Arma 3
Custom Combat Patrol
65 Comments
Soviet 17 hours ago 
Not sure about to go back and jsut try the orgianl combat patrol working
-[ SeraphimsWraith ]- May 18 @ 3:19pm 
not spawning the custom units for me, rest working. any similar issues?
baconbitz Sep 13, 2023 @ 4:42pm 
If I am making a mission file for a dedicated server, does this mod need to be loaded serverside? Or can I make the mission with the mod loaded, put the file on the server, and remove the mod from my client to run the mission?
Serra Aug 24, 2023 @ 9:38am 
Nice work! Me and my friends are enjoying this mod a lot. Works really good. Thanks to share this with the community. If is possible, would be nice to change the option of respawn with the last dead position (default) to spawn at insertion point. Or give a option to start at base with arsenal. Thanks
JOHN X Feb 2, 2022 @ 9:28pm 
Does anyone have a tutorial video on how to set this up?
Taff-79 Feb 2, 2022 @ 5:17am 
Love it!
Still need to tweak a few things my end though. I get DOZENS of enemies spawning in! Loads of them!
Also im getting mixed factions! i' m still getting CSAT units spanwing in as well as the Syndikat!

Any ideas on that please?
Twiznak Oct 14, 2019 @ 9:42am 
I have. That's where i hit the problem. UAVs are scripted to spawn at ground level next to a road and I am still trying to figure out WHERE to add the Z coordinate to make the plane spawn in the air. As of right now, they spawn on the ground, next to the road, and don't have any room to take off. I'm still trying. Would you please have a look at my post on the BI forums. I posted the sendReinforcements.sqf and highlighted the specific "createVehicle" lines. Help me Obi Wan Kenobi, you're my only hope!
babast  [author] Oct 14, 2019 @ 4:51am 
Then maybe you should just replace helis by planes. Be aware that UAVs spawn a lot in the current version, so if you replace them by planes you could easily be overwhelmed.
Twiznak Oct 13, 2019 @ 3:55pm 
Thank you Sir! I have actually hit a problem. I would like to add the possibility to spawn a plane in place of a UAV. Helicopters and VTOLs work just fine because they take off from the ground, but planes need to be spawned mid air in flight. I don't have the coding skills you do, so I haven't been able to make this happen. Would you please help me? I started a "need help" thread on the BI forums https://forums.bohemia.net/forums/topic/226026-help-adding-planes-to-combat-patrol-reinforcements/
Please give it a look, any input from you is of great help to me. Thank you.
babast  [author] Oct 13, 2019 @ 1:57am 
Hi Twiznak. As long as you give credit, you are more than welcome to use, customize and distribute. Have fun coding and playing :)
Twiznak Oct 12, 2019 @ 1:47pm 
Hi. Awesome work, thank you for making this mod. I am building a whole mission series around this mod. May I please have permission to upload a "custom" version of this to be used with my missions? I am changing the UAV spawning to handle planes and setting all waypoint behavior to combat. Thank you again!
Fenix Aug 11, 2019 @ 11:01pm 
All Sorted, My mistake. l put the wrong module on the map. :steamfacepalm:
Fenix Aug 5, 2019 @ 10:35pm 
@basstard420 I don't understand how fn_CPObj4Setup.sqf and fn_CPObj5Setup.sqf can't be found. Can you pls look into this. Thank you.
Fenix Aug 5, 2019 @ 5:44am 
Works well, except when l select hostage or propaganda l get this error:
Script\A3\Functions_F_Patrol\CombatPatrol\Objectives\fn_CPObj4Setup.sqf not found
I have subscribed to CCP on Steam.
Crankdaddy Jun 3, 2019 @ 3:06pm 
I am experiencing the same problem as @CEROSEVT. Whenever I pick a location, everything just goes black and the mission won't play.

