Arma 3
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[SP/CO-10] A Night to Remember [Fixed]
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Type: Infantry
Scenario Map: Tanoa
DLC: Apex
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
2.759 MB
19 Nov, 2018 @ 2:09pm
6 Dec, 2018 @ 8:23am
2 Change Notes ( view )
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[SP/CO-10] A Night to Remember [Fixed]

Description
[WARNING: I didnt made the Mission. But I fixed the problem that prevented to finish the Mission! All credits goes to the original Creator and his supporters (read below)]

Original: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1269387926&searchtext=

[SP/CO-10] A Night to Remember

Author: Lord Booka

https://forums.bohemia.net/forums/topic/212889-spco-10-a-night-to-remember-wip-tanoa/

Notification
Due the entities density in this mission is quite high, player may experience framerate unstable in some various occasions. However, running this mission on Dedicated Server can solve this issue.
The mission is still work in progress, especially for the later part of the mission. It is still need more time to polish.

Introduction: You are an ex-military/veteran, who recently quit your career, and started to travel to Tanoa as your vacations. However, something went wrong and you have to escape from the island as soon as possible.

The mission: Investigate the mystery of people disappearing and dead persons arise, also survive from all this mess.

Playable: 1-10 players (recommended 3-6 is the best).

Description: This is NOT a survival/RP type mission. Instead, it is a classic SP/COOP mission which heavily took an inspiration from Celery’s Chernarus Apocalypse series.

Features:
(Almost) authentic environment in Adventure game style.
JIP support.
Limited equipment; players need to manage their roles wisely.
Player can only live once; the disconnected player will be count as the dead.
Dead player will be a spectator.
Player can climb over an obstacle.
Player can take down zombie by bare hands.
Implemented Outlaw's Mag Repack Script. Player can repack the ammunition on used magazines.
Using only 2 mods: WarfareThai EX and Ryan’s Zombies and Demons.
Heavily customized Ryan's Zombies behavior.
BIS revive.

Useful Tips:
Mission Intro which can be skipped by holding SPACEBAR key.
Food can heal the HP, and Drinks can restore stamina.
Player can cook raw ingredient at a camp fire or a microwave.
Player can fill the water to canteen at any water source (mostly the a sink, water barrel, water cooler, etc.)
Dead players can be respawned once the teammates reached the Data Center.
Player can access to Outlaw's Mag Repack by pressing the red tiny stack of magazines icon on the Inventory Screen.

Requirement:
WarfareThai EX

Ryan’s Zombies and Demons


Known Issues:
Sometimes, zombies will ignore their target and stand still with no reason. It is the affect of dynamic scripted AI interferes behavior AI.
Framerate drops in some occasions.
Missing or disappearing some parts of the conversation dialogues. Still have no idea what is the cause of the problem.
The dynamic compositions usually spawned float above the ground or outside the buildings.

Credits:
Ryan’s Zombies and Demons
Engima's Civilians by Engima.
KP Fuel Consumption Script by Wyqer.
Infantry Occupy House by Zenophon.
AirFell's Keypad by AirFell.
Mag Repack Script by Outlawled (and GiPPO).
Various Prop Objects by Shinawat Thurdnampetch.
Various Zombie Faces by Komsan Smile.
12 Comments
Konstance™ 23 Jun, 2020 @ 12:20am 
@wengdet1a, Shotguns m'dude. Get a distance, a safe one, then Shotgun them. Kite them, rinse and repeat. Usually works.
WengPadu 7 Jun, 2020 @ 3:27am 
i can't finish the mission the weird creature is too strong to defeat
Konstance™ 13 May, 2019 @ 7:12am 
No probs, take your time.
Ember_Noire.OG  [author] 13 May, 2019 @ 5:45am 
Well ill look into it. I got some time problems right now.
Konstance™ 13 May, 2019 @ 4:08am 
I was wondering, since sometimes some of my buds knows the first part and how to cope with it, we have had run into some "looting" problems when things hits the fan and we need to leave, i've noticed that if we are pulled out of certain distance of each areas where loot spawns and despawns, it doesn't respawns but permanently removes it, to the point we have to hold our ground only to either all get wiped out or half wipe. Is there some form of module or anything that'd does that or is it script? Because it has been constant annoyance where we'd loose what coulda been worth the loss after coming back from the Red Dawn sequence.
Chopper 3 Mar, 2019 @ 2:39am 
sorry past link doesn't work stringtable [drive.google.com]
Ember_Noire.OG  [author] 28 Feb, 2019 @ 9:17am 
Thanks!, ill do that. But not now thanks for the Translation!
Ember_Noire.OG  [author] 16 Feb, 2019 @ 3:45am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1334412770&searchtext=dual
Is nearly the same. It worked for my group really well if you need something like that.
Ember_Noire.OG  [author] 16 Feb, 2019 @ 3:42am 
Is a script which one i really dont know sorry ill be looking into it if you want.
Konstance™ 16 Feb, 2019 @ 3:07am 
Hey, quick question. Since you have fixed this, do you know about the two weapons script in this mission in the original? is it only script or something? i am curious about it.

Also again, Cheers for the fix! :D