Arma 3
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Custom Combat Patrol
   
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Data Type: Mod
Mod Type: Editor Extension
File Size
Posted
Updated
304.097 KB
Jun 25, 2017 @ 7:39am
Aug 13, 2017 @ 7:30am
11 Change Notes ( view )

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Custom Combat Patrol

Description
This addon brings you the ability to customize the ennemy faction in your Combat Patrol scenario.

The process of creating a customized Combat Patrol mission is pretty straightforward. Open the editor and follow these simple steps:

1) Select your favorite map.

2) Place 12 playable units on the map. You can add more units but the Combat Patrol scenario is balanced for 12 players. Nevertheless it is possible to raise the ennemy units count with a proper configuration of the init.sqf file.

3) Go to System (F5) > Modules > Combat Patrol and place a Custom Combat Patrol Initialization module near your playable units.

4) Save your scenario.

5) Open your @CustomCombatPatrol folder and copy the init.sqf and descritpion.ext files contained in the Samples folder. Then paste them in your mission folder.

6) Read carefully the init.sqf file and tweak it to your needs.

7) Save and export your scenario.

8) Enjoy.

Please take notice that the provided init.sqf file is not usable as is because it contains multiple instances of the same variable initialization. The aim is to provide several examples and let people choose what they prefer. If you don't understand how to tweak this file don't ask for support because it is very basic Arma coding knowledge. If you have issues/bugs related to Custom Combat Patrol you are welcome to report them here.

When you will launch your Custom Combat Patrol scenario you will notice that there are some selectable locations that are not desirable for an operation. The process of removing them is pretty straightforward too. You simply need to edit your mission and place a Location Remove module on the city you want to blacklist. This module is located in System (F5) > Modules > Combat Patrol.

You can notice as well that some clickable icons on the location selection map appear misaligned with the city name. You can also fix things up with a Repositioning module located in System (F5) > Modules > Combat Patrol. Simply use the 2D map to place your module icon perfectly centered on the city name.

*NEW*
The v0.2.0 update published on 07/08/2017 (mm/dd/yyyy) brings a new objective which is an hostage rescue mission. To get more explanations about the mechanics please take a look at this ressource: Custom Combat Patrol's hostage rescue explanation[forums.bistudio.com]

*NEW*
The v0.3.0 update published on 07/31/2017 (mm/dd/yyyy) brings a new objective which is inspired from the Just Cause serie. There are several proganda assets spreaded in the OPFOR AO, locate them and reduce them to dust, but be carefull they are well guarded.

Here you can download a demo mission which can be a good starting point to build yours:
COOP 12 - Custom Combat Patrol Takistan - USA vs Insurgents.

I don't take credit for the Combat Patrol game mode. My addon is just a slight modification of BIS devs work. A big thanks to them for their amazing Arma series and all the possibilities they offer to modify the game content.
65 Comments
Soviet 14 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 :)