Arma 3
Drongos Random Displacements Campaign
175 Comments
Drongo  [author] 18 May, 2020 @ 8:09pm 
RDC will no longer be updated. It has been integrated into Drongo's Map Population and development will continue there.
Thursdaythe12th 18 May, 2020 @ 11:12am 
"It's been mentioned in the DCE thread, but there seems to be an issue with player reinforcements. When you define multiple groups of infantry, I can only spawn one regardless of which one I click on. There is no issue with any other reinforcement groups."

Nevermind. "Delete Script" was set to True. Changed to false and it works fine.
Thursdaythe12th 17 May, 2020 @ 12:20am 
@DirtyDel Tried it last night. Crazy good. Tried ALiVE, DUWS, WLA and probably half a dozen others, but Nr6 and DRO/DMP was exactly what I was looking for.

@Drongo great stuff. Love the map population and it seems more advanced that this in many ways. It is a bit player-centric at the moment so I've stuck with this one and hetman for now.

It's been mentioned in the DCE thread, but there seems to be an issue with player reinforcements. When you define multiple groups of infantry, I can only spawn one regardless of which one I click on. There is no issue with any other reinforcement groups.
DirtyDel 16 May, 2020 @ 4:28pm 
@Thursdaythe12th Yes that is the correct one. Opfor Leader A, Blufor Leader B. Make the objectives are in legacy mode and everything works; it's really an awesome experience.
Drongo  [author] 16 May, 2020 @ 1:29pm 
FYI this system is currently being incorporated into DMP.
Thursdaythe12th 16 May, 2020 @ 11:01am 
@DirtyDel Is this the one you were talking about?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1877858319

You weren't kidding. Does the enemy reinforcement system work? I like the Drongo one but it would be good if the AI could use it.
DirtyDel 15 May, 2020 @ 2:01pm 
Use Nr6 Hetman add on. It works flawlessly with this.
Thursdaythe12th 8 May, 2020 @ 8:06am 
@DirtyDel I've got the same problem

Set my Drongo Objectives and the Opfor team spawns fine. Hetman ticked in Core.

Got a Blufor Officer "LeaderHWB". The Blufor units get ordered around but only ever in defensive positions. They never go anywhere near the Opfor Objectives.

I'm using the HETMAN from the workshop. Any advice anyone? I'm basically looking to get blufor units to attack objectives on their own.
Drongo  [author] 2 May, 2020 @ 10:51pm 
Do you have HETMAN installed?
Maximum Josh 2 May, 2020 @ 1:51pm 
I've got a friendly unit named LeaderHQB and Hetman isn't activating for the friendlies, do I need to do anything else?
Mighty 21 Apr, 2020 @ 6:41pm 
Has anyone figured out a way to save the player's AI group at the end of each mission and continue with any losses sustained for any mission forward until the end of the campaign?
DirtyDel 17 Apr, 2020 @ 8:10am 
I got all of this working with Nr6 Hetman addon mods. To other users, make sure OpFor is Leader A (or just LeaderHQ) and blufor is LeaderHQB.
DirtyDel 14 Apr, 2020 @ 8:48am 
Drongo, what a great mod. You're unstoppable when it comes to putting out great content. I reviewed posts made by Dank_Vapours in reference to Hetman.

I'm having trouble getting blufor to attack objectives. My commander keeps telling them to assume a defensive position and they never attack the objectives. i messed around with this for hours and just wanted to make sure I'm not missing anything:

I have Hetman NR6 folders installed into mission directory. I have an Officer with variable name "LeaderHQ". I have an empty trigger with nul = [] execVM "RydHQInit.sqf". I changes my leader's profile from genius to brute. In RDC core, Hetman is selected. Is there anything else that I'm missing?
shirinmak 22 Mar, 2020 @ 7:32pm 
Just one question: Will the friendly AI automatically head towards the objectives and assault them? I'm going for that sort of scenario.
Mighty 5 Feb, 2020 @ 1:30am 
Is it possible to have a COOP campaign by having two commanders (using DCE) go against AI.
Raven80 18 Jan, 2020 @ 7:58am 
ty
Drongo  [author] 18 Jan, 2020 @ 6:27am 
I had a dream where an entity forcefully instructed me to make some changes to RDC, so here is an update RC for anyone who wants to test:

https://www.patreon.com/posts/33252373

Added: Option to disable loading default definitions
Added: Option to set the number of additional objectives
Added: Option to disable Teleport at mission start
Added: New "Quick Define" module (much faster than syncing to different modules, just place desired units close to a single module)

