Arma 3
[SP] Attack on Zaros
55 Comments
marco.toppy Oct 31, 2024 @ 10:44pm 
The mission no have end !!! The last task, after distroyed enemies, not terminate !!!
Exocet Apr 12, 2021 @ 9:49am 
Very nice combined arms:AAF:
PremiumColt  [author] Feb 4, 2020 @ 8:42pm 
@[TSM] MO Thanks for playing. Glad to see people still enjoying these after all this time!
[MO] Martin Feb 4, 2020 @ 4:21pm 
Nice Mission, - thanks ! :NATO:
Goro Mar 20, 2016 @ 2:40am 
Excellent work!
pleasereboot007 Mar 19, 2015 @ 3:03am 
great mission!
schulerofp Oct 29, 2014 @ 2:33pm 
good work !!!
FlashPoint May 26, 2014 @ 7:42am 
great mission but FPS was a bit affected.
DN GM May 21, 2014 @ 3:29am 
Never mind! I destroyed both tanks and now the mission is finished.
Thanks for the help. The mission was great by the way!
DN GM May 21, 2014 @ 3:21am 
...which means...? :D
Should I just completely destroy the tanks and that's it?
PremiumColt  [author] May 20, 2014 @ 7:47pm 
@[REF]Gabby It might be because one or more of their tanks may be disabled but their damage variable is below 0.5, at least that's what I can think of.
DN GM May 20, 2014 @ 5:21pm 
(Possible spoiler?) I'm not sure what I'm supposed to do at the end where the enemy is counter-attacking. I disable their armour and the friendly AH99s arrive but the enemy infantry starts fleeing and nothing happens.
The mission was extremely fun nonetheless, would play again.
JCaetano May 16, 2014 @ 11:05am 
Fun stuff, Thanks
PremiumColt  [author] May 15, 2014 @ 4:08pm 
@mrobertnoel An APC with troops arrives at the outpost after its taken, and secures it of any remaining enemies (though they are scripted to die so they won't interfere with the main force. I thought I had an ammo dump in the CSAT base in Zaros? Well, I'll take a look and add it down then.
Oh, and waypoints noted. I'll see what I can do :)
Strong Hand May 15, 2014 @ 6:52am 
@timokujansuu I also had this happen, along with the AA task. The other ones worked fine. It seems to me the blufor AI is moving on too quick even tohugh enemys still remain, maybe put they're waypoints on slow or something, not sure but its still a great mission.
Strong Hand May 15, 2014 @ 6:49am 
Awesome Mission. The Opfor - Csat balance was perfect, and the legth from area to area and task to task wasnt outragiously long or short. I give it a 5/5. The only thing I might add is an ammo drop in zaros, maybe a hemmit could drop by the opfor outpost to the east of the city once its's secure and alot of csat remains after the task says they're done. Other than having to conserve ammo going through the rest of Zaros it was awesome buddy good job!
[GCSI]Fugee_Law May 5, 2014 @ 12:11pm 
A good mission. Nice balance between attack and defend.
PremiumColt  [author] May 2, 2014 @ 1:34pm 
@timokujansuu Huh, I've never seen that happen before. I'll see what's up.
FerociousWhiteCat May 2, 2014 @ 12:54am 
A bit too easy (all you have to do is stay alive while other do the dirty work!) but entertaining, still. Thanks!
timokujansuu May 2, 2014 @ 12:31am 
Very good mission, had a good time playing it. For some reason the objective to reach the regroup point before attacking zaros was completed before i actually reached it but whateva.
Rodney Apr 29, 2014 @ 5:58pm 
@Colt. Thank you for this scenario! I really enjoyed it!
Mars Apr 27, 2014 @ 8:09am 
?
PremiumColt  [author] Apr 26, 2014 @ 7:24pm 
@Theo Hardmeier Right-o. Also I believe too it was a straggler that caused the pile-up on the bridge, so I re-edited the trigger at the outpost to kill off any surviving troops. Thanks for noticing that man.
Theo Hardmeier Apr 26, 2014 @ 7:17pm 
Genius!!!

Nice stuff, will retry the mission next time I fire my aa3.
PremiumColt  [author] Apr 26, 2014 @ 7:09pm 
Updated:
- VAS added
- Adjusted waypoints at bridge
- Surviving outpost personel will immediately die as to not interrupt convoy at bridge
- New tasks added (hunting down every last soldier in Zaros isn't required)
- Re-adjusted the last task location (as to not confuse the player)
- Last task finish when either vehicles destroyed or heavy damage (>= 0.5)
- Friendly AI waypoints re-adjusted
- AI soldiers independant from APC's

I also intend to make a coop version of this mission, as to several requests. As always, if any more bugs and/or any of these fixes proves to be problamatic, inform me. Enjoy!
PremiumColt  [author] Apr 26, 2014 @ 8:24am 
I really want to thank everyone here for giving me a ton of work :) But seriously, I'm compiling a list of all these bugs and will work on them ASAP.
Theo Hardmeier Apr 26, 2014 @ 5:28am 
Its possible for friendly infantry AI to get stuck on the bridge near the first obj.
Im gonna guess they are not meant to disembark at that point. Proberly a straggler I missed was spotted by the group so they bailed.

