Arma 3
Insurrection - Altis
80 Comments
Axle 6 Jan @ 7:29am 
Oh I didn't see this. I'll check it out.
Skull  [author] 5 Jan @ 3:12pm 
Yeah, the friendly ai just follows you around unless you give them orders. I wrote another game that has other squads of friendlies moving to objectives as well. You could try that out and see if it fits your play style better:
Impasse
Axle 5 Jan @ 8:06am 
Super nice, but just one request. Is it possible to addWaypoint to each of the objectives for the squad leader? Sometimes I don't want to play as the squad leader and only as a squad mate, but it doesn't seem ai can path to the objectives currently.
Johnny 6 Dec, 2024 @ 9:58am 
Didnt test but just read comments , insane works
frostm1911 3 Nov, 2024 @ 7:35pm 
What the f- That was quickly!

Ohhh Thank You xD
Skull  [author] 3 Nov, 2024 @ 11:28am 
Done.
Look for the links in this collection.

Also, this mission is portable to any map simply by changing the pbo filename. If you know how to get at the pbo file, copying Insurrection.Altis.pbo to Insurrection.UMB_Colombia.pbo will add that map. Very easy. Have fun.
frostm1911 3 Nov, 2024 @ 10:59am 
I love this Insurrection scenarios, they let me enjoy a quick action Arma 3 game.

I would like to ask, could you port this mission to any of these maps?

Kunduz - Fixed Doors
UMB Colombia
Korsac
Skull  [author] 5 Jun, 2024 @ 10:22am 
I'm updating it. IT would have worked the way I had it except that mod names them ZHAMBIE instead of ZOMBIE. So close :-)
yuri1 4 Jun, 2024 @ 5:01pm 
The sub-faction selection is very helpful. Also is it possible to support webknight's zombie mod? It's more polished and less buggy than "zombie and demons"
Skull  [author] 4 Jun, 2024 @ 11:14am 
Zombie mods should now be supported. It works with 'Zombies and Demons' mod at least. Any faction with the word zombie will show in the list (otherwise, it removes unarmed factions)
Skull  [author] 27 May, 2024 @ 9:32am 
Interesting idea. I'll look into it.
泰言被盗号已找回(加 27 May, 2024 @ 5:51am 
Is it possible to support zombie mods in the future?(sry My English is not good)
yuri1 15 May, 2024 @ 12:13am 
Thanks!
Skull  [author] 14 May, 2024 @ 10:18am 
I added a new option at the bottom of the parameters list. It allows you to hide the status info at the top of the screen. When you have it hidden, it will show the status (waves remaining & capture state) in the task so you can check if you are blocked and such there. Enjoy.
Skull  [author] 13 May, 2024 @ 8:27am 
Sure, I can add that.
yuri1 12 May, 2024 @ 9:36pm 
Very fun game mode, but is it possible to have an option to hide the capture and wave hud on top
Arkblade 24 Dec, 2023 @ 9:10am 
Also, it would be nice to have an option to select the skills of the allied AI like in your other missions.
Arkblade 22 Dec, 2023 @ 10:17pm 
Thank you, I hope we can have a Respawn /w Revive option.
Skull  [author] 22 Dec, 2023 @ 3:00pm 
The game is designed to work that way. There is no revive by default. You can disable the respawn waves in the parameters and then it will work with only revive. If you die out, you are out of the game until the objective is taken. I should probably add an option to allow reviving and respawning. The game was modeled after Insurgency Sandstorm which didn't have revives, so I designed it that way. I'll add to my list of improvements to have a 'revive' option.
Arkblade 22 Dec, 2023 @ 12:42pm 
I'm sorry to talk about the ACE environment, but when you go into cardiac arrest, you immediately have to wait for respawn.
The preferred behavior should be to prevent waiting for respawn after cardiac arrest until the patient is in a true fatal condition.
https://www.reddit.com/r/arma/comments/hflw06/get_cardiac_arrest_state_in_ace3_medical/
Skull  [author] 14 Nov, 2023 @ 10:48am 
Done
Insurrection - Fallujah
I used Fallujah 2.0.
泰言被盗号已找回(加 13 Nov, 2023 @ 11:45pm 
good mission,need more map!

like……Fallujah?
Raynor 2 Nov, 2023 @ 7:16am 
Rightyo absolutely understand.
Got couple of people in our group as well who refuse to use Irons ... like I said it's just a small thingy but looks really funny when you see NPC with MASSIVE Rifle or Machine Gun but with tiny scope :D
Skull  [author] 1 Nov, 2023 @ 1:25pm 
I'll check that. It may be a hold over from some of my previous missions. We used to have a few guys in our group who couldn't use iron sights (we're old guys whose eyesight is fading), so I'd often put RCO on the weapons. I'll remove it if that's the case cause I like iron sights. Thanks for letting me know.
Raynor 1 Nov, 2023 @ 8:50am 
Hi ... Great scenario BUT got kinda weird bug :D

Whenever I spawn, no matter what Faction, the whole group has on their guns RCO Optics.
Now I did not really paid attention to it when I played just with Vanilla factions but I just played with RHS US Army faction and same result there ... looks OK on the M4 but looks really weird on the random Macho-MAN with Barret M107 :D .... nothing game breaking, just funny :D

I tested it to make sure it does not screw up any other of my mods so I loaded up only with RHS Mods and same result
SUSOVALORD 3 Jul, 2023 @ 7:08pm 
best scenario ever!keep it up mate!
Skull  [author] 9 Feb, 2023 @ 8:20am 
Looks like steam removed the link. What mods do you have running, I could try testing with those same mods.
Skull  [author] 24 Jan, 2023 @ 9:24am 
I'm not seeing any issues with those settings so we must be missing something. I'd love to see your arma log file from when you had the issue. It's likely to be very large as errors that are in loops can log many errors per second, which slows the game down. When we play for a few hours, the log file is usually about a megabyte. If there are repeating errors it can be quite a bit larger.

