Arma 3
SCP - MTF GREYHOUND [ OPEN BETA ]
49 Comments
Dark Aug 18, 2024 @ 6:28am 
if anyone wants to play this with me let me know
strmny Mar 30, 2024 @ 9:03am 
What's the music at the start of the mission?
vLeHrAt May 18, 2023 @ 5:46pm 
what map is the mission supposed to show up I can't find it.
Praetorian Gunrabbit Sep 11, 2022 @ 5:41am 
The ending portion can become EXTREMELY LAGGY as the firefight goes on. The robot enemies' lasers tanked mine and my friend's frame rates to about half, and something about how their firearms work made it so the frames did not recover even after the firefight had ended. The final enemies had extremely high hit points, which was fine, however maybe their aim could be turned down just a bit as they hit like an absolute truck when the round finds its target. Alternatively, if there was more to equip the player in terms of grenades or more heavy weapons (I realize there are dead bodies to loot for the advanced weapon though.) Also Climb part 2 had one of the enemies come out and stand guard at the spawn, which made spawning there impossible as the portion where we are stucki nthe HALO jump animation meant we were killed immediately without the ability to retaliate.
saman Jul 15, 2022 @ 6:11am 
good job, you hav to becam a game devloper.
ALPHA-9669 "Grixis" May 23, 2022 @ 10:46pm 
The trailer video for the mod is better than most AAA games and movie trailers.
gregjlanders Mar 12, 2022 @ 4:24pm 
Is the singleplayer working or nah? just loads in an nothing happens after the 'SCP' intro messages. Also the map just says 'Players' top left and nothing else. Looks like MP screen. Any help please?
YeoldeKnight Feb 18, 2022 @ 6:13pm 
Man, I Shoulda Never Smoke That Shit, Now I'm At da MTF GREYHOUND ENTER THE PORTAL objective
Rosco Jan 11, 2022 @ 7:22am 
IT says the spawn point is unavailable in felluja . cant spawn any ai or myself.
HeresyandChill Dec 21, 2021 @ 9:56pm 
I did not have fun with this mission and the. The T-800 were to powerful and would not die.
Lockheed Martin F-22 Raptor🦅 Dec 3, 2021 @ 4:33pm 
Hello, I came to report an error that if you can fix it better, I tried to put it on my server to play with a group of friends but the max_terminator mod asks for a key that is impossible to get and also that its key is set and does not allow entry through I already tried calling the host support and they tell me that it is a mod error.
If you want a photo of the error that gives when entering add me and I will send it to you
Metal Izanagi Nov 26, 2021 @ 7:17pm 
If the AI can be improved to stick with the player this would really become an all-time great. Loving your work so far. Spooky atmosphere and I love the idea of playing as a Foundation MTF.
Shiro Nov 22, 2021 @ 2:47am 
uuh i'm trying to download this mod but steam won't do it, what can i do :c
Metal Izanagi Nov 22, 2021 @ 2:37am 
Seconding the suggestion of switching to a more up-to-date zombie mod for future missions that might include zombies. ZaD is from what I've seen pretty rough on performance compared to newer mods of that type,
Payne Smith Oct 31, 2021 @ 4:58pm 
You have outdone yourself. I want to do a full review soon but I just wanted to congratulate you first mate. Amazing stuff.
Definit Oct 31, 2021 @ 12:20am 
Great mission!
We found couple of cameras but couldn't get them working
Grape Oct 26, 2021 @ 5:33am 
Keep in mind I am running Arma 3 on low settings with a high end PC (RTX 2080ti, 3700x and 32gb or ram as well as the game on a SSD) along with little mods being loaded (less then 25).
Grape Oct 26, 2021 @ 5:31am 
This mod seems like it has a lot of potential, as someone who has played your previous mods this one seems to definitely be among the best however it is almost unplayable. Towards halfway of the mission my frames dropped to an average of 8-10 and it was nearly impossible to effectively kill any enemies or just play. I unfortunately could not progress past the middle because it was sickening and immensely frustrating. Again, this seems like it is a wonderful mission and definitely from the get go seemed to be the best one you have made yet, but this NEEDS serious optimization as it is essentially unplayable.
At335 Oct 25, 2021 @ 12:47am 
So when i try to host this. I very quickly fall to 2 fps while my players are fine. Anyone know what is up?
vorp Oct 4, 2021 @ 1:08am 
I am just going to say, dont make the ending good or bad decision, especially if one path is boring. Make both interesting, or just allow us to pick the good ending. The ending is a bit of a cop out
SiegHart Sep 29, 2021 @ 1:38pm 
what are the mods??
Sertes Sep 18, 2021 @ 6:02am 
How to load mission saves?
MK_ Sep 15, 2021 @ 8:16pm 
@Kdead_47 The terminators are lore wise accurate according to the SCP this mission is bassed on, in case you haven guessed yet or you dont know which SCP this is based on, it's KETER class SCP-217 "Bio-Mechanical Virus" .

