Arma 3
Combat Royale on Altis
60 Comments
Dabbo  [author] 3 Jan, 2018 @ 11:47am 
@StormBringer0520 thanks! Good to know, I guess I have some script calls that conflict with that mod, it might be worth trying to make it more capatible if I get time :) Thanks for letting me know!
SanctifiedLiberty 30 Dec, 2017 @ 3:56pm 
@Dabbo I tried replicating the issue, and apparently I forgot I still had Armageddon active. Disabled that addon and it worked!
Dabbo  [author] 30 Dec, 2017 @ 2:40pm 
v1.6.4 released, UI bug fixes and some scripting timings adjusted.
Dabbo  [author] 30 Dec, 2017 @ 12:45pm 
@StormBringer0520 Hi, doesn't sound like something I've experienced myself. How did you set up the game? I'll have a go a reproducing this and fixing it if I can. Cheers.
SanctifiedLiberty 27 Dec, 2017 @ 6:32pm 
Whenever I try to spawn in, my game just stays on the welcome screen. Is that supposed to happen? If so, is there an estimated amount of time that happens for?
Mr.Wanaskiwin "Navarone" 22 Dec, 2017 @ 1:24am 
cool :D

glad to help
Dabbo  [author] 22 Dec, 2017 @ 1:21am 
@Wanaskiwin yeah, i'll need to have a play around again and iron out those bugs if I can. I'll check out that scenario and see how they acheieved the parameters outside of a MP lobby. Cheers. AI has always been a bit hit and miss with this mission, I'm mostly relying on Arma to do most of the work for me, with my scripting just ordering the AI to positions around the map. Thanks again for the feedback, I'll start looking into fixing the issues and perhaps releasing a single player variant int he future :)
Mr.Wanaskiwin "Navarone" 22 Dec, 2017 @ 1:17am 
tho i found the ai at first to be ignorant of my existance and also the game counted a death that occured just before it halo dropped me.


see when it loaded it dropped me stomach first from about 75 meters up with out a parachute and killed me, then it halo dropped me. wierd.
Mr.Wanaskiwin "Navarone" 22 Dec, 2017 @ 1:14am 
Well still an interesting concept. maybe look at the Dynamic combat.recon ops scenarios for reference, it loads a parameters screen before it loads you into the mission but it is an SP scenario, maybe you should look at that for a frame of reference :D

i also took a look thru mp lan, pretty cool stuff.
Dabbo  [author] 22 Dec, 2017 @ 12:35am 
@Wanaskiwin I play solo when testing this against the AI, solo is possible and fun, it's just that you have to launch a MP (LAN?) game to get into the mode (you dont need other players to join to start). I'm not sure you can tailor the gamemode if I ported this to a single player scenario - the parameters screen would only be accessable to a MP lobby. I'll do some investigation on how I could get this to work and maybe create a new workshop entry for the single player version if I can get it to work that way. Thanks for the feedback!
Mr.Wanaskiwin "Navarone" 21 Dec, 2017 @ 8:17am 
so does this not show up as a scenario? or only an MP one?


i'd very much like to play this solo since theres ai to fight. im sorta a solo PVE guy when it comes to arma game play.
Dabbo  [author] 4 Jul, 2017 @ 11:21am 
Thank you :D
Romane 3 Jul, 2017 @ 12:06am 
ah,ok
anyway,this scenario is fun.Great job
Dabbo  [author] 2 Jul, 2017 @ 10:46am 
No, at the moment the only loot is off other players/AI and loot crates at the moment. The AI is Arma 3's AI, I can't do much with it other that order them to locations/targets - Arma's game engine takes care of the rest - plus, I wouldn't be that good at it :)
Romane 2 Jul, 2017 @ 9:29am 
Can you make AI Units more challenging?
Romane 2 Jul, 2017 @ 4:12am 
Does this game has another lootable object in the buildings beside from loot crates?
Dabbo  [author] 2 Jul, 2017 @ 2:31am 
Hi @Duh,Pen Dundir - The AI units respawn after being killed and they typically drop in again much like the human players. Their location is updated on the map to get a feel for how many are near you. Does this help?
Romane 2 Jul, 2017 @ 1:43am 
Thanks for your answer.
Anyway,how to check how many AI Units that still alive?
Dabbo  [author] 2 Jul, 2017 @ 12:24am 
Hi @Duh,Pen Dundir - The number of AI units can be set in the PARAMETERS option when your in the lobby. You have the following options; 0, 5, 10, 15, 20, 30, 40 or 50 units. Unless you are asking for a further 40 units (90?)
Romane 1 Jul, 2017 @ 8:01pm 
Can you increase AI Units?
40 AI Units I think
Dabbo  [author] 4 Jun, 2017 @ 6:08am 
v1.6.32 Released

