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Posts posted by =VG= Sausag3
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*BUMB*
Those who want to take part again needs to sign up to this again.
As it was a copy and paste job it might have looked like the signups were full but they have been cleared. so SIGN UP NOW!
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We ran out of time on this weekends event so day 3 will be on the 3rd
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WOLFPACK CAMPAIGN - ARMA 3 EVENT CAMPAIGN
EVENT TIME: Saturday, 3rd of July 2021 - 2000 GMT (PRT)
EVENT SERVER: VETERANS-GAMING | Arma 3 Testing | TS3.VETERANS-GAMING.COM
SIGN-UP: Sign ups are MANDATORY to play this event, no signup = no go
PASSWORD: TBC
REQUIREMENTS:
- ARMA 3 installed and up to date
- All Steam Workshop Mods here (Link AVAILABLE NOW! CLICK HERE) downloaded and installed
- Teamspeak 3 - With TFAR (BETA!) Installed and Set up!
- Discord, if Tech Support is needed
SIGN UPS:
Please comment below on this thread what TROOP and what ROLE you want to take BEFORE the event
WOLF Squadron:
Command Troop (WOLF 1):
Squadron Squad Leader: Sausag3
Marksman: Deathdealer
Squadron Paramedic: System
Recon/UAV Specialist: The_Polish_Guy
Assault Troop (AT) (WOLF 2)
Troop Squad Leader: Byakko
Assault Specialist: SoldierofMisfortune
Assault Specialist: Batmeme
Assault Specialist: Terminator
Assault Specialist: Kimakeru
Assault Troop Fireteam (AT) (WOLF 3)
Troop Fireteam Leader: KVSH_420
Assault Specialist: Kavlenko
Assault Specialist: Life
Assault Specialist: Glonkable
Assault Specialist: GRNNDGLD
CAMPAIGN STORYLINE:
May 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area.
The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down.
CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression.
DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 5-10 weeks.
Day 3 Brief:
SUMMARY
CSAT's primary communications station is situated on the outskirts of Kavala. It is essential we disrupt communications before we commence the NATO invasion.
The nearby power station provides power to the Kavala region, including the communications station. We need to take both out in order to be sure that CSAT's ability to communicate is disrupted.INTEL ON ENEMY FORCES
The communications station is moderately protected. The station itself is located on a hill. The main security forces patrol the immediate area.
The power station has a permanent security detail. The power station also functions as an interim military base, although TOC suggests that the garrison is on maneuver elsewhere.NATO FORCES
Three troops:
One command troop - SSC, marksman, squadron paramedic and a recon/UAV specialist.
Two assault troops (AT) - Troop Leader and 4 Assault Specialists.There will be no support on this op as well. This is a 'plausible deniability' op. We cannot offer any help or assistance if you get caught. You are on your own. You know the drill.
Wolf 4 (call sign Birdie) is on a recon op near Pyrgos on the south eastern peninsula.
MISSION OBJECTIVES
Primary objective: Sabotage the communications station.
Secondary objective: Sabotage the power station.
Detailed information and intel will be provided for whilst en-route.
=== TACTICAL / EXECUTION ==========CONCEPT OF OPERATIONS
The area of operations is partly urban. This will provide opportunity to approach the objectives covertly. Some of the properties are used as CSAT army barracks.
Weather forecast is similar to yesterday. Slight fog, moderate wind.You'll meet Nikos at the RV. He'll update you with the latest ground intel.
TOC will support with up to date Satnav intel.TACTICAL MOVEMENT
AT's will relocate in a bounding fashion unless otherwise ordered. Command troop will provide cover and support for the AT's. TOC wants you to take out the power station first before you engage the communications station.
Control points, BP's and routes will be briefed on-site by SSC.WEAPONS/FIRE SUPPORT
Nikos will have additional supplies in case yours get damaged during insertion.
DEVGRU TOC / Satnav will be monitoring the op.SPECIAL OPERATIONS
No other operations available.CALL SIGN
To be briefed en-route.
=== M.O.B. & LOGISTICS ==========
PLAYER RESPAWN / PLAYER JIP
No respawn available.
JIP players spawn on an island and can teleport to the RV using the flagpole at the center of the island.PLAYER LOADOUT
Pre-defined, role-specific loadout.
