Arma 3
Sentinel - Outbreak - Esseker Edition
53 Comments
KatzZero 19 Sep, 2021 @ 10:16am 
Thank you man!
Robertson  [author] 19 Sep, 2021 @ 4:46am 
Just seen that the Armaholic website has finally hung up it's boots and shut down for good, which means that this could very well be the only place where you can download this mod.

Bear in mind that this scenario is well over 6 years old and there's probably a good chance that it's as glitchy as all hell now, especially as it relies on several other mods which have changed a lot during this time.

If I ever get enough free time I might take another look at it and see what needs to be fixed, until then I thoroughly recommend taking a look at some of Jimmakos scenarios instead as many of them are of a much superior content compared to this.
KatzZero 18 Sep, 2021 @ 5:36pm 
any other link to this mission ?
far from any road 19 Aug, 2016 @ 2:34pm 
and coop versioon plase of differnet maps plase
far from any road 19 Aug, 2016 @ 12:19pm 
can u make a all mod support (i.e it uses weapons automatically categorised as lmgs as lmgs so you can use custom mods in the mission)
Robertson  [author] 22 Jun, 2016 @ 3:18pm 
Confirmed - just tried it myself and there seems to be an issue with these missions not showing up through the steam workshop, Hammy says that he had to unsub then re-sub again in-game via the steam overlay before they worked for him, but I've tried that and they still didn't show up, so I've added a link at the top of the description to the original files located at the Armaholic website for all 3 missions. The manual installation into your missions folder should work perfectly. (That's what I'm currently doing for all 3 Outbreak missions and haven't had any issues yet)....

On a side note - I probably won't be uploading any more missions for Arma 3 via the steam workshop in future, as it's just proving to be too damn unreliable... I'll just stay with posting future work on the official BIS forums and Armaholic.
LadyVal 21 Jun, 2016 @ 5:16pm 
none of the sentinal scenarios show up for me
LoLiMaNNN 21 Jun, 2016 @ 12:49pm 
what about multiplayer?
:steammocking:
Robertson  [author] 13 Jun, 2016 @ 3:14pm 
Updated for Apex/Eden, the mission should now reappear in the scenario list again. I've also added a few more spawns for the most recent version of Esseker, including Petlov Grad and the Junk Yard to the South of it. I've also updated the links to the required mods, as the All-in-Arma Terrain pack has been made obsolete by the Community Upgrade Project (CUP) Terrain complete pack.
BigGuyGeorge 8 Jun, 2016 @ 7:42am 
Ahhh I see. Thanks for the heads up ^^
Robertson  [author] 7 Jun, 2016 @ 5:53pm 
Just updated to the most recent version of Arma 3 and it turns out that the reason why this mission is not appearing on the Scenario list anymore, is because it uses the old 2D editor Game Logic entities. Apparently the upcoming 'Apex' release will remove the 2D mission editor completely and the 3D one changes the way Game Logics work (No waypoints and scripting), which means I'll have to edit ALL the outbreak missions again in order to get them to work and show up in this and future versions.
BigGuyGeorge 6 Jun, 2016 @ 1:24pm 
For some reason it aint showing up in the scenarios section
Lorddunken 8 May, 2016 @ 5:52pm 
its not showing up for me when i host a new session. i have all the requiments
Dominicannibis 14 Feb, 2016 @ 10:01am 
Thanks for the heads up, I'll just try to keep my distance
Robertson  [author] 14 Feb, 2016 @ 9:41am 
I used to get that sometimes when playing too, happened occasionally when running or driving past within striking distance of one of the infected, the script that calculates the damage done by them is triggered, but the animation and sounds didn't play. Tended to happen to me more when my machine was struggling and I got poor frames per second. I get script mis-fires playing Warfare/CTI gametypes too, it's annoying but thankfully not game breaking... Unless you die, of course. ;)
Dominicannibis 14 Feb, 2016 @ 9:29am 
Fantastic mod man. Only problem I have is I seem to be getting injured for no reason. Any idea what that might be?
iTraumatik 9 Feb, 2016 @ 11:23am 
I went an upgraded to the RC branch and cant get this mission to show up. I know somethings incompatible but just would like to know what is. My other missions are working fine tho. I can even open up esseker in Eden and play around with it just fyi. BI said that Eden 3d editor is backwards compatible with older missions but this doesnt even show in my list. Any help would be nice, might also help the mod devs to update quicker when stable branch updates. TIA
hel 28 Jan, 2016 @ 5:07pm 
Great mod but the AI are cancer
DonniePCgames 8 Dec, 2015 @ 11:55pm 
The zombies in this mod are FAR SUPERIOR to the ryans zombies and demons mod. Whoever created the zombie script should release it on steam. I'm willing to bet that most servers would quickly shift to using it instead. The zombies move more like zombies would and the sounds are much better. I didn't beat the mod tonight but I played it for about two hours. Did a lot of exploring around. I would like to be able to play this mission with friends co op. That's really the only thing missing. Also... it would be good to be able to edit parameters of the game, such as weather, etc. It would be fun to play through this during daylight or even darker at night and be able to adjust the zombie or AI spawns, etc. Just some ideas.
Robertson  [author] 17 Oct, 2015 @ 8:21am 
No idea, I've not run into either of those issues myself, but Arron84 mentioned that there's a problem with the latest version of Esseker on Armaholic and he ended up having to download it again via the link on the author's main webpage before it worked.

