Arma 3
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Force Through War - Normandy
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop, Persistent, PvP
Scenario Type: Air, Infantry, Vehicles
Scenario Map: Normandy
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
1.947 MB
6 Mar, 2024 @ 1:36pm
7 Dec, 2024 @ 12:22pm
12 Change Notes ( view )
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Force Through War - Normandy

Description
✚ -- FORCE THROUGH WAR -- ★


✚ WHAT IS THIS ★

For those unfamiliar with the original mod, "Force Through" is a great game mode created by Satanic Warhamster, where two opposing sides engage in a battle to advance the front line towards the starting position of the enemy faction.

This fork, named Force Through War, aims to enhance the immersive war experience. It incorporates some modifications and additional gameplay features, along with a list of other planned enhancements detailed below. Currently, it exclusively utilizes assets from World War II Spearhead CDLC.

Further instructions on gameplay can be found within the scenario, accessible via the map/diary.

This scenario is designed for persistent warfare, best experienced on a 24/7 dedicated server, allowing AI Commanders and units to remain active continuously.

It supports solo, cooperative, and PvP play modes. For solo play, hosting a multiplayer session is required, although I highly recommend the use of a dedicated server for optimal performance.


✚ QUICK GUIDE FOR BEGINNERS ★

1 - Select your faction and unit. If you play with more friends, decide if you want full COOP or PvP and join the desired side.
2 - Keep default parameters.
3 - In the mission setup (inside the map), switch to advanced and reduce patrol area to 400-500 units; leave other settings as is.
4 - Launch the mission; the title screen presents your main objective.
5 - After spawning at base, locate and visit the arsenal to gear up.
6 - At the arsenal, players can spawn a vehicle or just respawn to join or lead a group, or operate solo. Follow or disregard AI Commander's waypoints at your discretion.
7 - Familiarize yourself with the mission via the map and the diaries; AI forces will begin to populate under AI Commander's directives.
8 - Step onto the battlefield, heed the Commander's instructions—or chart your own course. Join a squad or assume command; the narrative is yours to shape.


✚ MAIN ADDITIONS ★

- Customizable mission parameters allow for adjusting AI count, tweaking systems, and receiving notifications.
- Percentage score system based on occupation determines the winning team upon reaching 100%.
- Dynamic faction swapping facilitates PvP gameplay, eliminating the need for custom maps.
- COOP and PVP modes enable players to freely choose roles during briefing, engaging in intense battles alongside AI companions.
- Notification system alerts players to frontline advancements, leadership changes, and enemy eliminations.
- Dynamic respawn system allows players to join living leaders seamlessly, with intel on available vehicles and fallen leaders.
- Custom AI-managed mortars and artillery enhance the scale of battle.
- Custom automated vehicle destruction system for abandoned vehicles, with the option to recover before auto-explosion.
- Custom AI Revive system seamlessly integrated with the scenario and Spearhead player revive system.
- Custom AI Civilian Module.
- Admin menu offers map teleportation and debug options.


✚ CORE CHANGES FROM THE ORIGINAL "FORCE THROUGH" ★

- Patrol area is in a fixed position. As instead, the front-line is the only entity that moves. You still can move, scale, and rotate the mission area.
- Combat area for a more better calculations of the frontline (and avoid to calc stucked AI in distant places).
- Spawners AI placers have a custom logic to determine their position based on the current score.
- More markers to represent the battlefield on the map and make it more visually appealing.
- Because of the complexity of some calculations, dynamic mission area is locked at 90 degrees rotation.
- Thanks to the new layout and player respawn system, mission area can be bigger and more dynamic than before.


