Arma 3
Red Viper (SP/COOP 12)
64 Comments
joshtb86 13 Aug, 2019 @ 3:42pm 
i couldnt actually use any keyboard controls
Alwarren  [author] 13 Aug, 2019 @ 3:31pm 
Are you the driver of the boat? You might need to order the AI to drive somewhere, I don't remember anymore, it's been a while...
I'll check it out when I get the time
joshtb86 13 Aug, 2019 @ 1:31pm 
nevermind, wrong thread

no, no addons loaded
joshtb86 13 Aug, 2019 @ 1:31pm 
no, but i figured it out i wasnt using the set up thing correctly. thanks!
Alwarren  [author] 13 Aug, 2019 @ 7:26am 
Are you loading any other addons?
joshtb86 12 Aug, 2019 @ 8:01pm 
mission loads and you just sit in the boat all conmtrols are disabled
Alwarren  [author] 10 May, 2019 @ 7:48am 
Wielkie dzięki!
CZERNOBYL10[PL] 9 May, 2019 @ 4:06pm 
Jak zawsze świetna misja :NATO:
giantsquid 13 Oct, 2018 @ 5:30pm 
Nice work, thanks
arma3stm123 2 Jan, 2018 @ 5:28pm 
Thanks
Alwarren  [author] 17 Jan, 2017 @ 7:59am 
If you click on "Alwarren's Workshop" at the top of the page you can see all Workshop contributions I have made. Most of them are scenarios
Liberty_Valance 17 Jan, 2017 @ 7:39am 
Please, remember me how can I see all your scenarios ...
Liberty_Valance 17 Jan, 2017 @ 7:37am 
Excellent, thanks
SchwackYourMac 14 Jan, 2017 @ 6:14pm 
Just had a lot of fun playing this mission in CO-OP. Very tense. Well done!
Johnny Drama 14 Jan, 2017 @ 6:04pm 
thanks. good mission!
Alwarren  [author] 23 Oct, 2016 @ 9:06am 
No, it should have been done automatically. Weird, I am quite sure that this bug was fixed...

New mission on Tanoa upcoming in a few days :)
Hemi: 23 Oct, 2016 @ 7:03am 
Ahh ok. I only played it in SP so far. My Arma should be up to date as I have automatic updates enabled. Unless the hotfix updates need to be done manually? Can't find any option anywhere to "check for updates" or "Install Hotfix". My character still gets up from time to time but I'm learning to be more careful when I'm down in the weeds.

Anyway, sorry for taking the discussion off topic and thank you for your help and advice. Much appreciated. Looking forward to playing your other missions and any you make in future.
Alwarren  [author] 22 Oct, 2016 @ 4:40pm 
Yeah with "second team" I mean the second team in coop, the guys in the second boat. I merge them together when you start the mission in SP.

Make sure your Arma is up to date. The thing where you suddenly get up should be fixed in the latest hotfixed version.
Hemi: 22 Oct, 2016 @ 2:38pm 
Actually, there was no second team - I had 11 AI with me, all on the one team but split into two boats for insertion. I had direct control of all 11 AI so keeping tabs on all of them was tricky (haven't been playing Arma that long so still learning the ropes). Number of enemy was fine by the way. No need to reduce that.

I wasn't aware that stealth mode didn't work as it should. Bit of a shame really. Thanks for that link - I'll definitely have a look at the addon.

A bit off topic but you might be able to answer this easily - when sneaking about prone, certain combinations of movement make your character suddenly get up to crouched position, just when you don't want him to. Got me spotted and shot a few times now and it's extremely annoying. Any idea why this happens and is there a way to prevent it?

Alwarren  [author] 22 Oct, 2016 @ 2:03pm 
I should remove the second team in single player mode and reduce the number of enemies somewhat, controlling a second team is rather tedious I admit.

About moving AI, I recommend using this addon: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=686469457

It allows you to force your AI out of combat mode, a real life saver.

About stealth mode, I had, a long time ago, posted a ticket on the BIS issue tracker that uints should automatically equip matching silences and use only silent weapons when in Stealth mode, but sadly they didn't implement that.
Hemi: 22 Oct, 2016 @ 1:24pm 
Very nice mission. Definitely had to plan my approach carefully. Having 11 AI along with me was a nightmare at times but learnt a fair bit about how best to control and utilise them. They managed to get the second boat jammed on the sand at the start and then couldn't get it off again to exfil at the end, but thats no biggie. I'll remember that for future boat insertions and tell them to stop a little bit offshore, get them to all disembark then park the boat myself to prevent it possibly floating away.

I found that the AI only fired the .50 at the armed jeeps but I think they don't use it if you tell them to go stealth mode (should force them to use only silent weapons). Only trouble with stealth mode is they are slow to follow you and you end up waiting for them to catch up often as they creep from cover to cover. Kept switching them to "aware" mode if the area was clear and wanted them to hurry up while crossing open ground.
Alwarren  [author] 30 Sep, 2016 @ 12:01pm 
Thanks :)
tomquinn11 30 Sep, 2016 @ 11:58am 
Thank you for the help Alwarren, tbo you and other people like you make better missions than the one I had high hopes for in Apex, which was a let down. Cheers!
Alwarren  [author] 29 Sep, 2016 @ 2:42pm 
Yeah, the .50 are not silenced, I have no idea why the AI uses them at all.

