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ARMA 3 - PA JOE -or- "Let's play army men."

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    KonphujunKonphujun Illinois, USARegistered User regular
    MechMantis wrote: »
    I am all for this, but what DLCs will be needed?

    With the way ARMA 3 handles it, none, since we're using the main game's maps and not the DLC one.

    Everything: Konphujun(#1458)
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    Professor PhobosProfessor Phobos Registered User regular
    Having all the DLCs would be great if possible though.

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    YallYall Registered User regular
    Anyone playing today?

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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Quick update on the upcoming server rental: didn't have much time last week to look at servers, and I don't want to jump into something that will suck. I've got a couple days off these week and hope to be able to find something and get it going.

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    DietarySupplementDietarySupplement Still not approved by the FDA Dublin, OHRegistered User regular
    Anyone want to play tonight? I'm super new to the game so I need my hand held.

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    EchoEcho ski-bap ba-dapModerator mod
    @Jester814 (who sadly doesn't post here anymore) is updating all his editor tutorials to cover the Eden stuff.

    https://www.youtube.com/watch?v=kynF_6kRGMg&feature=youtu.be&a

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    ArthilArthil Registered User regular
    Still keeping an eye on things, don't wanna bite the bullet on buying the DLC until it seems we're gonna do this thing.

    PSN: Honishimo Steam UPlay: Arthil
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    Professor PhobosProfessor Phobos Registered User regular
    We'd need some proper organization - a roll call and then server acquisition.

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    ThirithThirith Registered User regular
    Are there any mission makers here as well? I've just started running a small Arma 2 group (why Arma 2? because the guys already have Combined Ops and want to see first if they'd actually enjoy it), and while I've got tons of small-scale coop missions, there are a few mission types that we don't have, so I'm in the process of creating my first mission.

    So, if any of you make missions as well, do you work more or less exclusively in the editor? Do you do a lot of work directly on the scripting files (mission.sqm etc.)? In practice, how do you move between them: do you do the setup in the editor, create the units, groups, triggers etc., but then you move to working primarily in the scripts? Any tips in that respect would be much appreciated.


    P.S.: If anyone here would be interested in occasional small-scale Arma 2/Operation Arrowhead coop, drop me a PM. We play every couple of weeks on Saturday afternoons, 4-6pm UK time.

    webp-net-resizeimage.jpg
    "Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
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    kaliyamakaliyama Left to find less-moderated fora Registered User regular
    I'm happy tonpaypal for the server, @Ninja Snarl P

    fwKS7.png?1
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    JusticeforPlutoJusticeforPluto Registered User regular
    Thinking about picking up ARMA 3. Is the community any good, or is it a cesspool of tacticool try hards?

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    KonphujunKonphujun Illinois, USARegistered User regular
    Thinking about picking up ARMA 3. Is the community any good, or is it a cesspool of tacticool try hards?

    It's hit or miss depending on how you go about it. If you just use the in game browser it's usually not great. If you look for the Arma communities and join one of the regular/recurring campaigns it is a complete blast, especially if it's an experienced Zeus game.

    Everything: Konphujun(#1458)
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    ThirithThirith Registered User regular
    From what I know, there's a pretty wide range of Arma communities. Some are strict, others less so; some use tons of mods, others few or none. It might take some research, but you're likely to find at least one that fits you. (I've found Folk ARPS very welcoming and good fun; they're based in Europe and play on Tuesday and Sunday evenings.)

    webp-net-resizeimage.jpg
    "Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited August 2016
    ALRIGHT, MAGGITS! WAR FACES ON YOUR FACE!

    Not quite yet, but got a server rented; it's waiting for installation or whatever. I'll post updates here when things get up and running. It's got 14 slots at the moment, which should be enough for a few squads plus a GM.

    EDIT: Crap. This is kinda complicated.

    Ninja Snarl P on
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    BotznoyBotznoy Registered User regular
    Ohhh, I just got Arma 3 so this sounds hella interesting

    IZF2byN.jpg

    Want to play co-op games? Feel free to hit me up!
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    ArthilArthil Registered User regular
    @mojojoeo HAIL COBRA

    PSN: Honishimo Steam UPlay: Arthil
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    EchoEcho ski-bap ba-dapModerator mod
    Not quite yet, but got a server rented; it's waiting for installation or whatever. I'll post updates here when things get up and running. It's got 14 slots at the moment, which should be enough for a few squads plus a GM.

