Author: basstard
Author Website:

Requirements: No addons required

Version: 0.3.3
Signed: No

Short description: Custom Combat Patrol is a lightweight addon that brings you the ability to fully customize the ennemy faction in your Combat Patrol scenario.

Date: 2017-08-13 14:51


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Custom Combat Patrol

by
basstard


Description:
Custom Combat Patrol is a lightweight addon that brings you the ability to fully customize the ennemy faction in your Combat Patrol scenario.

The process of creating a customized Combat Patrol mission is pretty straightforward. Open the editor and follow these simple steps:

Select your favorite map.
Place 12 playable units on the map. You can add more units but the Combat Patrol scenario is balanced for 12 players. Nevertheless it is possible to raise the ennemy units count with a proper configuration of the init.sqf file.
Go to System (F5) > Modules > Combat Patrol and place a Custom Combat Patrol Initialization module near your playable units.
Save your scenario.
Open your @CustomCombatPatrol folder and copy the init.sqf and descritpion.ext files contained in the Samples folder. Then paste them in your mission folder.
Read carefully the init.sqf file and tweak it to your needs.
Save and export your scenario.
Enjoy.

Please take notice that the provided init.sqf file is not usable as is because it contains multiple instances of the same variable initialization. The aim is to provide several examples and let people choose what they prefer. I won't provide support about how to tweak this file because it is very basic Arma coding knowledge. On the other hand, if you have issues/bugs related to Custom Combat Patrol you are welcome to report them.

As in any user made Combat Patrol scenario you will notice that there are some selectable locations that are not desirable for an operation (eg. tiny village with only few houses). The process of removing them is pretty straightforward too. You simply need to edit your mission and place a Location Remove module on the city you want to blacklist. This module is located in System (F5) > Modules > Combat Patrol.

You can notice as well that some clickable icons on the location selection map appear misaligned with the city name. You can also fix things up with a Repositioning module located in System (F5) > Modules > Combat Patrol. Simply use the 2D map to place your module icon perfectly centered on the city name.


Installation:
To install Custom Combat Patrol you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.


Included files:
CustomCombatPatrol.pbo


Usage:
For usage instructions and information of how to use the Custom Combat Patrol please refer to the included documentation and/or example mission.

Limitations:
- In the kill HVT mission, the officer and his squad are still Vanilla Arma 3 assets.
- In the destroy supply trucks mission the trucks are still Vanilla Arma 3 assets.

It is planned to address these limitations in the next update and make them configurable as well.


Credits & Thanks:
I don't take credit for the Combat Patrol game mode. My addon is just a slight modification of BIS devs work. A big thanks to them for their amazing Arma series and all the possibilities they offer to modify the game content.


Changelog:
Changelog for v0.3.3 published on 08/13/2017 (mm/dd/yyyy) :

- [Added] A dynamic sandstorm effect. The sandstorm is generated in correlation with the wind speed and direction. When the wind exceeds a certain speed, some bush/tree debris are flying around. When the wind change in speed and/or direction the sandstorm will do the same.

- [Added] A mission parameter to enable the sandstorm effect. Default: disabled. You must update your description.ext accordingly to the example file provided in the "samples" folder to benefit from this new addition.

- [Fixed] An issue related to the new insertion radius multiplier parameter. You must update your description.ext accordingly to the example file provided in the "samples" folder

- [Fixed] An issue with the building replacement script on dedicated server.

- [Fixed] An issue with the HVT escape position being the map origin on tiny maps like Porto or Zargabad for example.

- [Fixed] An issue with reinforcement vehicles spawning system, they could spawn sunken in the ground and have their wheels destroyed or explode. Hopefully this issue is 100% addressed this time.

- [Modified] How the loudspeakers are placed in the "Propaganda" objective. No more floating loudspeakers.

- [Modified] How the data terminal is placed in the "Sabotage comms" objective. Less terminals on fancy locations.

- [Modified] The reinforcement system now check for wrecks or frozen vehicle before spawning another reinforcement vehicle.

- [Modified] The AI sentry groups are now randomly choosing to patrol clockwise or counter-clockwise around the AO (thanks to grollig for the suggestion).

v0.3.2 published on 07/31/2017 (mm/dd/yyyy) :
- [Fixed] A script error that was disabling the sound playback on each loudspeaker.

Changelog for v0.3.1 published on 07/31/2017 (mm/dd/yyyy) :
- [Added] Mission parameter to extend the insertion radius (thanks to grollig for the suggestion). You must update your description.ext accordingly to the example file provided in the "samples" folder.
- [Fixed] Occurrences of enemies killing each others (thanks to namrewob1 and grollig for reporting it).
- [Fixed] Potential issue with reinforcements never being sent in certain objectives.
- [Fixed] Laptop self destruction in the "Sabotage comms" objective. Not a 100% sure fix but it should be better.

