Arma 3
Dynamic Recon Ops - Sahrani
66 Comments
GRAPTIK 26 Mar, 2023 @ 11:48am 
Excellent.
[MO] Martin 6 Apr, 2020 @ 4:02pm 
Very nice, - great job, - thanks ! :NATO:
DuekCapixaba 3 Apr, 2020 @ 6:32am 
@Synthvain i having kinda of that bug i think. i uisng a mod that i always used and never had problems but now they just spawn a CSAT no as the faction a chose
The Fresh Prince Of Nothing 2 Apr, 2020 @ 2:01pm 
is there a way to disble respawn for the units and yourself?
Synth 4 Jun, 2019 @ 12:06pm 
@GeorgeR. I don't think so that I am using factions from alive. Also I even tried playing with all mods unloaded n still I hit a error upon mission set up about something mpmission widthrail. And when trying to ignore, once in enemy ao it's just civilians..no sign of real faction enemy. Civis do seem to be armed randomly as well.
Georg Ravioli 3 Jun, 2019 @ 10:01pm 
@Synthvain make sure you aren't playing with factions that use ALiVE ORBAT creator, there's some sort of error in the mission that won't spawn them.
Synth 3 Jun, 2019 @ 9:49pm 
on all of youre missions currently they are unable to spawn enemys? whats up with the mod? some type of mpmission error.???
magiK 23 Jan, 2018 @ 4:18pm 
how long are the missions meant to take to generate
Gideon 9 Aug, 2017 @ 1:08pm 
Just completed a Mission in this map. A secondary objective of destroying a comms center appeared in Dolores, the town that has a peninsula like shape and where the 3 bridges are, the radio tower was bugged, it was in an horizontal position and when I put the explosives it didn't get destroyed, just letting you know of this little bug, other than that everything worked as intended.
c0rpsemakerz 19 Jul, 2017 @ 2:53pm 
supports>extract
Va'ar The Gaul 17 Jul, 2017 @ 10:47am 
How do I get the extraction to work? The heli doesnt lift off and it just stays there?
twin32 26 Jun, 2017 @ 1:45pm 
how do I get the insertion to work? I always seem to spawn in the same place with no method of transport
TWiG [SPOG] 11 May, 2017 @ 10:10am 
Tasking Idea: After "clearing" an area... having a chance for a counter attack, and being tasked to defend the location.
TWiG [SPOG] 11 May, 2017 @ 10:07am 
Idea: Option for calling a Boat extract or transport. Got a few missions where I have to cross water to an island or such, but no boats. And extracting out to sea would be a good option in some mission cases as well.

THANKS!!! Super fun missions, they are about all I play lately!
Satanic Warhamster 25 Apr, 2017 @ 9:34am 
@Johnny - I love you, man.
Johnny Drama 22 Apr, 2017 @ 1:43pm 
@Satanic we play with ACE3, so i always use NSS Admin console to spawn in Zeus module, then use it to set up the mission for ACE3 (medical vehicle, medics, engineer, etc)
Satanic Warhamster 22 Apr, 2017 @ 11:54am 
mbrdmn pls
baby yoda executed by the state  [author] 22 Apr, 2017 @ 3:33am 
Hi Johnny Drama, I've read your comments a few times but I'm not quite sure exactly what you're requesting with regards to the AI skill. When you say it's sometimes not well adjusted do you mean it's too easy? Or too hard? I don't do any on the fly modifications to AI skill, just a blanket setting to reduce all the skill levels when the "Action" setting is selected on the startup menu. When "Realism" is selected under the same menu option no skill adjustment is done and everything is left as default. The way I see it the less I do to the AI beyond the basics the better as it reduces potential conflicts with AI mods and allows people to customise their experience by using ASR etc if they want to.