    EDIT: Crap. This is kinda complicated.

    I don't really know much about the server hosting bit, but poke me if there's any question about the game config.

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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Alright, I'm starting to wrap my head around how this works. I don't have any mods installed at the moment, but I'll be using the mod collection @Echo put together here. I have no idea if this stuff needs to be installed on the server to be functional (I'd like everybody to be able to use the same quality-of-life improvements, without making anybody have to hunt things down or install anything), but I'll be experimenting to see how it goes.

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    EchoEcho ski-bap ba-dapModerator mod
    I know the ShackTac UI and ammo repack work completly client-side and aren't needed on the server. Not sure about the Enhanced Movement one, if it adds animations or something, but it's just ~500k big.

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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    I think I've got the server set so that mod pack can be subscribed via Steam and it will run. I can confirm that the ShackTac interface, mag repack, and enhanced movement (at least partially) will run via Workshop subscription on the client side; I dunno about the Achilles one because that's a Zeus thing I haven't figured that bit out yet.

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    NotoriusBENNotoriusBEN Registered User regular
    edited August 2016
    omg enhanced movements is a fucking gold medal. Arma needed this years ago.
    I know there are a few bugs involved with it, but being able to climb into and out of large enough windows alone makes that amazing.

    the shacktac ui is the only mod I'd say absolutely mandatory for Arma. knowing where your squad is without looking directly at them is key, especially if you don't have a Track IR or something for independent head movement.

    Only one im not familiar with is that mag repack mod.
    -is it like call of duty where you dont really have clips of ammo, just an ammo pile you can always top off your gun with?
    -or is there repack animation/timesink? say you have 5x 30rnd mags with 75 rounds total. but repacking them gives you 2full mags and 1partial at 15?

    NotoriusBEN on
    a4irovn5uqjp.png
    Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
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    EchoEcho ski-bap ba-dapModerator mod
    Only one im not familiar with is that mag repack mod.
    -is it like call of duty where you dont really have clips of ammo, just an ammo pile you can always top off your gun with?
    -or is there repack animation/timesink? say you have 5x 30rnd mags with 75 rounds total. but repacking them gives you 2full mags and 1partial at 15?

    Option two - no more hauling around seven mags with eight bullets each, you reduce that to full mags and a partial. Though you do it one mag at a time with a countdown bar, so it's not instant.

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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    For mag repack, you hit ctrl+R (might be remappable, I don't know though) and a window pops up. You move one mag to the top slot and another mag to the bottom slot, then hit ok or whatever. The bottom mag gets refilled from the top mag, until it's either full or the top mag is empty. So if you have a 30-round magazine with 10 rounds left in it and another with 25, you can repack the latter mag to a full 30 rounds and the first mag will be left with 5 rounds in it. And repack time depends on how much ammo you're shifting, but it doesn't take long as it is.

    Only used it for about two minutes, but it seems like it should've been a built-in feature just so you don't have to throw ammo away to keep from loading almost-empty mags into a gun.

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    EchoEcho ski-bap ba-dapModerator mod
    Only used it for about two minutes, but it seems like it should've been a built-in feature just so you don't have to throw ammo away to keep from loading almost-empty mags into a gun.

    I think reloading picks the fullest mag available, but you'll end up with a bunch of partials anyway.

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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Alrighty, here's the server info:

    PA Shooting Mans
    68.232.160.217:2302

    Password is the usual for PA stuff. Not much to it at the moment, but I'll get the server more in line with whatever we decide to do as time goes by. I think the default is a coop multiplayer mission at the moment so people can at least play that for the moment, but Zeus-enabled missions is definitely where I want to get the server set for.

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    BotznoyBotznoy Registered User regular
    We want to get this set up sometime soon?

    IZF2byN.jpg

    Want to play co-op games? Feel free to hit me up!
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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited August 2016
    I'm right this second looking at how to enable player voting for missions, along with how to limit which missions are available for voting. I'm looking to get the server set so that PAers can join up and pick and play mission types without needing an admin.

    This is the precursor for loading more customized/variable missions so we can have Zeus running, but I'll leave several of the standard missions available so people can play on those while I get this figured out.

