武装突袭3

武装突袭3

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Impasse Total War - Altis
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop
Scenario Type: Air, Infantry, Vehicles
Scenario Map: Altis
DLC: Jets
标签: Tag Review
文件大小
发表于
更新日期
2.061 MB
3 月 14 日 下午 12:24
12 月 9 日 上午 8:51
45 项改动说明 ( 查看 )

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Impasse Total War - Altis

在 Skull 的 1 个合集中
Skull's: Impasse Total War
55 件物品
描述
Update - now supports multiple languages
English, French, German, Russian, Simplified Chinese, Spanish

=== Mission Overview ===
Impasse Total War is a randomly generated persistent capture the island mission broken up into zones that are fought over sequentially. Vehicles play a big part in the warfare and there are many parameters to adjust the game to fit your play style.

Features:
  • solo or coop team play
  • ai engage each other using infantry, land vehicles, aircraft
  • virtual garage is available to the players
  • choose any factions
  • save game feature
  • virtual arsenal
  • friendly AI squad and teammates that can revive the players and each other
  • many adjustable parameters to suit the game to your liking
  • the mission can be instantly moved to any map just by changing the pbo filename
  • support for headless clients

The map is broken down into zones that must be captured in order. Each zone has a number of objectives that must be captured and held. Once all objectives are captured and held by the player's side, the next zone becomes contested and a base is placed at each of the just captured objectives.

Having more friendlies than enemy in an objective will capture the flag. It will go faster the larger the difference.

=== Restarting Mission ===
I've gotten a few questions on how to restart the mission. It's in the parameters; 1st parameter is 'force new game'. Parameters screen is where all the options are. Before starting the mission, on the role assignment screen, in the upper right is a 'parameters' button.

=== Features Available ===
Save Game: The game is automatically saved after each zone is captured. The save includes where objectives are located, which zones have been captured, which contested objectives are owned by the players, and the player loadouts. Winning (capturing the whole island) will remove the saved game. You can also force a new game in the parameters. You can also save partial progress (which objectives are blue) at any time at the officer at any base.

Allies: You have squads of allied AI. They will spawn at your captured zones and head to the contested objectives utilizing vehicles as are available. You can adjust which objectives they prioritize using the radio (0-8-7). If you get knocked unconscious while allies are nearby, they should come revive you.

Teammates: Additional teammates can join your squad (option available at the officer at any of your bases). These teammates will revive any player or other teammate nearby. They will follow the squad leader and are controllable as normal in Arma. They have an additional feature in that they can follow a specific player if requested (use the action menu on the AI).

Following will cause the AI to keep a couple dozen meters behind the player. The AI will enter/exit vehicles that the player gets in/out of. The AI will copy the player's stance as well. This allows players to split off from the group (to do recon or sniping for instance) and still have a teammate to help revive them. The squad leader can recall the following AI by issuing a 'regroup' command.

Supports: A few supports are available from the supports menu. (0-8 on the keys above the keyboard, not the number pad.) Supports include calling in a transport helicopter, a vehicle drop, a virtual arsenal crate, calling in flares, and adjust your ally squads objective priorities.

Leader Request/Relinquish: You can request to take leadership of the squad, or ask to relinquish leadership at the officer at any of your bases.

Flares: This will drop flares for about 10 minutes at the designated location. It's useful for night missions where NVGs are not available. The flares use the point you are aiming at when you make the call to indicate where you want the flares to drop. If you aim at the sky, it will bring up the map for you to choose. The flares will drop within 80m radius from this point.

Pausing If playing the game solo, with only one player who is hosting, there will be a 'pause game' option added to the players action menu (mouse wheel) when not in a vehicle. A useful feature for bathroom breaks or answering phone calls.