Satanic Warhamster - Thanks! I'm not intending to add full Zeus support as these missions are intended to be standalone scenarios rather than templates but anyone is welcome to edit it in themselves if desired.
Satanic Warhamster 22 Apr, 2017 @ 1:56am 
Really enjoy these. Would enjoy immensely more if it had Zeus support. Could you add it please?
Johnny Drama 3 Apr, 2017 @ 9:17am 
So since November 2016 there is a bug with AI skill ingame when playing at night and players use silencer. Even if you put the spotting skill to 1.0 you can go up to 20m to the enemy and they barely see you at all. Even when you empty multiple tracer mags from just 200m away, they will look your direction but are not able to see you, so they wont fire.
Johnny Drama 3 Apr, 2017 @ 9:10am 
What this shows: the AI skill heavily depends on the setting (Fog, daytime/nighttime, player use silencer, are enemy skilled russians or just rebels with guns etc..). I havent checked your code yet but I noticed your AI skill is sometimes not really adjusted well in my eyes. For my group this is alot more important, cuz we usually play without respawn. But if you want to push your framework to the next level, this is one of the main things do adjust in my honest opinion.
Johnny Drama 3 Apr, 2017 @ 9:03am 
I am currently working on a random framework just like yours, specially made for my hardcore ACE3 group (Main feature: difficulty/Area/enemies scale automatically for 1-XXX (currently 1-25) players). I dont intend to release my framework publicly but I have some features that might be interesting for you. Like a fog script where player can set how much fog he wants (adepts to AO height), realistic NVG script, No Voice chatter from AI (spotting,etc),..basically all for hardcore immersive experience. I see your's is more for the casual guy, but if you ever think of doing a more hardcore realistic version let me know. Other features that might be useful for your framework: Flare Fix by Alias (makes flares actually work), Earplugs script(if you dont use ACE). I personally also only use FHQ Tasktracker instead of the eden/vanilla task system(no jip problems). What about some weather scripts like Alias' Duststorm, Snowstorm, etc..
Johnny Drama 3 Apr, 2017 @ 8:53am 
Have you thought about increasing the player size to 10 or 12 maybe, maybe even 2 seperate groups? since your latest update you can really have tons of enemy. I personally would love to see ACE3 support. If you want to do that and you need any kind of help, dont hesitate to add me as friend.
Tax 1 Apr, 2017 @ 1:17pm 
I've always wondered what would happen when the goats began to arm themselves. Happy April Fools to you too
Throttle Me Kermit 28 Mar, 2017 @ 2:10pm 
Is there any way to disable the Stamina feature in the gamemodes code? I have this on all my Zeus servers however it will not work on this. Please help
TWiG [SPOG] 20 Mar, 2017 @ 5:19pm 
Ahh ok, thanks for your reply. Again, thanks for the great missions!! These have got me playing again on maps I have not played on for a long long time. hahaha
baby yoda executed by the state  [author] 20 Mar, 2017 @ 3:29pm 
Hi TWiG [US420], thanks! Something in the 1.68 Arma update has broken the reset AI script unfortunately - I'm testing a replacement now that I'm hoping to get out sooner rather than later.
TWiG [SPOG] 20 Mar, 2017 @ 3:28pm 
Really digging all these Dynamic missions you are doing. Lots of fun SP and MP. Had a problem with 3 of my AI team not ebing able to exit a building.. and thought the "Reset AI" might help, but did not seem to do anything for em. I was able to shoot them, then drag them away, then revive them to get them unstuck. Is this what the "Reset AI" is for, or something else?
baby yoda executed by the state  [author] 4 Mar, 2017 @ 2:20am 
Johnny Drama - Thanks for letting me know, I overlooked that kind of JIP situation when I was working on this, I'll get a fix for that done asap.
Johnny Drama 3 Mar, 2017 @ 12:40pm 
thanks for adding jip support.

but it still a bit glitchy: we had 1 guys arma crash while loading in. when he jipped he was teleported to the already selected insertion position, but mission hasnt been started

another guy jipped while still in arsenal mode, he was invisible and we had to restart mission.