Apart from that the only other thing I can suggest is to try messing about with the mods you've got installed just in case one of them is causing issues - I know that MCC and Admin Console can cause some of the spawning scripts to stop working, but they shouldn't be doing anything to the trees 'etc'.
HoldAllOver 15 Oct, 2015 @ 7:51am 
Hi man, great job on the scenario! My only problem is that no vegetation or trees exist when I play the scenario. any ideas what is wrong?
XSV Sam 10 Oct, 2015 @ 8:52pm 
Understandable
Robertson  [author] 10 Oct, 2015 @ 9:05am 
I've had a look at that mod before, but they look too supernatural and actually act like zombies/demons rather than infected humans, plus I'm trying to keep the mod requirements as small as possible to make it easier to update, as well as reducing the headache of troubleshooting and bugfixing the mission when one of the mods gets updated - or worse still - ends up being abandoned and develops a glitch after one of the future official BIS patches.
XSV Sam 6 Oct, 2015 @ 3:18am 
Would it be possible to switch the zombies with the Zombies and Demons mod would be great since they have good animations and scary arse growls, but i love it, great Senario, but dem zombies have some killer 1 shot kills thats why i recommend this mod "Ryans Zombies and Demons" mod THX
Robertson  [author] 28 Sep, 2015 @ 1:41pm 
Yeah, it sounds like it took more damage and the tail rotor was shot in the gun battle, that's just the risk of those damn unpredictable bandits, especially if you let them get too close. ;)
JoseRodriguez 28 Sep, 2015 @ 2:56am 
I did it! It was great for a single player survival scenario. Thank you! But,
The chopper in the airport was not functioning eventhough I repaired it and refueld it. All parts were yellow, yet, it was leaking fuel and rotor was damaged causing chopper to turn around. I don't know if it's a glitch or caused by bandits I encountered. They shot a couple of bullets to the chopper but I repaired it completely.

Also more variety on items and more challenging bandits would be great. Good job, keep it coming ;)
Robertson  [author] 26 Sep, 2015 @ 5:44pm 
No worries.... Stay tuned for an update to this and the Altis versions coming very soon, plus a brand new Chernarus version which should be out within the next few days.
VERsingthegamez 26 Sep, 2015 @ 5:31pm 
I found out what it was. It was ASDGR_JR causing my issues
Robertson  [author] 26 Sep, 2015 @ 5:30pm 
Thanks VR. I've not been able to replicate this myself, but I've noticed that the RHS mods have been updated since this was originally uploaded.
I'll have to download them later on and check to see if there's been any changes that could have broken the mission.

