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Dax

Arma 3 Contractors

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Dax    116

Testers required

UPDATED

59fa964843.jpg

Welcome to the home of Contractors, DayZRP's own arma 3 mod created by SAUCE.

Contractors is a CO-OP mission where you fight as contractors to US coalition against AI Takistani rebels. The mission is persistent which means the battle between AI goes on 24/7. Thanks to ALiVE mod the AI behavior is vastly improved compared to vanilla ArmA3 AI.

Here is a list of mods that you will require in order to play this, you can just one click the subscribe to all and then let steam do the rest for you.

RULES:

  • Community rules will apply on the server at all times.
  • Deliberate griefing or repeated teamkilling will result in a kick and ban.

There will be no whitelisting required.

Task Force Radio is being used on the server so please be on the DayZRP TS when joining the server and make sure you have installed the TFR teamspeak plugin for TS.

RolePlay is encouraged but not enforced.Above all have Fun.

To find the server load Arma 3 with the required mods and browse multiplayer, Put contractors into the search field and it should appear.

 

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Vapor    0

I don't play much of Arma 3... But I want to actually give this a try. :)

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Jamie    1419

When I'm home, definitely gonna give this a go. 

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PCJames    202

I'm always down for a new arma 3 server. Nice going!

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Dax    116

Please feedback any bugs or similar that you might find along with any suggestions for improvement

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Owen    14

Guys,  go up north on the map.  Loads of fun. :P.  Btw,  I suggest people who don't know how to use ace or TFR to look at the hot keys for them. 

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Beni    865

Had some fun testing this last night before it came out... The Frame Rate is actually fucking amazing for the amount of shit on here. I love it. 

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Randle    929

Thanks @Sauce if it's as good as your NFC server was I'm sure it will be ace.

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Sauce    52
1 hour ago, Randle said:

Thanks @Sauce if it's as good as your NFC server was I'm sure it will be ace.

#NFC-OUTBREAK is not forgotten... ;)

Edited by Sauce

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Beni    865

After playing with @Sauce And that lot it was left to just myself and @Blitz, we played for about three hours and I gotta say it's fucking great. There are a few things that I'm going to mention that could be changed however:

  1. Time Speed Up - The IG time needs to be set to daytime 24/7 or at least the time needs to be accelerated. It took us around an hour and a half in real time to get to 4:00AM In game(When it gets light)
  2. Stamina  - ArmA 3'S Stamina is bad. Really bad. In my eyes it should be disabled or it needs some sort of adjustments (If you can do that)
  3. The NPC Stuff: Myself and Blitz ran into a few NPC'S... And we had the options to arrest and search them... We really need to know what is the point in this? We assumed that it was if we find illegal stuff but... Who knows. 
  4. The Map: Sometimes, your map markers will vanish and you have to press M and go to the map to get them back, minor issue. 

But, I can say however, some really good things about this...

  1. TaskForceRadio: This is an extremely good feature. If you have never used TaskForceRadio before, it pretty much allows you to speak in game, via teamspeak... For example, if you are right next to someone having a conversation, all communications are done via Teamspeak, this includes over the radio, also, the further you get from someone in game using direct communication, the quieter you get, I don't know how this was developed... But it's fucking amazing.
  2. Immersion: You feel extremely immersed while playing this... Time flew by. 
  3. Gameplay: Gameplay itself is great, using the ACE3 Mods, ArmA 3 Almost feels completely different.
  4. Roaming AI: From CIVS to UN to Hostile Terrorists, you can find people everywhere, you can even interact with the civilians, and some of them even give you intel (It marks out mine blocks, recruitment centres, weapon caches ect on the map for around 20 Seconds)
  5. Choices: Depending on the choices people make, the UN May turn hostile, and I assume this is the same for the Terrorists? Like if we attack UN They will turn friendly

 

So yeah.. All in all it's a solid 8.5/10 from me @Sauce. Good work. 

 

Edited by Beni

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Owen    14
7 hours ago, Beni said:

Time flew by. 

Considering we only stayed within 5/10km of the base and there were lots of things to do shows the playability of this mission/mod. 

