Arma 3
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CA IFV Rally (High command SP)
   
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14.034 MB
14 Apr, 2023 @ 12:20pm
25 Apr, 2023 @ 6:32am
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CA IFV Rally (High command SP)

Description
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NATO forces are tasked with pushing along route Motte and clearing dug in enemy positions along the way. An under strength Russian motorised Company is active in the AO and is using a farm in the area of Brena to stage a forward artillery position,awaiting resupply. Elements from NATO Aegis Battalion,1st Platoon mechanized,with support from Mortar batteries and close air support will proceed to take each objective up to the enemy artillery position,and then execute a delaying action while the enemy are expected to counter attack,before evacuating to their evac rally point.2nd Platoon is operating some distance from the AO and may assist with reinforcing elements should the need arise.
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***PLEASE NOTE: I MADE THIS FOR SINGLE PLAYER. BUT THERE ARE PLAYABLE AI AND A REVIVE SYSTEM,IF ANYONE WANT A CO-OP VERSION/COMPATIBILITY LET ME KNOW***


Main idea behind creating these mission types: To play Arma3 in a combined arms,high command scenario with good FPS and ease of use.
Its what we all want . ArmA3 was designed as a combined arms game but we all know how tricky it was to get a good framerate.


This is a combined arms scenario,vanilla units and vehicles with a custom setup. Mission runtime can be anywhere from 1 to 2 and a half hours depending on your commands and enemy presence.

Mission is inspired from Shacktac's MP mission(s) mainly BMD rally. I try to bring a platoon size scenario into single player with the use of High command.

There is nothing too fancy in the scenario. Player freedom is key here. Take on any role you want,the way to complete the scenario lays with your ability to conduct operations in a hostile AO with frienly forces.What it is,is a carefully set up,performance friendly(in Arma terms) balanced,combined arms scenario where you the player lead a mechanized NATO platoon against a motorised Russian element. This mission is designed to be played with High command,but i suggest Advanced AI command for transport use.

Check the briefing for further info on mission assets,objective and enemy.This missions does not force you into any particular playstyle or direction,inspiration taken from the viewpoint of creating realistic military problems and figuring out how real armies would solve them,and alot of hours in Combat mission. This mission was made for me by me and so there is alot of randomness in enemy composition and position,it wont ever play out the same twice,enemy will have different assets ,group size/composition and position each time. Everything in terms of AI waypoints and skill is vanilla. I actually (counter to what most people suggest) play with AI SKILL on 0.00 . The reason is it makes the AI not "dumber" but less predictable,use smoke more for some reason,and imo improves FPS.

Iv been making missions in the editor for 4000 hours,this is the first mission i made available for workshop. Any issues,gameplay related or otherwise,leave a message,il fix ASAP. Also some DLC is listed as a requirment im not sure why( i dont have art of war assets in mission for example,so these dependencies may not be accurate)

Hope you all enjoy.

Suggested mods but not required:

Advanced AI command by Duda( just the vanilla high command modified) / High command transport
(if you dont want either,Zeus can allow you to transport groups in crewed vehcles)
Real engine

SOME FEATURES:

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-Grant autonomy to friendly platoon squad leaders or vic commanders to carry out their own orders in the enemy AO,and regain full command any time,rinse and repeat.
-Custom NATO woodland vehicle textures and IR masking
-Custom vehicle interior chemlight script
-All NATO vehicles inventory filled with 40 of all magazine types(catering to whatever weapons you like to use)
-Vanilla assets used to make custom Nato and russian units,with removal of NVGs,weapon optics,binoculars and pistols. This improves performance in large scenarios as items "attached to" can drain frames. Though all units have flashlights.
-Task and briefing interactive text and images for clarity and presentation.
-Medical station at HQ for you to transport injured groups for healing mid mission if needed
-Distant Battlefield ambience for immersion
-A logistics support call for refuel,rearm,and repair(listed under support/transport,fixes actual support call which is bugged in Arma.Simply call a "transport hemmt refuel for example to location,refuel your vehicle,enter hemmt and tell driver to move forward,hop out and he will RTB and despawn)
-A custom version of CBA patrol script for enemy to operate effectively in each AO
-Reactive enemy AI groups that will move to engage known about enemies
-All objectives simplified to ensure ANY BLU(NATO) forces under your command can complete tasks(if you want to play a UAV/Artillery role for example)
-A revive system (psychos wounding)
-Aggressive cleanup script for good performance(vanilla Arma GC is broken)
-A custom Livonia terrain( many assets trimmed down to increase performance(i see roughly 15 more frames at no visual loss)
-A spawn system by Dread pirate
-Recruitable AI made playable (for use with psychos wounding)
-Zues enhanced(for spawnng in vehicles for player use)
-AI Will use flares at night to illuminate enemy
-Friendly AI more resistant to death(non player squad AI)
-Friendly vehicles also
-Friendly groups AI setting tweaked to follow orders more precisely
-friendly infantry squads infinite ammo(magazines not bullets,fixes rearming issues,not vehicles)
-Various radio callouts from friendly groups(from campaign) with radio messages to keep you apprised of the situation
-Friendly and (spotted) enemy positions marked on map without opening HC command menu
-Radio trigger for deleting abandoned vehicles throughout the AO(empty not destroyed)
-Ambient animal life(snakes rabbits insects etc) removed.A bunny has no place in a warzone or taxing my poor little CPU
-Total freedom in what role you play(use of Zeus needed to spawn in a player vehicle)
-Custom rating system to compare runs
-Mission fail trigger to end mission if incapacitated and cant continue or numbers too low and you want to quit in order to at least see your rating and how you did overall
-and more

