Arma 3
Desert OPS Run - Tactical Arena v1.30 (Altis)
311 Comments
Gunter Severloh  [author] 4 Oct, 2024 @ 5:03pm 
UPDATE
v1.30
====
See change notes at the top for details!
Gunter Severloh  [author] 27 Sep, 2024 @ 5:06pm 
I asked my friend Rydygier if there is something with the script, and what
can be done about this. i had suggested as you mentioned maybe
the last unit we could ping, so i'll let you know what he says when he
replies and or what we figure out. Thanks for the feedback once again!
Czarny 27 Sep, 2024 @ 7:55am 
Hmmm... I suppose easy solution would be doing something with this:
https://ibb.co/mFKSPHR
If spectator mode would list enemy units it would be extremely easy to check it.
And I told exactly about it. Nothing more.
Gunter Severloh  [author] 27 Sep, 2024 @ 4:20am 
Ya i think im going to ask Rydygier about the last soldier that we cant find
as its his code. So theres something missing or what, but no its
definitely not intentional otherwise theres no point on setting up the code
and triggers for mission complete.
Czarny 27 Sep, 2024 @ 12:11am 
Yes, of course you are right with finishing the mission. I agree with you.
Also taking into consideration there is spectator mode my previous proposition is pointless.

Now I only mention there is a problem (if it is a problem, maybe this is intentional) with invisible enemies on the spectator list.
Gunter Severloh  [author] 26 Sep, 2024 @ 5:13pm 
You know its not necessary to beat the mission, its not that type of mission to
complete it, i never do, its just an option, but i've had the only
issue not finding the last guy before.
Czarny 26 Sep, 2024 @ 8:14am 
The issue I described happened also on the very beginning of the mission.
Just after the beginning I've made a respawn and gone to spectator. Situation was I described - just like in previous mission when last AI left.
Gunter Severloh  [author] 26 Sep, 2024 @ 3:42am 
Ya somehow then you had killed them all and the end mission complete
is not registering, or the task for garrison isn't completing. Idk what the
issue is or how to fix it.
Czarny 25 Sep, 2024 @ 4:20pm 
I've checked spectator mode.
In this mode to the left there is a list. I see only units of my side. List of any other side is empty.
Eg. when I am BLEFOR I see bluefor list with my units but OPFOR is empty.
Enemy units are not indicated in any way in area of operation.
Gunter Severloh  [author] 25 Sep, 2024 @ 2:27pm 
Ya with spectator you get that little icon for the unit, it should show exactly where their
at. If there is an issue where their not showing up then i'll ask my friend
Rydygier about it as he helped code aspects of the mission.
Czarny 25 Sep, 2024 @ 12:15pm 
Oh, you are right! I completely forgot about it. But I remember I requested it by myself :)
Gunter Severloh  [author] 24 Sep, 2024 @ 3:28pm 
Hi Czarny, thanks for the feedback, have you tried using spectator to locate the last guy?
Czarny 24 Sep, 2024 @ 2:46pm 
CONTINUATION OF PREVIOUS

