Arma 3
Force Through - Malden 2035 [SP/CO18]
57 Comments
SUPREMAWARGOD36 4 Apr, 2024 @ 10:33am 
is bro oxygen okay
Oxygen 12 Mar, 2023 @ 7:53am 
when i get in jet jet say im in control and refuses to go below maax engine even when i try to turn of engine it goes to zero then instantly goes to 100 again the jet is in control i am currently a hostage inside of a multi million dollar aircraft there is no hope for me i must only pray that the sweet release of death is quick and painless
LUCKY TWICE 25 Nov, 2021 @ 12:25pm 
Ah, almost forget - Im used github version of Altis. Idk about updates
Satanic Warhamster  [author] 25 Nov, 2021 @ 10:42am 
Well, that sucks. Can't do anything about it unless I know which exact mod causes this though.
LUCKY TWICE 25 Nov, 2021 @ 10:23am 
Loaded with my pack of mods and excluding few script issues its pretty normal, but! After death, I moved into spectators and new unit spawned over my dead body. Im selected revive in menu and this unit has been killed and Im not reviving at all
Satanic Warhamster  [author] 25 Nov, 2021 @ 5:42am 
The G_revive script is integrated into the framework for this mission, but it is disabled here, so think it shouldn't interfere with ACE. The default Arma multiplayer revive system is enabled though, which might cause issues.
Satanic Warhamster  [author] 25 Nov, 2021 @ 5:10am 
Hi. It should be fine. The scripts in these missions use the scheduling feature from Arma's engine, meaning they don't decrease the FPS by themselves. If your computer can handle you placing ~80 units and assigning them some waypoints in the editor, it will be able to handle this as well. It's just that it might take longer for waypoints creation scripts from this mission to run and things like that if the CPU is slow. Otherwise, yeah, edit the mission to decrease the amount of troops (see the tutorial in the link in the description) and select a smaller battle area so the fewer units have an easier time getting into contact.

I haven't gotten any feedback about ACE compatibility, so yes, please check.
LUCKY TWICE 25 Nov, 2021 @ 4:51am 
Hello. What about optimisation? If I choose small amount of AI in battle and small mission area - it will be fine while hosting LAN game? And talking about ACE - is somebody tested mission with it? If not, I may do that and share experience if nobody tried that (after last answer in 7 oct. or earlier)
Ostross 7 Oct, 2021 @ 4:38am 
Okay, thank you. Just from my experience, I would say that ACE should be compatible as long as there is no specific revive system in place.

TFAR will probably work from the get-go.

ACRE will probably only work if players are given the necessary radios.



I'll hopefully test it out by the end of the month and write back.
Satanic Warhamster  [author] 7 Oct, 2021 @ 4:33am 
Pretty much the same answer as with ACE, sorry. I suspect it should work, but you are just going to have to try.
Ostross 7 Oct, 2021 @ 4:29am 
Subscribed to thread, thank you.

I have one last question: Do you know if playing with ACRE or TFAR in a multiplayer scenario would work?
Satanic Warhamster  [author] 7 Oct, 2021 @ 4:12am 
Hi, Ostross. Haven't tried using ACE with this. If ACE integrates seamlessly with vanilla scenarios, it should work. If it requires something extra to make a scenario compatible with it, then probably not, I haven't done anything in that regard.

Yeah, you'd have to modify the mission to use CUP factions. I've been planning to make a tutorial on how to do such things for a looong time, I'll get around to it eventually. You can subscribe to this thread to get a notification when I finally do it: https://steamhost.cn/steamcommunity_com/app/107410/discussions/0/3102389184735135644/
Ostross 7 Oct, 2021 @ 4:02am 
Does this play nicely with ACE?

In addition, I imagine having CUP loaded won't really change anything, since vanilla assets will be used, right?
Satanic Warhamster  [author] 9 Jun, 2021 @ 7:43am 
Hm, nope, that part seems to be working alright. Must be something else.
Satanic Warhamster  [author] 9 Jun, 2021 @ 5:56am 
That might have been what actually done it. I've written it in a way so that placers with a camp variable run after all the others, so that the camp placement logic has soldiers on the map to pick a faction from. But it's very possible that I broke this logic with some seemingly unrelated update somewhen. Gonna have to test it out.

Either way, for this exact mission the sync method is the way to go. Units spawned with the group variable method can't be synced to the Spawn AI modules for spawn capping.
Stonehouse ☠ 9 Jun, 2021 @ 5:01am 
Interesting. While I haven't checked the trigger code to see if i have mucked something up it looks like the main difference is you used the sync method and I used the group_config method.
Satanic Warhamster  [author] 9 Jun, 2021 @ 2:27am 
No problem, hope it helps.
Stonehouse ☠ 9 Jun, 2021 @ 2:24am 
Cool! Thanks!
Stonehouse ☠ 9 Jun, 2021 @ 1:11am 
I was using Chernarus Autumn and factions "rhs_faction_usarmy_wd" and "rhs_faction_vdv"
Satanic Warhamster  [author] 9 Jun, 2021 @ 12:59am 
Yeah, it's very possible that the customAISpawnerModuleControl entity is getting in the way here. Might need to modify it or remove it altogether to let the spawn cap be handled the vanilla way.

