Arma 3
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Roadblock Duty: Altis
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop, Zeus
Scenario Type: Infantry
Scenario Map: Altis
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
2.668 MB
Jun 4, 2018 @ 1:35pm
Apr 25, 2020 @ 2:48pm
17 Change Notes ( view )

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Roadblock Duty: Altis

Description
Roadblock Duty.
Initially by Reezo. Ported to A3 by Sacha Ligthert. Modified by Thoreaufare.

Prevent insurgents and their equipment from leaving town.

Totally serious features:
- yell on the radio when someone kills the dog.
- have someone authorize a vehicle with bomb on it and lose.
- confuse your friends by using the shooting range unannounced.
- sit around the campfire rather than actually working.
- listen to the top 5 hits on the radio.
- draw on the map while your friends do all the work.
- roleplay when Zeus sends the Eastwind device through your roadblock even though that couldn't canonically happen.
- jail innocent civilians.
- shoot innocent civilians.
- put bodies in body bags for maximum roleplaying. Or don't.
- build fortifications that mess up the AI's driving. And then kill them for it.
- steal all of the zipties and handcuff your friends.
- get run over even after the squad leader told you to clear the road.
- complain about how nighttime is darker than daytime.
- search for a secret hidden image that may or may not exist.
- build a sandbag fort only to have it destroyed by someone carrying a wheel.
- use a bodybag as a janky speedbump.
- literally spit roast a prisoner on your camp fire.
- bark nonstop as the dog.
- shoot the barking dog.
- get annoyed by the press while in a firefight.
- babysit the AAF who would rather not be there.
38 Comments
krzychuzokecia Jan 25, 2024 @ 10:30am 
Thank you, I completely overlooked that part! For some reason I got it backwards and didn't register that the code in there is executed for scenarios other than 7 and 8. I'll try to see if others had issues in similiar scenarios (I already dug up some BI Forum thread where "move" was suggested as more reliable command than creating waypoints for spawned helicopters).
Thoreaufare  [author] Jan 25, 2024 @ 8:31am 
@krzychuzokecia

I guess that bug has been in this mission so long that I've completely forgotten a technical was one of the insurgent vehicle options, lol.

Honestly not entirely sure why that's happening. I assume it has something to do with the fact that a technical has an actual "gunner" seat. I assume a similar thing might happen if you replace the technical with something that has a "gunner" and a "commander" seat.

I haven't tested it, but I suspect messing with the code around line 248 to 254 in the mainloop.sqf might be able to solve it. (The part commented as "//we don't tell ai to move into a car...")

Perhaps the combination of addVehicle and orderGetIn commands isn't proper for vehicles with an actual gunner seat. Maybe there's another command that needs to be used.
krzychuzokecia Jan 25, 2024 @ 4:29am 
One more question, I hope you won't mind: one of possible enemy spawns is an Offroad with a .50 cal HMG. However it seems that this particular spawn won't actually move to the checkpoint - team leader shouts out move orders, but after getting into the car, he doesn't drive anywhere.

I don't think it's a problem with mission code - the waypoints are getting created (whether it's "Assault" or "Race" mode), crew gets into the vehicle and replacing armed Offroad with any unarmed vehicle gets the party started. But for some reason if the vehicle has proper gunner position (whether it's vanilla Offroad or technical from mods - I'm using 3CB Factions) it just won't budge.

Have you ever encountered such behaviour? Whether in relation to this mission, or in general?
krzychuzokecia Jan 18, 2024 @ 7:46am 
Thanks for responding, appreciated! :)
Thoreaufare  [author] Jan 16, 2024 @ 4:42pm 
@krzychuzokecia

You are correct that I did not write a lot of the original code, including the logic around those variables.

That being said, I think the original person put those "scenario logic" variables in both as naive check to make sure they'd be set to the same value on both server and client, whether running dedicated or a listen server.

From what I can tell, the "RBD_DONE" variable isn't even really needed. You are likely correct that it should probably start at a value of "0". It seems the initial intention was for RDB_DONE to be used to end the mission in some way and show up with the debug parameter.

I think in a previous iteration, RBD_DONE was used to trigger the mission ending but the latest iteration doesn't actually use that variable.

This code is definitely a mess because I just inserted new code where I needed it without ever really trying to refactor the original code.
krzychuzokecia Jan 16, 2024 @ 4:00pm 
I'm messing with the code of the mission, and I'm wondering if you could maybe explain something to me as I'm a complete noob.

The "scenario logic" variables are defined both in initPlayerLocal and initServer - shouldn't it be enough to just declare them in initServer?

Also why is "RBD_DONE" set to "1" in both of those init files? It seems to me it should start at "0", and only be changed to "1" by mainloop script.

I hope you can help me understand this, although I'm aware that the code was originally written by someone else.
Panic Jul 26, 2023 @ 11:33am 
@Lucky Dragon

A friend and I actually did exactly that a while ago, see the link if you wanna get some inspiration from it! :)

https://steamcommunity.com/workshop/filedetails/?id=2643428691
Lucky Dragon Jul 25, 2023 @ 5:42pm 
@Thoreaufare

I'll try that in a bit and let you know how it goes!
Thoreaufare  [author] Jul 25, 2023 @ 5:31pm 
@Lucky Dragon

Shouldn't be too hard to port this to another terrain then. If you can open up this mission in the editor, just CTRL+A to select everything, CTRL+C to copy it all. Create a new mission on a new terrain, CTRL+V to paste it all. Move all the objects into position. There are map markers that denote where the AI cars spawn, where they go, and where they stop. There are also map markers for any enemies.

Save that file. Then copy all of the other files from the original mission folder into your new mission folder.
Lucky Dragon Jul 25, 2023 @ 4:56pm 
@Thoreaufare

I have ported Dynamic Recon Ops to several maps, actually.