Arma 3
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HWS - Lythium [SP]
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer
Scenario Type: Infantry
Scenario Map: OtherMap
Meta: Dependency
File Size
Posted
Updated
7.344 MB
10 May, 2018 @ 2:52pm
31 Dec, 2019 @ 8:32pm
4 Change Notes ( view )

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HWS - Lythium [SP]

In 2 collections by Alky Lee
Hetman War Stories - Ported
65 items
My Ported HWS missions
23 items
Description
HWS is a very easy to use generator of dynamic, interesting battles conducted by HETMAN commanding AI. Each unique battle experience is powered by very complex scripting and is created with a few mouse clicks.

Optionally the player may customize the gameplay by choosing the fighting factions, scale of the battle, daytime, weather, forces ratio, persistency of the result (campaign mode, where results of past battles slightly affect every next battle) etc. Additional text field allows advanced users and Hetman veterans to apply also more complex setup code or even regular script, that will be executed at init.

The resulting battle may vary greatly each time, nothing is guaranteed. You're only a cog in the war machine controlled by HETMAN, so do not expect any special treatment. The battle does not revolve around the player in any way. You may find yourself in the middle of fierce firefight or you may be kept as reserve and have to wait a long time before you see any action. You may die in the first few minutes or survive to the end without firing a single shot. Just do your part or act on your own. Whatever you do, try to keep your leader happy.

HWS will also utilize units from custom addons when mods are loaded, if the addons have properly configured groups.
3 Comments
Max Headroom 24 Jul, 2020 @ 10:43am 
Thanks for the response dude, thanks for porting these !
Alky Lee  [author] 24 Jul, 2020 @ 2:36am 
@Max_Headroom Unfortunately, with many mods, it is the mods that have incomplete configs that stop them from working. The mission relies on those configs being complete in order to create the forces for the mission. There's nothing that the mission maker can do to overcome this, especially with the wide variety of mods out there. The only way to overcome this is to manually put units from the mods into the mission in the editor, which defeats the object of this mission. Not knowing what you are up against is the main attraction for me.
Max Headroom 23 Jul, 2020 @ 4:29pm 
Would it be possible to you make your ports playable with some mods that dont work in the orginal scenario ?