It worked just fine when I changed all the parameters of the existing Takistan map, but upon porting the settings over to Porto, this error popped up.
Cpl. Hill Nov 6, 2018 @ 2:48am 
after the mission initialized i opened map to look where to go and when i closed the map it just went black, what wrong with that?
Blackened_Angel49 Aug 31, 2018 @ 1:52pm 
@basstard420 No issue.... still far better than the original CP!
babast  [author] Aug 31, 2018 @ 11:51am 
Sadly I can't provide any workaround for what you want to achieve.
Blackened_Angel49 Aug 29, 2018 @ 2:27pm 
I want to create a mission where we infil by Pavehawk to an LZ and then complete the tasks... more immersive, in my opinion, than starting within range of enemy fire or at least my experience so far. Love the fact that that I can use other factions of course, the main reason I sub'd this mod which is far better in my opinion! Thanks for the response!
babast  [author] Aug 29, 2018 @ 3:36am 
There's no such thing implemented. May I ask why you would like to spawn at base ?
Blackened_Angel49 Aug 27, 2018 @ 5:49pm 
Is there anyway to create a custom starting point, like at a base?
babast  [author] Jul 22, 2018 @ 11:12am 
Glad it's all working fine for you now :)
Warzen Kamor Jul 22, 2018 @ 8:07am 
LOL
No, I was using the vanilla one... I feel so dumb... ;)

After such drastic improvement in my mission, I should be able to release it ^^
Gonna test it with a friend tonight and I'll be able to share it next week-end.

Thx again !!!!
babast  [author] Jul 21, 2018 @ 2:13pm 
@Warzen Kamor, just to keep you updated, I've just played a couple rounds of CCP and everything ran without any issue. The HVT and the supply trucks were the one defined in the init.sqf. I know it sounds trivial but I ask it anyway: are you sure you use the CCP module in your misison and not the vanilla one ?
Warzen Kamor Jul 15, 2018 @ 3:58am 
Why not. Never done such a thing ;)
BTW, the BIS_CP_enemyGrp_sentry now only accept config entry. I'm getting an error when trying to put an array. BI guys seem to have hardcoded even more Combat Patrol.
babast  [author] Jul 15, 2018 @ 3:43am 
Why don't you simply share it with the community ? It's your mission after all and I don't want to take the credit for it. As a modder I provide tools for mission makers. As a mission maker you provide ready-to-use missions for end users. I suggest you upload your mission to the workshop and share it on the BI forums. You can make your own thread or post it on the CCP thread, or both, like you want.
Warzen Kamor Jul 15, 2018 @ 2:23am 
I'll continue to add support for CUP factions. Tell me when/if you want the updated mission.
babast  [author] Jul 14, 2018 @ 1:35pm 
Glad you liked it, we had some fun times with my crew playing it. I don't promise but I'll try to play this week and see if everything goes smooth. Anyway, I'm on holidays at the end of the month so I'll have much time to take a look.
Warzen Kamor Jul 14, 2018 @ 12:16pm 
np. thx anyway ;)
your addon was a really good surprise !
babast  [author] Jul 14, 2018 @ 11:57am 
Crazy stuff, idk how to further help you.
Warzen Kamor Jul 14, 2018 @ 11:38am 
I've done that and the variable is correct in the ddebug console.
Even worse, for BIS_CP_supportClasses, whatever I'm setting the variable, it reverts to the default value (array with the CSAT fuel, ammo and repair truck classname).
babast  [author] Jul 14, 2018 @ 11:17am 
I didn't found anything wrong in your file. After checking the code real quick, the only reason to have a CSAT officer is because BAS_CCP_HVT is nil. You should try to host a game and enable the debug console for you, force the objective on HVT and monitor the variable.
Warzen Kamor Jul 14, 2018 @ 7:49am 
I've pasted my init.sqf here:
https://pastebin.com/iyd205Qm

