Arma 3
OP FLASHPOINT REUNION
24 Comments
Tarkus 31 Aug, 2024 @ 11:15pm 
Doesn't even start
Redarmy  [author] 19 May, 2024 @ 1:30am 
UPDATE:

* Further optimisation CPU side

* Moved insert location at mission start to be "in" enemy zone for a potentially hot LZ and faster mission start via the Form up position
Redarmy  [author] 17 May, 2024 @ 11:57pm 
UPDATE:


*ADDED MULTIPLAYER COMPATIBILITY AND PLAYYABLE SLOTS

*REVIVE SYSTEM ADDED FOR ANY PLAYER LED GROUP

*REMOVED MOD DEPENDENCIES

*FIXED AI NOT STAYING IN RTB LOCATION AT MISSION CONCLUSION

*FIXED INACTIVE AH IN AUTONOMOUS MODE

*CHANGED ENEMY AIR REINFORCEMENTS TO BE PARATROOPERS INSTEAD OF LANDING IN HELO'S. THIS ENSURES THEY MAKE IT INTO THE AO AND NOT GET SHOT DOWN WITH TYPICAL ARMA3 HELO "TIME TO LAND NONSENSE".
*REMOVED ONE VIC FROM PLATOON(CHARLIE2) GIVES PLAYERS MORE CHALLENG/IMPROVES PERFORMANCE

*REMOVED ACTUAL AIR TRANSPORT IN XCHANGE FOR VIRTUAL SUPPORT VERSION

*OPTIMISED MANY MORE ASPECTS FOR EVEN BETTER FPS

*VARIOUS CHANGES THAT RESULTS IN A MORE ENGAGING SCENARIO WHERE PLAYER SHOULD HAVE ALOT MORE TARGETS TO ENGAGE WITHIN THE AO/A MORE DIFFICULT MISSION
Redarmy  [author] 11 May, 2024 @ 8:52am 
UPDATE : (FINAL)

* Added for Autonomous mode, Platoon Air insert and end of mission platoon Air exfil.

(Essentially in Autonomous mode,upon mission complete a chalk of aircraft fly to the last objective area,the remaining platoon elements move to,potentially under fire,and board(advised for player if wanting,to board a heavier aircraft to ensure theres space,or call your own via supports) available helo's,helo's then return to a location "forward staging area",after 2-3 minutes mission completes with a count of how many men made it back and grants player a rating based upon survivers)

Insert is what it sounds like.

* Removed one of the "starter" radio calls - simply now to begin the mission when ready,call "move to form up,mission start if in Autonomy mode.

*Fixed remaining issues.

Please report any issues if you find , of course il fix however im confident everything is squared away perfectly. feedback much appreciated,enjoy.
Redarmy  [author] 9 May, 2024 @ 8:15am 
UPDATE:

* Added alot of battlefield ambience(distance tracers/sounds/burning wrecks)
* Autonomous/ambient CAS runs
* All Squad leaders now use UGL Flares to attempt to mark enemy positions/friendlies in need of support
Redarmy  [author] 8 May, 2024 @ 9:03pm 
UPDATE:

* Changed how reinforcements work for High command mode: you now have the ability, in HC mode to choose when reinforcements are flown into an AO. "Radio call: reinforcement chalk1 / reinforcement chalk 2". Each chalk has two helo's,with a squad or two each,available at any time.They will reinforce you,support you but not join your HC platoon,though they will support your units anytime from there on.

* Changed Attack helo in High command: same as above except the attack Helo IS attached to your platoon to use at your discretion.

* Changed various air units flyHeights for better perfeormance

* Removed last of uneeded EH's.

* Slight optimisation tweaks
Redarmy  [author] 7 May, 2024 @ 11:35pm 
Update:

* Major optimisation changes
* Autonomous vehicles now move to support infantry at their locations,rather than moving to an enemy position- this creates a far better combined arms approach
* Tactical AO's restructured to be more realistic - enemy will defend in depth from a point radius and share information ,and will either hold pos or seek another position when know about enemy.
* Added light attack CAS option
* Minefields revised - now each zone,has a % chance of minefields,spread out in a radius roughly half the radius of the AO,starting from the centre point of the AO.
* Moved recon element to the pawnee for Autonomous insertions by HQ(One less active squad player has to manage if taking a High command role)
* Added a vehicle "anti flip" script - now any friendly vehicle(Platoon members) will unflip if turtled
* Balance redone for all elements, expect a tougher enemy but fair at the same time
*OPFOR Vehicles smoke dispensers removed
Redarmy  [author] 5 May, 2024 @ 12:06am 
UPDATE:

