Arma 3
Nod 02B: Smothering Presence
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Update: 12 Apr, 2022 @ 11:43am

Scenario:

-verifying functionality following updates to Command & Conquer: ARMA III Lives mod.

Update: 6 Apr, 2022 @ 11:22am

Scenario:

-verification of functionality following update to Command & Conquer: ARMA III Lives mod.

Update: 25 Dec, 2021 @ 11:54am

CIVFOR: Civilians

-civilian contact, business partner, and hiding civilian inside objective warehouse fleeing coefficient adjusted to 0%.

-civilians skill percentage verified at 20%. Fleeing coefficient verified at 80%.

Update: 25 Dec, 2021 @ 11:18am

Scenario:

-promotional image updated.


BLUFOR: Global Defense Initiative:

-all personnel have adopted the newest stitched gold patch.


OPFOR: Brotherhood of Nod:

-credits board updated

Update: 1 Sep, 2021 @ 7:38pm

3-APR-21 Playtest:

-the following changes were made based on results of 3-APR-21 playtest with Missionsmiths’ Outer Haven, Task Force Black Night, and The Sword of Nod:


Map:

-industrial lamp added near industrial compound credits board. Board position adjusted.

-light cones added to storage warehouses.

-bushes removed from civilian market. Grass cutter trigger implemented across entire map.

-all sandbag walls (round) now set to simulation disabled and to take no damage to minimize resource usage and to improve performance.

-some rocks that could potentially disrupt vehicle patrol paths removed.


Scenario:

-ACE Medical Treatment-Advanced Bandages now set to Enabled and Can Reopen. These settings will now be standardized across all scenarios.

-briefing updated to indicate presence of market which can be investigated to reveal supplies, provided cooperation of local civilians can be earned.

-destruction of weapons cache will now result in mission failure.

-“Switcher Force” entities designed to function during specific mission sequences relocated to avoid erroneous activation of location-based triggers.

-weapons sway factor provided by ACE Fatigue remains unchanged at 1.0.

-credits boards updated.


BLUFOR: Global Defense Initiative:

-sandbag bunker and DShK machine gun with fire team added to hilltop to the northeast of the air base.

-soldiers near junkyard in northern warehouse complex split into smaller teams, with some set to patrol. “doStop this” removed.

-helicopter crews now armed with M1911 pistols and 4 magazines each. Behavior adjusted from Aware to Safe.

-U.N. Delegates’ fleeing coefficients have been lowered to 25% to prevent them from running towards the air base during a firefight.

-air base patrol officer team now equipped with gun lights.

-all air base airport lamp towers now switch off when both power generators are destroyed.

-Hum-vee at air base air traffic control tower failed to go on patrol due to its first waypoint being connected to two separate triggers: one delayed by almost an hour theorized as relative to mission time to execute patrol at 0600 and the other which would activate if civilians in the industrial park player start area were killed (in other words, I delayed the trigger’s execution as a ad-hoc means of waiting for the given mission time to come about). These two conditions have been combined into a single trigger which now functions properly using “daytime” syntax.

-air base will dispatch Hum-vee with fire team to the industrial compound, wherein the team will dismount, in the event civilians are killed.

-additional personnel added to air base barracks.

-conditions for completing objective to secure air base invokes an area trigger based upon “Seized by OPFOR” conditions alongside destroying the objective vehicles.


BLUFOR: Egyptian Armed Forces:

-5-man fire team will now mobilize from helicopter base after either 0600 or when the interaction with civilians in specific circumstances is resolved.

-light cones added to fixtures in helicopter base storage warehouse.

-platoon command team in civilian market has had all movement and cover abilities restored. “doStop this” removed.

-attributes of structures inside helicopter base adjusted. All major structures can now take damage.

-“doStop this” entry removed from three-man team near helipads in Egypt helicopter base.

-2-man team guarding northern warehouse entrance have had their initialization entries verified and removed to enable functionality.

-storage warehouse satchel charges replaced with M183 Demolition Charge Assembles, as the original satchel charges could not be placed on the ground nor armed to destroy targets.

-additional lights added to helicopter base interior.

-some damaged and destroyed sections of the air base have been ‘restored’ with intact fences and new structures. Guardhouse with wardens added to main road.

-position of defensive bunker on eastern side of air base adjusted. Nearby patrol’s route adjusted.

-spare wheel removed from UAZ-469 in helicopter base. The "spare wheel" is already on the ground beside the vehicle. Vehicle appearance adjusted to conceal rear spare tire.

-ammunition crates, protective walls, fuel tanks, Ural (Refuel) Truck, and additional Engineer and Technician team added to helicopter base.

-Toolkit added to Ural (Open) Truck.

-southern air base patrol relocated to oil derricks.

-intelligence document updated in accordance with improvements to air base defenses.


OPFOR: Brotherhood of Nod:

-players could erroneously pick up the camping lights which had been positioned to assist with visibility in low-light start conditions. These camping lights have now been replaced with light cones mounted to the hanging light fixtures of the warehouses.

-players were respawning on top of the metal awning shed in the helicopter base due to its positioning underneath the awning. OPFOR respawn position relocated. Trigger connected to its creation switched from “BLUFOR Not Present” to “Seized By OPFOR.” No hint will be displayed since EVA support has not yet been fully established.

