Arma 3
Combat Den: Altis
HellTigerCPM 16 Feb, 2020 @ 7:15pm
some impressions about combat den
hello! this missions are awsome. they run with such high fps on my machine, everything else like dro or trgm2 cause a low frame rate game. it would be great to have more ports to other maps, i can finally play them now :D. i think trgm2 has a good maplist.

so far i never seen any serious armored enemy. it would be great to get hunted down every now and then by a apc or a tank, small enemy attack heli would also be great. maybe this can be added as setting, so the current recon style won't get interrupted :D

what combinations of ai mods i can use to spice it up? i tried alltogether asr ai3, vcom and lambs danger/rpg/turrets/suppression. while it works quite good, i bet they fight each other.

i noticed a small bug. i use ace without medical, there are some mods for that. the problem is, the spawned gear wont contain the normal yellow medipacks. the medic self doesn_t has a medic tool, backpack complete empty.

there is a problem with unit switching. i personally like to play every unit my self at some point. i use "All-in-One Command Menu (Deluxe)" to make the units playable. there i can setup to become team leader on team switch. otherwise the unattended squad leader will ruin my positioning. it doesn't work for combat den, but the mod "asr ai3" has a similar feature (become team leader on unit switch). now, to make units playable, with leader auto switch, i am some how stuck to asr ai while a "not inversive" mod can do the trick on most scenarios.
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Showing 1-4 of 4 comments
quade  [developer] 21 Feb, 2020 @ 10:52am 
HellTigerCMP, thank you for the feedback. I'll address each point below separately.

1. More maps. I do release new terrains regularly. If there is a map you would like to see, just let me know. Not all maps work well however. The best maps tend to have an assortment of villages and open spaces.

Here is a list of terrains that are on the to do list:

https://github.com/dpottavio/CombatDen/labels/Terrain

2. I don't think AI mods are necessary. I take a simple approach to enemy AI using guarded way points and some extra scripting to react to players. If there is some AI behavior you would like to see, let me know.

3. I will address the ace medical situation you encountered. Thanks for calling this out.

https://github.com/dpottavio/CombatDen/issues/63

4. I should be able to implement the unit switching behavior you are describing without the need of additional mods. Basically, you want to become group leader for any unit you switch too? Should be easy and a good suggestion, thanks.

https://github.com/dpottavio/CombatDen/issues/64
Last edited by quade; 21 Feb, 2020 @ 2:21pm
quade  [developer] 21 Feb, 2020 @ 10:57am 
Ah, regarding the point about armored units. This is do-able for some factions, but it's important to get the balance right. I'll need to think about this...
HellTigerCPM 25 Feb, 2020 @ 7:06am 
hello! many thanks!

1. some nostalgic maps: Utes, Everon, Kolgujev, Nogova. generally i would love just to browse all CUP maps. i don't know hoch much work this makes.

2. i think all the LAMB stuff is quite a addition. i am not sure the vanilla ai goes into buildings or shoot on you with RPG's. once my guy throwed 5 nades on a traget, it was sooo perfect.
once i got the ambushed mission where you have to surive alone. i had to walk around and then i where on my way back to the wreck. there was a ai in the gun tower and shoot me hard. i was so surprised, i will never forget. (i don't know if the ai has first repaired the wreck lol).

4. for the unit switch stuff, i gathered some more experience over some scenarios now. one idea is: becoming team leader on team switch, that solves a lot of problems, but every time you switch a unit, the unit loose its "hold command", cause its the squad leader. then it starts wandering again, except you issue every unit switch the "1-6" stop command.

i played now quite a lot combat den without becoming leader on team switch.
there is this short snippet: player disableAI "TEAMSWITCH"; but looks like vcom decided other wise, i removed the mod. i am not complete sure if this fixed the issue, some times things happen fast, sometimes the squad leader sends units around where i dont want it. quite harsh to determine, can be ai behavior from mods, some times its even good. still, i want to be able to shut them off and do exactly as told. to be perfectly sure, here is some script to disable the squad leader, but maybe it won't work as intended:

addMissionEventHandler ["TeamSwitch", {
params ["_U1", "_U2"];
if (_u1 == leader _u1) then {
doStop _u1
};
if (_u2 == leader _u2) then {
_u2 doFollow _u2
};

}];

right now i have a other problem, but thats maybe not really important for every one. i use a mod (All-in-one Command Menu (Deluxe) to make custom HC squads. i have the sniper and one AT guy in one HC, but they wont react to waypoint orders. on the map screen i could set a waypoint, but nothing happens. no "dot", no line. if i do the same in other scenarios, it works. maybe there is some major HC function disabled in combat den.

another thing i noticed, some random enemy faction combination counts as friendly while mouse over (green name). they are hostile, but its quite confusing. didn't happend in a while now.

i think i all ready mentioned: it would be great to get hunted by a apc, tank or even a small heli. maybe a weaponless heli where two guys with guns sitting on each bench. maybe all random at each enemy support wave, or even never. this addition should be disabled by default. the MRAP's are hard enough, but i am a masochist.
Last edited by HellTigerCPM; 25 Feb, 2020 @ 7:08am
quade  [developer] 25 Feb, 2020 @ 3:01pm 
Originally posted by HellTigerCPM:
1. some nostalgic maps: Utes, Everon, Kolgujev, Nogova. generally i would love just to browse all CUP maps. i don't know hoch much work this makes.

It's not a lot of work once you understand the process. I can add these to the backlog.

However, you are also free to add these maps yourself. I have documented the process on the
Wiki[github.com]. I can also answer any questions you have. You may then contribute back to the project, publish them yourself, or just keep them locally. The project is licensed under LGPL, if you have questions about this just ask.

Ideally, it would be nice to have an Eden mod to configure the terrain, but I haven't gotten this far with it.

Originally posted by HellTigerCPM:
for the unit switch stuff, i gathered some more experience over some scenarios now. one idea is: becoming team leader on team switch, that solves a lot of problems, but every time you switch a unit, the unit loose its "hold command", cause its the squad leader. then it starts wandering again, except you issue every unit switch the "1-6" stop command.

I haven't looked at this too deeply but I think this will be as simple as creating an event handler on TeamSwitch (as you mentioned) and perform the leader logic there. Should be easy and I'll try to implement this by next release.

Originally posted by HellTigerCPM:
right now i have a other problem, but thats maybe not really important for every one. i use a mod (All-in-one Command Menu (Deluxe) to make custom HC squads.

Sorry, but I don't use this mod and will not have the time to look into it.

Originally posted by HellTigerCPM:
another thing i noticed, some random enemy faction combination counts as friendly while mouse over (green name). they are hostile, but its quite confusing. didn't happend in a while now.

If you can reproduce this issue, please open an issue in GitHub[github.com] and I will look into it. Just be sure to add as much detail as you can.

Originally posted by HellTigerCPM:
i think i all ready mentioned: it would be great to get hunted by a apc

Understood. There are technical problems with this. These are not impossible, but they add some complexity, i.e.,
  1. Not all factions have APCs. This means there needs to be an APC equivalent for ones that don't. Maybe this is just more MRAMPs, not sure.
  2. The balance has to be right. Existing missions may get a balance shift if all of a sudden APCs show up. Or maybe there could be a new mission type that has armor in it.
I'm not opposed to this, it just needs more thought.

At the end of the day, you are free to make any changes to this mission under the terms of LGPL. The license is a little complicated but I posted some high level do-s and don't-s about this in the Wiki[github.com]. You can also contribute changes to the project, or fork your own version.
Last edited by quade; 25 Feb, 2020 @ 6:00pm
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