Arma 3
Ground Breach - Altis
274 Comments
Skull  [author] 2 Jun @ 8:54am 
@Ghost I was finally able to reproduce it. I'll investigate when I get time. In the meantime, the game seems to work if you choose your location on the map. It's the first option 'Location', set it to 'choose on map'. Thanks for letting me know about this issue.
Ghost 2 Jun @ 4:50am 
@skull maybe i did something wrong on porting it, i grabbed the mission pbo and renamed it to GroundBreach.3as_tatooine.pbo and put it in mpmissions, everything works as inteded except the actual starting of the mission, just opens the map, even on vanilla a3
Skull  [author] 31 May @ 12:57pm 
The thing i fixed was a bug that could cause it to parse all the weapons when the reinforcements were created. So having a ton of weapon mods may have caused it. I may try it again with a really large amount of factions, vehicles, weapons and see if it's worse. With vanilla arma I wasn't seeing any freeze.
Saeletra 31 May @ 10:50am 
Tried it out after the fix was added in. I'm on the 2.20 RC. It still stutters but I think the fix has improved things as the freeze only happens for half a second or so after the vehicle reinforcement spawns in, it's not as bad as before as it stuttered for a bit more; you could still definitely tell when reinforcements are there or not because of the microfreeze though.

Personally I'm okay/content with it as I think it's just the nature of Arma. Also I tried it on Vanilla just to make sure that large faction mods weren't making things worse performance wise.
Skull  [author] 31 May @ 9:03am 
@Ghost I downloaded the 3AS mod and tested and it worked fine for me. What factions are you using. I tested with just vanilla arma + 3AS.
Ghost 31 May @ 3:53am 
having trouble porting ground breach to another map (Tatooine from 3AS).
I’ve renamed the .pbo to match the map (GroundBreach.3as_tatooine.pbo) and can load into the mission fine. I spawn into the safe house and can cahnge loadout/mission parameters, but when I try to start the mission by selecting a location on the map, nothing happens. The mission just doesn’t start.
Skull  [author] 21 May @ 5:33pm 
I'll put that on my list of things to look into when I get time. Thanks for mentioning it.
Saeletra 21 May @ 5:14pm 
With CUP or other factions, when the game spawns them it freezes for a second. Most often happens with vehicle reinforcement parties
Skull  [author] 21 May @ 1:42pm 
I've never noticed any freezing or stuttering. Ground Breach has pretty small reinforcement parties. It just spawns in a single vehicle with it's crew and cargo, or a group of units.
Saeletra 21 May @ 4:50am 
To minimize effects of "freezing" and stuttering when the reinforcement waves come in, why don't you generate them on spawn but keep their simulation disabled until triggered after clearing the initial enemies? Would that be possible?
Skull  [author] 8 May @ 9:11am 
@6Shnaps Okay, yes you will always be blue and the enemy will either be green or red no matter which side you choose. It's a side effect of how I let you play any faction. In fact you can choose to be the same faction as the enemy (CSAT vs CSAT Pacific for instance). You will still be blue and the enemy red. Arma makes me choose your side statically in the mission file, so I chose blue. Once the mission starts, I change how you look and sound, and spawn in allies of the correct faction, but you are always on the 'west' side and enemy are either 'east' or 'resistance'.
6Shnaps 8 May @ 8:00am 
@Skull Even if I choose russians for exemple, i can play them but they're on blue side, not red side. So if i spawn a russian thing, it appears red so enemy for my men. I don't know if you see what i'm trying to describe
Skull  [author] 8 May @ 7:54am 
@6Shnaps Once you are in the mission, you can see the map in front of you. If you roll your mouse wheel there are lots of options in the upper left of your screen, one of which is to select factions. You can choose your and the enemies factions from there.
6Shnaps 8 May @ 5:57am 
Can't we change side ? I'm stuck on BLUFOR's side and don't find how to switch to OPFOR. Maybe i'm dumb
xCDVGx 30 Apr @ 10:14am 
Ok, thats fine. thanks again
Skull  [author] 30 Apr @ 9:14am 
I never bothered to make the steam workshop page for Stratis. The mission can be copied to any map you want by changing the pbo name. For instance, copy GroundBreach.Altis.pbo to GroundBreach.Stratis.pbo and putting it in your arma MPMission folder, and its good to go.

And back when I released Ground Breach I didn't have an automated way of publishing changes, so it'd take be over an hour to push out an updated. That was an hour of 'no fun', so I didn't add maps to the list easily. It's easier now if I just spend the time creating the workshop page.
xCDVGx 30 Apr @ 3:21am 
Damn, thank u, i got it. I tought it was a menu in the room or in the map, i just needed to open the contextual menu with the wheel. Amazing work.

