Arma 3
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Ground Breach - Chernarus2020
   
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop
Scenario Type: Infantry
Scenario Map: OtherMap
Meta: Dependency
File Size
Posted
Updated
741.397 KB
10 May, 2022 @ 11:09am
20 Jun @ 10:50am
60 Change Notes ( view )

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Ground Breach - Chernarus2020

In 1 collection by Skull
Skull's: Ground Breach
38 items
Description
Skull Collection: Get all the missions in one zip here[www.dropbox.com]

All Maps Update: Ground Breach can now be run on any map. The same pbo file will work on any map simply by changing the filename. Just copy GroundBreach.Altis.pbo to GroundBreach.VTF_Korsac.pbo and it will work on the Korsac map. You can figure out the correct map name by opening a new mission in the editor. The editor will save it with the correct map name for that map, or if you use CBA, the map name will show when hovering the mouse over the map name.

Vehicle Update: There is now an option to have an enemy vehicle show up during the mission. Also the setting for AO size now has an even larger option.

Faction Update: Factions have been added. You can now choose your and the enemies factions.

Teammate Update: You can now have AI join your squad and help you out. They can even revive you when you are down.

Ground Breach

Quick, close quarters, randomly generated missions for solo or co-op gameplay.

Features:
  • Randomly generated missions
  • Playable solo, solo with AI, coop, or coop with AI
  • Virtual Arsenal (full, limited to the map DLC, or limited to the faction you choose to play as)
  • Many parameters to alter the gameplay to make it easier/harder/faster/slower/etc
  • Revive system including allowing AI to revive you or you to revive AI
  • Factions - you can choose any faction to play as and any faction to have as enemy



Game Details
Many details and settings can be found in the briefing once in the mission. When the game starts, you will be in a building. Approach the map on the wall and you should get options to change settings and '** Start **' to generate and start the mission.

Arsenal Cabinets: The starting building has two wooden cabinets that act as virtual arsenals. They can be set to be 'full' arsenals with all the weapons and gear, 'map specific' arsenals containing the weapons and gear appropriate for the map/dlc, or 'faction specific' which will only allow weapons and gear used by the faction you choose.

Random Weapon Mode: The game has an option which gives you a random pistol and rifle. The arsenal is still available if you don't like the weapon supplied. It's a great way to try out the various firearms in Arma.

Escalation Mode: If enabled, this mode will give you a random weapon each match for repeated matches. Survive them all to complete the mission. It starts with a round of pistols only, then low caliber weapons, and finally high caliber weapons. You can choose the number of rounds (3,6,9, or 12) or set it 'off' to skip this mode.

Helpful Features: A couple of helpful features are included. If you get stuck in the house due to terrain, the map on the wall will have an 'emergency exit' which will destroy the house you start in allowing you to exit through the sides. At the start of the mission, when you are ready to move out, you can tell the AI to regroup and they will leave the building making room for you to leave as well. If the AI get their animation stuck when they are laying down, you will have an option to force them to stand up. If your animation gets stuck (you get stuck laying down or kneeling and can't move), you should also get an option on the mouse wheel to reset your animation.



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


The gameplay was inspired by the game Ground Branch.


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'.
16 Comments
Skull  [author] 16 Jan @ 2:06pm 
Thanks
Weasel_DB 16 Jan @ 10:49am 
Skull, you are a master at scenario design.
Skull  [author] 12 Mar, 2023 @ 1:37pm 
Ground Breach was just updated with an option for a vehicle to show up during the mission, and with an option for even larger AO.
SPIT&P51 1 Sep, 2022 @ 7:49am 
That's a great option, thanks for adding that
Skull  [author] 31 Aug, 2022 @ 9:20am 
New option to have a larger AO has been added to the game: Added an option to set the AO size to 'normal' or 'large'. 'Large' will set the AO (Area of Operations) 50% larger without increasing the number of enemy. This helps the enemy spread out a bit more. If the number of enemy still seems a bit too much for the area, try reducing the enemy count from the default 'Autoscale 3x' to 'Autoscale 2x' or 1x as that will spawn less enemy into the zone.
Skull  [author] 24 Aug, 2022 @ 2:04pm 
The AO size varies based on how many buildings are around (I think, it's been a long time since I wrote that part). The number of enemy is based on the size of the area if you use the default option (3x). There are 1x through 5x which all scale with area size and number of players. I'll add to my things to add someday to be able to have larger AOs.
SPIT&P51 24 Aug, 2022 @ 1:44pm 
That's very cool, thanks, I'll try tomorrow. And another question - can you make the AO bigger? Because it doesn't change size with the enemy count, and 50 guys stuck in a shed isn't exactly the CQB experience i wanted.
Skull  [author] 24 Aug, 2022 @ 12:22pm 
It is possible. Un-pbo the files and rename the directory for the new map. Then go into the editor and move the buildings and players are on a flat area somewhere on the map. I think that's all that is really needed. I often change the starting building to be appropriate for the map, and it needs to be a building that is available. Mostly it's just making sure the starting building and players are correctly on the ground. Don't change the names of the start buildings and walls as those are used by the game (as well as the map and cupboards in the start building. If you are familiar with the editor it should be relatively easy.
SPIT&P51 24 Aug, 2022 @ 12:04pm 
Hi! That is a great mod, but could you please help me with porting it to the original CUP variants of Chernarus? (Summer, Winter, Arma2)? Is it even possible?
-=[AF]=-Mr.White 2 Jun, 2022 @ 9:25pm 
Thanks Skull. That might be it, I’ve not had a chance to retest and look at logs, but I can confirm that server is a 5yr old laptop and client is year old mid/high end pc. I’ll wait for the new version and happy to report progress once tested.