    I know some folks were talking about coop missions, so FYI there are at least a few coop missions already installed (just not currently available without an admin) if people want to play those while I get the rest of this set.

    Ninja Snarl P on
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    EchoEcho ski-bap ba-dapModerator mod
    Should be a setting to just start any mission that's on the server if one isn't running.

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    Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Yeah, the config defaulted to a coop mission, but I wanted to enable whoever logs in to be able to at least pick from the missions currently installed (they're just default missions). Took a bit, but I figured it out.

    Currently, anybody playing on the server can vote for an admin (which can be themselves, if only one person is on), and the new admin can pull up the mission list. The instructions are in the announcements at the bottom of the screen when anybody logs in; it's a lot easier to use than it was to figure out, believe me.

    So if anybody wants to use the server right now, go right ahead, you should be able to select from several co-op and Zeus missions without issue.

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    SynthesisSynthesis Honda Today! Registered User regular
    edited August 2016
    Thinking about picking up ARMA 3. Is the community any good, or is it a cesspool of tacticool try hards?

    I won't lie, I own it solely for the purposes of dicking around with compilation mods, like AFUS (Armed Forces of the United States) and AFRF (Armed Forces of the Russian Federation).

    It's basically, "OOooh, I wonder if a Bradley can swim," simulator. I don't think I've spent ten minutes total driving the futuristic vehicles.

    Synthesis on
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    TaranisTaranis Registered User regular
    Thinking about picking up ARMA 3. Is the community any good, or is it a cesspool of tacticool try hards?

    It varies. Last year I played for awhile with some army friends and the good moments were awesome, but the bad moments were definitely ruined by people taking it much too seriously.

    The funny thing is even the bad often moments actually managed to successfully replicate parts of the military experience, namely micromanagement, petty drama, scapegoating, etc. Also everyone wants to play Special Forces, which obviously isn't feasible.

    The good moments were really great though, and definitely unique. For example, my "unit" played with some other American and Canadian units to basically act as OPFOR for a Finnish (I think) military veterans' unit. They stacked the odds in their favor, and we were torn apart, but everyone played more or less cohesively on a map, and with a player count, which dwarfed Battlefield's. It was pretty cool!

    As long as something like rehearsing battle drills doesn't qualify as "tacticool tryhard" for you then you might enjoy it depending on who you're playing with.

    EH28YFo.jpg
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    ButtcleftButtcleft Registered User regular
    Taranis wrote: »
    Thinking about picking up ARMA 3. Is the community any good, or is it a cesspool of tacticool try hards?

    It varies. Last year I played for awhile with some army friends and the good moments were awesome, but the bad moments were definitely ruined by people taking it much too seriously.

    The funny thing is even the bad often moments actually managed to successfully replicate parts of the military experience, namely micromanagement, petty drama, scapegoating, etc. Also everyone wants to play Special Forces, which obviously isn't feasible.

    The good moments were really great though, and definitely unique. For example, my "unit" played with some other American and Canadian units to basically act as OPFOR for a Finnish (I think) military veterans' unit. They stacked the odds in their favor, and we were torn apart, but everyone played more or less cohesively on a map, and with a player count, which dwarfed Battlefield's. It was pretty cool!

    As long as something like rehearsing battle drills doesn't qualify as "tacticool tryhard" for you then you might enjoy it depending on who you're playing with.

    Training is an essential part of arma-ing.

    If for nothing else, so the idiots learn their spacing so a single grenade doesn't take out 3/4ths the squad. Clearing buildings and working corners is also pretty damn essential.

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    TaranisTaranis Registered User regular
    edited August 2016
    Buttcleft wrote: »
    Taranis wrote: »
    Thinking about picking up ARMA 3. Is the community any good, or is it a cesspool of tacticool try hards?

    It varies. Last year I played for awhile with some army friends and the good moments were awesome, but the bad moments were definitely ruined by people taking it much too seriously.

    The funny thing is even the bad often moments actually managed to successfully replicate parts of the military experience, namely micromanagement, petty drama, scapegoating, etc. Also everyone wants to play Special Forces, which obviously isn't feasible.

