Arma 3
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Antistasi - Half Life
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Data Type: Mod
File Size
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160.245 MB
6 Jan @ 5:39pm
27 Jan @ 11:39am
5 Change Notes ( view )

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Antistasi - Half Life

Description
From an inexperienced sod who had some free time to spend and muck about, I give you Antistasi - Half Life.

So what does this Mod do?

Essentially, this was just a fun little personal project of mine to muck around with Antistasi - The Mod, to integrate a mix of HL2 mods including WebKnight's Benefactors, Echoes of the Resonance Cascade, Models from Valence HL2RP, and every other mod listed in requirements. Base Antistasi uses custom made loadouts and NPCs when spawning in Units to allow for relatively easy faction customization. However, bringing in custom AI Units (i.e. WBK's Synths) was not practical.Thus, this mod mucks about so that these Synths are implemented. Also there weren't any HL2 mods out there for this Antistasi so I figured, why not try?

Also gives me an excuse to poke some friends to get back into Arma.

So what does this Mod add from base Antistasi?

Three Occupation/Invasion Factions, Two Rebel/Player Factions, and One Civilian Faction. Each of these also include a variant for Vanilla, RHS (RHSGREF required), CUP, and Our Benefactors: Character Expansion.

In addition, Headcrab Pods will be used prior to the arrival of QRFs, and random Xenians will spawn near settlements.

The Lambda Movement:

The most famous of Rebel cells, Lambda traces its origins back all the way to the Black Mesa Incident, having always fought for humanity's survival even in the beginning. Now, however, their influence must expand beyond City 17, thus leading to you and your allies to act in their name. In addition to the beginning weapons, your starting arsenal includes melee options and some choices of sidearms from the HL2 Mods. The buggy, armed buggy, and muscle car were added as well.

The Universal Union

Colloquially known as the Combine, the Universal Union conquered Earth in a mere Seven Hours, leaving behind a token garrison consisting of Synthetic war machines, Transhumanized soldiers of Overwatch's Transhuman Arm, and volunteer enforcers organized under Civil Protection. These forces use a mix of Pre-War vehicles and arms as necessary, but the bulk of the Transhuman Arm use Pulse weapons. Their checkpoints are much more dangerous than those in base Antistasi, guarded either by a Combine APC, or one of the Synth variants in order to enforce fear amongst the populace. Their proper airbases are also much more of a threat in this regard as well, consistently guarded by a Strider and potentially other Synths as well.

The Conscripts

In the aftermath of the 7 Hour War, the remnants of Earth's militaries were forcefully conscripted to serve their new rulers. Solely reliant on Pre-War technologies, the Overwatch Conscript Arm served as cannon fodder to augment Civil Protection and the Transhuman Arm. Armed entirely with Pre-War equipment, these forces use a mix of Western and Eastern technologies alike, from AKs and M16s to OICWs, to Abrams to GAZs. These forces hold very little loyalty to the UU, if they ever held any at all...

The Citizens

The last generations of humanity, these citizens generally remain loyal to the Combine out of fear, lest they themselves end up simply disappearing like so many other 'malignant' elements. Tis' your job to sway their minds and liberate them, be it through outright violence or acts of goodwill. The radios and ambient music in their towns from base Antistasi have been replaced with propaganda and other HL2 music and tracks.

Why are the Combine using Pre-War stuff at all?
Because they've already been shown to equip their forces with H&K's arsenal in the base game (let alone in the RP settings), and more importantly it's because thus far their APCs only hold 4 passengers, and they lack a dropship. Just... don't think too hard about it, this is because fun is fun.

So this Mod's out, now what?

Now... good question. If I got some spare time I might try to look into how in the hell to make an Antlion/Xenian faction, as that's who I originally wanted for the Invader faction but alas my sanity won out in the end and told me to stop.


In absolutely NO WAY am I affiliated with the skilled devs of the original mod, mind you, I just mucked around with their code so I could mainly have Synths spawn instead of vehicles. Not gonna lie, I'm not familiar in the slightest with Arma coding, or how to give credit or whatnot, just know that actual good devs are in the mod linked, I just modified their code. If they want this down because I infringed upon them (not intentional mind you), that's all good, I just wanted to try my hand at Arma modding and make stuff for friends.

The original mod is linked below. Please, please, please... if you don't know about the gamemode, play theirs first.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2867537125

ALSO, dunno how much I’ll update it, but I made a Dev Discord for general updates and such. Link’s here: https://discord.gg/Z54xuvsP5M

If you happen to be interested in helping with this Mod, feel free to reach out there! It’s a long shot, but I’m really hoping to find someone who can add additional vehicles to the Combine faction based off concept or fan art.

Anyhow, do enjoy, and thank y’all for the support! It’s far more than I ever expected
Popular Discussions View All (2)
0
27 Jan @ 6:18pm
Airstrikes are not working
Sir Hacksalot
0
26 Jan @ 4:24am
Why arent the Half life assets not spawning in MP?
Scream
104 Comments
|CCoG| Bernardisahost  [author] 4 May @ 8:36pm 
Hey @Fyre The Dergy ! Delayed response whoops BUT… had to both throw the Strider and such in the faction template /and/ muck with some of the base function files, namely those related to base spawning, QRF spawning, patrol spawning, and so on. For the faction templates, I believe I put Striders in all combine vehicles IFV and higher, and Hunters/Synth Soldiers in lieu of lightly armed vehicles
Vaelyth The Harpy 28 Apr @ 9:07am 
Hey Bern! Just wondering what you did with your template to have Striders and such spawn? Did you replace a vehicle with their unit?
Colonial_Boy 6 Feb @ 12:18am 
I cant see any of the factions when making the game
Markvs 2 Feb @ 12:48pm 
Seems to be crashing on counterattacks for some reason.
T h e R a t 24 Jan @ 2:51pm 
Ironically, that makes encountering OPFOR way more common in the early game. :b
|CCoG| Bernardisahost  [author] 24 Jan @ 11:12am 
@Divine Strange, I didn’t muck with any files related to Saves last update. Might be related to mods… but lmk what faction/mod you’re trying to use and I’ll see if there’s any issues on my end whenever I got time

@T h e R a t
Unfortunately that’s done because engaging BLUFOR is more likely than OPFOR early and mid game. If I set the crabs to civilian they’ll attack everyone, but they also won’t be engaged by any AI even as the crabs latch on and attack. When I got time I’ll see if I can work on changing that up but… alas, don’t have much of that recently lol
T h e R a t 23 Jan @ 5:35pm 
Might want to consider changing the side of the Headcrabs, if you can. Every time the Combine sends a shelling of Headcrabs, the base immediately falls to the OPFOR faction, so the Combine won't send a QRF after the initial one, the OCA will.

Unless the OCA are huge Headcrab rights activists or something.
Divine 22 Jan @ 10:20am 
I cant load my save anymore and cant start a new round. After I Clicked Start Game nothing is happening and the game is telling me"Admin is setting up the game". Maybe I have to many mods^^
|CCoG| Bernardisahost  [author] 20 Jan @ 7:22pm 
New Update out! Details are in the Change Log, but the main thing is I've added randomly spawning Xenians around towns, and new factions for playable Civil Protection and Enemy/AI Lambda were added, for Vanilla and CUP thus far!

Think next to do is make factions for Benefactors Extended with RHS vehicles, atop of make RHS versions of the newly added stuff, just.... ach, time, time, time, time...

Do enjoy!
Fiery Wayfarer 18 Jan @ 8:29am 
Oh, I should clarify. Not the Seven Hour War, but the Uprising. Basically, a Lambda Resistance victory, and the aftermath of any last Combine resistance.