Arma 3
NightOps Dynamic Combat Patrol
21 Comments
Zeal  [author] 30 Jul, 2023 @ 8:36am 
Variant of latest CDLC Spearhead 1944 added:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3012344352
Machine Gun Kelly 22 Jun, 2023 @ 10:13am 
@Dorokin - Another way to put it, this mod BY ITSELF, it a framework. Like a new house. It is there, but empty. You need to put furniture in it.

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".

:)
Zeal  [author] 21 Jun, 2023 @ 11:59pm 
as said, the mod requires the template.sqf in your mission folder to run. you find it for now, in the sample missions. but i will publish all the code soon in github with the tutorial.

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.
Voiden Venari 21 Jun, 2023 @ 1:45pm 
So your mod everytime open arma 3 say Script Template.sqf Not found.

I'm Verify Cache and Still Happens.
Voiden Venari 21 Jun, 2023 @ 12:10pm 
@Machine Gun Kelly

Thanks i'm will try it.
Machine Gun Kelly 21 Jun, 2023 @ 11:27am 
@Dorokin - As far as your custom load outs, you can use my mod to use 'pre-defined load outs', or call up ARMA's arsenal and create one. Then you can save that load out for use in any mission (up to 10 custom outfits), including this mission.

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

:)
Voiden Venari 21 Jun, 2023 @ 10:01am 
Ok Thanks. :steamthumbsup:
Zeal  [author] 21 Jun, 2023 @ 1:33am 
as said, tutorial will follow, but basically all you have to do, is:

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
Zeal  [author] 21 Jun, 2023 @ 1:33am 
hello @dorokin, thank you.

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.
Voiden Venari 20 Jun, 2023 @ 12:29pm 
2 Questions.

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.
Zeal  [author] 11 Jun, 2023 @ 9:48am 
@Machine Gun Kelly: actually, in every red (occupied) town spawns a enemy fireteam at a fireplace somewhere. And between all those occupied locations are road-patrols (first some infantry, later when you made more progress: vehicles).

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.
Zeal  [author] 11 Jun, 2023 @ 9:45am 
@Rex501 its WAY easier then in Reforger. But the tutorial will be published during the upcoming week since I had to change some stuff. I can send you a message once its online. Basically, its just placing some Modules in EDEN and editing a template and loadout file in your map with the assets you want to be added to the mission. Very easy - similar to GMs Force Recon I would say.
Machine Gun Kelly 11 Jun, 2023 @ 7:55am 
@Zeal - Thank you for your replies and effort/attempts.

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!

:)
Rex501 11 Jun, 2023 @ 6:25am 
Is the process for making a mission with this framework the same between arma 3 and reforger? just can only find reforger tutorials on your site, looking forward to seeing how this mod progresses, looks great so far
Zeal  [author] 11 Jun, 2023 @ 6:05am 
@machine gun kelly:
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
Zeal  [author] 11 Jun, 2023 @ 2:54am 
@machine gun kelly:
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.
Zeal  [author] 11 Jun, 2023 @ 2:32am 
@marc you can already play this solo, its supporting 1-10 players but there are no plans to add AI friendlies if thats, what you are asking.
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 10 Jun, 2023 @ 8:51pm 
Could you make singleplayer versions? I think I remember playing something like this back in OFP (but it was more a user-made guerilla dynamic style campaign) that had set missions and clearing area of units and leaving (where opfor patrols or garrisons can come to reinforce if you stay too long, etc.).

Would be nice to play a singleplayer scenario version of this, and maybe address some of the issues MGK listed below.

:jake::steamthumbsup:
Machine Gun Kelly 10 Jun, 2023 @ 4:36pm 
@Zeal - I know you put a lot of effort into this and I do thank you for this.

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!

:)
Zeal  [author] 3 Jun, 2023 @ 2:29pm 
Its playable with every faction, every DLC and on every terrain. You can add all factions to it if you want to. Check the sample scenarios to see that its with totally different factions.
Abraham 2 Jun, 2023 @ 4:44pm 
dose it have factions?