Arma 3
[SP/COOP-6] Viper's Solstice
20 Comments
z4driver 2 Mar @ 1:00pm 
Nice mission
RunForRest 3 Aug, 2024 @ 4:50am 
True that. But this mission has nothing special in it that justifies that warning :)
And nope - no Zeus - just for debugging. We dont like spawning in stuff, 95% of the units are in the mission from beginning - we want no "magical" spawns. Proper scouting should be rewarding
onestar 3 Aug, 2024 @ 4:38am 
Exactly, you are talking about a private unit making very specific missions, probably involving ZEUS. Workshop is for public stuff for everyone to enjoy, without spending time to configure some extra mods. That is, so the maximum amount of people can play. Hence most good missions have a warning that AI mods should be disabled because the mission makers (especially for SP/Coop missions) have custom AI scripts, waypoints etc., and no matter how your unit has adjusted your custom settings, we don't know them and thus just recommend everyone to disable all that jazz for stable, simple workshop missions.
RunForRest 3 Aug, 2024 @ 4:31am 
Its been a while since i edited, but afaik u can make it optional without making it an requirement (if u would want to force certain ASR AI settings in the mission, otherwise it shouldnt be needed at all in the mission editing itself)
Players can just load ASR AI along with their settings and it works.
We use ASR AI since the beginning until today on our server, since it allows us the control and the freedom we need and still makes the AI way more life like and dynamic. We have mission builders that build missions since Operation Flashpoint - they know whats important. And we r VERY picky and perfectionist when it comes to that. I dont say that to brag - just to make sure to bring the point across - we know what we do! Lambs was ruled out here fore not being suitable for our very detailed and in hundreds of hours edited missions
onestar 3 Aug, 2024 @ 4:17am 
Lack of integrated mods allows for more freedom if individual players want to experiment, like you, RunForRest. A mission made with an AI mod last updated in 2018 is not something anyone sane would integrated in their mission....
RunForRest 3 Aug, 2024 @ 3:45am 
Neat, simple, little mission. Nice setting. But what i dont understand, like with 99.9% of the missions on the workshop - why the default loadout with 4 different smoke grenades? Thats the first thing i take out - ALWAYS! And since we know abut reinforcements and we need to blow sh.t up i would expect to have satchels, mines and claymores equipped on the squad.
Anyways - its little, simple missions like this that inspire me to improve them and add many little details to them - so thank you and despite the critic - good job :) :steamthumbsup:

In regards to AI mods - something simple like this works VERY well with a properly adjusted ASR AI.
Makes missions like this way more dynamic and doesnt really break things.
RunForRest 3 Aug, 2024 @ 3:41am 
To those who want a working revive on the fly - just load "Armor Plate System" mod along and adjust it to ur taste - very simple and works pretty reliably on the revive part - the armor plates can be hit and miss though
giantsquid 27 Apr, 2024 @ 5:10pm 
Great mission, thanks
NO_c0mply 22 Apr, 2024 @ 3:36am 
Cool mission. Played in coop, all the team got wasted after killing Wywerm and had to restart the mission; the dude was still dead. I think a respawn module or something like that would help.
bboy 18 Apr, 2024 @ 6:57am 
Nice mission! Thank you for this one!
Johnnyboy 16 Apr, 2024 @ 3:18pm 
Nice work Dyson! Everything worked perfectly. Played it using SOG AI mod to control my squad, which works great in this mission (and commands are all heard in Chinese which is cool). I hope you make more missions, and longer ones that are more complex and harder. I enjoyed playing the Viper units too.
Dyson H  [author] 16 Apr, 2024 @ 11:16am 
Thanks for the feedback!

One of the units is an explosive specialist (although I think in the game he's named as "Viper JTAC" because there aren't any vanilla explosive specialist Vipers in-game, so I had to add explosives manually). You are able to switch to him in singleplayer also. While in coop lobbies this role be seen, I can see why it might be difficult to figure out in SP. I'll see if I can update the briefing that will mention this.

The task overlap issue might have been an oversight from my part. I believe I put the player spawn at the east of the objectives to nudge the players to do the HVT objective first, so this might've been the case (I completed this mission months ago, and only now uploaded it so I have forgotten a few key reasons why I did what I did).

Not sure about the criminal on the road to extraction, he shouldn't have any difference than a regular vanilla Syndikat machinegunner. I've tested him multiple times, he works just fine.
krzychuzokecia 16 Apr, 2024 @ 11:07am 
The mission is very simple, and yet has a few issues. The big one lore/story-wise is complete lack of explosives in the loadout of a supposed elite special forces team tasked with sabotage of enemy material - I shouldn't need to scrounge for C4 in enemy's own armory.

The big one in terms of technicalities is the fact that extraction task will be activated just after completion of the "destroy vehicles" task - without the need to eliminate the HVT. I discovered this by doing the mission "backwards": I went to the QRF location first, and after eliminating that threat I moved eastward to actual objectives. I'm not sure if extraction task would in fact complete after just doing the sabotage part, but it's jarring.

After killing the Wyvern (briefing could be somewhat expanded, for example with information about Wyvern's look), on the road to extraction I met one criminal who for some reason needed whole 6.5 mag and two .50 rounds to get killed - not sure what caused this.
Dyson H  [author] 14 Apr, 2024 @ 10:02am 
Thank you!
miseczunia 14 Apr, 2024 @ 9:37am 
cool scenario :steamhappy:
Krakoziam 13 Apr, 2024 @ 7:55pm 
wish there were more guns like type 115 in arma
Komodo 13 Apr, 2024 @ 5:28am 
really nice...need more OPFOR missions, ty
Avant-garde 11 Apr, 2024 @ 6:11am 
Good
Dyson H  [author] 10 Apr, 2024 @ 1:40pm 
Thanks for playing!
onestar 10 Apr, 2024 @ 1:18pm 
Nice, quick mission!