 

7 hours ago, Beni said:
  • The NPC Stuff: Myself and Blitz ran into a few NPC'S... And we had the options to arrest and search them... We really need to know what is the point in this? We assumed that it was if we find illegal stuff but... Who knows. 

In relation to this, you can speak to some and get intel/reduce tension in the area. But the majority of the time they can't understand you. Also  they may or may not be wearing a suicide jacket.

7 hours ago, Beni said:

ArmA 3'S Stamina is bad

ACE has its own more realistic Stamina system. Guess variables can change. However the idea is to limit the equipment you carry forcing you to think what to take and be a in a squad of 2+. Yolo solo warriors won't last 10 minutes further into the map with all the gear of a squad on them. T54s are rather nippy. 

Overall @Sauce, i think you should make a mission board at base to active the missions possibly and ramp up the AI a tad to make it more challenging leading to question engagements. I give it a 9-9.5/10. 

 

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Plank    0

Sorting my mods out now. Can't wait to give this a bash!

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Sauce    52

If you pick up a commander's tablet from the Virtual Armoury you are able to generate and create missions.

you can choose a bunch of variables, enemies, difficulty etc.

It takes a bit of getting used to but it's there.

(Right windows button (or the menu button) is the ALIVE menu, that lets you into the player menu, and commander menu if you have a tablet.)

Link to the command and control stuff for ALIVE:

(This wiki is a good thing to browse in general to get a grasp of the ALIVE mod in general)

http://alivemod.com/wiki/index.php/Command_%26_Control

 

For Civ interaction:

When you arrest them they will join your group. I'm not sure what ALIVE has in mind for this, I've yet to find documentation for what you're actually supposed to do with them....

There is a jail cell back at the base. (The door is bugged and you can walk through it atm haha) but the idea was that you stop them and search the civs. If they have a suicide vest you arrest them with ALIVE and take them to jail. You can then arrest them with ACE (zipties) and release them with ALIVE out of your squad. They will be static in jail then.

I'll fix the cells in the next update.

 

Stamina:

I'll just get rid of stamina I think.

It's just not very stable within ARMA really. You can edit the values (Duration etc.) but it's all a bit hit and miss.

For now at least, it will just be easier with no stamina.

 

 

The GPS and map stuff:

This is controlled server side so @Rolle is the man for that. It's to do with the difficulty settings.

All other settings seem good but MAP MARKERS or BLUFOR TRACKING should be enabled so we know where we are and where the group is...

Realism is great and all but if you've only got a short time to play 30mins spent trying to find the squad is a bit much...

 

Timescale and weather:

as it is it's set to mirror the time and weather in Afghanistan. ALIVE uses this function, it utilises online meteorological data to accurately depict the weather. I'll leave that and change the time to be mostly day time.

I know that's not realistic that much but once ZEUS is fixed the GM can change the time etc. for specific missions.

 

More cool little mods?

I'm going to add fastroping, as it is there are heli ropes for cargo and vehicles.

There are also physX tow ropes for cars.

If you have suggestions speak now or forever hold your peace.

 

Clean-up script.:

I'll run the ALIVE clean-up script and maybe a generic one that will get rid of item detritus at the base etc.

I'll also look into other little MP based scripts that deal with the sort of things that happen in large number MP maps.

There are a few things that will help with frames and stuff, especially after the ALIVE has been running for a long time and players have been all over the map.

 

Keep the suggestions and noted bugs coming and I'll sort them when I can.

Edited by Sauce

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Plank    0

Just played around a little, and the first thing I noticed a lot of desync, particularly with vehicles. Might just be me, but I was finding that when I put vehicles into drive from a stationary position it would bounce around a bit. Had a Warrior IFV flip on me a few times. :)

Also, it seems that a medical hmmwv is required to heal players. I couldn't be revived by players on foot when I was shot. Epi, morphine, bandaging etc didn't seem to function as intended. :(

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Sauce    52
38 minutes ago, Plank said:

Just played around a little, and the first thing I noticed a lot of desync, particularly with vehicles. Might just be me, but I was finding that when I put vehicles into drive from a stationary position it would bounce around a bit. Had a Warrior IFV flip on me a few times. :)

Also, it seems that a medical hmmwv is required to heal players. I couldn't be revived by players on foot when I was shot. Epi, morphine, bandaging etc didn't seem to function as intended. :(

Yeah, I've set is to right now:

If you take enough damage to kill you, you remain unconscious until a medic can use epi on you. They have to do this either using the landrover ambulance at base or at the hospital tent at base.

