Arma 3
36 ratings
Regicide (COOP 17)
   
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop, Zeus
Scenario Type: Infantry, Vehicles
Scenario Map: OtherMap
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
1.418 MB
30 Sep, 2018 @ 9:26am
10 Dec, 2018 @ 9:14am
3 Change Notes ( view )

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Regicide (COOP 17)

Description
Emir Majid Shawqi Qureshi, also known by his nom-de-guerre "Abu Ibrahim", is curently hiding in the Grand Mosque near the village of Marut in northern Afghanistan. The area is still largely controlled by Al-Qaeda, but the Emir is notoriously afraid of being murdered by one of this sub-commanders, so he keeps a decent security detachment of his most loyal men around. Furthermore, he plans to move to another hideout tomorrow (location unknown). He's #4 on the Most Wanted list, so there is a good reason to act now.

The mission has a couple of optional slots (Sniper team and door gunners on the Black Hawk) so it is playable starting at, say, 11 or more players. Expect mostly CQB combat in this one, the mosque is pretty large and has a lot of rooms and corridors.

Features:
- Dedicated server tested
- no respawn
- Time-of-Day selection allow you to play this as an assault or stealth mission
- Zeus and Spectator slots
- Headless client support
- No goats were harmed during the making of this mission.
28 Comments
[9RT]V®M®F® 13 Dec, 2018 @ 9:05am 
"- Are these iron teeth in your mouth?
- Yes..
- Are they silver?
- Platinum!"
(any movie) ty!
Alwarren  [author] 10 Dec, 2018 @ 9:10am 
Currently I use

this disableAI "PATH"; this disableAI "COVER";

on units I want to be still and not go prone. it USUALLY works. I'll try setUnitPos again, maybe the combination is enough to make it work out.
Sasha Mason 10 Dec, 2018 @ 8:31am 
Hmmmm, well you could always ungroup them, but then you might reach the 288 group limt per side (at least I think it is 288 now, used to be only 144 groups per sides). And for the guns through the walls, this disableAI "move"; disallows the AI to rotate around. They can still rotate their body, but they'll never move their legs to turn around. Obviously limits where the AI can shoot but that's what I had to deal with before disableAI "path" existed.
Alwarren  [author] 10 Dec, 2018 @ 4:45am 
In any case, going prone is only part of the issue. They also stick their rifles through walls and can fire at you. There should be a system that makes weapons collude with walls and make them unusuable for the AI to prevent such issues. Sadly, I don't see this coming in Arma 3 anymore.
Alwarren  [author] 10 Dec, 2018 @ 4:41am 
FWIW, I have been making missions since Arma 2 myself. I found the command to be unreliable, especially for grouped AI since the team leader can override it when he decides to.
Sasha Mason 9 Dec, 2018 @ 3:48pm 
FYI: I've been making missions since Arma 2 using that specific command to force it. It has always worked.
Alwarren  [author] 9 Dec, 2018 @ 1:50pm 
It's not fixed, though, if the unit or the AI commander of the unit orders it prone, it will go prone
aebian 9 Dec, 2018 @ 11:12am 
Yup, setUnitPos is the tool to use for that!
Sasha Mason 9 Dec, 2018 @ 11:09am 
Yes, SetUnitPos is exactly supposed to do what you expect a different command to do.
https://community.bistudio.com/wiki/setUnitPos

Quote:
"Set unit position rules. Mode may be one of:
"DOWN" - unit goes prone and stays prone.
"UP" - unit stands and stays standing.
"MIDDLE" - Kneel Position. ArmA version 1.04 (Unit will not kneel if it is unarmed)
"AUTO" - unit chooses mode according to circumstances."
Alwarren  [author] 9 Dec, 2018 @ 11:07am 
@mason that is what disableAI "COVER" is supposed to do. AFAIK, ther eis no other way to make them keep standing, setUnitPos does not force them to stay up AFAIK