Arma 3 Random Mission Generator

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Dynamic Combat Generator is an Arma 3 mod designed to help mission makers quickly enhance their cooperative scenarios by supplying a collection of easy to use, modular addons. DCG's addons are highly customizable and allow creators to populate their missions with ease. Side Mission Briefings. Side missions can be requested by the commander from the HQ the level of the mission is defined by the level of the. In a side mission a random place on the map will be picked where a number of resource crates will spawned with a few enemies the player then need to drive or fly to that location and retrieve the resources back to base using supply trucks or helicopters.

Arma 3 launched without its campaign mode, meaning that soldiers who stepped onto the field of battle early would've been left kicking their heels and cleaning their rifles – would've been, were it not for an industrious army of Arma 3 modders. Even a quick reconnaissance run on Bohemia's military simulator's Steam marketplace turns up some impressively professional missions. Here ten of the best Arma 3 mods we've enjoyed so far.

Wasteland

There's something of DayZ in sandbox mission Wasteland, both in terms of mechanics and cult popularity. It's a multiplayer-only mode that drops players onto the island of Stratis, before asking them to select a team: BLUFOR, OPPFOR, or Independent. From there, players have to stay alive, scavenging money, food, and water from the island's settlements, and spending their gotten gains on new weaponry. Occasionally the game spawns missions and AI enemies that reward teams that combine to complete them with hefty payouts. Because it's a multiplayer mission, you don't technically need to download or subscribe to anything before playing Wasteland - simply pick a server running the mode.

Arma 3 Rally - Skopos Course

You'll find a few rally courses already available on the Steam Workshop, but none are as slick as m@gicpanda's Skopos Course. It's set on a country road with straights long enough to let you floor your hatchback's accelerator, but it's the visual touches that make the course memorable. Come round the first corner and a jet screeches overhead; round the second and you're dodging burning armoured car wreckage. Try and avoid spectators if you can, but don't worry too much: I ran seven of them over after misjudging one tricky corner, and the rally organisers didn't seem to mind.

GhostHawk Shift

Antorugby's chopper-centric mission is good practice for helicopter pilots. It starts off simple, asking you to cart a lazy squad a few hundred metres down the road, but gets hard fast. Your next landing zone is covered by enemy AA guns, meaning you'll have to fly low, land quickly, and get out fast before your wings are clipped. Later, you're able to redistribute some aerial justice with your copter's own cannons, meaning that by the end of the job, you should be comfortable landing, hovering, and manoeuvering yourself around the sky.

MGS1

This download is a surprisingly complex retelling of the Metal Gear Solid in the Arma III engine, complete with boss battle, codec, and audio cribbed from the Playstation game. Arma III's AI - still a little suspect at the best of times - isn't really built for this kind of difficult stealth workout, but it's the little touches that make MGS1 worth playing. You'll start near a minisub, correctly aping the real Metal Gear Solid's aquatic infiltration, and regular checkpoints mean that being spotted won't lead to too much frustration.

Survivor

Survivor's a simple mission that drops you into a town with a pistol and an electro-ed up version of a '50s boogie song, before asking you to survive against a roving gang of “bullies” who want you dead. There's a time limit, so hiding on the top floor of a house - however much it might be my cowardly instinct - won't work. Survivor's a good mission for training your iron-sight aim, too, forcing you to be quick on the trigger but fairly conservative with your ammunition.

Dynamic Universal War System

One of Arma III's most ambitious and impressive mods yet, Dynamic Universal War System will invent you a procedural war upon startup. You're plonked onto the vast island of Altis, given a base, and asked to capture enemy territory. Squads and vehicles can be purchased with command points; command points are earned by capturing more territory. There's an admirable amount of choice in how you approach DUWS's war: use your own sniper rifle to clear enemy territory, or send a mechanised force to clear out an enemy outpost from the comfort of your own base.

Revenge!

One for PC Gamer art editor and Operation Flashpoint obsessive John Strike, Revenge! is a retread of the mission of the same name from 2001's original OpFlash. You're a team leader in one of two APCs converging on a large, terrorist-held settlement. Clearing the area is a matter of slow and deliberate progress, splitting your squad into fire teams and closing off firelanes. Or, in my case, ordering all your men to run toward the objective and hiding around at the back so you don't get shot.

CH Assault from the Deep

Mateck's Assault from the Deep uses Arma III's newly introduced submersible well, asking players to pilot the craft up to a beach where they have to clear a small gang of foes before regrouping and pushing toward a larger force. It's one of the easier missions available on Steam Workshop, but it's well suited for small groups, making it another good training exercise. Just remember to shut the hatches on your mini-sub so your team doesn't unceremoniously drown on the way in.

Ekali Apocalypse - Sniper Mission

Casting you in the role of sniper in a sniper/spotter duo, Ekali Apocalypse is short, giving you only one target to eliminate before extracting. But it's notable for letting you choose your vantage point and forcing you to scan around the area before making your shot with one of Arma III's realistically unwieldy sniper rifles. Overcompensate for bullet drop, or else you'll end up alerting the entire town to your presence.

