Arma 3
Desert OPS Run - Tactical Arena v1.30 (Altis)
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Update: 6 Aug, 2020 @ 8:30am

v1.15
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Buildings, planks, walls, & walkways update
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- Added 2 stairs and steps to side of villa building giving it more access/escape from the ground/roof.
- Added wooden box to the plank over office building as player would clip and get stuck.
- Added many new concrete barricade walls in areas lacking cover, also replacing long sandbag walls.
- Added several double rr tracks, with small boxes and walls establishing new areas you can access/escape.
- Added several access points to buildings that only had one way to go, now has 2-3 access/escape paths.
- Added a pergola building in a large space that was very open and lacking cover.
- Added in 2 areas stairs from a roof down to a 2nd floor, allowing more access/escape paths.
- Added placed a ceiling over each enemy AI squad start positions to prevent the AI from engaging you if they happen to be in their spawn and you on a roof near them.

- Added platforms roofs to two pergolas which allows more areas to go to and fight from.

- Connected 2 ramps to each other allowing for a more diverse avenues of access or escape.
- Filled in a 2 corners for two connecting pathways.
- Fixed a track transition where player would slow to a stationary walk.
- Fixed a stair that wasn't close enough to a 2nd floor which left a gap, made player get stuck.
- Fixed a box on top of a balcony acting as steps, as player couldn't cross over it.
- Fixed when enemy AI are outside the arena they are automatically moved back inside to their starting location.
- Replaced one remaining old wooden plank with sidewalk path.
- Replaced a pergola building with a small shop.
- Straightened out parts of the outer wall as it was curved.
- Straightened out 2 rr tracks planks and moved them out a bit further to allow player more room to move.

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New Features, Functions & Scripts update
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Added
=====
At mission start player can now choose from a GUI Menu:

- What side they want to fight on: Blufor, Opfor, or Independent.
- What faction they want to fight against they can choose vanilla faction, or faction based on mod loaded.
- What faction they want to garrison the buildings throughout the arena either with vanilla faction, or faction based on mod loaded.


Added
=====
- Player can now fully heal if/when wounded if they return back to any one of the player starting locations.
- Player can now see at the top of the screen their: Kills/Deaths/Garrisoned enemy remaining.
- New MP Parameter - Garrison Strength will spawn and garrison a minimum of 8 and maximum of 40 enemy soldiers based on faction choice.
- Flag at player start will change & reflect the side the player is on.
- Altered hunter patrol AI. If the group has any knowledge about any players, it will send from time to time (like 30-120, usually 60 seconds interval) 2 members after player, Hunters may enter buildings and engage the player in close quarters (CQB).

- Tasks are now executed through script and not through editor placed modules, this prevented/stopped double tasks from being created.


Updated
=======
- Briefing, adjusting the description, and credits.
- Enemy Commander's gear, uniform, and weapons along with his 2 elite soldier's that guard him.
- Kill trigger at player/enemy AI starting areas to reflect side player/enemy is on.

Update: 24 Mar, 2020 @ 4:35pm

v1.14
====
- Updated and fixed the weather Parameters as they would prevent the mission
from running on a dedicated or a GSP server, only MP lan seemed to work
now mission should work on all servers!

Thanks to my friend Hortzy for his insights, and help in this! Thanks Hortzy!

Update: 6 Jan, 2020 @ 6:13am

v1.13
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- All Ammo caches now have at least 5 RGN & RGO grenades.
- Updated Garrison code in enemy squad leader as all of the squad enemy wasn't garrisoning.
- Fixed enemy squad spawn markers, and the center patrol marker solid again, seems AI would not respawn after being killed and also would not move to patrol.

- Fixed and updated VR version mission as it had double tasks, markers and other things because of my port, sorry about that.

Update: 6 Jan, 2020 @ 3:07am

v1.12
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- Added Pergolla building in the large open space by blue building giving more cover for that area.
- Added a stair to a building that had only one way out.
- Added sandbag wall to side of stairs that turned sharp, where player would run off edge.
- Added new Stair access to one side of office building plank to get down to garage building.
- Added RR Track plank access to next building over.
- Added steps and RR track plank access on top of building that will now connect to next building.
- Fixed a marker not deleting when all tasks completed related to the marker.
- Fixed a hole by a RR track plank where player would fall through and get injured while crossing.
- Fixed a doorway/patio that had a bad transition, where player would clip, or fall through the balcony floor.

- Increased distance of sandbag wall and flag from player entrace as player didn't have much room to move when being engaged. Also added another Sandbag wall on top of existing wall for more cover.

- Made all markers on the map to transparent so you see only the ammo cache dots.
- Made a sabdbag wall larger to block player access because player would run off deck
thinking there was a stair there.

- Replaced all remaining wood planks for RRtracks and stone sidewalks, which also reduced the number of objects on the map, while also fixing clipping issues for two planks among them.

- Spun a Pergolla building around to allow more access to move/cover when coming down a stair that was near it.

- Updated Garrioned enemy soldier task with correct number in description.
- Updated Skill.sqf for AI difficulty, lowering some points, increasing others based on level chose.