Make sure you bring a lot of demo equipment.VEHICLE RESPAWN
No respawn available.VEHICLE SUPPLY CARGO
Not applicable.TRANSPORT ARRANGEMENTS
SDV insertion at Yankee, approx 1.5 mikes west of your RV.
Exfil to be briefed on-site.AUTHOR:
whiztler / http://forums.bistudio.com/member.php?144637-whiztler
Steam: http://steamcommunity.com/id/whiztler/myworkshopfiles/
CREDITS & ACKNOWLEDGEMENTS:
This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups:
Nopryl Community (www.nopryl.no),
CIA community (ciahome.net),
Project Milsim (reddit.com/r/ProjectMilSim/)
LICENSE:
Wolfpack Vol. 1 and Wolfpack Vol. 2 are licensed under the Arma Public License (APL).
For those who don't know... This event will use ACE Medical!
Make sure you use normal default ACE (Advanced Combat Enviroment) instead of "ACE - No Medical" during the event, else you will die instantly when you get shot, just know there are no respawns on this one lol.
The server has been LIVE on ACE medical for almost a week now, with many optimizations and improvements in the settings to make the revive experience bareable and not too complicated. It has been configured to a point where it is now balanced enough for all of us to enjoy using it.
- You can stay "Alive" with no heart beat, or blood in your body for 10 mins before you "Die Die", while being unconscious. Giving enough time for medics to attempt to get you back up.
- As we are using the basic medical system, medics should know that the CPR option on a casualty only appears when it is REQUIRED!, If you "stabilized" the casualty, gave blood etc, and is still not getting back up in a few seconds, its because CPR has not been administered, there is a CPR success rate, (80%), if the CPR option is still in the menu after CPR, that means it failed and you need to do it again. CPR is the whole reason we experienced players dying even though they were fully patched up and filled with blood.
- If all the conditions are right, (High Blood Level, Not Bleeding, and CPR not required..) 1 jab of Epinephrine will wake up the player INSTANTLY, Or can wake up in a short time without the jab.
- Everyone should also know that in Basic medical, all bandages work and all do the same thing, So it doesnt matter which bandages you take with you, I advise to just take the basic bandages only anyway to make it easier to keep track on how much bandages you have in total instead of doing maths lol.
- Blood, Saline and Plasma bags all are the same, same weight and space taken. So it doesn't matter which bags you take.
- IV transfusion rates have been increased, you can pump 1000ml into anyone in like 10 seconds.
- You will still be unconscious no matter how fucked up you get, you will not die. Unless you have no heart beat and no blood for longer than 10 mins.
- Bleeding rates have been reduced.
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Event was a success... Airfield and the Naval Base has been neutralised with its assets destroyed. Well done!
R.I.P @=VG= .Blizzard. @=VG= Kavelenko @=VG= Fastjack lol
See you guys on the next event
We did not have enough time to cover day 3 so day 3 will be next weekend!
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Password is:
sumboody
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Before training starts make sure you have all the correct mods downloaded and good to go!
https://steamcommunity.com/workshop/filedetails/?id=2526889140
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*UPDATE*
Mods list has been released, get it now!
https://steamcommunity.com/workshop/filedetails/?id=2526889140 -
11 minutes ago, =VG= SemlerPDX said:
was reading the brief before signing up, came across this... oof... I guess I'm gonna sit this one out
As long as there are good medics around, and some infantry helping out... everyone can survive this easy as the configured ace settings let you be unconscious for about 15 minutes, so as long as the medics do their job and the infantry helps out... You'll be okay! The ACE medical training on Friday will make the whole team super effective
Enough shots from enemy infantry will always make you unconscious (Unless HMGs or other assets are involved) So you wont die instantly, You'll just slowly be in a state of bleeding to death while not seeing or hearing anything (Cool feature is not being able to talk on TFAR either.... So a good tip for the team is to constantly check on the other troops)
That one life policy is only there so that people can act less reckless in actions. And encourages the squad leaders, medics and other roles to work more cautiously and more effectively as a team.
11 minutes ago, =VG= SemlerPDX said:I'd be happy to be a cameraman someday when we can code in a role like that (flying cam/god cam, etc. but would need comms for audio, of course) but I know we're not quite set up for that yet.
As this campaign is not made by me I don't to tinker around and add it so I don't have a chance of fucking anything up. But after the campaign my own made event missions will include spectating the event.
