Arma 3
OP FLASHPOINT DAGGER
28 Comments
Mallekip 19 Aug, 2024 @ 5:01am 
This mission has more dependencies than CBA . Could you please update the list in this mod page?
arthrfortune 8 Jul, 2024 @ 12:51pm 
im getting a error that says it cant find a picture when i start the scenario, any idea what that is?
Redarmy  [author] 19 May, 2024 @ 1:29am 
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
kgp227 18 May, 2024 @ 8:43pm 
Heard, just went ahead and bought it
Redarmy  [author] 18 May, 2024 @ 8:40pm 
kgp227 18 May, 2024 @ 8:38pm 
Nope, that the newest one?
Redarmy  [author] 18 May, 2024 @ 5:28pm 
Kgp227 that is referencing the Reaction forces CDLC vehicle NATO cougar. Have you got the RF CDLC installed and loaded?
kgp227 18 May, 2024 @ 3:37pm 
Getting an error when I try to start the mission:

Vehicle Class B_Heli_EC_03_RF no longer exists
Redarmy  [author] 18 May, 2024 @ 12:05am 
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

*FIXED VEHICLES,THEY NOW COMMUNICATE WITH INFANTRY AND MOVE TO SUPPORT AS INTENDED.
kgp227 16 May, 2024 @ 3:55pm 
What are the dependencies?
HazBo 14 May, 2024 @ 7:00am 
7th or 8th of may so I've missed recent additions. Hope to jump into it properly very soon.
Redarmy  [author] 13 May, 2024 @ 8:02am 
Thanks for the beedback HazBo. Did you play it recently? i added with recent update a Heli insert and exfil system for the infantry. Trucks can still be used if you wana convoy in High command mode. My aim entirely here was to create what Arma is about..combined arms,Battalion size engagements(or at least enemy numbers) while retaining balance,performance and dynamic things throughout.
The convoy,even if an issue happens,i have a script to fix the vehicles.But convoy has been tested 20/20 times never an issue,i edited their path,tweaked vehicle behaviour and other things.

Check out the other two missions on Altis and Tanoa,uses the same template mission type. Il be adding a SP revive soon where you can revive and AI can revive you.
HazBo 13 May, 2024 @ 7:50am 
This scenario obviously has alot of moving parts and judging by the changelogs posted quite alot of oil (care) to make them work. I played briefly and still figuring out how things work but despite the massive numbers performance seemed great.

The big Convoy moving to the the FUP/staging area worked flawlessly...amazing considering the size of convoy AND Armas driving ai. I look forward to delving deeper and perhaps showcasing. nice work!
Redarmy  [author] 11 May, 2024 @ 8:51am 
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 @ 8:14am 
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 @ 10:15pm 
Kazuma-san what dependencies? CBA is a dependencie that is listed in dependencies,as is the DLC that is needed. Yes you need these DLCs to play the scenario. There isnt any other mods needed to play othe rthan CBA,if you are getting a particular dependency error,what is it?
Kazuma-San 1 May, 2024 @ 5:20pm 
Your scenarios are missing dependencies.
There isn't a way to play it without the mods or DLCs that are needed to play.
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 @ 8:06am 
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] 1 May, 2024 @ 1:48am 
Basically, move to the current task location,follow the general task order,this is done however you like,it doesnt hold your hand and guide you step by step because your role is too broad. Im updating info to make it more exactly clear,in meantime if you have any specific questions ask me il reply.
Redarmy  [author] 1 May, 2024 @ 1:47am 
I am in the middle of overhauling documentation although it is pretty straightforward. All the missions are following the same structure in this series. Basically(this will be overhauled soon) all info is in briefing on map and all markers which point to infantry mission/recon mission etc have tents,head to one to assume what type of missions you want to be dynamically assigned(missions are not given immedietly)

Use radio trigger> mount up. then use radio trigger> move to form up pos/start mission.. this gets the platoon moving. you basically do whatever you want, jump on one of their trucks,take your own,call a heli for an insert,drive a vehicle. Mission doesnt hold your hand as its a unified objective and/or you assume direct control via high command(check arma manual)

Each zone must be scured one by one and your platoon will do this whithout your input if you like. depending on initial radio triggers called(take high command removes their autonomy)
MynameisHoff 1 May, 2024 @ 12:56am 
@Redarmy, hey brother. Is there somewhere some sort of a guide on how every function of this mod works? Seems like a lot of fun but there is a bit too many things going on and in it kinda confusing.