Arma 3
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Insurrection - Weferlingen Winter
   
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop
Scenario Type: Infantry
Scenario Map: Weferlingen (Winter)
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
657.680 KB
28 Mar, 2022 @ 2:43pm
3 Apr @ 6:19pm
35 Change Notes ( view )

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Insurrection - Weferlingen Winter

In 1 collection by Skull
Skull's: Insurrection
21 items
Description
Factions Update Now has faction choice. You choose your and the enemy factions and can limit the virtual arsenal to only the faction's gear.


Quick Overview: Insurrection is a randomly generated mission. The basic gameplay involves capturing objective points within a town from the enemy. Once captured, you continue to the next objective point. The players have respawn waves if they die. The enemy similarly have waves of reinforcements. The number of enemy changes based upon the number of players and friendly AI. As such, I recommend that solo players use a few AI as well to keep the balance. Our group has played quite a bit with 3 to 4 players and found it challenging but very fun.

The gameplay was inspired by Insurgency: Sandstorm.

Features:
  • Randomly generated missions
  • Playable solo, solo with AI, coop, or coop with AI
  • Virtual Arsenal (full or limited)
  • Many parameters to alter the gameplay to make it easier/harder/faster/slower/etc



Game Details
Many details can be found in the briefing once in the mission. You can find hints as well as a description of all the parameters that can be adjusted to change gameplay.

Objectives: There can be three objective types: capture, capture and hold, or destroy ammo cache. A mission can have between 1 and 10 objectives (chosen using the parameters -see below).
Completing objectives will
  • trigger a respawn for any downed friendlies
  • add some respawn waves (see below),
  • open up a nearby arsenal crate (see below)
To capture a point, you must be within 10m and outnumber the enemy. Enemy within 20m can block your progress.

Arsenal Crates: You will get an arsenal crate at the start of the game and after completing each objective. To enter the arsenal just approach the crate and enter your inventory. When you exit the crate, your health will be restored and your loadout will be saved. To quickly restore this loadout later, enter the arsenal and press the "RELOAD" button in the lower right.

Respawn Waves: At the start of the game you will have 2 respawn waves available. Upon dying, you will be placed into a death cam that will follow a friendly player. After 60 seconds you will respawn at the previously captured objective and your wave counts will be reduced by one. After capturing an objective, any downed players will be respawned without reducing the wave count, and the wave counter will be incremented by two. If you go down without any waves remaining, you will be revivable for a while until you bleed out. Most of this is adjustable with the parameters (see below)

If you are playing with AI, they will respawn in the same manner, but will not reduce the wave counter when they respawn. They are not revivable once the waves are all used up.

Enemy Waves: Enemy respawn in similar waves of reinforcements. Although their waves are unlimited, the duration between the waves increases after each wave, giving you a bit more time to progress. Their wave durations are reset after you complete an objective.

Parameters: Many of the settings are able to be modified using the parameters screen available at the role assignment screen before you start the mission. The values with an asterisk (*) next to them are the default values I use. Most of the testing I have done with this mission were done with these parameter settings and with 3 to 5 players (or player/AI combination). Playing with more or less players should work but you may need to adjust these parameter to get the difficulty level where you want it. Check the in game briefing for a full description of the parameters.



Check out my other missions here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2773765491



This is a coop mission, so it can only be played in the multiplayer part of arma, although you can play it solo and private without being accessible to anyone else. This is how to play this mission:

Launch Arma. Once it's started select 'multiplayer' then 'server browser'
At the top select 'host server'. A list of settings will show up. Look at the 'HOST' option. If you have it set to 'LAN' then it will be a private game. Click the 'Host Server' button.
Next you should choose the map on the left, and the mission on the right.
Then click 'play'.

Skull Collection: Get all the missions in one zip here[www.dropbox.com]
6 Comments
fredhunters 16 Sep, 2022 @ 1:09pm 
Alright! I'll check it out tomorrow, thanks for the patching. :steamthumbsup:
Skull  [author] 16 Sep, 2022 @ 9:51am 
It should say at the top of the screen if you are supposed to capture, hold, or destroy. If you had a destroy, you need to find the ammo cache in the area and destroy it. It won't be exactly at the marker. If you hit the but where it wasn't spawning, that would act like what you saw. Hopefully it's fixed. Thanks for letting me know there were issues :-)
Skull  [author] 16 Sep, 2022 @ 9:31am 
Found another corner case that might not generate the destroy crate on destroy objectives. DOH. Update incoming.
fredhunters 16 Sep, 2022 @ 9:22am 
No, there was no counter at the top of the screen. I think it was because I was using PIR (Project Injury Reaction) as I no longer had this issue after a restart / mod removal. Thanks for your awnser though! I'll let you know if I experience this bug again and if the debug thing worked.
Skull  [author] 16 Sep, 2022 @ 9:20am 
I just tested it and it worked for me. Was the counter at the top of the screen working. It should be counting down and giving either 'capturing', 'blocking', etc. I know one issue Arma has is that enemy can walk under the buildings, into non-accessible parts. If an enemy has done this it will keep the capture from completing. I've reduced the frequency that this can happen, but it seems worst on the Weferlingen maps. If you have the debug menu available (when you press ESC), you can type this to kill all the enemy as a test:
{if ((side _x) != WEST) then { _x setDamage 1; }; } count allUnits;
While I was testing, I did find a bug. I don't think it would cause this issue, but I will push out an update.
fredhunters 16 Sep, 2022 @ 6:50am 
I have a question.

It may be my fault, but it seems that objectives can get bugged overtime. I and my friend were playing this scenario just a moment ago, I had to Capture Alpha, and when we both got into the zone we had to capture, nothing happened. We killed all the enemies (After a few minutes, they respawned) and yet we weren't able to capture alpha.

Did we do something wrong or is there a bug in the scenario?

Cheers,

Fred :steamhappy: