Arma 3
C Q B | A i r p o r t A s s a u l t
57 Comments
$hitDemon 10 May, 2023 @ 8:36am 
Indeed, Arma 3 modders are amazing.
VedKay  [author] 9 May, 2023 @ 7:39pm 
Oh you'll love arma in that case :steamlaughcry: welcome to ocd bug city!
If it weren't for the community of modders, this game would be even more of a broken mess. Thankfully it seems you've found Drongo's suite of mods. He has fixed a lot of the problems.
$hitDemon 9 May, 2023 @ 5:35pm 
Ahh i see.
Rather new. Just picked it up last sale.
No biggie. They are worth bothering my ocd i guess :|
VedKay  [author] 9 May, 2023 @ 2:43pm 
Oh ok I getcha now, hmm, I don't know what causes that...
I know there is a tagging bug in the mission publisher (that's been there since 2014 lol) where it automatically adds SP tags when publishing.Might be that..
But yeh MP missions by default will go into MPmissions folder and shouldn't be seen in the SP scenarios list at all.
$hitDemon 9 May, 2023 @ 2:14pm 
I gotcha. No way to make them not appear in SP scenarios then.
Other than just putting it in arma3/ MP missions after playing once & unsubscribe?
VedKay  [author] 9 May, 2023 @ 2:08pm 
@$hitDemon cheers mate.
Yeh because the missions have lobbies to fill up with player/s, it has to be a hosted environment. I only make MP missions :rockon:.
$hitDemon 9 May, 2023 @ 10:04am 
Awesome work by the way.
$hitDemon 9 May, 2023 @ 10:03am 
Can these & rest of drongos missions be launced from SP Scenarios list?
Or have to host local lan like description?
Im just curious, if thats the case is there anyway to remove them from showing unless in local lan?
Kinda like the Direct Action missions?
VedKay  [author] 18 Feb, 2023 @ 11:47pm 
That sounds like a missing mod error, but seeing as this is completely vanilla I'm not sure what's going on.
Lavv036 8 Feb, 2023 @ 2:55pm 
Whenever I play this scenario with mods, I load in and I can't spawn in and also, my map does not show up at all. Any solutions to this?
VedKay  [author] 6 Nov, 2022 @ 7:39pm 
Awesome stuff dude! Much appreciated.
Nice to see you back on the tube, would love to see you guys play one of the AirOps missions too :bigfire2020::steamthumbsup:
CR4FT 2 Nov, 2022 @ 2:07pm 
https://youtu.be/0CFuKebOLqc back on youtube had kick it off revisiting your mission :)
VedKay  [author] 8 Aug, 2021 @ 1:56pm 
This mission is all vanilla, maybe try it without any mods too, In case there’s a conflict or something
noBrainer 8 Aug, 2021 @ 1:00pm 
@VedKay, many thanks for checking! i'll try to re-install it, and check everything up.
VedKay  [author] 7 Aug, 2021 @ 7:27pm 
@Sgt.Carver just tested this mission on my dedi server with a friend, respawns work ok for us and even the un-lockable respawns trigger correctly once areas are cleared. We were able to select "PMC Staging" once we died.

All I can suggest is un-sub/re-sub to the mission maybe.
noBrainer 5 Aug, 2021 @ 2:31pm 
Many thanks!
VedKay  [author] 4 Aug, 2021 @ 8:49pm 
First report of that behaviour, I'll take a look at it asap.
noBrainer 4 Aug, 2021 @ 3:51pm 
I can't respawn, the main green button says respawn disabled.
VedKay  [author] 8 May, 2021 @ 11:26pm 
Great to hear :steamhappy:
waystin2 8 May, 2021 @ 9:14pm 
Was Good Fun!
VedKay  [author] 11 Apr, 2021 @ 1:27pm 
Hope you guys enjoy it ✌️
waystin2 11 Apr, 2021 @ 8:03am 
Going to run this for the guys on squad night this week!
VedKay  [author] 14 Mar, 2021 @ 2:10pm 
Cheers again GriZZly much appreciated mate :steamhappy:
GriZZly 14 Mar, 2021 @ 7:45am 
Good job again ;)
VedKay  [author] 30 Jan, 2021 @ 1:02pm 
Cheers @uboatgeorge appreciate the kind words.
uboatgeorge 29 Jan, 2021 @ 2:54pm 
Glad to see you made another mission. Your stuff is always pretty enjoyable.
.::ZeroTwoKawaii::. 25 Jan, 2021 @ 10:21pm 
"Cannot connect to positioning system" or something like this idk
VedKay  [author] 24 Jan, 2021 @ 1:20pm 
Arghh thought I sorted him out! Unfortunately the walking under ground is a nasty arma bug. That’s why I left the radio triggers to kill sections if needed. Even with dozens of invisible walls they’ll still clip under ground now and again :steamsad:

Ok two reports of the same dude under ground in the Barracks. Will go back in today and remove this annoying dude all together, as well as do some minor maintenance.

The disappearing of previous sections is a performance thing. That’s how I get away with so much furniture and objects in such a small space. This was my first attempt at trying this 'staged' approach. Definitely a lot to improve on :steamhappy:

Cheers for the reports fellas, update coming today @Toasty and @Survival.
Toasty 24 Jan, 2021 @ 7:32am 
When we spawn the "Stop the Execution" step every terrorist from clear sector 2 vanishedalong with everyone on the map so we cannot progress. Also in Clear area 1 the big white building on the right, 4 terrorists were bugged and spawn in the closet under the stairs. They were not killable until i went and got a gun which can penetrate walls. Great fun mission but needs fixing a little.
Survival 24 Jan, 2021 @ 3:33am 
@kiba3x
I think u start the Mission in SP u have to start the mission in MP.:steamthumbsup:
Survival 24 Jan, 2021 @ 3:31am 
We love ur Missions. Keep up the good work.:steamthumbsup:
In the first Section is one Guy in the Hidden room on first floor of the Barracks.
Can u fix this please.:steammocking:
VedKay  [author] 22 Jan, 2021 @ 7:55pm 
The other comments here kind of contradict that, not to mention the extensive testing. I can’t even try to help with that kind of no info comment 🤷🏻
kiba3x 22 Jan, 2021 @ 5:04pm 
doesn't work
VedKay  [author] 21 Jan, 2021 @ 3:40am 
Update v1.2 :

- Added Grey Rectangle markers representing the various buildings in the AO. They are still staged, so section-2 will only reveal after section-1 has been cleared and so forth.
- All the street lights were accidentally set to damage false, preventing them being shot out. This is now fixed, all street lights can be shot out now.
- Revised the lighting and street light placement in general.
- Also added a laptop to the briefing table with a "turn  lights off" switch. If you just want to go dark without shooting the lights out.
VedKay  [author] 21 Jan, 2021 @ 2:18am 
Yup lights are all set to damage false lol. Fixing and updating now.
VedKay  [author] 21 Jan, 2021 @ 1:57am 
Floating lights aye... hmm didn’t notice will look into that one. Might’ve accidentally set them all to damage false.
Mallekip 21 Jan, 2021 @ 1:21am 
You can specify what your radio trigger kills. If you don't want the trouble of naming units and writing that all out, you can just select the OPFOR units within a trigger area. Set the trigger activation to OPFOR, and in the Activation-

{
if ((_x isKindOf "CAManBase") and { alive _x } and { (side (group _x)) == opfor }) then {
_x setDamage 1;
};
} forEach thisList;
================
About the lights mod: yes, the editor has street lights, but not all. It's missing the small town lamps from Tanoa, for instance. Regardless, I think it would be cool if you could include street lights in the mission. I was trying to shoot them out, before discovering that they were just floating :).
Have a good one.
VedKay  [author] 20 Jan, 2021 @ 7:48pm 
Thanks for the great feedback @Mallekip.
Might not be a bad idea to mark out all the buildings with grey markers you're right! Will do that with the next update.
Great to hear the performance is good even in local.

Ah yeh if you use the Kill trigger it also "kills" the respawn point. Unfortunately that's an arma engine limitation, I noticed that too. It will also "kill" the supply boxes that are at each new re-spawn point :steamfacepalm:

One cheeky bugger must've been hiding from you hehe.

