kamaradski Posted February 14, 2014 Share Posted February 14, 2014 Let me introduce to the new AW arma 3 PvP Mission: Transport & Ambush (or T&A) What is T&A ? T&A is a TvT (team vs team ) PvP Multiplayer mission for Arma 3. Mission Goal: - WEST to transport 2 resupply crates to a randomly selected destination on the map- EAST to ambush the convoy and bring the resupply to their own base instead Storyline: Following the fierce battles during the Invade and Annex mission, BLUFOR now has control over most of the island. Both BLUFOR and OPFOR are running low on supplies however, and when BLUFOR is assembling a resupply convoy the Red's are never far away...... Who will take the much needed supplies ? Features: - Intense team-vs-team multi-player action, mixed with the occasional AI encounter - Lots of small scripts and tweaks to increase realism and immersion - Carefully designed and tested gameplay balance - Gameplay crafted around logistics and transportation both air & ground - Randomly changing weather & accelerated time, for more variation - Randomly placed IED's (with mission parameters toggle) - Custom skinned medevac UH-9 & medivac field hospital - Transport & paradrop objects & supplies with IGI_Load - Random AI patrols across the map, base protection and destination protection to prevent base-rape - Attach and interexchange the pods to the Taru air-crane and para-drop them near the battlefield - Custom build vehicle setup and respawn system, allowing for random fuel, disable TIE, etc.. - Only pilots and crew can operate a heli - VA-boxes are available but not mobile or transportable & only contain items for your specific side - Deployable mobile respawn medic truck - Carefully crafted bases using real-world setup tactics - Advanced view-distance script - Enable or disable 3rd person via the mission parameters without server restart - Random mission start time & date - Mission reports to server-log file for easy trouble shooting - Forced advanced flight model - Disabled passenger seats in the trucks, when cargo is loaded with IGI_Load - Mission start count-down timer to avoid OPFOR rush ahead before BLUEFOR is organized - Special ammo like rockets and UAV's only limited available via special ammo crates that reload every 20min Links to download and information: Home & Wiki FAQ Bugtracker Downloads Steam Workshop Purpose of this Thread: Open discussion Propose ideas Remain updated on the latest news & releases Post your fan-art & videos Promo video's: Promo art: Link to comment Share on other sites More sharing options...
kamaradski Posted February 14, 2014 Author Share Posted February 14, 2014 (edited) Download:https://bitbucket.org/kamaradski/t-a/downloadsChangelog: Version: 1.02.00:Fixed: #148: RED engineer not able to pilotFixed: #149: RED fuel pod too close to Helo landingChanged: #154: adjust AI base patrol behaviorAdded: #139: add view-distance scriptAdded: #142: add time accelerationAdded: #90: Add Random WeatherAdded: #144: disable 3rd person via scriptAdded: #145: add random starting time & dateAdded: #146: add switch to allow 3rd person view (mission parameters)Added: #89: Make a switch to toggle AI patrols on\off (mission parameters)Added: #85: add random IED'sAdded: #147: add switch to enable\disable roadside IED'sAdded: #93: Disable passenger seats when cargo is loaded on truckAdded: #92: Spawn Blue AI on the destination, to prevent base-rapeAdded: #153: create some log spamUpdated: #143: update in-game creditsVersion: 1.01.08:Fixed: #137: typo in mission-run script Added: #131: force advanced flight modelAdded: #134: Hardcoded disable SlingLoad for objective cargoAdded: #138: add Huron and Taru containers & podsChanged: #136: Change CSAT heli for new Taru & Add additional Taru (Medic)Changed: #135: change NATO heli for the new HuronUpdated: #132: update igiload to latest versionUpdated: #133: update pilot & engineer list for pilot restriction Version: 1.01.00:- Fixed: #129: improve script for special ammo-boxes- Fixed: #98: OPFOR has BLUFOR gear in VAS Older Versions: Version 1.00.74 Hotfix: - HotFixed: IgiLoad script not loading - HotFixed: Credits and Briefing not