You can order AI to target specific units, but I don't think you can prevent them from targetting something like the UAV.

To access the inventory, you can order the AI to stop, then he won't run away from you. You can also use the option 6 and look for "Access subordinate inventory" and have him drop it.
tomquinn11 29 Sep, 2016 @ 1:36pm 
Hey, I know these questions are more to do with the game engine than your mission design, but since you designed it and others here have played it have few questions....

How do I keep my squad from firing the 0.50 instead of the 5.56? I have a feeling the .50 blows our stealth away...

Why do the AI shoot the UAV? Is there a way to keep them from killing it?

When I have to kill the Radio Tower, I need to use the explosives carried by the Demo Specialists... but they wont let me 1) Take their stuff (their bag contents opens up for a split second but disappears again) and 2) When I switch to play as one of the Demo Specialists I can't see a way for me to switch back. Anyone know a remedy to this?

Otherwise great mission. I am asking these questions because I am into this mission and want to play it properly.
Sputnik Monroe 11 Sep, 2016 @ 12:00pm 
Great mission, teamwork and coordination is a must to take out the comms tower before moving in on the main objective.
Variable 11 Sep, 2016 @ 12:00pm 
Finally completed! Wonderful mission. Managed to take down the radio tower before they called in reinforcements.
Valhalian 11 Sep, 2016 @ 11:59am 
Yay we beat it! Well the others did anyway =D
McGregor 11 Sep, 2016 @ 11:59am 
Finally made it! Awesome mission
Stagwine 11 Sep, 2016 @ 11:59am 
Finally completed this. Great!
Alwarren  [author] 7 Sep, 2016 @ 12:41pm 
Glad you liked it :)
Gwynbleidd 7 Sep, 2016 @ 12:34pm 
Wow, this was a great mission, I love a bit of stealth here and there :)
RueLight 28 Aug, 2016 @ 11:40am 
great mission!
SPhoenix 28 Aug, 2016 @ 11:40am 
Fantastic! Had a good laugh too :)
ALIAScartoons 25 Aug, 2016 @ 1:23pm 
Awesome settings. Hope to see more of this :) Thanks man!
Alwarren  [author] 20 Aug, 2016 @ 11:53am 
Let me see, the Viper units don't have vests, they only have that backpack/harness thing, so not having vests is okay. The explosive specialists should have their explosive satchels, though - I just checked and they do. If you play with only two guys, you need to either order them to place the charges, or have them drop them into the boats and get them from there (that's what I usually do, I don't like to entrust AI with explosives of this size :) )
Deviant 20 Aug, 2016 @ 11:39am 
@Alwarren: Yes, both I and the server owner had apex.
ruojility 20 Aug, 2016 @ 11:24am 
Nice door kicking mission LOL
Alwarren  [author] 20 Aug, 2016 @ 1:42am 
@Deviant I don't get that. The units in the mission are vanilla with no modifications except for the explosive specialists that I added explosive satchels to. There is little scripting involved in the mission, certainly nothing that interferes with loadouts. Just to make sure, you DO have APEX? It shouldn't even load without it, but just making sure.
Teriyaki 19 Aug, 2016 @ 4:15pm 
Features: Apex Expansion required
Deviant 19 Aug, 2016 @ 4:10pm 
Nope. no addons at all
Alwarren  [author] 19 Aug, 2016 @ 1:55pm 
Are you using any addons? We've played this on our server, it works for sure.
Deviant 19 Aug, 2016 @ 1:35pm 
So, me and a buddy played this. The entire group spawned without any vests and no explosives. Needless to say, sabotaging was quite the challenge. 2/5
Alwarren  [author] 17 Aug, 2016 @ 2:42am 
@Bushcat I usually try to keep my missions with only one or two objectives with possibly one or two side objectives.. I guess this one could have used one more, but then, I'll rather make another mission :)

@killjoy no actual door kicking, I just wanted to make the loadscreen look interesting.
killjoy 17 Aug, 2016 @ 2:34am 
@Variable I blame you.
Variable 17 Aug, 2016 @ 2:32am 
@killjoy since Apex protocol didn't have door kicking but had trailers and cutscenes showing it, I suggest to blame BIS
killjoy 17 Aug, 2016 @ 12:58am 
I'm guessing it doesn't come with actual door kicking.
Bushcat 16 Aug, 2016 @ 3:32pm 
Really,really like this mission.I would love it if you could perhaps add in a couple more objectives?As always a top class effort.Thank you.
Alwarren  [author] 16 Aug, 2016 @ 6:29am 
@sUpra it says "APEX expansion required" in the line directly below
KraKenji 16 Aug, 2016 @ 12:40am 
@sUpra The APEX expansion is not an addon, it's a DLC.