Arma 3
VRSWAT2
20 Comments
Sunflower  [author] 27 Mar, 2024 @ 11:19am 
I've been playing ArmA again lately - wanted to update the comments and let y'all know I see that there's some really bizarre lighting issues that have come up since I made this. I'm not sure what to do about them, but flashlights seem to be worthless at the moment.
Sunflower  [author] 12 Apr, 2020 @ 3:02pm 
In my perfect world - snake cameras like in Splinter Cell.
LucSon 12 Apr, 2020 @ 2:34pm 
AFAIK there isn't a mod, but there's a great mission that simulates one. The creator of that mission has been MIA for 9 months, so it's possible!
Sunflower  [author] 1 Apr, 2020 @ 10:06pm 
@JoMiMi HA I wish! - There's probably a mod that has it but I'm trying to keep this as mod-light as possible. Smokes and flashes are your friends. Doing these scenarios is how I learned smoke grenades actually rock if used well.

On a side note - I've played around with using head cams but never had it work in any way I found actually useful.
LucSon 1 Apr, 2020 @ 9:16pm 
@Mouse VRSWAT 3 has to have door tactical mirrors.
Gonzo-GT 13 Feb, 2020 @ 10:06am 
It's funny that you said "I guess we'll pretend it's human eye correction working against you" because I thought exactly the same but clearly was an engine issue. As I told you, I hope to see VRS3 soon!
Sunflower  [author] 13 Feb, 2020 @ 7:13am 
One more note about lighting: The way I have used these sorts of "fake" lights on the scene is being scaled way back for VRS3 to see if that helps. I'm using an Eden object added with Contact that I'm 90% certain was not meant to be used as aggressively as I've been using them.
Sunflower  [author] 13 Feb, 2020 @ 7:07am 
Lighting has been a weird, inconsistent issue. There's something about the way ArmA handles lights that can cause some weird fades in/out even without NODs. One of those things I've had to throw up my hands and say "I guess we'll pretend it's human eye correction working against you"

In regards to mods I stripped it down to the core I could get it. You can get a pretty decent SWAT-looking kit with just RHSUSF which, lets be fair, most players already have.
ACE is absolutely required for the zip ties. With the ROE rules I wrote in you need to be able to secure hostages and surrendered hostiles or else it will backfire on you. I know people have written zip tie scripts as well but I prefer the intensity of having to manually find the person's hands on a fast-ticking clock. Also, ACE flashbangs are a massive cornerstone to making this work.
Gonzo-GT 13 Feb, 2020 @ 2:52am 
Just one more thing, if you don't mind. Can you make no ACE/vanilla version (without mods requirements)? Thanks again.
Gonzo-GT 13 Feb, 2020 @ 2:49am 
Yes, you're right about that that. Now, I have to say... I had some kind of rare incidents with lighning in this scenario... I mean, my character's vission gets really dark for no reason with lots of lights around and even NVG starts becoming useless due to the darkness. Really annoying. But probably it isn't your fault and has something to do with the game's engine. Whatever, I had so much fun and the "semirandomization" gets it more replayability. Well done!
Sunflower  [author] 12 Feb, 2020 @ 6:09pm 
I may go back and do the extras from VRS2 into VRS1 (and overhaul it a little) since it was a proof of concept scenario.

Re: CQC outside of VR
The reasons I use VR are because I can place objects, specifically buildings, freely without regard to terrain which is handy when constructing a very personalized feeling of environment. Also, and more importantly, because that many objects in a zone is murder on framerate in an actual map. VRS2 pushes the limit of objects in scene at a time to the point of some frame drops and VRS3 has had to go through several reworks to keep it at a smooth 60 for my rig.
I want players to be at a smooth 50-60 as much as possible because it helps keep your reflex time up which is important on those tight corners.
Gonzo-GT 12 Feb, 2020 @ 4:08pm 
By the way, VRS1 doesn't have VRarsenal option, can you do that avaliable please?
Gonzo-GT 12 Feb, 2020 @ 4:05pm 
Good to know! I had a great time with this mission! Have you considered making more of these highly detailed CQB scenarios outside VR? Hope to see VRS3 soon.
Sunflower  [author] 12 Feb, 2020 @ 3:58pm 
Thanks, man! I'm slowly working on VRS3 which will be a similar concept but a little more complicated. (VRS1 was the prototype built around verticality, VRS2 heavy CQC industrial, and VRS 3 will be..........)
Gonzo-GT 12 Feb, 2020 @ 1:52pm 
This mission is awesome, it is sooooo well decorated and immersive... More of this please (even better better if outside VR)!
JoeCake 27 Sep, 2019 @ 12:59am 
yeah would be nice if i could get some insperation from it. gonna play it and take a look how it is done.
Sunflower  [author] 25 Sep, 2019 @ 6:50am 
Glad you enjoy the screenshots! I've spent a lot of time very carefully handcrafting each piece for this particular self-contained mission. There are many elements that only work within itself, and would not make sense if not part of the entire package. Feeling city/village is only one part of the whole.

It really isn't meant to be stripped down and I'd welcome you to give it a try and see what I mean. If you want inspiration on how to make something similar that'd be the best way to start. I'm also happy to talk about what went into making this, if you (or anyone else reading) needs help!
JoeCake 25 Sep, 2019 @ 2:45am 
yeah. just with the vanilla stuff in there. like a template. cause i like the allyway feeling to it.
Sunflower  [author] 24 Sep, 2019 @ 12:36pm 
@Cupcake - You mean do a different upload without the rest of the scenario?
JoeCake 24 Sep, 2019 @ 9:43am 
well. on the pictures you made it feel very city/village ie. is there any change you share the map alone without the units?