Arma 3
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USS Freedom Interior (Dawnbreaker)
   
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Data Type: Composition
Meta: Dependency
File Size
Posted
Updated
86.097 KB
Apr 27, 2021 @ 3:14pm
May 5, 2021 @ 4:15pm
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USS Freedom Interior (Dawnbreaker)

Description
A fictional interior for the USS Freedom, created for my mission titled "Dawnbreaker".

This composition attempts to create an interior for the USS Freedom that roughly follows the shape of the ship. It is made of the interior objects from the USS Freedom and USS Liberty. The interior has a couple of bays, corridors, and a path up to the bridge. Many of the rooms have objects added to provide cover or obstruct (placed in a separate layer for convenience).

The interior also has an exit to the USS Freedom's exterior in the farthest corner hallway behind the bridge. The door is marked with signs to make it easy to find. The door will teleport you to the exterior door on the deck of the ship.

This composition could be useful for scenarios where you want an interior fight with enemy that have boarded the ship (a la Battlefield 4).

Some recommendations to avoid jank:
- Try not to sprint through the interior. Go slow.
- Don't vault or do any Enhanced Moves, unless you want to parkour your way through a wall.
- If you "trip" and start falling, don't panic. The game will eventually recognize you are on solid ground again.
- The interior is cramped, so make sure you spread out if playing with many players.
- It's not necessary to have the interior positioned in the sky above the ship. You can move the interior wherever you want. However, if you do so, players may notice that they are in a different spot on the map.
- When using the doors to go inside and outside, go one player at a time. If more than one player teleports at a time, they may push each other in weird ways.
- AI cannot properly move through the interior and are pretty much guaranteed to walk through walls. Place the AI where you want them and then disable their ability to path.
- AI may be able to see through this composition and the ship if you place them outside the normal terrain boundary.
53 Comments
Thoreaufare  [author] Jun 15, 2022 @ 10:33am 
Make sure in Eden you have disabled Vertical Mode and Surface Snapping on the top toolbar. Otherwise, the composition will be placed all offset based on the terrain.
XammaX_43 Jun 15, 2022 @ 10:23am 
Can not be placed in EDEN without going all wrong
Zeus works
Does anyone know why?
dingos8 Feb 6, 2022 @ 3:44pm 
This is very clever, nice job!
Brohead Sep 30, 2021 @ 3:50am 
so i spawn above the interior is there a fix or a mod i should uninstall?
Thoreaufare  [author] Jul 22, 2021 @ 8:21am 
@KETMINE KYLE

The interior is supposed to be in the sky. You can't actually place the interior inside the the carrier since the carrier is actually made up of a bunch of subobjects that you will eventually run into. The door at then end of the interior and on the aft of the exterior provide a way for you to teleport inside and out.
CHOSEN_777 Jul 22, 2021 @ 7:07am 
anyone got a solution to this when i try and place the composition on the map with the carrier the interior is in the sky and i cant get it to attach to the carrier.
just_kait Jun 27, 2021 @ 3:26pm 
you clever, cheaky bastard. Thanks for the advice, god damn.
Thoreaufare  [author] Jun 27, 2021 @ 2:30pm 
@a cat It's kinda weird because as you've seen, these objects don't show up in the editor list but they are their own objects with their own class names. In this instance, I just looked up the class name for the individual interior pieces and manually edited a composition file to include them. Once you have the interior pieces saved in a composition somewhere, you can copy and paste them in the editor just like any other object.
just_kait Jun 27, 2021 @ 5:56am 
I see people use objects that are not in the editor list, such as these interiors. How the hell do you spawn them?
Thoreaufare  [author] Jun 26, 2021 @ 4:46pm 
@berniemac Make sure you have both Vertical Mode and Surface Snapping at the top of the editor toggled off before you place the composition. That should keep the relative height of the objects correct and won't adjust them based on the underlying terrain.