Why?
It is often situation than AI is spawned behind the doors that cover it when are opened, or behind some corner "at the end of the word". I also met situation AI just gone somwhere (twice in one mission - it wasn't a patrol). Searching AI at the end of the mission just to kill last soldier is
tiring, annoying and not necessary. Also may break good impression after the mission with reminiscence of this pointless effort.
Czarny 24 Sep, 2024 @ 2:46pm 
@Gunter Severloh
Hi Gunter.
I don't know if you still support this mission with new features but I have some proposition.
Recently I've cleaned up again arena. Almost. Once again I had a problem with finding last soldier.
It is not a big deal, I just gave up. But I started to wonder if it wouldn't be good to add some "ping soldier" command to player's menu when garrison is smaller than - lets say - 3 soldiers.
I imagine it works like this:
a) if garrison is less than X soldiers (2, 3, 5, other) command "ping soldier" (or named in any other way) is visible in player's menu;
b) player can choose it and he receives direction and distance to nearest AI;
c) distance to AI cannot be more accurate than X meters (5, 10, other) - if it is smaller there is message like "some AI is in the vicinity";
d) player can't use "ping soldier" often than X seconds (30, 60, other).
Gunter Severloh  [author] 13 Jan, 2024 @ 5:32am 
So whats the name of the mission in the editor you have?
Why do you want to open it in the editor?
The omega crazytails 13 Jan, 2024 @ 4:02am 
I can go to editor scenario and open but it is not there were else would it be
The omega crazytails 13 Jan, 2024 @ 3:55am 
How do i open this in the editor cant find it
Gunter Severloh  [author] 22 Sep, 2023 @ 4:03am 
Thanks!
In the description at the top is a link to all the versions of this scenario
there is one on VR for this too there.
Also for performance read the article i put together on the discussions tab here
i explain what you can do to improve performance.
Bendy 21 Sep, 2023 @ 11:06pm 
great concept....can you do a version of this in VIrtual Reality map?
my framerate is bad on this one
Gunter Severloh  [author] 2 Apr, 2023 @ 3:15am 
Update
v1.29
====
See change notes tab at the top for details!
Gunter Severloh  [author] 17 Jul, 2022 @ 6:57pm 
I've thought about that in the past to be able to spawn ai you can command,
which is easy to do but as far as them getting on ramps,, crossing planks, ect,. they wont follow you. Only way they would follow you is if you were going up stairs, in houses if the enemy ai can do it then ai that you command can do it, so its pretty limited why i didn't bother.
Friendly ai and ai under your command are easy targets targets for the enemy ai, most of
that of course depends on your abillty to command them.

I will consider the idea and test it out, i already use a script for commanding ai in most of my missions so its not hard to implement, but it would need to be tested. There are other things i need to update and things i want to do in the mission so future updates will be coming, but thanks for the idea!
Hannes Hössler 17 Jul, 2022 @ 4:50pm 
Very fun scenario. Would be cool to have a few AI allies to spawn. Feels lonely in the arena even with 1v150. Either to have in my squad or roaming on their own
Gunter Severloh  [author] 17 Jul, 2022 @ 4:44am 
Hannes Hössler 17 Jul, 2022 @ 3:50am 
Would like to ask what faction you were fighting against and what sound mods you used in that video. Thanks.
Gunter Severloh  [author] 3 Jul, 2022 @ 5:09pm 
UPDATE
v1.28
====
See official release thread post seen here for the changelog and video
https://forums.bohemia.net/forums/topic/223874-desert-ops-run-tactical-arena-v128/?do=findComment&comment=3462967
Gunter Severloh  [author] 30 Jun, 2022 @ 5:13pm 
Other missions i created hmm i suppose but then you can easily just go to
my name at the top where it says "Gunter Severloh's Workshop"
and see what i have there.
As for feedback on the mission, either or is fine, although the BI forum's
thread would be better because its not limited like the steam comments are
and what you type doesn't get all contorted by the limited space.
Czarny 30 Jun, 2022 @ 1:21pm 
BTW... Is it more confortable to you if I will continue reporting here or in BI forum?
To be honest, BI forum has better tools of conversation.
Czarny 30 Jun, 2022 @ 1:12pm 
I just realized you've made also "Aces of the sky". It would be good if you add here some info about that and any other missions you've created.
Sorry but I have some initial observations :)
Gunter Severloh  [author] 20 Jun, 2022 @ 5:28pm 
Thats not the issue, i know what the problem is, there are 4 buildings where the enemy
ai spawn and then patrol the arena. Each one of those buildings has a trigger
the trigger name is tied to the faction script.

One of the functions is to exclude those buildings as a garrison for the AI which
i also had setup in v1.24 and prior for the player start buildings, as initially when
i set those buildings up sometimes the enemy ai to be garrisoned would show up in one of the
buildings, so a code was setup to exclude those.

