Arma 3
Nod 02A: Expendable Troops
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Update: 2 Mar, 2021 @ 9:01pm

Scenario:

-scripts checked and verified.

Update: 2 Mar, 2021 @ 8:58pm

Scenario:

-title of scenario changed to "Expendable Troops."

Update: 2 Mar, 2021 @ 8:52am

Scenario:

-garbage cleanup values and timers adjusted

-scenario objects editable in Zeus

-ACE settings verified.

-intro text delay increased from 20 seconds to 30 seconds.

Update: 20 Feb, 2021 @ 12:57pm

Scenario:

-mission description files reorganized.

-Nod outpost credits board updated.

-functionality verified.

Update: 19 Feb, 2021 @ 9:52pm

Play Test: 13-FEB-21:

-the following changes are being implemented following a playtest of the scenario by Black Watch Battalion, Task Force Black Night, Delta, and The Institution. Note that this test involved the deployment of an additional squad, and likewise additional opposing forces:


Scenario:

-a failure condition has been added: Any BLUFOR personnel entering the Nod outpost perimeter will be considered as having “discovered” the Nod outpost, triggering mission failure. Some BLUFOR troops and/or civilian supporters will be directed to this outpost in the event that civilians are killed, which will require the player to intervene.


Map:

-some bushes which were discovered to be clipping through barracks and structure objects have been removed, specifically those in GDI beach defense compounds.


BLUFOR: Global Defense Initiative:

-fire team added to abandoned structures overlooking armory.

-fire team added to village near early-warning and alert station. This team will move to the station in the event Nod forces move within close proximity.

-some units inside buildings have been set to a moveable state upon scenario start, as well as having their ability to take cover adjusted to avoid having them immediately go prone when in a structure and taking fire.

-units set to respond to civilians being killed will also move to the Nod outpost as a means of presenting a threat and potential for mission failure through discovering the Nod outpost.

-verified that Recruit teams do not count as targets required to be eliminated for completing objectives.

-west village occupation group Assistant Squad Leader replaced with Recruit. Rank and skill adjusted accordingly.

-technician inside armory ammunition storage building set to standing to prevent from constantly attempting to assume a prone position when he otherwise should not be.


OPFOR: Brotherhood of Nod:

-position of starting position entities adjusted.

-friendly AI have been disabled in multiplayer scenarios only. Waypoints will be removed from all Nod forces in multiplayer mode only.

-Zeus entity performance values and camouflage values verified.

-mission objectives will now be completed not only through eliminating GDI defense personnel, but also by forcing them to retreat from objective areas.

-outpost credits board updated.


CIVFOR: Unarmed Civilians:

-action to speak to civilians in the west village and likewise gain intelligence data will be available only if the early-warning and alert station is online and after fully-trained GDI troops within the village have been eliminated (i.e., the patrolling Recruits do not qualify).

-Hilux technical in the south village set to locked by default and cargohold cleared. If the player eliminates all GDI forces in the south village, the vehicle will be unlocked and loaded with an RPG-7, Makarov PM, RPG Pack, and ammunition as a reward. If too many civilians are killed, the vehicle will remain locked and unloaded.

Update: 10 Feb, 2021 @ 12:27am

Scenario:

-briefing updated.

Update: 9 Feb, 2021 @ 11:52pm

Scenario:

-scripts consolidated for ease of execution.

-all audio and text cues verified functional.

-unnecessary triggers removed.


BLUFOR: Global Defense Initiative:

-officer in armory replaced with technician.


OPFOR: Brotherhood of Nod:

-Seth’s briefing activated at the laptop will now play for all players.

-outpost credit board updated to add testers


CIVFOR: Unarmed Civilians:

-killing any civilians prior to approaching the western village will dissuade civilians from cooperating with Nod forces and will also alert GDI forces to the presence of hostilities, even after obtaining intelligence data from these civilians.

-actions to “Speak To Civilian” on west village civilians will be removed if the specific civilian is killed, as well as when the early-warning alert station-related objective is complete.

-a Hilux technical with an RPG-7 and Makarov pistol has been added to the southernmost civilian village as a “reward” for eliminating GDI troops inside the perimeter. A map marker will indicate its exact location if civilians are not killed.

Update: 27 Jan, 2021 @ 10:30pm

Launch:

-initial public release


Play-Tests: 5-DEC-20; 12-DEC-20:

-the following changes were made to the scenario based on 5-DEC-20 playtest with Black Watch Battalion and The Institution and the 12-DEC-20 playtest with Task Force Black Night:


Scenario:

-garbage cleanup adjusted to 10 minute minimum, with maximum of 15 entities, for objects that cannot respawn only.


Map:

-large rocks added to clear terrain south of GDI beach barracks to allow for easier approach towards objective.

-grass cutters implemented in all civilian villages.

-all objects are now accessible in Zeus as editable objects.

-some rocks and trees near the GDI outpost have been removed.


BLUFOR: Global Defense Initiative:

-all combat personnel skill level set to 40% and fleeing coefficients are set to 50%, with skills adjusted based on rank. Recruits are 30% with a 70% fleeting coefficient. Corporals/Fire Team Leaders are 45%. Sergeants/Squad Leaders are 50%. Lieutenants are 55%.