(Landrover can be taken anywhere to revive (even slung to a heli) but there is only one and it doesn't respawn so don't trash it)

--Edit: I'll make the ambulance and the engineer truck respawn when destroyed in the next update.--

 

If you take less damage bandages or morphine is all you need.

You'll know you're unconscious if the screen is all black with only a little clear in the centre. (no white flashing or red blood)

(You can respawn with all your current items at any time so you only have to RP the take-down if you want to... Seemed like a good compromise?)

 

It's easy to change this so medics can revive anywhere...

Also, it's only currently using the 'basic' ACE medical system, this is because the advanced one confuses the hell out of people. haha

If people want to play really realistic medics advanced medical would be great... But it's pretty indepth and most find it irritating.

What's the vote on that?

 

 

Engineering works the same way:

You can use ACE and toolkits to part repair in the field but you need to take the vehicle back to the garage at base to do a full repair.

(Or use the engineering truck that's next to the garage in the same way as the medic's ambulance)

Anyone can remove and replace tires only. (no tools required)

 

 

The desync is probably either you or the server. I got a couple of blips here and there,

Arma vehicles (as any arma-based game) have always been shitty in MP. Lag and rubber banding is a problem.

Best work around is to designate a driver with a good server connection. Don't drive like an insane animal hahah

Edited by Sauce

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Owen    14

d60adc6c1e.jpg

 

Guess the body bags come in useful to clean up the spawn when people die because they don't have the right addons enabled. 

41 minutes ago, Sauce said:

It's easy to change this so medics can revive anywhere..

That would be nice as it would mean a medic would be an asset in a squad similar to a pilot who can only fly. 

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Sauce    52
6 minutes ago, Owen said:

d60adc6c1e.jpg

 

Guess the body bags come in useful to clean up the spawn when people die because they don't have the right addons enabled. 

That would be nice as it would mean a medic would be an asset in a squad similar to a pilot who can only fly. 

I'll set it that all specialised classes can use their abilities anywhere for the next update.

 

I think I can turn on advanced medical for medics only. I think this would mean:

Everyone else would treat wounds as normal using basic, but when they were taken down a medic would have to use all the advanced stuff to diagnose the injury and administer the correct treatment.

Just a though to make things more interesting for the special classes... Up to you guys really.

Edited by Sauce

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Owen    14
2 minutes ago, Sauce said:

I'll set it that all specialised classes can use their abilities anywhere for the next update.

giphy.gif

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Beni    865

@Sauce I can't figure out where to find the command tablet or how to use it? Help a brother out. 

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Sauce    52
8 minutes ago, Beni said:

@Sauce I can't figure out where to find the command tablet or how to use it? Help a brother out. 

In the Virtual Arsenal (the bags in the middle of the base), you have to first select a bag or something that it's going to be put in (on the left) then on the right you should see all the things that can b added. The command tablet is in the 'misc' section at the bottom, represented by a plus symbol if I remember right. It's somewhere in there... You'll find it.

 

All about it:

http://alivemod.com/wiki/index.php/Command_%26_Control

 

How to use it:

http://alivemod.com/wiki/index.php/FAQ#How_do_I_bring_up_the_ALiVE_menu_.28Combat_Support_.2F_Admin_Actions_.2F_View_Distance_etc.29.3F

 

 

Where to find it:

20170204164410_1.thumb.jpg.7cac048be0f47c889e7fdcf0bec94aa9.jpg

 

What it looks like:

aliveconsole.thumb.jpg.3235e3b6675d75f11222531f2997d03b.jpg

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