Best,
VERsingthegamez 26 Sep, 2015 @ 10:35am 
Everytime I exit the scenerio and I want to replay it, It says this mission relies on content that has been deleted.
Robertson  [author] 24 Sep, 2015 @ 1:17pm 
Stormforge has mentioned that MCC causes some issues, and Corporal_Lib on the BI Forums has given me the heads up that the NSS Admin Console can cause the scripts to fail, in both cases it looks as though those mods/addons either make some changes to the core game mechanics or add scripts of their own that conflict with the infected/zombie ones.
JoseRodriguez 24 Sep, 2015 @ 11:20am 
Played three times, never saw an infected. What could be the problem?
Robertson  [author] 12 Sep, 2015 @ 5:57am 
No worries... I live in a part of the UK where we don't have superfast broadband yet, so I had to wait for several hours while the RHS mods were downloading at around 196-256Kbps... But hey, at least it gave me chance to catch up on the latest series of True Detective, hehehe. ;)
Mr Bones' Wild Ride 12 Sep, 2015 @ 1:51am 
Nope, guess it does'nt work, it seems to want to have the vehicles in there too, ahwow, better get downloadin' then
Robertson  [author] 12 Sep, 2015 @ 1:39am 
I think they use different item class names so it probably won't work, but feel free to give it a whirl and let me know what happens.
Mr Bones' Wild Ride 11 Sep, 2015 @ 10:58pm 
Instead of me having to download the RHS mods, would I be able to use the CUP (Community Update Pack) instead? They both should be pretty much the same...
Robertson  [author] 9 Sep, 2015 @ 2:46pm 
Thanks WildPumpk1n!!

There should be 2 fuel trucks somewhere in the map, if you can't find one at a fuel station then there's a very good chance the Bandits have them instead.
You can also escape if you manage to get into the underground bunker and use the radio to call for help, but 'm not going to spoil where you can find that (although anyone that's visited my YouTube channel and watched the underground bunker test on Esseker will already have figured it out, lol).

Yep, the infected will keep respawning, the max number depends on how many houses are within 120M of the player. Thankfully they have a 2 minute timer, so if you kill all of them within an area it'll take a couple of minutes before they'll reappear again.
WildPumpk1n 9 Sep, 2015 @ 10:30am 
REally nice work dude :)
The fog is so f**king famous, i was really closed to have an heart attack when some Z spawn without any sound.
Second time i play this mission, i was totally lost in the tree...
Good choice to used Esseker, first time i play on this map, its nice.

Fiew things about this mission :
SPOILER

- Dont move in the plane at the beginning, just to go outside, its ok, there is a bug and you die.
- If you stay in town or near (under 160m) a Z spawn, there will continue to arrive, again and again, right?
- I found a repair kit, an heli, an yellow jeep but i dont know how to refuel the heli, i didnt find something near gas station...
- I try too with the boat, maybe you should wrote something in the mind of our guy like "Hum not enough gas to escape by the river, but it could help me to find one in town or blabla"
Stormforge 6 Sep, 2015 @ 10:38pm 
Haha yeah that would defeat the purpose. "Don't run away. Come back here I just want to shoot you."
Robertson  [author] 6 Sep, 2015 @ 6:09pm 
Hehehe, Nope. The boat's just a quick method of travelling down the river to the city.

Sadly the only way to get the units to behave correctly when acting as a zombie/infected is to completely disable their AI and use scripting, otherwise their hardcoded behaviour kicks in and they'll resist trying to run towards you. Instead they'll try to run away, keep their distance, go prone, try to find a ranged weapon to use against you 'etc'.
Stormforge 6 Sep, 2015 @ 5:22pm 
Is the boat, at the marauder camp by the river, for just transport or is it a means of completing the mission? I ended up driving it off the map thinking it was an escape route, after fixing and refueling.