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10 Comments
Redarmy  [author] 26 Apr, 2024 @ 9:21am 
NEW MISSION UP: Much improved systems and gameplay https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3232693790
Redarmy  [author] 27 Apr, 2023 @ 4:28am 
Thanks Correyvola. Im hoping for some feedback,regarding performance from other users,or people who have ran through the mission more than once. Releasing another mission in the next few days
correyvola 27 Apr, 2023 @ 4:00am 
Nice mission I love to kill Russians and Iranians.:steammocking:
Redarmy  [author] 25 Apr, 2023 @ 6:47am 
Updated the mission with a triage point at HQ for healing player and friendly groups. This gives some extra weight to missions where you want to be a transport pilot,return injured men( indicatable by high command icons on map about their condition) to the marker area at HQ where the medical set up is(set to delta formation to ensure they are compact,and wait for medics to finish healing them(one minute and 20 seconds or so) /not yet animated) and youll get a hint pop up to tell you that "medics have finished healing the men" . youll recieve a boost to the overall player rating for this action too.
Redarmy  [author] 19 Apr, 2023 @ 7:24am 
OK i have added CBA and Real engine as dependencies.Though note,if you dont want real engine,simply subscribe to it,and remove all the PBO's besides "real_fix_factions" PBO,and t should work fine,its what i did.

Also updated the mod with some QOL additions.
Redarmy  [author] 19 Apr, 2023 @ 7:16am 
The real fix factions is REAL engine mod,it simply adds NATO woodland,if mod is not running it should simply fall back to vanilla vehicle classnames.

can you explain what doesnt work? There is no RHS mod assets included,its all vanilla.
This was the first mission upload to workshop,i assumed those (if any addons would be automatically written) and CBA is pretty much a must for any mod so yeah..

Il include a link to REAL engine,but the only PBO require from it is real_fix_factions PBO for the woodland camo.

Cheers for the angry feedback.
Kirgiz 19 Apr, 2023 @ 6:41am 
real_fix_factions
this is fucking missing
Kirgiz 19 Apr, 2023 @ 6:32am 
Why are you doing missions that don't work?:steamfacepalm:
Why didn't you specify the required addons?:steamsad:
I looked at a quick unpacking, you at least did not indicate the CBA ...

I think you stuffed Russians from the RHS in there to kill them. You all love to kill Russians and Iranians.
Write fucking addons.:steambored:
Redarmy  [author] 17 Apr, 2023 @ 8:57am 
Update:
New QOL features:
Check briefing radio call section in game for detailed description
Assigned a new mechanic where the player can designate autonomy to all platoon elements and they will carry out their own orders from respective squad leaders and vehicle commanders.

This frees up the player to not need to micro manage, Friendly elements will attack the enemy AO's that are currently the objective area,and move to the next all by themselves.

You can regain control of any and all groups at any time with High command/issue any move order,and then grant autonomy any time in the future
Redarmy  [author] 16 Apr, 2023 @ 7:23pm 
updated the mission:

-Tweaked more values to further improve Livonia's performance(i wasnt getting 60FPS near a few towns before,fixed)
-When selecting a role type,non essential Possibly recruited AI are automatically removed saving the player from having to do it via Zeus.
-Added in a Sniper AI role for if you want to play the scenario with a spotter/sniper team AI(Usual AI tweaks applied to sniper,infinite ammo etc)
-Changed intro type from UAV orbit to fade in as it looks better and for some reason UAV orbit intro broke some various scripts like removing ambient animal life at initialisation.
-All NATO vehicles have a modified inventory(all weapon magizines from the base game and western sahara present,40 of each type,as well as med kits,40mm grenades,grenades etc,though no weapons)
-Added a supply call drop (20 min cool down) containing virtual arsenal on crate incase you need it.