    The good moments were really great though, and definitely unique. For example, my "unit" played with some other American and Canadian units to basically act as OPFOR for a Finnish (I think) military veterans' unit. They stacked the odds in their favor, and we were torn apart, but everyone played more or less cohesively on a map, and with a player count, which dwarfed Battlefield's. It was pretty cool!

    As long as something like rehearsing battle drills doesn't qualify as "tacticool tryhard" for you then you might enjoy it depending on who you're playing with.

    Training is an essential part of arma-ing.

    If for nothing else, so the idiots learn their spacing so a single grenade doesn't take out 3/4ths the squad. Clearing buildings and working corners is also pretty damn essential.

    I'm not against it, but it's not for everyone. Rehearsing battle drills and movement techniques can be tedious, and Arma doesn't make them easy.

    Taranis on
    EH28YFo.jpg
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    ThendashThendash Registered User regular
    edited August 2016
    Thirith wrote: »
    Are there any mission makers here as well? I've just started running a small Arma 2 group (why Arma 2? because the guys already have Combined Ops and want to see first if they'd actually enjoy it), and while I've got tons of small-scale coop missions, there are a few mission types that we don't have, so I'm in the process of creating my first mission.

    So, if any of you make missions as well, do you work more or less exclusively in the editor? Do you do a lot of work directly on the scripting files (mission.sqm etc.)? In practice, how do you move between them: do you do the setup in the editor, create the units, groups, triggers etc., but then you move to working primarily in the scripts? Any tips in that respect would be much appreciated.


    P.S.: If anyone here would be interested in occasional small-scale Arma 2/Operation Arrowhead coop, drop me a PM. We play every couple of weeks on Saturday afternoons, 4-6pm UK time.

    The A3 editor(eden editor) is leaps and bounds ahead of the A2 editor. For vanilla arma low player count missions, it is very feasible to make the mission entirely via the editor. In A2 you had to mess with the description.ext in a text editor in order to set the mission type(coop, tvt, etc), player counts, etc, but now that's all accessible in-editor, it's very nice. The only scripting you'll probably have to do in A3 is to define custom loadouts.

    Edit: I kind of misunderstood your question, you were asking about how to make missions in A2. My work flow for A2 was generally; place players, place badmans, waypoints, triggers, then scripting. Most of the scripting I did was briefing/tasks, and gear scripts.
    Here are my old A2 gear and briefing scripts. I used ACE and ACRE so you'll probably have to mess with the classnames in the gearscript in order to get it to work well:
    /*
    	* assignGear by Thendash
    	* 
    	* Usage:
    	* In unit init:
    	* [this, "class"] execVM "assigngear.sqf";
    */
    
    //=====================================================================================
    //EQUIPMENT
    //=====================================================================================
    
    _rifle = "ACE_FAL_Para"; _rifleMag = "20Rnd_762x51_FNFAL";
    _carbine = "M4A1_Aim";
    
    _rifleGL = "M16A2GL"; _rifleGLMag = "30Rnd_556x45_Stanag";
    _GLMagHE = "1Rnd_HE_M203";
    _GLSmokeWhite = "1Rnd_Smoke_M203"; _GLSmokeGreen = "1Rnd_SmokeGreen_M203"; _GLSmokeRed = "1Rnd_SmokeRed_M203";
    _GLFlareWhite = "FlareWhite_M203"; _GLFlareRed = "FlareRed_M203"; _GLFlareYellow = "FlareYellow_M203"; _GLFlareGreen = "FlareGreen_M203";
    
    _grenade = "HandGrenade_West";
    _smokeGrenade = "SmokeShell"; _smokeGrenadeBlue = "SmokeShellBlue"; _smokeGrenadeGreen = "SmokeShellGreen"; _smokeGrenadeOrange = "SmokeShellOrange";
    _smokeGrenadePurple = "SmokeShellPurple"; _smokeGrenadeRed = "SmokeShellRed"; _smokeGrenadeYellow = "SmokeShellYellow";
    
    _c4 = "ACE_C4_M"; _satchel = "PipeBomb";
    
    _backpack = "ACE_AssaultPack_BAF";
    _backpackMedic = "ACE_Rucksack_MOLLE_WMARPAT_Medic";
    
    _ar = "M249"; _arMag = "100Rnd_556x45_M249"; _arMag200 = "200Rnd_556x45_M249"; _spareBarrel = "ACE_SpareBarrel";
    _mmg = "M240"; _mmgMag = "100Rnd_762x51_M240";
    