Well in the recent update of removing the player buildings, i had to remove the code
for the player buildings for the garrison script exclusion well seems,
i accidentally also removed the names of those buildings for the enemy ai to be excluded.

I may either just readd the names, or remove the buildings altogether and find another
way to have the enemy ai patrol the arena from where they start.
Czarny 20 Jun, 2022 @ 8:45am 
Problem may be in tog_garrison_script.sqf, line 100.
What I understand you garrison each unit from group in the random building from the building pool. I saw in EDEN each building has limited number of spawn places.
Porbably when there are enough AI units at some moment script starts to hit already occupied places and therefore part of AI are somehow solved by game engine (if there is even inch of a space in vicinity AI is placed), but part of them land in pits.
Solution could be creation of pool not using buildings but spawn points of all buildings (and not reset this pool for each group).
But theese are only my suspictions.
Gunter Severloh  [author] 20 Jun, 2022 @ 7:16am 
Its an enemy AI spawn building, i seen your video, i see that somehow sometimes AI is garrisoned in there, i'll look at it tomorrow.
Czarny 20 Jun, 2022 @ 6:25am 
Please look at this:
https://hoborg.pl/pub/spawn.mp4
After the kill, garrison counter decreases.
There are no patrols in this mission (they are set to manual spawn). I triple checked it.
I don't remember exact number, but there was a situation when I killed about 5 of AI in one such pit.
Gunter Severloh  [author] 20 Jun, 2022 @ 2:55am 
Also theres no script that kills you when you enter, its a trigger your walking into
that will kill any player that enters, its not meant for players.
Gunter Severloh  [author] 20 Jun, 2022 @ 2:54am 
Czarny
Those 2 arent garrisoned because i have a code i use that only allows everything within
the walls of the arena to only be garrisoned, and not the player spawn points or the
buildings where the AI spawn at.

Those 2 you are seeing are most likely didn't follow the squad when
the moved to patrol.

That building, like the other 3 are where the enemy AI spawn at, its not meant for
players to go into as the AI wont be in them.
There is a trigger that the covers the entrance of the wall to the opening
of the building itself that will kill the player instantly if they enter it.
Same will happen to the AI if they enter the player start area.

Just ignore those buildings, their for enemy patrol spawn points.
I dont know of any other way to spawn a patrolling enemy AI squad in where
the player wont see them spawn in, and they wont get stuck somewhere.
Czarny 20 Jun, 2022 @ 1:55am 
I tought about this:
https://hoborg.pl/pub/spawn.jpg
Those two guys are garrisoned. Generally I had nothing against their presence there but when I try to go there for checking this room behing the corners I am killed instantly by script.
Gunter Severloh  [author] 19 Jun, 2022 @ 7:27pm 
UPDATE
v1.27
====
See change notes tab at the top for details!
Gunter Severloh  [author] 19 Jun, 2022 @ 7:01pm 
Only issue with making all the buildings not be damaged is the ones with windows
their windows cant be broken, this was my original intent to have all buildings
destructible otherwise it breaks immersion if the windows dont break.

Also i found 3 buildings without silhouette's as you pointed out, you said a garage, but
both the garages weren't showing and another building next to one of them, all fixed in
v1.27

Update pending!
Gunter Severloh  [author] 19 Jun, 2022 @ 4:55pm 
1) Patrolling ai spawn from 1 of 4 buildings and then move into the area, i dont see what the issue is other then maybe your entering one of those buildings in which you would be instantly killed.

2) Shoot the ammo boxes and or ignore them, i never play to finish the mission so i dont shoot them i focus on training on my tactics. i could make all the buildings indestructible and that would fix the issue.