displayingVersion 1.00.72- Fixed: #120: Split init.sqf in Server and Client script- Fixed: #113: disable 3rd person in the server templates- Fixed: #121: File header for all kScripts- Fixed: #122: Remove mission end debug hint (serverside)- Fixed: #123: remove debug mission selection hint (serverside)- Fixed: #124: Some generic code clean-up and adding comments- Fixed: #125: change the way sqf's are called- Fixed: #87: Limit sniper rifles to snipers only- Fixed: #83: restrict pilot & engineer to be the only possible pilot- Fixed: #88: remove default vehicle inventory upon (re)spawn (was fixed in V1.00.50)- Fixed: #126: Clean and extend Description.extVersion 1.00.61- Fixed: #114: update credits in-game- Fixed: #111: disable simulation and damage on Ammo-boxes (StuffedSheep)- Fixed: #109: disable simulation and damage on camonetting (StuffedSheep)- Fixed: #115: Enable unlimited fuel on the AI base patrols (StuffedSheep)- Fixed: #107: Reduce AI patrols at the bases- Fixed: #117: Disallow damage on the limited ammo ammoboxes- Fixed: #112: Add empty ammoboxes that can be used to transport or airdrop supplies- Fixed: #108: Team balance while loading in to Lobby (StuffedSheep)- Fixed: #118: VAS boxes, still had their original content- Fixed: #119: Prevent VAS boxes from being loaded in trucks or helo's1.00.50 Hotfix:Fixed: #106: Move the k_func into the server-side code This should fix some of the recent desync1.00.50:Fixed: #105: Add smaller weapon crates to be loaded in the chopperFixed: #100: Create system for vehicle setupFixed: #86: Add limited ammo spawn for the special weapons and vehicles (uav-darter)Fixed: #103: Reduce initial (on spawn & re-spawn) available fuel per vehicleFixed: #102: Empty inventory all vehiclesFixed: #101: Disable termals on hunter/ifritFixed: #99: Small change to vehicle.sqf distance check1.00.43Fixed: #97: Add deployable Mobile HQFixed: #96: Create more respawn locationsFixed: #94: Replace revive script with Grimes ReviveFixed: #95: Remove respawn from Medictruck (let the MHQ script handle it)1.00.39Fix: #81: check position of re-spawn markersFix: #78: disable cargo from being loaded into helo'sFix: #82: add recommended server-setup profilesFix: #79: add medic script 1.00.35TA-49 - Add: 4 groups of RED patrolTA-50 - Add: 4 groups of BLU patrolTA-59 - Fix: Issue with Selakano mission not loading correctly1.00.32 - Soft-release:TA-47 - Added RED static AI patrolsTA-48 - Added BLUE static AI patrols1.00.30 - Environment setup:TA-38 - Environment setupTA-37 - Add: Set location for RED baseTA-43 - Add: Build RED BASETA-41 - Add: RED vehiclesTA-39 - Add: Build RED teamTA-40 - Add: Blue teamTA-42 - Add: Blue vehiclesTA-44 - Add: Blue baseTA-55 - Changed: Moved destination points to proper coordinatesTA-54 - Add: Vehicle respawnTA-53 - Add: Spawnpoint for REDTA-45 - Add: VAS + Boxes & RED restrictionsTA-46 - Add: VAS + Boxes & BLUE restrictions1.00.02 - Mission System:TA-17 - Add: mission systemTA-18 - Add: markers for way-pointsTA-19 - Add: Cargo itemsTA-20 - Add: 2 cargo trucks for each sideTA-21 - Add: visible marker (helipad)TA-22 - Fix: Blue target pad is not movingTA-23 - Fix: Win variable not definedTA-24 - Fix: Client countdown not workingTA-25 - Add: cargo scriptTA-26 - Change: Config IGILoad scriptTA-27 - Change: Tweak IGILoad script to load from alternative locationTA-28 - Fix: Mission script not loading after countdownTA-29 - Fix: IGILoad script picture not found errorTA-30 - Fix: Missions are failing and success simultaneouslyTA-31 - Add: Need mission end after 1 round of playTA-32 - Add: Create overview picture in server missions listTA-35 - Change: Optimize countdown scriptTA-36 - Change: Optimize missionRun & missionEnd calling1.00.01 - Initial rebuild:TA-1 - Add: respawnTA-4 - Add: creditsTA-6 - Add: basic vehiclesTA-7 - Add: some patrol to bring life to spawnTA-8 - Add: a birdTA-9 - Add: playerTA-10 - Add: BriefingName & overviewTextTA-11 - Add: Basic Description.extTA-13 - Add: mission intel Blue & RedTA-14 - Add: team-info & URL's Edited March 10, 2015 by kamaradski Added changelog for V1.02.00 release Link to comment Share on other sites More sharing options...