    _lAT = "ACE_M72";
    _mat = "SMAW"; _matMag = "SMAW_HEDP"; _matMagSpot = "ACE_SMAW_Spotting";
    
    _stinger = "Stinger"; _stingerMag = "Stinger";
    
    _markerPanel = "ACE_VS17Panel_M";
    
    _chemBlue = "ACE_Knicklicht_B"; _chemGreen = "ACE_Knicklicht_G"; _chemIR = "ACE_Knicklicht_IR";
    _chemRed = "ACE_Knicklicht_R"; _chemWhite = "ACE_Knicklicht_W"; _chemYellow = "ACE_Knicklicht_Y";
    
    _epi = "ACE_Epinephrine"; _mor = "ACE_Morphine"; _bandage = "ACE_Bandage";
    _largeBandage = "ACE_LargeBandage"; _tourni = "ACE_Tourniquet"; _fak = "ACE_Medkit";
    
    _bino = "Binocular"; _vector = "ACE_Rangefinder_OD"; _vectorMag = "ACE_Battery_Rangefinder"; _nvg = "NVGoggles"; _thermal = "ACE_MX2A";
    
    _148 = "ACRE_PRC148"; _148UHF = "ACRE_PRC148_UHF"; _343 = "ACRE_PRC343"; _117 = "ACRE_PRC117F";
    
    _compass = "ItemCompass"; _dagr = "ACE_DAGR"; _earPro = "ACE_Earplugs"; _gps = "ItemGPS"; _goggle = "ACE_GlassesLHD_glasses";
    _watch = "ItemWatch"; _map = "ItemMap"; _gasMask = "ACE_GlassesGasMask_US";
    
    //=====================================================================================
    //LOADOUTS
    //=====================================================================================
    //Variables that are needed
    _class = toLower (_this select 1);
    _unit = _this select 0;
    
    //Prepare for loadout by removing everything
    removeBackpack _unit;
    removeallweapons _unit;
    removeAllItems _unit;
    [_unit, 0, 1, 0] call ACE_fnc_PackIFAK; //Pack the FAK with 1 bandage for everyone
    //Add items that everyone should have
    _unit addweapon _earPro;
    _unit addweapon _compass;
    _unit addweapon _watch;
    _unit addweapon _map;
    _unit addweapon _goggle;
    _unit addweapon _gps;
    //_unit addweapon _nvg;
    //_unit addweapon _343; //Un-comment and remove the 343 from co, xo, sl, and ftl if you want everyone to have a 343
    
    switch (_class) do
    {
    	case "sl": //Squad Lead
    	{
    		_unit addweapon _dagr;
    		_unit addweapon _vector;
    		_unit addweapon _148;
    		_unit addweapon _343;
    		
    		{_unit addmagazine _rifleMag} foreach [1,2,3,4,5,6];
    		_unit addmagazine _smokeGrenade;
    		_unit addmagazine _grenade;
    		_unit addmagazine _vectorMag;
    		
    		_unit addweapon _rifle;
    		_unit addweapon _backpack;
    		unitBackpack _unit addMagazineCargo [_rifleMag, 6];
    		unitBackpack _unit addMagazineCargo [_smokeGrenade, 1];
    		unitBackpack _unit addMagazineCargo [_smokeGrenadeGreen, 1];
    		unitBackpack _unit addMagazineCargo [_smokeGrenadeOrange, 1];		
    		
    		_unit selectWeapon (primaryWeapon _unit);
    	};
    	
    	case "rmat": //Rifleman AT
    	{
    		_unit addweapon _bino;
    		
    		{_unit addmagazine _rifleMag} foreach [1,2,3,4,5,6];
    		_unit addmagazine _smokeGrenade;
    		_unit addmagazine _grenade;
    		
    		_unit addweapon _rifle;
    		_unit addweapon _backpack;
    		unitBackpack _unit addMagazineCargo [_rifleMag, 6];
    		unitBackpack _unit addMagazineCargo [_smokeGrenade, 1];
    		unitBackpack _unit addMagazineCargo [_smokeGrenadeGreen, 1];
    		unitBackpack _unit addMagazineCargo [_smokeGrenadeOrange, 1];	
    		