Final question, u made a mod for the stratis map? i cant seem to find it. Thanks!
Skull  [author] 29 Apr @ 9:45pm 
If you look at the map on the wall and see **Start**, but when you roll the mouse wheel no options show up in the upper left of the screen, then it must be hitting an error. The error should appear in the arma log file located at C:\Users\<YOURNAME>\AppData\Local\Arma 3\*.rpt. Right after you run the mission and see the problem, the log will be in the most recent .rpt file. If you could get me that file, I might be able to figure it out. You can email it to armaskullcollection at gmail.com .
xCDVGx 29 Apr @ 9:06pm 
Yes, exactly, only the **Start** option appears. I runned the line but didnt work, this settings menu (where i can find the "virtual arsenal" option, i suppose?) shows up once inside the map? because i dont see anything. I wanted to ask how can i fix it, the mod is dope, but i wish i could change stuff a bit, idk wheres the problem
Skull  [author] 29 Apr @ 8:01am 
I'd love to see the log file from when the game won't start. It sounds like you are saying the **Start** option is on the map, but none of the other options are. Is that right? There is a setting at the very bottom for resetting all the settings in case they got into an invalid state. If that option isn't there you could try using the debug console (if it shows when you press ESC) and run this
[] call GB_fnc_ResetSettings
That will reset all the settings Ground Breach uses back to their defaults. Maybe that will fix it.

As for weapons. It supports weapon mods. There is an option called 'Virtual Arsenal' that adjusts what shows in the arsenal. Set it to 'full' if you want to access all the weapons you have mods for.
xCDVGx 29 Apr @ 2:39am 
Yeah, happened the same thing to me, the settings don't show up so every mission is the same, cant choose time, number of enemies or friendly AI. I tried with no mods but still the same

Also how can we "import" weapons mods to the arsenal (workshop ones), the offering is very limited, or is it a bug on my end?
Skull  [author] 22 Apr @ 11:32am 
That's strange. It's working for me and I haven't had anyone else report that problem. Have you tried without mods running? I do know that it takes my system about 3 seconds for the settings to appear once I'm in the metal building. You could also look at your arma log and see if it's reporting an error. I search for "Error Pos" and that finds errors that could have crashed the mission. Some mods post errors like that that are not relevant though. Arma logs are in:
C:\Users\<YOURNAME>\AppData\Local\Arma 3\*.rpt
After having it not work, look for the most recent file in that directory that ends in .rpt. If it's something in my mission breaking, hopefully we'd see something in that log.
Rooskie 22 Apr @ 10:19am 
yeah i know i use to play this mod since 2021.today i reinstalled mod again but setting wont apear on the map on starting building
Skull  [author] 22 Apr @ 10:16am 
@Roskie There is a mod that can skip the parameters/ role assignment screen. However Ground Breach doesn't use the parameters. All the settings are on the map in the starting building.
Rooskie 22 Apr @ 9:19am 
hello Skull I cant see pre game setting (ex.choosing enemy number,choosing time)before the game starts.can you chek it out?
Skull  [author] 29 Mar @ 7:27pm 
I pushed out a fix that removes all single shot pistols from escalation and random weapon modes. That should keep the flare guns from getting chosen.
Skull  [author] 29 Mar @ 10:16am 
@ABCTPA I put it on my list to look into when I get time.
ᴀʙᴄᴛᴘᴀ 28 Mar @ 10:32pm 
Skull maybe we need to reshuffle the arrays for real random if it is possible, for now it's working weird, pick the same weapons in a row, even with full restart the scenario.
Or/And, for better, quick access for manual editing whitelist/blacklist weapons. I mean not the interface, but the function in .SQF, where we can block some weapons.

For example, for now, script parse RSP-30 from RHS mod, which technically-cfg a pistol, yeah, but it is signal flare. It's okay when random choose it for us in Escalation mode, we can use the arsenal to change it, but random choose it for enemies, six times in a row, from all pistols, with full restart the scenario .

I'm not demanding that from you, just informing.
Excuse for bothering you.
Skull  [author] 24 Mar @ 8:33am 
It could be that there are 100s of variants of some weapon, so it will be much more likely to show up as each variant is a different weapon. I'll take a look at it. I'll try testing with the NIArms collection and see what the array of pistols looks like.
ᴀʙᴄᴛᴘᴀ 23 Mar @ 9:59pm 
For months I never saw any weapon from Project RACS, for example.
Or. NMG mod may be the best Opfor weapons-mod in all Workshop. Never. I mean NEVER. Never I see any weapon from this mod in Random Weapons gamemode.

So. I don't know, but it seems like some mods have much more priorities over another, if you load all of them at once.
ᴀʙᴄᴛᴘᴀ 23 Mar @ 9:58pm 
Skull It seems like, I don't know, like arrays have limits for parsed weapons and attachments. Or some weapons have much more chance for random.

I use some mods that add weapons: RHS, 3CB Factions, 3CB BAF, Project RACS, you know, that's a lot of weapons, yeah. Did you know, that if you use NIArms Collection - you maybe never see anything except Mauser Pistol in Escalation for first four rounds? Hahaha.
And in Random Weapons mode for 99% of the time you will see HK XM8 and SCAR, maybe some M4 in rare cases.
Skull  [author] 23 Mar @ 9:12pm 
Or maybe I'm misunderstanding the issue. Are you saying that you might have 28 pistols show up in the arsenal in the game, but in random weapon mode or escalation mode you only ever see 4 of those pistols being used? I haven't seen this.

