This is a sandbox style mission where the player must escape from an island where there's been an outbreak of a highly contagious rage-inducing virus, which turns those who have been infected into blood-thirsty, violent psychotics.
The mission begins with the player waking up in his holiday cottage with the radio on a nearby table broadcasting that the viral outbreak that was reported several days ago has gotten out of hand, and that many of the infected have now become violent lunatics. Deciding that waiting to die out in the sticks isn't exactly how they'd like to spend their last few hours on earth, the player must venture forth from their temporary abode and will need to make use of whatever weapons and equipment they find scattered around in buildings, vehicles and dead bodies in order to survive long enough to find a means of escaping the island.
Trying to stay alive is made even more challenging as the player will have to either evade or kill the crazed remnants of those that have been infected by the virus; as well as scattered groups of bandits and over-zealous AAF soldiers who would rather shoot first than risk being infected themselves. Thankfully the player isn't completely alone however, as there are still a handful of survivors and even a few remaining members of the Altis Police Force scattered around who are desperately trying to hold back the never ending hordes of the infected.
8 Random starting locations and random loot that spawns in almost all the buildings mean that you'll have a different experience each time you play.
4 Different ways to complete the mission, including 2 obvious and 2 relatively hidden methods of escape that only a few sharp eyed or resourceful players will find.
Random Bandits and even armed civilians that are friendly to the player that spawn at certain locations and with random gear.
Simple text based narration courtesy of IndeedPete's conversation system.
Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done.
Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities.
The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks.
Custom sounds and textures for a richer experience.
Created to be vanilla Arma 3 friendly, no 3rd party mods or addons required.
Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/Missions folder.
Replaced all the original Arma 3 2D editor game logics with Eden/Apex 3D compatible triggers instead, now the mission appears in the Scenario list again.
Changed an animation that was being played by one of the survivors at the Northeastern stronghold.
Fixed a small bug that was present in the original random vehicle spawning script, so now the random vehicles should spawn even in the small villages and continue appearing until the end of the mission.
Added more bandanas and sunglasses for the Bandits, and made some of them spawn either without a hat or a bandana, just to add more variety.
Added the ability for the player to sit down and rest, which will slowly heal minor injuries (damage to the player must be less than 33%). First Aid kits must still be used to treat any serious injuries first, otherwise the player will not be able to heal when they try to rest. You know you are healing when you see the word 'resting' in the top right corner of the screen, this fades away when back at full health.
When the player is sitting down and resting, they also have the option to make a small camp fire. This will allow you to save your progress but it comes with a 10 minute cool down period before it can be used again. This was added due to the fact that Altis is a relatively large island and a long time can pass between each of the checkpoint saves.
Made some more changes to the original scripting so that the infected will not spawn closer than 50M away from the player, this should help reduce the amount of them that magically appear within the player's field of view, especially when in open areas with very few trees and buildings present.
Increased the infected's chase distance by 20M to take into account the slightly longer spawning range, and also the fact that they're still well within what would be considered human spotting distance.
Added more items to the random loot spawns, including one of the new plate carriers with upper arm/deltoid and neck protection.
Made one of the hidden methods of escape slightly more obvious to players.
Added a trigger so when the player repairs and refuels one of the particular escape vehicles, it repairs it completely instead of 50%, this stops the master warning alarm from playing over and over while travelling to safety.
Credits & thanks:
B. Robertson (aka Capt.Robertson / Baraban) and the Sentinel Team - Mission design and testing.
Special Thanks To BobTom aka Craig and Corvobrok - Original Infected Scripts.
IndeedPete - Conversation System.
ZZEZ - Loadout Script.
BangaBob aka H8ermaker - Loot Script.
[STELS]Zealot - Random Vehicles Script.
Hey there Capt.Robertson, I played Outbreak for around 2 hours last night, some feedback,
Back story is excellent, really draws you into the mission
Sound effects are really awesome also, scary as hell at night!!...good job
My only concern was the number of infected...at times there are simply to many to make it an enjoyable single-player survival experience...within minutes of leaving the spawn point i had 4-5 infected on my tail, by the time i got my first weapon, this had risen to around 20!! and i could'nt shake them off.
For me, if the spawning of infected could be rained back a bit, you will have a much more enjoyable experience, less is definitely more in this regard.
Overall a fantastic mission hampered only by too many infected.
