Arma 3
Drongos Smooth Operators
62 Comments
Drongo  [author] 7 Dec, 2022 @ 1:56am 
Check the DCE readme for how to exclude units. I would also suggest shifting to my Map Population mod, it incorporates the modern version of this mod.
unconvicted felon 6 Dec, 2022 @ 4:38pm 
When I use your dce with this as well, even if I dont suboordinate him I can see the friendly pilot in high command, is there anything I can do about that? assuming it's one of your mods thats auto suboordinating him since all i have for ai command mods atm is dce
Survival 11 Jul, 2022 @ 1:36pm 
Ah ok. THX. Play with Map Population since 2 years but see the Smooth Ops the first time today^^
Drongo  [author] 11 Jul, 2022 @ 1:34pm 
This is out of date, use Drongo's Map Population instead.
Survival 11 Jul, 2022 @ 8:33am 
A and third. The Demo Targets are all with the same description "Destroy the SAM"
it´s a bit weird if u have to destroy a ammo Box and the Task say to destroy a SAM.°°
Survival 11 Jul, 2022 @ 8:31am 
Hello. First of all NICE WORK! I Iove ur work what u are doing.
But I´ve some probs with this Mod.
First I can´t interact with the Hostage.
Second were I should Extract there is no marker and if I´m running out of the AO nothing happens.

Keep up ur great work!!
B2TheW 28 Jul, 2021 @ 7:02pm 
First hostage rescue was created fine. Its just the extract point was never marked. Also I see you updated this recently so are we not to use these modules anymore?
fvmoperator 21 Jul, 2021 @ 10:34am 
does the mission end when you complete your tasks?
Drongo  [author] 6 Jan, 2021 @ 1:06pm 
This mod is no longer supported. It has been integrated into my Map Population mod, please try that instead. If you need help setting up a smooth ops-style mission with it, let me know.
Glebemsmech 4 Jan, 2021 @ 7:03pm 
I'm not sure why but the hostage location was where the friendly pilot was placed in the editor, and there was no one to rescue. Any help?
76561198167566727 11 Jul, 2020 @ 1:34pm 
Where can I the demo example that you mentioned in the description?
Drongo  [author] 11 Apr, 2020 @ 5:02pm 
Click on the map outside the AO marker but inside the red circle.
Mandaloin 11 Apr, 2020 @ 4:47pm 
Then how do I properly set the extraction point?
Drongo  [author] 11 Apr, 2020 @ 1:42am 
That's probably the extract point you are trying to set. It must be set before parachuting.
Mandaloin 10 Apr, 2020 @ 6:08pm 
I set everything up just like the demo but when I click on the map to parachute it keeps saying "too far from AO" no matter where I click. Any ideas?
Drongo  [author] 9 Feb, 2020 @ 2:01pm 
I usually play it coop with human players, but it works fine with an AI squad. Just add them in the editor.
mfrisch100 9 Feb, 2020 @ 1:24pm 
Quick question, am I supposed to play the mission with an AI squad? How do I add AI team mates to the mission? Thank you
Drongo  [author] 16 Jan, 2020 @ 6:48pm 
If you look at my Patreon there is a test version of "Smooth Ops Campaign" which might suit your needs.
Plexy 16 Jan, 2020 @ 6:23pm 
would it be possible when you get time to mod, to add in some features like those of AO like being able to run a campagin atyle continuous after RTB. great work been a long user of all your mods.
Drongo  [author] 22 Aug, 2019 @ 12:13am 
Glad you like it man and those are some good ideas. I've been away from modding for a bit, when I get back into it I'll see about implementing them.
DirtyDel 18 Aug, 2019 @ 11:59am 
Drongo, after extensively playing / testing AoO and SO, I have some suggestions. After really diving in to the features of Area of Operations and Smooth Operators, I can distinguish when to use which mod.

Smooth Operators is a lot of fun. I think SM can benefit from some of AoO features, such as:

1) radius of objectives from module position setting
2) additional mission types
3) radius of target from map indicator

What I have also done, is use SO with Ravage to create some really fun missions. Some features to add that would serve well in a survival sandbox:

1) random extraction point option
2) extraction radius setting (smaller to larger)
3) random insertion option (by parachute or helicopter?)
4) objectives at separate location on map (with radius / option setting)

Really great work Drongo. I appreciate all the effort you put in your mods. I have at least three of four.
Drongo  [author] 4 May, 2019 @ 3:42am 
The mods themselves don't conflict, but I wouldn't use them together in the same mission.
Dagger 4 May, 2019 @ 2:26am 
hi Drongo, pls does this mod conflict with your AO mod? Can I use both on the editor?
Dagger 18 Apr, 2019 @ 10:10am 
sometimes the best position is the most unexpected
just being on the grass somewhere would be already great
hill tops and unique landscapes are too obvious
Drongo  [author] 17 Apr, 2019 @ 3:17pm 
Kill the sniper could be done, but the tricky part would be automatically generating a good sniping position for him. I might see what is possible.
DirtyDel 13 Apr, 2019 @ 8:16am 
I finally figured out what was causing the mission to autocomplete within a minute of starting the mission: Grimes simple revive script. Can anyone please help with me with compatibility? Maybe i can delay the revive script for a minute through a trigger? I always use grimes revive, i dont want to get rid of it.
Dagger 11 Mar, 2019 @ 11:33am 
Kill the sniper mission would be good for using the DAO and Drongos artillery on counter-sniping.
Dagger 11 Mar, 2019 @ 11:32am 
Very nice idea to separate team leaders from infantry and then gluing them together. Really, separating the parts was really nice.

