Arma 3
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VIO-BECTI Vanilla Malden
   
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop, PvP
Scenario Type: Air, Infantry, Vehicles
Scenario Map: Malden 2035
Tags: Tag Review
File Size
Posted
Updated
3.295 MB
12 May, 2021 @ 12:00am
26 Jun, 2024 @ 7:24am
8 Change Notes ( view )

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VIO-BECTI Vanilla Malden

In 1 collection by dukee02
VIO-BECTI Vanilla
11 items
Description
Our project:
Our goal is, based on Benny's work (which is an early port of the Arma2 version), to complete this CTI and develop it in some parts of it. However, without disregarding the basic idea of combined warfare too much.
CTI features:
  • Classic Team vs Team (TvT) max. 16vs16
  • Warfare on all levels (on foot, in the vehicle, in the air).
  • Free choice of units, put your team together yourself.
  • Free base construction, several bases also possible.
  • Well-balanced technology tree.
  • Research for better units, thus earlier Tankrush not possible.
  • No fixed script, every game can run differently.
  • Mission designed for PvP, but also Coop possible.
CTI main description:
CTI (Conquer The Island) is a mission that already existed in ArmA2 under the name Warfare. Here 2 factions are facing each other and fight for supremacy over the map. Depending on the map and the setting, a 3rd independent faction can also be involved, but it does not actively participate. but does not actively participate in the action. The goal is to find and destroy the enemy base or alternatively capture all cities/villages. These cities/villages also serve to generate "supplies" with which the "research" can be advanced, the own base can be expanded and further bases can be built. To capture a town/village it is sufficient to be within a small radius of the main bunker, without enemy forces being are also in this zone.

As a player, you take on the role of a squad leader, commanding a group of AI units. The player can choose from various infantry infantry units, as well as various vehicles and aircraft, depending on the research and expansion level of the base. There is basically no class system in ArmA (which I very much approve of), so it is up to the player which equipment he wants to use. At the beginning everyone gets a minimum equipment (will be given even if you are broke), this can be customized in the base. All weapons, units and vehicles must be paid with $. These $ are generated by towns/villages that are taken and then generate income for a period of time. time generate income, as well as through successful kills of enemies (the more expensive the unit, the more $ you get for the kill).

It is always better to proceed in a coordinated manner, since single missions usually end with the virtual death of the player as well as the AI comrades and thus often also brings a renewed longer journey to the front.

The respawn system is partly different from other game modes, as it focuses on the coordinated attack of mixed group units. Therefore, any player who dies during the attack will respawn in one of the bases (though types of field hospital are possible). A spawn in close proximity to the front however only works for the players, AI chamberades and vehicles have to be ordered in the base. Since thus not immediately again a new attack can take place, it is therefore possible for the defender to strengthen the defense and also plan an attack in time.

Each faction is led by a commander, who is chosen at the beginning by all players on each side. The commander determines the base building, the "research" as well as the basic tactics, his instructions should be followed. It is advisable to always experienced player as commander, because as commander you do not only lead your own squad, but you are also responsible for the other is responsible for the other groups. The commander can communicate these instructions via VON-Ingame/ VON-Tools, or make them visible via internal tools on the map.
ABOUT REUPLOADS:
Instead of simply making small changes and then uploading a new version yourself, just contact us[discord.gg]. Often desired features are already in the planning stages and you may be able to help us. Many very similar/similar missions just make it harder to keep track.
Help and player search:
Want to know more about the mission, find servers running the mission or find other players to share with/against, our Steam-Community and our discord [discord.gg] are a good a good address for this.
CREDITS
Authors:
  • dukee: Projectlead and main developer
Danke an:
  • VIO-Community, for bugfind...xing
  • all testers

If you like my work, you can Support me [paypal.me]

Steamgroup
https://steamhost.cn/steamcommunity_com/groups/vio-community
Discord (where the serverfiles lives)
https://discord.gg/sJw2Nynh7s
VIO-BECTI Vanilla Collection
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2484775180
13 Comments
Valmont 10 Jan, 2024 @ 8:55am 
Just awarded you guys a "must have it", not only this is incredibly fun and optimized but the UI work is top notch! It is very rare to see good taste in design like this
dukee02  [author] 29 May, 2023 @ 12:12pm 
They should have a 20 m range to spawn to prevent that, and the AI in most cases starts the attack. If not you can ive them the order to do so. If they explode to much i'll increase the range for the next update, please tell me.
sandrastarling 29 May, 2023 @ 11:19am 
If my last try at this was correct as soon as I put down a barracks the AI started spawning in vehicles to the point they all land on top of each other and blow up.

I can test this again later to confirm.
Cpl Eagle 20 May, 2022 @ 9:07am 
Yes.. so it's explained why in WW2 mode the AI ​​doesn't buy motorized vehicles because they are transport. I'll try to upgrade to level 2 to see if they start motorized work.

Keep up your great work! Becti is one of the best mods I've ever played.
dukee02  [author] 20 May, 2022 @ 7:29am 
Hi, yes the Infantry only on foot, if you gave them trucks the move into the town with them, so the got simply disabled. If the AI only stay and do nothing have multipl reasons. If a player take controll of the group and leaves - the AI can't handle it right sometimes - better dont take controll over AI groups. Or simply the haven't enought money to buy all vehicles the want - easy fix, give the AI money ^^
Cpl Eagle 20 May, 2022 @ 6:43am 
Very good ! What I've noticed is that the teams you assign infantry, move only on foot to cross the map or stand still, and the teams assigned motorized are only in attack vehicles, not transport. Is it normal like this?

(Ai has been stuck in the middle of the game not advancing on the points)
dukee02  [author] 19 May, 2022 @ 2:29pm 
Hi, RHS is in development - CUP (basic) is tested ok, so if i finished and tested RHS the Cold-War version will get his upload too ^^
Cpl Eagle 19 May, 2022 @ 1:45pm 
It's working, great work, soon I'll test from WW2. (My suggestion is to do RHS.
dukee02  [author] 9 Mar, 2022 @ 11:09pm 
The only thing we know how AI stucks, then a player joint the enemy side and deactivates the commander. If thats not happend, then thats the first time, we play it daily and the AI attacks towns(more ore less good), but no bases. To check what happens mor infos needed.
Nr007 9 Mar, 2022 @ 12:32pm 
Unfortunately enemy AI never properly attacks towns. Just getting stuck between home base and first town. :steamsad: