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Hetman War Stories: Multiplayer - Altis
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop
Scenario Type: Infantry, Vehicles
Scenario Map: Altis
Tags: Tag Review
File Size
Posted
Updated
7.695 MB
22 Jan @ 8:44pm
2 Aug @ 1:09pm
21 Change Notes ( view )

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Hetman War Stories: Multiplayer - Altis

Description
Hetman War Stories: Multiplayer

To you I present Hetman War Stories: Multiplayer!
It took a lot of time and 2 complete re-writes, but here it is.

This mission had always been a dream of mine since the first time I played the original. Everytime HWS created an awesome battle scenario, I wished I could have shared it with friends. I also wished for it to be able to be ran on a dedicated server to have better performance.
This is all possible now!

The Whole Map Mode is currently unsupported as I am working on it (Going crazy....)
You are allowed to port to other maps for personal and friend use but please do not re-upload.
Reason for that is because this scenario is WiP and I do not want outdated ports everywhere.

In order to port, get the .pbo file from \Documents\Arma 3 - Other Profiles\YOUR PROFILE NAME\Saved\steamMPMission and simply rename the file to the .mapname (.tanoa, .malden .enoch, etc.)
You do not need to open it in the editor. Be advised that doing it this way will delete the lobby objects. The mission will work as intended regardless. Once you have renamed it, place it in you MPMissions folder in the ArmA 3 root directory.

Please see the discussions tab for bug reports and suggestions!

This mission is NOT JiP Compatible. Make sure all the players have joined before starting the scenario

I WILL NOT PROVIDE SUPPORT FOR MODDED VERSION, TEST TO SEE IF THE ISSUE IS THERE ON VANILLA!

I have created and added some realism features like the tactical movement script. Check out the discussions tab for more information on those!




Summary of Features

Dynamic Battle Generation System

  • Procedurally generated battles with infinite variations
  • Intelligent battlefield selection based on terrain analysis
  • Automatic objective placement and force positioning
  • Scalable from 20 vs 20 to 100+ vs 100+ units

HAL AI Commander Integration

  • Strategic-level AI commanding both armies
  • Dynamic force allocation based on objectives
  • Adaptive strategies responding to battlefield conditions
  • Exclusive to this scenario Tactical Movement System used by AI units

Multiplayer Systems

  • Game Master Role: Game Master role configures entire battle
  • Seamless AI Takeover: Players can take over AI squad leaders and execute orders from HAL or squad members and be under AI leader control.
  • Role Switching: Change squads mid-battle via communication menu
  • Spectator Mode: Free-cam observation of ongoing battle
  • Dynamic Briefings: Auto-generated mission briefings for immersion




Configuration Options

Faction Selection

  • Automatic detection of ALL installed factions
  • Support for vanilla and modded content
  • Mix-and-match opposing forces and friendlies
  • Per-side faction selection
  • Blacklist system for incompatible factions

Battle Parameters

Parameter
Options
Scale Options
Small (Platoon), Medium (Company), Big (Battalion), Random
Time Settings
Dawn, Night, Sunrise, Morning, Afternoon, Random
Weather Control
Very Good, Good, Medium, Poor, Very Poor, No Change, Random
Force Ratio
3:1, 2:1, 3:2, 1:1, 2:3, 1:2, 1:3, Random
Battle Types
Side A Attacks, Side B Attacks, Meeting Engagement, Random




Combat Features

Support Elements

  • Artillery support with fire missions
  • Close air support capabilities
  • Transport helicopters for rapid deployment
  • Simulated medical evacuation and treatment
  • Vehicle repair and recovery
  • Ammunition resupply
  • Fuel logistics

Victory Conditions

  • Strategic objective control
  • Force morale system
  • Casualty-based surrender
  • Tactical withdrawal mechanics
  • Time-based outcomes
  • Multiple ending types with debriefing

Unit Types

  • Infantry squads and fire teams
  • Mechanized infantry
  • Armored formations
  • Reconnaissance elements
  • Artillery batteries
  • Air assets (rotary)
  • Support and logistics units
  • Special forces (faction-dependent)




Compatibility

  • Works on all official Arma 3 terrains
  • Compatible with most well made terrain mods
  • Supports all faction mods using standard configs (CfgGroups IMPORTANT)
  • No dependencies
  • No additional mod requirements




Advanced Features

Communication Systems

  • Radio chatter simulation
  • Order confirmation audio
  • Support request protocols
  • Emergency broadcasts
  • Victory/defeat announcements




Quality of Life

Player Experience

  • Smooth and immersive AI takeover transitions
  • Player groups preservation
  • Seamless role switching
  • Minimal setup time

Credits and Thanks

Popular Discussions View All (5)
9
25 Jul @ 6:32pm
PINNED: BUG REPORTS
Atlas
0
24 Jun @ 7:42pm
PINNED: Group Leader Vehicle Control Script
Atlas
0
24 Jun @ 7:40pm
PINNED: AI Tactical Movement System
Atlas
20 Comments
Atlas  [author] 7 Jul @ 7:49pm 
Thanks WebKnight, 1.2.1 Hotfix released for the issues below.
WebKnight 7 Jul @ 6:02pm 
Plus you can disable ability to use vanilla save and exit, it is breaking the mission
Use this command: enableSaving [false, false];
Put it into an init or initPlayerLocal file
WebKnight 7 Jul @ 6:00pm 
Plus sometimes when we use the laptop and try to get into combat we have an infinite black screen.
WebKnight 7 Jul @ 5:53pm 
Good job on the updated, everything works well for the most part. The main issue right now is that whenever i request a new role, it works for me but not for other players. Their kit is changing, but they remain on the same position. Tested with both vanilla and some other mods that might've caused that.
Atlas  [author] 7 Jul @ 5:28pm 
Updated to 1.2
Atlas  [author] 7 Jul @ 3:17pm 
Issues resolved and updated back to 1.1
WebKnight 7 Jul @ 8:48am 
@Atlas will test it out, cant wait. I love SP Hetman, would like to play it with my friends. You doing a good job, keep it up.
Atlas  [author] 7 Jul @ 5:46am 
Reverted to 1.0 in the meantime
Atlas  [author] 6 Jul @ 8:12pm 
I see the issue, HAL can sometimes be initialized before all the required variables are ready and this breaks the scenario. Will fix ASAP. Also, it is an honor to have you here WebKnight, I'm sorry you're having issues with it.
Atlas  [author] 6 Jul @ 5:53pm 
Guys, thanks for the feedback, I will try to fix this tommorow. It helps to have people with different computer setups than mine. I have had this happen to me, but the markers appeared soon after and the mission played normally. Most likely a timing issue that is rather easy to fix. In the meantime, I would appreaciate a bug report here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3412763627/664957644709106746/
This will give me more info to help fix this issue.