simple zeus support would also be great in the future.
Georg Ravioli 19 Feb, 2017 @ 5:27pm 
@cogsed yeah you're almost supposed to. Changing faction is literally the first thing the mission asks you about in the dialog box.
Cogsed 18 Feb, 2017 @ 7:51am 
Is it possible to change the normal OPFOR to CUP SLA?
Razynator 6 Nov, 2016 @ 6:18am 
i would like to play it with my m8s but we are using ace and in the new version you cant disable the revive sytem :(
NoBrainer 23 Oct, 2016 @ 5:09pm 
tested on local host. i5 16gb, 6 clients connected. Had problems with no main weapons after respawn.
JairUM 23 Oct, 2016 @ 7:09am 
to activate Zenophon's framework. Before working, and now no:steamfacepalm:
Karl Power 14 Oct, 2016 @ 2:32pm 
Your various recon ops are absolutely fantastic and I play little else in Arma now. However, I have had a few issues, maybe since the last Arma update: Helicopters won't lift off after picking up my troops; hostages simply are not to be found, and - most annoing - revive doesn't work anymore. Just to let you know, thanks for your awesome work.
Procommando 9 Oct, 2016 @ 2:45pm 
Hey are you ever thinking of doing something like a dynamic infantry ops ?
maddyg 2 Sep, 2016 @ 2:15pm 
Hello mbrdmn know how much I respect you and I saw that you never stopped in making SP Random. I come out really well I'd like to see it done on Chernarus WINTER and with me many more people .Thanks anyway and again congratulations. Greetings from Italy playing
rp8585 30 Aug, 2016 @ 10:37am 
Well if something is not working right it is probably my error, I am a total newb at Arma 3! Sometimes the heli takes off but just goes into a hover even when dropoff point is indicated
baby yoda executed by the state  [author] 30 Aug, 2016 @ 9:41am 
rp8585 - You should receive instructions once you're in the heli on placing a location for the heli to transport you to, which you can do on the map. Is that coming up or is it failing even after you select a location?

RedSwirl - Cool, makes me think a randomised CQC mission based around that stuff would be fun.
RedSwirl 30 Aug, 2016 @ 9:35am 
It probably is possible with a well-coordinated online team. I just haven't tried it.
rp8585 30 Aug, 2016 @ 6:01am 
Thanks Daytrader, that was the problem, enjoying all the scanarios now. Now if I could only get the heli extraction to work! I get everyone on board but half the time the heli just sits on the ground and never takes off, I end up having to beat feet to get out of the AO LOL
baby yoda executed by the state  [author] 30 Aug, 2016 @ 2:25am 
Yeah, it's just down to well set up building positions on that structure - it's pretty cool but I should probably make sure that it's actually plausible to complete objectives in buildings of that size :)
RedSwirl 30 Aug, 2016 @ 1:52am 
Not really a problem to be honest. I was just wondering if anybody else had seen it. Honestly I didn't expect random placement to be that thorough with a unique structure.
baby yoda executed by the state  [author] 30 Aug, 2016 @ 12:53am 
Hi RedSwirl, that's an oversight on my part - I'll fix it for the next update.
RedSwirl 29 Aug, 2016 @ 11:32pm 
Anyone tried a mission involving the hotel at Vallejo in South Sahrani? I did two missions and both times the hotel (a 4-story building wtih all the room interiors accessable) had like 50 enemies inside it lining the balconies and the roof. It's almost impregnable with AI infantry.
Daytrader 29 Aug, 2016 @ 2:44pm 
@rp8585, maybe you aint got the cup maps cup terrains ? and the ones you can play everyone has, as they come with arma3.
rp8585 29 Aug, 2016 @ 10:28am 
I can"t seem to play this one and a few others, only can play 3 actually, wonder why? any Ideas?
baby yoda executed by the state  [author] 27 Aug, 2016 @ 2:44am 
Oh apologies, I misunderstood you before - yeah the issues where units get stuck mid-mission is an Arma bug unfortunately. The nudge can sometimes help, but I believe there are multiple reasons it problem can occur, some where it's just a case of nudging, some where there's nothing that can be done.
Djanko7[DK] 27 Aug, 2016 @ 2:39am 
The only thing i can think of, is that it only happends when i leave a soldier fare from the others. But i also had two who got stucked in the cliffs. (disappered in the stones)