This post was edited by evil organ (2015-08-28 05:46, ago)
Many thanks for the feedback, very much appreciated... It's actually very refreshing to hear someone come back to me with feedback that they're finding the infected difficult, I've had several friends on steam complain that they're too easy - but I strongly suspect they've been exploiting the flaws in the AI, or grabbed the machinegun early on. ;)
The maximum limit of infected is set at around 25 for the Altis Edition, but they only spawn at that number in villages/towns over the course of several minutes time due to the way the scripting works. The less houses around the fewer maximum infected will spawn in that area, in the countryside you'll probably only see one if there's a house or small hut nearby, but they can follow you from elsewhere if you're not careful.
Here's some tips when dealing with them:
* The virus has resulted in them having relatively poor vision and hearing, as a result they've only got a limited chase distance of around 140-160M, so if you can zig-zag around rocks or buildings and gain enough distance over them they'll lose track of you and start to wander around searching again. Likewise you can outrun them briefly if you put your weapon in a backpack (or on your back if you've got ACE3/AGM) which frees up your arms to sprint faster, just watch you don't tire yourself out though.
* They take several minutes to respawn, so if you kill all of them within the area that you're in you'll have a few minutes breathing space to either loot the nearby buildings or make a dash for safety.
* Vehicles are your best friend, the infected may be completely insane but they're still human beings, which means that they'll never be able to outrun a car or quad bike - you'll find more vehicles in villages and towns, so if you manage to run in and quickly grab some transport before too many infected wake up and sense you, then you've got a fighting chance (The infected also despawn once you're 400-500M away from them to save on your system resources, so thankfully they'll not follow you forever).
* The infected are driven by a primal urge to kill, so as you can imagine they're not very smart - they'll all bunch together and follow you relentlessly if you let them... This ability to kite them also makes them particularly vulnerable to automatic weapons fire, especially from 7.62mm rounds and BI's excellent bullet physics.
* It takes several minutes for large numbers of them to appear, so if you've got wheels and you're feeling lucky you can quickly drive into a town or military base, loot several buildings and escape before being overwhelmed. It's very much risk vs reward.
* Several towns have small groups of survivors making a stand against the infected. You can use this to your advantage, as this will distract some of the infected that are nearby.
* AAF soldiers and some bandits sometimes carry grenades.
* You can run over the infected in a vehicle, but beware - they may damage it in the process, just like in real life. Also try to keep moving if you have to drive through an area that's swarming with infected, if you stop they can quickly surround your vehicle and start damaging it.
* They will only walk inside a building, but this is an Arma 3 AI glitch, rather than a scripting issue.
I hope this helps but if they're still a problem after a few more sessions then just give me a shout, and I'll post a quick video showing some of the techniques I use to evade them, especially at the beginning of the mission.
Hey man, thanks for the tips....actually since i wrote that first post i have been having a little bit more luck with Outbreak...but it's still difficult!!
I spend a fair amount of time in the editor myself, uploaded a few missions here and there, and one thing i spent hours trying to achieve is evading AI...for me it's the holy grail, and tough to pull off in a mission, even through scripting, but i'm more than aware of the limitations of the Arma engine in this regard, so when confronted by a horde of infected it can be almost impossible to escape and hide successfully.
Perhaps with your permission, i would like to DePbo your mission file and lower the maximum spawn rate of the infected to maybe 10 to 12 and test, i feel this would more suit a single-player experience, but if your not keen on this idea it's cool.
Regardless, enough of my ramblings...it's still a fantastic mission as it is. All the best!!
This post was edited by evil organ (2015-08-30 10:15, ago)
Good feedback, many thanks to everyone who's contributed.
As promised, I've added the updated version of this mission (v1.02) to Mediafire and edited the first post, just a few bugfixes with regards to one of the scripts and some cosmetic additions to the bandits.
Once again, please report if you run into any errors/bugs and I'll see what I can do to fix them.
Really cool mission. The zombies do get a bit overwhelming right away but yeah as long as you dont get stuck on a rock or something its pretty easy to make it to the first vehicle. I like how lost you feel at the beginning without the map. Has a bit of issues with stuff not spawning if you come in to town to quick but thats always been an arma issue. Your mission just keeps you wanting to move as quick as possible. Got to the first auto save and got out of my car and walked off a rock and died and when I reloaded from that auto save it was frozen in first person. I dont know if thats arma or the map or both but I didnt mind heading out again with my little glow stick. thanks for the mission and Keep it up.
Copyright (c) 2006 - 2020 Armaholic.com All Rights Reserved.
Armed Assault, ArmA: Combat Operations, ArmA: Queen's Gambit, Arma 2, Arma 2: Operation Arrowhead, Arma 2: Combined Operations, Arma 2: British Armed Forces, Arma 2: Private Military Company, Arma 2: Army of the Czech Republic, Arma 2: Reinforcements, Arma 2: Firing Range and Arma 3 are trademarks or registered trademarks of Bohemia Interactive a.s.