3) I'll take a look.
Czarny 19 Jun, 2022 @ 9:33am 
I am not sure if first two are features or bugs.
1) In recent version of mission I met almost 10 garrisoned soldiers in this pits where patrols are spawned. This is quiet suprising. Before 1.24 I never met there anybody. I noticed this stuff in 1.24 but I tought it was accidental thing. But no. Now I am quiet sure it is usual thing.
2) Also this small building with ammo crate to destroy is vurnerable to damage and is destroyed with crate. This is cosmetic thing, but with all those ladders and walls levitating around debris it looks quiet ugly.
3) Probably there is a lack of one silhouett of garage next to office building. This is also minor thing.
Gunter Severloh  [author] 18 Jun, 2022 @ 11:45pm 
UPDATE
=======
- no changes to the mission, description page here has new v1.26 zip files.
All missions updated!
Cheers!
Gunter Severloh  [author] 18 Jun, 2022 @ 6:40am 
UPDATE
v1.26 (version remains)
====
See change notes tab at the top for details!
Gunter Severloh  [author] 16 Jun, 2022 @ 4:14am 
Ya CSAT, LDF, Spesnaz, and AAF soldiers have armor, CSAT soldiers have
the armored helmets.
I always play against either FIA, Sindikat, or factions from other mods.
Other maps i'll start working on them friday and should have them all updated on saturday
sometime.
Czarny 16 Jun, 2022 @ 3:22am 
5) No, no, I don't say you've changed it. I think about this standard ones in garrison (CSAT?).
I suppose their clothes are most heavily armoured ones in the game.
But maybe this is wrong idea...
Gunter Severloh  [author] 15 Jun, 2022 @ 4:52pm 
Thanks for the feedback.

3) white dot was placed to make the building shadows show on the map
as per your code as it requires a marker on the map titled "buildingsinarea"

5) what units are heavily armored? i didn't touch anything other then the
2 parameters, and the new player spawn points.
Czarny 15 Jun, 2022 @ 1:48pm 
1) Recoil and sway are now properly descriptive.
2) Recoil and sway make this mission much more interesting and even challenging.
3) There is some white dot in the middle of the map.
4) There is weird bug on standard server (I didn't check if also on dedicated but probably yes):
when I will interrupt a mission, close the server and I will back to the mission (continue instead of restart) kill counter is missing from the top. This is probably caused because initialization stuff that displays it is placed in init.sqf instead of initPlayer.sqf
5) Proposition (yes, another one:) ):
Currently enemy units are heavily armoured. This cause they can recieve even two headshots. I don't complain - I am OK with this.
But maybe it would be good as an option to add lightly armoured ones (but not "naked").
6) All texts on map are OK.
Gunter Severloh  [author] 15 Jun, 2022 @ 8:45am 
UPDATE
v1.26
====
See change notes tab at the top for details!
==========

=Notes=
- Only Altis was updated for now, the others will be done when i have more time
all the other maps are still v1.24.

- Link for pbo files remains the same and was not updated, its still old version.
Subscribe for the latest version 1.26 play through MP lan.
==========
Czarny & sidekick7569 let me know how it plays.
Lasly i prefer the buildings as they were but if its going to cause issues then its not worth
the headache, mission works regardless.
All for today, im out of time, and time for bed. Cheers! :steamthumbsup:
Czarny 15 Jun, 2022 @ 12:25am 
Gunter don't justify yourself. This is not your duty to do this mission.
When you will be ready, just update it. I suppose nobody blame you about anything.
Take your time, there is no rush.
Cheers!
Gunter Severloh  [author] 14 Jun, 2022 @ 4:43pm 
Update wont be to tomorrow, i had no time today, i had to get some things
done on my car this past morning which took most of my time.
Czarny 14 Jun, 2022 @ 11:00am 
For me there is no difference if there is 10, 6 or 4. I play this usually alone (with one recent exception where there were 4 of us).
sidekick7569 13 Jun, 2022 @ 12:07pm 
Gunter Severloh [author] Yeah I may have confused one of the guys issues with the other, my apologies fellows, it happens lol...Much love to everyone