    		_unit addweapon _lat;
    		
    		_unit selectWeapon (primaryWeapon _unit);
    	};
    };
    
    /*
    	* Briefing Template by Thendash
    	* 
    	* Usage:
    	* In init.sqf:
    	* [] execVM "briefing.sqf";
    	* 
    	* Notes:
    	* player createDiaryRecord ["Diary",["Title", "Message"]];
    	* Newline = <br/>
    	* Marker link = <marker name = ' '>words</marker>
    	* Image = <img image = ' '/>
    	*
    	* Tasks:
    	* taskVariable = player createSimpleTask ["Title"];
    	* taskVariable setSimpleDescription ["Description","Title","HUD Title"];
    	* taskVariable setSimpleTaskDestination (position); //getMarkerPos "obj1Marker"
    	*
    	* Set task state in-game:
    	* taskVariable setTaskState "SUCCEEDED"; //"SUCCEEDED" "FAILED" "CANCELED"
    */
    
    waitUntil { !isNil {player} };
    waitUntil { player == player };
    
    // =================================================================================
    // TASKS
    // =================================================================================
    task3 = player createSimpleTask ["Exfiltrate"];
    task3 setSimpleTaskDescription ["Move to the exfiltration LZ and prepare for pickup.","Exfiltration LZ","Exfiltration"];
    
    task2 = player createSimpleTask ["Ambush Convoy"];
    task2 setSimpleTaskDescription ["Set up and initiate an ambush on the Russian convoy","Ambush Convoy","Ambush"];
    
    task1 = player createSimpleTask ["Insertion"];
    task1 setSimpleTaskDescription ["Insert via fast ropping onto the marked LZ","Insertion","LZ"];
    
    // =================================================================================
    //NOTES
    // =================================================================================
    //COMMAND AND SIGNAL
    //A: Each callsign, 343/148/117 channels
    //In theory A would be the chain of command but we don't really need that at this time.
    
    player createDiaryRecord["Diary",["COMMAND AND SIGNAL",
    	"A. Signal<br/>
    	Callsign: Lynx<br/>
    	148: 1<br/>
    	343: 1
    	"]];
    
    // =================================================================================
    //SERVICE SUPPORT
    //A: Notes on loadout, resupply points.
    //B: Respawn point
    
    player createDiaryRecord["Diary",["SERVICE SUPPORT",
    	"A. Support<br/>
    	Insertion via CH-47F Chinook
    	<br/>B. Medical Evac<br/>
    	Nill
    	"]];
    
    // =================================================================================
    //EXECUTION
    //A: Quick description of the units overall task.
    //B: Quick description of how the untis task fits in with higher level operations. Make soldiers feel part of a bigger plan
    //C: Task list. Pretty much copy of in-game task list.
    //D: Limit of advances, timings for tasks if necessary, basically any misc info that could have to do with another unit
    
    player createDiaryRecord["Diary",["EXECUTION",
    	"A. Intent<br/>
    	Delay and destroy Russian motor rifle platoon.<br/>
    	<br/>B. Concept<br/>
    	Forward scouts have spotted a Russian motor rifle platoon gearing up for a road move intent on reinforcing frontline positions. It is imperative that they are delayed or destroyed before reaching their unknown destination.<br/>
    	<br/>C. Tasks<br/>
    	Insert via CH-47F Chinook<br/>
    	Move to, and establish an ambush site along MSR Detroit.<br/>
    	Conduct ambush on Russian motor rifle platoon convoy.<br/>
    	Move to exfiltration LZ and prepare for pickup.<br/>
    	<br/>D. Coordination<br/>
    	Weather is closing in and dawn is breaking, it is imperative that this mission is completed before we lose our ability to move safely via air transport.
    	"]];
    
    // =================================================================================
    //MISSON
    //One sentance description of the overall task. MUST include; who(Unit callsign), what(objective, eg. town name),
    //when(the date and time), where(what island, where on it), why(how this task fits with higher level plan),
    //and how(what type of mission, eg. platoon attack, raid, ect).
    
    player createDiaryRecord["Diary",["MISSION","
    	SAS squad, callsign Lynx, is tasked with conducting an ambush against a Russian motor rifle platoon convoy at 0250 13 MAY 1985.
    	"]];
    