Update: 2 Jan, 2020 @ 6:51am

v1.11
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Major Overhaul!
=============
- Replaced 99% of the planks with railroad tracks & concrete sidewalks.
Because of this replacement most areas that used planks to cross, their object counts
were reduced from 4 to 1 if not more meaning more less objects=less resources required to render them=more performance.

- Many misc objects removed in surrounding areas based on plank position.

- Adjusted many sandbag wall positions based on new railroad track/concrete sidewalk crossing areas.
- Added/removed boxes and crates for steps for RR track/sidewalk transitions.

- Adjusted some sandbag walls as they were to low to provide any real cover.
- Added a few sandbag walls to some areas that didn't have any cover.

- Transitions from one building to the next are now smooth, all the areas where
you cross, or run along a building on a crosswalk will not impede
the player anymore, what happened before in some areas with the planks is two joining planks
would at random make the player clip, get stuck, or end up making them do a floating animation.
Keep in mind there is still a possability of an issue i may have not found, but most are fixed i ran into, and that was tested running and walking.

- Added 3 more soldiers to the garrison squad, making a total of 18 soldiers that will be in and
around any building.

- Adjusted the Enemy squads container walls, by eliminating 2 walls making the squad a bit closer
to the arena, thereby allowing faster access, so you should see them sooner in the arena after they respawn!
========================

See additional notes, and screenshots in my update post here:
https://forums.bohemia.net/forums/topic/223874-spcoop-1-8-desert-ops-run-tactical-arena/?do=findComment&comment=3391489

Update: 27 Dec, 2019 @ 7:14am

v1.10
=====
- Added more stairs to access more areas.
- Added sandbag walls to areas where i found myself without cover in some instances.
- Added new planks/pallets to a couple of areas for more access.
- Adjusted the heights of some sandbag walls as they were to low to use for cover.
- Adjusted a few walls facing the wrong direction.
- Fixed a couple of plank transition areas, that made the player clip or get stuck.
- Fixed a plank missing one of its parts.
- Readjusted an area giving it better transition and access.
- Removed an outside wall and adjusted the other walls in that area making it fit better.
- Reduced the AI spawn time from 30 seconds to 20 seconds.

Update: 18 Sep, 2019 @ 6:47am

v1.9
====
- Updated the time of day parameter in the MP lobby, you can now change the time of day from {"Dawn","Morning","Noon","Afternoon","Dusk","Night"};

- Added a new MP parameter where you can disable or enable player Stamina and fatigue
{"No stamina nor fatigue","stamina & fatigue enabled"};

- Added many new ladders, planks, steps, and stairs to various areas,
enabling you to access more areas.

- Added sandbag walls where there was no cover to hide behind in certain spots.
- Adjusted a few ladders and stairs to make them transition smoother.

- Replaced a few planks with stairs which made the access smoother
and eliminated several objects for just one.

- Replaced many outside walls with one wall instead of many single walls,
reducing the object count, important for mission performance.

Update: 21 Jul, 2019 @ 11:01pm

v1.8
====
- Found and removed 2 objects that were accidently placed inside a building.
- Added staircases to several buildings.
- Adjusted the description in the Commander Task.
- Increased the number of times an enemy AI can spawn.

Update: 21 Jul, 2019 @ 6:54am

v1.7
====
- Removed a couple of objects that were accidentally placed inside 2 buildings.
- Removed the 2 ladders from the 2 center unfinished complexes as the planks are better.
- Removed the scoreboard as you cant read it with a 2sec respawn.
- Reduced the respawn delay to 2 seconds.
- Fixed the flagpoles for each player start position as the flags were not showing when ingame.
- Fixed a part of the briefing not showing all of the situation info while ingame.
- Adjusted a plank found to be facing upward instead of flat and level.
- Added more new planks to give more access from one building to the other.
- Added a few sandbag walls to some roofs that needed more cover.
- Added staircases to various buildings and access points.
- Added markers to the map to indicate where the staircases are.
- Added 3 more units to the garrisoned squad.
- Updated the Commander, and garrisoned squad tasks information boxes.
- Changed the AI spawn message when the enemy AI spawn.
- Misc sandbag wall, and plank adjustments.

Update: 7 Jul, 2019 @ 6:22am

v1.6
====
- Increased number of playable slots from 4 to 8.
- Adjusted the positions of a number of planks, sandbag fences, and steps.
- Adjusted AI skill code for difficulty levels.
- Added some faks, and other ammo to an ammo cache that was empty.
- Added planks, and stairs to certain areas for more access where there was none.
- Added new planks, and stairs to areas for more access where there was none.
- Added Nato flags on the outside of each player spawn area.
- Added a Pergola building to fill in a space.
- Added a ladder to a building.
- Added a marker for the ladder.
- Swapped out a destroyed shop for an abandoned shop building.
- Swapped out two destroyed shops for Large unfinished buildings.
- Swapped out the apartment building (red) for the villa (blue).
- Removed the weather code from the VR version which caused an error.
- Moved the mission back to the Altis Desert for the workshop download,
and made the VR version availiable for download through google drive.