Arma 3
Arma Royale - Altis
26 Comments
Ferien auf dem Innenhof 30 Jul @ 2:22am 
Yeah I can see that, thx for the changes.
Skull  [author] 29 Jul @ 8:26am 
I tested a deathmatch mode, and it didn't go well. I doubled the number of enemy, but by the time we'd scavenged weapons and exited the yellow circle, there were only 9 enemy left. There are usually more than 60 left at this point.

The issue is that I don't spawn in the enemy too near the player, and not too far from the player. This means the AI spawn nearer each other than the player, so they all fight and don't wander near the player.

I am adding the 'enemy fire weapon every couple of minutes' and I like that, but the free for all mode doesn't work unfortunately.
Ferien auf dem Innenhof 25 Jul @ 10:28am 
If you're interested: https://pastebin.com/uP8hRCN4
But don't ask, my scripting times are years ago :-D
Ferien auf dem Innenhof 25 Jul @ 10:23am 
I played a while in this Deatmatch mode and well, there's a lot of shooting around then. Probably some implementation thoughts have to go into this, like not having them spawn close to each other ot choose same walking paths...
Making the map more alive. Another thing that I often use is, I created a script which lets AI sporadically and randomly just shoot as they stand. So you get some awareness of them without having to use stronger cheating.
Skull  [author] 25 Jul @ 9:57am 
I hadn't realized you could set a faction as enemy to itself. I'll check into that.
Thanks for pointing out the broken dropbox link. It's been fixed.
Ferien auf dem Innenhof 25 Jul @ 6:27am 
My testing was flawed. They shoot each other. Maybe I had to press "Server exec" in the debug console. You should add deathmatch mode to your mission. It's realistic, public server players shoot each other like there is no tomorrow.
Ferien auf dem Innenhof 25 Jul @ 6:17am 
Thx Skull, but if (in a SP environment) I place some intedendents and then execute this in the console:
INDEPENDENT setFriend [INDEPENDENT, 0];
They start shooting each other, as expected. That's what I mean, it should be possible in your mission.
You Dropbox file is gone atm btw
Skull  [author] 23 Jul @ 10:02am 
In the parameters you can set the mission to have 2 factions fighting each other (besides the players). These two groups will remain hostile to each other until there are only 10 or so remaining at which point they will all gang up on the player :-)

I don't think arma has a deathmatch mode. I only know of a max of 3 factions.

You can play opfor, no problem. You can even play opfor vs opfor, but it will still be just the 3 factions.
Ferien auf dem Innenhof 23 Jul @ 5:24am 
Yeah, I think there's something wrong here. I never saw AI kill each other, I'm the only one that kills AI. Maybe that's because I play opfor?
Ferien auf dem Innenhof 23 Jul @ 5:20am 
Hey Skull, how can I make evey unit hostile towards each other? Deathmatch kind of playstyle. I'm playing SP (1 person coop). The AI are INDEPENDENT, so I set "INDEPENDENT setFriend [INDEPENDENT, 0];" in the debug console, but they do not shoot at each other no matter what. AI are just one big faction playing against me. Is that intended?
Ferien auf dem Innenhof 24 Jun @ 6:49am 
Thank you Skull, I noticed you put it in. Great missions.
Skull  [author] 13 May @ 8:31am 
I have it in the map in "Enemy Info >> Enemy Remaining". When the mission starts, you can open this info on your map, and it will be there next time you open the map.

I put it here because the number isn't really an exact thing. I'm trying to simulate a zone full of enemy, but really only process enemy around the players. So when enemy kill each other, not every one counts to reduce the number. Similarly, when an ai dies out in the blue it doesn't always count. Once the number is below 15 or so, it becomes a more accurate number. Because of this I didn't want to show it in real time, because isn't more of a progress bar than an absolute number until the last few enemy.