I think I'll find the time to create the RHS version today, no problem. Though we're commenting on the Malden mission while the source I've made available was for Altis. Which terrain are you working on for your mission? And which factions would you like on each side?
Stonehouse ☠ 9 Jun, 2021 @ 12:50am 
Ok thanks that would be very helpful if it doesn't chew up too much of your spare time. Could get a second faction going but it didn't quite do as I wanted - which was a custom group to give west an air mobile element like the Russian Mi24 squads. I ended up with Chinooks all over the place so would have to really try to fiddle with the spawn limits. I will look at it later on - guessing I would need a special spawner etc just for the air mobile units on both sides with a very low cap on active units. I think they were being treated like infantry from the SpawnAI module.
Satanic Warhamster  [author] 9 Jun, 2021 @ 12:35am 
Ah, right. Yeah, the spawner modules take random groups from the assigned faction. The initial units are synced to the spawners just so that they are accounted for in the spawning limit so that there are not too many units at the start of the mission but they don't influence what's being spawned. You can only prevent some squads from being spawned by using the Blacklisted groups field on the spawner module. The format is like this:
'rhs_group_nato_usmc_d_infantry_squad','rhs_group_nato_usmc_d_infantry_squad_sniper'

About the group variable in the camp spawner - no, not really. This would spawn both the camp and the group, but they would be separate. Really hard to tell what went wrong here.
Perhaps it would be easier if I made a version of this with RHS factions and sent you the mission source for further modifications? Shouldn't take me long. If you'd like this, tell me what factions you need on which side.
Stonehouse ☠ 9 Jun, 2021 @ 12:34am 
Ok now I get VDV in the camps lol.
Stonehouse ☠ 9 Jun, 2021 @ 12:16am 
sorry just thought of something - I'm guessing that I need to put
this setVariable ["groups", [
(configfile >> "CfgGroups" >> "East" >> "rhs_faction_vdv" >> "rhs_group_rus_vdv_bmd2" >> etc
]];
on the camp placer too?
Stonehouse ☠ 8 Jun, 2021 @ 11:58pm 
should have said "randomly grabbing a Mech Inf group from the faction"
Stonehouse ☠ 8 Jun, 2021 @ 11:57pm 
Ok will try the US army and marines thing as you describe and update the trigger. To elaborate on the newly spawned units comment: I have placed M113 Mech Inf on the West side but saw what looked like an M2A3 mech inf group get spawned. So I wondered if me setting the limits on the spawner to 15 Infantry and 1 Mech was randomly grabbing a Mech Inf group instead of only taking it from the start groups list. I wasn't sure what your design was. On CSAT in the base yes so far I always see them. I do have a civilian unit linked to Zeus to allow me to roam the patrol area checking things..........could this cause issues?
Satanic Warhamster  [author] 8 Jun, 2021 @ 11:46pm 
(...continued)
Note that there is a customAISpawnerModuleControl logic entity with custom logic to cap the spawning to 40 units per spawner (by default it caps spawning by a calculated unit cost which is inconsistent and makes it a hell to balance). This means that you need to have an equal number of spawners on both teams so you don't have half or twice as much enemies as friendlies. And when you double the amount of Spawn AI modules, you should adjust the number to 20 units per spawner to keep the same number of soldiers on the field as before.
Satanic Warhamster  [author] 8 Jun, 2021 @ 11:43pm 
(...continued)
If you wanted to have, for example, BLUFOR and GREENFOR spawn on the same team, things get a bit more complicated. You would have to delete the team's Spawn AI module and replace the two Spawn AI: Spawnpoint modules with two Spawn AI modules that are configured to spawn units from different sides. Copy over the code from the Expression field in the Spawn AI modules. Note that they differ a bit on different sides. Make sure those spawners are synced to a teamX_AI_spawner_placer_Y logic entity, like the spawnpoints were. And the initially spawned units are synced to their respective spawner modules. And make sure you've updated the code in the trigger, as said in the previous comment.
(continued...)
Satanic Warhamster  [author] 8 Jun, 2021 @ 11:21pm 
Hehe, yeah, totally same thing about the remote work :D

I've improved the code a bit, please update the On Activation field on the trigger I've described in the last comment:
https://pastebin.com/raw/RpUZwH74

Still testing - does the changes you suggested limit the newly spawned units to those I configured in the placers or is it just anything from the faction according to the caps set in the spawn modules?
Could you elaborate? Not sure I understand.