http://steamcommunity.com/sharedfiles/filedetails/?id=253289942

You may need to adjust the waypoints to go around it...
Giotto88 Apr 26, 2014 @ 3:49am 
bello
Tourkofagos Apr 26, 2014 @ 3:05am 
It needs a lot of work ...
And why would a hunter lead the attack and the tanks to follow?
Enemy AI stand still and wait to be killed :)
fasad Apr 25, 2014 @ 9:15pm 
*At the hold point, both friendly and enemy AI seemed to be quite careless (all troops standing up). Friendly AI did not move from their formation at all. Would be better if firendly units where more prepared and active.
*Enemy crew continue to attack after they have lost their vehicle. They should retreat.
*Mission failed to complete after defeating all approaching enemies. Player was required to advance 700m to the "Defend" waypoint, and attempt to defeat many enemy troops. Would be better if the mission ended when the attack was repulsed rather than defeated outright, especially as I had lost all of my subordinate AI by this point. Vehicles should not be required to be destroyed, just disabled.
*Very linear, no suprises. The player should be told that he needs to go and defend a point during the mission, not in the mission briefing. This would make the situation seem more dynamic.
fasad Apr 25, 2014 @ 9:15pm 
Quite a good attack and hold scenario. I had a few good shootouts through the town.
Here are a few things I noticed that could be improved:
*Clearing outpost (first task) trigger activated while I was hundreds of meters away. It would make sense that the trigger won't fire until the player's group get close to the outpost and can see that it is clear.
*Performance dropped quite badly as I approached Zaros. It recovered quite soon afterwards however.
*Bodies disappeared from the battlefield very quickly and noticably.
*Friendly AI units stopped moving/searching Zaros before it was clear, and enemy AI held their position. This leaves the player's group with a large town to search and clear. Either make the friendly AI more active, or make enemy AI retreat when heavily outnumbered.
PremiumColt  [author] Apr 25, 2014 @ 6:29pm 
@Bergotronic I've been trying to find a way for the counter-attack to basically be defeated when all vehicles are destroyed and/or disabled (including crew bailouts). Still working on that lol
Bergotronic Apr 25, 2014 @ 6:21pm 
Decent Mission! - SPOILER -- I took out all the enemy infantry and crew at the end, but the mission did not complete. I had to destroy each vehicle, even though the crew had long since bailed out :)
artek3333 Apr 25, 2014 @ 4:24pm 
good
PremiumColt  [author] Apr 25, 2014 @ 1:33pm 
@filpette I was more or less aiming for a simple mission, with the randomness coming from the combat in the town itself. But yeah, I get what you mean. I'll see what I can do in the next update. Thanks for the suggestion!
CANNIBAL Apr 25, 2014 @ 1:28pm 
збс!
Samoht Nox Apr 25, 2014 @ 5:28am 
very nice mission, well done
NiceStreamLOLTTV Apr 24, 2014 @ 1:30pm 
cada
ebarstad Apr 24, 2014 @ 1:08pm 
Nice mission; thanks for sharing!
byteman21 Apr 23, 2014 @ 11:29pm 
Thanks Colt for the education...
=Jacko= Apr 23, 2014 @ 9:53pm 
@[FFL] Colt: TY for adding VAS and coop ;)
PremiumColt  [author] Apr 23, 2014 @ 8:46pm 
@byteman21 Virtual Ammobox System, basically a script where you interact with an object (usually an ammobox for aesthetic) that allows you to customize your person ingame with differant gear, uniforms and such. Really popular script for coop, large-scale missions.

And from what appears to be a pretty high demand for VAS, I'll get to work this weekend with an update to add it for those who want to use it, though naturally you can ignore it if you want. I'll also add a coop version of this mission as soon as possible (maybe on the weekend too).
StorM Apr 23, 2014 @ 3:00pm 
NICE
=Jacko= Apr 22, 2014 @ 10:08pm 
add VAS ..............FFS
byteman21 Apr 22, 2014 @ 9:24pm 
What is VAS?
Dakila Apr 22, 2014 @ 3:17pm 
4/10
bigboi Apr 22, 2014 @ 12:29pm 
AWESOME JOB BRO !!!
PremiumColt  [author] Apr 22, 2014 @ 9:06am 
Eh, I made the mission with the intention of it being somewhat straight forward, not to mention I feel the mission's not on the scale as deserving VAS, and that my coop mission-making skills are sorta shallow. However, when I get some free time I'll try and make a coop version of this mission with VAS.
Tim Crook of Pear Inc Apr 22, 2014 @ 7:15am 
why is the enemy not shooting at me?
Theo Hardmeier Apr 22, 2014 @ 1:37am 
Ignore the VAS junkies.

Good mission!