Arma 3
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OP FLASHPOINT REUNION
   
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26 Apr, 2024 @ 8:37am
19 May, 2024 @ 1:25am
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OP FLASHPOINT REUNION

Description
OP FLASHPOINT REUNION is a combined arms SP or MP scenario that is made with the idea that the player can take any role practically imaginable and contribute to his sides mission objectives.

---------------THIS MISSION PLAYS OUT VERY DIFFERENTLY IN EITHER HIGH COMMAND MODE OR PLATOON AUTONOMY MODE,YOU CHOOSE WHICH ONE AT MISSION START VIA RADIO COMMANDS----------------------------

The player is a "cog in the wheel",or a High commander issuing orders to all elements of the main platoon. Its also possible to freely switch between both modes via radio.

This mission is very much random and dynamic yet with the upmost in balance and performance taken into account. (Feel free to ask in the comments for details if interested,il happily delve deeper)

The premise is simple: An opfor force controls 3 regions and NATO must sieze and secure each one by one. The mission contains around a grand total of (wait read the part after) 850 units including infantry,ground vehicles and Air. Quick reaction forces,ariel reinforcements and AI responsive units that will track down known threats within the current Area of operation. As the scenario develops,more units / reinforcements are introduced,so there will never be a mass amount of units at one time. Performance is KING!

The player may take on the role of squad leader, vehicle crew,UAV operator(spotting threats actually has an impact and friendlies will respond) logistics(slingload and airiel reinforcement delivery), AH support roles,artilleriest,and more,or simply sit back and command.

VA is available from any staging tent.As soon as your geared up,proceed with platoon to form up pos and await further tasking.

The inspiration for the scenario is taken from Shack tactical style gameplay/platton structure and gameplay ends up alot like using AI mods like ALIVE,HETMAN,GAIA and so on,inspiration and ideas very much taken from such amazing mods,but this isnt a mission template,this is a proper balanced,structure and ready to go scenario,its a template for myself to easily create more in short order.

Thoughthere is a tasking system,alot of "what you can do" is up to your best judgements..for example,recon in a pos not tasked to you,airlift out injured and deliver them to a medic point/merge groups point and so on...

Mission start: First,head to a tent at base via the map which corrosponds to the role you want to take,wait half a minute for side chat to confirm you are in that role,interact with infantry or pilots/crew that are located at base,set them to combat stance once to remove any current animation,edit your vehicle if crew etc with Zeus if you like,then move out. Use the "mission start/load up" and form up radio trigger after platoon is embarked and ready.
Scenario doesnt rely on 3rd party mods or scripts with CBA the exception. Performance should be good throughout.

Mission features:

#Autonomous artillery system for friendly(and enemy) support.JTAC units call for fire missions
#Custom enemy AI accuracy tweaks for higher dispersion including vehicles(enjoy your flight)
#Custom NATO faction with inclusion of all AAF vehicles retextured
#Removal of all NVG (except recon) flashlights equipped for all sides.
#Gameplay similar to the style of ALIVE / Platoon-company level engagements
#Player roles - anything Arma3 has to offer within the context
#Immersive radio chatter taken from the campaign
#Immersive vehicles playing military radio chatter.
#Immersive ambient battlefield distant sounds.
#side chat to keep player apprised of all situation developments
#Random weather,fog,time of day
#Custom support calls
#All base game music playing randomly incorporated
#Ability to merge friendly squads(ambient task if player is pilot for example)
#NATO/Friendly forces far more survivable
#AI Tweaks for better cohesion especially under orders(no squads splintering)
#AI that take care of their own resupply
#Random tasks that make sense for the scenario,that can be seen as more like "orders' from a High command, for infantry,recon,air and logistics roles,as well as Arty,Vehicle and AH crews.
#Rearming repair and refuel locations
#Cacheing system to ensure only what is needed is in use at the time.
#Rating system-including an exfil location to where each friendly from the platoon who is still alive and present,increases your overall rating.
#Random enemy Garrisons,and potential minefields.
#Custom enemy patrol script
#QRF reinforcements for both sides,airlifted in and sent to task to help each others respective side
#Autonomous attack aircraft that assist and RTB,refuel and return to assist later(destroying enemy air early helps alot)
#Zones that influence AI decision making and movement creating a believable and cohesive force.
#Custom MARTA marker system
#QOL Features include, friendly AI "no leg break" slow walk, no ressuply issues, enemy vehicles no smoke launchers(ground vics) No enemy lock on AA(Though AAA vehicles can be present) , high enemy weapon dispersion so no terminator AI vehicles,no crew disembark until vics destroyed entirely(crews can survive-evac them to exfil/base if chopper pilot)

And honestly alot more. Its highly replayable,around 2 hours long but that time can fluctuate depending on many factors.
24 Comments
Tarkus 31 Aug, 2024 @ 11:15pm 
Doesn't even start
Redarmy  [author] 19 May, 2024 @ 1:30am 
UPDATE:

* Further optimisation CPU side

* Moved insert location at mission start to be "in" enemy zone for a potentially hot LZ and faster mission start via the Form up position
Redarmy  [author] 17 May, 2024 @ 11:57pm 
UPDATE:


*ADDED MULTIPLAYER COMPATIBILITY AND PLAYYABLE SLOTS

*REVIVE SYSTEM ADDED FOR ANY PLAYER LED GROUP

*REMOVED MOD DEPENDENCIES

*FIXED AI NOT STAYING IN RTB LOCATION AT MISSION CONCLUSION

*FIXED INACTIVE AH IN AUTONOMOUS MODE

*CHANGED ENEMY AIR REINFORCEMENTS TO BE PARATROOPERS INSTEAD OF LANDING IN HELO'S. THIS ENSURES THEY MAKE IT INTO THE AO AND NOT GET SHOT DOWN WITH TYPICAL ARMA3 HELO "TIME TO LAND NONSENSE".
*REMOVED ONE VIC FROM PLATOON(CHARLIE2) GIVES PLAYERS MORE CHALLENG/IMPROVES PERFORMANCE

*REMOVED ACTUAL AIR TRANSPORT IN XCHANGE FOR VIRTUAL SUPPORT VERSION

*OPTIMISED MANY MORE ASPECTS FOR EVEN BETTER FPS

*VARIOUS CHANGES THAT RESULTS IN A MORE ENGAGING SCENARIO WHERE PLAYER SHOULD HAVE ALOT MORE TARGETS TO ENGAGE WITHIN THE AO/A MORE DIFFICULT MISSION
Redarmy  [author] 11 May, 2024 @ 8:52am 
UPDATE : (FINAL)

* Added for Autonomous mode, Platoon Air insert and end of mission platoon Air exfil.

(Essentially in Autonomous mode,upon mission complete a chalk of aircraft fly to the last objective area,the remaining platoon elements move to,potentially under fire,and board(advised for player if wanting,to board a heavier aircraft to ensure theres space,or call your own via supports) available helo's,helo's then return to a location "forward staging area",after 2-3 minutes mission completes with a count of how many men made it back and grants player a rating based upon survivers)

Insert is what it sounds like.

* Removed one of the "starter" radio calls - simply now to begin the mission when ready,call "move to form up,mission start if in Autonomy mode.

*Fixed remaining issues.

Please report any issues if you find , of course il fix however im confident everything is squared away perfectly. feedback much appreciated,enjoy.
Redarmy  [author] 9 May, 2024 @ 8:15am 
UPDATE:

* Added alot of battlefield ambience(distance tracers/sounds/burning wrecks)
* Autonomous/ambient CAS runs
* All Squad leaders now use UGL Flares to attempt to mark enemy positions/friendlies in need of support
Redarmy  [author] 8 May, 2024 @ 9:03pm 
UPDATE:

* Changed how reinforcements work for High command mode: you now have the ability, in HC mode to choose when reinforcements are flown into an AO. "Radio call: reinforcement chalk1 / reinforcement chalk 2". Each chalk has two helo's,with a squad or two each,available at any time.They will reinforce you,support you but not join your HC platoon,though they will support your units anytime from there on.

* Changed Attack helo in High command: same as above except the attack Helo IS attached to your platoon to use at your discretion.

* Changed various air units flyHeights for better perfeormance

* Removed last of uneeded EH's.

* Slight optimisation tweaks
Redarmy  [author] 7 May, 2024 @ 11:35pm 
Update:

* Major optimisation changes
* Autonomous vehicles now move to support infantry at their locations,rather than moving to an enemy position- this creates a far better combined arms approach
* Tactical AO's restructured to be more realistic - enemy will defend in depth from a point radius and share information ,and will either hold pos or seek another position when know about enemy.
* Added light attack CAS option
* Minefields revised - now each zone,has a % chance of minefields,spread out in a radius roughly half the radius of the AO,starting from the centre point of the AO.
* Moved recon element to the pawnee for Autonomous insertions by HQ(One less active squad player has to manage if taking a High command role)
* Added a vehicle "anti flip" script - now any friendly vehicle(Platoon members) will unflip if turtled
* Balance redone for all elements, expect a tougher enemy but fair at the same time
*OPFOR Vehicles smoke dispensers removed
Redarmy  [author] 5 May, 2024 @ 12:06am 
UPDATE:

*Re added some base animations
*Tweaked enemy garrisons positions to be broader,utilise more position types(AI now take better positions)
*Misc polishing
Redarmy  [author] 3 May, 2024 @ 9:03am 
Update:

*Removed base animations)overhauling base ambience later0
*Removed infantry weapon disperion tweaks(now vanilla)
*Tweaked vehicle dispersion(vehicle gunners and commanders now far less accurate)
*Added computer terminal on FOB table to enable player to skip time 3 hours each interaction,for those who wana choose mission time)
*Added base lanterns for better lighting/ambience
*Further base tweaking for optimisiation
Redarmy  [author] 2 May, 2024 @ 10:38pm 
Update:

* Further refinement on mission pacing
* NATO Autonomous AI now hold significantly longer and survey before assessing new movement orders.

This will improve pacing,effectiveness,interaction with friendly elements and even performance