Arma 3
Custom Composition: Cave System
63 Comments
[Black_Hawk_BG]_->_<-_X-Ray  [author] May 5, 2021 @ 11:57pm 
That would be a good idea, but I let anyone else make changes as desired.
Ghost-G339 Jul 25, 2020 @ 1:39pm 
and jungle flora littering it?
Ghost-G339 Jul 25, 2020 @ 1:38pm 
could you perhaps redo this Comp with Tanoa in mind? grey and black volcanic rocks of the like?
[Black_Hawk_BG]_->_<-_X-Ray  [author] Nov 25, 2019 @ 1:05am 
Hi, #Slender169101, unfortunately I can't. I don't have the skills to create such content as maps, otherwise I really would. All the map creators are free to use my custom composition and they can also give me a tag when adding this content to their work. You are welcome to ask any of them if you wish and good luck with that.
SurfaceBreak Nov 24, 2019 @ 2:16am 
Can you make this like a map? So people can edit a scenerio and everything with it
[Black_Hawk_BG]_->_<-_X-Ray  [author] Jul 29, 2019 @ 9:07pm 
Your idea is quite good and also a little complicated, it is' a complex project with a very good storyline though. What is your current progress? Would you send me some screenshots? Good luck with it! :)
76561198192726397 Jul 26, 2019 @ 7:15pm 
if you miss the pick-up a second one will be sent out. if you miss the second one, or either helo is shot down, american command will sort of give up on you for that day, deeming it too dangerous, and you have to make your own way back to a friendly area by whatever means possible.

i was just going to recreate this, but i might make a more modern version where you're being held by terrorists, black ops or something along those lines. maybe i'll do the key idea like you said and use keycards for access to different areas like in metal gear solid 1 or SCP:CB, maybe having the cave itself just as a long entrance to some sort of high-tech bunker.

by the way i hate this 1000 character limit on comments.
76561198192726397 Jul 26, 2019 @ 7:15pm 
eventually the guard in your prison area will set his gun leaning up against the wall and sits down with his back against the wall. after a while of sitting like this he'll fall asleep. if you can then break out of your cell without waking him up you can either take his gun and shoot him or strangle him to death. from there you can free the other captives and escape the caves, but once NVA HQ realizes they can't reach the cave soldiers on the radio they'll send people to investigate. once they see the carnage you've left behind they'll begin tracking your movements through the jungle and attempt to kill you or recapture you. they may follow you for hours across the entire map, but you can lose them by using natural terrain features like rivers or cliffs. a jolly green giant CSAR helo rendezvous with you at a pre-set time in a pre-set location.
76561198192726397 Jul 26, 2019 @ 7:14pm 
well, it was just a general idea. i don't have concrete plans for it yet. i made a similar mission a long time ago on prei (cambodian map) with the unsung vietnam mod, but it broke after an unsung update.

in the mission you were a USAF pilot being tortured by the north vietnamese in a cave with a bunch of other americans. using ace handcuffing you have your hands "tied" to the top of your bamboo cage. i forgot how i did it but i made it so after a while you can cut the ties. there's a guard in the room who watches you for a long time and if you try to cut your ties or leave your cage he shoots you. other vietnamese come by sometimes to torture you with cuts and burns (ace wounding) so if you stay there and get tortured long enough you'll die from it or be so hurt that escape is impossible, sort of like that one part in metal gear solid 1 where ocelot tortures you.
[Black_Hawk_BG]_->_<-_X-Ray  [author] Jul 26, 2019 @ 5:22am 
By the way, which map are you going to use? :)
[Black_Hawk_BG]_->_<-_X-Ray  [author] Jul 26, 2019 @ 5:22am 
Let me give you a little example in order to help you with this. I have such a scenario, where the player is imprisoned and must steal a key, unlock a gate and escape. You can use such sciprt for the front gate. A "friendly" AI is moving from A to B and back, guarding in front of the gate and you need to open his rucksack and take a key (GPS). Once the object is in your inventory, a script "finds out" this and the locked gate is set to unlocked. It's very easy to accomplish! Good luck with that! :) And what other plans do you have about this project of yours? :)
76561198192726397 Jul 25, 2019 @ 5:57pm 
yes. i want to make it so you start as a prisoner being held deep in the cave and you have to escape. :steamhappy:
[Black_Hawk_BG]_->_<-_X-Ray  [author] Jul 25, 2019 @ 10:12am 
Thank you very much, #76561198192726397! Are you up to some interesting scenario, using the cave system? :)
76561198192726397 Jul 25, 2019 @ 1:15am 
nice work.
[Black_Hawk_BG]_->_<-_X-Ray  [author] Jun 17, 2019 @ 8:45pm 
If I create a SP scenario, I would also add ambient sounds and may be birds, insects or bats. But this is my personal point of view.