11 minutes ago, =VG= SemlerPDX said:Take a group screenshot when you all can (before heading out would be the wise way to do that in one-life/no-respawn events)
If Connor makes it again who knows we might even have another one of his awesome videos. But always, Group screenshot is always the tradition!
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*UPDATE*
Two slots left for the event, Get it nice and hot while you still can!
Will release the full mod list tomorrow so...
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I'm hoping this is a good one:
https://docs.google.com/spreadsheets/d/1H8F2YJiLp-VpmTZ3koypBV9fSIZ007cxO-7qZRfmcQc/edit?usp=sharing
It does not have classnames for the vehicles though
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Does anyone know where I can get an up to date list of all the RHS classnames?
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ARMA 3 GENERAL TRAINING - ACE, TFAR
EVENT TIME: Friday, 25th of June 2021 - 1900 GMT (PRT)
EVENT SERVER: VETERANS-GAMING | Arma 3 Testing | TS3.VETERANS-GAMING.COM
NO SIGNUPS REQUIRED, JUST JOIN TEAMSPEAK!
PASSWORD: TBC BEFORE TRAINING
https://steamcommunity.com/workshop/filedetails/?id=2526889140
This is a training event so that players can get trained on the following:
ACE MEDICAL
TFAR
EOD (If there is time)
ACE Ballistics (If there is time)
CQB (If there is time)
Any other training (If there is time)
For those who want to volunteer to help out in training please feel free to join in.
This training time can also be used to sort out any technical issues before main events
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WOLFPACK CAMPAIGN - ARMA 3 EVENT CAMPAIGN
EVENT TIME: Saturday, 26th of June 2021 - 2000 GMT (PRT)
EVENT SERVER: VETERANS-GAMING | Arma 3 Testing | TS3.VETERANS-GAMING.COM
SIGN-UP: Sign ups are MANDATORY to play this event, no signup = no go
PASSWORD: sumboody
REQUIREMENTS:
- ARMA 3 installed and up to date
- All Steam Workshop Mods here (Link AVAILABLE NOW! CLICK HERE) downloaded and installed
- Teamspeak 3 - With TFAR (BETA!) Installed and Set up!
- Discord, if Tech Support is needed
CAMPAIGN STORYLINE:
May 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area.
The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down.
CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression.
DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 5-10 weeks.
SIGN UPS:
Please comment below on this thread what TROOP and what ROLE you want to take BEFORE the event
WOLF Squadron:
Command Troop (WOLF 1):
Squadron Squad Leader: Sausag3
Marksman: Deathdealer
Squadron Paramedic: System
Recon/UAV Specialist: The_Polish_Guy
Assault Troop (AT) (WOLF 2):
Troop Squad Leader: Hops
Assault Specialist: Batmeme
Assault Specialist: Soldierofmisfortune
Assault Specialist: Fastjack
Assault Specialist: Blizzard
Assault Troop (AT) (WOLF 3):
Troop Squad Leader: Life
Assault Specialist: Kavlenko
Assault Specialist: Alloah Snaccbar
Assault Specialist: Terminator
Assault Specialist:
SIGNAL & COMMS:
RADIO COMMS:
SR AND LR FREQUENCIES WILL BE BRIEFED ON-SITE
SQUADRON LEVEL
WOLF
TROOP LEVEL
WOLF 1
WOLF 2
WOLF 3
SIGNALS:
White smoke - smoke concealment. No signal.
Green Smoke - safe area signal.
Red Smoke - hostiles area signal (position known).
Orange smoke - hostiles area signal (position unknown).
Purple smoke - Bluefor at smoke, hostiles near signal.
Green chemlight - Safe/Searched (in buildings).
Red chemlight - Not Safe/Not searched (in buildings).
Day 2 Brief:
SUMMARY
Following the last successful operation, J.S.O.C. wants your men to get back into the game immediately now CSAT's military intelligence is in disarray.So far CSAT is unaware of our operations. And we intend to keep it that way. We are currently structuring a lot of intel that we have acquired through Nikos' team, Satnav and Wolf 6's mission of last night. So far we have determined that CSAT's forces are more formidable than we anticipated.
CSAT has taken over the Abdera Airfield and turned the airfield into a helicopter base. The base is home to the 127 AAC Squadron with 6 or 8 Kajman Attack helicopters and to the 17 Air Support Group.