=== Parameters Available ===
The following are some of the parameters that can be set before starting the game:
  • Objective count, size, capture speed
  • Turn on/off 3D task markers and flag status hud
  • Choose player faction and their skill
  • Number of AI fighting on the map
  • Which vehicles dlc/mods to use
  • Is ai use of more powerful vehicles limited at start of the game
  • How prevalent are rocket launchers among the AI
  • Choose enemy faction, and difficulty/skill level
  • Virtual garage for players to pull up vehicles
  • Turn on or off showing 'known about' enemy groups on the map
  • Civilian presence
  • Virtual Arsenal - full or only faction specific
  • Time and weather options
  • Vehicle chooser option where you choose which specific vehicles are used by AI



Check out my other missions here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2773765491

I also have a Discord server[discord.gg]

Skull Collection: Get all the missions in one zip here[www.dropbox.com]


This is a coop mission, so it can only be played in the multiplayer part of Arma, although you can play it solo and private without being accessible to anyone else. This is how to play this mission:

Launch Arma. Once it's started select 'multiplayer' then 'server browser'
At the top select 'host server'. A list of settings will show up. Look at the 'HOST' option. If you have it set to 'LAN' then it will be a private game. Click the 'Host Server' button.
Next you should choose the map on the left, and the mission on the right.
Then click 'play'.

热门讨论 查看全部(2)
1
10 月 14 日 上午 10:29
Impasse Total War Parameters
Skull
1
10 月 9 日 下午 10:37
How to copy my multi-map missions to a new map
Skull
792 条留言
Ak 12 月 12 日 下午 8:25 
@Skull THANK YOU!!!! You really rock man for that response. My friend and I really appreciate it. We are now going to show these bots what air superiority looks like :steamthumbsup:
Skull  [作者] 12 月 12 日 下午 7:03 
@Ak Other way that occurs to me. If you have a map without airfields, you could setup the mission so you choose the locations of the objectives. Then you could choose where the player's first base is. You could choose it in a location in a flat empty area so that you might be able to get jets from the garage there and take off without a runway.
Skull  [作者] 12 月 12 日 下午 6:59 
There are two ways to get runways for jets in the mission as it is.

1. Talk to the mechanic (by the repair pad). You can get an airfield crate. Take that crate to an airfield on the map and deploy it. That will crate a fast travel point and a virtual garage point. Use the option on the crate to show valid airfields on the map.

2. Talk to the mechanic and ask for a warship. The USS Freedom is an aircraft carrier. You can choose where to place it. It gives you a fast travel point and virtual garage as well.

I didn't think up any other descent ways to get usable runway on random maps. The best I could image is to find flat ground and use the 'hideObject' function to remove all the buildings/trees/etc. That would leave a flat and clear area to use aircraft. I have a function in the mission called ITW_RemoveTerrainObjects that could help, but using the 2 methods in the mission would be easiest.
Ak 12 月 12 日 下午 2:25 
Hey this is kind of a weird place to ask... My friend and i love this scenario. We have been playing it off and on for like a month now. its awesome! We do want more access to runways tho... We've trying piecing roads together, runways, it just doesnt seem to want to work. We also couldnt figure out how to move the platform the vehicles spawn on. We both went down the rabbit hole of trying to edit scenarios, using arma 3 tools, making our own, but we arent the most savvy.

How easy is it to just add a runway with the editor in game???!! Is this even possible lmao
Skull  [作者] 12 月 9 日 上午 8:53 
@Awesomichael Thanks for letting me know. It's been fixed. :-)
Awesomichael 12 月 9 日 上午 6:13 
skipping time doesnt work
Skull  [作者] 12 月 8 日 下午 9:35 
@Long-Horse It's part of the mission files. The mission files are availabe in a zip archive listed above, but then you need to have a tool to extract the files from the ImpasseTW.Altis.pbo file (or whatever map name you are using). In there will be the description.ext. You need to have done mission editing before.
Long-Horse 12 月 8 日 下午 5:11 
@skull I have no idea where to find or change the description.ext file you mention.
Skull  [作者] 12 月 8 日 上午 9:45 
此留言正在等待我们的自动内容检查系统分析。在我们证实其内容无害之前(例如试图窃取信息的钓鱼站点链接),留言将暂时隐藏。
Rex501 12 月 8 日 上午 4:15 
No worries, should I just take another try at transferring it to that terrain? or perhaps join your discord and see if we can figure out why its not loading most of the parameter options?