+ SafeZone is now randomily placed at start of match, rather than a fixed position (center).
+ Added more player/unit tracking intervals (1,5 & 15 seconds options added)
+ Spawn Type option added
- All Units Halo Drop
- All Units Spawn On Ground
- Player Only Spawn On Ground (AI Halo)
- AI Only Spawn On Ground (Player Halo)
+ Ensured AI units get killed by restricted zones, they'll move to Safe Zone if no targets in range.
Dabbo  [author] 3 Jun, 2017 @ 5:28am 
I might need to add a server parameter to not end the game so early then, as I think it ends when there are only a few zones left. I'm sure I had the AI move towards the safezone when no players were in range - could have been another bug. I'll test that! Thanks again!
Coderz 3 Jun, 2017 @ 5:14am 
The one I really want is that NPCs will stay out of the Restricted zone and walk towards the nearest yellow/green/safe zone. Or atleast head towards the Safe Zone. Yeah I gave your mod a thumbs up! I can't wait to see what you produce. I'll make sure to follow up on this mod, I'll also subscribe to this thread so I get the notifications. Keep on working hard haha!

Imagine that nearly all the zones are restricted and all the NPCS restort to flying their parachutes and walking to the safe zone just to live and there being a all out war with Players/NPCs.
When you made that A.I improvement the NPCs sorta felt like players lmao! :special:
Dabbo  [author] 3 Jun, 2017 @ 5:04am 
@Coderz Wow, that's awesome *cracks knuckles*, time to get started. I'll probably roll the features out one by one or group similar ones (AI stuff) together when I finish them. Thanks for this, pretty cool to-do list for me to work on :)
Coderz 3 Jun, 2017 @ 5:00am 
I couldn't fit all the info into a single comment so I seperated them all. into 3 comments.
Coderz 3 Jun, 2017 @ 5:00am 
The Safe zone should be randomly picked so it always leaves a fresh game. The gamemode is absolutely great and I love the features you created, however I feel that this addon is underappericated, I can't find another mod that is even close to this. You did a great job on this mod.
Here are a couple features I'd love to see.
Coderz 3 Jun, 2017 @ 5:00am 

Features:
*Dynamic AI Count (X number of bots that roam the map)
*(In Parameters options) Being able to modify what weapons are most likely to spawn in a supply drop.
*(In Parameters options) Spawn directly on ground instead or parachute.
*(A.I Feature) A.I will move to a more safe zone if the Zone is becoming restricted.
*(A.I Feature) A.I will loot nearby supply drops and will randomly be rearmed with a weapon. Then the supply drop will disappear. (Memory Optimized)
*(A.I Feature) A.I will persue the highest bounty player/NPC (Should be a parameter) (NPC Aggresion)
*A Safe zone could have a tower in the middle like a minature fort or something.
*Vehicle Density (Forgot if this feature is included)
*A.I Persue the safe zone agressively instead of being the restricted zone. (Near the end of the match, NPCs are harder to find since they're stuck in a restricted Zone and are rarely affected by the bombings since only Players are recognized by the bombing script.)
Coderz 3 Jun, 2017 @ 5:00am 
Bugs:
*Player tends to teleport ontop of perachute when landing causing player to injure themselves or die.
*A.I will walk out of the map unknowningly, I don't know how your code handles that situation. Maybe kill them or teleport them into a random square on the map.
Dabbo  [author] 3 Jun, 2017 @ 4:55am 
@Coderz yeah, that's correct, I don't get to play on this mission file at all these days so I'm not actively bug hunting or coming up with new ideas. Although, I have neglected porting this game mode over to Tanoa which now I'll get started on soon, hopefully I'll fix some bugs along the way! :)
Coderz 3 Jun, 2017 @ 4:42am 
Seems like the last update was 2 years ago
Dabbo  [author] 3 Jun, 2017 @ 4:13am 
@Coderz I'll continue to support it with fixes (if I know of any bugs) and improvements (if I can think of any). I know it's not perfect, but If you have any suggestions I'll look into it and push a new version when I can :)
Coderz 3 Jun, 2017 @ 12:24am 
Are you going to continue supporting this mod?
Dabbo  [author] 25 Sep, 2015 @ 8:49am 
v1.5.31 Released.