    // =================================================================================
    //SITUATION
    //A: Enemy numbers, types and what they are doing
    //B: Friendly units and what they are doing
    //C: What weapon system wep det has. Type and number of attached LAVs. Bravo squad detached, performing secondary objective. ect
    
    player createDiaryRecord["Diary",["SITUATION",
    	"A. Enemy<br/>
    	1 x Russian Motor Rifle Platoon.<br/>
    	Russian infantry patrols expected.<br/>
    	Unknown air assets.<br/>
    	QRFs expected to be dispatched immediatly upon discovery.<br/>
    	<br/>B. Friendly<br/>
    	Recce section located at Outpost West.<br/>
    	<br/>C. Attachments/Detachments<br/>
    	Nil
    	"]];
    

    Thendash on
  • Options
    ThirithThirith Registered User regular
    In the meantime my little group has switched to Arma 3, and after a bit of getting used to we're enjoying the overall improvements from A2 greatly.

    What I'm wondering: since there used to be a PA Arma 3 group, did you make your own missions? I'm basically looking for good coop missions to play in a small group (4-10 people); the dynamically generated missions I've found are fun, but on the whole I prefer a more crafted experience. We're currently playing without any required mods, though I'll want to eventually add CUP and possibly TFAR.

    If there is a PA mission repository or if you've otherwise made or played missions that you could recommend, I'd be happy to be pointed in the right direction. Thanks a lot!

    (Also, if anyone's interested in joining the occasional coop game, send me a PM. We're playing every 2-3 weeks on Saturday late afternoon, 4-6pm UK time.)

    webp-net-resizeimage.jpg
    "Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
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    mojojoeomojojoeo A block off the park, living the dream.Registered User regular
    edited May 2017
    Thirith wrote: »
    In the meantime my little group has switched to Arma 3, and after a bit of getting used to we're enjoying the overall improvements from A2 greatly.

    What I'm wondering: since there used to be a PA Arma 3 group, did you make your own missions? I'm basically looking for good coop missions to play in a small group (4-10 people); the dynamically generated missions I've found are fun, but on the whole I prefer a more crafted experience. We're currently playing without any required mods, though I'll want to eventually add CUP and possibly TFAR.

    If there is a PA mission repository or if you've otherwise made or played missions that you could recommend, I'd be happy to be pointed in the right direction. Thanks a lot!

    (Also, if anyone's interested in joining the occasional coop game, send me a PM. We're playing every 2-3 weeks on Saturday late afternoon, 4-6pm UK time.)

    When we did PA- Cobra Missions it was all done via Zeus and MCC. Very dungeon's and dragons DM, very improvised. Kinda wish i kept the maps.

    but I mean our missions were events... who would want to break up a gi joe celebratory beer and brats picnic, escaping via a go karts.... or escort a very uncooperative HVT.... or use the nemisis device to obliterate and hold a GIJoe base.... or Have a car chase with an HVT on the way to the COBRA clone soldier appreciation day festivities (fine print you do not qualify for human rights until you reach the age of 4). Who would do these things?

    mojojoeo on
    Chief Wiggum: "Ladies, please. All our founding fathers, astronauts, and World Series heroes have been either drunk or on cocaine."
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    EchoEcho ski-bap ba-dapModerator mod
    Or the several dozen frog men waddling out of the ocean.

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    ThirithThirith Registered User regular
    edited May 2017
    That sounds positively Lovecraftian. "Ancient One... at... 5 o'clock."

    Thirith on
    webp-net-resizeimage.jpg
    "Nothing is gonna save us forever but a lot of things can save us today." - Night in the Woods
  • Options
    AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    Normally I wouldn't share DLC trailers for ArmA since it is basically just more army-man stuff (which is totally fine). This one though is. . . interesting to say the least.

    https://www.youtube.com/watch?v=ds7RoCrhUyk

    A Capellan's favorite sheath for any blade is your back.
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    ZibblsnrtZibblsnrt Registered User regular
    Arma physics bugs are now canon! Huzzah! That's a heck of a thing to stumble over a couple of days after installing Arma 3 (now that I can finally run it).

    Also: zomg, modern day SF-themed FPS/expansion that doesn't go fullbore into X-Com cartoonishness? I may well be down for this.

    (And now a sudden urge to rewatch SG-1...)

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