Arma 3
Artemis' Hunters (SP/COOP)
55 Comments
Cuervo Celestial 10 Feb @ 6:57am 
I had the same problem with the AI squad, also I think that one of them died but the radio didn't trigguer. that said, very nice job!
BlackFox  [author] 18 Jun, 2024 @ 3:10am 
Komodo you're welcome. :>
Komodo 16 Jun, 2024 @ 1:12pm 
fun mission, controlling the squads via radio and commanding the vic was a bit tedious due to arma jankiness but I liked the last 2 objectives, really fun, ty
S-Array 03 27 Mar, 2024 @ 5:08pm 
Confirming dismounting and remounting will make the AI squads board normally
S-Array 03 23 Mar, 2024 @ 2:03pm 
I'll try that next time cheers
BlackFox  [author] 23 Mar, 2024 @ 1:55pm 
S-Array 03 I'm almost certain it's an AI thing.
When they follow your vehicle and refuse to get in, dissambarking yourself usually fixes that for me. I hope that helps. ]
S-Array 03 23 Mar, 2024 @ 12:39pm 
Hi, I'm having trouble with the infantry squad. I can give them waypoints to walk to but they refuse to board my vehicle at the assembly area. After I order them, they follow my vehicle from behind on foot but will not get in. Then if I try to drive away sometimes they will find the motivation to get onboard. And then getting them to deploy is a trouble as well.

Bad user inputs? Usual clunky AI? Possible bug?

Scenario seems pretty cool otherwise!
BlackFox  [author] 27 Jan, 2024 @ 7:56am 
DrafareL Games Thank you very much. :>
Prawa Skarpetka 27 Jan, 2024 @ 4:24am 
I think that this scenario is great. It should be in Vanilla A3 by default. Good job
Maxson 13 Dec, 2023 @ 12:18am 
thank you for good mission. spent roughly 2 hours. AT soldiers are a bit nasty here, blew my ass couple of times, had to revert (17 times) to beat this mission.
only downside is that you need to drive to find 2 other stolen MORA IFV's and eliminate them. First one I got on a distance being inside of a IFV, second had to resort to missile launcher that was inside of a IFV (which is an alternative fairly good). Mission fun indeed, but I didn't figure out how to use infantry groups (A, B, D, G).
:steamthumbsup:
BlackFox  [author] 21 Oct, 2023 @ 10:28pm 
Brebs thanks, glad you had fun. :>

As for missions using high command. First of all. This one ain't using it. XD
And I think there is a good reason why you don't see many missions using it. With Arma AI being Arma AI it's not much of a fun sending a full squad to kill one guy in bushes only for them to not see him and get killed because of that. xD

I have in fact few sniper missions using that functionality but we will see if they will reach the workshop.
And if you wanna see missions with that functionality I sincerely suggest starting up editor and creating one exactly to your liking. :>
Brebs 21 Oct, 2023 @ 7:34pm 
Fun mission! just beat it, honestly would like to see more missions with the high command feature! 600 hours in the game and I'm just now finding out about high command
BlackFox  [author] 11 Oct, 2023 @ 9:27am 
Danhopark323 You can move mission files from downloaded to your own mission in profile folder (if you wanna know how to do that Google is your best friend).
That way you can modified the mission to your heart's content.

