Arma 3
Halo: Battle For Arcadia (OPTRE Liberation)
87 Comments
Geist Fellhand 19 Jul @ 11:46am 
having a bit of trouble uploading this to a server, if you have time to instruct me where I may have gone wrong,
OnePercentMilk_ 18 Jul @ 1:07pm 
@FerociousRay Gotcha so its not like a traditional scenario that I can play solo.
FerociousRay  [author] 17 Jul @ 7:08pm 
@OnePercentMilk_ after your usual setup for mods and stuff, do whatever you would normally do to get scenarios onto your server or machine. This varies from server to server so I can't really give you concrete instructions. For us (using Havoc Hosting dedicated server), it's using a steam workshop downloader to get the PBO off the mod page and uploading the PBO to the mpmissions folder via the File Manager. But your process may vary depending on what you're trying to do.
OnePercentMilk_ 17 Jul @ 6:11pm 
Soooo I'm not seeing this or any of the other releases in scenarios despite being subbed, what do I do?
FerociousRay  [author] 24 Jun @ 4:00pm 
@CopyG it should be inside functions/fn_addActionsPlayer.sqf. Find the "do_halo" part, and the very last line is where it checks if there's "ODST" or "Spartan" in the unit type. Add whatever logic you want to there and you're golden.
CopyG 24 Jun @ 9:47am 
how can i change who can use the 'halo jump'?
great mod btw.
FerociousRay  [author] 20 Jun @ 7:01am 
@barnesx596 whoops, I accidentally added the ACE soft dependency when I was testing last time! Should be fixed now.
barnesx596 19 Jun @ 7:10pm 
whenever i try to play it keeps saying i cant because OPTRE_ACE_Compat was deleted
thepro241 19 Jun @ 6:45pm 
ok we fixed it, it was a different mod that caused the issue
thepro241 19 Jun @ 6:08pm 
oh i should mention my friends audio is perfectly fine
thepro241 19 Jun @ 6:06pm 
playing on altis with all the mods loaded my audio isnt inverted. playing solo on the mission my audio is fine with all the mods loaded, might need to wait for my friend to get on to do more testing
thepro241 19 Jun @ 5:58pm 
only thing i can think of is that i have the spartan scenario subscribed aswell, so maybe theres something thats conflicting, gonna do some testing
thepro241 19 Jun @ 5:07am 
im having an issue with this gamemode specifically where im playing with a friend and my audio is inverted, do not ask me if my headset is the wrong way its not, ive played hundreds of other gamemodes with and without the mods i have now and ONLY with your liberation optre mod it breaks, so its something wrong with the mod or arma 3, i turned off all my sound mods and just relied on ACE but its still broken, the modlist is the essential stuff needed to run the game, OPTRE precursors, inventory weight increase, blast core, squad radar, no weapon sway, simple inventory overhaul and ACSTG
FerociousRay  [author] 15 Jun @ 2:59pm 
@Rastek thank you for your report. I've pushed a fix for that. The "OPTREW" units are the "OPTRE-friendly" way to represent some of the WBK units. It seems they removed the OPTREW Grunts some time back without telling me though. Fortunately there are no other OPTREW units referenced in-code, but some still exist in-game (like the Hunters).

If the issue persists, please let me know with more of your server log info.
Rastek 15 Jun @ 2:22pm 
There seems to be a script trying to spawn a covenant squad where one of the units that's supposed to spawn is an object called "OPTREW_Grunt_3", problem is that there's no unit classnamed OPTREW_Grunt_3, but there's one called Grunt (Heavy) with a classname that goes WBK_Grunt_3 (a green grunt)
And from what i can see in my 50mb report with over 720k lines (i tried to see if there was a limit to the spawning) it tries to start the squad spawning process all over again the moment the game tells it that there is no unit named like that, so it'll just keep going until it's able to spawn it
FerociousRay  [author] 15 Jun @ 1:34pm 
I've looked into it; I'm unable to reproduce any infinite spawning with dropships. All looks good from my end.

Ensure that you have all the required mods for the scenario, especially WebKnight's OPTRE expansion; any problems with that mod could cause this infinite spawning issue, as it's trying to pull from WebKnight units that don't exist.

