Arma 3
Impasse Total War - Altis
559 Comments
Skull  [author] 10 Jul @ 5:33pm 
@Kenny Rogers Radio call is 0 1 8 (using the numbers above the keyboard. Don't use a keypad)
Hi I'm Kenny Rogers! 10 Jul @ 1:21pm 
@Skull What's the command to radio call? I'm going through my controls and it's not there. If TFAR is what you're using to pull it up, is TFAR required to access certain parts of the game mode?
Skull  [author] 8 Jul @ 8:21am 
@Apocalypse That sounds like it hit an error or something. Most likely a conflict with another mod or some corner case I've never seen before. Things to try:
1. see if it repeats if you play again after stopping the mission
2. disable mods and see if it happens
3. look at (or send me) you're arma log from the session when it happened
Apocalypse 8 Jul @ 7:01am 
I put up a quick match - NATO vs FIA but can't seem to kill the enemies. They just don't die - they seem impervious to gun fire.
Skull  [author] 7 Jul @ 8:39am 
I hadn't planned to. I'll add it to my future ideas list. In the meantime, it's easy to add to other maps. Check the discussion shown above
DOJAM141 7 Jul @ 7:42am 
Do you have any plans for making this as a module (like RIS - Module) to allow players to play it on whatever map they want?
Skull  [author] 5 Jul @ 9:10pm 
@DuckWeedE When a flag starts out it is red and the zone on the map is red. As it is captured, the flag lowers until it is all the way down, then it turns blue and starts going up. When it gets all the way up, the map mark turns blue. The mark on the screen show what the flag is doing.

So if you are seeing the flag blue, but the map red, then I expect the flag is not quite all the way up. If its blue and all the way up, and the map circle is still red, that sounds like an issue. If it happens again, grabbing your arma log file could help me figure out what might have caused it.
DuckWeedE ,-, 5 Jul @ 7:17pm 
one of the objectives*
DuckWeedE ,-, 5 Jul @ 7:09pm 
All the lines on the top right is blue but one of them is still red on the map. Am I doing something wrong sir?
Skull  [author] 3 Jul @ 9:02am 
@Free Those are good ideas. I added them to my future ideas list.
Free 2 Jul @ 7:36pm 
Idk how possible this is but you have made everything possible so far but what if we could choose elite sf units seperate from normal units they have higher skill and accuracy and courage and have them airdropped far from the point so they would slowly approach while we are fighting the enemy maybe to add enemy variety like antistasi also will there ever be a 3rd enemy faction like independent so we can add zombies or monster spawns would be cool for a scp battleground just ideas
Skull  [author] 2 Jul @ 4:19pm 
@Hi I'm Kenny Rogers! The objectives have flags in them then are red initially and change to blue as they are captured by the player's team. The red/blue lines on the right side of the screen indicate these flag's state. There is also a letter under them which matches the objective name. The more one units one team has in the area compared to the other team, the faster the flag will go. There's also a parameter to speed up or slow down this capture rate.

To help find enemy units in the objective, you can use 0-8-1 (which is the radio call to get 'life signs') This will show orange dots on the map where ever unit are. It will show friendly, enemy, and civilian so you need to keep that in mind. We often use this command to help find enemy hiding in buildings.

I hope this answers the question.
Hi I'm Kenny Rogers! 2 Jul @ 10:13am 
How do you check the objectives in an area? There's an explanation for almost everything except what pulls up a basic concept of the mission.
Skull  [author] 28 Jun @ 3:55pm 
@BlackTulip I don't think there is any way to edit pylons in the basic arma garage. I have it on my list to investigate how to add pylon editing but haven't gotten to it.
BlackTulip 28 Jun @ 3:43pm 
Is there anyway to edit the loadouts of the planes and helicopters players can fly? I'm currently playing and I'm unable to edit the pylons of aircraft.
Skull  [author] 28 Jun @ 8:51am 
@我的阴茎很小 Try without any other mods. Also you can search your arma logs for the phrase "Error Pos" which often indicates errors. If you can figure out which mod is causing it, I can try to change the mission so it will work with that mod.
喜多 郁代 28 Jun @ 4:33am 
i keep crashing playing coop with my friend any fix for this?
Skull  [author] 27 Jun @ 8:31am 
@DOJAM141 Some parameters effect saves and some don't. The save file includes all the objectives locations, how many objectives per zone, vehicles chosen using the garage interface, and the factions chosen. I think that's all of them. These won't change without starting a new mission.

Other things can be changed during a save. These include all the other stuff like: what's in the arsenal, what's in the garage, the difficulty, how many enemy, what vehicles the ai use, are there minefields, etc.

So the save locks down basically the factions & map layout. Most everything else doesn't require a new game to change.
DOJAM141 27 Jun @ 1:58am 
Does changed parameters still affects the saved game? I've just checked that changing objectives count doesn't apply to the already saved game but I'm not sure if other parameters are same too
Yuri 26 Jun @ 3:12pm 
Thanks you a lot I followed everything and you were right, sorry to bother you and thanks you again for one of the best scenario out there, I'm a huge fan, I'm sub to a lot of your scenarios :)
Skull  [author] 26 Jun @ 12:36pm 
@Yuri The FPV drones are likely not tied to a specific faction in the data, so to see them you could set the parameter 'Virual Arsenal' (under the miscellaneous group) to 'Full'. That will allow you to use any weapon/gear in the game. FPV drones should then show up in the arsenal.