-Ural 4320 Truck in Egyptian Armed Forces helicopter base will now act as a mobile respawn point provided certain conditions are met.

-respawn point created near first objective structure. This will appear as long as an assisting civilian is not killed.

-engineering skills removed from all personnel, as these skills are not required to change tires.


CIVFOR: Unarmed Civilians:

-all civilian workers in industrial compound start area now wear black hardhats rather than random headwear.

-action to speak to civilian contact will be removed immediately if the civilian contact or the business partner are killed.

-civilian contact position adjusted.

-killing civilian contact at any time will properly trigger the mission parameter violation sequence.

-killing of business partner under certain conditions will properly trigger the mission parameter violation sequence.

-garbage cleanup caused dead civilians in a specific warehouse to be deleted. These civilians are now alive, but will be killed once the player enters a trigger area near the structure so the bodies can be discovered. Artificial blood patches added to the ground near the bodies to reinforce the immersive experience of discovering recently executed civilians.

-error in hiding civilian speech text corrected.

-civilians in markets continue to flee during firefights, even with “doStop this” and a 30% fleeing coefficient implemented. These civilians have now been assigned to INFOR. INFOR alliances established between both BLUFOR and OPFOR.

-market doctor backpack medical supplies adjusted.

-action to speak to unarmed civilian in northern warehouse now deletes properly when coupled with redundant “removeallactions” entry in script and triggers.

-action to speak to civilian contact now deletes properly after each interaction when coupled with redundant “removeallactions” entry in script.

-civilian contact and business partner both set to 0% fleeing coefficient to ensure they do not leave the building.

-trigger area radius activating mission-specific interaction between civilian contact and business partner increased significantly to allow for more time for sequence to execute.

-two prisoners and blood marks on the floor added to guard house at Egyptian Army Air Base entrance. These prisoners will be set to a dead state upon the player’s approach into a trigger area surrounding the guard house.

Update: 18 Jul, 2021 @ 8:21pm

Scenario:

-functionality with latest update to Command & Conquer: ARMA III Lives mod confirmed.

-changes due to be made to the scenario following the last playtest will be made in due time now that I have a job and can justify playing videogames again. Thank you for your patience.

Update: 30 Mar, 2021 @ 6:03pm

OPFOR: Brotherhood of Nod:

-Squad Leaders and Fire Team Leaders are now considered engineers by ARMA mechanics so they can render minor repairs to vehicles such as changing tires.

Update: 30 Mar, 2021 @ 9:04am

Scenario:

-briefing updated.


BLUFOR: Global Defense Initiative:

-patrol routes of Hum-vee at air base adjusted.

Update: 30 Mar, 2021 @ 8:06am

BLUFOR: Global Defense Initiative

-some patrols and guards have been repositioned.

Update: 24 Mar, 2021 @ 11:28pm

Launch:

-initial private release


Playtest, 20-MAR-21:

-the following changes were made to the scenario following the 20-MAR-21 playtest:

Map:

-additional lights added to market.

-tire tracks at northern industrial complex removed.

-some static map objects have had simulation and/or damage disabled to save on player system resources.


Scenario:

-mission start time adjusted from 0518 to 0503.

-all ambient animations have been canceled.

-briefing updated to address new mission execution posture.

-extra config file removed from mission file, as it had no effect.

-credits board added to mission start area and Egyptian Army base.


BLUFOR: Global Defense Initiative:

-all personnel on patrol or perimeter defense have been issued flashlight attachments with “gun lights” enabled.

-most personnel in structures have been set to remain standing with “doStop this” imposed and cover disabled.

African Forces

-position of United Nations Mi-8 adjusted.

-Combat Medics near air base medical tent set to “doStop this” and medical crate positions adjusted.

-fuel, ammunition, and total damage on Su-25 and Mi-24D Hinds adjusted.


BLUFOR: Egyptian Armed Forces:

-Recruit squad removed.

-personnel starting the mission in a “sleeping” state have been deployed to various positions on patrol or guard duty.

-personnel protecting storage warehouse in Egyptian Army base now set to “doStop this” to prevent their initial movements.

-position of air traffic control tower patrol adjusted. Patrol is now protecting the perimeter of the tower rather than the second floor.

-officer team in market set to “doStop this.”

-marketplace guards set to “doStop this” to maintain initial positions.


OPFOR: Brotherhood of Nod:

-all Scouts positions have been replaced with standard Rifleman (AK-47).

-posture of platoon shifted from reconnaissance-in-force to standard execution. Elements have been redesignated from “Delta-Recon” to simply “Delta” to reflect this.

-simulation disabled on camping lights in starting warehouses to prevent players from picking them up.


CIVFOR: Unarmed Civilians:

-action radius to inspect weapons containers in northern warehouse complex increased from 2 meters to 2.5 meters.

-civilian hiding behind the junk and dumpsters in the northern complex warehouse has now had his pathing ability disabled to prevent him from fleeing the warehouse amid gunfire.

-civilians in market square have had their fleeing coefficients decreased from 80% to 30% as a means of preventing them from fleeing the area during firefights. They are also set to guard the area.

-civilian groups renamed to more generic terms to address players being able to read the names of civilian groups.

-civilian contact and business partner interaction sequence did not result in the desired effect during playtesting. Business partner movement and pathing are now permanently disabled and will not be enabled even via script. The sequence now executes properly.