The Kajman is a formidable opponent and can do some serious damage to the upcoming campaign.
About one kilometer north east lies the village of Krya Nera. This used to be a little fisherman's village until CSAT stationed a small fleet of attack vessels there.INTEL ON ENEMY FORCES
The Krya Nera Naval Base is moderately protected by one CSAT squad. Satnav picked up two small patrols in the immediate area.
The Abdera Airfield has tight security with 4 checkpoints, numerous observation towers and patrols. Strategic command ensures that the Kajmans can be sabotaged covertly. I leave the MO up to you.NATO FORCES
Three troops:
One command troop - SSC, marksman, squadron paramedic and a recon/UAV specialist.
Two assault troops (AT) - Troop Leader and 4 Assault Specialists.There will be no support on this op as well. This is a 'plausible deniability' op. We cannot offer any help or assistance if you get caught. You are on your own. You know the drill.
Wolf 7 (call sign Redbuck) is on a recon op near Camp Delta, North East Altis.
=== OBJECTIVES ==========MISSION OBJECTIVES
Primary objective: Abdera Airfield, sabotage all Kajman Attack helicopters stationed at the airfield.
Secondary objective: Krya Nera Naval Base, take control of the Naval Base and wait for further instructions.
=== TACTICAL / EXECUTION ==========CONCEPT OF OPERATIONS
The area of operations is nice and compact, just 2 square kilometers. You'll need solid tactics to stay covert and maintain your cover.The terrain and weather are ideal for covert routing tactics. TOC will support with up to date Satnav intel.
TACTICAL MOVEMENT
AT's will relocate in a bounding fashion unless otherwise ordered. Command troop will provide cover and support for the AT's. TOC recommends to approach the airfield from two angles simultaneously. Have two teams cover the airfield whilst a small demo team inserts and applies explosives.
Control points, BP's and routes will be briefed on-site by SSC.WEAPONS/FIRE SUPPORT
No support available.
DEVGRU TOC / Satnav will be monitoring the op.SPECIAL OPERATIONS
No other operations available.CALL SIGN
To be briefed en-route.=== M.O.B. & LOGISTICS ==========
PLAYER RESPAWN / PLAYER JIP
No respawn available.
JIP players spawn on an island and can teleport to the RV using the flagpole at the center of the island.PLAYER LOADOUT
Pre-defined, role-specific loadout.VEHICLE RESPAWN
No respawn available.VEHICLE SUPPLY CARGO
Not applicable.TRANSPORT ARRANGEMENTS
Insertion by MH-9 ex Romeo, approx 1.5 mikes east of Krya Nera.
Exfil to be briefed on-site.Day 3 Brief:
SUMMARY
CSAT's primary communications station is situated on the outskirts of Kavala. It is essential we disrupt communications before we commence the NATO invasion.
The nearby power station provides power to the Kavala region, including the communications station. We need to take both out in order to be sure that CSAT's ability to communicate is disrupted.INTEL ON ENEMY FORCES
The communications station is moderately protected. The station itself is located on a hill. The main security forces patrol the immediate area.
The power station has a permanent security detail. The power station also functions as an interim military base, although TOC suggests that the garrison is on maneuver elsewhere.NATO FORCES
Three troops:
One command troop - SSC, marksman, squadron paramedic and a recon/UAV specialist.
Two assault troops (AT) - Troop Leader and 4 Assault Specialists.There will be no support on this op as well. This is a 'plausible deniability' op. We cannot offer any help or assistance if you get caught. You are on your own. You know the drill.
Wolf 4 (call sign Birdie) is on a recon op near Pyrgos on the south eastern peninsula.
MISSION OBJECTIVES
Primary objective: Sabotage the communications station.
Secondary objective: Sabotage the power station.
Detailed information and intel will be provided for whilst en-route.
=== TACTICAL / EXECUTION ==========CONCEPT OF OPERATIONS
The area of operations is partly urban. This will provide opportunity to approach the objectives covertly. Some of the properties are used as CSAT army barracks.
Weather forecast is similar to yesterday. Slight fog, moderate wind.You'll meet Nikos at the RV. He'll update you with the latest ground intel.
TOC will support with up to date Satnav intel.TACTICAL MOVEMENT
AT's will relocate in a bounding fashion unless otherwise ordered. Command troop will provide cover and support for the AT's. TOC wants you to take out the power station first before you engage the communications station.
