Arma 3
Force Through - Altis [SP/CO18]
103 Comments
Der3i 4 Oct, 2024 @ 8:46am 
Make more maps with this PLEASE and give us the option to choose factions. if you can do that it will be some legendary work!!!
DECKARDCAIM 6 Jul, 2024 @ 10:18am 
Increible los mapas de este usuario todos son muy cool :steamthumbsup:
Pinhead 11 Mar, 2024 @ 2:13pm 
Unfortunately it does. If you don't know either, I'm stumped. Theoretically there shouldn't really be much of a difference performance-wise in that case. Thanks for looking into it, though!
Satanic Warhamster  [author] 11 Mar, 2024 @ 3:50am 
Hi, Pinhead.
I checked and unfortunately I can't reproduce it on my setup so I can't poke around to find out what's causing this :( are you running any mods with this? If you unload all the mods, does the issue persist?
Pinhead 10 Mar, 2024 @ 5:49pm 
I really enjoy these scenarios, but I'm getting significantly worse performance on Altis than on Malden for example when using default settings. Malden runs fairly smoothly, but on Altis the game freezes every couple of seconds even before any combat begins to the point that it's basically unplayable for me.

Directly porting the Altis scenario to Malden produced the same performance difference, as did porting it to Stratis. It seems like the size of the map has a significant impact on performance for whatever reason. Any idea what could be causing this?
Satanic Warhamster  [author] 24 Jan, 2024 @ 12:04am 
Yeah, if you run this as a multiplayer game, you can choose a pilot role to spawn at the airport and there will be a jet and a heli there.
saintbrutal 20 Jan, 2024 @ 6:28pm 
is it possible if i can just fly as heli and provide cas?
Satanic Warhamster  [author] 3 Oct, 2023 @ 1:14am 
Ah, got it. I mean it would be possible to port it over to it. Not sure if I would have time for that at the moment though. If you're familiar with the editor, you may try that yourself. The source files are in the link in the description and there's a tutorial on Youtube.
OnlyOneRedBall 2 Oct, 2023 @ 10:18am 
Sorry, I should have said that I was talking about the IFA3 official mod. It's a WW2 mod that I have had a lot of fun with in the past.
Satanic Warhamster  [author] 1 Oct, 2023 @ 11:55pm 
Hi, jvawter. If you're talking about the Normandy CDLC, there's a version for it: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3011324487
OnlyOneRedBall 1 Oct, 2023 @ 9:40pm 
Hey man this looks really fun, I am going to get it no matter what but I was wondering if it will work will overhaul mods like the WW2 mod?
Engicop 12 Sep, 2023 @ 6:45pm 
I absolutely love this scenario despite being simple. I wish there were in-game settings to change factions and set vehicles.
Satanic Warhamster  [author] 15 Mar, 2023 @ 10:38am 
Oh wow! Thanks, that means a lot!
Oxygen 15 Mar, 2023 @ 6:40am 
yeah scenario is still the best one out there by far play this bsaically every day with friends for hours
Satanic Warhamster  [author] 15 Mar, 2023 @ 5:51am 
Hi, Oxygen. Glad you found the solution yourself. I don't play with ACE, so I wouldn't know what is required for scenarios to be ACE-compatible.
Oxygen 15 Mar, 2023 @ 4:35am 
ok i may have found the issue if you edit the scenario in eden editor then play the scenario with all the mods you want it should work i think
Oxygen 15 Mar, 2023 @ 4:11am 
ace no work with mod
Oxygen 15 Mar, 2023 @ 3:11am 
your scenario does not work well with CBA_A3 it does not allow you to respawn
Oxygen 13 Mar, 2023 @ 12:40pm 
i cant repsawn i try to and when it gets to 20 seconds it resets
Tin 6 Jan, 2023 @ 7:46am 
Wanna do an Omaha Beach version of this!
Stonehouse ☠ 21 Dec, 2022 @ 4:44pm 
All good, just a suggestion as it was time consuming to realise it was the crew needing it. In hindsight it is obvious but wasn't going the other direction. Thanks again for the great mission template.
Satanic Warhamster  [author] 21 Dec, 2022 @ 3:22pm 
Thank you for the suggestion, but it's a bit out of scope for the readme, I'm afraid. It is documented in github and mentioned in the video that the ignoreIntel flag is supposed to be set on a group, not the vehicles. Meanwhile the _this variable in the support module refers to the created vehicle, not the group of its crew. I understand that can be easy to miss, but clarifying every such possible case in the documentation could blow it up quite a lot and excessive documentations are icky to read.
Stonehouse ☠ 17 Dec, 2022 @ 2:01pm 
I guess I was just highlighting that it needs to be the crew and that simply doing a _this as per the rearm/repair trucks in your video wasn't good enough for virtual supports. If you have a readme in your template download it might be worth adding the info re virtual support and that it may be needed for driver, gunner, commander, turret. eg: group driver _this setVariable ["ignoreIntel", true];
