Arma 3
Impasse Total War - Altis
664 Comments
Flex7103 3 hours ago 
One of the best dynamic scenarios in Arma, congratulations on your dedication to bring it forward with new updates. :pizzonzo::steamthumbsup:
Skull  [author] 10 hours ago 
@GreasyMitch18 I didn't test it too completely, but it seemed to be working with no friendlies. Let me know if you find any bugs.
Skull  [author] 12 hours ago 
@GreasyMitch18 Sound interesting, yeah I'll add it.
GreasyMitch18 13 hours ago 
Hey skull! do you think you could add an option to play with 0 friendly AI squads/vehicles? the lowest we can put it on is "hardly any" and it would be nice to be able to scale the mission for just a group of small friends. thanks in advance
Skull  [author] 28 Sep @ 10:27am 
@DOJAM141 I tested that a TON, but you're right, it's broken. :-( I'll look into it. It looks like the 'recruit AI team' is working. The number in parenthesis is how many units are going to be added. Hopefully that can work for you until I get the fix released.
DOJAM141 28 Sep @ 8:50am 
I can't recruit AI squad mates at the HQ, it shows the message that a unit is added but nothing really happens
Free 27 Sep @ 4:45pm 
Truly a amazing scenario and it can only get better and more inuitive from here
Skull  [author] 26 Sep @ 9:37pm 
Sounds great. It's really fun when the randomness of the mission becomes epic moments. I love when that happens. Recently, I and a couple friends were running across a field when suddenly an attack plane swooped over our heads and destroyed an infantry truck off to our right. It felt like we were in an action movie. :-)
Pinhead 26 Sep @ 7:29pm 
I hadn't played again before the updates, but I'm very happy to report that the fast travel issues are gone now!

Excellent updates, too. Impasse has finally unseated Hetman as my main way to play. It's such a reliable generator of awesome moments and huge battles, and it's really satisfying to push our way through the map!

In my latest one we were assaulting one of the tiny islands around Everon and had to withstand a huge airborne counter-attack with helicopters and paratroopers. Our own gunships managed to save us, though. Phenomenal work on this mission (and all of your missions, really!)
Odd 19 Sep @ 11:53pm 
@Skull Appreciate it! Thanks.
Skull  [author] 19 Sep @ 7:04am 
@OddCanadian I added it to my list :-)
Odd 19 Sep @ 3:56am 
Would there be a way to separate default face and voice?
It's not a big deal but I'd appreciate if there was an option to have the player's default face with the faction's voice, as when I change voice in the arsenal it resets after I die.
Смэрть 17 Sep @ 1:14pm 
I get it, thanks a lot for the reply))
Skull  [author] 17 Sep @ 1:12pm 
@Смэрть I'm not sure what you're asking for. There is a parameter for removing corpses faster. I am adding a slower option in the next update.
Смэрть 17 Sep @ 1:09pm 
Is it possible to adjust the settings so that broken equipment and infantry corpses are removed not much faster?
Skull  [author] 16 Sep @ 7:54pm 
Nice. It's fun to write a mission for my friends to play and have it be fun for a lot of other people too :-)
Diogenes Horrigan 16 Sep @ 4:08pm 
oh and by the way, i see that the scenario hit "most popular - all time" for scenarios, at least on my end. congratulations!
Diogenes Horrigan 16 Sep @ 3:46pm 
@Skull thank you so much! will try it out now too. its unfortunate about cam lao nam though, i love sog and would love to have big battles with it
Skull  [author] 16 Sep @ 8:26am 
@Diogenes Horrigan You can turn up the number of infantry. I think the default is 30 each side. It's much bigger battles with 100, but no everyone's computer can handle that. (Objectives:"Approximate number of infantry on each side")

You can also reduce the number of objectives (you'll need to restart a new game though). The default of 3 means those 30 infantry are sending 10 to each objective. (Objectives:"How many objectives are in each zone")

Also, I find that some maps (like Cam Lao Nam) are so difficult for the AI to traverse that the objectives can be more sparse in who actually gets to the zone.
Skull  [author] 16 Sep @ 8:22am 
@Pinhead Also try saying 'no' to bringing the ai along, maybe there's something messing up in there.
Pinhead 15 Sep @ 2:03pm 
Thanks for checking and for the workarounds! I figured it was something bizarre because it was working fine and then with no updates to the mission or anything it suddenly wasn't lol
Diogenes Horrigan 15 Sep @ 1:46pm 
are there any settings you may recommend i change? i find that often not much ends up happening and at most its a skirmish between like 4 people on each side (8 total or smth lol).
Steele 15 Sep @ 10:13am 
Yeah that was my mistake. The faction I'd chosen wasn't set up correctly lol. Thank you for the help.
Skull  [author] 15 Sep @ 8:16am 
@Pinhead I've got no clue. I ran arma with the same startup arguments as you, ran the same version of the mission, set the parameters the same, choose the same factions, but my AI come along with me when I parachute. Your log file showed no errors.

You could use zeus to bring them along, or put this into the debug console:
{_x setPosATL getposATL player} foreach units group player

that will move all units in your group to your position.
Skull  [author] 15 Sep @ 7:48am 
@Steele It should use the vehicles owned by the given faction. It uses the same routines for the enemy faction as for the player faction. Try without mods, perhaps a mod is causing the issue.