Ground Attack II

Graduate to this after you've completed your GhostHawk Shift. The second of DICS' Ground Attack missions has you attacking convoys at low altitude. You're piloting, so you don't need to worry about shooting - your gunner will do the killing for you. That is, unless, you're feeling particularly ambitious and want to take manual control of your cannons. Knock out the convoys across Stratis, then it's back home for a congratulatory hug and a sandwich.

Have any favourite Arma 3 mods and missions of your own? Share them in the comments!

General Edit

The MCC campaign is a CTI - Capture The Island - game mode where the players starts with very little resources and they have to expend and build their base while doing main missions and side missions. If the players succeed in their missions they will get more resources to buy and build better weapons, buildings and vehicles but they will also get more attention from the enemy side and harder missions.

Random Mission Name Generator

The campaign ends after a number of mission succeeded.

You can mix and match the campaign with other game mods such as the role selection to have a personal player progression, survival mode to add more immersion to the underdog feeling , RTS mode for the side progression feeling or do a campaign for opposing sides to add a PvP aspect.

Downloads Edit

You can download the MCC campaign template here for the mod version or here for the mission version (best used on public server as no mods are needed on the client).


Setting up the campaign Edit

It is best to set the campaign from the mission editor but you can drop it in mid game by using Zeus.

Before you start a campaign make sure you have an HQ, main start location.

It is best to place one AI controlled evac helicopters for the commander and set it up as a campaign evac.

This are the variables one have to set when placing the campaign module:

  • Player Faction: String - the main players faction.
  • Rival Players Side: If you want to add a PvP aspect here is the place to pick the other players side.
  • Enemy Faction: String - the enemy faction.
  • Civilian Faction: String - the civilians faction.
  • Number of Missions: How many missions before campaign ends.
  • Difficulty: The starting difficulty - will change depends on the number of players and the players progression.
  • Starting Tickets - If the players will bleed out of tickets the campaign ends.
  • Missions Rotation - How many missions should be spawned closed to each other before MCC will pick a completely new zone.


Main Missions Edit

MCC will spawn one main mission every given time. Once the main mission has been completed MCC will spawn

another mission in the closest suitable location next to the previous mission and up for a total of missions in the same area as defined in the Missions Rotation value.

When a mission is done the players will get rewarded with resources which they can use to expend their base, depends on the their performance.

The mission reward is effected by:

  • The players side - if the players are the rival faction they will get rewarded for each failed objective and player killed. If the players are from the main faction they will get rewarded for each successful objective.
  • Difficulty - The harder the mission is the more rewarded it will be.
  • Collateral damage - For each civilian killed the players will suffer from a redaction in their reward.


Side Missions Edit

Side missions can be requested by the commander from the HQ the level of the mission is defined by the level of the

HQ.

In a side mission a random place on the map will be picked where a number of resource crates will spawned with a few enemies the player then need to drive or fly to that location and retrieve the resources back to base using supply trucks or helicopters.


Arma

Daytime Cycle Edit

In the campaign the daytime cycle is accelerated by default that every 2 hours of real life is equal to one in-game 24 hours. You can change the daytime cycle as you see fit.

Each daytime cycle is followed by some events:

  • Reduce tickets If not enough sleeping beds for the troops .
  • Reduce tickets if not enough food to support the troops.
  • A food spoil chance depends on the level of storage areas built.
  • A report regarding the civilians reaction to the players.
  • A report regarding the players infamous level - depends on the players progression the enemy can start actively looking for the players and even try to capture their base.
  • A report regarding the next day forecast - each day the weather can get worst or better.


Resource Management Edit

It is important to manage the resources and plan your advancement as you might end without enough food, meds or

sleeping beds for your troops which will decrease the number of tickets your side have.

The commander should make sure enough storage areas are built to support the total number of resources available or he will bleed resources. Also it is important to upgrade the storage areas to higher levels to prevent from food spoils.

Energy and fuel Edit

Some of the base structures needs electricity to operate it the commander job to allocate fuel in that way that he will

have enough to fuel his troops vehicle but also enough to keep the generator up and running.


Rival Players Side Edit

The Rival Players Side don't get rewarded for completing missions, he gets rewarded for any objectives the main players faction failed and for the amount of players killed.

Means the rival player side can be the same side as the enemy side and fight against the main players side or he can be a third side focused on killing enemies from both sides.


Civilians Relations Edit

It is highly recommended to use the MCC Ambient civilian module as In the MCC campaign the civilians take a strong part in the players succession or failure and its in the players best interest to make the civilians their friends.

Killing civilians or failing to make the civilians feel secure by failing objectives will slowly but surely turn the civilians against the players.

Depends on how bad the civilians reaction to the player the civilians might try to harm the players troops if the have the chance by opening fire on them with concealed weapons, placing IEDs and even turning into suicide bombers or semi organized civilians militias.