Arma 3
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Antistasi (Russian edition)
 
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Data Type: Scenario
Scenario Gameplay: Multiplayer
Scenario Map: Altis
File Size
Posted
Updated
5.904 MB
Jan 2 @ 12:52pm
Jan 2 @ 12:55pm
2 Change Notes ( view )

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Antistasi (Russian edition)

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Description
Antistasi (Russian edition)

The Antistasi-non-official is a modification of A3-Antistasi by Barbolani.

The Antistasi-non-official is a cooperative mission for ARMA 3 (COOP / CTI / PvE), an unofficial version. You will lead a guerrilla movement and win the trust of 51% of city dwellers. To solve this problem, you have access to both the direct hostilities (the seizure of military facilities and mines), and sabotage actions (bank robbery, destruction of warlords, undermining the radio towers and more).

Source code of this mission:
https://github.com/f1af/Antistasi-non-official

Differences between this mission and the official version - read below.
The official version of Antistasi can be found at http://www.a3antistasi.com

Mission features:
  • Economics of both sides which can be sabotaged by your or enemy actions;
  • Ability to contol your squads like in a strategy;
  • Full set of weapons and vehicles;
  • Long campaign duration (up to a few months).

Differences between Antistasi-non-official and official Antistasi 1.55:
  • All weapons in the arsenal are unlocked;
  • Enemy soldiers treat unconscious soldiers;
  • Changed gameplay: less routine, more combat and action;
  • Mission is localized and translated into Russian;
  • Added in-game documentation in Russian.

Changelog:

It's a list of differences from the official 1.55 release.

Supported languages
  • English;
  • Russian.
New damage system
  • Completely re-written scripts: handledamage.sqf, inconsciente.sqf, pedirayuda.sqf, ayudar.sqf.
  • If a soldier gets lethal damage (from high caliber weapons or explosions) there is a chance he will instantly die without opportunity of revival by another friendly soldier;
  • The probability of getting lethal damage is set with variable _damAccumLimitConst.
  • While you are lying unconscious there is a chance that enemy soldiers will finish you off.
  • If you die, the cause of death is specified, who shot you and who finished you off.
  • Friendly AI soldiers treat allied players regardless of their squad.
  • The death camera circles around you or around the AI who is running to revive you.
  • Simplified treatment algorithm, now AI soldiers get to the player much faster.
  • The nearest AI soldier can treat you, regardless of whether he is a medic or not.
  • If the AI soldier passing by is closer, then he will treat you.
Enemy AI soldiers can treat each other too
  • The damage system is unified, it works both for allies and enemies.
  • The chance to get lethal damage for enemy is almost 3 times higher than for friendlies.
  • Players can heal an unconscious enemy soldier and he will surrender if there are no enemies closer than 10 meters.
  • Players get money both for finishing enemies off and if the enemy runs out of blood while unconscious.
Improved FPS
  • Auto delete the garbage every 35 minutes.
  • Some houses are removed: 15% houses overall and 30% of houses in Kavala.
  • Performance settings by default: lower civilian spawn rate, etc.
  • The number of cars in cities is reduced.
  • The number of soldiers in the garrison is limited to 20.
  • The minefields are NOT loaded after restart.
  • The "roadDB" system is removed (it affects pathfiding of vehicles in cities).
More dynamic gameplay
  • All weapons in the Arsenal are unlocked, now there is no need to collect weapons.
  • The arsenal can be accessed at all ammo boxes: players can rearm after capturing a base or an outpost.
  • The HQ management menu now available at all flags.
  • The 'Resign commander' option has been added to the Y-menu.
  • All bought vehicles are unlocked by default.
  • Increased amount of money awarded to players.
  • Now players don't lose money after death.
  • The dead body removal timer has been increased so you can gather weapons and ammo more comfortably.
  • New cars and armored vehicles have been added to the 'Buy vehicle' manu.
  • AA soldiers have been added both to garrison and to the recruitment menu.
  • Rifles for the garrison are not random any more, but are taken from a predefined list.
  • Garrison is dressed in normal uniform and armor from the beginning of the game.
  • If you were undercover and have been discovered, the "undercover" button will work again after 3 minutes. If you were undercover and have been discovered, now it is sufficient to run away 350 meters from enemies, then you can click the "undercover" button again.
Ingame documentation
  • The in-game documentation is shown to a player after the first respawn.
  • All items in the ingame documentation answer the Frequently Asked Questions about Antistasi.
  • At the bottom of the documentation dialog box there is a "Do not show this dialog" button.
  • The button to open the documentation has been added to the Y-menu and to the map at the HQ.
Player location marker
  • Completely rewritten script: playermarkers.sqf.
  • Radio is no longer needed to display the location of other players.
  • The map shows not only other players, but the player himself.
  • Fixed bug: players who have left the game by pressing Alt + F4 are no longer shown on the map.
  • AI soldiers from tour squad are now also shown on the map.
Visual effects
  • Added random weather script.
  • Added snow effect and steam from mouth effect.
  • Enemy objects are now marked RED instead of GREEN.
  • Changed colors in the Y-menu.
  • Added post-effects enhancing image contrast.
  • The New year logo of the mission.
Administration
  • Added debug console and Zeus mode for the administrator.
  • Bug fixed: after a while, there is a thick fog that interfered with gameplay.
  • When the RHS AFRF is used, enemy soldiers remain the same. Russian players did not like to fight against Russian troops, however, they liked to shoot russian weapons. Therefore, enemy soldiers remain AAF, but you can get RHS weapons in the arsenal.
  • When a players enters the server, he is assigned the first free slot automatically.
  • The difference in classes: Only medics can treat to 100%, only engineers can repair vehicles. Earlier different classes had different "fatigue" "camouflage" level, This was puzzling for players, so it was removed.
  • Disabled questions at server startup. Now default settings are: Switch commander - no, Server list - no, Load last save - yes.
  • If Petros dies, the HQ is automatically relocated to the original place. Previously in case of Petros death the commander was shown a map to relocate the HQ. If the commander quit the game at this moment, the mission would freeze, as Petros is dead, HQ is inactive and there is no way to place a new one.
  • The HQ relocation has been removed at first mission start.
  • Game type has been changed to CTI, so players can easier find this mission.
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18 Comments
barbolani Jan 10 @ 5:03am 
Hello!

