Arma 3
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Drongos Random Displacements Campaign
   
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Data Type: Mod
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2.394 MB
22 Oct, 2018 @ 8:59am
17 Jun, 2021 @ 6:08pm
11 Change Notes ( view )

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Drongos Random Displacements Campaign

Description
NOTE: RDC will no longer be updated. It has been integrated into Drongo's Map Population and development will continue there.

Easily set up an epic dynamic campaign with no scripting in just a few minutes. Any faction on any map

Requires CBA.

Read the README[www.dropbox.com]
Sample mission[www.dropbox.com]

OVERVIEW:
Random Displacements Campaign (RDC) is a system for quickly and easily building your own SP/coop dynamic campaign for Arma 3. It simulates company-level combined arms warfare with a dynamic frontline that advances or retreats depending on the outcome of each battle. Players fight a series of missions starting on one side of the map and gradually working their way to the other. At the end of the campaign they will be presented with a briefing based on their performance.

Create campaigns ranging from from light infantry platoons slogging across Altis to M60 companies taking on T-72s in Africa. RDC is hugely customizable and shows Arma 3 at its very best.

A simple menu with campaign/mission management options and some information is available by pressing the End key (rebind under OPTIONS > CONTROLS > CONFIGURE ADDONS > Drongo's RDC). Also, if DCE is present, some options will be added the the DCE dialog F1-8 buttons.

DCE is the recommended control system. However, you can use any system, including BIS High Command:
https://community.bistudio.com/wiki/High_Command
https://community.bistudio.com/wiki/Arma_3_Field_Manual_-_High_Command

Alternatively, the friendly side can consist entirely of players.

FEATURES:
Very simple module-based setup
Simulates frontline conventional warfare from platoon to battalion level
Compatible with HETMAN
Editor-placed or automatically generated objectives
Designed for easy customization
Enemy forces include infantry, special forces, static weapons, soft vehicles, AFVs, gunships and jets
Randomly generated enemy forces every battle
Randomly generated objective locations every battle
Make short one-session mini-campaigns or epic struggles that can go on for weeks or months
Any map is supported
Any faction mod is supported
Any side is supported
Dozens or hundreds of hours of gameplay

COMPLETING MISSIONS:
When a mission starts, 1-5 objectives will be generated along with enemy forces to defend them. To capture an objective, kill all enemy forces within 180 meters of it and move friendly forces within 100 meters. When all objectives are captured and the enemy has suffered 80% casualties, the mission will end in victory. If the player side loses too many battles, they will be forced to fight defensive battles. To win these battles, hold the single objective and inflict 80% casualties on the enemy.

SAVING:
Campaign progress will be saved at the end of a mission (whether won or lost). It will be loaded at the start of the next mission.

HOW YOU CAN CONTRIBUTE TO RDC:
If you have defined custom units for a mod and wish to see it included in future releases of RDC, start your mission in the editor and wait for the enemy to spawn in. Then hit Escape and in the "Execute" field of the Extended Debug Window, type

call rd_fnc_export;

and press enter. Then alt-tab out of Arma, open notepad and press ctrl-v. This will paste all the defined unit types into a text file. Save the file and send it to me.

KNOWN BUGS:
Sometimes vehicles explode on spawn (I have done everything I can to offset this, but it still happens)
Occasionally enemy groups spawn far away from the battle
JIP players don't get the special DCE keys
RDC has been heavily tested in local coop, but not at all on a dedicated server

Note that any player can access the campaign management menu.

RDC campaign by Dada:
Altis Campaign - NATO

CREDITS:
Drongo: Development and scripting.
Chops: Technical and general support, testing, icons.
James: Good advice, testing, cover art.
CBA team: For expanding the possibility of modding and making things easier for modders.
Gunter Severloh:Testing, modules idea
snOwhusky: Testing

Victory music: "The Whistleblowers" by Laibach
Failure music: "Try" by The Soft Moon

A huge thanks to my Patrons and supporters.

You can help me

I put a lot of time and effort into my mods. I support single, coop and MP players with unique mods and new features. Please show your support, subscribe, follow and rate my mods. Please promote my work on social media and forums. If you have cash to spare, please consider chipping in to my Patreon[www.patreon.com].

Have fun!

CHANGELOG:
v0.27
Added: Option to disable loading default definitions
Added: Option to set the number of additional objectives
Added: Option to disable Teleport at mission start
Added: New "Quick Define" module (much faster than syncing to different modules, just place desired units close to a single module)

License:
Arma Public License Share Alike (APL-SA)
https://www.bohemia.net/community/licenses/arma-public-license-share-alike
175 Comments
Drongo  [author] 18 May, 2020 @ 8:09pm 
RDC will no longer be updated. It has been integrated into Drongo's Map Population and development will continue there.
Thursdaythe12th 18 May, 2020 @ 11:12am 
"It's been mentioned in the DCE thread, but there seems to be an issue with player reinforcements. When you define multiple groups of infantry, I can only spawn one regardless of which one I click on. There is no issue with any other reinforcement groups."

Nevermind. "Delete Script" was set to True. Changed to false and it works fine.
Thursdaythe12th 17 May, 2020 @ 12:20am 
@DirtyDel Tried it last night. Crazy good. Tried ALiVE, DUWS, WLA and probably half a dozen others, but Nr6 and DRO/DMP was exactly what I was looking for.

@Drongo great stuff. Love the map population and it seems more advanced that this in many ways. It is a bit player-centric at the moment so I've stuck with this one and hetman for now.

It's been mentioned in the DCE thread, but there seems to be an issue with player reinforcements. When you define multiple groups of infantry, I can only spawn one regardless of which one I click on. There is no issue with any other reinforcement groups.
DirtyDel 16 May, 2020 @ 4:28pm 
@Thursdaythe12th Yes that is the correct one. Opfor Leader A, Blufor Leader B. Make the objectives are in legacy mode and everything works; it's really an awesome experience.
Drongo  [author] 16 May, 2020 @ 1:29pm 
FYI this system is currently being incorporated into DMP.
Thursdaythe12th 16 May, 2020 @ 11:01am 
@DirtyDel Is this the one you were talking about?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1877858319

You weren't kidding. Does the enemy reinforcement system work? I like the Drongo one but it would be good if the AI could use it.
DirtyDel 15 May, 2020 @ 2:01pm 
Use Nr6 Hetman add on. It works flawlessly with this.
Thursdaythe12th 8 May, 2020 @ 8:06am 
@DirtyDel I've got the same problem

Set my Drongo Objectives and the Opfor team spawns fine. Hetman ticked in Core.

Got a Blufor Officer "LeaderHWB". The Blufor units get ordered around but only ever in defensive positions. They never go anywhere near the Opfor Objectives.

I'm using the HETMAN from the workshop. Any advice anyone? I'm basically looking to get blufor units to attack objectives on their own.
Drongo  [author] 2 May, 2020 @ 10:51pm 
Do you have HETMAN installed?
Maximum Josh 2 May, 2020 @ 1:51pm 
I've got a friendly unit named LeaderHQB and Hetman isn't activating for the friendlies, do I need to do anything else?