If you're seeing odd behavior with a specific mod, let me know and I'll see if I can reproduce it.
Skull  [author] 23 Mar @ 9:11pm 
It should be using all weapons. It looks through the cfgWeapons sorting based on the "Virtual Arsenal" setting. So setting virtual arsenal to "Full" will give all weapons. Then if you set the players to use random weapons "on" it will select randomly from all those weapons. If you choose 'dlc/mod only' then it will remove all the base arma weapons that donn't have a dlc/mod listed.

If you have the virtual arsenal set to 'faction specific' then it looks at all units defined for that faction and collects all their weapons and uses those for the list.

It should be choosing from all weapons. However, some mods may have defined their weapons in a way I didn't anticipate that could mess things up.
ᴀʙᴄᴛᴘᴀ 23 Mar @ 7:56pm 
Skull Does the script really parse all weapons and attachments from all mods for use in Random and Escalation ? I have been playing this scenario for months and it seems like in all cases you get the same weapons and attachments from all arsenal of all weapon-mods. For example if you have, say, 28 pistols in your arsenal, the script always gives you 4 pistols out of 28 .

I just don't know. Does the scenario have real random or is it "random" out of, say, 10 weapons and 2 attachments, which doesn't care about how many weapon-mods you have?
Psycool(싸이쿨) 9 Mar @ 8:46pm 
I'd like to show this happening myself, but can I add you as steam friend?
Skull  [author] 9 Mar @ 7:30pm 
Maybe I'm misunderstanding what you are doing. All the ground breach games I've published are the same pbo file just renamed. So I have GroundBeach.Altis.pbo and GroundBreach.cam_lao_nam.pbo and GroundBreach.Malden.pbo and so on. They are all the same file just copied with different names. When placed in the MPMissions directory they will show on the list for Altis, CamLaoNam, and Malden.

The only time I've ever seen a player say he has fallen into water when all the other players are fine is when we play on a map (like Cam Lao Nam), but the one player forgot to load that dlc.

I don't think the mission could cause this behavior. At least I've never seen it.
Psycool(싸이쿨) 8 Mar @ 11:20pm 
This issue has been confirmed when the client has loaded a map from a mod or DLC, and has even occurred in vanilla.
I clearly loaded into Altis, but the client was shown the map as Stratis and I, the host, was shown he skydive from the ground.
Skull  [author] 8 Mar @ 9:57am 
That usually happens if the client doesn't have the map dlc/mod loaded. So if you use 'sog prairie fire', and the host has the dlc loaded, but the client forgot to load that dlc, then when the client joins the game their computer doesn't know the map, so it's just all ocean.

Perhaps it could happen if the wrong map name was used, but I'd expect it not to work for either client or host. I've never tried to see what happens.
Psycool(싸이쿨) 7 Mar @ 9:47am 
Changing the map name causes the host to work fine, but the bug appears that the client will be shown a different map and will get stuck in the ocean. Is there any way to solve this?
Skull  [author] 20 Feb @ 5:32pm 
The ai patrol around the given area. How they react is mostly just base Arma. This mission just tells the where to patrol. I'll take a look and make sure it's not telling them to move onto water.
Psycool(싸이쿨) 20 Feb @ 3:49pm 
If I set terrain like offshore to AO, all enemies will try to escape from the AO or fall into the sea and drown. Is there no way to solve this?
DublintheCat 20 Feb @ 4:51am 
The AI seems to "Break" if you play long enough. The enemies will nonchalantly walk around, and you can stand right in front of them and they won't shoot. Is there any fix?
DublintheCat 19 Feb @ 9:54am 
Fair doesn't seem to change it tho, sometimes rainy gives better visibility lol
Skull  [author] 19 Feb @ 7:16am 
It is just random. You can change the weather to be 'fair' in the settings at the map on the wall.
DublintheCat 18 Feb @ 2:56pm 
Why does it keep getting foggier every time I restart?
Skull  [author] 26 Jan @ 8:31am 
Thanks. I'll add that to my ideas list :-)
Plip_Plops 25 Jan @ 2:00pm 
Just want to thank you for the amazing work that you have done. Love all the different ideas across all of your mods. Something i was thinking about that would be cool for maybe a future mod release would be to have wave based scenario similar to the game mode from the western sahara dlc.
Skull  [author] 21 Nov, 2024 @ 8:12am 
It tries to add a couple of extra magazines. If there isn't space in the units loadout, then that will fail. You should be able to check your loadout and adjust it at the cabinets (arsenals) before leaving the building.
Awesomichael 21 Nov, 2024 @ 7:42am 
sometimes you spawn without any additional mags (only the one already in the gun)
Quack 12 Oct, 2024 @ 5:16pm 
Nvm, it works with and without the mods, so maybe a new update to lifeline or another mod fixed the issue.