As long as you don't reupload it (cause it's cringe AF if you ask me), it's yours to do whatever you want. :>
Danhopark323 11 Oct, 2023 @ 9:11am 
is there any way that I can add respawn on this mission? I really love this mission, but after I die, I have to restart, this makes me and my friends hard to play this one.
BlackFox  [author] 16 Jul, 2023 @ 9:05pm 
xboxdonitsi thanks. :>
xboxdonitsi 16 Jul, 2023 @ 3:58pm 
Pretty fun and simple mission
KrZo 26 Jun, 2023 @ 3:29am 
FUN! ACTION!...And MORE FUN! And then Iwas blown up by two missles...haha.Next try. Great scenario! I could play it for hours.
BlackFox  [author] 10 May, 2023 @ 9:30pm 
Thank you giantsquid . :>
giantsquid 10 May, 2023 @ 4:13pm 
Thanks, great work
fanin 19 Apr, 2023 @ 12:56pm 
Remember, you're the lad who created the good time giving mission ))))))
BlackFox  [author] 19 Apr, 2023 @ 11:22am 
Fanin , thanks as always. I'm glad you had good time. :>
fanin 19 Apr, 2023 @ 10:19am 
quite neat mission, I just went with a gorgon, pushed when needed (most of the time), had to change to gunner cuz AI dumb, protected the infantry by putting them not to push and it was neat overall, def recommend and COOP would be way way better than solo
Alpen 25 Mar, 2023 @ 11:30pm 
I hoped you changed your mind ...
BlackFox  [author] 25 Mar, 2023 @ 11:22pm 
Adas , my dude You are asking for the second time. XD
My answer did not change since 28 of January. :>
Alpen 25 Mar, 2023 @ 11:19pm 
Revive, respawn - any info on that?
BlackFox  [author] 10 Feb, 2023 @ 5:33am 
Aw thank You Creatical . :> <3

I'm 99% sure there will be a new mission today and hopefully another one tomorrow btw.
Creatical 10 Feb, 2023 @ 5:24am 
Just gonna say, you're currently my favorite mission maker! Love the simple vanilla, dynamic, and quality content to play in coop with buddies. Just the way I find Arma to be at its best. Thx for creating the content I've been looking for ever since the release of A3 :)
R3dAlert93 1 Feb, 2023 @ 9:32am 
oh cool, I didn't know that!
BlackFox  [author] 1 Feb, 2023 @ 8:38am 
Bring3rOfGain495 , those are not modded. They are a part of base game. You just switch them on in mission editor. :]
R3dAlert93 1 Feb, 2023 @ 8:28am 
Sorry, how did you get those cages on apcs??? I'm looking for a mod that adds that to RHS tanks. :)
BlackFox  [author] 1 Feb, 2023 @ 8:01am 
Bring3rOfGain495 What?
R3dAlert93 1 Feb, 2023 @ 7:55am 
RHS???
BlackFox  [author] 30 Jan, 2023 @ 5:37am 
Dar Happens to best of us. :>
Dar 30 Jan, 2023 @ 5:30am 
Thanks again for the hints. I looked into it further. I want to reassure you and everybody reading this that the issue was on my side only.

I don't load a lot of mods into the game, but one QoL mod I always had on while play-testing is "Liability Insurance" - it renders AI-roadkills non-fatal. I don't know how Arma schedules functions when initializing missions, but this small mod apparently messes up damage Event Handlers during busy inits that spawn or execVM a lot of code for the scheduler. It actually had nothing to do with the contents of any of your scripts, it was there mere presence. I never noticed this on any other mission, since I usually play simple missions I throw together myself, and never had that issue before.

Apologies for the confusion on my end.
BlackFox  [author] 30 Jan, 2023 @ 5:12am 
Dar , You said it "doesn't initialize", does it spew any error messages? :/

Also I realized when looking into Scarlet Dagger, that it doesn't exec "spawnCivVeh.sqf" until after the first objective is completed. So I'm not so sure if that is actually the issue for You but I'm not sure. :/

Feel free to send me friend request if you feel I can help if the cause of problems are any of my scripts. I'm happy to help if I can.
Dar 30 Jan, 2023 @ 4:51am 
This is the AIS, yes. No idea why it doesn't process correctly on my end. Thank you for investigating though! I will try to rule out any other potentiel interference.
BlackFox  [author] 30 Jan, 2023 @ 4:15am 
Dar is that the AIS Revive You talked about?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=954149033

Because if so I've made it work with both Artemis' Hunters and Scarlet Dagger with zero issues. :/
BlackFox  [author] 30 Jan, 2023 @ 3:13am 
Dar , that's interesting and if it helps to remove this script then you may be on the right track, because all the missions You mentioned that work with this module don't have it and the ones that don't work do.

Also those scripts are not essential to the mission. They just create ambient civilian cars. So You can play without them if that's okay to You.