If there are no big bugs I'll update the Steam version soon.
Drongo  [author] 5 Jan, 2020 @ 4:59pm 
Possibly, though I'm pretty burned out on modding at the moment. I started writing the sequel to RDC which uses more efficient scripting and is entirely script-based (so no addon dependency, requires a bit more editing skill to use but is much more flexible). If I get back into modding, I'll probably focus on that over RDC.
StefO 5 Jan, 2020 @ 4:51pm 
Thanks for the speedy reply, would it be possible to add that as a toggle able feature in future updates?
Drongo  [author] 5 Jan, 2020 @ 4:34pm 
Good to hear. To stop teleporting you need to edit the mod. In RDC\Mission\Start.sqf comment out the line:

execVM "RDC\Mission\PlacePlayers.sqf";
StefO 5 Jan, 2020 @ 3:31pm 
@Drongo, works on my end with custom generated faction since update.
also is there a way to stop RDC from teleporting friendly vehicles/units?
Drongo  [author] 31 Dec, 2019 @ 6:12pm 
I just released an attempt at a hotfix, please let me know if the bug keeps happening.
Drongo  [author] 31 Dec, 2019 @ 5:37pm 
Cheers man. I've seen that error happen sporadically before. I'll take a look and try to release an update soon.
SpaceViper 30 Dec, 2019 @ 11:37pm 
Hey brother, love your mods--like all of them. Also happy new year! I'm running into an issue where after the first mission complete (force win, etc) it's no longer spawning my synced units, but standard CSAT junk. Not sure how to fix it, as I've been debugging for about a week now.

The only solution I've found so far is to delete the entire mission folder and start again on Objective 1.
Jacobs 25 Nov, 2019 @ 11:07am 
Ok thanks, I'll try that
Drongo  [author] 25 Nov, 2019 @ 11:04am 
You would have to edit RDC\DMF\Mission\CheckVictory.sqf. Comment out the line:

_won execVM"RDC\Mission\EndMission.sqf";

When you want to end with a victory, you will need to call this code from somewhere:

true execVM"RDC\Mission\EndMission.sqf";

or

false execVM"RDC\Mission\EndMission.sqf";

for a loss. That code needs to run on the server.
Jacobs 25 Nov, 2019 @ 10:37am 
Hey Drongo, is there a way to not have the mission end automatically when battle won, as in if we wanted to reinforce the area and then manually end mission?
Drongo  [author] 27 Oct, 2019 @ 1:17am 
There's no enemy arty script.
neoKMS 26 Oct, 2019 @ 9:53pm 
Hi, how do you set up enemy artillery? I don't know the name of the script, like EnemyAir.sqf is for air units. I tried EnemyArty.sqf and some others, but I don't want to keep guessing forever.
Dada 13 Oct, 2019 @ 12:22pm 
@Lord
CHANGELOG:
v0.251
Fixed: Weather was always on, even when set to false.
Lord Reefer 13 Oct, 2019 @ 11:33am 
Ooh update to one of my favourite missions -- what's new?
Dada 30 Sep, 2019 @ 5:39am 
thank you
Drongo  [author] 30 Sep, 2019 @ 4:56am 
Yeah, points are used to buy enemy groups at the start of the mission (there is no reinforcing). The cost of each type of group is as follows:

if(_type=="CSW")then{_cost=1};
if(_type=="Squad")then{_cost=1};
if(_type=="Squad2")then{_cost=1};
if(_type=="SoftVehicle")then{_cost=0.5};
if(_type=="AFV")then{_cost=1};
if(_type=="Tank")then{_cost=1.5};

Dada 30 Sep, 2019 @ 1:00am 
I got a question about the setting in core module. The enemy point setting what does that mean exactly ? (point the enemy get to buy unit), so a higher number will spawn more unit ? or its a kind of reiforcement stuff ?
Drongo  [author] 25 Sep, 2019 @ 2:56pm 
Thanks for the info. I don't know the inner workings of HETMAN. RDC uses an array of markers as objectives (rdObjectives=[]) and if HETMAN is being used, it generates logics for the enemy side to use (rdHETMANobj=[RydHQ_Obj1,RydHQ_Obj2,RydHQ_Obj3,RydHQ_Obj4];) and logics for the player side to use (rdHETMANobjB=[RydHQB_Obj1,RydHQB_Obj2,RydHQB_Obj3,RydHQB_Obj4];). From memory, HETMAN has different commander types, maybe you could set the player-side commander to be more aggressive.
Dank (Zvenreir) 25 Sep, 2019 @ 3:33am 
@Drongo and @Dada, thanks for your prompt responses. Apologies Drongo, I thought the tasking of BLUFOR to attack would be automatic (in a simple manner) without HETMAN, I now understand you enjoy tasking BLUFOR units with DCE manually, as a commander role.

I'm aiming for a Dynamic Recon Ops/Campaign Hybrid, where the player has a choice to go after a DRO like mission (destroying artillery/AA etc) while BLUFOR attacks the campaign objective, or join in on the assault. Thanks to you and mbrdmn, this was easy to set-up.

I'm now tweaking parameters. Currently BLUFOR are very static, despite being the attacking force. Any advice (for HETMAN, or recommending an alternative of automatically launching an all-out attack) would be welcome.

Confirm Dada's response, VCOM and TCL can mess things up, though ASR or Lambs (they're incompatible together) are largely suitable.