-personnel at beach barracks point repositioned to account for an attack from the coast rather than from the south. They have been adjusted and repositioned. South-facing small trenches removed. 2 DShKs removed. Personnel atop the roof of the northwest structure fixed to a kneeling stance. Patrol redeployed to interior of compound. One ammunition box now contains M72 LAWs, RPG-7s, and M79 Grenade Launchers, ammunition, and backpacks. Medical supply boxes moved to the outside.

-all barracks and command bunker structures now have simulation enabled to hopefully prevent AI soldiers from walking through walls.

-recruits in villages have been disarmed and repositioned.

-grass cutters expanded to encompass entire GDI base.

-some personnel deployed throughout GDI base repositioned. Defensive squad redeployed to other areas on the map.

-“floating” base structures adjusted to account for terrain features.

-military area signs removed.

-Technician (purple shirt) in armory replaced with uniformed Technician. Weapons and assets in armory adjusted and repositioned. SVDs removed.

-trigger designed to notify personnel that the armory has been located set to activate sooner.

-3 DShK machine guns removed from beach barracks defense point. Personnel repositioned.

-beach Hum-vee patrol route adjusted.

-west village now has a GDI fire team inside the perimeter.

-some personnel from central patrols have been redeployed to a small farm to the south.

-GDI personnel on rooftops in defensive positions have had their ability to take cover disabled to avoid having them go prone behind low rooftop walls.

-some personnel have been reallocated between the marked civilian villages. Some GDI personnel set to animate talking to the civilians or standing guard nearby.

-some patrols adjusted.

-should civilians in the west village suffer casualties, a GDI team closer to the village will respond to support them rather than being diverted from the early-warning station patrol route.

-doors on civilian buildings in the armory compound are now unlocked.

-PSO-1 scopes have been added to the armory compound truck and boxes.

-GDI forward operations base is now addressed as an “outpost.”

-outpost DShK removed. Position of M2 .50 caliber machine guns in command bunker adjusted.

-additional medical and ammo crates have been added to all GDI beachfront defensive positions.

-ammo crates that cannot actually hold ammunition and portal generator removed from GDI outpost.

-as civilians have been added to “Abad,” GDI forces will now respond to any Abad civilian casualties.

-destroying the Hum-vee patrolling the outpost perimeter is no longer required to complete the mission. However, the recruit patrol and the Hum-vee patrol will respond to Nod forces entering the outpost perimeter by moving directly to the outpost.

-beach headquarters objective changed to “Bunker Compound” to avoid confusion with hierarchy of GDI outpost.

-field hospital in GDI outpost set to be invulnerable to prevent the tent from collapsing prematurely due to interior stretchers.


OPFOR: Brotherhood of Nod:

-trigger informing players to connect to Seth via the laptop delayed on execution until 20 seconds after the scenario is initially launched. A reminder trigger has been placed at the entrance to the outpost.

-outpost ammo box simulation enabled. Players can now extract supplies from the box. Canteens, earplugs, and M18 Smoke (Green) grenades added. 30-round AKM tracer magazines removed.

-all combat personnel skill level set to 40% and fleeing coefficients are set to 50%, with skills adjusted based on rank. Corporals/Fire Team Leaders are 45%. Sergeants/Squad Leaders are 50%. Lieutenants are 55%.

-players have discovered that the Desert Patrol Vehicle’s M240 machine gun in the commander’s position has black bars on the side of the screen displayed when looking down the sights. Pook FAV has been notified.

-credits board honoring those who participated in the 5-DEC-20 playtest added.

-Black Watch Battalion, Task Force Black Night, and Institution posters added to outpost.

-2 Combat Medics have been replaced by Marksmen with M-14s equipped with ACOG scopes. 20-round 7.62mm magazines added to outpost ammo boxes and vehicles.

-Ural truck camouflage changed from Russian to SLA.

-Evening Watch Roster credits board updated to include members of 12-DEC-20 playtest.


INFOR: Armed Civilians:

-all armed civilians throughout the villages have been disarmed. Triggers will rearm them based upon how many GDI or unarmed civilians are killed when the villages are approached and firefights take place.

-EventHandlers controlling audio notices declaring a civilian has been killed have been added to these civilian groups. They will be removed once these civilians join either GDI or Nod.

-a missing named entry for a GDI team in the north village caused a failure in the trigger system designed to have armed civilians join Nod after clearing out the village. This has been corrected.


CIVFOR: Unarmed Civilians:

-skill levels adjusted to 20%. Fleeing coefficient adjusted to 80%.

-map markers identifying civilian villages renamed to “Village.”

-a “Master CIVFOR” entity now acts as the central speaker for civilians, which allows for the playback of text speeches even in the event that specific civilian ‘leadership’ elements are killed.

-some civilian groups have been renamed.

-village leadership and medical personnel in the west village have been moved inside. A trigger has been set up to indicate that village population wishes to speak with the player upon arrival. Any civilian can now be spoken to in order to enable intelligence data on the early-warning station. One of the civilians has had his movement and pathing disabled so he is always available to speak to the player regardless of hostilities.

-Red Cross poster added to triage building exterior in west village.

-civilians added to the village marked as “Abad.”

-in the event that the early-warning and alert station is shut down before civilians in the west village are interacted with, completing the objective will now remove any interaction options with these civilians, as it is no longer necessary.