The log files are in "C:\Users\<USERNAME>\AppData\Local\Arma 3" and end with .rpt. If you sort the directory by date, you can usually find the one quickly. If you search the file (using notepad or some other text editor) for 'error pos' without the quotes and see if it was throwing errors that would be very helpful for me to track it down and fix it.
Skull  [author] 19 Nov, 2022 @ 5:24pm 
:-)
Thatch 19 Nov, 2022 @ 3:37pm 
Now that I understand how the medical system kicks in after no waves are left I actually enjoy that, makes it more intense in my opinion, I wouldn't mind it staying the way it is
Skull  [author] 19 Nov, 2022 @ 8:15am 
Actually, the way this mod works is that there is no revive until the waves are zero. I was modeling it after Insurgency Sandstorm game. So you die, and respawn in waves. If the waves run out, then you can be revived (and will automatically revive if a checkpoint is captured).

So the question for you is: do you immediately die if the waves are zero? You can set the number of waves at the start and the number of waves added after capturing objectives. If they are zero, you will require revive. If you bleed out, then you will respawn once an objective is captured.

I'll think about how it would work if it let you be revived until the wave triggers and you automatically die and respawn then. That may not be long enough to actually revive people though.
Skull  [author] 19 Nov, 2022 @ 8:06am 
Thanks. I'll try that as a fix.
Espinefrina 19 Nov, 2022 @ 4:09am 
if you have tickets or respawns, you instadead. You have to set the tickets to 0 and then, you will not die with ACE
Skull  [author] 18 Nov, 2022 @ 4:02pm 
I've been meaning to test it with ACE medical. I'll push that up on the priority list.
Thatch 18 Nov, 2022 @ 2:36pm 
Amazing mission, thank you for work, one small issue is that for some reason it seems to overrite ACE medical, I have it set to fatal shots to lead to cardiac arrest but only on these missions it seems to instantly kill any player
Espinefrina 19 Jul, 2022 @ 10:02am 
Yes, the mission works properly with 0 waves. I think that this is the best solution :D
Skull  [author] 19 Jul, 2022 @ 9:42am 
If you don't want to ever respawn, then setting the 'waves available at start' to zero and the 'waves gained after completing objectives' to zero in the parameters, then you will have to revive players. I don't think I ever tested it at that setting, but you could give it a try. If you capture an objective, any down players will be auto-revived as well.
Espinefrina 19 Jul, 2022 @ 8:49am 
Correct, this is how it performing. The easy way is to set the waves to 0, but it isnt a real solution.
Skull  [author] 19 Jul, 2022 @ 8:03am 
In this mod (Insurrection) the player will die right away and go into a death camera for 60 seconds or so and then respawn at the last captured point. The respawns (called 'waves') are limited and once they run out, then you should remain unconscious awaiting revive. Is this how it's performing? I don't use ACE, but I could try testing with it if I get time if there are other issues.
Espinefrina 19 Jul, 2022 @ 12:44am 
Hello Skull, i love your missions, but im trying to play them with Ace and i have a little problem. When a player is hit, he insta dead and dont enter in the unconscious mode. Im asking for help :)
Arkblade 12 Jun, 2022 @ 6:02pm 
dedicated server that saw the problem.
I just played with the host and there was no suspicious behavior. (The mods are the same)
Skull  [author] 12 Jun, 2022 @ 5:57pm 
I just tested with that mod and didn't see this issue. Is the AI in his underwear in your group? For the AI teammates you should be able to approach them and get an option on the mouse wheel menu to change their loadout. It will cycle between the defined loadouts. The loadouts used should be all the loadouts you see on men from that faction in the editor. Also, are you playing on a dedicated server, or is someone else hosting, or are you the host?
Arkblade 12 Jun, 2022 @ 5:32pm 
thank you. but predefined? Is there somewhere I can find this list of definitions?

I am using the mod below, so I can't rule out the possibility that the vest, helmet, and backpack will generate a person who is "invisible", but it is still odd that they are not even dressed.
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=1817281735
Skull  [author] 12 Jun, 2022 @ 3:24pm 
At each respawn, the full ai loadout is selected randomly from the predefined loadouts for that faction. Loadout being weapons, armor, clothing, backpack, helmet, glasses, etc.
Arkblade 11 Jun, 2022 @ 8:25pm 
One thing that comes to mind, do you also randomly select all the mod items for this mission?
and it is also random at every respawn.
(In short, is the AI mate randomly selected for equipment at each respawn?)

If so, there may be a problem with my environment. I'm sorry.
Arkblade 11 Jun, 2022 @ 8:21pm 
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2819967025
Reference.
I have confirmed that this game generated everyone correctly right after the start.

However, at the moment the mission objective is achieved, a person spawns at the Supply Box point with only this weapon and helmet.
Arkblade 11 Jun, 2022 @ 7:58pm 
The faction used is just NATO.
Arkblade 11 Jun, 2022 @ 7:57pm 
It should essentially work as you say.
However, I always see an unclothed allied AI on this mission.
I have not found him yet at the start of the game and suspect that this may have occurred at respawn.
Skull  [author] 11 Jun, 2022 @ 7:46pm 
Arkblade, I don't understand. What else should the AI be carrying? The allied AI should be given the loadout of a random class of the chosen faction. Like rifleman, squad leader, engineer, or whatever is designed in the config files for that faction's units.
Arkblade 11 Jun, 2022 @ 5:23pm 
At the time of respawn of the allied AI they appear to be carrying only weapons. Maybe it is just a specific slot number.