ALiVE civilians work, but FPS drops and it's not necessary given this Campaign mod and DRO populate their AO.

Revive works
Dada 24 Sep, 2019 @ 6:52am 
Vcom and TCL are not fine, The AI leave defensive position and do weird thing, use Lambs_Danger.fsm for RDC that didn't broke any AI behavior.
Drongo  [author] 24 Sep, 2019 @ 6:28am 
Hey man. HETMAN is not included, you need to add it yourself (I used the addon version when testing). I don't play with HETMAN, I play with a mix of human-led squads and AI squads given orders with DCE.

To answer your questions (without having tested, key word is "should"):
- Should be fine
- Should be fine, but I can see that trouble may occur in defence missions (or maybe not)
- Should be fine

It's with reading the readme in the addon folder, it gives a bit more information.
Dank (Zvenreir) 24 Sep, 2019 @ 6:07am 
Hey Drongo, impressive work as always. So I've loaded up the sample mission and am faced with some interesting behaviour. Running everything in DEBUG mode, I can see the new campaign start, the mission be generated and OPFOR patrolling around the objectives.

However, BLUFOR seem to do nothing! I've activated HETMAN for both sides, and now we seem to have some tasking, and I can see HETMAN's objectives on the map, but I didn't think HETMAN was necessary?

Some brief further questions:
- This should work with ALiVE Civilian modules?
- This should work with ASR AI, or VCOM, or TCL?
- This should work with the sunday_revive scripts (as seen in DRO)?

Thank you!
Drongo  [author] 22 Aug, 2019 @ 12:17am 
@warhammer651
There is a readme in the mod folder with some extra info on various things. Here is the relevant section (it assumes that you have HETMAN installed):

For enemy forces, simply enable HETMAN in the RDC Core module. This will use the name LeaderHQ for the HQ unit of the enemy forces. To also enable HETMAN for the player side, use the variable LeaderHQB in the init field of the unit you wish to act as friendly HQ. From the HETMAN manual (slightly edited):

"This must be a person, not a vehicle. So if is needed motorized HQ, instead of naming a vehicle LeaderHQB refer to one of its crew member, for example by such code in vehicle’s init field: LeaderHQB = driver this."
warhammer651 11 Aug, 2019 @ 2:58pm 
hey, do you have a guide for how to use this with hetman somewhere? Is it just flip the toggle or what?
[Black_Hawk_BG]_->_<-_X-Ray 8 Aug, 2019 @ 1:34am 
Hey, Drongo, this looks like a salvation of my questions and needs. It would give me greater possibilities for creating a massive CO-OP mission. I would like to know how to make my enemy a custom faction - any of those all over the workshop. Or may be yours. :) How should I accomplish this? :)
Dada 5 Aug, 2019 @ 9:49pm 
How must be used the commander and vehicle commander module its for the enemy or player side ?
ArchFlameAx7 24 Jul, 2019 @ 10:16am 
ok so i had issues setting this up with the define units system if i put my forces down everything
kinda exploded and with all the markers and everything its very confusing how is it done with the setup and how does hetman get setup with the factions for both sides
Drongo  [author] 29 Jun, 2019 @ 3:08am 
Thanks for the kind words man. I think that this system can really show Arma at its best.

Check the readme for how to get in contact with me. Cheers.
Spelmo3 | TGN 29 Jun, 2019 @ 1:13am 
Hey drongo. Massive fan of all your mods. This is the only one I've only just started giving a try. It's a great lightweight substitute to the likes of alive. Which is resource hungry on a good day.

I'm in work for the next 2 days so I'm not going to get any time to tinker with over the weekend. But I have a couple of questions and I'd like to ask you? is there a way I can get in touch?

Again another high quality mod from yourself. And I'm loving it so far albeit I've only had an hour or two to try!

Drongo  [author] 10 Jun, 2019 @ 4:15am 
Glad you like it man. Which code are you specifically talking about?

As for AI command mods, there shouldn't be any conflict.
Bushcat 5 Jun, 2019 @ 8:45pm 
Loving this.
Going to be uploading 2 missions soonish.
First is a 80s Cup British tank and warrior Platoon Op on the Rosche map.
Second is Cup Spetznaz clearing out Irregulars on Altis,infantry focus.
I would ask one thing.I have added the code from your video to the init of my support vehicles.However they do not show up in my support menu.
I really cant seem to get them to work.I can add them using bis high command,however they are erratic at best.
I am using vcom but only for the enemy forces as set in cba.
Also dudas ai command /high command replacement mod,i heartily recommend using this mod with your Random Displacements Campaign.
Is it a mod conflict?
Has any one else had any trouble?
Im such an old Arma vet,i cant play without about 30 mods!
Bushcat 4 Jun, 2019 @ 9:58am 
Really like this mod.As others have said,my new favourite thing in Arma.Thanks mate.
Aesthetics43560 23 May, 2019 @ 8:53pm 
any ETA on the sequel? Im excited to see what you pull off