Arma 3
Carrier Strike [Alpha]
37 Comments
Panthercat64 25 Aug @ 7:48pm 
Ah I see.
Thanks! I forgot you could do that in the OG battlefields. And I still play them.
Hypoxic  [author] 24 Aug @ 10:50pm 
I tried to emulate timers similar to the OG BF games by default. That means depending on the threat of the vehicle, it can be anywhere from 30s - 120s on the respawn times. This can all be customized with the modules though.
Hypoxic  [author] 24 Aug @ 10:46pm 
So how it currently works is that each vehicle has a respawn time you can set up in the module. That time counts down only if the vehicle has no crew. So say a vehicle has a 60s respawn, if that vehicle gets abandoned, you have 60s to get someone in that vehicle to prevent the despawn. This is similar to how it worked in the OG battlefield games. It also means, that if you steal an enemy vehicle and keep it alive and manned, that vehicle will not respawn for that team.
Panthercat64 24 Aug @ 10:21pm 
Its it just me or are the despawn timer's a ridiculous now? I swear I blink and my car is gone.
I get needing to despawn things to prevent server issues or exploits such as a car wall (tried that once in a different game) but I feel like its a little low.
Now I should admit, I like longer despawn timers, because I love seeing the fruit of my labor (failure or success), so I might have a bias, but even then it feels low.
The blinking comment wasn't even a joke, I look away for a few seconds to shoot an enemy, then I turn back to get in the car again, and its gone.

this is a fantastic Alpha, this is more of a small grievance where I legit don't know if it was a change from the Aug 6 update or if its always been that low.
DameHruCZ 17 Aug @ 9:05am 
RavenField in Arma OMG
Hypoxic  [author] 16 Aug @ 11:17am 
While in alpha, the whole structure on how missions are made/ported is subject to change which is why there's no official instructions atm, just a basic instruction file included in the mod folder. In fact, the description file is probably going to change in one of the branches here and moved into modules which is going to change how missions are made/ported (easier hopefully).
Hypoxic  [author] 16 Aug @ 11:05am 
Brother, take it down a notch. I'm more than willing to help you with issues. Thanks for letting me know that keybinds are not being saved as I can correct that. I'll have a map porting video up before beta.
out of every fricking key in the game you had to choose zues key for your stupid menu i have to change it every fucking mission because of some reason it keeps getting reset
we really need a tutorial on how to port this scenario to other maps
Hypoxic  [author] 6 Aug @ 9:50pm 
Scan and artillery commander abilities have been added alongside a commander vote system. The commander menu is accessed with Y by default. You can change this in CBA hotkeys.
Hypoxic  [author] 23 Jul @ 1:07pm 
It's on the list. But it will probably be a full load and drop system. The ships don't play well with AI. Next patch is commander abilities.
PᄂΛYBӨY ЩIƬΉ Λ GЦП 23 Jul @ 12:39pm 
cant you add ai to the ships that defend corners you can disable simulation till players are nearby it can simulate an attack on ship
Hypoxic  [author] 6 Jul @ 2:11pm 
# Alpha Version v0.9.2

- Added traits based on inventories upon spawning.
- Medikit = medic
- ToolKit = engineer
- MineDetector = explosiveSpecialist
- Added ability to toggle AI globally or for each team (CBA Settings)
how to disable independent ai dont attack because of them
Ted 25 Jun @ 1:21pm 
That would be so very much appreciated.
Hypoxic  [author] 25 Jun @ 12:57pm 
The maps labeled cup have cup loadouts and vehicles. I can make a vanilla version in next patch.
Ted 25 Jun @ 12:56pm 
Nope no CUP vehicles that would explain it. Darn was super excited for the porto map
Hypoxic  [author] 25 Jun @ 12:55pm 
Oh do you have CUP vehicles loaded? The config checks for it.
Ted 25 Jun @ 12:37pm 
wow this mission is great! cant seem to find the porto mission even with the dependencies though
Hypoxic  [author] 22 Jun @ 1:38pm 
Well people, the AI system has been released! Please check the change log for information. This is the first iteration of it and its pretty decent so far.
Hypoxic  [author] 8 Jun @ 7:48pm 
Big change on how the vehicle module works. You now have to sync a base vehicle(s) to provide the module with position and direction for the spawner. The module will handle deletion of the editor vehicle so please do not delete the editor vehicle via init attrube.

Also, there is now a "seeding mode" it will disable silos at start and enable them based on player count in order to funnel players closer together when at a low count.
Roque_THE_GAMER 2 Jun @ 9:32am 
Hopefully this gets more attention than it deserves, really cool stuff.
Panthercat64 31 May @ 6:17pm 
Out of curiosity, in the late future, will there be singleplayer bot support?
Panthercat64 31 May @ 6:16pm 
Okay this concept is just awesome!
Beats-With-BothHands 31 May @ 8:07am 
"our titan's shield is down."
Cigarette 30 May @ 1:44pm 
Carrier assault from Battlefield 4 was by far my most favorate game mode in any FPS game, this is amazing.

I really do hope we could get a version that mimics that more. I beleive their was a composition for a carriers internals that could be used
Hypoxic  [author] 30 May @ 7:59am 
I built it so that you can apply it to most of your ideas already. I can walk you through any other stuff you need on the discord.
Shadowblade 30 May @ 7:24am 
Anyway you can show off how you scripted this? I had a similar idea for a 40k PvP op
Random 30 May @ 5:12am 
Now all that is missing is a mod that adds the factions, Armors, Vehicles, Weapons and so on from 2142 and we will have reached the peak of Arma 3 modding.
Hypoxic  [author] 29 May @ 9:10pm 
Thanks WebKnight, means a lot.
WebKnight 29 May @ 8:42pm 
THIS IS FUCKING AMAZING
OOOOOHHHH AND TRAILER DONE IN 2142 STYLE VID IS JUST CHERRY ON TOP
Hypoxic  [author] 27 May @ 5:33pm 
If you have feedback, post it on the discord. Steam comments are very hard to track.
You Will (Not) Peebs 27 May @ 2:46pm 
Hey thats realy cool!
FORGE705 27 May @ 10:10am 
This looks very promising! I have a few small concerns just driving around looking at the base mission.

- Capturing should be on foot only. My worry is in a team of MRAPs could just do laps around the map and be relatively hard to deal with.
- While the UI is very pretty, it should see-through, or have options to have it fade in and out depending on facing, proximity, etc.

The rest of the mode has lots of potential, I'm very excited to see it grow.
little andy 27 May @ 9:24am 
nice
smyljr 26 May @ 7:55pm 
My name is John Arma, and this is the best mod around!
noumenalism 26 May @ 7:42pm 
Awesome!