- Improved AI behaviour; AI will head to blue zone when no targets are within range (800m)
- Updated/Fixed valid target types (players were not targeted correctly by AI)
- AI will no longer hunt and shoot empty vehicles :/
- AI parachutes that drift over water will be immediately killed (they will respawn again)
- Improved AI spawn code, used technique from mt CrazyTownMP mission so that this mission doesn't hit the group limit (causes wierd AI spawn issues).
Dabbo  [author] 19 Mar, 2015 @ 1:14pm 
@hkn thank you :) the AI is a mixture of A3's AI and my scripting (to get the AI close to an enemy), unfortunately, the AI can be quite dumb and I have no power over that other than making them super deadly by giving them you precise location and firing at you when in range :/ There is a skill setting which I can manipulate and I could add to the mission. I could also allow the host to adjust it as necessary - not sure if it would improve things but I'll update it soon and let you know when it's ready to see if it works for you!
hkn 19 Mar, 2015 @ 12:18pm 
Do you know how to increase the skill of the AI? They don't even shoot back at me. Great job on this mod, I'm going to try it out with some friends.
Dabbo  [author] 30 Dec, 2014 @ 11:29am 
@Tr1pL3 Hi, once you have subscribed, the file should be automatically downloaded and it should show up as a Multiplayer mission. If you host a game (LAN/Internet) you'll see the mission file displayed. As host, you can set various options to customise the play. You don't need to play with other people, you can play this by yourself with AI (defaults of 20 AI, I think) but you still need to "host" a multiplayer game to access the mission file - hope this makes sense, if not, please let me know and I'll try my best to answer you questions. Cheers.
Tr1pL3 30 Dec, 2014 @ 10:22am 
I cant open this and play it in the game?
Dabbo  [author] 8 Nov, 2014 @ 6:55am 
v1.4.30 released.

- Removed player fatigue.
- Disabled save option when exiting game.
NoCroissant 24 Oct, 2014 @ 3:00pm 
Thank you. Just so you know I was refering to FrankieOnPCIn1080p
Dabbo  [author] 24 Oct, 2014 @ 2:54pm 
@Artichoke I don't know who Frankie is. I did a quick google search and I believe it was Battle Royale, not this one (Combat Royale). If you are interested in Battle Royale, you can find info on their website here : battleroyalegames.com - hope this helps :)
NoCroissant 24 Oct, 2014 @ 2:51pm 
Is this the one Frankie did a video on?
Dabbo  [author] 7 Aug, 2014 @ 1:05pm 
v1.4.29 released.

- Fixed uniform issues, all checked and work.
- Fixed bug in crate spawner that didn't add items correctly.
- Restructured player/AI unit configuration.
- AI auto refils ammo on empty (trial).
Dabbo  [author] 5 Jun, 2014 @ 3:09pm 
v1.3.28 released.

Changes ported over from Stratis with 1 new feature added...

- Maximum AI units increased to 50 from 20.
- Marked For Death optimisations/bug fixes.
- All weapon types included (missing ones added).
- Briefing added (How to play on map screen).
- Loading image added.
- Respawn delay changed from 60 to 25 seconds.
- Added player score display to track kill count.
Dabbo  [author] 21 May, 2014 @ 3:59pm 
v1.3.27 released.

- Increased player slots to 80 due to request from community.
- Marked for death implemented, top 3 players will be tracked by yellow skull symbol every second.
- Fixed AI player tracking bug, limiting tracking to first 16 slots.
- Removed redudant variables
Dabbo  [author] 19 May, 2014 @ 11:42am 
@Broadcasting.exe It should be automatic when you load up Arma 3, you'll see it in the Altis missions when you create a new server session. If you're still having issues, let me know and I'll see what I can do. Cheers :)
Live - Twitch/BurtonTTV 19 May, 2014 @ 10:13am 
How do I download this once I have subscribed? :S
Dabbo  [author] 18 May, 2014 @ 3:33pm 
Toying with an idea to have the top 3 players on a "Marked for death" system, whereby if you are one of the top 3 players, your position will be updated on the map more regularly (like vehicle movements perhaps?), change icon from dot to skull when tracked? or perhaps add smoke drops at players postion every minute?. All could be controlled (turned off) via the host options.
Dabbo  [author] 18 May, 2014 @ 3:29pm 
v1.2.25 released.

- Fixed unit type bug with soldiers (not civs) being available from addtional player slots created from last patch.
- Added new UI element that warns when the game/mission is about to end. 10(18 in total) remaining zones warning.
- Renamed player unit slots in lobby to "Combat Royale Player"
- Increased crates from 3 to 6, Altis only for the time being.
- Zone decay rebalanced, slower and more controlled.
- AI will now have random weapons upon spawn, just like the player.
Dabbo  [author] 17 May, 2014 @ 3:08pm 
v1.1.23 released.

- Fixed a bug with the end condition that prevented server map rotation and end game from working correctly.
- Increased player count from 16 to 40 slots to support larger community based sessions.
- Changed crate marker from solid blue circle to a red border for increased visibility.
Dabbo  [author] 10 May, 2014 @ 8:41am 
v1.1.21 released.

- Top 5 player scoreboard UI added
- AI Players included in scoreboard
- Scoreboard only lasts during the map session, reset on map change/restart.