Would you consider a quick win by doing the same with a sniper? I mean, I know nothing about coding but I suppose it would be a module, so that in the editor you synch it with the sniper and then the sniper would spawn on the mission. The quick win mission would be: kill the sniper.
[ACPL] Jon 11 Mar, 2019 @ 3:19am 
That will look a big "gamey", but I guess it'll work for now. Thanks!
Drongo  [author] 11 Mar, 2019 @ 3:17am 
For now you can add a script to your mission stating:

if("Rescue" in soObjectives)then{soRescueTarget allowDamage false};

to prevent the rescue target from taking damage. Run that about 20 seconds after mission start.
[ACPL] Jon 11 Mar, 2019 @ 3:10am 
Hey man, thanks, cool.

As for the Rescue mission it's really ok, just wish that the death of the "cargo" you're supposed to secure wouldn't mean automatical "game over". You could add that as a switch too, I guess?

EDITED: "would NOT", wouldn't. Mistyped.
Drongo  [author] 11 Mar, 2019 @ 3:08am 
@[ACPL] Jon
Sorry for the late reply mate. I'll take a look at each of those points when I work on the next patch.

The Rescue mission spawns a friendly AI that you have to find and escort to the evac point. I never play with it active because nobody likes escort missions :) I was thinking of adding in "recover intel" as well.
[ACPL] Jon 11 Mar, 2019 @ 2:46am 
Hey Drongo, what about what I said? (the code for the Rescue OP I found myself, so...)
Dagger 11 Mar, 2019 @ 12:26am 
Awesome!
Thank you :)
Drongo  [author] 10 Mar, 2019 @ 3:43pm 
I'll add a skiptime option to the module in the next patch.
Dagger 10 Mar, 2019 @ 11:46am 
Hi Drongo,
Nice mission generator, thank you.
Please, is there a way to chose mission time? I don't like night missions :)
diveyez 7 Mar, 2019 @ 11:05am 
This sounds like a nice addition to my current ALiVE platform!
[ACPL] Jon 22 Feb, 2019 @ 1:05am 
Had to split the comment, because Steam couldn't handle my words
[ACPL] Jon 22 Feb, 2019 @ 1:04am 
Hey man, G R E A T mod. The only things You could enhance:
- Possibility to blacklist player-spawn vincinity for usage in objective spawn * (switch on\off)
- Possibility to blacklist certain Locations \ marker vincinity in objective spawn (ability to list)
- Changing the "Destroy the SAM" to "Destroy enemy assets" **
- Ability to set target vehicles as empty (without crew), ability to use objects \ buildings
- Ability to lower health of some units or for the module to save the parameters of the vehs ***
- More objective types (eliminate HVT, sabotage power, retrieve intel, etc)
[ACPL] Jon 22 Feb, 2019 @ 1:04am 
*had our base being used for the mission AO, I guess you can figure the outcome ;-)
**in case one could use weapon cache or some object for destruction - is it possible?
***nobody likes when a IFV eats up 3 RPG's from under 100 meters and it's still active

The last thing happens often with vanilla vehicles, so that'd be handy

"is it possible" as in - "will it break the mission \ module"?

Btw, what's the code for "Rescue" OP?
Plexy 21 Feb, 2019 @ 11:57am 
Change Log details? :) i am slwly learning how to use this system, so far i am liking how simple it is i just need to get the custom factions going now.
Drongo  [author] 2 Feb, 2019 @ 8:08am 
Thanks for the reports guys.

@Thanos Goblin
I'll probably cap it at 2, I want to keep the system fairly simple. Something more complex is coming soon. Also, I made a campaign version of this (with skill unlocks and looting new guns), but it was a bit rough so I am rewriting it.

@Plandough
No, but that could probably be implemented.

@Gman
I've had some similar issues recently (not consistently though). I think it is related to lag at the start of the mission. I'll try to fix this in the next patch.
Gman 2 Feb, 2019 @ 6:28am 
First, I want to say that this mod is awesome. Makes setting up a good special forces mission with a bunch of custom stuff a breeze. I've run into a bit of a problem though, and I think it might be a bug. No matter what vehicles I sync to the Define Soft Vehicles module, it always spawns in default vehicles using my defined crew. I've got all the vehicles synced up and empty, which is exactly what I've done with the armored module and it works perfectly, hence why I think this might be a bug. I've tried vehicles from RHS and Project OPFOR and nothing seems to change it up. Anyways, major props for making this awesome mod and all the others on your workshop, they improve A3 by miles.
Plandough 2 Feb, 2019 @ 1:53am 
This is an awesome piece of KIT i've been using it for creating WW2 commando / Para raids and it works a treat!
Is there a way to define a specific area for the mission to take place?
Saeletra 25 Jan, 2019 @ 7:47am 
Performance takes a hit when you go beyond set the max objectives beyond 2 - tested it multiple times and it seems to be a problem with how the objectives spawn AI; it gets them clustered around in a close areas. Maybe generating more than one AO or objective area will help? e.g. Demolition objective would take place at Kavala while the rescue mission would take place at Oreokastro
Drongo  [author] 23 Jan, 2019 @ 3:22pm 
Sounds like you are doing it correctly. Maybe take a look at the demo mission and see if something is different.
Neptune2284 22 Jan, 2019 @ 8:10pm 
One more (probably dumb) question: When I use the "define infantry" module and sync it to a group of units (IE Takistani Militia) it awlays defaults to the vanilla FIA faction. Currently I'm syncing each individual unit to the module; do I do it this way, or another?
Drongo  [author] 20 Jan, 2019 @ 11:39pm 
Yes, everyone joining the server needs the mod installed.
Loopymoomoo 20 Jan, 2019 @ 5:25pm 
I dont know if im just having a stroke and not seeing it or if it's just implied, but does everyone trying to join the server require the mod?
I would assume so, but you really never know
Neptune2284 17 Jan, 2019 @ 3:50pm 
Wow, I'm an idiot. Thank you!