kamaradski Posted February 17, 2014 Author Share Posted February 17, 2014 Thanks to everyone, for the great feedback over the last weekend !! Some small adjustments will be made and the first official public release of T&A is getting very close now ! Also, thanks for the great game, i enjoyed playing with you all !! only 8 issues to solve before release: https://bitbucket.org/kamaradski/t-a/issues?status=new&status=open Link to comment Share on other sites More sharing options...
kennychr Posted February 17, 2014 Share Posted February 17, 2014 Had a lot of fun playing it and "leading" on friday and here are my two cents: As stuffedsheep mentioned, the squad composition needs some breaking up\additions. also it would be nice to disable the thermals on all vehicles so that you actually can hide in some vegitation instead of getting turned into mush by the .50s on the hunters\ifrits, people will actually need to scan and spot instead of just taking a sweep over the area infront of the convoy and shoot anything that has a thermal signature. All in all i enjoyed playing it and look forward to future updates! Link to comment Share on other sites More sharing options...
kamaradski Posted February 17, 2014 Author Share Posted February 17, 2014 Added to the bug-tracker Glad you liked it. The squad thingy is something stuffedsheep is working on, but we didn"t yet found the time to implement. But if you look inside the ticket on bitbucket, you will see sheep already made a nice spreadsheet with a good proposal. I will have time to work on T&A tomorrow and day after, hopefully able to kill some of the bigger bugs! Link to comment Share on other sites More sharing options...
kennychr Posted February 18, 2014 Share Posted February 18, 2014 saw the bugtracker, i meant thermal not NVG, and that you can disable by adding "this diableTIEquipment;" in the init line. =) Link to comment Share on other sites More sharing options...
kamaradski Posted February 19, 2014 Author Share Posted February 19, 2014 Done, termals are off. This works exactly like you said, thanks! 2 other big bugs were killed, but will have to test tomorrow before making it public. PS: added the key for our development sync-drive to the wiki, so you can always get your hands on the latest experimental dev-build if you feel like Link to comment Share on other sites More sharing options...
MDCCLXXVI Posted February 19, 2014 Share Posted February 19, 2014 had a play with it love it! keen to see how this develops, great fun. lots of tension and time pressure kamaradski 1 Link to comment Share on other sites More sharing options...
kamaradski Posted August 11, 2014 Author Share Posted August 11, 2014 Released: After a very busy year, active development has continued on this project for the last few weeks. The result is this Ahoyworld exclusive pre-release of an Intermediate DEV version that should be fully playable already. All the basic mission framework should work as designed, all extras will be added over the next few weeks. Full rebuild from scratch, completely new mission engine, way more stable than the first versions, AND: very cool new bases have been designed. Transport_&_Ambush_1.00.30i_[DEV].Altis.pbo Let me know how this is working out for you ! Kamaradski Link to comment Share on other sites More sharing options...
kennychr Posted August 11, 2014 Share Posted August 11, 2014 Cool, ill check it out later, i love the gameplay in this be it sneaking around trying to find out what route blufor is taking or fighting your way thru blockades as blufor Link to comment Share on other sites More sharing options...