Regarding street lamps, they're already unlocked in vanilla game so I'm not too sure what that mod adds.
And yeh rappelling is a cool idea! Doesn't really play in this mission, BUT will definitely keep it in mind for a future mission.
Might do an old school RainbowSix style mission :steamhappy:
Mallekip 20 Jan, 2021 @ 6:53pm 
Oh and frame rate was great. I didn't check, but there was no noticeable FPS drop on my rig with high settings at 1080p hosting locally (6700K processor, Gefore 1050TI).
Mallekip 20 Jan, 2021 @ 6:52pm 
-And instead of only complaining, I like to also share knowledge:
a) You can add building outlines by placing grey rectangles in the editor and setting opacity to 100%.
b) This mod (and others) unlocks vanilla street lamps in the editor. Load it to place the lamps, then unload it. Clients do not need the mod to see the lamps. So you can replace the unnatural floating lights: https://www.armaholic.com/page.php?id=23559
c) If you are bothered, you can add rappelling to the mission as a script. I don't mind helping you add it. Downside is that it's not compatible to with ACE: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=730310357

Was fun and will be playing your other missions. Keep it up!
Mallekip 20 Jan, 2021 @ 6:52pm 
Hi! This is a great mission. Making a good CQB map is difficult in Arma, especially since when you use certain buildings, the AI will walk through them. That is not the case here, which is awesome!

Had a small bug though. Couldn't find my last enemy in Section 1, so used the "Kill" radio trigger. This unlocked Section 2, and the the respawn point. However, I am unable to use the Section 2 Respawn. Shows a diagonal yellow line with a small skull through it. I *can* use the PMC Staging spawn point. So it's just a lot of walking.
VedKay  [author] 19 Jan, 2021 @ 2:29pm 
I'm interested to know what FPS you guys get in local and/or on dedi servers?

In local host I get 60-70 in section 1
70-80 in section 2, then an easy 90s after that.

Just curious how much further I could push the furniture. Even though everything is set to simpleObject there's still a limit.
VedKay  [author] 19 Jan, 2021 @ 2:15pm 
@M@K 47 cheers again mate. Thought I'd try something a bit more densely packed.
Yeh the AI is something we've all been battling for many years as you know. There's a charm to arma's AI 😂🤬
M@K 47 19 Jan, 2021 @ 9:33am 
Another great CQB mission! Of course there are some A.I.'s issues, as reported by Orde J. Kinsey but... Arma 3... is Arma 3! (hahaha:steammocking:) Congrats mate, very good job!
VedKay  [author] 18 Jan, 2021 @ 11:31pm 
Update v1.1 :
- Minor maintenance.
- Added more furniture/props to certain buildings.
- One starting/staging area now.
- Moved some enemy around for fresh playthrough.
- Added debug radio triggers to kill all enemy per section 1/2/3. Just in case you cannot find that last dude hiding somewhere.
VedKay  [author] 18 Jan, 2021 @ 11:30pm 
haha if he picks up the cat please ho;d fire! Billy got hit with a stick 😅
AK 18 Jan, 2021 @ 7:09pm 
Bill's 'aight then, will have to see if you can roll fast enough to catch him before he goes for a wee wander out by the tarmac. 50/50 chance he picks up his SMG or the cat on the way out the door; harmless half the time, really.

Good to know it's not meant to be fully furnished: the performance metrics you're using make sense to me. I agree that reducing the number of spawns makes a lot of sense; your other missions work fine with just the one spawn area too.
VedKay  [author] 18 Jan, 2021 @ 6:05pm 
And yeh the wandering guy that goes walkies to the hangar. That's Bill. He's a bit confused. Every now and again we've seen him wandering off to see the planes at the hangar... Didn't want to disturb old Bill. He doesn't affect the completion trig if he wanders off 😂so let him be
VedKay  [author] 18 Jan, 2021 @ 5:57pm 
Oh yeh not ALL buildings are furnished just the main ones. Performance wise can't overfill it but i think there's enough for that extra bit of immersion apposed to baron everything.

Yeh will check the other spawns, maybe remove them all together. Sth way flows the best imo.
AK 18 Jan, 2021 @ 5:08pm 
@VedKay : Definitely tied to the southern spawn location then. Check yer triggers lad and you should be 'aight. Not a lot of furniture in some of the buildings (some have none) but I can see there is furniture in the rest of the zone.