[Black_Hawk_BG]_->_<-_X-Ray  [author] Jun 17, 2019 @ 8:43pm 
And did you see the other version of the composition on my workshop? It's with a waterfall on the exit that could eventually hide if it's day or night for a little while if you still want to try with my scripts below. :)
[Black_Hawk_BG]_->_<-_X-Ray  [author] Jun 17, 2019 @ 8:40pm 
Keep up the good progression and let me know when you figure it out. Would this work for SP though? I am thinking of a scenario using the composition. I will be glad to check out your server once you are ready. ;)
BootlegSoldier Jun 17, 2019 @ 3:02pm 
When exiting the script should be setAperture -1; to cancel otherwise it will persist to editor
I feel it's close but... :)
There has to be a solution...

BootlegSoldier Jun 17, 2019 @ 2:52pm 
Wasn't the best answer damn
For an action called locally on a player (enter tunnel for me)
setAperture 50000;
https://community.bistudio.com/wiki/setAperture
very dark..... but torch or light source does not show because it sets it for everything
same as post process. Frustrated is not the word.
[Black_Hawk_BG]_->_<-_X-Ray  [author] Jun 17, 2019 @ 12:41pm 
Lol, that sounds like a perfect solution. How exactly can you set it? Do I need to place this script inside everyone's Init field? I mean for every single playable unit... What exactly should I do in this case? :)
BootlegSoldier Jun 17, 2019 @ 10:19am 
found my answer, setAperture on player. Higher numbers get very good night effects, set it to -1 to revert back
phew
BootlegSoldier Jun 17, 2019 @ 9:35am 
and thank you for helping
BootlegSoldier Jun 17, 2019 @ 9:35am 
A good idea, problem is i need it for MP on dedicated, player is transported to the caves, completes objective then is teleported back :)
I'm guessing day night cycle won't work in that situation as the other players on the map affected to?
[Black_Hawk_BG]_->_<-_X-Ray  [author] Jun 17, 2019 @ 9:33am 
You can use this script for the activation: http://www.armaholic.com/forums.php?m=posts&q=22856 or any other which has the same ability to set current time or just change day and night. I guess it can be done this way. Good luck and tell me what happened after you are done. :) You can even upload an example when you are ready.
[Black_Hawk_BG]_->_<-_X-Ray  [author] Jun 17, 2019 @ 9:31am 
The script from the previous comment should be put in the field called "Condition". When this condition is met, the trigger is activated. And then the next field "On Activation" will be activated. You should include a day/night cycle script there. When you are close to a certain object, used in the trigger, for example "rock1", use this: player distance rock1 <X (1,2.3... meters). You can simply put 2 such triggers - one inside, for when you leave the cave, and the other one - outside, when you enter it. Set some seconds delay if needed.
[Black_Hawk_BG]_->_<-_X-Ray  [author] Jun 17, 2019 @ 9:28am 
First of all, you must know the script: player distance object <X. Where "player" is the current AI you are playing with, no matter if the units is named or not. Distance is the part of the command that sets can set a custom distance from any EDEN object and a trigger would activate when the player is at X meters distance from the object. You can set it to more or less meters, it doesn't matter. It must be set according to your specific needs. The only thing or setting that should be changed inside the trigger you place, is: Repeatable. Yes, it should be! :)
[Black_Hawk_BG]_->_<-_X-Ray  [author] Jun 17, 2019 @ 9:24am 
I guess it could be done with some imagination. I guess you have some skills in scripting. A lot of things can be done in Arma 3 if you have the minimum experience to achieve them. I will explain you my idea in the next posts and comments above. I say above becayse every new comments is above the previous one. So, have some patience and you can do it yourself. :)
BootlegSoldier Jun 17, 2019 @ 8:30am 
Could you think of anyway to have the caves dark during the daytime?
[Black_Hawk_BG]_->_<-_X-Ray  [author] Jun 5, 2019 @ 6:02am 
Did anyone create a mission or a scenario using my compilation? Share your efforts, please! :)
[Black_Hawk_BG]_->_<-_X-Ray  [author] May 4, 2019 @ 2:24am 
You are welcome! It ain't that hard actually. You will learn how to work with that program in no time. Good luck with that! :) Share the results when you are done with your project.
Bospor May 4, 2019 @ 2:05am 
thank you! I'll try that
[Black_Hawk_BG]_->_<-_X-Ray  [author] May 3, 2019 @ 9:59pm 
You can select first all of the objects and right click, then Save Custom Composition. Then you can access it much easier and faster instead of copying it. Press F2 and Custom to find your already saved composition in the editor. That's it. Sounds simple, isn't it? :)
[Black_Hawk_BG]_->_<-_X-Ray  [author] May 3, 2019 @ 9:59pm 
This is not a mod actually, but a simple scenario. It's not an object in the EDEN editor, but a composition created by multiple objects. So you need a special program to make it work. It's called PBO Manager and you can download it from everywhere. You must then subscribe to my scenario, then open Arma 3 main folder - Steam -> userdata -> 79992610 -> ugc -> referenced -> then any of the files, but look at the download date and time to figure out which is the right scenario. Then you will see it packed up in a red folder that can be opened by the PBO Manager. Click on it and copy the files. Paste them to: This computer -> Documents -> Arma 3 -> missions. There you can find all of your self-made scenarios. When you place it there you will be able to open it in the EDEN editor so you can copy and paste the composition into another map and scenario.