The same holds for the parameter 'Virtual Garage'. Set it to 'All vehicles' to see special vehicles from dlc you want to use.

As for revive scripts, there is a parameter to disable the missions ai revive system. Look for the paramter 'Friendly revive available' and set it to 'No, I use an ai revive mod'. That can help with conflicts with revive mods.
Yuri 26 Jun @ 11:43am 
Hello, I want to start by saying it's amazing, thanks you a lot, but I have problems with some mods that doesn't appear in your mission only like FPV drones, F15 etc... But works in others missions like MCC sandbox where I tried them first, how can I do to change that ? + your parameters and the fact that they are consistents + the mission is legendary, thanks you again.

Sometimes the revive script bug but I have another mode for this maybe this collide too ?
Skull  [author] 26 Jun @ 9:15am 
@Vascosuki89 You start a new game. It's the first parameter (Force new game).

The parameters are accessed before you start the game, right after picking the mission, at the role assignment screen. There is a button in the upper right 'Parameters'.
Vascosuki89 26 Jun @ 5:12am 
how to change the faction?? im fckn bored with chernarus broo
Skull  [author] 25 Jun @ 1:18pm 
@Bacta juice You can use the 'select units' or whatever it's labeled, that is under the list of factions. This allows you to choose the specific units from that faction you want to load. By default it will choose randomly from all the units. By looking at the 'select units' list you can see if the balance of units is off. As I recall, the OPTRE had a ton of one kind of unit (all the variations in all the colors) which made it spawn that type way too often. You can choose the units and then only choose a few of the variants of that type of unit. As I recall there were only a couple of 'grunt' types so they just didn't show up often.
Bacta Juice 25 Jun @ 6:22am 
Is there a way to choose which unit to spawn as instead of it being random? I can’t seem to spawn as a spartan for example in the OPTRE mod.
JokingSteak 24 Jun @ 8:22pm 
Hmm, I'm using the ace combat factions and they do have vehicles. I'll try some of these the next time though and see if it helps. Thanks.
Skull  [author] 24 Jun @ 7:50pm 
It will use civilian cars/trucks if there are no vehicles available. So if you choose a faction that doesn't have any defined vehicles, then this will happen. There is also an option to choose the specific vehicles you want to use (it's called something like 'select vehicles using garage interface'). If you used this and didn't select any transport vehicles, then civilian ones will be used.

You can also try using the setting for 'choosen dlc/mods side only'. The mission should ask which dlc you want to choose from and it will use all the vehicles on the factions side (blue,red, or green).

Another thing you can do is to choose mulltiple factions and check the 'mutli is all' button. That will use the vehicles from all the factions chosen which can sometimes help, but you get a mixture of the two factions.
Skull  [author] 24 Jun @ 7:44pm 
@B1g_B@nana Yes, it works with ACE. There are parameters to use ace arsenal, and it works with ace medical. If you use a mod to have ai revive players, then use the parameters to disable the in mission ai revive.
JokingSteak 24 Jun @ 6:58pm 
I can't seem to figure out how to get the desired vehicles. I selected AI use faction only vehicles and I still get all kinds of random civilian cars, trucks, etc.
B1g_B@nana. 24 Jun @ 4:49pm 
Is it compatible with ACE mods?
thedirtyybutt 24 Jun @ 10:19am 
@skull i figured it out. Nothing on your part. For some reason it got glitches with my profile. Once I deleted my Arma 3 profile. It fixed it self.
Skull  [author] 22 Jun @ 2:58pm 
Awesome. I'm glad it's being enjoyed.
Hexsain 22 Jun @ 2:20pm 
Thank you for such a great mod. Me and my friend finally have found a mod that we wanted for so long. :steamthumbsup:
Skull  [author] 21 Jun @ 5:37pm 
@thedirtybutt That is such strange behavior. I search the logs for the string "error pos" which usually indicates errors in the mission or a running mod. The mission is identical (as in the exact same pbo file) for all the different maps. I don't know what to suggest.
thedirtyybutt 21 Jun @ 1:59pm 
@skull its weird because with no dlc or mods. it seems to not want to work. on tanoa everything works just fine with mods. i used chatgpt to look at the crash logs and it says it cant find anything. i just reinstalled the game and its still doing. i noticed that when i start the game on lan. when i press y to start new save and go to pick factions. the factions are not there untill i click show sub factions then they show up.
Skull  [author] 21 Jun @ 1:13pm 
@thedirtybutt That doesn't sound like it's working right. The screen should go black and it should say things like 'Setting up objectives', 'Parsing vehicles', and 'Calculating attack vectors'. Then it should put you into the game. It could be a conflict with a mod. If it works when playing vanilla, maybe we can figure which mod is not working and I'll try to fix the mission to work with that mod. Also, if the game is failing repeatably, you could send me you arma logs and I'll check it they show any errors.

