Arma 3
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Dynamic Recon Ops ACE - Sefrou-Ramal
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Map: Sefrou-Ramal
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
2.738 MB
22 Nov, 2021 @ 3:39pm
29 Oct, 2023 @ 10:27pm
30 Change Notes ( view )
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Dynamic Recon Ops ACE - Sefrou-Ramal

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.
13 Comments
chazbotic  [author] 12 Aug, 2023 @ 6:36am 
@2ERQ
western sahara is mostly ACE compliant already and i've had no issues other than a few weapons lacking ACE configurations and lack of hearing protection on some items.

milestone 3.16.0 should add better compatibility with WS CDLC with ACE3.
*008855* 12 Aug, 2023 @ 12:14am 
This dlc shotgun produces bullet shells instead of shotgun shells in ACE environment
*008855* 12 Aug, 2023 @ 12:13am 
Thanks for make this version. But Arma 3 Creator DLC: Western Sahara Can't Compatible with ACE3 and CBA
CB|Torlo 17 Dec, 2021 @ 11:27am 
The marker for the team is the mean, or average, distance between all the team. Noticable when playing with other players, and not AI. I don't think the AI should have a marker on their pos, they should follow you, or come to you if you die, since it is a single-player scenario in this case, when playing alone with AI.
chazbotic  [author] 9 Dec, 2021 @ 5:44am 
@willeo
unfortunately my version requires ACE; i do believe that there are a couple others that have ported the older version where CBA and ACE are still optional.
Willeo 9 Dec, 2021 @ 4:20am 
Can you make a version without requiring ACE3?
Razor 3 Dec, 2021 @ 11:41pm 
@chazbotic
I didn’t change anything in set up. I was only doing a quick test to check out the ACE addition to the mission. Playing as ION with standard AI squad. Went unconscious after being shot then I hit respawn and the marker was 5k away. Hope that helps. I can test a bit more tonight. Thanks
chazbotic  [author] 3 Dec, 2021 @ 4:49pm 
@Razor Clam
can you tell me some of the mission parameters you selected so i can try and duplicate the issue? that's very unusual unless your team leader was dead or the position of the AI team leader was somehow being calculated improperly.
Razor 3 Dec, 2021 @ 11:00am 
@chazbotic. Thanks for the feedback for sure this is what I was used to but the marker was like 5.5km away. :/
chazbotic  [author] 3 Dec, 2021 @ 7:16am 
@Razor Clam
the respawn point is chosen at a set distance from your team, so you can "regroup" with them without magically appearing in the middle of a fight or something. you will always be within a hundred or so meters of the team.