Arma 3
Antistasi - Half Life
104 Comments
|CCoG| Bernardisahost  [author] 4 May @ 8:36pm 
Hey @Fyre The Dergy ! Delayed response whoops BUT… had to both throw the Strider and such in the faction template /and/ muck with some of the base function files, namely those related to base spawning, QRF spawning, patrol spawning, and so on. For the faction templates, I believe I put Striders in all combine vehicles IFV and higher, and Hunters/Synth Soldiers in lieu of lightly armed vehicles
Vaelyth The Harpy 28 Apr @ 9:07am 
Hey Bern! Just wondering what you did with your template to have Striders and such spawn? Did you replace a vehicle with their unit?
Colonial_Boy 6 Feb @ 12:18am 
I cant see any of the factions when making the game
Markvs 2 Feb @ 12:48pm 
Seems to be crashing on counterattacks for some reason.
T h e R a t 24 Jan @ 2:51pm 
Ironically, that makes encountering OPFOR way more common in the early game. :b
|CCoG| Bernardisahost  [author] 24 Jan @ 11:12am 
@Divine Strange, I didn’t muck with any files related to Saves last update. Might be related to mods… but lmk what faction/mod you’re trying to use and I’ll see if there’s any issues on my end whenever I got time

@T h e R a t
Unfortunately that’s done because engaging BLUFOR is more likely than OPFOR early and mid game. If I set the crabs to civilian they’ll attack everyone, but they also won’t be engaged by any AI even as the crabs latch on and attack. When I got time I’ll see if I can work on changing that up but… alas, don’t have much of that recently lol
T h e R a t 23 Jan @ 5:35pm 
Might want to consider changing the side of the Headcrabs, if you can. Every time the Combine sends a shelling of Headcrabs, the base immediately falls to the OPFOR faction, so the Combine won't send a QRF after the initial one, the OCA will.

Unless the OCA are huge Headcrab rights activists or something.
Divine 22 Jan @ 10:20am 
I cant load my save anymore and cant start a new round. After I Clicked Start Game nothing is happening and the game is telling me"Admin is setting up the game". Maybe I have to many mods^^
|CCoG| Bernardisahost  [author] 20 Jan @ 7:22pm 
New Update out! Details are in the Change Log, but the main thing is I've added randomly spawning Xenians around towns, and new factions for playable Civil Protection and Enemy/AI Lambda were added, for Vanilla and CUP thus far!

Think next to do is make factions for Benefactors Extended with RHS vehicles, atop of make RHS versions of the newly added stuff, just.... ach, time, time, time, time...

Do enjoy!
Fiery Wayfarer 18 Jan @ 8:29am 
Oh, I should clarify. Not the Seven Hour War, but the Uprising. Basically, a Lambda Resistance victory, and the aftermath of any last Combine resistance.
Fiery Wayfarer 18 Jan @ 7:59am 
@Rowdy

The idea behind playing the Combine as the rebels would be for a post-war Combine defeat. Think of it similarly to the Thunder's Leaves Half-Life 2 mod, and the Combine in that.
Rowdy 18 Jan @ 7:49am 
playing as the combine should just be a KP Liberation edit, the whole point of Antistasi is to be a rebel force overthrowing an oppressor/invader force.
|CCoG| Bernardisahost  [author] 15 Jan @ 6:11pm 
@TheUndeadGator

Funnily enough, a suggestion was voiced in the Dev Discord earlier about having a Lambda enemy force, so that’s on the to-do list, along with a player combine remnant faction too!
TheUndeadGator 15 Jan @ 4:31pm 
Just a suggestion, but adding something like a post episode 2 combine as the "resistance" sometime down the line could be fun. Personally I really just wanna play as the combine.
Sablus Maximus Decimus 13 Jan @ 3:53am 
Ok ok, but you could have made an extender for the base mod rather than fiddling and repacking the code ?
Fiery Wayfarer 12 Jan @ 10:22pm 
@Eve-nly Day

An Antistasi Ultimate version will eventually be made.
Eve-nly Day 12 Jan @ 10:22pm 
Would have been nice if this was with Anti-stasi Ultimate
The Don 12 Jan @ 1:24pm 
Love the work mate, There was a small mod that allowed you to use the factions in Anti, but since Combine has no substitutes for a lot of things, they tend to get rolled. so I lOVE that you have plugged their holes with Pre-War
|CCoG| Bernardisahost  [author] 12 Jan @ 12:57pm 
@Butter Fliege With the mods we have, there is the Combine faction in Zeus, but it he specific Antistasi loadouts are set for Antistasi alone

@Sablus Maximus Decimus Antistasi the Mod, but you only require this Mod. Using both this Mod and Antistasi- The Mod may cause errors. An Antistasi Ultimate version is worked on now and then but it’ll be a bit, working on improving this current Mod first.
Sablus Maximus Decimus 12 Jan @ 4:33am 
Is it made for Antistasi the mod or Antistasi Ultimate ?
Butter Fliege 12 Jan @ 2:38am 
Yo do these factions work for Zeus?
|CCoG| Bernardisahost  [author] 11 Jan @ 8:30pm 
Hey y’all!