✚ MODS ★

--Required:

(see right column)

--My Recommended optional ones (this can vary a lot during the development):

WW2 Unit Voice-Overs
AI: Lambs Danger + RPG + Suppression
Blastcore Murr Edition
WBK Simple Blood
Immerse (this will be integrated in a future directly in the scenario)
Suppress (same as above)
SSD Death Screams 1.2
Blastcore Murr Edited


✚ SOME MISC NOTES ★

- I'm still in the development phase, and there's a lot of work ahead, but I wanted to share the current progress. Keep in mind, some quirky things may occur.
- Saving is enabled when hosting, though I don't officially support it. This mission is designed with dedicated servers in mind. I envision players joining, assessing the situation, and choosing their role, then disconnecting and letting the AI continue the war until they return.
- Constructive and respectful feedback is appreciated. Thank you, and enjoy!


✚ THANKS TO ★

✚✚✚ Satanic Warhamster for his AI vs AI framework. Lots of thanks, man. ★★★
✚✚✚ Stonehouse for SPE integrations. ★★★
✚✚✚ Heavy Ordnance Works for this great CDLC, and some help they provided me. :* ★★★
✚✚✚ Bohemia Interactive for... a great, fun, and unique game that still kicks ass one decade later? :) ★★★
Popular Discussions View All (2)
10
14 Jun, 2024 @ 5:22pm
PINNED: Bugs
Sergi
0
9 Mar, 2024 @ 7:50pm
PINNED: Questions and suggestions
Sergi
14 Comments
Quack 22 Jun @ 3:43am 
You think I can edit the pbo to with modern units (I don't have spearhead)
vrhiggs 1 May @ 1:39pm 
Thanks for a great version of this massively underrated game mode. Top man :steamthumbsup:
yishma'el 28 Mar @ 1:34am 
The scenario just doesnt work for me. I get an error while loading it that goes like "rsc file already exists" or something, and then it opens up the mission config menu along with a map and a respawn screen. After this happens, I can't really do any input - I can neither close the map, nor interact with the respawn menu or do anything with the mission config menu since it doesn't read any inputs as well. I cant even close the scenario, since 'esc' does nothing except closing the mission config...
Sergi  [author] 28 Sep, 2024 @ 5:40pm 
Hey @Vicky, absolutely! I was working on a custom spawn solution for another smaller skirmish-style mod of mine to have more control over these elements and more. I It's fully functional, and those features are already implemented in that side mod. Back then, my plan was to eventually port it to FTW, though it would require significant effort to replace the current system. Still, it's definitely something I'd like to do!
Vicky 24 Sep, 2024 @ 10:41am 
Customizable team balance(50v70 etc) and amount of vehicle and vehicle respawn time would be nice!
Sergi  [author] 5 Sep, 2024 @ 8:35pm 
Hey, man! Thanks for the comment! I am glad you are enjoying the game again. :D About your question: I want to update the mod to give more support to the latest spearhead patch (more vehicles), but I have been busy with other stuff recently. Please modify it as you wish. If you re-upload anything, just give credits and it's fine. :) I will see if I can update it anyway.
MrPākehā 25 Aug, 2024 @ 11:18pm 
Kia ora bro, just wanted to say i've been loving this and may have found something to revive my love of arma. Thanks to you

One question, any possibility of incorporating tank and vehicles to the gamemode?
I can edit this in myself, but i dont want to take away from your work.
Sergi  [author] 14 Jun, 2024 @ 5:06pm 
Thanks man! I wish we could work together sometime to make this even bigger! :P Just kidding. Thank you again for the framework, it was a great experience. :steamthumbsup:
Satanic Warhamster 10 Jun, 2024 @ 2:19am 
Oh hey, just found this! Unfortunately, I don't have a PC to run Arma right now and can't try this but it looks absolutely amazing! Great job, man! Keep this going :)
Sergi  [author] 16 Mar, 2024 @ 1:31pm 
@MosesMode, thank you!! glad you are enjoying it! Call-Ins are from Spearhead (IFS), so you only can call in for plane support atm. However, I do not discard a custom script that asks for help to the current armored vehicles in the team. But that would require lots of testing (pvp). I do not discard to do it, but my roadmap is a little full atm.

@MNDW Thanks, man! I plan to gain more control of the Spawner AIs in general in the future (credits system), so that is something I would like to do as well. It's in my roadmap.