Some things to look at in the parameters:
"Vehicles Used By AI":
* you can choose to use vehicles owned by the faction (default).
* you can choose to use all vehicles from a given side (blue/red/green)
* you can choose to use all vehicles from a given side in a selected DLC
* you can choose to let the team use all vehicles

"Choose specific vehicles for the ai using the garage interface"
Make sure this is set to 'No'

That's about all I can come up with that could be causing it. If it's still and issue, I could take a look at your arma log file to see if it shows any errors.
Pinhead 14 Sep @ 9:12am 
Looks like I won't DM it actually lmao. Here's a link:

https://pastebin.com/cskTVQ1Z
Pinhead 14 Sep @ 9:08am 
@Skull That's more or less what I had been doing, minus the spawning the car with a bot in it. I tried again today, no mods. What I just did was:

1. Get a bot from the officer
2. Spawn a car with a bot using the garage
3. Make the bot get out
4. Fast travel to an enemy zone using the officer. It asks if I want to bring AI and I say yes.
5. I parachute in and the bots are still at the base where I traveled from

I'll DM you the log file.
Skull  [author] 14 Sep @ 8:57am 
@Pinhead Can you give me a step by step of how to reproduce it failing. It will only give the option to bring ai if you are the team leader.

What I just tried:
1. get an AI from the officer at a bsae
2. use the garage to spawn in a car with an ai in it.
3. make ai get out of car, so I have 2 ai on my squad
4. use the officer to fast travel to a blue FOB (a non-contested blue hash zone). It asked me if I wanted to bring ai and I said 'yes'
5. It worked, the ai came with me
6. use the officer to fast travel to a red contested zone. It asked me if I wanted to bring ai and I said 'yes'
7. it worked, the ai parachuted in with me

If that's kind of what you're doing, maybe you could get me your log file when it's failing and I can see if there is some error showing up.
Pinhead 13 Sep @ 5:44pm 
For some reason, the option to bring AI with you when you fast travel isn't working for me.
Skull  [author] 12 Sep @ 4:01pm 
@Ameisin I'm not sure. I just use a tool to publish it. It could change the name each time, but I think it's just the one file in the directory.
Ameisin 12 Sep @ 2:06am 
I've noticed that the mission file name in the workshop directory has changed, is that normal whenever you update it? I have a bat file that uses the .bin filename for quickly porting your mission to other maps, I'd like to know if I have to take that into account with every update you push.
Joe 9 Sep @ 12:24pm 
Hey Skull, I tried this yesterday and then noticed that some settings were missing from the parameters. So I'd appreciate the "official" version from you. Great that it made it onto your list!
Skull  [author] 9 Sep @ 8:31am 
@Joe I've added it to my list. In the mean time, you can easily convert my mission to any map. The description is in the discussion area (linked just above this comment) or click here
Joe 9 Sep @ 7:31am 
Hey Skull, awesome mission but could u add Green Sea map on your list?
SempeR 4 Sep @ 5:10pm 
thank you, love your scenarios man
Skull  [author] 4 Sep @ 5:08pm 
I'll also put Korsac on my list of maps I'll look into adding it to.
Skull  [author] 4 Sep @ 5:07pm 
The mission is easy to add to any map. I have the description on how to do it in the discussion link just above these comments.

Here's the link as well
SempeR 4 Sep @ 3:48pm 
hello Skull, can you please make a korsac adaptation?
Skull  [author] 3 Sep @ 6:01pm 
It should say how many seats there are when you call it in. That way you can call a 2nd if needed. I'll put on my list to improve this by choose helicopter or choosing how many seats you want.
Theusx 3 Sep @ 12:00am 
Hey Skull, could you, if possible, add the option to choose which transport vehicle you want? It’s really annoying when you call in a helicopter and it shows up with not enough seats for the squad
Skull  [author] 26 Aug @ 12:59pm 
@MosesMode I can't get it to fail. How does it crash? Can you send me your arma log file? Maybe it's a specific parameter setting or a mod you're using that's causing it to fail. The logs will help me reproduce those as well.
MosesMode 26 Aug @ 10:34am 
whenever i try to play now it crashes right before starting it up in multiplayer, on any map
Skull  [author] 25 Aug @ 8:33am 
@leonferrarese I'll add utilizing artillery to my list of ideas.
León 24 Aug @ 8:24pm 
Hi @Skull, I see you updated it so that artillery units don’t move to the frontline to fight. Could we maybe see in the future that all units with the "artillery" flag are able to provide support with the firemission waypoint (I think it’s called "BIS_fnc_wpArtillery")? They could stay and fire from the blue areas surrounding the FOBs, and have the firemission waypoints be randomized in the contested zones—similar to the random mortars you already implemented, but in this case giving us more variety of artillery (200mm rockets, 150mm rounds, etc.).
Petrus Aurelius 20 Aug @ 2:36am 
Very cool mission, thanks for your work!
Skull  [author] 17 Aug @ 5:10pm 
@A | Ω Awesome. It's really great that missions I wrote for my friends and I to play get enjoyed by others as well :-)
A | Ω 17 Aug @ 1:42pm 
Thanks for the missions Skull. Discovered them when you uploaded the Impasse Total War versions but I've been going back through and playing some of your other scenarios and they're awesome for quick action. Takes all the hassle away from setting up ALiVE scenarios, etc.
i think its because a lot of ai my cpu cant handle but its weird because i have 30 fps when the scripts stops working all scripts
Skull  [author] 4 Aug @ 12:50pm 
Right. I'll need to see if the vehicle configs has a flag for artillery or something so I can detect the vehicle type and I'll not supply artillery types to the AI.
Commandante 4 Aug @ 11:14am 
i can confirm that the ai does send artillery (BM21) to the front. i guess because its under trucks/cars so it thinks its a transport truck or something