However, I could add an option to show it on the screen somewhere. It updates every 15 seconds, so it's not immediate, but that should be fine. I'll add it to my list of things I can work on.
Ferien auf dem Innenhof 13 May @ 7:21am 
Skull, could you maybe add an option for perma displaying # of alive enemies, or flash it on every change e.g. in the log area bottom left...
Ferien auf dem Innenhof 2 May @ 6:53am 
Thanks for your reply, your mission is immensely fun and I don't know exactly, but it plays smoothly (for me >45 FPS) on my very dated GTX 1070 era PC on 1440p. I tried BRSE, but there's just so much more going on. Didn't investigate, but there I was plagued with 20-ish fps.
Skull  [author] 1 May @ 8:09am 
They don't go after the player. They are wandering about but with a preference to moving to the next safe zone. They don't move towards building specifically. The base Arma ai will seek cover if they are in conflict, but I don't mess with any of that.

This mission doesn't put all enemy on the map in the zone, as you'd have 100s of ai you never see who just kill each other. So it tries to keep a zone around the players that is active. Within that zone, they are mostly randomly moving. Like I said, they are overall moving towards the safe areas and into conflict with each other.

I'm not sure having them take cover in buildings would be a good thing. I could just avoid that building and get past them to the helicopter. Not to mention, getting arma ai to work well in buildings is a pain.
Ferien auf dem Innenhof 30 Apr @ 11:20pm 
Skull, can you tell about the AI strategy? Do they just move towards the player, or can they do more fancy stuff like going to preferable places, camp etc.? Thanks for all your missions.
Skull  [author] 28 Nov, 2024 @ 9:42am 
Yeah, it would be nice if arma allowed you to adjust the point where you go unconscious as a difficulty setting. For this mission, you can turn on ai 'teammates'. Those AI can revive you. Not perfect, but it make playing solo work better.
Mudokon 28 Nov, 2024 @ 9:23am 
Very fun and well made. Only thing I dislike is the vanilla revive mode which forces you to go down after getting hit by a single bullet most of the time. Kinda annoying when playing solo. Other than that it is super fun. :steamthumbsup:
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 15 Sep, 2024 @ 2:21pm 
Fun game mode to pass the time. The ending with the fade to black an "you survived" was kinda very anti-climatic though lol. Was hoping maybe a helicopter arriving in the middle and then surviving until so or something. Either way, loved it. :jake::steamthumbsup:
Cigarette 21 Aug, 2024 @ 1:40pm 
Love to hear it,

Arma needs more missions like this that generate objectives and what not,
I'm sure they are hard to make, but they are really fun
Skull  [author] 21 Aug, 2024 @ 1:15pm 
I've got an update just about ready to release that adds two factions fighting themselves as well as the players. I tuned the enemy a bit for more of a challenge. It should be ready this weekend.

There should already be an option to increase the number of enemy. Look in the parameters on the role selection screen before you start the mission.
Cigarette 21 Aug, 2024 @ 12:06pm 
Loved playing on this, though my only critique would be:

1] I do wish there were more veriety of enemies, and they would fight themselves, to give it a more chaotic and true battle royale-esque theme

2] (Personally) i'd like to see more bots options added, mainly adding much more of them.

Regardless i love the mission man, keep it up <3
Skull  [author] 22 Jul, 2024 @ 8:53am 
Thanks. I never tested it with more than 5 players. I hope it handles it well :-)
Weasel_DB 21 Jul, 2024 @ 9:40pm 
I played this with two friends, what a great scenario! We will be trying with 7 players soon.

Another Skull masterpiece.
Skull  [author] 15 Jul, 2024 @ 9:03am 
Yes, I've worked on the ending a bit. Sometimes it's easy, sometimes it's hard. It's very dependent upon the terrain visibility (lots of trees like Livonia, or arid like Altis). Also it helps to get into a building if possible. Sometimes we've had to remain in the blue and shoot into the safe zone to clear it. By the end of the game you should be able to last nearly 2 minutes before your health drops too far, and by having a few extra first aid kits you can last quite a while. Once your health drops below 40% you can use a first aid kit. Also playing with friends helps, although there will be more enemy with more players :-)
Sonicõ 14 Jul, 2024 @ 9:55pm 
I really enjoyed it while I have felt a lot of pressure at the end, great scenario!