Arma 3
[SP] Attack on Zaros
55 Comments
marco.toppy 31 Oct, 2024 @ 10:44pm 
The mission no have end !!! The last task, after distroyed enemies, not terminate !!!
Exocet 12 Apr, 2021 @ 9:49am 
Very nice combined arms:AAF:
PremiumColt  [author] 4 Feb, 2020 @ 8:42pm 
@[TSM] MO Thanks for playing. Glad to see people still enjoying these after all this time!
[MO] Martin 4 Feb, 2020 @ 4:21pm 
Nice Mission, - thanks ! :NATO:
Goro 20 Mar, 2016 @ 2:40am 
Excellent work!
pleasereboot007 19 Mar, 2015 @ 3:03am 
great mission!
schulerofp 29 Oct, 2014 @ 2:33pm 
good work !!!
FlashPoint 26 May, 2014 @ 7:42am 
great mission but FPS was a bit affected.
DN GM 21 May, 2014 @ 3:29am 
Never mind! I destroyed both tanks and now the mission is finished.
Thanks for the help. The mission was great by the way!
DN GM 21 May, 2014 @ 3:21am 
...which means...? :D
Should I just completely destroy the tanks and that's it?
PremiumColt  [author] 20 May, 2014 @ 7:47pm 
@[REF]Gabby It might be because one or more of their tanks may be disabled but their damage variable is below 0.5, at least that's what I can think of.
DN GM 20 May, 2014 @ 5:21pm 
(Possible spoiler?) I'm not sure what I'm supposed to do at the end where the enemy is counter-attacking. I disable their armour and the friendly AH99s arrive but the enemy infantry starts fleeing and nothing happens.
The mission was extremely fun nonetheless, would play again.
JCaetano 16 May, 2014 @ 11:05am 
Fun stuff, Thanks
PremiumColt  [author] 15 May, 2014 @ 4:08pm 
@mrobertnoel An APC with troops arrives at the outpost after its taken, and secures it of any remaining enemies (though they are scripted to die so they won't interfere with the main force. I thought I had an ammo dump in the CSAT base in Zaros? Well, I'll take a look and add it down then.
Oh, and waypoints noted. I'll see what I can do :)
Strong Hand 15 May, 2014 @ 6:52am 
@timokujansuu I also had this happen, along with the AA task. The other ones worked fine. It seems to me the blufor AI is moving on too quick even tohugh enemys still remain, maybe put they're waypoints on slow or something, not sure but its still a great mission.
Strong Hand 15 May, 2014 @ 6:49am 
Awesome Mission. The Opfor - Csat balance was perfect, and the legth from area to area and task to task wasnt outragiously long or short. I give it a 5/5. The only thing I might add is an ammo drop in zaros, maybe a hemmit could drop by the opfor outpost to the east of the city once its's secure and alot of csat remains after the task says they're done. Other than having to conserve ammo going through the rest of Zaros it was awesome buddy good job!
[GCSI]Fugee_Law 5 May, 2014 @ 12:11pm 
A good mission. Nice balance between attack and defend.
PremiumColt  [author] 2 May, 2014 @ 1:34pm 
@timokujansuu Huh, I've never seen that happen before. I'll see what's up.
FerociousWhiteCat 2 May, 2014 @ 12:54am 
A bit too easy (all you have to do is stay alive while other do the dirty work!) but entertaining, still. Thanks!
timokujansuu 2 May, 2014 @ 12:31am 
Very good mission, had a good time playing it. For some reason the objective to reach the regroup point before attacking zaros was completed before i actually reached it but whateva.
Rodney 29 Apr, 2014 @ 5:58pm 
@Colt. Thank you for this scenario! I really enjoyed it!
Mars 27 Apr, 2014 @ 8:09am 
?
PremiumColt  [author] 26 Apr, 2014 @ 7:24pm 
@Theo Hardmeier Right-o. Also I believe too it was a straggler that caused the pile-up on the bridge, so I re-edited the trigger at the outpost to kill off any surviving troops. Thanks for noticing that man.
Theo Hardmeier 26 Apr, 2014 @ 7:17pm 
Genius!!!

Nice stuff, will retry the mission next time I fire my aa3.
PremiumColt  [author] 26 Apr, 2014 @ 7:09pm 
Updated:
- VAS added
- Adjusted waypoints at bridge
- Surviving outpost personel will immediately die as to not interrupt convoy at bridge
- New tasks added (hunting down every last soldier in Zaros isn't required)
- Re-adjusted the last task location (as to not confuse the player)
- Last task finish when either vehicles destroyed or heavy damage (>= 0.5)
- Friendly AI waypoints re-adjusted
- AI soldiers independant from APC's