Tried array or text but I always got CSAT officer. :)
babast  [author] Jul 14, 2018 @ 6:53am 
To be honest, it's quite a long time since I played Arma 3, maybe an update broke something, IDK. We can keep discussing here, I don't monitor the forums and here I have a notification when someone add a comment. Anyway, would you please show me how you initialize the variables that doesn't work ?
Warzen Kamor Jul 14, 2018 @ 5:18am 
I tried it, may be the wrong way, but BAS_CCP_HVT and BIS_CP_supportClasses are the two variables I can't modifiy despite being included in my init.sqf. Sahll we discuss it on the BI forum to create some new activity on your thread ?
babast  [author] Jul 14, 2018 @ 4:20am 
Hi Warzen Kamor. You can actually set the class name of the HVT with the BAS_CCP_HVT variable located in the init.sqf file ;)
Warzen Kamor Jul 14, 2018 @ 1:48am 
Hello, great addon ! Despite not being able to customize HVT, I modified your sample mission to be able to choose the ennemy faction from mission parameters. If you're still around, I'll gladly send it to you if you feel it would be a good addition to your splendid ^^ mod! :steamhappy:
babast  [author] Jun 22, 2018 @ 7:00am 
You should look for a script only version of Combat patrol then. I know PierreMGI did it, you can find his mission here: link . I never used it so I don't know how difficult it is to modify it to your linkings.
=7Cav= SFC.Geki.T Jun 19, 2018 @ 5:07pm 
@basstard420 the community I work with can't use any additional mods on our servers, I was wondering if I would be able to utilize this as an eden editor extension like eden editor enhanced where I can remove it after the fact but still maintain the changes made during it
babast  [author] Jun 19, 2018 @ 3:37am 
@=7Cav= CPL.Geki.T: Why would you have some trouble ? I have made few missions with RHS assets without any issue. FYI, you must have the mod loaded server and client side at any time.

@Al Gore: Revert all your changes to have a functional mission. Then proceed to alter your init.sqf step by step and when it stops working you have found your issue.
=7Cav= SFC.Geki.T Jun 18, 2018 @ 1:44pm 
Do I still need the mod loaded after adding the description.ext and init.sqf into my mission file? I'd like to utilize this for a modded combat patrol using RHS assets, but I would not be able to have this mod running on client side, and running it server side would be complicated.
John Helldiver Apr 15, 2018 @ 8:40am 
Mission was running as expected before I altered the init file, but now there is no selection of location ar briefing, or any objectives. My unit just spawns where it was placed.
babast  [author] Nov 25, 2017 @ 3:23am 
You can report your issue on the dedicated thread on the BI forums.

https://forums.bistudio.com/forums/topic/206162-custom-combat-patrol/

Please include your init.sqf and description.ext in your post so I can take a look. And eventually describe further how you setup your server.
kern Nov 23, 2017 @ 11:11am 
Unfortunately running into an issue where custom units won't spawn on a server, yet they spawn on my client.

The server uses my version of the mods, and they're all active.
If you have time I'd love to discuss what's going wrong, as the process of following your init.sqf was amazing for a novice.

Much appreciation for your efforts!
babast  [author] Sep 7, 2017 @ 2:50pm 
It's needed by everyone. It was easier like that regarding how combat patrol was implemented by BIS devs. Moreover I added modded assets that are needed by the server and the client for some custom made objective.
Loopymoomoo Sep 7, 2017 @ 2:38pm 
Is this server only or does everyone need it?
I can't see how it would be needed by everyone, but I'm asking just in case
babast  [author] Aug 17, 2017 @ 2:18am 
Just to clarify things up regarding the changelog, when I mean wrecks, I mean the real reinfrocement vehicle which has been destroyed at its spawn point. It won't work with the wrecks I advised you to put in the init.sqf because these kind of wrecks are defined as "buildings".
MustangMike Aug 16, 2017 @ 5:51pm 
Hey I just saw your changelog regarding wrecks, Awesome!! Will try it out and see how it works.
babast  [author] Aug 8, 2017 @ 4:44pm 
You're welcome. Happy to ear you enjoy it :)