I know nothing of the scipts for the infected, and do not pretend to know about any of them. What of keeping the default civilian(easy?) detection setting for the infected instead of making a new one, or is that tied into the other scrpts for the infected and be hard to impossible to change?
Stormforge 1 Sep, 2015 @ 8:09pm 
Alright working as intended now. MCC and TPW conflict with it, though going to mess with TPW and see if I can find what part messes with this mission.
Stormforge 1 Sep, 2015 @ 6:48pm 
Hmm. Have to try it with other mods then. Usually run TPW, but tried MCC to see if I could see the spawning after moving around some. Tried just CBA/TPW and CBA/MCC by themselves with only the required mods for the mission added and assumed it was the CBA. Maybe both of them conflict in some way. I only have house lights, streelights, hud, and animations active on TPW. Will try some of the other mods by themselves and see if I get the same results. Wonder if loading the mods with pw6 and missions through steam may be affecting it?
Robertson  [author] 1 Sep, 2015 @ 5:53pm 
The infected use some very basic scripting, so they're completely aware of you once you're closer than 160M to them, so sneaking around them isn't an option.
During testing we've tried experimenting with the more complex scripts out there, but have run into issues with them not firing reliably for all the infected that were spawned; and one of the other scripts even caused severe fps issues when there were more than 10+ infected/zombies active at any one time, so we went with the KISS method for the time being until there's better scripts available... It's certainly something that's being looked at for future updates though.

Best,
Robertson  [author] 1 Sep, 2015 @ 5:53pm 
Thanks Stormforge I'll have a quick look into what might be causing the issues you're experiencing.
I use ACE3 rather than AGM but the the Community Base Addons I've got is the most current and the random spawning seems to be working fine on the last few tests, so there might be something else there that's causing some type of conflict.
The civilians and bandits are fixed rather than random, although some of the bandits do only have a 50% chance of appearing (which was intentional), but this was done in the editor rather than via scripting.
Stormforge 1 Sep, 2015 @ 4:03pm 
Need to clarify that the gear and vehicles still show up like they are supposed to. Just the random infected, survivors, and bandits.
Stormforge 1 Sep, 2015 @ 3:59pm 
Really like the mission, though due have a few issues. CBA seems to cause the random spawning to stop and the only enemies are in a set location show up. This really sucks as I like to use AGM and ShackTac HUD. On Esseker they do not show up at all. On Altis they show in the beginning, but usually stop spawning by the time I find a weapon or lose the first group of infected.

I think the awareness on the infected is a little high. I had an easier time sneaking up to survivors than I do any infected. In darkness with thick fog they are spotting me at about 100m. Seems like 200m without the fog and crouch walking in the dark.

Think some of the infected are spawning too close at times. A few times I would be walking across a field then stop to check for any infected around buildings I might be coming up on. I stop crouch then begin either to the left or right then scan to the otherside. Few times I did this infected would suddenly come from where I just finished looking.
FLATLINE 1 Sep, 2015 @ 9:05am 
can i use Demons & zombie mod in this mission? or does it take scripting to do so? uhm i'm not so good at scripting yet, actually i've never tried it, sooo. ;)
Robertson  [author] 25 Aug, 2015 @ 9:35am 
Thanks! The hardest part was trying to merge the best parts of the original zombie scripts then edit them further to make them easier than the 'Yomies' from that Arma 1 mod, yet harder than the Breaking Point and DayZ ones.

One of the main things I changed to make them easier was bring back the normal human damage resistances, as they're infected humans (like the ones from '28 Days Later' or 'I am Legend') rather than the undead - which was a good choice, otherwise they needed about 5-6 rounds of 7.62mm to the torso before they died instead of 1 or 2.

They're not perfect and still walk whenever they're inside a building instead of running and only climb certain ladders but ignore others, but that seems to be an issue with the Arma 3 AI which, as far as I'm aware, I don't think anyone has been able to solve yet.
Gasmask Manlet 25 Aug, 2015 @ 8:39am 
wow zombie in this mod are really hard and fisted me 2 times and it distroy all of my effort but well thats how survival thing does good job bro!