I also intend to make a coop version of this mission, as to several requests. As always, if any more bugs and/or any of these fixes proves to be problamatic, inform me. Enjoy!
PremiumColt  [author] 26 Apr, 2014 @ 8:24am 
I really want to thank everyone here for giving me a ton of work :) But seriously, I'm compiling a list of all these bugs and will work on them ASAP.
Theo Hardmeier 26 Apr, 2014 @ 5:28am 
Its possible for friendly infantry AI to get stuck on the bridge near the first obj.
Im gonna guess they are not meant to disembark at that point. Proberly a straggler I missed was spotted by the group so they bailed.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=253289942

You may need to adjust the waypoints to go around it...
Giotto88 26 Apr, 2014 @ 3:49am 
bello
Tourkofagos 26 Apr, 2014 @ 3:05am 
It needs a lot of work ...
And why would a hunter lead the attack and the tanks to follow?
Enemy AI stand still and wait to be killed :)
fasad 25 Apr, 2014 @ 9:15pm 
*At the hold point, both friendly and enemy AI seemed to be quite careless (all troops standing up). Friendly AI did not move from their formation at all. Would be better if firendly units where more prepared and active.
*Enemy crew continue to attack after they have lost their vehicle. They should retreat.
*Mission failed to complete after defeating all approaching enemies. Player was required to advance 700m to the "Defend" waypoint, and attempt to defeat many enemy troops. Would be better if the mission ended when the attack was repulsed rather than defeated outright, especially as I had lost all of my subordinate AI by this point. Vehicles should not be required to be destroyed, just disabled.
*Very linear, no suprises. The player should be told that he needs to go and defend a point during the mission, not in the mission briefing. This would make the situation seem more dynamic.
fasad 25 Apr, 2014 @ 9:15pm 
Quite a good attack and hold scenario. I had a few good shootouts through the town.
Here are a few things I noticed that could be improved:
*Clearing outpost (first task) trigger activated while I was hundreds of meters away. It would make sense that the trigger won't fire until the player's group get close to the outpost and can see that it is clear.
*Performance dropped quite badly as I approached Zaros. It recovered quite soon afterwards however.
*Bodies disappeared from the battlefield very quickly and noticably.
*Friendly AI units stopped moving/searching Zaros before it was clear, and enemy AI held their position. This leaves the player's group with a large town to search and clear. Either make the friendly AI more active, or make enemy AI retreat when heavily outnumbered.
PremiumColt  [author] 25 Apr, 2014 @ 6:29pm 
@Bergotronic I've been trying to find a way for the counter-attack to basically be defeated when all vehicles are destroyed and/or disabled (including crew bailouts). Still working on that lol
Bergotronic 25 Apr, 2014 @ 6:21pm 
Decent Mission! - SPOILER -- I took out all the enemy infantry and crew at the end, but the mission did not complete. I had to destroy each vehicle, even though the crew had long since bailed out :)
artek3333 25 Apr, 2014 @ 4:24pm 
good
PremiumColt  [author] 25 Apr, 2014 @ 1:33pm 
@filpette I was more or less aiming for a simple mission, with the randomness coming from the combat in the town itself. But yeah, I get what you mean. I'll see what I can do in the next update. Thanks for the suggestion!
CANNIBAL 25 Apr, 2014 @ 1:28pm 
збс!
Samoht Nox 25 Apr, 2014 @ 5:28am 
very nice mission, well done
NiceStreamLOLTTV 24 Apr, 2014 @ 1:30pm 
cada
ebarstad 24 Apr, 2014 @ 1:08pm 
Nice mission; thanks for sharing!
byteman21 23 Apr, 2014 @ 11:29pm 
Thanks Colt for the education...
=Jacko= 23 Apr, 2014 @ 9:53pm 
@[FFL] Colt: TY for adding VAS and coop ;)
PremiumColt  [author] 23 Apr, 2014 @ 8:46pm 
@byteman21 Virtual Ammobox System, basically a script where you interact with an object (usually an ammobox for aesthetic) that allows you to customize your person ingame with differant gear, uniforms and such. Really popular script for coop, large-scale missions.

And from what appears to be a pretty high demand for VAS, I'll get to work this weekend with an update to add it for those who want to use it, though naturally you can ignore it if you want. I'll also add a coop version of this mission as soon as possible (maybe on the weekend too).
StorM 23 Apr, 2014 @ 3:00pm 
NICE
=Jacko= 22 Apr, 2014 @ 10:08pm 
add VAS ..............FFS
byteman21 22 Apr, 2014 @ 9:24pm 
What is VAS?
Dakila 22 Apr, 2014 @ 3:17pm 
4/10
bigboi 22 Apr, 2014 @ 12:29pm 
AWESOME JOB BRO !!!
PremiumColt  [author] 22 Apr, 2014 @ 9:06am 
Eh, I made the mission with the intention of it being somewhat straight forward, not to mention I feel the mission's not on the scale as deserving VAS, and that my coop mission-making skills are sorta shallow. However, when I get some free time I'll try and make a coop version of this mission with VAS.
Shork 22 Apr, 2014 @ 7:15am 
why is the enemy not shooting at me?
Theo Hardmeier 22 Apr, 2014 @ 1:37am 
Ignore the VAS junkies.

Good mission!