
																													日本語 (Japanese)
																													한국어 (Korean)
																													ไทย (Thai)
																													Български (Bulgarian)
																													Čeština (Czech)
																													Dansk (Danish)
																													Deutsch (German)
																																							Español - España (Spanish - Spain)
																													Español - Latinoamérica (Spanish - Latin America)
																													Ελληνικά (Greek)
																													Français (French)
																													Italiano (Italian)
																													Bahasa Indonesia (Indonesian)
																													Magyar (Hungarian)
																													Nederlands (Dutch)
																													Norsk (Norwegian)
																													Polski (Polish)
																													Português (Portuguese - Portugal)
																													Português - Brasil (Portuguese - Brazil)
																													Română (Romanian)
																													Русский (Russian)
																													Suomi (Finnish)
																													Svenska (Swedish)
																													Türkçe (Turkish)
																													Tiếng Việt (Vietnamese)
																													Українська (Ukrainian)
																									Report a translation problem
							
						
 
											 
													







https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3012344352
So it is with this mod. YOU have to place the items, triggers, units, etc. and then have those items use this framework.
He has sample missions that use this mod. Listed at the bottom of the description, listed as: 'Sample Scenarios".
:)
btw. there is a arsenal function implemented and can be enabled via host parameter. this is especially handy when using mods like the von of machine gun kelly.
I'm Verify Cache and Still Happens.
Thanks i'm will try it.
You can also give the pre-defined outfits to your teammates or just copy your outfit to them too.
Has a mess of other features too, 2000+ features...
Link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2441776362
:)
download one of the sample missions and use their init.sqf, template.sqf and loadout.cpp.
once you've edited the loadouts and template.sqf (I recommened to use the one from Malden since its only vanilla stuff) you only have to place the modules in the map.
1. one gamemode module where the camp with the mission selector should spawn.
2. add patrol location modules on each town, where a possible combat patrol should be tasked.
3. add infil locations nearby to spawn near the location one a mission has been started in the game
4. add exfil locations where the chopper should pick you up after fulfilling the tasks
Im a little bit behind the schedule regarding the tutorial. will be on our website the next days.
the mode is way more enhanced then vanilla combat patrol. it provides a persistent experience conquering the whole map in one or several sessions in local host or on dedicated server. every location is similar but more enhanced as combat patrol with a wider variety of tasks.
loadouts and the whole mod is setup via the modules you place in the eden editor once the mod is loaded and via a template.sqf and and a loadout.cpp placed in the mission folder. you could inspect the sample scenarios provided in the mod description or just wait for the tutorial. but its pretty easy to setup.
It's like Vanilla Combat Patrol ?
How i can make an Custom Loadout ?
I'm don't see tutorials about this mod , welp will be hard to undestand it.
But i'm will like this framework.
Nice Mod.
Due performance they are no "fortress" as suggested. We might look into that in Reforger where performance is not that issue, but for now, its just a little squad. You might have just missed it ;)
As a matter of fact, we made this mode internal for Reforger a year ago but didnt finish it yet due the lack of some roadmap milestones (like AI driving) and I just decided 2 weeks ago to make it as a protoype in Arma 3 where things are very fast to realize thanks to SQF. So we use it here in Arma 3 more like an prototype balancing stuff.
I am sure that 'adding' these things will make it more enjoyable for others too.
One thing that I missed and it may be 'documented' somewhere, it what is the purpose of the 'red towns'. I THOUGHT that these might be 'enemy strongholds' and I went into one...nothing...just empty.
As a suggestion, you could put down/use a trigger in which spawns AI in those areas then despawn them after they leave the area....just a thought... :) And I would have the trigger activate on BLUFOR, NOT the player. This would allow someone to send a teammate into the town from the north while the player comes in from the south.
And yes, I know these are not 'part of the mission' nor would I expect them to be. It would make it harder to 'go and come' due to enemy fire as well as route planning.
Again, thank you for your time with your replies and 'in-progress' fixes!
:)
it was a calm sunday so I tried to implement your suggestions already. It needs more testing but is published for now...
- mission start is now either possible via vehicle or by just leaving the camp
- exfil / mission end is now either possible by using the exfil vehicle (helo) or by travelling back to camp or mixing both variants up in your team
Will remove the invisible borders from all maps during this day.
As said, these changes needs more testing, especially the special situations like finishing the mission when all head back to camp while the exfil helo is en route etc.
It SHOULD work but we will have to flesh it out.
Thank you all for testing and giving feedback
these are all good points we were discussing over and over. Its on our to-do next, to make it more open. So players have to possibilities to finish the mission:
- entering exfil vehicle (as usual)
- returning to camp on own ways.
It scales things up to check if a player is EITHER in exfil vehicle OR in camp trigger or if all are in vehicle or all are in trigger and so on and so on. Thats why we didnt make it in the first version but plan to deliver that later. Once we solved that, we can remove the invisible barriers around the camp since its easy to check in the beginning, once a patrol is started.
Never the less, thanks for spending the time testing and feedbacking. This feature will come the next days or weeks, for sure.
Would be nice to play a singleplayer scenario version of this, and maybe address some of the issues MGK listed below.
You have in place some restrictions which do not make me want to play it anymore and I am sure others will feel the same too, to wit:
1 - I am FORCED to stay in that little area.
2 - I am FORCED to use a heli. What if I wanted to drive there? Walk? Fly myself? Nope!
3 - I threw yellow smoke over and over - Nothing. Using my mod, I teleported myself to the starting camp, nope! Mission STILL CONTINUES. No way to 'abort/end' the mission. Even starting a new mission, it did not end the first one.
4 - I can not bring myself back to camp such as walking, driving, or flying. I HAVE TO use a heli pickup,
If you removed the above, your mission would be 'more flexible' to other people's play style.
As it is now, sadly, I had to unsubscribe.
You did put in work and offered it to us - For that, thanks!
:)