Satanic Warhamster  [author] 17 Dec, 2022 @ 6:00am 
Hi again. Yup, that sounds about right. By default, when a virtual CAS plane is spawned, they don't have the ignoreIntel flag, so they get assigned a target. The init fields on the virtual support module is indeed the way to go.
Stonehouse ☠ 17 Dec, 2022 @ 12:02am 
If you just do _this setVariable ["ignoreIntel", true]; then the supply helo is treated as ignoreIntel false in fn_receiveIntel.sqf and instead of exiting the script it continues on and I think tries to give the helo a target.
Stonehouse ☠ 16 Dec, 2022 @ 11:59pm 
Ok with some help from people on the BI forum seems like I got a solution. You need to add the following as the vehicle init on the virtual supply module group driver _this setVariable ["ignoreIntel", true]; ditto on your virtual cas. I added it to the virtual artillery unit as well to be safe but did it for gunner and commander as well.
Stonehouse ☠ 16 Dec, 2022 @ 4:41pm 
Ok so at least for supply drops it seems to have something to do with the maxAirResponse distance on the patrol center. If I set that to 0 then the supply drop happens. Guessing that units spawned are getting caught up by the scripts for force through and retasked even with ignoreIntel set to true. Possibly I'm not setting the ignoreIntel value correctly for a virtual support. Not sure how that affects virtual artillery yet.
Stonehouse ☠ 16 Dec, 2022 @ 4:59am 
So adding virtual supports and finding that they have some issues. eg supply drop spawns flies to a point that is quite distant to the point supplies were requested at and then stops in hover and does nothing further. Artillery rounds don't seem to arrive. Any thoughts or clues?
Stonehouse ☠ 13 Nov, 2022 @ 3:04pm 
Thanks. That would be good as I only discovered the cause by chance and I can see other people getting stuck pretty easily. Especially if you are editing the setup across different sessions it is very easy to mistakenly rotate the trigger zones so they look the same alignment but are 180 deg out of phase.
Satanic Warhamster  [author] 13 Nov, 2022 @ 9:12am 
Hi, Stonehouse! Glad you managed to work it out yourself and I hope it works fine now. I'll try to remember to update the source code to have this "officially" fixed whenever I get the chance to.
Stonehouse ☠ 12 Nov, 2022 @ 10:52pm 
figured it out. I accidently had the rotation roughly 180 deg out for win and lose trigger. So something like 304 and 130. Looked the same in the editor but the calc for the angle of the front line does (304 + 130)/2 = 217 deg. This made the front line tend towards right angles to the win lose zones and just didn't make sense. Once I set the rotation values to be identical for win and lose it was fixed. Possibly the logic needs to do something different if the front line rotation > 180. Maybe angles > 180 returned from the array select should be reduced by 180 before using them to calc the front line rotation. This would have given front line rotation ((304-180)+130)/2 = 127 which would have been fine.
Stonehouse ☠ 12 Nov, 2022 @ 8:48pm 
OK may have answered my own question. If I'm reading things right the angle is dynamically calculated based on win/lose sectors. So I guess it is a case of just going with it.
Stonehouse ☠ 12 Nov, 2022 @ 6:48pm 
Is there any way to control the rotation of the front line? I've set up a simple Force through mission on Utes for some quick play for my group and want to have the front line across the long axis of the island. So Blue is down in SE end of the island and Red is up at the NW. Trigger zones are set up across the island at each end perpendicular to the long axis of Utes. When the mission starts the front line is running along the long axis of the island instead of across it. Any thoughts on how to get the front line rotated 90 deg? Thanks
Dan 4 Apr, 2022 @ 3:04pm 
No problem, thanks
Satanic Warhamster  [author] 4 Apr, 2022 @ 7:37am 
Dan, they respawn only in multiplayer, sorry.
Dan 4 Apr, 2022 @ 3:42am 
Do pilots respawn for if I die as CAS and want to respawn? The plane seems to respawn but the pilots/heli pilots aren't reappearing
Satanic Warhamster  [author] 13 Jan, 2022 @ 12:07am 
Yup, this generally works on dedicated. There's a bug where if during the start of the mission an admin logs in and logs out without selecting the mission area, on consecutive logins they won't get that dialogue option and the mission will have to be restarted. So watch out for that. Haven't found the time to fix it yet.
Also, on dedicated server the unit symbol colors on the map are incorrect due to some issue with the game engine itself.
Other than that it should run fine.

