Arma 3
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Command Operations [BETA]
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop, Zeus
Scenario Type: Air, Infantry, Vehicles, Water
Scenario Map: Altis
Meta: Dependency
タグ: Tag Review
ファイルサイズ
投稿日
更新日
1.338 MB
2021年6月8日 13時31分
1月27日 7時32分
7 項目の変更履歴 ( 表示 )

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Command Operations [BETA]

解説
Latest changelog:
-Added: NEW Mission: Hostage rescue (Special)
-Added: Mission parameter for time acceleration
-Added: Mission parameters for adjusting the maximum amount of ambient squads and vehicles that can be spawned
per player.

-Improved: The amount of enemies in missions will be adjusted based on the amount of ambient squads to avoid
having too many enemies when ambiance is enabled, as well as ensuring that there are plenty of enemies when it isn't.

-Improved: Succeeding and failing missions will now add/deduct score from players.

What is Command Ops?

Command Ops is a dynamic coop mission generator designed from the ground up to be "Plug & Play". It is essentially a sandbox that allows you to do decently complex missions, without any effort to set up. Our goal is to create a lot of mission variety, fully automated and with enough detail to feel like they were hand-crafted in the editor.

The idea to make this originated back in 2017 when I would spend up to 12 hours working on Operations for my Unit. I wanted to make my life easier by automating the process. I have been working on this project for over 3 years now, and this is just a small slice of my final vision.

This is only the first fully playable version. I am looking forward to your feedback and suggestions!

Missions in command ops.

In command ops, missions can be acquired from NATO Commanders at the headquarters in the base. There are multiple commanders, each offering different types of missions. Currently there are three mission types: Infantry, Recon and Special missions. More types will be added in the future.

Infantry missions are missions designed to be taken head on. These missions are all about large scale urban combat against vast enemy forces.

Recon missions are for those who like to work behind enemy lines. They are designed for teams to infiltrate the enemy territory, locate their objective, complete the mission and get out before they're overrun.

Special missions are high risk missions that require precise execution and highest level of soldier performance. Whether you face a delicate situation, or highly trained enemy special forces, these missions are sure to provide a challenge.

All of the missions have been designed with Zeus in mind, so that a Game-Master could tweak them or build upon them on the fly.

Ambience

This mission features an optional ambience system which can dynamically spawn enemies, civilians and vehicles around the player groups which will keep the action dynamic and unpredictable. This can mean dynamic firefights between AI or running into enemies on your way to a mission. This feature can be toggled on and off in our mission parameters.

Optimization

We have written every single function with performance being our top priority, so this mission should run very well on most systems. In the future, headless client support will be implemented to further decrease the performance impact of AI processing.

Future plans:
  • Air, Armor, Naval and Logistics focused mission types
  • Over 20 additional missions
  • Operations: A combination of multiple mission types to form a large scale operation.
  • Time and Weather changes
  • Completely custom vehicle spawner
  • Completely custom system for recruiting AI teammates.
  • Optional integration of our Simple Progression System for Arma 3

    Third party script credits:
    Special thanks to:
    • Grumpy Old_Man for his awesome Aircraft Loadout Manager.
    • UNIT_normal for the super cool Vehicle Appearance Manager.
    • Tonic for his old but gold Virtual Vehicle Spawner.
    • Expunged for his scripted armory composition.

    Additional thanks to:
    • SENSEI for the inspiration with his Dynamic Combat Generator mod.
    • QuickSilver and AhoyWorld for inspiration with Invade & Annex
    • The folks over at the official Arma 3 discord for help with scripting issues.

    Enjoy our mod? Support it by liking and sharing it!




人気スレッド 全て表示 (1)
5
2021年9月28日 14時21分
Bug Reports
Broken_Algorithm
61 件のコメント
Rad  [作成者] 2024年11月30日 18時55分 
Yeah pretty soon actually
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 2024年11月30日 15時57分 
Are you gonna release that updated version or nah? :jake:
KH0000 204KevinH301 2024年8月20日 6時04分 
Glad to know that. Great job :D
Rad  [作成者] 2024年8月20日 5時53分 
There is a "Get building attachments" script that I wrote. I recommend you wait just a little while longer because I have already made setups for Tanoan and Livonian buildings. I will release the update but some of the missions are broken because I reworked spawning systems. I plan on doing a lot more but im currently busy with my university stuff
KH0000 204KevinH301 2024年8月20日 2時19分 
Sir, How did you convert the output of a composition*(e.g. items form those garrison building) in to the giving formation "[_type,_relPos,_relDir,_damage]"?
I m trying to convert this mission into a Tanoa .ver and play it with friends, I create some composition for spawning garrisons in the buildings just like the origin mission, I found it hard to manually input those coordinates and type names or rotation data for nearly 60 objects per building and for each 15+ buildings. Any efficient solution for it when creating this scenario?
(I tried to use a script to take it but failed)
Iclarus 2024年8月8日 12時56分 
Oh! cool, thanks!
Rad  [作成者] 2024年8月8日 5時27分 
Updated version is unreleased (fyi: Armaholic is dead), but if you want to play it with people add me and you can join me and some friends when we're playing.
Iclarus 2024年8月7日 17時38分 
Wow, really? that sounds great! where can i find the updated version then? in Armaholic? or is still unreleased? i have never touched other modding websites for Arma at all, so that's probably why i never knew.
Rad  [作成者] 2024年7月31日 1時52分 
No, I actually still play it regularly and work on improving it. I just never updated the steam workshop. I have implemented support for CUP factions, overhauled a lot of the spawning scripts and improved a lot of stuff on the back end. Currently I'm working on improving CQB with AI better AI behavior instead of forcing them to stay in buildings. I have also ported the mission to a couple of maps (Chernarus 2020, UMB Colombia, Yulakia and Zagorsk countryside).
Iclarus 2024年7月30日 23時31分 
Is this project abandoned? I really like this scenario.