Arma 3
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Dynamic Recon Ops ACE - Fallujah v1.2/v2.0
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Map: OtherMap
Meta: Dependency
File Size
Posted
Updated
2.861 MB
13 Nov, 2021 @ 1:29am
29 Oct, 2023 @ 11:03pm
29 Change Notes ( view )

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Dynamic Recon Ops ACE - Fallujah v1.2/v2.0

In 1 collection by chazbotic
Dynamic Recon Ops ACE
130 items
Description
This is not an official port of Dynamic Recon Ops, original mission credit to
mbrdmn. This port is designed to better integrate DRO with ACE3 and requires both CBA and ACE3.

Dynamic Recon Ops is a randomized, replayable scenario that generates an enemy occupied AO with a selection of tasks to complete within. Select your AO location, the factions you want to use and any supports available or leave them all randomised and see what mission you are sent on.

Designed to be simple to use but with plenty of options to customise your mission setup, the objective behind DRO is to create a way to quickly get playing a new scenario in singleplayer or co-op. With as few changes to the base game as possible, DRO aims to showcase the unique and varied gameplay that Arma 3 has to offer for smaller scale infantry combat.

Additionally, DRO has been designed from the ground up to take advantage of faction mods. If you have any mods that create new factions they will be selectable as player or enemy sides within the mission. However, the scenario itself requires no mods apart from specific terrains if you want to use them.

Main Changelog: https://steamproxy.net/sharedfiles/filedetails/changelog/2640199506

Features
  • Playable in SP or COOP.
  • Dynamic scripting means that no two missions are the same.
  • Menu on startup to select a variety of options including time of day and insertion type.
  • Revive system that takes visual cues from BIS revive but is fully AI compatible and works in both MP and SP.
  • Virtual Arsenal to select starting loadout for both player and AI units.
  • Compatible with CUP, RHS, and 3CB factions.

Updated Features
  • Up to 16 players or AI with scaling enemy numbers so even large groups are challenged.
  • ACE Arsenal available in the Team Planning area and with certain resupply crates.
  • When ACE Medical AI is enabled, AI teammates will heal themselves, and an AI medic will heal others.
  • Updated player enumeration with CBA for reliability for many internal scripts and functions.
  • Updated compatibility with ACE3 3.13.0 medical re-write (fixed invincibility bug, compatibility with Diwako's Armor Plate System, et c).
  • By default, player voices are set to "No Voice" to prevent call-outs.
  • Hostile Civilians have more "typical" insurgent gear.
  • Added additional location types for AO selection.
  • Extended AO now searches in a larger radius for more locations to add, and up to five additional objectives can be added. Enabling both Extended AO and five objectives can create 10 or more objective, demanding a lot from players, so use with caution.
  • Number of selectable objectives has increased from three to five. If used with Extended AO, this can generate over 10 additional objectives, use with caution.
  • ACE Arsenal interaction for team members so you can customize their gear with ACE Arsenal instead of BIS Virtual Arsenal.
  • Added support for factions created with ALiVE's ORBAT (assuming the faction is properly made per ORBAT's documentation).

Included Fixes
  • Fixed server-side targetting by AI (Lock-On Fix), with thanks to Knobb Manwich at SA.
  • Fixed issue with "Take and Hold" task not completing in some instances.
  • Fixed some factions missing vehicles.
  • Other minor bugfixing.

How to Access ACE Arsenal
  • When in the Team Planning area, press the Escape key to exit the menu.
  • You will have a prompt to Open ACE Arsenal via the Action Menu; press your Use Default Action key to open the ACE Arsenal.
  • Create or load your loadout and Close the ACE Arsenal interface.
  • Use the Action Menu (typically Scroll Wheel) and select the Open Team Planning menu action and click Ready in the corner to continue the mission.

Special Note
There are several versions of the Fallujah terrain, including the original v1.0/v1.1, v1.2 with lighting/door fix, and v1.3 with rebuild and interiors, and v2.0 which removed the CUP Terrain dependency. Because v1.3 (with the building interiors) replaces several objects, I have split that into a separate DRO mission. Subscribe to the desired mission and it's dependencies, then subscribe to this workshop mission as normal.

v1.0/v1.1 - no longer available
v1.2/v2.0 DRO: https://steamproxy.net/sharedfiles/filedetails/?id=2653305613
v1.2/v2.0 Terrain: https://steamproxy.net/sharedfiles/filedetails/?id=2926828901

v1.3 DRO: https://steamproxy.net/sharedfiles/filedetails/?id=2927223743
v1.3 Terrain: https://steamproxy.net/workshop/filedetails/?id=2919957155
Popular Discussions View All (1)
4
3 Jun, 2022 @ 6:24pm
Type Bool, expected Number,Not a Number
Brenner650
7 Comments
chazbotic  [author] 5 Aug, 2022 @ 2:03pm 
@[III%]PsychosocialPenguin
that can sometimes happen if a player joins during the mission generation process. then there is a mismatch between the expected number of players (before "start" is clicked) and the actual number of players (team planning area). it's a JIP issue when a player joins in the middle of a script executing, unfortunately. the safest bet is to have everyone in the lobby before the mission starts, or have everyone join after the 1st player starts the mission and sets the objectives but before the "start" button is pressed.
[III%]PsychosocialPenguin 5 Aug, 2022 @ 11:50am 
Tried using this mission on our dedicated server last night with ACE and some other mods loaded, everything was working fine until we finished our loadouts. Once we all went back to team planning and hit ready up, no insertion ever occured. No players showed in the team planner, and we were stuck at the base and had to run 5km to the nearest objective.
chazbotic  [author] 4 Jun, 2022 @ 3:02am 
@Brenner650
HALO mission start has no FOB. are you using any other mods besides CBA and ACE? have you tried resetting the mission settings to default from the main menu before generating the mission?
Brenner650 4 Jun, 2022 @ 2:38am 
Also if random deployment type uses halo jump, you don't get a parachute, and crush to the ground, which makes you respawn in the lower left corner of the map.
And there is no FOB. (not sure if that is how it's supposed to be)
chazbotic  [author] 3 Jun, 2022 @ 6:28pm 
@Brenner650
be sure that are have ACE properly configured and are not using strange settings or other mods that can intercept or modify hit events. be sure that "revive" is disabled if using ACE medical, or enabled if you are not using ACE medical.

the error is related to the map location not having enough space to spawn vehicles or their respawn location due to the requirement for flat terrain relatively free of obstacles. it shouldn't hurt the mission itself, only some things will not be present at the FOB. this is map-specific by location and happens mostly with custom chosen positions. i've updated the mission a while ago to remove some types of locations as valid mission locations but maybe on some maps a valid location is still too cluttered or not flat enough.
Brenner650 3 Jun, 2022 @ 1:10pm 
thanks for the update, however I do not receive any damage from enemy shots (I do get falling damage, so its not a god mode, but enemy soldiers cannot damage, or kill me), and got this in my RPT:

Error in expression <cation < 3) then {
_vehicleRespawnMkr = createMarker [_mkrName, _vehLocation];
_>
Error position: <createMarker [_mkrName, _vehLocation];
_>
Error 0 elements provided, 3 expected
File mpmissions\__cur_mp.fallujah\sunday_system\player_setup\setupPlayersFaction.sqf..., line 605
Brenner650 7 May, 2022 @ 6:07am 
Hi, thank you for your effort, did you by any chance managed to check the error I posted in discussions?
Is there a discord we could talk about it in real time?
Thanks