Arma 3
Coup d'etat - Tanoa
64 Comments
Adam 10 Apr, 2021 @ 2:22pm 
Alright thank you
Dagger  [author] 10 Apr, 2021 @ 8:11am 
I invite you all to check the new mission by clicking on the link.
Dagger  [author] 10 Apr, 2021 @ 8:11am 
This mission was my starting point in mission editing. Now I am working on a Liberation style one:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2417954601

From now on, the Liberation one will be my main thing, and I am adding more gear and weapons as I create more factions to pop up these missions.
Dagger  [author] 10 Apr, 2021 @ 8:03am 
Adam, I have re-uploaded. It has happened because I am in the process of editing the factions and some vehicles got un-crewed.
For the moment, it will be better to run the mission with the beta test version of the mod. I have updated it too.
Adam 10 Apr, 2021 @ 3:15am 
Hello it keeps saying that "SSS_module_AddArtillery no longer exists"
DutchMenace666 16 Mar, 2021 @ 5:40pm 
will have a look!
Dagger  [author] 12 Mar, 2021 @ 3:32pm 
hi Dutch,
I've learned to set liberation missions. Would you give it a try on my new Altis liberation mission? You play with the units in the mod, I gave a boost on the required factions. it needs the bets test for the moment.
Dagger  [author] 20 Jan, 2021 @ 8:54am 
oh man, good luck with the new one.
Let me know if the mission loads everything right for you, because otherwise I can patch it up real quick for you.
DutchMenace666 20 Jan, 2021 @ 6:51am 
no problem. just started over with a fresh install. ssd was fried...
Dagger  [author] 15 Jan, 2021 @ 1:14am 
hmmm, it shouldn't!
Thanks for letting me know dude!
DutchMenace666 14 Jan, 2021 @ 4:51pm 
dependency lambs.rpg?
DutchMenace666 30 Aug, 2020 @ 5:38pm 
Yo! I've finally been able to play some arma again! All was completely FUBAR, so needed to do a fresh setup and remove my own shitty scripts... guess i'm not made to prod around in config files. But.. it seems all is well now. mission runs super smooth kudo's on that! Now i need to find some time to play a nice session since my girlfriend gave birth to our daughter 2 weeks ago!!
Dagger  [author] 26 Jul, 2020 @ 2:36am 
hi Dutch, now, with more damage on the beta test, this mission becomes really serious. Gotta play like Deadside.
Dagger  [author] 16 Jun, 2020 @ 9:24am 
also helicopters don't pick up and drop very well. You order the ai to get in, then it takes off before you get in. The solution is ordering it to land.
DutchMenace666 14 Jun, 2020 @ 4:45pm 
ohw that's kinda shitty... it has the right class? Amphibious properties in the cfg? (i got no idea about that kinda stuff obviously)
Dagger  [author] 14 Jun, 2020 @ 3:01am 
yeah, it working fine, I have tested everything and I like it.
The thing which is not working is calling the amphibious APC. If it is on another island and I call it then it doesn't cross the water to come to me.
DutchMenace666 13 Jun, 2020 @ 3:00pm 
How is simplex behaving for you? You like it?
DutchMenace666 20 May, 2020 @ 6:23am 
aha..
Dagger  [author] 20 May, 2020 @ 5:21am 
the ai not haloing is a script limitation
DutchMenace666 20 May, 2020 @ 5:17am 
If i'm playing with my BundesWehr units =D
DutchMenace666 20 May, 2020 @ 5:16am 
Maybe 1 (limited) zeus slot so that the mission admin can keep the mission going without restart of to much of a hussle.

btw. how do i halo with full team? selecting all, key 6, doesnt work. I need to give em the order individually by F(1,2,3), 6 and give halo order. Otherwise my team stays behind thinking: "Verdammt, Herr Oberstürmbahnführer DM666 Ist Verschwunden!" "Mein Himmel! Wie denn??"
DutchMenace666 20 May, 2020 @ 5:05am 
...(2/2)
Finding these groups and clearing the areas they are in will take me to next op. (they're pretty hard to find without zeus so a support provider like a high altitude drone on sentry would be a nice feature, with availability intervals so it doesnt get to easy, no piloting or turret control for players. just color possible hotspots red on player request when drone is available. It has to RTB for refit and refuel regularly so it wouldn't be available at any time anyway. (or a condition where a sentry is available only once between every op. but with a minimum of 5 or 10 minutes from completing an op.

the spawn position near the diesel powerplant for example is close enough to create enemy forces on the diesel plant i know that now so that's the first location i clear. after that a new objective will trigger.


Every first objective that triggers right after mission init auto completes btw. (for me it does anyway)

Hope this helps!
DutchMenace666 20 May, 2020 @ 5:05am 
it might be because of my mod list. sometimes the launcher just loads another preset then the one i was using the run before. it seems that if i use an enhancement to zeus or a debug enabler, it messes with the mission and i get put on spectator channel.

about the missions not triggering; i strongly suspect it has to do with opposing groups spawning elsewhere because i passed the proximity spawn trigger on my way to the assigned mission. Enemy units spawn in but it goes unnoticed by me and the units don't show on the map. also when i send a drone out for recon units will spawn here and there. (figured that out by sneaking zeus editor into the mission.) they spawn in and keep lingering around if i am close by enough preventing the start of a new objective. (1/2)...
Dagger  [author] 19 May, 2020 @ 11:42pm 
I can reduce the mission time to trigger, about the screwed respawn position it is from the 3rd party script, I can't change, duno why it works sometime and doesnt some other times, about spawning at bottom left I think I can fix that... let's see
DutchMenace666 19 May, 2020 @ 1:19pm 
Been playing for a good 6 hours today. relatively smooth after bumblefucking with initial spawn. I got spawned in with the playables cache on the tiny island bottom left (team alpha 1-2, so no supports are activated and unble to set up camp) or i spawned in as a spectator at start of mission. from group channel to side channel to spectator channel. changing the mod load order helps but the a3launcher fucks it up anyway. randomly.

non the less, i was entertained for a good while. only the missions take some time to trigger sometimes.
Dagger  [author] 18 May, 2020 @ 9:51am 
hahaha
DutchMenace666 18 May, 2020 @ 7:50am 
i'll make sure to make a mod preset, catch you on the flip side!
Dagger  [author] 18 May, 2020 @ 7:00am 
hey Dutch! Wanna join us?!
Dagger  [author] 18 May, 2020 @ 6:59am 
Hi all, FireStorm and I have decided to build an EU clan playing the mod :)
Come and join us at:
https://units.arma3.com/unit/1eutfd
DutchMenace666 9 May, 2020 @ 3:48am 
removing MP resolved all the existing bugs for me. so i am happy anyway!
DutchMenace666 9 May, 2020 @ 3:47am 
that's the idea, testing stuff to propose for your project. better than throwing it in the comments without being looked at first.
DutchMenace666 9 May, 2020 @ 3:46am 
I'm still testing and setting up. but some nimitz launched quick response support and a A-10U drone on sentry watch, also testing an awacs to detect ground targets. only problem is that drones trigger ai spawning so de map get flooded, destroying fps... (figures) LOL
Dagger  [author] 8 May, 2020 @ 5:24pm 
and what have you added?
maybe you have some good ideas that could be added here as well
DutchMenace666 8 May, 2020 @ 2:09pm 
Ported your mission to a SP setting. Everything works like a charm. Every time! Yay!! Added a couple of things just for my own pleasure. Must say, learning a lot from your scripts and setups. thank you for that.
DutchMenace666 8 May, 2020 @ 2:06pm 
=D
Dagger  [author] 7 May, 2020 @ 12:45pm 
hhahahah wrote wrongahaha
Dagger  [author] 7 May, 2020 @ 12:44pm 
grood!
DutchMenace666 6 May, 2020 @ 3:13pm 
a clean and organized steam folder system helps a lot! i now get frames per second, in stead of per minute.
DutchMenace666 4 May, 2020 @ 2:43pm 
They do indeed. I did a clean install today splitting A3 and @workshop between ssd and hdd, hope that helps a bit too.. stability wise.
Dagger  [author] 4 May, 2020 @ 9:45am 
well, dynamic starts come at a price ;)
DutchMenace666 3 May, 2020 @ 9:58am 
you're welcome. Init isn't always flawless though. sometimes the map starts with olympicly stupid AI wich won't mount the command veh. Or without creating objectives or unable to build camp. nothing too hot to handle. A restart (mission) resolves the issues most of the time.
Dagger  [author] 2 May, 2020 @ 6:09pm 
hahahhaha tku man!
DutchMenace666 2 May, 2020 @ 2:44pm 
Wow!! Einfach Klasse!! Did you use the "WD-40 addon"? It runs like Ho Chi Minh in a Napalm strike! Very nice indeed!
DutchMenace666 2 May, 2020 @ 5:17am 
I run the beta test mod already so should be good to go!

I'll test run today!
Dagger  [author] 2 May, 2020 @ 4:22am 
hi all,
Hei DutchMenace666,
I have added civilians but, you will have to use the Daggerg beta test mod instead of the official one.
Dagger  [author] 1 May, 2020 @ 6:14am 
great :)
now I am working on adding more flavor :)
wanna do something really psychological...
DutchMenace666 1 May, 2020 @ 5:06am 
Nice touch! It takes a bit of getting used to the gameplay but it's running more smoothly each run.
Dagger  [author] 30 Apr, 2020 @ 1:49am 
nice :)
civs come next, but I want to create the civs faction in a way that they look exactly the same as the bandits, in order to increase the pressure on the player
DutchMenace666 29 Apr, 2020 @ 1:01pm 
fps seems ok too! nice job:)
DutchMenace666 29 Apr, 2020 @ 1:00pm 
seems to work now! no civs though.