Arma 3
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VRSWAT2
   
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop
Scenario Type: Infantry
Scenario Map: VR
Meta: Dependency
File Size
Posted
Updated
1.434 MB
19 Sep, 2019 @ 6:30pm
3 Oct, 2019 @ 1:19pm
9 Change Notes ( view )

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VRSWAT2

Description
// Mission
High difficulty team efficiency exercise in a dense urban/industrial environment

Zone contains hostages and potential surprise events

Competitive timer and heavy randomization for repeated challenges

Best played with full realism - No HUD or 3rd Person

Introduction by Mbrdmn


// 3 Roles
Lead - Room prep / trap detection - Meant to flash/smoke rooms for Breacher while providing general situational awareness

Breacher - Heavily armored close range specialist - First one through the door, secures room upon clear

Support - Medical / Resupply / Defusal - Trades armor for carry capacity, ideally stays back and provides rear coverage until direct action required


//OPEN CHALLENGE
Squad that can prove fastest completion time will be honored on the VRSWAT workshop page

//What's different from VRS1?
-Dramatic increase in scene detail - zone is visually cluttered making threat detection more difficult

-Removal of Charlie team - Tight quarters too cluttered for a full 3 teams

-AI overhaul - Scripted behaviors dramatically change how you need to approach each situation

-General overall improvement to difficulty/gameplay

-"Easy Mode" setting (adds Arsenal at beginning table for a casual playthrough)

-"Hardcore Mode" setting (removes all primary weapons - loot your way to victory)


//Thanks To:
-Mbrdmn for hours of support and encouragement

-The Longboat gaming community for many, many failures and successes while bug testing

-The subscribers/favorites for supporting this newcomer to the workshop!
20 Comments
Sunflower  [author] 27 Mar, 2024 @ 6:19pm 
I've been playing ArmA again lately - wanted to update the comments and let y'all know I see that there's some really bizarre lighting issues that have come up since I made this. I'm not sure what to do about them, but flashlights seem to be worthless at the moment.
Sunflower  [author] 12 Apr, 2020 @ 11:02pm 
In my perfect world - snake cameras like in Splinter Cell.
LucSon 12 Apr, 2020 @ 10:34pm 
AFAIK there isn't a mod, but there's a great mission that simulates one. The creator of that mission has been MIA for 9 months, so it's possible!
Sunflower  [author] 2 Apr, 2020 @ 6:06am 
@JoMiMi HA I wish! - There's probably a mod that has it but I'm trying to keep this as mod-light as possible. Smokes and flashes are your friends. Doing these scenarios is how I learned smoke grenades actually rock if used well.

On a side note - I've played around with using head cams but never had it work in any way I found actually useful.
LucSon 2 Apr, 2020 @ 5:16am 
@Mouse VRSWAT 3 has to have door tactical mirrors.
Gonzo-GT 13 Feb, 2020 @ 6:06pm 
It's funny that you said "I guess we'll pretend it's human eye correction working against you" because I thought exactly the same but clearly was an engine issue. As I told you, I hope to see VRS3 soon!
Sunflower  [author] 13 Feb, 2020 @ 3:13pm 
One more note about lighting: The way I have used these sorts of "fake" lights on the scene is being scaled way back for VRS3 to see if that helps. I'm using an Eden object added with Contact that I'm 90% certain was not meant to be used as aggressively as I've been using them.
Sunflower  [author] 13 Feb, 2020 @ 3:07pm 
Lighting has been a weird, inconsistent issue. There's something about the way ArmA handles lights that can cause some weird fades in/out even without NODs. One of those things I've had to throw up my hands and say "I guess we'll pretend it's human eye correction working against you"

In regards to mods I stripped it down to the core I could get it. You can get a pretty decent SWAT-looking kit with just RHSUSF which, lets be fair, most players already have.
ACE is absolutely required for the zip ties. With the ROE rules I wrote in you need to be able to secure hostages and surrendered hostiles or else it will backfire on you. I know people have written zip tie scripts as well but I prefer the intensity of having to manually find the person's hands on a fast-ticking clock. Also, ACE flashbangs are a massive cornerstone to making this work.
Gonzo-GT 13 Feb, 2020 @ 10:52am 
Just one more thing, if you don't mind. Can you make no ACE/vanilla version (without mods requirements)? Thanks again.
Gonzo-GT 13 Feb, 2020 @ 10:49am 
Yes, you're right about that that. Now, I have to say... I had some kind of rare incidents with lighning in this scenario... I mean, my character's vission gets really dark for no reason with lots of lights around and even NVG starts becoming useless due to the darkness. Really annoying. But probably it isn't your fault and has something to do with the game's engine. Whatever, I had so much fun and the "semirandomization" gets it more replayability. Well done!