So, bit of a long shot callout BUT if any of y’all happen to be properly good at Arma modding, specifically in making vehicle models and making them well… vehicles in Arma, I’d appreciate your help!

Essentially, it’d be cool to have properly fitting Combine aesthetic vehicles as our current options are limited. I.e the Alyx Civil Protection transport for example, a simple unarmed transport, or some of the Combine vehicles in the concept and beta concept art.

If you’re interested, do feel free to send me a message via Steam or join the Dev Discord so we can chat there!
|CCoG| Bernardisahost  [author] 11 Jan @ 11:59am 
@NotTheSolaire There was one report where someone loaded both this an AU and managed to load in the faction, but I haven’t tested this myself and this mod wasn’t intended for AU. HOWEVER, with what tidbits of free time I got I’m working on making an AU version of this Mod, bit by bit.

@Scream Strange, to launch this even in SP it has to be in a MP way, even with LAN. What mods are you using?

@IWL Eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee welp… too late to change it now lol
sKOL_Beats 11 Jan @ 10:23am 
i just love the antitasi mode and thinking about "jobs" to get money in game, like mine, cath apples to sell...
Scream 11 Jan @ 10:12am 
Doesn't work in MP cant access arsenal or interact with anything.
NotTheSolaire 11 Jan @ 5:02am 
is there a way to make this work with antistasi ultimate?
IWL 10 Jan @ 9:13pm 
Regarding the usage of "Universal Union" instead of "Combine" as it should be:
https://www.youtube.com/watch?v=uWCHHNPYNXs
Drezzeth 10 Jan @ 4:48pm 
Alright thanks for the help!:steamthumbsup:
|CCoG| Bernardisahost  [author] 10 Jan @ 2:44pm 
@Peebs Hell yeah, glad to hear!

@Drezzeth This uses the healing system with antistasi, where it’s like Vanilla except for going into a downed state, in which using a First Aid Kit can be used for a revive or healing. Can also full heal from the garage at base. (If it’s healing with ACE that’s a big other explanation)

If you mean the healing items from WBK’s stuff, like stims, batteries and the like, those haven’t been implemented for use with this mod, alas. Didn’t wanna mess up the current system at risk of causing any issues
Drezzeth 10 Jan @ 2:02pm 
how do I use the healing items??
You Will (Not) Peebs 10 Jan @ 12:29pm 
That'd be awesome, me and my buddy were play testing and love it so far
|CCoG| Bernardisahost  [author] 10 Jan @ 11:25am 
@Peebs

Yee, I dig! Was thinking of integrating the Xenians by making a ‘roll the dice’ sort of spawning with civie towns, with most chances of the town being normal and the off chance being… Xen filled. Whenever I got time for Antistasi Ultimate version I’m def making a ‘zombie’ civie faction with Xenians, it’d be friggin cool
You Will (Not) Peebs 10 Jan @ 11:21am 
a good idea if going forward with aliens would make the xenians more like the civilian faction like antistasi ultimate does with zombies! (and halo flood)
|CCoG| Bernardisahost  [author] 10 Jan @ 11:20am 
Cheers y’all! (The Combine have already risen and they are brokenly overpowered)

@Xeno I did! Love CWR III only… it already has CUP as a prerequisite (and that has V-22s too). Might use it for the retextures, but more likely than not I’ll be using CUP vehicles for the WBK Benefactors Extended Factions.

OH SPEAKING OF WHICH- that’s next on the list rn, and I made a Dev Discord for general ramblings and the to do list.

https://discord.gg/Z54xuvsP5M
Xeno [Ammo Bearer] 10 Jan @ 10:20am 
hey @|CCoG| Bernardisahost
did you have a chance to take a look at the Cold War Rearmed III mod ?
Mauro 10 Jan @ 12:06am 
Wawawewa very nice!
Nobutora 9 Jan @ 11:29pm 
Combine will rise again, thank you for this mod <3
|CCoG| Bernardisahost  [author] 9 Jan @ 9:56pm 
Legit glad to hear it's working again, and yee! If I do go about making custom stuff (by the creator's request ofc) that might be good to have on hand! That said uhh... realizing now well... in the following I'll explain lol

@Fiery Wayfarer
Man I didn't even think this was gonna be seen by anyone save for myself and a couple others, haven't thought about making a Dev Discord or anything. Though with all these suggestions, yee, I'll probably go about making one tomorrow. And yee, good call about not making custom factions. Probably taking/making any homebrew stuff shouldn't be done unless those who made 'em wanted them in themselves, got a bit too excited lmao
|CCoG| Bernardisahost  [author] 9 Jan @ 9:50pm 
... Annnnnnnd Steam flat out didn't show your follow up message until I posted lmao

BUT THAT'S GOOD lol
|CCoG| Bernardisahost  [author] 9 Jan @ 9:49pm 
@Kurt Kiens Welp, did some quick testing, made myself invincible and gave myself a series of launchers, TP'd myself to checkpoints and airfields to engage the ones spawned in. Did achieve kills against Striders with the following, just a quick test so not a very big one but-

