Arma 3
Impasse Total War - Altis
773 Comments
Skull  [author] Nov 24 @ 8:22am 
@him No. They start with a random number of tickets when the game starts that can allow some to spawn right at the start or shortly there after.
him Nov 23 @ 10:10pm 
Does this mean that tanks, aircraft, and so on cannot appear at the beginning?
Skull  [author] Nov 23 @ 9:11am 
@him It changes with many of the parameters. The easiest way is to figure it out would be to start the mission and let it run for a half an hour and watch in Zeus to see what spawns.

The default vehicle spawn data is shown in this table. Vehicle have 3 types. Transports, Attack, and Dual (which are attack variants that also have room to transport troops).

The ticket's required is roughly how many minutes before that vehicle type gets to spawn one vehicle. The reality will be +/- nearly 50%. There are lots of other things going on, but this should give you an idea.

So you should see a transport plane every 12 minutes, and an attack type every 20 minutes (since you get an attack and a dual every 40 minutes).

The 'max allowed' limits how many of this type can be active at a time. So a max of 4 attack planes and 3 transports for example.
Skull  [author] Nov 23 @ 9:11am 
.......................................tickets......max
type.............role.............required..allowed
---------.........----------.........--------..-------
AIRPLANE,.ATTACK........,.40,......2,
AIRPLANE,.DUAL............,.38,......2,
AIRPLANE,.TRANSPORT,.12,......3,

HELI.........,.ATTACK.........,.42,......2,
HELI.........,.DUAL.............,.39,......2,
HELI.........,.TRANSPORT.,..2,......8,

TANK.........,.ATTACK.......,.30,......4,
TANK.........,.DUAL...........,.36,......4,
TANK.........,.TRANSPORT,.10,.....10,

APC...........,.ATTACK.......,.16,......5,
APC...........,.DUAL...........,.20,......5,
APC...........,.TRANSPORT,..9,.....13,

CAR...........,.ATTACK.......,..4,......7,
CAR...........,.DUAL...........,..6,......7,
CAR...........,.TRANSPORT,..1,.....99,

SHIP..........,.ATTACK.......,.12,......7,
SHIP..........,.DUAL...........,.15,......7,
SHIP..........,.TRANSPORT,..1,.....99,
him Nov 23 @ 5:37am 
I want to know how many vehicles will spawn in the scenario. How many vehicles are generated when using the 'Normal' option?
Skull  [author] Nov 22 @ 6:47pm 
@Joe I imagine it's possible, but probably pretty complex and take a lot of my time to create.

Perhaps you can use the ALiVE ORBAT Creator to create a custom faction. I've never used this tool, but have people who've used it with my missions without issue.
Joe Nov 22 @ 9:30am 
Hey Skull, would it be possible to edit which weapons the AI, both friendly and hostile, is allowed to use? Similar to the vehicle selection?
Skull  [author] Nov 19 @ 6:20pm 
@Seven You can adjust what is in the virtual arsenal (the cabinets) or the virtual garage (from the officer).

In the parameters, under 'Miscellaneous' there is an option for 'Virtual Garage' that can be set to 'Yes, all vehicles'. This will allow the players access to all vehicles in the garage regardless of what faction you are playing.

You can set the 'Miscellaneous/Virtual Arsenal' to 'Full' to allow players access to all gear in the game, not just your chosen faction's gear.

I'm not sure if I'm answering your question. If you are looking to outfit your ai teammates, then opening up the arsenal and then using the option at the arsenal cabinets to access 'teammate arsenal'. It should allow you to put any gear on your units (not sure about uniforms as arma limits that sometimes).
Seven Nov 19 @ 4:24pm 
Hey Skull! Superb mission, it's been a lot of fun! I was curious if there was a function to have unit loadouts and vehicles available just to the player via Garage/AI spawner but not in the pool of usable units by the AI? Thanks!
Skull  [author] Nov 19 @ 9:44am 
@Haze_Rider It works for me usually. However, it's just using the Arma 'move' command for the vehicle and sometimes AI drivers refuse to obey commands. I'll try to come up with a way for the mission to fix that.