*Re added some base animations
*Tweaked enemy garrisons positions to be broader,utilise more position types(AI now take better positions)
*Misc polishing
Redarmy  [author] 3 May, 2024 @ 9:03am 
Update:

*Removed base animations)overhauling base ambience later0
*Removed infantry weapon disperion tweaks(now vanilla)
*Tweaked vehicle dispersion(vehicle gunners and commanders now far less accurate)
*Added computer terminal on FOB table to enable player to skip time 3 hours each interaction,for those who wana choose mission time)
*Added base lanterns for better lighting/ambience
*Further base tweaking for optimisiation
Redarmy  [author] 2 May, 2024 @ 10:38pm 
Update:

* Further refinement on mission pacing
* NATO Autonomous AI now hold significantly longer and survey before assessing new movement orders.

This will improve pacing,effectiveness,interaction with friendly elements and even performance
Redarmy  [author] 2 May, 2024 @ 1:33pm 
Update:

*Slowed general pacing of scenario(AO capture)
*Reduced effectiveness of NATO AI and numbers
*Increased enemy presence in AO's
*Added various optimisational tweaks
Mission should be alot tougher than before(was previously too easy)
Redarmy  [author] 1 May, 2024 @ 2:58pm 
UPDATE:

*Added add actions to recruit AI at base
*Added script to prevent crews disembarking even if flipped
*Added better markers at base for clarity
*Various clean up and polishing
*Reworded tasks generically
Redarmy  [author] 1 May, 2024 @ 8:07am 
UPDATE:

* Enemy air reinforcements fixed.
*Friendly attack helo AI fixed
*Enemy spawns repositioned to prevent units spawning in compromised positions
*NATO infantry AI damage reduction slightly tweaked for less reduction
Redarmy  [author] 29 Apr, 2024 @ 9:19pm 
Apolagies TtotyY . yes CBA is required for the mod,i neglected to mention it before as CBA just feels vanilla these days. Let me know how the Scenario runs for you. I have what i feel like is enough documentation in the mission for it to be understood,but because of the very broad and dynamic nature of it,if you feel unsure what to do leave feedback.

This is very much a sandbox scenario template that has alot of stuff going on behind the scenes.
TtotyY 29 Apr, 2024 @ 5:02pm 
I tried again but I couldn't play Error:steam/__cur_sp.Altis/mission.sqm/Mission/Entities/Item260.type:Vehicle class CBA_ModuleDefend no longer exists.
Using the cba_a3 mod I can play
Redarmy  [author] 29 Apr, 2024 @ 7:51am 
OK issue with steam Operation failed has been resolved. Also updated with added dynamic tasks for Artillery, crew and AH roles.
Redarmy  [author] 28 Apr, 2024 @ 9:47pm 
ok guys the scenario has a couple of subscribers,can anyone who succesfully launched it plz confirm? still looking into it. i have 2 more scenarios just like this for livonia and tanoa releasing soon,it will become a series/campaign but not story driven.
TtotyY 28 Apr, 2024 @ 9:41pm 
Hello, I have everything required to play it. I hope you can fix it since it looks great. Good luck and greetings
JPAB97S | Kiosk 28 Apr, 2024 @ 11:30am 
Yes for all DLCs
Redarmy  [author] 28 Apr, 2024 @ 8:14am 
Do you have all the required DLCs? i apolagise for the inconvinience,this issue im discussing on the discord with others,iv never seen it before. And the mission loads fine for me,im trying to narrow down what the problem is. Iv already ported the mission to livonia and Tanoa and will release in a day or two,in meantime also trying to resolve this weird issue.
TtotyY 28 Apr, 2024 @ 12:36am 
Same error when trying to start
Redarmy  [author] 26 Apr, 2024 @ 5:10pm 
Iv never heard of that error but its related to Steam. try resub
JPAB97S | Kiosk 26 Apr, 2024 @ 11:35am 
"Steam operation failed" upon trying to start scenario, doesn't start.