Arma 3
Dynamic Horror Operations - Altis
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Update: 12 Feb @ 8:17pm

Update 0.14: Enemy Faction Select, Multiple Objectives per Play, and Mod Units Attacking Each Other Fix!

Based on feedback from the original release of DHO, this update adds significant new features to the mission that were highly requested. This is a summary of the changes and additions with the full changelog below:

Multiple Objectives: DHO can now spawn multiple objectives per play session, from 1 to 4, or randomize the number within the MP mission parameters. For SP, the number of missions is always randomized from 1-3. NOTE: In the future, an ‘endless’ mode will be added that will continue to spawn new missions forever, but first I need to improve garbage collection to not melt servers.

Enemy Faction Selection: The enemy factions are now selectable in two different ways: The first is a “theme” category that will select enemy units from the loaded mods that are relevant to the theme, such as Zetaborn for the Sci Fi theme or Empires of Old for the Fantasy theme. (NOTE: There is still an “Everything!” theme that will just take all of the units from all the loaded mods and throw them in together, like before). The second way is by selecting the specific mods to load yourself with the bottom three drop downs (follow the listed instructions for it to work!). SP missions will always load with the “Random” theme due to no mission params. Note that this was a huge overhaul that required an entire refactor of the mission generation algorithm, so I hope you all enjoy it!

Enemies No Longer Fight: Despite it being hilarious to see the infighting amongst the spooks, I added functionality so they now consider themselves friends and no longer fight. HUGE shout out to Drongo and DevourerKing for helping me to get these units playing nicely!

Various bugfixes and QoL improvements.

If you would like to play the up-to-date Dev builds and help test and provide feedback for future versions, follow the progress at https://github.com/UselessFodder/FS-DynamicHorrorOp or in the DHO channel in our discord at https://discord.gg/UselessFodder

Thanks to the FoddSquad and uty206 for helping to test all of these new changes and especially the Special Operation Division Patreon and Twitch supporters for continuing to support DHO development. If you enjoy DHO and want to toss a couple bucks to support future functionality, please consider the $5 tier at https://patreon.com/UselessFodder .

Full changelog:
ADDED:
- Mission theme selection under parameters that selects specific mods from the possible pool to ensure a consistent thematic idea. Files checkSpecificMods.sqf and randomMods.sqf support this new feature as well as the one below.
- Up to 3 different specific enemy faction mods may now be specified within the params to allow more fine tuned control of the player experience
- new mission param to select number of operational locations to generate
- initLocation.sqf that handles the creation of spawn locations, spawns units, and creates tasks for a given location.
- added a check within the zone selection algorithm to see if the center of the location is above water. This should resolve all of the 'harbor' spawns that causes the mission objects to not spawn correctly due to being underwater.
- generateLocation.sqf that executes a findLocation.sqf and then initLocation.sqf, thus quickly creating a new zone. To be used later for an 'unlimited mode'
- new "LastLocation" global variable that simply tracks the last place a mission was completed. Used for the new EXFIL mission generation
- two new variables are now attached to zone logic objects: _nearEnemyGroups and _farEnemyGroups. These hold groups spawned within the Near Radius and between Near Radius and 750m, respectively
- Triggers to initiate allEnemiesChase.sqf and farEnemiesCollapse.sqf have been recreated for all zones
- 2x POG patches added to description.ext in preparation for assigning to unit at a later date

CHANGED:
- SP missions are now defaulted to "Random" mission theme.
- If Drongo's Spooks mod is enabled, a DSA_Core module is spawned that sets all Spooks to side EAST. All other enemy units are also added to the dsaExclude list, meaning Spooks will not attack them
- If Devourerking's Necrophage Mutants mod is enabled, all other enemy units will be added to the isMutant list, meaning Mutants will not attack them
- A double check is performed after all units are spawned to ensure all enemy units are forced to side EAST
- All global variables for the zone creation, including zone name, spawn locations, and objective objects, have been replaced with localized variables. These local variables are now accessible from a logic object named "selectedLocation[x]" where X is the index within SelectedLocations that the logic is spawned within. This was a complete refactor of the location selection and spawning algorithm and may still have some bugs
- the final EXFIL task is now created when the number of tracked CompletedLocations is equal to the number of SelectedLocations entries. The inline function fnc_finalTask is called to generate the last task and the endmission trigger.
- allEnemiesChase.sqf and farEnemiesCollapse.sqf have been significantly modified to allow the new refactored mission generation
- Changed variable name in single player location selection to align with the multiplayer variable
- Added check for ACE in initPlayerLocal.sqf to squash an error popup if ACE isn’t loaded
- Updated SOD supporter whiteboard image (THANKS SOD!)

Update: 31 Oct, 2023 @ 9:51pm

HOTFIX - Added Singleplayer Tag so the mission can be enjoyed in single player mode

Update: 30 Oct, 2023 @ 9:12pm

Hotfix - Removed random CBA dependency
Hotfix - Fixed ill-aligned helipads

Update: 28 Oct, 2023 @ 7:49pm

v0.11 - Fix: Found an issue where if Drongo's Spooks was loaded alone it would never finish spawning. Added a check for the number of iterations to spawn each group and just move on if over this number.

v0.12 - Fix: More issues with Drongo's never finishing loading. Added some error checking that helped in 99% of cases

v0.13 - Fix: Some modded units suddenly stopped tripping "EAST PRESENT" task trigger, resulting in premature purge. Changed trigger to "count (units east inAreaArray "selectedLocation") == 0" and that works for some reason!

Fix: Retrieval items were falling through objects, so I disabled simulation and made them float 0.1m above the ground until I can figure a better way.

Changed: Set the location selection algorithm to select a spook zone > ~450m away from base due to some... unexpected visitors while folks were playing tactical Barbie.

Known issues: Drongo's Spooks DO NOT play well with others. Drongo himself is helping me resolve the issue soon.

Update: 28 Oct, 2023 @ 9:28am