Arma 3
SOG Prairie Fire: Romp in the Swamp '66 [SP]
35 Comments
Hans(z) Jun 1 @ 5:21am 
I can't turn on the High command. I played it without any mod, so IMHO the HC in mission broke.
REDACTED Mar 29 @ 9:53pm 
This is a fun one to play with SOG AI! It felt pretty atmospheric and intentional, with the various set pieces and enemy contacts. Yet I really enjoyed the freedom this mission gives you to complete objectives. I'd kind of love to see it spun into its own a campaign...and see your missions get voiced!

Definitely one to play with friends too. I'd be fascinated to see how other people attacked it.
Komodo Dec 1, 2024 @ 8:21pm 
fun one headup

hope u come back and make some more once the new SOG update drops

ty
QWRT0987 Jun 9, 2024 @ 9:34pm 
Great job!
CAREEREVIL Oct 20, 2023 @ 7:17pm 
@ Tommacool if you playing with this mod SOG AI you can save any time https://steamcommunity.com/sharedfiles/filedetails/?id=2812560646&tscn=1697556038
Tommacool Oct 20, 2023 @ 3:55am 
Also would be nice to be able to save whenever I wanted. I got shot and had to revert 2 hours of playtime. also one time I got shot I couldn't get to any menus so I had to ALT+F4 out of the game.
Very buggy this is
Tommacool Oct 20, 2023 @ 3:31am 
Is there a reason why I can't pick up certain objects from weapon crates? Like SATCHEL CHARGES for instance that I would need to destroy enemies ammo supply???
CAREEREVIL Apr 22, 2023 @ 6:29pm 
Played the mission 2 times. Had all the task's done But the task to Capture or kill Commander Completed both times played... but first time i got killed before i killing all the VC on the mission...last play of the mission i killing all the VC on the mission and i looked over the map like 3 times looking for more VC . i found a Commander with a Boonie Hat VC/black Hat is this the VC Im looking for? To get the Capture or Kill VC Commander task Completed. all the other VC have brown Boonie Hats.. i have screenshot of him and how many tasks i have done. i like the Mission had fun playing i know this mission good lol after looked for the VC Commander
CAREEREVIL Apr 4, 2023 @ 2:47am 
Fun time in the SWAMP. THANKS works great . got the AI's work good. how you have the AL's setup in the game on both side's make it fun. so far. i will play this more then one time
Gopan Mar 6, 2023 @ 2:49pm 
Good misiion. Why no medic? Bad idea to use High Command on this map full of rivers and swamps. I found a staches near Commander in some fortress, and couldn`t destroy it. I tryed many times, and then left my try. I found 3 more so I finished the mission. Nice woek.
SeaCow-52 Jan 22, 2023 @ 6:07am 
Granted I haven't played this in awhile, and I am using JB's SOG AI for the first time, but at the arsenal I can't get Vega to load a boat. There is no option once I go into High Command. Also, I seem to move around that area without any control. I just seem to walk in odd directions. It's weird.
scoop Jan 1, 2023 @ 11:22pm 
could you possibly put the LDNN in some sort of unit since they seem nice to play with.
RainJar Jul 9, 2022 @ 2:11pm 
I dunno what's going on but boat AI in this mission is just completely broken for me. They randomly begin just running in circles or getting stuck in a motion of running into the riverbank, backing up and repeating over and over. Also for some reason squadmates are throwing grenades at their own people.
The general idea for this mission is amazing, but this stuff is really bugging me
Tiocfaidh ár lá Apr 23, 2022 @ 5:57pm 
Same issue as with Hash Monkey below, I don't understand implementing high command as the subordinate AI does not navigate the rivers or use the boats.
vogelbein Mar 29, 2022 @ 11:04am 
Hope that there comes a coop version of this great mission! Very nice work!
Warhead Mar 15, 2022 @ 12:29pm 
I could not get the AI to navigate the terrain or rivers.
HeadUp  [author] Feb 24, 2022 @ 7:00am 
@Sierra74**
Thanks for playing. I have not encountered the bug you described before. The wooden lever you found is part of the rope bridge nearby. It simply releases a trap door along part of the rope bridge. Kinda random, but it was part of the model, had to work it in there somehow.
Sierra74** Feb 23, 2022 @ 8:10pm 
I am enjoying your mission so far. Thank you for making it. I have a question that may or may not be relevant to this mission in case anyone knows the answer. That is sometimes I see dead enemy bodies standing upright on their feet with guns in their hands, which breaks my immersion. I am not sure if this is a mission related bug but if anyone knows how that happens please let me know. And my second question is while searching through one of the enemy hideouts I found a wooden lever to be pulled. What does it do? At first I thought it might open the entrance to some underground tunnel.
SeaCow-52 Feb 6, 2022 @ 5:01pm 
@gt500svt I Have also download a mod called platoon leader high command. It makes high command control much easier than the vanilla high command. I’m using it with this mission and it works well.
SeaCow-52 Feb 6, 2022 @ 5:00pm 
@gt500svt Try this for some info on High Command:

https://youtu.be/xdvLnKx_gEI
MacM-USMC Feb 6, 2022 @ 3:07pm 
Is there no air support in this mission? I’m also trying to locate info on “High Command” option to help maneuver my 2 separate elements. Still gotta say what a great mission this is…..tons of replay and surprises.
Johnnyboy Feb 4, 2022 @ 1:02pm 
@HeadUp, this particular mission is fine for boats because Mekong Delta is wide. But if you have narrow waterways, or want to trigger a QRF boat force to move to an exact beach and and get out, then my script will help. I gave more detailed feedback and some script links on the BI forums for this mission. Keep up the awesome work. I'll be following all your stuff now, and look forward to future releases.
HeadUp  [author] Feb 4, 2022 @ 10:58am 
@Johnnyboy
Thanks for playing and thanks for your kind feedback here and on the discord! Glad you dig the mission format. The idea started as a LRRP scenario (thanks for reminding me, I need to revisit this). Then I adapted it to the modern OIR setting (release forthcoming). Finally, I found a solid historical account of UDT/SEAL ops in 'nam and it led to this, a third iteration. More to come - there will be a '71 version of this mission w/ different loadouts and supports, and I think a LRRP based mission w/ similar format will have to happen. It's a fairly simple formula once you have the right historical context, units, and AO.

Assuming you are the same author of the boat waypoint script, did you find this scenario could really use it? There aren't many units passing through particularly narrow waterways, almost all AI boat traffic just sticks to the main waterway. If so, I'm happy to give it a spin in a future update, with credit, of course.
Johnnyboy Feb 3, 2022 @ 10:40pm 
Excellent mission Headup. Best SOG mission I've played. Very re-playable. The hidden VC bases extremely well constructed. Loved the weapon choices on various units (made me try weapons I don't usually use. 5 stars buddy.
Froggyluv Feb 3, 2022 @ 1:43pm 
Just in case your interested: https://forums.bohemia.net/forums/topic/234823-jboy-boat-waypoints-script/

The guys a script wizard and has alot of really fun immersion things like units falling out of vehicles etc . Hes the guy that also fixed the faulty AI pathfinding in the SOG ricepaddie map

I like this mission -especially things like you not just telling us where the Mortar is -to have to use practical reasoning and deduction makes missions oh so much more fun -i wish more mission developers thought that way.

Havent gotten that far in it but so far i really like the sense of dynamic world living etc. Only complaint is sometimes i cant read the Dialogue text in time but its minor
HeadUp  [author] Feb 3, 2022 @ 5:50am 
@Froggyluv
Hope you enjoy. I am not familiar with that script, maybe I'll have a look. I did not find many issues with AI pathfinding with the boats when they have waypoints. Occasionally, boats piloted by AI squadmates will do something stupid, but this can be managed by switching briefly to control the unit that is having trouble. Let me know if you run into any major issues.
SeaCow-52 Feb 3, 2022 @ 4:58am 
@gt500svt I was thinking that the High Command module may allow you to merge two groups, and then split team members off, allowing you to re-merge a team from the splintered group. But, after testing that theory, it does not. But I know there is a High Command mod that will allow that.

I am not sure how that would work with this mission, and I am not suggesting that @HeadUp should change his mission, but I wanted you to know a potential option to your question. Sorry, I haven't had time lately to run through the mission.
Froggyluv Feb 2, 2022 @ 6:06pm 
Looks nice gonna try -curious if you tried JohnnyBoys river Boat pathfinding control scripts as this mission looks river boat heavy
HeadUp  [author] Jan 31, 2022 @ 5:23pm 
Thanks for playing and commenting guys! Glad to hear folks are enjoying this one and thus far no major bugs reported.

@gt500svt
My original intent was for the player to be able to play either squad, and they'd be operating autonomously in the same AO. I later added limited High Command [community.bistudio.com] (Left Ctrl + Space is the default to switch to High Command in game) to Stingray Lead - this allows you to issue waypoints to Vega element. It's rather limited in its implementation, and I can't say for sure how the water will affect their ability to follow. I could potentially add an option to merge squads in a future update if enough folks want to be able to manage all 12 units at once.
MacM-USMC Jan 31, 2022 @ 4:57pm 
All of HeadUp’s scenarios are top notch !!! I always enjoy his work and has made this game extremely fun and playable as I don’t really care for online play. I do have a few questions as having 2 separate squads to control is something I have never done and no idea how to properly do it.

1. Any suggestions on how to control both squads separately ? I’m new to ARMA3 and PF/SOG game and still learning but seems like a lot of switching back and forth with no AI controlling anything.

2. Is there a way to give a squad a waypoint to move to where they will move and engage as needed….or anyway to have one squad controlled by AI?

3. Can you merge the 2 together and operate as a large squad ?

4. I assume if the player wanted they could leave the one squad at the starting point and just use one squad to complete the mission?

Thanks for any help. Again….great mission from what I’ve played so far.
Moto1296 Jan 30, 2022 @ 3:42am 
NIce rock hideout:steamhappy:
I enjoyed very much:steamthumbsup:
HazBo Jan 29, 2022 @ 10:21am 
Nicely done HeadUp, Not linear nor fully dynamic. Your idea to use an AO with suggested patrol waypoints provides a nice balance between player freedom and directing the player. Also your "set design" and object placement is fantastic. Location scouting was top notch to, nice variety to fight over. Think I may have to showcase this one :steamthumbsup:
Petif Jan 29, 2022 @ 4:41am 
SOG mission from you - instant subsribe
Anytature Jan 27, 2022 @ 4:54pm 
Neat
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 Jan 27, 2022 @ 4:14pm 
Nice.