You should be able to choose any factions. When using zeus, players will always be blue no mater which faction you choose. Enemies will be either red or green. So the color isn't really indicating faction
Skull  [author] 21 Jun @ 1:06pm 
@DOJAM141 The enemy should still send infantry even with only 1 objective. At the start it might not send many guys because it will have already put guys into the area (since it own the area at the start of the game). Due to randomness added to the mission, it could take a bit for the enemy to send troops as well.

If the 'garison' parameter is on (which it is by default) then those guys placed at the start will be in buildings. You can use the 'show lifiesigns' option (0-8-1 I think) to help find them.
DOJAM141 21 Jun @ 11:47am 
@Skull Thanks for the help
By the way, I just found out that when 'How many objectives are in each zone' is set to 1, the enemy sends very few troops to defend the objective or does not send at all. Is this feature designed by intention?
thedirtyybutt 21 Jun @ 10:54am 
when i start the match. it just sits at choosing factions after i confirm which factions i want to play and fight against.

also is there a way to play as non blufor with zues, if i play as units that a opfor and i spawn them they are opfor even though the units i chose to play as or the same, but the game spawns them as blufor.
Skull  [author] 21 Jun @ 10:03am 
@DOJAM141 The enemy tries to spread it's infantry evenly between the contested objectives. Perhaps you'd prefer just one objective at a time then. There is a parameter for that. The default is 3, which does require a lot of back-and-forth. One objective forces the players into the center of the battle.

It will also vary based on geography. Sometime the enemy has an advantage in getting to the objective, and sometimes the friendlies do. I've found that some objectives are captured by my allies without my help. Turning up or down the parameter for friendly vs enemy by one step is pretty subtle and can even be adjusted at the office in a base. This way you can tweak it during gameplay.
Adeptus 21 Jun @ 9:05am 
wtb giving the enemy team the same vehicle parameters as the side you play on, selecting dlcs etc. I haven't changed that one in a while sorry if i explained it wrong
MichaelBruce83 21 Jun @ 6:07am 
@DOJAM121
1. I change the parameter to make sure it takes a long time to capture a point. That will help with the counter attack.
2. This scenario is called Total war Impasse, as the word "Impasse" refers to a predicament affording to no obvious escape. A deadlock. Battles should last for a LONG TIME.. LOL
DOJAM141 21 Jun @ 2:54am 
@Skull Based on my experience the enemy sends reinforcements to re-capture blufor controlled objectives, and this makes battle for each zones too long, as they're keep being contested
For example, if there are two objectives for each zone, even if blufor manages to capture one objective, the enemy immediately takes back by sending more troops
If I tweak the parameters to lower the amount of enemy AI to solve this, capturing each objectives become too easy, but if I don't change the parameters, the enemy keeps re-capturing friendly objectives, which makes the battle last forever
Skull  [author] 20 Jun @ 12:17pm 
@DOJAM141 There is a parameter to adjust how many AI there are, and another to adjust the friendly vs enemy ai counts. By adjusting those you should be able to reduce the amount of ai (enemy or friendly) in the battle. The parameters to tweak are:
* Approximate number of infantry on each side
* Number of friendly soldiers compared to the enemy
* Number of friendly vehicles compared to the enemy

As for not sending enemy to the blufor controlled sectors. I assume you mean the already captured zones (blue hash mark on the map). The enemy ai aren't sent to these locations. However, they may need to travel through those sectors to reach a contested objective. It just depends upon the roads and how the objectives got selected. AI in the opposing sizes hash areas take damage over time and should die in about 5 minutes. I don't see other easy ways to deal with this issue.
DOJAM141 20 Jun @ 11:49am 
Can you add an option to adjust the amount and frequency of friendly and enemy reinforcements?
I think the enemies are sending reinforcements too much and rapidly
And if you don't mind, can you also make an option to not allow enemies from sending reinforcements to the blufor controlled sectors?
OrangeJuice_ 19 Jun @ 11:00pm 
ok it works, guess i messed around to much choose the Units, took the crewman and pilots out, and for some reason that made the faction choose the civilian cars lmao, sorry for the trouble!
OrangeJuice_ 19 Jun @ 7:11pm 
ok i will try it now, thank you for this amazing mission too, its really fun:winter2019happyyul:
Skull  [author] 19 Jun @ 1:50pm 
@OrnageJuice_ It should still be using faction vehicles. I haven't noticed any issues when I play. Check any parameters you chose that aren't defaults. Defaults have an asterisk *.

If you chose a faction without vehicles (doubtful with CSAT), or if you set the 'Adjust amount of attack XXX to not allow transports, or you use the 'Choose specific vehicles' and don't choose any transports, then the game will use civilian vehicles for transports (since no other vehicles exist).

Check which options aren't set to defaults. Some (like choosing vehicles, number/size of objectives) require a new game, but most can be changed when using saved games.
OrangeJuice_ 19 Jun @ 10:42am 
noooo why there is no more faction only vehicles when i choose the option now :c, it has all the vehicles now, CSAT just pulled up in a bus