About the CSAT in the camps - does this always happen or just sometimes? I've just tested it with VDV on the enemy side and it seems to work - Russians get spawned in the camp.

To have several different factions, one of the Spawn AI: Spawnpoint modules should have this setVariable ["faction", "rhs_faction_usmc_d"]; and the other should have this setVariable ["faction", "rhs_faction_usarmy_wd"];
This works as long both factions belong to the same side (blufor/opfor/indep).
(continued...)
Stonehouse ☠ 8 Jun, 2021 @ 9:17pm 
Still testing - does the changes you suggested limit the newly spawned units to those I configured in the placers or is it just anything from the faction according to the caps set in the spawn modules?

Also seeing CSAT infantry in the camp? I assumed that you were replacing the units in the compositions with units from the faction chosen? Is that right?
Stonehouse ☠ 8 Jun, 2021 @ 8:28pm 
Thank you it does seem to be working at this end as well. I had a question though - you said use this on the Spawn modules: this setVariable ["faction", "rhs_faction_usmc_d"];

If I wanted say US army and marines is it something like:
this setVariable [("faction", "rhs_faction_usmc_d"),("faction", "rhs_faction_usarmy_wd")];
Stonehouse ☠ 8 Jun, 2021 @ 4:04pm 
Fantastic, will give it a go through today if I can get a few breaks from work. Good thing about work from home is you can sometimes indulge your Arma 3 habit :)
Satanic Warhamster  [author] 8 Jun, 2021 @ 7:47am 
I managed to get it working. Here's what you do:

Create a trigger:
Type: None
Activation: None
Repeatable: Unchecked
Server Only: Checked

Condition:
Rimsiakas_missionInitialized && {typeName (team1_ai_spawner getVariable "BlacklistedGroups") == "ARRAY" && {typeName (team2_ai_spawner getVariable "BlacklistedGroups") == "ARRAY"}}

On Activation:
Copy/paste from here [pastebin.com]



Then you will be able to set the RHS factions on the Spawn AI and Spawn AI: Spawnpoint modules. Like this:
this setVariable ["faction", "rhs_faction_usmc_d"];

It worked on my end. Please check if it works for you as well.
Stonehouse ☠ 8 Jun, 2021 @ 5:00am 
OK thanks. No understood that the vanilla spawns is coming from the spawner modules. Will try the reddit thing and see how I go. Probably take a bit knowing me.
Satanic Warhamster  [author] 8 Jun, 2021 @ 2:35am 
Correct, you have to use the full config path in those. However, I don't think the GROUP_CONFIG thing is going to solve the problem of vanilla units starting to spawn after the initial squads get killed off, unless you're willing to implement your own squad spawning logic to replace the Spawn AI modules. I would try going with the proposal from the Reddit link.

Vehicle support for these missions has been requested a lot and I agree, it would be great. But it's quite a large task with many pitfalls and potential issues so I haven't gotten around to it yet.

Perhaps you could attach [community.bistudio.com] a trigger to the supply crates that would add an action [community.bistudio.com] to the players within that trigger to spawn a vehicle.
Stonehouse ☠ 8 Jun, 2021 @ 2:26am 
dismount/mount thing is probably just that they are only moving relatively short distances a lot of the time. I'll probably see it work out ok once I see a mech/motorised unit go a decent distance. One thing I forgot to mention is on larger maps/larger patrol areas it'd be nice to have vehicles for the player. I tried just placing a empty HMMV next to the player unit but you seem to end up far away from it after initialisation and then some pesky AI steals it. Best I could come up with it placing all the playable units mounted in their vehicle in the editor. This seems to work but is probably less than ideal. If you had a suggestion that would be great. Generally describe myself as an Arma 3 script dabbler so lots of false starts and rework trying to get things going.
Stonehouse ☠ 8 Jun, 2021 @ 2:20am 
Ok thanks. I'll start working through your comments and trying to get it to work. I have figured out the GROUP_CONFIG thing. It's the full string and it needs to go into Placer_team1_start_1 etc (using your malden mission as a reference to help me get a head start on using the template)
Satanic Warhamster  [author] 8 Jun, 2021 @ 1:47am 
As for the problems with vehicles, the mounting/dismounting is handled by vanilla Arma logic where if you place a waypoint far enough, units will mount the vehicles automatically and dismount on contact. So I don't have any insights of what the cause of the problem would be here, sorry.