You mentioned that you are using mods. It's possible that this mission somehow doesn't agree with some mod that you're using. I barely use any mods, which may be the reason why I can't reproduce the respawning issue. It would be very good if you could run this mission a few times with your mod set enabled and disabled to see if it has any effect on respawning.
Arcticfox 12 Jan, 2022 @ 10:14pm 
Thank you and sorry for missing the tutorial, it really shows the power of this mission! Thank you for sending the link. Yeah regarding the respawn it happened two times yesterday, i just have to try and not die :D we both have the same mods so it should not be that kind of problem. Will try again today, does this work on dedicated?
Satanic Warhamster  [author] 12 Jan, 2022 @ 3:27pm 
Hi, Arcticfox, thanks! No idea about the respawning issue, unfortunately. Does it happen every time you play? Does restarting the mission/server help?
As for adding vehicles, it's actually really easy to edit that into the mission. It's shown in this tutorial at 5:57 https://www.youtube.com/watch?v=kwI_mhtQ6OI&t=357s
Arcticfox 12 Jan, 2022 @ 1:41pm 
Thank you for this, really quick to get started and a lot of fun! Question, when i die (the host) i can not respawn, timer goes down to 20 sec and then goes back to 1 min again. Any ideas? Also would it be possible to add 1 APC or similiar during the fight to spice things up? Thank you very much for all the hard work!
Nightwolf2112 15 Dec, 2021 @ 11:35am 
Understood. I'll play around with it to see if i can make the switch from BLU to OPF. I'll let you know how it goes.

thanks again!
Satanic Warhamster  [author] 15 Dec, 2021 @ 11:13am 
For switching sides - yeah, the only difference is that you are going to have to change the Side option on the Spawn AI modules as well.
Making it possible to play either BLUFOR or OPFOR is theoretically possible but it definitely wouldn't be straightforward and would require some serious modifications. Maybe someday I will make a version for that but probably not anytime soon.
Nightwolf2112 15 Dec, 2021 @ 11:00am 
Awesome thank you again. This same process is going to be needed to change it so that the playerbase can play as OPFOR correct? Can this scenario be updated so that players can play as either BLU or OPF?
Satanic Warhamster  [author] 15 Dec, 2021 @ 10:52am 
Glad to hear! Yeah, mostly. There may also be cases where you may need to blacklist some groups and such, but that's explained in the AI Spawner module video tutorial. If you are going to be changing factions, you will also need to remember to update the faction names for AI Spawner faction randomization I've described a few comments earlier.
Nightwolf2112 15 Dec, 2021 @ 10:37am 
awesome thank you! It's working perfectly now.

so in the future, when i want to adjust the units associated to the map, i'll need to review the

case "SpecOps";
case "UInfantry";
case "Taiga";
case "Taiga2";
case "Woodland_Hex";
case "Group_43";
case "SE_Warbots";
case "AC_Warbots";
case "AR_Warbots";
case "Infantry":

to change the units once i fix the game logics, correct?
Satanic Warhamster  [author] 15 Dec, 2021 @ 10:20am 
Logic Entity named inventoryFixerLogic
It adds NVGs, has a chance to add a non NV/TI scope to a weapon if it has none and adds additional ammo. If you only want to disable NVGs, remove these lines:
if (hmd _unit == "") then {
_unit linkItem "NVGoggles_OPFOR";
};
Nightwolf2112 15 Dec, 2021 @ 10:12am 
so far looks like its working properly. However, i do notice that the AI are losing their helmets as they are being forced to wear NVG's. The helmets have integrated NVG/TI to them. Where do i locate the script that forces them to wear the NVG's?
Satanic Warhamster  [author] 15 Dec, 2021 @ 9:50am 
Or just have the mission file :D
https://we.tl/t-jIGNCHawRs
Satanic Warhamster  [author] 15 Dec, 2021 @ 9:49am 
(...continued)
Since the battle bots are in a different faction that you've set in the Spawn AI modules, to make them spawn, you will need to add these to the ends of the Expression fields of the Spawn AI modules:
BLUFOR:
team1_ai_spawner_1 setVariable ["faction", selectRandom["Amalgamate_Republic_EA", "SC_Faction_AR"]];
INDEP:
team1_ai_spawner setVariable ["faction", selectRandom["SC_Faction_AC", "Atlas_Corporation_EA"]];
Northern OPFOR:
team2_ai_spawner_1 setVariable ["faction", selectRandom["Scion_Empire_EA", "SC_Faction_SE"]];
Southern OPFOR:
team2_ai_spawner setVariable ["faction", selectRandom["Scion_Empire_EA", "SC_Faction_SE"]];
This will randomize a faction to use for the spawner each time it spawns a group.

Let me know if you have any luck!
Satanic Warhamster  [author] 15 Dec, 2021 @ 9:39am 
Alright, so it seems mostly correct, except for the spawner_group_adapter entity.
For your mission the code in there should probably be like this:
https://pastebin.com/raw/dcF73dDn
If you want to make adjustments, this is explained from 1:24 to 3:45 in this video:
https://www.youtube.com/watch?v=w7PRJ2kLs1Y&t=84s

You will also probably want to put this to the Blacklisted Groups field on both of the Spawn AI entities for the OPFOR side:
"SC_SE_Woodland_Hex_AATeam","SC_SE_Woodland_Hex_ATTeam","SC_SE_Woodland_Hex_InfSentry","SC_SE_Woodland_Hex_InfSquad","SC_SE_Woodland_Hex_InfTeam","SC_SE_Woodland_Hex_MGTeam","SC_SE_Woodland_Hex_SniperTeam"
(delete whatever is left in those fields before pasting this)
The reason for this is explained later on in the video.

(to continue...)