Arma 3
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[CO-10] Dynamic Combat Patrol Malden
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop, Persistent, Zeus
Scenario Type: Infantry, Vehicles
Scenario Map: Malden 2035
DLC: Apex, Malden
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
350.751 KB
1 Jun, 2023 @ 11:49am
21 Jun, 2023 @ 1:12am
22 Change Notes ( view )
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[CO-10] Dynamic Combat Patrol Malden

Description
Dynamic Combat Patrol - Malden 2035

www.NightOps.de

MALDEN 2035 - The region is occupied by opposing forces. US troops are deployed to liberate the area step by step...

Overview
DYNAMIC COMBAT PATROL is a coop-mode for up to 10 players to generate combat missions randomly on the whole map till all locations are liberated. Every patrol offers a random task and once the mission is done, there might be an ambush even at the exfil zone.
While liberating more and more locations, the players will unlock NEW LOADOUTS. But the occupants will also grow stronger...

Description
The players start on a hidden camp somewhere safe. In the camp they can switch loadouts (once unlocked), skip the time (between missions) and start new patrol missions.
Once a mission is started, they can use the infiltration vehicle to travel to the patrol area.

At the beginning, all major towns are occupied by enemy forces and little patrols are traveling between those locations.

The players will be send to a random occupied location to fulfil one of six tasks, to liberate that place.

  • Ambush: intercept and ambush two enemy artillery vehicles heading to the patrol location. Destroy them en route or once they reached their fortified destination.

  • Hitman: find and kill an enemy officer in a patrol location. Be aware, that the HVT might flee to nearby forces on alert.

  • Extraction: rescue the downed crew and bring them to the exfiltration zone. The enemy has captured them already.

  • Raid: join allied troops near the infil area and support them clearing a patrol location. You might use their APC or light tank. Mission is completed once 90% of enemies are defeated. You can keep track of that live in the task description.

  • Intel: find and recover enemy intel in several of his tents around the patrol location. they might be fake intel too...

  • Sabotage: destroy two enemy special trucks in the patrol area. Either with your equipment or by plant demolitions once close to them.

After the mission in a patrol area is done, the players are task to reach the exfil area and signal for evac. There is a good chance, that enemy hordes try to ambush them while waiting for evac.

When returning to camp, the patrol location is marked as liberated and players can start to the next mission in another random occupied patrol area till all locations are liberated. This is stored persistent on the server (locally and dedicated).
The players start with a limited amount of loadouts. While they unlock more and more specia loadouts while liberating locations, the enemy will also grow stronger with better equipment and vehicles.

The scenario is over once all locations are liberated.

This scenario requires the NightOps - Dynamic Combat Patrol Framework mod. The framework is using its own addon modules and is easy to implement in all maps and DLCs. Follow the tutorial on the modpage for more information.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2983524133

Please report bugs in the comments here.
Thank you & enjoy!
5 Comments
Jorgé Clementine II (98 yo) 12 Oct, 2023 @ 7:47pm 
It doesn't seem to load for me?
Zeal  [author] 10 Jun, 2023 @ 5:25am 
As said, this should already be fixed since at least 2 days if you updated the mod recently. Besides that, mission always triggers finished once all players are in chopper.

We tested it now for hundreds of missions in several terrains and almost never occured this again.
Loophole 10 Jun, 2023 @ 2:02am 
Thanks for responding. If its an intermittent thing we could live with it if there was some way to manually terminate the mission. In this case we tried all loading aboard the chopper, but it didn't count that as a success (unless we had to sit in there for a certain length if time?). Is there a way to manually end the mission via Zeus?
Zeal  [author] 9 Jun, 2023 @ 9:34am 
Hey, thank you!

This is a known bug but is MOSTLY fixed since some days.
Sometimes the helo still behaves that way due Arma AI but in any way, you should be able to enter it and it counts towards success. Only reason, why you cant enter is, when the helo is flying not low enough.

I really recommened to play this mode in other maps, especialy in Gabreta which was our first version as a homage to Operation Flashpoint. The whole mode is a prototype of a mode, we make since last year in Reforger but we figured out, its really enjoyable in Arma 3 too. Especially with 5-10 players.

Btw. all maps have a ZEUS module included for the admin. This at least, helps if the Helo AI makes its own things. But ofcourse, this should appear in the first place.
Loophole 6 Jun, 2023 @ 5:50am 
Looks really good and well made, but we did run into a problem with an HVT mission. Chased down the HVT then made it to the extract. Fought off the attackers while the helo circled overhead. Finally cleared them all out and found the chopper had landed about 250m away, but still listed as "arriving". We tried getting into the chopper, re-dropping orange smoke at the extract, etc. but nothing would make it budge and we had to just abandon the mission.