However, in the meantime here is how I handle it:
When they aren't moving, I will give them a new 'Move To' call with the radio (0-8-4-2) using the map and pick a location half way to me. When they report they are there, I tell the AI they are delivering (if you selected to have teammates delivered) to get back in the vehicle (F-keys and then 4), and then tell the vehicle to come to my location. Not ideal, but sometimes Arma does that.
Haze_Rider Nov 19 @ 5:28am 
Transpor trcuk AI is kind of broken.
it does not go anywhere other than 50 meters away form starting base (spawn point).
It ignores any command to go anywhere via aim\bin\map.
On other hand there is absolutely No problems with helicopter transport AI.
Salad-in Nov 10 @ 5:35pm 
Also Overthrow Community Edition was loaded which, despite not actively playing, still had Ace Medical as a requirement?
Salad-in Nov 10 @ 5:31pm 
I figured it out.
Turns out there was a submod for ACE that was causing some patch file not to be loaded because I have the no medical submod enabled.

Removing the mod fixed my issue.

(Moar for ACE AIO was the issue)
Skull  [author] Nov 10 @ 5:29pm 
@Salad-in Take a look at the log file and see if it shows anything. I'll take a look at it if you send it to me. (discord above or armaskullcollection@gmail.com)
Salad-in Nov 10 @ 4:40pm 
Trying to run this mission through a FASTER server but it just kicks us back to the mission select menu after a loading screen.

I have downloaded the missions from the zip files in the description.
Pinhead Nov 10 @ 2:09pm 
Damn Skull, you work fast! Thanks so much for this update, it's exactly what I was hoping for (and a bit more honestly!) This is such a great mission and you're constantly making it even better.
Free Nov 7 @ 9:38pm 
@obviously just use faster it auto sets up almost everything
Skull  [author] Nov 7 @ 7:09pm 
@Mr. Kimchi It should choose random units with the faction to use. I don't have the mission make any loadouts, its using the faction unit definitions (or is supposed to). You can choose sub-factions (check box for this) or even individual units (button below faction list) from the faction selection screen. That might help. If you know which factions you choose when this happens, let me know and I'll see if it happens to me. I'm not sure if any other mods could cause issues, but
Mr. Kimchi Nov 7 @ 8:22am 
Hi! When activating mods such as RHS and CUP, allied units begin to wear only the most basic equipment (for example, AK-47 and officer's uniform). It also eliminates the possibility of hiring AI units under command (if there used to be 10 types of units, now there are 0).
How can I customize the equipment of the AI units and their composition and add them to the game? Or do I need to include the standard Arma 3 fractions?
Skull  [author] Nov 6 @ 5:46pm 
If you add the headless client to your server config, the mission should use them for the ai. Check the 'Server' and 'Headless Client' sections of this page [community.bistudio.com]
Obviously Logic Nov 6 @ 12:11pm 
@skull i see the option, but im still not sure how i actually get a headless client to handle the AI for your mission, any tips?
Skull  [author] Nov 5 @ 9:25pm 
I think you can run locally and connect to a headless client. That's how I tested it if I remember correctly. Make sure the check the parameter that says to enable headless client support.
Obviously Logic Nov 5 @ 11:21am 
Hi, i want to use a headless client that i rent from another provider, how would i do this to reduce the lag on my computer, do i need to rent a dedicated server too or can i just run your mission on LAN locally and connect a headless client?
Skull  [author] Nov 5 @ 9:37am 
@Pinhead I'll look into that.
Free Nov 4 @ 9:33pm 
@pinhead amazing idea
Pinhead Nov 4 @ 6:01pm 
For when you're adding vehicles to a faction, would it be possible to have the list on the side of the garage populate with the vehicles the faction already has assigned in addition to the ones the player adds? It'd make it a lot easier to figure out which vehicles need to be added in.
Do mi ti Nov 3 @ 12:04pm 
The Pacific War - Solomon Islands Campaign
Abraham Alexander Ribicoff Nov 2 @ 7:25am 
I know that as far as gameplay goes, it's RHS + Armor Plates System + Ace (no medical) + Chemical Warfare + Ktweak + LAMBS + Lifeline Revive and some others that'd be too long; for the record we've figured the best way to work around this is to just restart the mission since it brings the officers back
Skull  [author] Nov 2 @ 6:52am 
@Abraham Alexander Ribicoff I can't reproduce this problem. Perhaps it's an interaction with a mod you are using. What mods have you got running?
Abraham Alexander Ribicoff Nov 2 @ 5:17am 
Hello, I'd like to state that I've run into a problem. For some reason, the officer you're supposed to talk to for things like teammates and garage suddenly disappeared after I clicked the cleanup button (on dedicated server multiplayer, by the way). Is there anything you can look into about this?
Skull  [author] Oct 29 @ 8:07pm 
@Romie.420wsz Yes. To play on a dedicated server you need to copy all the ImpasseTW.*.pbo files to the 'mpmissions' directory in the same directory as your arm3server.exe file.
Romie.420wsz Oct 29 @ 6:59pm 
"ImpasseTW.altis.pbo" is the name of the base mission right?
Romie.420wsz Oct 29 @ 6:59pm 
I'm also having a really hard time getting this to work in a dedicated server, I'm just trying to set it up for me and a couple buddy's to play but and I think I set it up properly but for some reason the server can't find the mission in the archive even though it's installed? I'm lost and not sure if you could even help lol
Skull  [author] Oct 29 @ 1:14pm 
@MouseLoveCheese Yes, you just need to put the pbo file in the MPServers directory. You can get the pbo files from the zip archive listed in the description above. This mission is called ImpasseTW.*.pbo (where the * is the map name)
MouseLoveCheese Oct 29 @ 11:39am 
does this work on a dedicated server and if so how can i be implemented?
Skull  [author] Oct 27 @ 8:14am 
The game automatically saves when you capture a zone and advance to the next one. It also saves every 10 minutes. You can also cause a save by talking to the office at the base.