If the issue still persists after you have double-checked required mods, then please send me some of your server error logs so I can better diagnose the issue.
Rastek 14 Jun @ 9:59pm 
So it's the covenant dropships doing it then, I just started playing and recorded up to 300 elite officers and shield jackals spawning continously and completely tanking the server, would have recorded more but i was alredy going under 3 fps by then
FerociousRay  [author] 19 May @ 5:56pm 
Thanks for reporting! I thought that I had fixed that bug a while ago. I will look into it again. If you have any error logs that you can share for the incident, I would appreciate it!
Hemlock 18 May @ 7:31pm 
The covenant dropships completely break the game
After their initial drop, they will continue spawning enemies infinitely at the 0 0 0 coordinates infinitely until you restart

The zeus has to constantly delete any dropships that arrive to prevent this
FerociousRay  [author] 6 May @ 12:16pm 
@Mouse within the mission code, go to arsenal_presets/custom.sqf, set all the arrays to empty (e.g., "[]"). That will leave the arsenal unrestricted.
Mouse 4 May @ 8:11pm 
how do you disable restricted arsenal?
Chainmail4skinMonster 24 Apr @ 5:11am 
Nice one, I tried something similar but it borked the rest so I left it there, I'm sure my group will be very happy with this find.
Thanks for the mission.
FerociousRay  [author] 23 Apr @ 7:58pm 
It hooks into the unit spawn logic and separates all the WBK units into their own groups, while duplicating the waypoints between the original group and the WBK group. So there's never any conflict between their two AI routines.
Chainmail4skinMonster 23 Apr @ 6:55pm 
how in the everliving hell did you fix the problem with wbk ai???
FerociousRay  [author] 8 Apr @ 9:13am 
@cjclements1221 Excited as well, going to release a "Battle for Earth" version with the Brutes when they finally go public
cjclements1221 7 Apr @ 4:48am 
I might get a chance to test the Brutes so Im excited to see how they work alongside your mod.
FerociousRay  [author] 13 Jan @ 6:35pm 
@Driver I do plan to release a Battle for Earth when the OPTRE Brute Update comes out, but otherwise, I will leave it to others to port to the maps that they would like, as there are many tutorials on how to do so online.
Driver 13 Jan @ 10:16am 
Do you have plans to add more maps for this?
Air Chief Marshal Sir Woods 11 Jan @ 10:45am 
has any one encountered a bug where any guided is unable to lock on, me and my friends are unbable to lock on to any air while playing this misson
FerociousRay  [author] 3 Jan @ 7:22am 
@adkirby39 also when in doubt, if you just send AI to the area, sometimes enemies won't spawn in. If that happens, make sure you also move *yourself* into the zone so the game recognizes that there's a player in the area. Happy playing! Feel free to ping me in those Discords if you have any questions.
adkirby39 2 Jan @ 10:49pm 
@FerociousRay thank you so much for the reply I appreciate you. So I'm gathering that flying into the map a little too quickly and thus wont allow the game to spawn in items and enemy AI, that would make sense since the time that it did work for me I spent quite a bit of time at the Base of Operations spawning in a team and putting them in a pelican, and then flying over there. I will try to give it some time and not zoom right over to where they're supposed to spawn and see if that helps. Really great mod I had a lot of fun taking out Covies with a spartan fire team definitely feels like Halo Wars but you can take control of units which I love. Thanks for replying again, and I've gone ahead and joined your discord!
FerociousRay  [author] 2 Jan @ 4:54pm 
@adkirby39 no problem, thanks for the questions! The best way to get AI to reliably spawn is to start hanging around *right* on the edge of the border of the different zones, where you start seeing the meter fill up. That will make the zone "active" and spawn everything in. If you teleport right into the center of the zone via Zeus, it still might spawn some, but it will be trickier since the game will try to spawn the enemies outside of your view, and there's less space the closer you are to the center sometimes. Hope that helps!
adkirby39 1 Jan @ 10:49pm 
Hi, I'm pretty new to Arma 3 and all that is brings to the table so sorry if this is a rhetorical question, but I'm confused on how to get all the enemy AI to spawn around the map. Last night I managed to do it and had a great time as Zeus guiding and playing as my units fighting the Covenant. Alas, today I wasn't able to replicate what I did to get them all to show up. Appreciate any and all help you could give me. Sorry for my naivety when it comes to Arma, trying to learn as best I can. Google doesn't always have the best answers for my questions.
FerociousRay  [author] 19 Dec, 2024 @ 9:27am 
@Hemlock Disabling restricted arsenal might be a good play. I believe that the arsenal not opening may be mod-related.
Hemlock 18 Dec, 2024 @ 8:41pm 
Also can't get the loadout to open, like several other people have reported
Disabling restricted arsenal fixes it
FerociousRay  [author] 15 Nov, 2024 @ 2:07pm 
Mission has been updated to work with the new OPTRE Scarabs, no need the extra mod dependency.