kamaradski Posted August 12, 2014 Author Share Posted August 12, 2014 Now also on steam, for the moment visible for friends only, so add me in case you want access. It will be set to public once all features are build in. Remember it is already fully playable ! http://steamcommunity.com/sharedfiles/filedetails/?id=275140474 Link to comment Share on other sites More sharing options...
kamaradski Posted August 16, 2014 Author Share Posted August 16, 2014 1.00.35TA-49 - Add: 4 groups of RED patrolTA-50 - Add: 4 groups of BLU patrolTA-59 - Fix: Issue with Selakano mission not loading correctly This is a slightly bigger release as TA-49 & TA-50 are adding an additional gameplay feature: There are now a total of 8 AI patrols starting at random position, patrolling via 2 additional random waypoints. (4 OPFOR & 4 BLUFOR) They will attack everything they spot, including other AI patrols. It will now be harder to move around the map undetected, also you might think to have found the opposing team, while in reality you are chasing 2 AI patrols instead that are attacking each-other. Link to comment Share on other sites More sharing options...
PERO Posted October 8, 2014 Share Posted October 8, 2014 Why not just "organize" a gaming night (or just a couple of hours) and fully test the mission, maybe some day this week or on the weekend. The reason I said that is, you need a couple of players to properly test it, with even strenght on both sides ofc. kamaradski 1 Link to comment Share on other sites More sharing options...
kamaradski Posted October 12, 2014 Author Share Posted October 12, 2014 Released a hotfix today, followed by Version 1.00.61. This should solve many script errors, the desync, and add some more functionality Link to comment Share on other sites More sharing options...
kamaradski Posted October 14, 2014 Author Share Posted October 14, 2014 I have released Version "1.00.72" & "1.00.74-Hotfix" yesterday night. This version is basically a clean-up and partial re-structure of how some things work. Some of the code should now run more efficiently. This release also introduces the gear restriction and crew restriction. So from now onward only the engineer and the pilot can fly, and sniper rifles are for snipers only. Link to comment Share on other sites More sharing options...
kamaradski Posted October 19, 2014 Author Share Posted October 19, 2014 I just released Version: 1.01.00. As you can see the version number was bumped quite a bit, as I consider this to be a "Milestone version" release: xx.xx.xx | | | | | Minor version. Every fix or update | Milestone version, Bigger changes that reflect added features & drastic changes Release version. Mayor releases considered stable & playable This release is all about the weapons distribution that has been buggy since the release of T&A. The problem here was the way how VAS was essentially working, and therefore it was not able to fix this without running 2 different VAS systems parallel. This however would be laggy and very heavy on resources in general. So i solution was found in using the native Arma 3 Virtual Arsenal system instead. Nothing too fancy in coding perspective, but quite the improvement in game/play for this mission. Also the script for distributing the restricted special weapon ammo and UAV was overhauled and simplified in this release. I'm looking forward to the feedback of the community on these improvements. T&A is now getting closer to contain all the basic features as planned from the start. Once we reach that point I will be releasing it as Version 2.0 Major release version. After that we will enter the development phase where I will implement feature requests from the feedback i received, and do all the fine-tweaking and balancing Thanks all for the support so far, and all constructive feedback via PM and on TS !! Link to comment Share on other sites More sharing options...
kamaradski Posted March 8, 2015 Author Share Posted March 8, 2015 Updated to Version: 1.01.08 Link to comment Share on other sites More sharing options...
kamaradski Posted March 10, 2015 Author Share Posted March 10, 2015 Released V1.2 This concludes my initial vision for the Transport & Ambush mission. All future updates will be stability patches and fresh new ideas Please keep reporting problems to me, so i can fix them ! Hoax 1 Link to comment Share on other sites More sharing options...
kamaradski Posted March 16, 2015 Author Share Posted March 16, 2015 Something that will come in the next version: Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now