Control points, BP's and routes will be briefed on-site by SSC.WEAPONS/FIRE SUPPORT
Nikos will have additional supplies in case yours get damaged during insertion.
DEVGRU TOC / Satnav will be monitoring the op.SPECIAL OPERATIONS
No other operations available.CALL SIGN
To be briefed en-route.
=== M.O.B. & LOGISTICS ==========
PLAYER RESPAWN / PLAYER JIP
No respawn available.
JIP players spawn on an island and can teleport to the RV using the flagpole at the center of the island.PLAYER LOADOUT
Pre-defined, role-specific loadout.
Make sure you bring a lot of demo equipment.VEHICLE RESPAWN
No respawn available.VEHICLE SUPPLY CARGO
Not applicable.TRANSPORT ARRANGEMENTS
SDV insertion at Yankee, approx 1.5 mikes west of your RV.
Exfil to be briefed on-site.AUTHOR:
whiztler / http://forums.bistudio.com/member.php?144637-whiztler
Steam: http://steamcommunity.com/id/whiztler/myworkshopfiles/
CREDITS & ACKNOWLEDGEMENTS:
This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups:
Nopryl Community (www.nopryl.no),
CIA community (ciahome.net),
Project Milsim (reddit.com/r/ProjectMilSim/)
LICENSE:
Wolfpack Vol. 1 and Wolfpack Vol. 2 are licensed under the Arma Public License (APL).
For those who don't know... This event will use ACE Medical!
Make sure you use normal default ACE (Advanced Combat Enviroment) instead of "ACE - No Medical" during the event, else you will die instantly when you get shot, just know there are no respawns on this one lol.
The server has been LIVE on ACE medical for almost a week now, with many optimizations and improvements in the settings to make the revive experience bareable and not too complicated. It has been configured to a point where it is now balanced enough for all of us to enjoy using it.
- You can stay "Alive" with no heart beat, or blood in your body for 10 mins before you "Die Die", while being unconscious. Giving enough time for medics to attempt to get you back up.
- As we are using the basic medical system, medics should know that the CPR option on a casualty only appears when it is REQUIRED!, If you "stabilized" the casualty, gave blood etc, and is still not getting back up in a few seconds, its because CPR has not been administered, there is a CPR success rate, (80%), if the CPR option is still in the menu after CPR, that means it failed and you need to do it again. CPR is the whole reason we experienced players dying even though they were fully patched up and filled with blood.
- If all the conditions are right, (High Blood Level, Not Bleeding, and CPR not required..) 1 jab of Epinephrine will wake up the player INSTANTLY, Or can wake up in a short time without the jab.
- Everyone should also know that in Basic medical, all bandages work and all do the same thing, So it doesnt matter which bandages you take with you, I advise to just take the basic bandages only anyway to make it easier to keep track on how much bandages you have in total instead of doing maths lol.
- Blood, Saline and Plasma bags all are the same, same weight and space taken. So it doesn't matter which bags you take.
- IV transfusion rates have been increased, you can pump 1000ml into anyone in like 10 seconds.
- You will still be unconscious no matter how fucked up you get, you will not die. Unless you have no heart beat and no blood for longer than 10 mins.
- Bleeding rates have been reduced.
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Hi Everyone!
I have some event updates for you.
The Wolfpack Campaign event Days 2 and 3 will be delayed until after new server upgrade.
In the meantime I will work on a separate event that does not use RHS or other heavy mods and all events should be played on the "Arma 3 Testing" server from now on, Excluding Mike Force/Insurgency ACE events.
Do you guys want to see:
- A new Vietnam event with the Praire Fire DLC?
- A Cold War event with the Global Mobilization DLC?
- A more vanilla DLCless event?
In other news I am looking to expand the Arma 3 Event Developer team, if you would like to be mentored on how to create events then please don't hesitate to give me a PM or reply either on discord or on the forums. I would like to see a huge influx of players who want to contribute and eventually end up playing unique Arma 3 events every weekend once we have the new server upgrade.
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I should do yeah, It's easy to change it too! as it's in the parameters it can be changed before mission starts when restarted.
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To those that want the training please see the three links below to have a rough idea how everything works: Makes life a lot easier for the instructors training you about the mechanics and functions of the game if you have a rough idea before then.