When testing this, I noticed another incompatibility with RHS in my scripts that might cause RHS vehicles to explode when the mission starts. To fix this, open the functions/unitPlacement/fn_teleportSquadToRandomPosition.sqf and replace the code with this:

https://pastebin.com/raw/MVYJ9jPD

I will upload this fix to the github repo eventually too, but replace it manually for now.
Satanic Warhamster  [author] 8 Jun, 2021 @ 1:36am 
(2/2)
However, there's a catch. Those spawner modules require the faction config to have a certain format. If you open some vanilla faction config, you will see that they have entries inside them named Infantry, Armorded, Mechanized, etc. The Spawn AI modules uses these names to select groups to spawn. If you open the config of some RHS group, you will see that they are not formatted this way, instead of "Infantry", "Mechanized", etc. there's "rhs_group_nato_usmc_d_HMMWV", "rhs_group_nato_usmc_recon_d_infantry" and such. This means that the RHS factions are not compatible with the AI spawner modules, at least out of the box. I think there may be a workaround, described here:
https://www.reddit.com/r/armadev/comments/lvv5tm/sector_control_with_custom_units/gpis7m3/?utm_source=reddit&utm_medium=web2x&context=3

Depending on your knowledge of Arma scripting, this might be a bit advanced. I could look into this a bit more later if needed.
Satanic Warhamster  [author] 8 Jun, 2021 @ 1:36am 
(1/2)
Regarding the custom factions, it's a bit of a good news/bad news type of deal.

It's actually the Spawn AI and Spawn AI: Spawnpoint modules that do the spawning. The groups that placed on the editor are there just so that there are enemies on the map as soon as the mission starts, rather than having to wait for the spawners to spawn them. This makes first contact happen a bit sooner. Afterwards the Spawn AI and Spawn AI: Spawnpoint modules take over.

When you open those modules, you will see that they have a Faction selection field, but it only has the four default factions: NATO, CSAT, AAF and FIA. This can be wprked around by adding this to the init fields of the Spawn AI and Spawn AI: Spawnpoint modules:
this setVariable ["faction", "OPF_T_F"];
The OPF_T_F is a faction name. You can find these in the Config Viewer in the editor in the cfgGroups entry.
Stonehouse ☠ 8 Jun, 2021 @ 1:17am 
I'm having trouble understanding what to substitute for GROUP_CONFIG.

Is it the full string from config path or something else.
eg config path = configfile >> "CfgGroups" >> "West" >> "rhs_faction_usarmy_wd" >> "rhs_group_nato_usarmy_wd_M113" >> "rhs_group_nato_usarmy_wd_M113_squad_2mg"

So do I take just "rhs_group_nato_usarmy_wd_M113_squad_2mg" and substitute it for GROUP_CONFIG or something else?

Thanks
Stonehouse ☠ 7 Jun, 2021 @ 5:31pm 
ok probably AIspawner isn't handling the custom factions and I just don't understand enough right now. Guessing I need to understand the bit about using group variables to spawn units rather than syncing in the editor?
Stonehouse ☠ 7 Jun, 2021 @ 3:42pm 
Thanks! We gave the mission I created a go last night and generally it was ok but I did notice that later friendly spawns were vanilla infantry instead of the RHS ones I had placed in the editor. Likely I have stuffed up something. Any thoughts or suggestions as to where/what a likely source of the problem is? I didn't notice enemy troops changing to CSAT etc from the initial Russian VDV troops. I also noticed that if I started an APC with the troops out they never boarded and if I started them boarded they didn't seem to unload? Is that me doing something wrong or an enhancement needed to the AI way point creation? Adding an Apache and an A10 did seem to work but unbalanced the mission to the point it was hard to find an enemy to shoot so I quickly removed them and we retried.
Satanic Warhamster  [author] 7 Jun, 2021 @ 1:33am 
@Stonehouse hi! Glad you figured it out and even more glad to hear that people are modding these. If any more questions come up, I'd be happy to help.
Stonehouse ☠ 7 Jun, 2021 @ 12:59am 
It's ok I think I found it. You actually have the objects there in the editor, I thought you were spawning them in via sqf somewhere.
Stonehouse ☠ 6 Jun, 2021 @ 11:22pm 
Really enjoying the feeling of being part of a larger battle. I've been trying to use the template from github to create an RHS based mission and generally this is working fine out of the box but I been trying to see how to whitelist/blacklist weapons from the arsenals that are available for the players. Is that something you have planned for in the future?
Liberty_Valance 17 Apr, 2021 @ 9:55am 
Ok
Satanic Warhamster  [author] 16 Apr, 2021 @ 2:37pm 
You can use the U key to teamswitch into the group leader and lead your team there. As for vehicles, yeah, I decided to keep these missions pretty much infantry-only, vehicles really don't work well with these.
Liberty_Valance 16 Apr, 2021 @ 2:30pm 
Ok, but when you go behind ennemy lines, you are called back by your team leader; also there are no vehicles to use or destroy ...