I am the mission author, you may check it in the official steam page. I added you as friend. Let's have a chat.

On one side I am honored there is people around the community who spend time on making Antistasi suiting their needs. I am aware the russian community generally speaking has trouble with English.

Also: I do not consider Antistasi as a "copyrighteable", so of course you have all the permission tu build your own modification.

What I dislike here:

- You haven't asked me to publish the work.
- You should have asked to work in the team, as your ideas will be probably very welcome.
- You are not making any reference to authorship in steam (a link to the official site is not)

And yes, I am a "creator", the whole Antistasi thing except UPSMon script is built from scratch, so yes, the creator of the code and the concept. Please respect the people which spent thousadnds of hours for your enjoyment, no matter if in the last 3 months I made nothing.
Komandarm Malashenko Jan 9 @ 3:55am 
Ayyyyy lmao

6 days passed and copyrighters decided to strike back. I'll never get tired of looking at such holy wars
Javik Jan 9 @ 3:44am 
It IS relevant, because it clearly shows more progress coming from drunk doing this in some of his free time, while there's dedicated team that spend most of their free time on this.
Jealousy detected
RickyTan Jan 9 @ 3:27am 
I suppose the graphic of server comparison is completely irrelevant to any intelligent person as the comparison period is 30 days. Perhaps a comparison of a year would tell a better story... nevertheless it is still a story nobody wants to hear. Remove this from the workshop or rename it to something completely different and do not use Antistasi's Logo, you are not the owner.
Старлей Jan 8 @ 7:11am 
Поднял выделенный сервер - Antistasi: Ru Community server
Komandarm Malashenko Jan 3 @ 6:58am 
If they are afraid of copyright laws, they can release nothing and use it on their servers. Just because most of people don't give a crap on this useless shit for capitalists. Anyone can unbinarize and open missions\addons and other shit that you can release anywhere. That's because I have Mi-2, PT-76 and MiG-15 Bis from Arma 2
Bulletchucker Jan 3 @ 6:31am 
Because they created it and they want it to be a certain way, They told the poster of this mod on their forum that it would be fine if he changed the name and icon, but he hasn't, instead he braged that his server is better and has a few more people. spend hundreds of hours making something and you will understand it isn't a little thing to you. That is why there is Copyright laws. But GMod gave their community permission, thats their choice.
Javik Jan 3 @ 6:23am 
One thing that I will never understand: why GMod and now SFM community welcomes translations, puts links on fixes made by other guy or just different versions of the thing that they ported or made. They just say "if you want my thing with some other things, download this instead of mine" or "download that as well and let it overwrite files from my addod", yet ArmA community sometimes even saltier than the Dead Sea about little things.

Arma.
Arma never changes
Bulletchucker Jan 3 @ 6:18am 
It seems that way untill you spend some time with that community and see how much work they put into the game. Anyways the point is, he did more then just a translation and bug fixes and used the name and the work of the creators without their permission.
Javik Jan 3 @ 6:12am 
Just from the top of the list: AI tweaks like healing system for enemy units, same as used by players, bigger focus on the combat aspect of game rather than beating (around or the) bush, bots now worked differently when it comes to reviving downed player, framerate is better because trash gets removed more often that you remove kebabs, gameplay overall became more fast-paced because of bunch of adjustments and changes. It seems that he did more work than "creators" did in last 3 months, and I say that not to spite you and guy below, but because that's the truth