(I have not yet had time to look into it myself.)
Dar 30 Jan, 2023 @ 2:48am 
@Blackfox much appreciated! If it's any help, I narrowed the issue down further to the spawnCivVeh.sqf. At least for Artemis' Hunters and Scarlet Dagger, if I remove the lines that exec this script, AIS will run properly. I'm not as adept with Arma code as I would like to be, but my guess is that whatever this script is doing to respawn markers and sidelogic type entities, messes with the modules.
BlackFox  [author] 29 Jan, 2023 @ 9:05pm 
Dar I'll check in my spare time. Maybe some obvious solution will emerege when I look into it or something.
If so I will post it here or maybe send a friend request to share my findings. :>
Dar 29 Jan, 2023 @ 1:35pm 
Indeed, that's the one. Or AIS revive. I know it's quite obscure. Don't waste time on it if you can't point to an obvious suspect in the scripts.
BlackFox  [author] 29 Jan, 2023 @ 12:30pm 
Dar I kinda see no major difference in how I spawn things in those missions to be honest... :/


is that the module pack in question?
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1682280809
Dar 29 Jan, 2023 @ 11:43am 
@Blackfox, I didn't test everything, but it definitely works fine for some of your older missions like "The best of Advice", "Local Conflict", "Buffalo's Horn" and the aformentioned "Fulcrum Point".

I had no luck with the missions "Fire over Chalkeia", "Scarlet Dagger", "Hearts and Minds" and of course Artemis' Hunters. Whenever I test-deleted the initServer.sqf, the revive systems would function normally. Like I said, I then traced it further to the randomized spawners that rely on your position arrays.
BlackFox  [author] 29 Jan, 2023 @ 9:39am 
Dar first and foremost. Thank You very much. c:

As for those modules I'm not familiar with them or how they work so it's hard for me to make any guesses I'm afraid. :C
If you could name more of my missions where they work and don't work maybe I can get some clues as to what is causing this by comparing those missions. :/
Moto1296 29 Jan, 2023 @ 9:26am 
:steamthumbsup::steamhappy:
Dar 29 Jan, 2023 @ 9:12am 
Hey BlackFox, your missions are always an instant sub for me, keep up the great work!

One obscure thing I noticed though. Both for Coop and SP, I like to unpack the mission file to plug in a revive system like AIS or MGI Heal & Revive Module. On some of your missions, like Fulcrum Point, it works perfectly. On others, like Artemis' Hunters here, both systems fail to initialize.

I narrowed the reason down to your dynamic randomized spawner scripts for Civilians and Enemies. I understand it's not your intent to support revive modules, but by any chance, do you have an idea why these scripts could render entire Logic Modules ineffective?
Kirgiz 28 Jan, 2023 @ 5:11pm 
The second part is too long boring, although maybe I just had a random cards. I found and quietly killed 1 APC with a spike from far away. But the 2nd hid uncomfortable and had to go straight to her through the enemy’s infantry.
Perhaps you need to add for the second part a detachment of infantry to a player and an intelligence UAV.

But in general, I liked the balance, I wrapped it on the veteran without conservation the first time but it was difficult and for a long time I was looking for the 2nd APC, it was scary to go in the mountains and forests where the fagots with GP and RPG are snooping:steamhappy:)))
:steamthumbsup::steambored::steamthumbsup:
BlackFox  [author] 28 Jan, 2023 @ 2:09am 
Adas Neither are present in this mission. :>
Alpen 28 Jan, 2023 @ 1:59am 
Revive, respawn - any info on that?
BlackFox  [author] 27 Jan, 2023 @ 11:01am 
Damn, that's weird. The way I see it that shouldn't even be possible based on the fact that to start hunt for those Moras the trigger that is resposible for completing that first main task needs to be activated and then it should have no effect on the trigger that ends the mission... if that makes any sense to You.

And it's not the first time that for You specifically something in my mission goes tits up in respect to modules ending mission and now also completing task ( Badger Foxtrot caused that problem too). :/

I dunno what's causing it but Im sure those are modules that are not 'firing'. Sorry for the inconvinience. :/