Arma 3
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Dynamic Recon Ops ACE - Zargabad
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Map: OtherMap
Meta: Dependency
File Size
Posted
Updated
3.186 MB
31 Oct, 2021 @ 8:06pm
7 Jan @ 6:54pm
34 Change Notes ( view )

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Dynamic Recon Ops ACE - Zargabad

In 1 collection by chazbotic
Dynamic Recon Ops ACE
133 items
Description
This is not an official port of Dynamic Recon Ops, original mission credit to
mbrdmn. This port is designed to better integrate DRO with ACE3 and requires both CBA and ACE3.

Dynamic Recon Ops is a randomized, replayable scenario that generates an enemy occupied AO with a selection of tasks to complete within. Select your AO location, the factions you want to use and any supports available or leave them all randomised and see what mission you are sent on.

Designed to be simple to use but with plenty of options to customise your mission setup, the objective behind DRO is to create a way to quickly get playing a new scenario in singleplayer or co-op. With as few changes to the base game as possible, DRO aims to showcase the unique and varied gameplay that Arma 3 has to offer for smaller scale infantry combat.

Additionally, DRO has been designed from the ground up to take advantage of faction mods. If you have any mods that create new factions they will be selectable as player or enemy sides within the mission. However, the scenario itself requires no mods apart from specific terrains if you want to use them.

Main Changelog: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2640199506

Features
  • Playable in SP or COOP.
  • Dynamic scripting means that no two missions are the same.
  • Menu on startup to select a variety of options including time of day and insertion type.
  • Revive system that takes visual cues from BIS revive but is fully AI compatible and works in both MP and SP.
  • Virtual Arsenal to select starting loadout for both player and AI units.
  • Compatible with CUP, RHS, and 3CB factions.

Updated Features
  • Up to 16 players or AI with scaling enemy numbers so even large groups are challenged.
  • ACE Arsenal available in the Team Planning area and with certain resupply crates.
  • When ACE Medical AI is enabled, AI teammates will heal themselves, and an AI medic will heal others.
  • Updated player enumeration with CBA for reliability for many internal scripts and functions.
  • Updated compatibility with ACE3 3.13.0 medical re-write (fixed invincibility bug, compatibility with Diwako's Armor Plate System, et c).
  • By default, player voices are set to "No Voice" to prevent call-outs.
  • Hostile Civilians have more "typical" insurgent gear.
  • Added additional location types for AO selection.
  • Extended AO now searches in a larger radius for more locations to add, and up to five additional objectives can be added. Enabling both Extended AO and five objectives can create 10 or more objective, demanding a lot from players, so use with caution.
  • Number of selectable objectives has increased from three to five. If used with Extended AO, this can generate over 10 additional objectives, use with caution.
  • ACE Arsenal interaction for team members so you can customize their gear with ACE Arsenal instead of BIS Virtual Arsenal.
  • Added support for factions created with ALiVE's ORBAT (assuming the faction is properly made per ORBAT's documentation).

Included Fixes
  • Fixed server-side targetting by AI (Lock-On Fix), with thanks to Knobb Manwich at SA.
  • Fixed issue with "Take and Hold" task not completing in some instances.
  • Fixed some factions missing vehicles.
  • Other minor bugfixing.

How to Access ACE Arsenal
  • When in the Team Planning area, press the Escape key to exit the menu.
  • You will have a prompt to Open ACE Arsenal via the Action Menu; press your Use Default Action key to open the ACE Arsenal.
  • Create or load your loadout and Close the ACE Arsenal interface.
  • Use the Action Menu (typically Scroll Wheel) and select the Open Team Planning menu action and click Ready in the corner to continue the mission.
19 Comments
chazbotic  [author] 22 Aug, 2024 @ 11:00pm 
@Elite911
a little bit, i'm much more familiar with C and enfusion has a lot more C-like syntax which makes making mods easier, but you have to build many functions yourself which is time consuming. libraries save time after all lol and RV has a lot of functions just imported via classes and in the config for easy use. half dozen of one and six of the other basically. it's much easier to use the editor and make scenarios and add models and sounds and stuff in enfusion though - so while it's a bit tedious it's both easier and much better control for the programmer and modder to get new stuff in than in RV.
Elite911 22 Aug, 2024 @ 11:59am 
No problem. Have you also ever tried modding in Arma Reforger? Is it any easier? Not asking you to do anything, just a general question.

And thanks for what you have done for Arma 3.
chazbotic  [author] 21 Aug, 2024 @ 11:12pm 
@Elite911
i fixed a few bugs so it should be more reliable, but it's still functional in SP only due to lack of free time on my part between work and more work irl unfortunately.
Elite911 21 Aug, 2024 @ 12:07pm 
Did the support system get reworked?
Mr.Frost 22 Aug, 2022 @ 9:50pm 
That makes sense - glad to know it isn't something conflicting on our server that's just making them not work (weirdly, the Supply Drop actually did work... although it sent a Comanche which is a bit weird ;) ). It's great that it's on your list of things to do. I appreciate the work you're doing on these missions.
chazbotic  [author] 22 Aug, 2022 @ 9:15pm 
@Mr.Frost
supports are currently only functional in SP, or self-hosted MP. they do not work in dedicated server. i am working on rewriting the supports subsystems but i do not have an estimate for this.
Mr.Frost 22 Aug, 2022 @ 7:25pm 
Oh, and the person I had testing with me tonight almost exclusively uses ACE Arsenal, so he's super thankful that you built in that capacity at the loadout stage.
Mr.Frost 22 Aug, 2022 @ 7:24pm 
For whatever reason, two human players in at mission start lets it calculate the Team respawn location correctly. Even after one of the human players left.... so I dunno. :) And I'm thinking that this is probably something that would have happened to us in the base missions by mbrdmn as well, I just don't know that I've ever played a DRO mission solo that was running on our dedicated server.

Now to investigate whether Artillery and CAS work (something else that hasn't worked for us in DRO missions)... :)
chazbotic  [author] 20 Aug, 2022 @ 11:22pm 
@Mr.Frost
other players shouldn't be necessary, the team respawn function is based on groups, whether player or AI doesn't matter. after the mission starts and the players inserted into the AO, getMarkerPos should return the position of the respawn marker which is updated every 10 seconds, but for you its an empty string (strange since it would in theory be an empty array if anything, not a string). note that this marker does not exist at the team planning area, it is only created after insertion into the AO.

i haven't been able to duplicate the issue with the Team respawn position except if there are JIP players that are not in the group when the marker position is updated. the other issue you mentioned i know is directly caused by stamina/ACE medical settings being mismatched with the DRO expectations (either ACE medical and DRO revive are enabled at the same time, or stamina is disabled while ACE advanced fatigue is enabled, or both).
Mr.Frost 20 Aug, 2022 @ 10:21pm 
That one returns an empty string: ""

Haven't had a chance to pull another player on yet, but hopefully tomorrow I can test that.