Arma 3
[SP] Purple Haze - Mission I
37 Comments
Dunklik  [author] 29 Nov, 2024 @ 8:36am 
Dunklik  [author] 24 Nov, 2024 @ 9:21am 
@Gopan - its necessary to ensure scripts fire properly at base. I'll add a hintC at the start to make sure people are aware of that both for this mission and the new one about to release.
Dunklik  [author] 24 Nov, 2024 @ 9:20am 
@angriff - Thank you for your kind word. The next mission is in its last stage testing. The SOG AI Update forced me back into debugging mode. Keep an eye it will be out by this friday,
Gopan 11 Nov, 2024 @ 3:26pm 
Need a sign at the beginning that you can`t run for a while. I restarted mission few times. Good mission especially WWII weapons.
angriff 11 Nov, 2024 @ 2:15pm 
Just played first mission and had absolute blast, so amazing, right now im about to play ww2 missions, keep up amazing work mate!
primkup 13 Oct, 2024 @ 12:51pm 
Yeah, I watched some YT footage you released 2 weeks ago.
Looking forward to it!
Dunklik  [author] 13 Oct, 2024 @ 12:01pm 
@primkup - Mission 2 is still being worked on. It will be much longer than this one.
primkup 11 Oct, 2024 @ 3:04am 
Well, technically I'm not, I already downloaded and played your mission last month. :emofdr:

I just decided to return to it for the third time and fool around a little, to take some rest from editor.
But thanks anyway!
Dunklik  [author] 10 Oct, 2024 @ 10:04pm 
@primkup I only found out via a playthrough on YT that those where gates. :facepalm I'll do the necessary updates this weekend. Congratulations for being the 200th player !
primkup 10 Oct, 2024 @ 5:00pm 
A few suggestions:
Consider removing weapons and gear from the helicopter.
Otherwise, player can get XM177E2 before even touching the ground.

I also noticed that you can basically exterminate the whole camp. Which I did right after I got the that XM177.

Since the fence around the village is practically made of many gates, it would be better if they were locked.
Dunklik  [author] 17 Sep, 2024 @ 10:17am 
@CAPITAO_COMMANDO - Well that really makes my day. I was hoping to capture some more candid spirit than the usual "MAN 100 METERS FRONT!". I'm still learning how to script them and also anticipate the corners players cut.
CAPITAO_COMMANDO 16 Sep, 2024 @ 1:35pm 
Definietly a masterpiece! I felt like I was inside a SOG's book. Some triggers didn't work in the first time, but it's Arma, so... it's completely normal. Congratulations to the excelent work, I'm excited waiting the second episode!
Dunklik  [author] 16 Sep, 2024 @ 11:10am 
@SickFarce My pleasure good sir - More will come soon. EOM if all goes well !
Dunklik  [author] 16 Sep, 2024 @ 11:09am 
@Jeza Thanks you legend !
Dunklik  [author] 16 Sep, 2024 @ 11:09am 
@onestar Much appreciated lad - It is a lot of work to get those voices up but it elevates the experience ten fold so worth every minute of work it adds. I'm hoping mission two will be done by EOM.
onestar 15 Sep, 2024 @ 12:49pm 
Really nice atmosphere, can't imagine the amount of time spent on dealing with all the voices (Jack Bauer as player character is a nice touch haha). I think maybe if you can make a collection of the campaign, so it's easier to navigate and find the other parts (as they come out), it would be great! :steamthumbsup:
Jeza 15 Sep, 2024 @ 11:45am 
Great fun very immersive, playthrough here, thanks for the work!
https://youtu.be/GkP7aPtxiec
SickFarce 15 Sep, 2024 @ 10:09am 
Great job, man. Looking forward to more of your missions. Guess I'll try to find a way to replay Vietcong in the meantime.
Dunklik  [author] 14 Sep, 2024 @ 1:46am 
@primkup - Thanks man. If you haven't done it already leave it a star rating <3
Dunklik  [author] 14 Sep, 2024 @ 1:45am 
@JayGetsPlays - I have never done that. Feel Free to add me as a friend. I tend to remain lowkey
Dunklik  [author] 14 Sep, 2024 @ 1:44am 
@komodo It dawned on me I completely forgot to activate the mission failed triggers (dead VIP or dead teammates ...). For the car vehicle lines I guess I could brake the dialogue in 2.
JayGetsPlays 13 Sep, 2024 @ 5:04pm 
Can you make your profile public? So we can follow you on the Workshop? :D:
Komodo 13 Sep, 2024 @ 4:22pm 
dawg*
Komodo 13 Sep, 2024 @ 4:21pm 
DMMP fucking classic daqg, loved the shit out of this

faced a few quirks:
-Smokes for some reason wouldn't pop, maybe a map issue
-Chief's son died in my first playthrough by mistake but the task was considered complete which triggered Kingbee to come to the LZ
-Audio of 1-2 would be mute if i entered the jeep before he starts his lines, fixed it by exiting and entering again
-Few lines at the base entrance when you first land didn't display in the sidechat, audio was fine
primkup 13 Sep, 2024 @ 3:44pm 
Yeah, I felt the VC spirit all the time and was grinning more than once about the similarities (in a good way). Truly well done!
Dunklik  [author] 13 Sep, 2024 @ 12:18pm 
Definitely some Vietcong DNA involved - The OG's remember. Thank you both for playing . Mission 2 is coming. A much larger beast to build though :-)
primkup 13 Sep, 2024 @ 9:32am 
Great work, chief! :FIA:
Jeza 12 Sep, 2024 @ 1:45pm 
Great work, and love the Vietcong game dialogue!
Dunklik  [author] 12 Sep, 2024 @ 9:24am 
@mason77 Thank you kind sir - Those praises are few and far between :-)
mason77 11 Sep, 2024 @ 2:51pm 
This is an amazing work, great introduction to the campaign! A3 is sorely missing content like this. Attention to detail is astonishing, story development is great. After reading several SOG books this i'd say this mission captures the atmosphere so good. You've recreated an authentic feeling. Please continue in this vein, i also agree that "me see me kill" missions are super boring.
Dunklik  [author] 11 Sep, 2024 @ 11:15am 
@MadPes well thank you for your vote of confidence. This was a pilot episode to see what the appetite is for such stories.
Chayka 10 Sep, 2024 @ 3:29pm 
Love this. Great narration and voiceover(AI?, seems great), love when authors put more effort than simply just putting bots and mission fo kill them. Waiting maybe to see full campaign about it.
Dunklik  [author] 10 Sep, 2024 @ 10:26am 
@☠ Bushy ☠ What are the odds!
@Honger - Well I do want to turn this series into something than a usual "me see - me kill" kind of mission and rather explore the lesser visible aspects of the conflict, This first one is built as a setting introduction. 1. I will take the feedback and add the intro voice text 2. Camp voice lines will be updated only after the others have been played. 3. Shortening dialogue to fit on screen is a bit of a problem. I'll have to revisit that. 4. I found vanilla to be severely lackluster on story telling and voice line but there is flavors for everyone. Thank you for your vote of confidence. 5. Mission 2 is in development and will be substantially longer ...
It does take dozens of hours of development to produce these ...
honger 10 Sep, 2024 @ 5:34am 
A lot of yapping for the ~6 minutes of fighting but well made nonetheless. Couple of issues to point out:
- intro voicelines have no text displayed and they are barely hearable over the heli rotor sounds.
- I get that walking is forced so player can listen to the other NPCs there but even so, I somehow managed to trigger the entrance guys and jeep repair man at once because I thought the other guy wouldn't say anything. Text stopped showing there because messages were very long, you should consider making each sentence a couple words long like in the vanilla campaign, instead of 5-6 lines of text. And maybe add the cinematic border to lock player from walking when someone talks.

Looking forward to more missions.
☠ Bushy ☠ 9 Sep, 2024 @ 2:45pm 
Years ago I made some Arma 3 artwork called "Purple Haze" Here it is . . .
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=974832321
rantony66 9 Sep, 2024 @ 12:53pm 
great job so far.looking forward to the rest.thx.
Johnnyboy 6 Sep, 2024 @ 3:29pm 
Can't wait to try it dude, but going on vacation so it might be a few weeks before I get to it. Bummer!