I played and completed this mission in solo, using heavy use of commander to be able to manage AI's, this is totally fine, lore accurate and balanced enough, the terminator units do have a lot of health but nothing you cant handle with headshots. Rushing this missions are no go, MFT in SCP are about elimination, rather than quickly advancing.
bestcigarette_ever.98 Sep 15, 2021 @ 12:40pm 
More pls
Kadet_47 Sep 12, 2021 @ 12:59am 
What are terminators doing in SCP themed mission? I like the concept of a virus but thats not what i expected while playing as MTF squad. Oh and going through this floating hell at 10fps which ended at fucking less than 1fps is a nonsense. This scenario was a really good, high quality mod from start of the mission to bottom of floating buildings, later it was horrible, is it even possible to get to the end and see the end screen? I had a very good time playing this, even at floating anomaly part of scenario which me and my friends didnt end, because hosts game eventually crashed, remove those terminators and the mission willl be much better. Part 2
Kadet_47 Sep 12, 2021 @ 12:58am 
The mission started great! I played with 2 of my friends and the climate was scary and interesting. When we got to the first terminator beyond team Falcon checkpoint, he ran at us with speed of 70km/h and took me down while my friends eliminated him, later we had to fight off groups of zombies and then we got to the bottom of this paranormal hell... The concept of going through floating buildings to top of them is very nice, there are some puzzles and obstacles which make it a bit harder... But tell me... Why is there a fuckton of terminators with plasma rifles EVERYWHERE??!! Fuckers are almost unkillable while you go down with one shot through wall or a door. It is very unbalanced and frustrating. Part 1
滑稽的嘤嘤嘤 Sep 11, 2021 @ 4:39am 
I like it. it's very nice
:CSAT::CSAT::CSAT:
MK_ Sep 10, 2021 @ 1:52pm 
Hey Paramedic, could I suggest using ravage instead of Z&D, at this point, that mod barely works.
Illegal Cage Fighting Sep 10, 2021 @ 6:31am 
Can you post a tutorial on how you coloured the VR blocks like that? Much appreciation, and a fantastic scenario!
Goiás Sep 9, 2021 @ 10:19pm 
My squad and I are grateful for the update! We will be redoing the scenario in a few hours with more people this time. Thanks for removing the T-1000s.
The Paramedic  [author] Sep 9, 2021 @ 7:01pm 
SpawnUpdate 101
T-1000 spawn all limited to max 1 spawn instead of 2 or 4. ( decrease of spawn 75%)
Removed 3 T-1000 spawns.

Only encounter of max 2 will happen @ Maze 1x.
-
Good Hunting Soldier!
Goiás Sep 9, 2021 @ 4:02am 
My team and I were playing the scenario perfectly, we were loving it, we got very far until we died to an AI with a Rocket Launcher or something like that. Then all hell broke loose, immortal T-1000's that absorb bullets and also totally random spawn locations (The real problem is the AI). The scenario is perfect except for the T-1000S, I hope I can play it again with my squad!
Sorry if some words are out of context, I'm Brazilian.My squad contains 5 members and we are both Brazilian. (Please remove T-1000's or make it possible to kill them) :steamthumbsup:
The Paramedic  [author] Sep 8, 2021 @ 4:09pm 
@TacoTuesday137,
Using only flashlights is a suggestion.

You have a full arsenal at the start of the mission (and during the mission you will fine more.)
I would say, if you want the ultimate experience, just get "realistic kits".

However, if you just wanna have fun, just get what you like and play with it :) I mean, it is a videogame, made for fun and joy! ^^

@Smittthy,
I do not got the title wrong, SCP's come in all forms and states. Some SCP use variants to furfill their destiny. For example SCP-049 (The PlagueDoctor) can create instances as SCP-049-2(The Reanimated Corps).


The SCP in the mission is also making use of it's creations SCP xxx-1, SCP xxx-2, SCP xxx-3 and SCP xxx-4. For story sake I am not going to spoil stuff, but what I try to explain here is that this SCP will not reveal itself until you completed the Maze.

This SCP is a KETER Class.
Sappy Sep 7, 2021 @ 9:18pm 
I think you got the title wrong or some shit because i saw more of the terminator than any actual scp. it was good in the begging but it got so boring just going against the t-800 constantly after that.
TacoTuesday137 Sep 7, 2021 @ 7:20pm 
Do you have recommendations on equipment we shouldn't use? You suggested Flashlights are best, what about explosives, drones (Little UAV or a UGV), or various other outliar equipment. Is there anything that would radically unbalance the mission?
The Paramedic  [author] Sep 7, 2021 @ 1:23am 
@boyfriend,
The problem with the Camera ( see minor update nr 2) should be also fixed now. The falling through the floor glitch should be fixed and perhaps that was breaking in some cases the objective (camera) by making it fall under the floor.

Just follow the sound when you are in that area and you will know for sure ;).

@Rozdelta,
I am not a modder, best ask a proper modder to make a faction like that. I heard that they are currently trying to port SCP building (hallways and such) to arma so I think it will only be a matter of time :).
rozdelta Sep 7, 2021 @ 12:40am 
I fuck with this mod heavy, if only there was a good SCP MTF faction though
MotoBunny Sep 6, 2021 @ 7:26pm 
I appreciate the response, however, this issue we encountered wasn't from a lack of paying attention to the mission or the hints. The issue was that ever intel or object we were looking for there plainly wasn't there. We spent over half an hour combing through a three floor building with at most maybe 8 rooms give or take the layout minus the one that was bugged. No camera, no laptop, nada.

The story isn't the problem; never was. I love your missions and play them often. They're my top favorites for Arma. The problem was just issues in mission timing and how out of nowhere that encounter was. Just broke the flow, that's all.

I'll go back over the mission and give it another shot. Hope things work out.
The Paramedic  [author] Sep 6, 2021 @ 8:33am 
Minor Update:
- Added Sound(Name of file: Computer1) coming from Camera Intel(Name Intel: Camera1_1). (Objective: Search for MTF Falcon)
The Paramedic  [author] Sep 6, 2021 @ 8:11am 
Minor Update:
- Fixed floorbug (on very specific spots it was possible to fall down.)

@boyfriend,
There is a Camara laying around that is the intelpiece that will play an audio log.

Storywise:
There is actually a very clear hint about those SCPXXX-1 and SCPXXX-2.
Not ganna name them all but @ the evac site, on the intel there is talk about a "silver" person standing nearby.

Bodylimps are all over the map.

you get (when activating the special weapon) an unknown call from the SCP. It tells you that it has been experimenting with flesh and blood, trying it to combine it with the virus, it even tried with plantlife and that it is still in experimental status.

Also if you continue'd playing the mission you would have learned more about the SCP and what is going on.
MotoBunny Sep 6, 2021 @ 5:11am 
Me and my squad reached the point of encountering 'the stone' at the building where MTF Falcon was supposed to be. Up until then, the mission was great. We loved the tension, the tactical requirement to clear buildings, and the spooky vibe in general until we were ambushed by T-1000's and zombies for no reason. It really surprised us and took us out of the tension.

We ended up quitting because after spending 10 minutes or so just to fight off the T-1000's who ate our bullets for breakfast, we then spent a half hour looking up and down the buildings three floor looking for any intel that could progress us. And we found nothing except a bug that glitched us through the floor when getting near one of the bodies.

I hope the bugs get fixed, some of the AI encounter gets adjusted, and maybe whatever objective at that three story house with the downed chopper is made a lot clearer. Hope things work out, and we can give it another go. Thanks
Ranger75740 Sep 6, 2021 @ 4:15am 
i cant find the mission, i have all the mods loaded
Beebozh1 Sep 5, 2021 @ 6:19pm 
I love you bb
The Paramedic  [author] Sep 5, 2021 @ 4:44pm 
Sorry for the problem, I miswrote a line of code in the INIT file while updating the mission file.
Mission should work now.
Updated the mission file.

Silly me ;D
Haemriell Sep 5, 2021 @ 4:40pm 
for the moment the possibility that I have found to launch the mission without the black screen is to make a forced reappearance in multiplayer it will not work maybe for everyone
Haemriell Sep 5, 2021 @ 4:35pm 
I tried to launch the mission with only the mods required to see if it is not the other mods the cause, but similar black screen even in multiplayer however I hear the shots when I click
Haemriell Sep 5, 2021 @ 4:25pm 
there is a black screen at the launch of the mission in single player same in multiplayer