4 direct hits from RPG-42s (Vanilla) with AT Rockets
2 direct hits from MAAWS (CUP I believe?) with HEAT 75s
3 direct hits from M3 MAAWs (RHS) with HEAT 75s
4 direct hits from MAAWS Mk4 Mod 0 (Vanilla) with HEAT 75s

I think because WBK's Strider is technically an entity with multiple parts that it doesn't calculate a scale of "Damage Percentage" like most units, (ah right, btw I only had them spawn but didn't change their variables at all) but I'm not certain. Alas, thus far, they're killable even if barely... strange. I'm not sure why they're not killable for you but apologies for that inconvenience.
Kurt Kiens 9 Jan @ 9:43pm 
Can confirm it's a webknights thing. The strider itself is invincible, but it has hitboxes that you can hit with a rocket launcher to kill it. Guess I was just hitting the wrong spots lol
Kurt Kiens 9 Jan @ 9:35pm 
Wonder if it's a Webknights thing then. I fired multiple M47 Dragon missiles into another one with a similar result of not dying till I re-eneabled damage, and every single Strider that spawned in was like that. Unsure if Hunters are the same, as I was able to kill one after dumping multiple M16 magazines into it, but when I accidentally double clicked on another in zeus I saw damage was disabled on it. I'll do some testing in the editor to see if they just spawn in like that or if there's something weird going on with the mission file

I do have a logo/insignia for The Old Guard made if you're interested as well, as you mentioned the possibility of adding custom factions
Fiery Wayfarer 9 Jan @ 9:34pm 
@|CCoG| Bernardisahost

Yeah, I gotcha. Totally understandable.

Ya' know, I actually wasn't going to mention role-play server, homebrew factions, but now that you've mentioned I was also going to suggest that until deciding against it. I know not all people like HLRP stuff, and I just assumed it might be seen as disingenuous taking ideas from places like that.

I didn't put my hand in HLRP too much in terms of more serious servers except in the case of Willard Networks, but I sure know of it as a whole. I stuck my hand in semi-serious a lot. Both have swathes of faction ideas though, and especially when you factor in differing servers.

By chance, have you considered making a Discord server for the project to better keep track of development, or by setting up pages in the addon discussions?
|CCoG| Bernardisahost  [author] 9 Jan @ 9:10pm 
@Fiery Wayfarer You’re welcome! Thanks for enjoying it! Honestly… RP’d a lot in GMod so there’s def been a lot of custom and homebrew factions about in both RP settings, mods, etc. that’s on my mind (TnB stole too much time from me.) Settled on simply doing Lambda for simplicity sake BUT… if there’s flags and .paa files out there for Homebrew stuff I might throw in custom factions. There’s a LOT of good stuff out there but uhh… for now, best I can do is take influence from those sources, mix ‘em in a blender and throw ‘em in here
|CCoG| Bernardisahost  [author] 9 Jan @ 9:10pm 
@Kurt Kiens They got damage disabled? No, no, that definitely wasn’t intentional. Hell, while mucking about in testing I made certain that they were functional by well… engaging them, seeing if they could advance, killing ‘em, etc. That… huh. Shite now I gotta test this again lmao, but no, ‘they’re tough but ain’t invincible’… ideally. Thanks for letting me know!

Also ye, wanted to limit mandatory mods for this but knowing that… does open a lot of options.
Kurt Kiens 9 Jan @ 8:52pm 
Been playing around with this mod for a while and have been quite enjoying it. I do have to ask though, why do striders spawn in with damage disabled? I shot like 5 MAAWS rockets into that sumbitch and it didn't die, only to go into Zeus and find that it wasn't even able to take damage in the first place. Was this intentional for the early game when all you have are RPG-18s and a dream, and thus taking them down would be unrealistic?

Also, there are black reskins of CSAT vehicles around on the workshop, could work well for stand in Combine vehicles for later war stages, especially the Y-32, Tempest, and IFVs
Fiery Wayfarer 9 Jan @ 7:33pm 
Now this, this is beautiful. Thank you for making this mod.

-

I spot a lot of people suggesting ideas. Kurt Kien's idea for a faction caught my eyes as it made me think of something. There are a lot of mods and content for Half-Life spread around, but if you've ever played some of them they'll add their own flavoring or ideas too.

Maybe you should recreate some of the concepts from these mods or get some inspiration from them. What I specifically thought of was factions from mods. For instance, there is Radiohim from Snowdrop Escape, or Roki's Black Squads from Swelter. On the other hand, you could also use ideas suggested by players like Kurt Kein for the mod.

It could be food for thought.
Xeno [Ammo Bearer] 9 Jan @ 6:20pm 
if I remember right there is the VTOL Bell Boeing V-22 Osprey in that mod too, wich is what the HECU used in half life 1
Xeno [Ammo Bearer] 9 Jan @ 6:16pm 
XD
ok the best shot for the vehicles would be Cold War Rearmed III mod
|CCoG| Bernardisahost  [author] 9 Jan @ 6:11pm 
*thing in Arma I mean lol