Arma 3
Not enough ratings
Dagger Training Map (Utility, MP Ready)
   
Award
Favorite
Favorited
Unfavorite
Data Type: Scenario
Scenario Gameplay: Multiplayer
Scenario Type: Air, Infantry, Vehicles, Water
Scenario Map: OtherMap
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
495.464 KB
Apr 6 @ 4:46pm
Apr 14 @ 10:17pm
7 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Dagger Training Map (Utility, MP Ready)

Description
Ever want to do some target practice, but still want the dopamine from seeing your target dropping to the floor? Interested in training other players in a no-hassle way, without the need of scripting or zeus? Then this scenario is for you.

I originally set out to develop a training scenario for my group, SCG; but while streaming script development in the Arma discord server, someone asked me to upload the finished product to Steam, so here we are.

This scenario seeks to provide utility features without compromising your flow. All scripted actions take place in a realistic location and only by using the interaction menu on info stands throughout the map
Example: You can spawn planes in each hanger at Victory Airbase, and spawning another plane in the same hanger will delete the original plane. This prevents plane wrecks from sitting on the map for too long.

This map features:
- A transportation vehicle spawning system in both major bases
- ACE medical training area, including light, medium, and heavily damaged patients.
- Aircraft spawner with the ability to configure pylons (Helicopters and Planes)
- Boat spawns at Boat Ramp
- Teleportation system to most* major areas outside of Camp Dagger (*Excluding FOB Jackal & OP Cliff Hanger)
- Target spawns at most* ranges within Camp Dagger (*Excluding DDR1 and DDR4)
- Target spawns at most* ranges at the Range Complex (*Excluding Alpha 2, Charlie 1, and Bravo 1)
- Artillery spawn at Fire Base Kilo
- Armor spawn at Fire Base Kilo

---

I believe I've tested all features. If you find an issue, please comment and I'll try to fix it ASAP. If you have a feature request, please comment.

If there is enough push for it, I'll make it so you can easily customize the vehicle spawners, for those who use modded vehicles.
15 Comments
Pyro  [author] Apr 14 @ 10:18pm 
-Changed bomb_range_area marker's opacity to 0%
Pyro  [author] Apr 13 @ 11:32pm 
-Fixed vehicle spawn system once again
-Added target spawning to bombing range
- Any plane/helicopter spawned will allow crew to spawn/delete targets.
Dewit Apr 10 @ 6:54am 
requires DRC_Custom_Billboards?
Pyro  [author] Apr 8 @ 10:28pm 
Okay, NEXT update!
Pyro  [author] Apr 8 @ 5:32pm 
Next update I get around to will add targets (infantry and vehicles) to the bombing/gunnery ranges near the airfield. Possibly add targets to the Impact points for artillery?
Pyro  [author] Apr 8 @ 4:20pm 
I'll give it a think. There's nothing super confidential.
Tigre437 [ESP] Apr 8 @ 2:39pm 
a tip I give is that if there is no completely confidential content to upload the mission to github and the community can modify the mission to your liking, greetings and thanks for the work :)
Pyro  [author] Apr 7 @ 8:43pm 
All the medical script does is spawn a unit and apply a randomized amount of damage to them. They go unconscious automatically if the damage is sufficient.
RaDezZ Apr 7 @ 2:48pm 
did you put the AI unconscious? maybe because i didn t put it
Pyro  [author] Apr 7 @ 10:06am 
I haven't had any issues. If you're using another medical mod, other than pure ACE (KAT medical for example) then you may run into issues, but I wouldn't know how to fix them.