Changelog for v0.3.0 published on 07/31/2017 (mm/dd/yyyy) :
- [Added] Ability to play as independant and opfor in addition to blufor.
- [Added] Some old A2 buildings are replaced with new, high quality buildings on A2 maps. Requires JBAD.
- [Added] New objective "Stop the propaganda" inspired from the Just Cause serie. Find and destroy all Opfor propaganda assets. To make this new objective available you must update your description.ext accordingly to the example file provided in the "samples" folder.
- [Added] New variable in the init.sqf file to customize the sounds played by the loudspeakers. You must update your init.sqf file accordingly to the example file provided in the "samples" folder.
- [Fixed] Some reinforcements vehicles would spawn partially buried on certain maps.
- [Modified] The initServer.sqf file provided in the "samples" folder is renamed to init.sqf. It allows to use efficiently the Open Chernarus Project addon. If you use it you MUST rename your initServer.sqf file to init.sqf and add "if !(isServer) exitWith {};" as the first line of code (w/o the quotation marks).

v0.2.3 published on 07/14/2017 (mm/dd/yyyy) :
- [Fixed] Fatigue deactivation was not persistent upon respawn.
- [Fixed] Customized loadout was not persistent upon respawn. You can now edit your characters' loadout inside the 3den editor, it will be kept on respawn.
- [Fixed] The "Hostage Rescue" objective was never selected when the "objective" mission parameter was set on random.
- [Fixed] The action to release the hostage in the "Hostage Rescue" objective now has the proper localization.
- [Fixed] Script error in the "Eliminate HVT" objective when the HVT was searching for a building where he can hide. If the nearest building had no positions it triggered an error.
- [Modified] How units are placed in front of doors in the "Hostage rescue" objective. You will see more doors guarded.
- [Modified] The BIS_CP_enemyVeh_Truck variable in the init.sqf file now support class name definition. It is highly recommended to switch from CfgGroups entry to class name for the reinforcements system to work as intended. CfgGroups entry definition has been removed from the variable descritpion but the compatibility has been kept for people who don't read the patch notes.
- [Modified] The reinforcements system was behaving very badly with some addons, especially with CUP. Now it should work as intended with the vast majority of faction/vehicles mods.

v0.2.2
- [Added] Hostage takers crew now adapts to players count.
- [Added] More translations.
- [Fixed] The hostage could leave the player's group.
- [Fixed] The hostage wouldn't grab his guard's weapon after he is released. Sometimes the action is performed but fails, it should be addressed.
- [Fixed] Possible client side mission stall when playing on an area with very few buildings.
- [Modified] Lowered requirements to place an AI guarding doors of the building where the hostage is retained. The real issue is not yet addressed but you should see more AI guarding the doors.

v0.2.1
- [Fixed] The client setup was stalled when playing on a dedicated server which was leading to an endless black screen.

0.2.0
- [Fixed] Script error that caused mision to stall when using array definitions rather than group definition for variables like BIS_CP_enemyGrp_sentry, BIS_CP_enemyGrp_fireTeam and BIS_CP_enemyGrp_rifleSquad.

- [Added] Ability to disable fatigue and stamina through a single mission parameter. You must update your description.ext accordingly to the example file provided in the "samples" folder.

- [Added] A few translations now support more languages than French and English. It's Google Trad so it can be pretty inaccurate, sorry for the inconvenience. Feel free to get in touch with me if you want to contribute.

- [Added] First iteration of the fourth objective, which is an hostage rescue mission. A group of insurgents is entrenched in a building with an hostage to negotiate the liberation of their comrades. For this one you have to be quick and make the good decisions. Some of these fanatics have equipped explosive stuffed vests and won't hesitate to detonate their charge if you try to kill them. On the other hand, the less commited to their cause can potentially surrender and you should spare their lives to prevent an escalation of the situation. To make this new objective available you must update your description.ext accordingly to the example file provided in the "samples" folder.

v0.1.0
- [Added] Server key. Files are now signed.
- [Added] Mission parameters are back in descritpion.ext, except for ennemy faction. Ennemy faction is always OPFOR. You must update your description.ext accordingly to the example file provided in the "samples" folder.
- [Added] Respawn at insertion point. You can disable it through mission parameters. Default = enabled. You must update your description.ext accordingly to the example file provided in the "samples" folder.
- [Added] Localization for a few things related to Custom Combat Patrol. Supported languages are French and English only at the moment.
- [Added] Ability to customize the trucks in the "Sabotage vehicles" objective. You must update your init.sqf accordingly to the example file provided in the "samples" folder.
- [Added] Ability to customize the HVT in the "Eliminate HVT" objective. You must update your init.sqf accordingly to the example file provided in the "samples" folder.
- [Fixed] The antenna in the "Sabotage comms" objective could appear tilted on non Arma 3 maps. It occured a lot on Takistan and it should now be fixed.
- [Modified] The "Eliminate HVT" objective has been overhauled. While playing this mission I found several occurences where I was sitting at the car from a hill, simply waiting for AI being dumb like the HVT goes first in the vehicle and becomes a perfect target because he waits for his guards. Now when you are detected by the ennemies, the HVT will hide in a building waiting his guards to go for the vehicle and come pick him up. Meanwhile, a sentry group is sent to defend the building where the HVT is hidden. To spice things up a little more, when the HVT is a civilian, he is able to pickup a weapon on the ground, but this behaviour has some restrictions. The HVT will only pickup the weapon of one of his dead guard. If he is hidden when the guard is killed, it won't happen. If he is on his way to his hideout, it will happen only if the weapon is closer from his position than his destination.

v0.9.0


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