Arma 3
Desert OPS Run - Tactical Arena v1.30 (VR)
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Update: 11 Feb, 2021 @ 10:06am

v1.20
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- Added a menu spawn system where player can now choose which spawn point they want to respawn at
this should help those in coop spawn at the same location, also gives the solo player more options.

- Added a code and script where the player can revive/self heal on the spot where they were killed at
as long as they have a fak or medkit in their inventory, if neither then respawing at one of the
respawn points can be chosen.

The above respawn system revive/self heal works for all three Blufor,Opfor, and Independant sides
if you choose those factions at the start.

- Added Spectator mode, now after you respawn you have the option to spectate or choose a new start location.

- Added more faks to every ammo box in the arena, and to those that didn't have any.

- Fixed a step on one of the balconies that would stop you in place if trying to go over it, will still do it
if you try to walk over it but not if you run over it.

Update: 1 Feb, 2021 @ 6:32am

v1.19
=====
- Added code for the player/AI start buildings that would exclude them from being garrisoned.
- Added more grenades, smoke and mines to most of the ammo boxes in the arena.
- Added the option where you can now reset your kill count in the action menu for your stats.
- Fixed - player starting position ammo boxes as they were not accessable only the arsenal part was.
- Readded 4 more playable units, this means the mission now supports 8 players in total.

Overhaul - (Purpose to reduce object count to increase scenario performance & add a more efficient setup.)
========
- Replaced - player starting areas with less objects, previously 26 objects per 8 areas = 208 objects, now
reduced to 6 objects per starting area with a new total of 48 objects!

- Replaced - Enemy Ai starting spawn areas with less objects, previously 28 objects per 4 areas = 112 objects,
now reduced to 7 objects per starting area with a new total of 28 objects!

- Replaced all exterior walls, every new 1 wall replaces 2-4 walls.

Total objects in comparison for:
v1.18 = 1,990 objects,
v1.19 = 1,708 objects, thats a reduction of 282 objects!
================

Update: 25 Jan, 2021 @ 4:33am

v1.18
=====
- Added a respawn point in the office building.
- Added a few concrete barriers on the ground in certain areas to allow the player to get
cover in long/open stretches of ground.

- Added a few stairs to the side of roofs which now enables more access to another building close to them.
- Changed the word in the Stats parameter description from, provided to viewed so now it reads:
"How player's statistics should be viewed"

- Extended the ceiling of the enemy spawns reducing the possibility of shooting into their spawn from above.
- Fixed - Two stairs that were to close to building's patio's which made it harder for the player to
go up it without falling off.

- Fixed - Found a number of concrete walls to not be low enough to shoot over as meant to be.
- Fixed - Found a step on a patio where the player would get stuck on the rail and unable to move.
- Replaced many concrete barriers with concrete walls which adds much more cover then the barriers.
- Replaced the daytime paramater, now you can change the time to any hour of the day or night.
- Replaced the loading screen description at mission start.

- Reduced the size of the Stats HUD to half the size so its not as intrusive as before if chosen in the parameters.
(thanks to dondaddah in pm through Armaholic for that suggestion)

Update: 18 Jan, 2021 @ 8:03am

v1.17
=====
- Adjusted position and heights of several sandbag walls, as some were crooked, and floating
in certain locations.

- Added a trigger with notice board to the inside of the office building 1st floor, this trigger when the
player walks into it will be fully and instantly healed of any injuries.

- Added concrete shelters to many areas to add cover transitions from corners, to long bare walls, to
large openings, this allows the player to get from cover to cover sooner in shorter distances.

- Added/setup 4 more player start areas to add more randomness, and enable the player to not get used
to the regular starting points, forcing the player to change their tactics and adapt because their starting
from at a new location.

- Added many various furniture objects to all buildings to add some immersion, and possible obsticles.

- Added intro script.

- Adjusted heights of some of the triggers to functional heights as they were set to -1 infinite.

- Adjusted the heights of all the tall concrete walls acting as cover, where you can peak and shoot over the
wall and duck when being shot at, gives you more options vs just a solid wall to take cover behind.

- Disabled the task notifications you see at the start of the mission ingame, tasks can be found
under the briefing if you want to persue those objectives, otherwise they are no longer intrusive at the start.

- Increased the garrison strength from 80 to 104, so now more enemies in and about the buildings if you choose.

- Moved the flag at the player starting point and respawn areas to the inside of those areas.

- Reduced the respawn time from 2 seconds to 1 second.

- Relocated the 3 other playable units to the starting location of the player's position.

- Replaced the 4 old barracks buildings with new barracks version which have breakable windows.

- Replaced the majority of the sandbag walls that were double stacked for height with concreate wall of the same height
to allow for more cover in certain areas lacking cover, and to reduce object count as
2 objects are being replaced by 1.

- Replaced all of the two sandbag walls in front of the player start areas with 1 concrete wall of the same height.

- Set all objects but the buildings on the map as simple, indestructable, and disabled the simulation on them, this greatly improves the performance of the mission. As an example without any garrisons, and any patrols on the map i get about 87-90fps,
with 120 garrisons and one patrol of 10 soldiers i get about 47fps, just to give you an idea that the spawns will reduce the performance vs the objects. This is running the mission via MP lan (also helps to have a decent computer too! ;)

- When the garrison parameter is set to none, the stats for the hud and action menu will not show any number
or title ingame anymore.

Update: 13 Sep, 2020 @ 10:50pm

- Still version 1.16 just a minor tweak. Removed Apex DLC requirement in editor, even though the mission uses Apex assets.

Update: 17 Aug, 2020 @ 4:24am

v1.16
====
- Added - Spawn as many enemy AI squads as you want through your action menu.

- Added - you can now turn off the garrison if you wish.

- Increased the Garrison Strength, allowing you to spawn and garrison a minimum of 8 and a maximum of 80 enemy soldiers from a faction of your choice.

- Optimized garrisoning code, removing the initial freeze/lag at the start of the mission.
Now garrisoning is done in a more efficient and faster manner.

- Added MP parameter for the player stats: none, HUD, mouse action (hint)

- Updated MP parameters, giving them some more details to their descriptions.

- Fixed/Updated the save/load loadout function with arsenal now all your loadout should save and load.
- Updated the briefing removing the mission section.

Update: 6 Aug, 2020 @ 8:43am

v1.15
==================================
Buildings, planks, walls, & walkways update
==================================
- 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.

================================
New Features, Functions & Scripts update
================================
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 @ 4:40pm

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 a friend Hortzy for his insights and help in this! Thanks Hortzy!

Update: 6 Jan, 2020 @ 6:12am

v1.13
=====
- 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 @ 3:03am

v1.12
=====
- 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.