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Also, Just a quick update on some of the latest news/developments on Mike Force:
1. Here is a quote of the latest news about mike force so far in SOGPF community's News letter week 21:
QuoteMike Force News
There is not too much to say about Mike Force this week, developer Spoffy takes your feedback to heart and is working his arse off on the next Mike Force update! We did hear reports about some overenthusiastic ACAV personnel building castles in the sky that would fit better in a certain colourful battle royale game. Keep the enjoyment of others playing on the servers in mind guys, pilots take note!2. There is also a post about the possibility of modifying Mike Force (In a limited way) from this post.
This can mean that we can modify some configuration files to suit our preferences (for example the snake bite chances and snake bite frequencies). However we have to stick to a strict policy of always keeping the mission up to date, not distributing the mission and only modifying must only be to the mission.sqm or a config file (.hpp, .inc, .ext). Code (.sqf) is totally off limits.
This can also mean we can add our own markers on the map that are automatically placed every restart and is persistent (Can be useful for adding radio frequency information, The teamspeak server, the website and any other useful information on the map)
3. I have made some recent additions to the VG Mike Force Player Guide on the Wiki, See Here
This may need abit of polishing though as I sort of dumped as much useful information as possible without worrying too much about the aesthetics of the wiki page. If anyone wants to volunteer to tidy it up and make it a little neater then be my guest, Thank you.
That's pretty much it on news so far. I'll make sure to keep you guys in the loop again if there's anything else to add.
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17 minutes ago, =VG= SemlerPDX said:
Not sure why, but when joining via the Launcher, the server shows the DLC we have set for 'optional' in the 'upper' line, and the DLC we have set for 'required' listed in the 'lower' line here. Is this just Arma being Arma? I suppose if we had it wrong, we'd have gotten reports by now from people without the DLC(s), right?
It's just Arma being a twathead.
The script on the commandline is correct. So there is nothing to worry about.
Those other DLCs are not needed on the server as the mission doesn't use any of the other DLCs. But just leave it as it is, If it's not broke don't fix it lol
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6 hours ago, =VG= Kavelenko said:
is there a wiki on this mod?
The mission devs havent released a wiki for the mission but it's in the works!. However we are also in the process of expanding our own wiki to add more useful information.
For now you'd have to use the field manual in the mission, in-game, in the esc menu. - It contains somewhat enough basic information to get started and know what is what. But doesn't have everything needed.
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To those having Admin rights and TCAdmin rights on this server:
If there is a case where you need to restart the server, reset the mission, or even update the servers please let everyone know beforehand either on Discord or on the forum chat.
Those having in-depth access such as configs etc:
If you want to change something on the configs, add or remove mods, or anything that affects the server in general. Please consult me before hand as I am managing those myself for now.
For now there is no need for anyone to tinker around this server (Except updating). as the mission is still in BETA. On the case where the mission no longer is BETA, We will investigate all the issues (If they have not been fixed) and find some improvements of our own. If the result of the investigation is good enough, I will make a dedicated team working on releasing our very own =VG= variant of the mission.
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7 hours ago, =VG= Jaki said:
More than likely we can add it into the mission briefing as well so people have an option to check it out and do it properly
To do that I will have to edit the mission files. I cannot do that at the moment as no one is allowed to make their own versions of Mike Force while the mission is still in beta (In their license agreement)
"You may host it on your servers and play it in its published state only.
This is a temporary restriction, that will last until the end of the Mike Force beta. We want to ensure all players have the best, most up-to-date experience possible - and that's unfortunately not feasible if people start producing variants!" - Mike Force (Beta)"No derivations: The author is not able, at this time, to allow derivations. You must not in any way distort,
mutilate, modify, adapt or reverse-engineer the Addon. You must not take other derogatory action in relation
to the Addon which would be prejudicial to the Original Author's honour or reputation." - Mike Force License Agreement8 hours ago, =VG= Jaki said:can you add this map into your original post?
Yes, But can someone give me a map of everything loaded in? That was taken during init of the mission (That's why there are arrows connectors and weird stuff everywhere)
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The Devs of the mission have already been informed about most of the issues on their github: https://github.com/Savage-Game-Design/Mike-Force/issues
Regarding the snake issues, for now, quit bitchin' and don't tread on them!
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Literally everyone at VG right now :
I'll keep doing my part with monthly donations to help fund massive projects like these. (VG merch when?)
