Arma 3
Dynamic Horror Operations - Malden
16 Comments
UselessFodder  [author] Oct 21, 2024 @ 7:07am 
New version for Halloween 2024 is OUT! This major update includes new support for the FAP Zetaborn Alienz mod, TTS Emissions (Blowout) mod, as well as 3 new types of ‘spook events’ and 8 more spooky sounds to creep you out on mission! More importantly, this mission was totally refactored with a new function system which results in a much more stable mission and serious performance improvements. There were also small bugfixes and quality-of-life additions added. See the scenario changelog a complete list of updates and changes and have a Happy Halloween!

Most importantly, Dynamic Horror Ops has now been ported to Livonia, Esseker, and Yulakia! Go get them from the official release collection here: https://steamcommunity.com/workshop/filedetails/?id=3064136265

If you’d like to see the most up-to-date beta builds of DHO, check out our GitHub repository at https://github.com/UselessFodder/FS-DynamicHorrorOp
UselessFodder  [author] Feb 12, 2024 @ 8:46pm 
Just uploaded a major new update for 0.14 that adds in several requested features. This is a summary of the changes and additions with the full changelog in the mission Steam Workshop "Change Notes" section:

Multiple Objectives: DHO can now spawn multiple objectives per play session, from 1 to 4, or randomize the number within the MP mission parameters. For SP, the number of missions is always randomized from 1-3

Enemy Faction Selection: The enemy factions are now selectable in two different ways: The first is a “theme” category that will select enemy units from the loaded mods that are relevant to the theme. The second way is by selecting the specific mods to load yourself with the bottom three drop downs (follow the listed instructions for it to work!).

Enemies No Longer Fight: Added functionality so they now consider themselves friends and no longer fight each other. HUGE shout out to Drongo and DevourerKing for helping me to get these units playing nicely!
UselessFodder  [author] Nov 15, 2023 @ 10:58pm 
@Ranman That's very strange. I would be interested in any strange errors in your .rpt file to see if it's a problem with the mission
Ranman Nov 15, 2023 @ 9:43pm 
Yeah, I found that for some reason when I hosted, it didn't generate a mission, but when my friend did, everything worked fine. Must of been an issue on my end.
UselessFodder  [author] Nov 15, 2023 @ 7:20pm 
@Ranman You can just reload for a new mission. As for the mission not ending, did you check the tasks and make sure you didn't have to pick up an object or destroy something? Also, the Mission Commander can go into Zeus mode to check if there are any sneaky monsters still around in purge missions (sometimes they get stuck in weird spots because Arma)
Ranman Nov 13, 2023 @ 10:00pm 
Is there a way for the mission to end or to Start up a new Mission? We went to the AI, killed everything, and not sure what to do from there.
UselessFodder  [author] Oct 29, 2023 @ 8:33am 
@Mochal In MP, you can hop onto Zeus, drop down an AI squad, and then use CTRL+click drag them all onto yourself to make you leader
Mochal Oct 29, 2023 @ 8:12am 
ohh ok thank you, I was playing it on MP lol
UselessFodder  [author] Oct 29, 2023 @ 7:19am 
@Mochal In SP you have a squad of loyal POG operatives that will follow you into your doom
Mochal Oct 29, 2023 @ 3:21am 
will there be AI squadmates? great mission btw
UselessFodder  [author] Oct 28, 2023 @ 2:23pm 
@[1er R.C.C] TheKillian Looks like the issue might be caused by Drongo's spooks not playing nice with other enemy units. Even though they're both East side, Drongo's units attack everyone else and likely that's why there were no enemies left by the time your team got there. If you were keen to verify this, you can hope in Zeus and watch the anomaly zone to see if there are a bunch of enemies at initial spawn and then see if they fight one another.

I'm... not really sure there's a fix for that when all of the mods are mixed. I'll see if I can contact Drongo about trying to get it working. Until then, I'll do some compatibility testing and update the maps to only spawn compatible ones with each other.

Really appreciate the feedback. This didn't come up in testing somehow
[1er R.C.C] TheKillian Oct 28, 2023 @ 2:06pm 
We were 7 peoples, playing with :

Ace, cba, tfar, all cup units, vehicle and Weapons, Drongos Spook, Webkngiht zombie creature, Necroplague and Horror Mod.

Missions were : x2 Purge and x1 recover the skull.
Also the 2nd time the purge on Malden was instantly activated and finished. like no ennemy was there, mission was 2 seconds duration.

The statis one however spawned some ennemis and was a bit okay, but it was no difficult at all. The "hard difficulty" and Nightmare doesn't seem to add much for now.

Good luck, keep that work, well see the improves :)
UselessFodder  [author] Oct 28, 2023 @ 2:01pm 
Also, the number of players would be good to know as well (the number of enemies is supposed to scale with player count)
UselessFodder  [author] Oct 28, 2023 @ 1:54pm 
@[1er R.C.C] TheKillian Well, that's definitely not good. What kind of mission did you have, if you don't mind me asking?
[1er R.C.C] TheKillian Oct 28, 2023 @ 1:47pm 
Hello, we tested your mission with some mods like Devourerking's Necroplague Mutants
- Drongos Spooks and Anomalies
- WebKnight's Zombies and Creatures

and for now we add 2 zombies in Nightmare mod + 1 bloater, like wth?
I think you need to check the Nightmare difficulty or the mods needed, maybe the malden one is buggued
UselessFodder  [author] Oct 28, 2023 @ 10:18am 
NOTE: I'm looking for additional Steam workshop images to show off, so if you'd like to contribute please comment here with a link to a posted Steam image or DM me on discord, username: uselessfodder