Bospor May 3, 2019 @ 7:51am 
such a cool addon! How can I "move" this cave system into another map? Lets say Namalsk. I don't even know what its called in Arma to carry a set of buildings or this sytem from one map to another. If anyone enlighen me what such feature is called and try finding it. Thanks
[Black_Hawk_BG]_->_<-_X-Ray  [author] Apr 15, 2019 @ 12:29am 
I will be happy if you share some missions made by using my composition. Let's see what's on your mind. It gives you multiple choices and possibilites. Have fun. :)
[Black_Hawk_BG]_->_<-_X-Ray  [author] Mar 25, 2019 @ 10:23am 
@(MRG)SerenityTTV, I guess it can be placed in a dedicated server. :) It's up to you how to create it. But I am talking about a COOP mission in this case. :)
SimplyySerenity Mar 25, 2019 @ 8:12am 
i really wish arma was more optimized to handle things like this in MP servers ;-; good work
[Black_Hawk_BG]_->_<-_X-Ray  [author] Mar 24, 2019 @ 12:31am 
@Brock James, I was even thinking to create a mission using these and some other special assets for this purpose. I know what I need - 2 more mods that are important. There's a map already that represents the Metro system, but it's not the entire tunnel complex. Still, it's not too small and it can be finished in the Eden editor. And, of course, the composition can be added as well to "cover" one of the entrances there or something like that.
Ghost-G339 Mar 24, 2019 @ 12:27am 
You mentioned metro... think with your high grade skills you'd be up to the task of an actual Russian Metro tunnel system?
[Black_Hawk_BG]_->_<-_X-Ray  [author] Mar 24, 2019 @ 12:10am 
You can always add some extra assets and objects. That's your personal point of view, of course. My template is the basic structure that can be additionaly "upgraded" by adding more objects to it. Have fun and cheers!
yoda gaming Mar 23, 2019 @ 4:12pm 
im using your map,as i created copy of it,ill make a coop version first and if it ends up being good ill make a pvpish version of map.my honest pourpose is to make a horror survival scenario based on Alien and Aliens films. i kinda extended and edited some parts of your map to make them look like bit diffrently,im also planing to add more exterios and rooms. im sure you know its using VR map.
[Black_Hawk_BG]_->_<-_X-Ray  [author] Mar 23, 2019 @ 3:50pm 
I guess it depends on which map you are trying. Is this some new scenario project of yours? What are you trying to create? What is your purpose? :)
yoda gaming Mar 23, 2019 @ 2:07pm 
hey,im trying to make ai move on the map,but it seems to be stuck on the map,and it dosent move,i tryed switching its spawnpoint about 20 times already and this is getting anoying :( any ideas how to fix this?
[Black_Hawk_BG]_->_<-_X-Ray  [author] Mar 23, 2019 @ 2:04pm 
No idea, but I think some of them are almost the same. I guess they represent some of these details used in New Vegas, but I need to compare them first. :)
Champion Æternal Mar 23, 2019 @ 1:58pm 
are some of these textures from new vegas? lol i think i see some in there
[Black_Hawk_BG]_->_<-_X-Ray  [author] Mar 23, 2019 @ 11:15am 
I will be glad to check out your finished project! :)
yoda gaming Mar 23, 2019 @ 11:13am 
Alright,thanks! ill give you shotout when i finish it
[Black_Hawk_BG]_->_<-_X-Ray  [author] Mar 23, 2019 @ 11:12am 
This is not an object in the editor. That's why it's called "custom composition". Such are directly created by using special objects - in my case: the RSPN Cave System for Eden. This composition can be found as a SP scenario for testing and exploration, but when you want to use it, use the PBO Manager. Find the downloaded file in your Steam folder -> userdata -> 799992610 -> ugc -> referenced. You can open the file with the program and then copy and paste it inside your missions' folder (usually in Documents, in C). Then open the mission in the Editor and use the composition for your needs. :) Sounds simple, right? "Lock" the objects first for perfect positioning when using the composition.
yoda gaming Mar 23, 2019 @ 11:05am 
alright,just a quick question,where is this located in eden editor,i cant find it
[Black_Hawk_BG]_->_<-_X-Ray  [author] Mar 23, 2019 @ 11:01am 
That is a great idea, @pro nolifer. Coop is going to work great, cause I am not sure about AI's behavior inside the tunnels, but it won't be a problem for real players to go trough and follow the tunnels' directions. There will be plenty of options for survival. And you could also include a system to unlock the gate and make a run for your life when it's open. But if an sound indicator is included, the alien would know about it. ;) It's up to you. :)