Cheers to everyone who is making this possible!
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VETERANS-GAMING | MIKE FORCE (TFAR) | TS3.VETERANS-GAMING.COM
IP: 5.9.23.136:2802
VG Wiki Mike Force Server Guide: How to enable mods & join server
S.O.G Prairie Fire DLC + TFAR [BETA] + CBA_A3 RequiredThe first areas that should be captured are Ban Hoang => Da Nang and Ba Ria => Cu Chi. (When the mission is reset)
This thread is used for:
- Feedback and Suggestions
- Changelogs
- Future plans for the server or mission
- Bug reports or Issues
Latest Server/Mission Changelog:
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Mike Force Changelog (0.66.02):
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Update: 18 Dec, 2021 @ 10:10pm
[New] Mission will end and restart when all zones are captured
[New] Added map markers for bases
[New] Added expanded info for zones and bases
[New] Trees that are chopped down will be removed on mission start
[New] Configured additional Respawn and HQ buildings
[New] Added new markers showing players class
[New] Expanded list of vehicle markers
[New] Added ACRE radio mod support
[New] Added toggle for the welcome menu
[New] Added feedback when attempting to consume an empty item
[New] Added parameter for disabling player map markers
[New] Added parameters for the snake system
[New] Added parameters for the medical system
[New] Added parameters to disable/enable RTO supports
[New] Added parameters for limiting the number of players on a team
[New] Added parameters for controlling hunger and thirst
[Change] Zone names are now properly displayed in task names
[Change] Rebalanced arsenal ranks and added missing bag for SCUBA gear
[Change] Removed unused counter attack message
[Change] You can no longer build inside a vehicle workshop
[Change] Removed 2035 equipment from the arsenal
[Change] Made explosive specialists a unique class instead of giving everyone the trait
[Change] [Admin] Removed most RPT logging
[Fix] Respawn points no longer occasionally disappear on mission start
[Fix] Supply no longer disappears on mission start
[Fix] Fixed vehicles getting stuck in a infinite respawn loop if destroyed on their spawn point
[Fix] Fixed vehicles being able to be used as a building anchor
[Fix] Fixed exploit with transport requests
[Fix] Fixed players getting stuck in a locking vehicle
[Fix] Admins now have access to the arsenal
[Fix] NVA Mortar backpack removed due to exploit
[Fix] The escape menu now closes when the welcome menu is opened
[Fix] Fixed improperly placed jeep on Cam Lao Nam
[Fix] Potentially fixed rare issue where a packaged wreck cannot be picked up
[Fix] Fixed typo in options menu
[Fix] Added missing respawn and logistics configs for some vehicles on Khe Sanh
[Fix] Changed the mission image filepath to prevent a clickthrough error
[Fix] Supply officers should no longer be attacked by the AI
Current identified bugs or issues:
- Destroying enemy assets without boots on ground in the AO can bug the mission and make the AO uncapturable.
- Additional Bugs and Issues on the Mike Force Github: https://github.com/Savage-Game-Design/Mike-Force/issues
Future plans for the server or mission:
- Rules for the server (Basic Arma 3 rules apply at the moment)
- Sorting out the identified bugs and issues, (Mission updates by the Devs should clear most of the issues away)
Server Managers Notes:
--- !!! IF YOU UPDATE, CHANGE SETTINGS, OR RESET THE SERVER PROGRESS - POST UP IN VG DISCORD and/or VG WEBSITE CHATBOX !!! ---
STOP THE A3 SOG SERVER TO UPDATE IT FOLLOWING THESE STEPS:- First Click on "Steam Workshop (updates)" (brown) button and update each mod and/or mission (no mods = no updates)
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Next Click on "Steam Update" (grey) button to update the main game + DLC
2b. If you are updating the Mike Force mission from Workshop, click on Purple Steam button - a backup is made - Start the Server - verify everything is working. Contact SemlerPDX directly if anything is broken!
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[Arma 3 Event] - The Wolfpack Campaign - Day 3
in Arma III
Posted
We won't be using freq 31 and additional 30.. Try not to mention this as it might confuse people. It will most likely be a different frequency for the event using the same structure.
Radio frequencies should be automatically assigned to you on the event because the mission maker thought of this in detail. But you should all double check the correct frequency is on your radios. The correct frequency will be shown when you play the event