I just tested arsenal with the mods recommended, works fine for me. Suggestions for if you're having arsenal problems:

(1) Do not spam the "edit loadout" button, wait for it to load the items available and then click
(2) If issues persist, check your modlist and make sure nothing's causing any funny business
pizdetz69 14 Nov, 2024 @ 4:00pm 
i also cannot get the arsenal to open
FerociousRay  [author] 12 Nov, 2024 @ 3:00pm 
@CPT. Reaver It seems like it did. May have to do with the fact that OPTRE just integrated scarabs into the main code (although they're still playing around with it). If you still have the Mechanized_scarabdev modfiles, it should be ok, otherwise we will have to wait for all the Scarab-related stuff to get updated.
CMDR. Reaver 12 Nov, 2024 @ 12:11pm 
Did the scarab mod get removed from the workshop??
That Guy 7 Nov, 2024 @ 8:17pm 
I cant enter the arsenal anyone else have this issue?
UselessFodder 25 Oct, 2024 @ 9:02pm 
@John Baker When you subscribe, the mission becomes available in local hosting. To get the PBO, you can use Steam Workshop Downloader or a similar tool
John Baker 25 Oct, 2024 @ 3:25pm 
I cant find the pbo file for this map
TheTubbyNinja 23 Oct, 2024 @ 10:32am 
How would i go about porting this for altis or madrigal?
FerociousRay  [author] 8 Oct, 2024 @ 4:11pm 
@Rastek if you mean the AI teammates, it should be theoretically possible to trace the do_halo.sqf code in scripts/clients/spawn and copy it to the units you want dropped in with you. How you deliver that mechanism is up to you though.
Rastek 7 Oct, 2024 @ 11:21pm 
Dear FerociousRay

Would it be possible to have each unit of the player's squad do the orbital drop (Formerly known as HALO jump) with him? Just giving me even a hint of how to do it would help a lot
Commander Kibbins 3 Oct, 2024 @ 9:50pm 
Gotcha, thanks a ton man!
FerociousRay  [author] 2 Oct, 2024 @ 5:34pm 
@Commander Kibbins You should be able to remove the armed cruisers by going into "scripts/server/patrols/reinforcements_manager.sqf" and "scripts/server/remotecall/sector_liberated_remote_call.sqf" and removing the PHAN_ScifiSupportPlus_fnc_COV_ArmedCruiser call.
Commander Kibbins 2 Oct, 2024 @ 3:46am 
Awesome, thank you. Another thing I was looking into was disabling the Sci-Fi Support cruisers that hang over you with Shrikes. I like pretty much everything else but those cruisers that show up really kills the server. I wanted to keep a lot of that stuff like the Scarab drops and all that, it's just the ship showing up causes a lot of issues for us specifically unfortunately.
FerociousRay  [author] 30 Sep, 2024 @ 6:28pm 
@Commander Kibbins you can define all the BLUFOR units/vehicles/etc in the presets/blufor/custom.sqf file! And thank you for the kind words and support.
Commander Kibbins 30 Sep, 2024 @ 9:42am 
So, just started messing around with the file, got a custom mission going and I'm a little curious about how to set up a faction other than OPTRE for the units that you spawn from the base? Kind of wanted to use some factions from other mods, like TCF, for Blufor. Thanks for all the work by the way! Your Helldiver scenarios are awesome, one of the best Halo scenarios on the workshop in my opinion.