Arma 3
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Dynamic Recon Ops ACE - The Bra
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Map: The Bra
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
2.621 MB
12 Jul, 2022 @ 8:17am
29 Oct, 2023 @ 10:45pm
15 Change Notes ( view )
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Dynamic Recon Ops ACE - The Bra

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).


S.O.G. Prarie Fire Features

  • Includes support for TFAR and ACRE radio configurations for SOG PF radios rather than the ones from the addons for a bit better immersion.
  • Removed combat deafness and tinnitus effects from ACE Hearing because sometimes you just want to hear the M60 chug.
  • Minor tweaks to factions so they are enumerated properly in DRO menus.
  • Added SOG PF radio support module parameter and configuration using the SOG PF radio backpacks so you can now call in a Spooky or Daisy Cutter.


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.
27 Comments
DeltΔ 9 Sep, 2022 @ 2:21pm 
@chazbotic sweet thanks dude. much appreciated as always
chazbotic  [author] 9 Sep, 2022 @ 9:39am 
@DeltΔ
i'm aware of the issue and will fix it in an upcoming update this weekend.
DeltΔ 8 Sep, 2022 @ 11:02pm 
@chazbotic seems like supports arent working, (begin assault, supply drop, regular arma artillery support) they just dont show up in the menu. Infact nothing is showing up in the support menu.
DeltΔ 30 Jul, 2022 @ 11:13pm 
@chazbotic ahh i see, that makes sense. thanks dude!
chazbotic  [author] 28 Jul, 2022 @ 10:22pm 
@DeltΔ
this is how arma sides are coded (armed civilians are hostile to everyone). mission failure is at 3 civilian deaths, but you are able to complete the mission. at 6 deaths, the mission ends immediately with fade out. this was carried over from the older DRO missions.

if you set "hostile civilians" to either random or enabled, there is a chance that civilian units could be insurgents or partisans who are armed and will switch sides if there is an opportunity to attack the players. when this happens, the civilian will join the enemy side prior to becoming hostile. some addons that mess with factions or sides or AI might also interfere with the hostile civilians functions.

you can also disable civilians in the DRO mission options menu after the splash screen, this makes sure that civilians will never be encountered as hostiles, although some may still have a pistol and will become hostile is directly attacked or injured by players.
DeltΔ 28 Jul, 2022 @ 9:54pm 
@chazbotic additionally, we are still failing the mission for killing civilians that are armed and trying to kill us, is there a way to disable this altogether? back then it wasnt as condemned. sorry i know its morbid but im going for a milsim approach. also the fix for combined arms worked. its all coming together, just waiting on that music but no rush, bug fixes im sure come first :)
DeltΔ 28 Jul, 2022 @ 5:43pm 
ahhh i see. thank you.
chazbotic  [author] 28 Jul, 2022 @ 12:18am 
@Delta
if using combined arms, take and hold is almost always the last objective, this is by design. if your AI setting is less than x1, that might be a problem specifically for take and hold, i never tested on less than x1 except on stealth missions and very early when writing the mission for ACE.

combined arms is intended for larger player groups of 4-6 and AI set to x1 or x1.2
DeltΔ 27 Jul, 2022 @ 10:50pm 
@chazbotic forgot to add this, take and hold always shows up when we complete all our objectives, as in when the mission ends. Not sure if that helps but will try a nice wide open AO. Prob be hard to find on the nam trio of maps but hopefully I can find a fix for it, I loved take and hold pre-ace3 and it'll probably be even better this time around. Cheers
DeltΔ 27 Jul, 2022 @ 10:47pm 
@chazbotic my preset is combined arms with ai set at x0.8, could that be affecting my objectives? Also not sure if I asked but my idea to replace all the scenario music, could that be done for all of the music on the three maps, including the music that plays during the fortification defense objective? Sorry man I know it's alot, I appreciate all your hard work on the scenarios and I imagine it can't be easy work. You're a champion bro ! :steamhappy: