Arma 3
ROUT - Altis
35 Comments
ken2576 8 hours ago 
So I tested with only CBA and Zeus Enhanced enabled
Tested on Altis with NATO vs. CSAT
It worked fine and I can see the tanks spawning (though AA tanks are too frequent)

However, with SOG DLC under the same setting, MACV vs. PAVN, I only see BTR and M113
spawning.
PAVN spawns a lot of static AAs even though I disabled enemy statics.
In the virtual arsenal, I also can't see any tanks with the filter on Map/DLC.
Skull  [author] 16 hours ago 
I seem to get tanks. Are you getting any enemy vehicles, like BMPs? The green side may not have tanks (I'm not sure about that, it could cause no tanks). What exact settings are you using (Vehicles:Map/DLC? and what factions?). Maybe there is another mod that is messing it up. Could you try it with just SOG and CUP mods and see if it still has no tanks?

As for the variants, I had noticed that too and looked into it. The base garage in arma doesn't show the variants directly. Once you choose the "AH-1G Cobra (FFAR)" I think the variants are chosen using the 'spray can' icon in the upper right. I basically changes the texture on the helicopter. The 'puzzle piece' changes other options (like camouflage on tanks). I just tested it by opening the garage on a basic mission with ["Open", true] call BIS_fnc_garage; it will not show the variants either.
ken2576 12 Sep @ 12:42am 
Hi Skull
Love this mod but have some questions

So far I didn’t see any enemy tanks spawning for CUP and SOG DLC. Could this be some bug or I’m not setting the correct parameters?

Also, sometimes the vehicle parsing does not load all the vehicles. For example, the AH1 variants and the airplanes in SOG DLC are missing for me with the Map/DLC option.
mgguy56 18 Jul @ 9:48pm 
K thx Skull! :D
Skull  [author] 18 Jul @ 9:47am 
I made a small change to the mission to allow ai teammates to ferry units. It's not quite as easy as commanding the ally squads. I'm actually looking into updating the Platoon Leader mod by JellyFish which would give you all the commanding you are looking for. But in the mean time...

You can use the regular arma commands for controlling ai squadmates.

Get an ai teammate at the officer, then put that ai in a vehicle as driver. The ally squads should load into the vehicle. They will get out when the vehicle stops within 1km of the AO or if the ai teammate exits the vehicle.

Helicopters are a bit tricky as there is no 'land' command. So tell the ai to move to the insertion point. When it gets close tell the ai to 'disembark'. He will land.

You can check progress by watching the side chat, or by entering high command mode.

It's a bit extra work on your part, but it seemed to work pretty well when I tested it out.

Hopefully this is of some use :-)
mgguy56 18 Jul @ 6:07am 
This is def my fav mod for large scale sp scenario. But I kinda wish there is an option to let the friendly AI to use vehicles like IFVs, APCs, or cars. That way I don't have to transport them to the next objective, and they can put up a harder fight
Saeletra 24 Jun @ 1:24pm 
Thanks for fixing it Skull! Prompt response and patching was greatly appreciated
Skull  [author] 21 Jun @ 8:14pm 
Thanks for figuring that out. I've pushed out a fix.
I add so many options to these games that I miss checking out some of the possibilities, especially ones I don't use (I don't use ACE myself). Hopefully it works correctly now :-)
Saeletra 20 Jun @ 2:42pm 
Okay I just tested it with mods + no mods.

Both times I found out it's because of the "FULL" setting parameter for Virtual Arsenal. For some reason, it defaults back to the Vanilla Arsenal system when you use the FULL setting.
Saeletra 20 Jun @ 1:39pm 
The only thing that I think could be conflicting with ACE Arsenal would be ACE's official add-on to disable the medical module which I have on my load-order. Will try it with just ACE.
Skull  [author] 20 Jun @ 12:48pm 
It seems to be working for me. Perhaps there is a conflict with a mod you are running. What mods are you using? You could test with just ACE and CBA and see if it fails. If we can figure out what mod it is, I will try that mod and see if I can get ROUT to work with it.
Saeletra 20 Jun @ 11:05am 
ACE Arsenal doesn't seem to be working even when set in the parameters
Skull  [author] 8 Jun @ 8:50am 
Good suggestions. I'll add them to my list of ideas.
123 7 Jun @ 10:26pm 
I like this mission a lot because of of the ability to use custom factions, most CTI missions don't, and the recent update with zombie works very well on this mode, don't think there are any other scenarios that let you do that.
I have some suggestions for you to consider if they are possible to add:
Some side objectives would be nice
Civilian population and casualties taken into the score system
Give enemies more static weapons and maybe even scripted artillery to defend the AO
Some defensive structures so the AIs can survival better if they spawned in an empty and open area.
And thanks for making this very fun scenario.
Skull  [author] 28 May @ 1:43pm 
Updated the mission to hopefully fix the issues.
Bobby Bodega 28 May @ 8:45am 
I see the icon, it's the null value, which matches the setting. A single rifleman spawns, but no others. I'm testing on the Altis map, but it's the same behavior on any map I've tested. If you can't reproduce, no worries, something on my end somewhere.
Skull  [author] 28 May @ 8:22am 
It's working correctly for me. It could be that the friendly base is close (<2km I believe) of the AO. If so, the AI won't want to be picked up as they can run there just about as quickly. The High Command symbol with the zero over it is the marker for where the group leader is. The symbol above it identifies how large of a group it is. A dot indicates 4-8, and a null symbol (circle with a slash through it) indicates 4 or less. Or something close to that. Once close to the AI the task to pick them up, and the task marker, disappears. Do you think that might be the issue?
Bobby Bodega 28 May @ 3:53am 
Great scenario. I'm having a new problem within the last week or so.
The allied squads don't seem to be spawning, I can't access high-command.
It says I have the role for commander.
I can see the HC Map but no squads appear, only an icon with a 'zero' above it.
I've tried removing/adding squads, various options. I've removed all mods, completely vanilla now and re verified all my files. This used to work perfectly. Just wondering if you can reproduce, or if it's an issue somewhere on my end. Thanks!
Skull  [author] 15 May @ 2:59pm 
It's in the parameters (upper right of the screen when you choose your role, before the mission starts). The top item is "Force a new game". Set that to "yes" and it will erase your current game and let you start a new one.

There are a lot of parameters that let you adjust the game to your liking. I'm glad to hear you're enjoying it. It is a good mission for getting better at various vehicles :-)
TetronKn8 15 May @ 12:27pm 
Hey Skull, I really like this mode and have a blast just using the cars tanks and helis a new base gives me. But how do I restart a mission?
Skull  [author] 10 May @ 2:15pm 
I'm glad you're enjoying them :-)
Komodo 10 May @ 1:16pm 
thnx Skull, your gamemodes are mad underrated, tysm for all your workshop missions, TONS of fun
OrangeJuice_ 11 Apr @ 6:38pm 
ok now the spearhead factions work now, thanks a lot!
OrangeJuice_ 11 Apr @ 6:30pm 
Thanks a lot! gonna try now, i think i have a problem with the vietnam CDLC, with australia and stuff, but thats not important, thanks a lot, gonna check Nogova now.
Skull  [author] 11 Apr @ 6:15pm 
I found a bug that was causing a crash if the Spearhead dlc was chosen for the vehicles. I've pushed out the fix for this. I was able to play on the Nogova map with default factions without issue though, so I can't reproduce that one. If it's still hanging for you, let me know the specific factions and dlc you are using.
OrangeJuice_ 11 Apr @ 3:59pm 
ok sorry so its 2 things, 1 the spearhead factions doesnt work :c, they keep loading on altis, other dlc or modded factions work, and sorry again, the map that i like tried to make work with the other factions. (Sorry for being annoying man)
OrangeJuice_ 11 Apr @ 3:42pm 
hey man, i love this mission so much! but when i try to change the map, with the pbo and stuff, it works, but for example, in the terrain Nogova, it lets me choose the faction and etc, but when its starts to load, its like that for hours and hours and doesnt go anywhere, and im using the default parameters and vanilla factions but still, so i dont know if you could help me out there c:
Skull  [author] 16 Feb @ 9:45am 
Kaska Island version added here
Zippofish 6 Jan @ 11:52am 
Fantastic mod. Top notch. keep up the good work
Arkblade 23 Dec, 2023 @ 11:20pm 
Thank you very much! I'm looking forward to it.
It's a big deal to say, but it would be great to see a Kaska Island version of your missions sometime.
Skull  [author] 23 Dec, 2023 @ 4:29pm 
You are right, I was clearing it on a new game like all the other settings. I shouldn't have. I'll add fixing that to the list :-)
Arkblade 23 Dec, 2023 @ 2:55pm 
The faction selection for the mission does not seem to be saved in the next new game.
I think this should be saved like your other missions.
Skull  [author] 25 Oct, 2023 @ 9:25am 
Thanks. I'm glad your enjoying them. I wrote them for my friends and I to play and think it's great others can have fun with them as well.
GreasyMitch18 25 Oct, 2023 @ 12:46am 
My friends and I love your missions dude we play them all the time, easy to set up and have fun in thanks so much!
little andy 10 Oct, 2023 @ 1:52pm 
nice, love to see more missions/gamemodes like this