The game doesn't save the exact state of everything. It doesn't save the vehicle and infantry locations. What it saves is which zones you've captured, which objectives you currently own (are blue vs red on the map), and a few other things.

Next time you start playing it will start with your troops in the zones you've captured, and enemy in their zones, and then start spawning in troops and vehicles.
Mambo Oct 26 @ 9:28pm 
hey how to save my progress
Skull  [author] Oct 25 @ 12:47pm 
@SRXcraft If you want to give me details of fixes for translations: You can leave messages with discord [discord.gg] in the #localization-bugs chat, or email them to ArmaSkullCollection@gmail.com. Thanks.
SRXcraft Oct 25 @ 4:02am 
Hi, the French translation is great but there is some issues tho..
Darkdodo6 Oct 24 @ 10:49am 
Fully vanilla - the assault boat and a bit later on in the game, a speedboat minigun
Skull  [author] Oct 24 @ 6:15am 
No, I haven't seen boats on the road. Was the boat a vanilla vehicle or from a mod/dlc?
Darkdodo6 Oct 24 @ 12:01am 
Hey ! I'll check the UAVs tonight.

Also (still unrelated), last time I played the friendly AI spawned boats at the first base (that has no access to water) - is it something that's known ? I'm fine with transporting them lol, but it was kinda unexpected to see a fully crewed RHIB in the middle of a road
Skull  [author] Oct 23 @ 8:16pm 
@Adeptus Right now it's got spawn waves every 1, 2, 3, 4, or 5 minutes. It actually uses that number +/- 50%. What more did you think it needs? It shouldn't be too frequent, or the transports will just be bringing in 1 or 2 guys. Of course, it doesn't actually spawn any infantry if the max number is reached, and it won't spawn attack vehicles unless enough time has passed since the last spawn.

You can change the number of infantry on the map in the parameters. You can also turn up or down the vehicles spawn rate in the parameters.
Adeptus Oct 23 @ 8:10pm 
I mean the reinforcements for the enemy mb
Skull  [author] Oct 23 @ 5:26pm 
@Adeptus You mean have it backup more often than every 10 minutes? It also saves when you capture an entire zone. Also you can force a save at the officer in the base.
Adeptus Oct 23 @ 3:48pm 
Can you add more backup option times
Hiko Jan Oct 23 @ 11:47am 
非常棒的玩法。谢谢~
Skull  [author] Oct 23 @ 11:26am 
UAVs should be fixed
Skull  [author] Oct 22 @ 3:26pm 
I'll take a look at the Greyhawk. It looks like my modified garage is trying to add actual infantry instead of autonomous ai to the UAV.
Darkdodo6 Oct 22 @ 11:11am 
I placed some arty trucks on a hilltop and wanted them to stay there, but in hindsight that is not as hard as I anticipaed lol.

However, I am running in some trouble with the plane UAVs in NATO at least, for some reason they get a crew and cannot be controlled thought the terminal