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Blitzkrieg for A3 (PvP Game Mode) (based on AAS)

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Happy to introduce you Blitzkrieg for Arma 3!
 
From small to large scale, both action packed and tactical battles with up to 32on32 players
in a dynamic environment that focus on teamplay and mission objectives!
 
 
The highlights:

  • Asymmetric A&D gameplay combined with AAS zone system
  • Ten classes to choose from (Thirteen later on) with different equipment and skills like:
  • Medic type classes with the ability to revive fallen or (area) heal wounded team mates
  • Or officer respawn, HALO jump, artillery strike, repair tires, flip cars, cut fences (WIP)
  • Custom spawn menu to select forward spawn or change class
  • Custom HUD to guide players
  • Tiny, small, normal, large and huge scale missions; Very diverse landscape and settings (daytime/weather/fog/viewdistance)
  • 30+ missions available in total for Stratis - over 100 overall
  • Optional AI mode to get into first or as reinforcement with low player numbers
  • Highly configurable via mission parameters

 

 

Trailer (from A&S ProMode version)
 


 
 
Short introduction by AyOopLad with voice commentary
 

 
 
Short demo of AI Mode
 

 
 
 
To get a quick idea of the game mode basics, check out our A&S ProMode video channel.
 
 
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# Download Blitzkrieg for A3 #
-------------------------------------
 
 
 
 
For reference: A&S ProMode (Advance And Secure) Game Mode thread
 
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Nice to see AAS for Arma 3

ty

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Will be checking this out with Tangodown for sure! :)

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I played this for straight two hours yesterday, it's absolutely a blast in ArmA 3! Much better than those simple TDM scenarios circulating around. Please keep working on it, you have an early start so this could be "the" TDM mission if you manage to spread it around.

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Am I doing something wrong?

Each mission I loaded on our server last night, it seemed like Attackers and Defenders were flipped. What I mean is, Defenders could only spawn at base, and Attackers owned all other zones.

All mission params were set to default. Please help!

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Hello guys,

Has anyone managed to use the templates to make their own missions?. I've loaded a template up, edited it and exported it, but its only 30-40kb as opposed to the 700kb missions of the actual pack. The missions dont work at all, the zones aint connected, the custom UI and stuff ain't present either.

Anyone got any idea what ive done wrong ?

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Thanks for these missions kju, this is the first time in this series that I can say that im gonna be PvP'in up!

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@ Suspense

Check point 11.

@ BigMorgan

Is only the text at the start wrong or does it not work at all for you?

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Kju, think you would ever include a bomb the base type defend mission in your pvp packs? Would love to see one. One spawn for attackers one base to defend. Or a centralized bomb location and both teams have to defend and attack? Maybe a no respawn option.

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;2317614']@ Suspense

Check point 11.

@ BigMorgan

Is only the text at the start wrong or does it not work at all for you?

Hello Kju,

I noticed this after i posted. And i did merge my edited mission, with the test mission folder. However, when doing this, all it did was add the "test mission" on top of my edited mission, which then showed a mission around the airfield, with the zones linked. My zones were still not linked, it was like it just dumped a mission on top of my mission. Any idea why this happens?

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@ Suspense

Maybe there is a misunderstanding. It is not the ingame editor merge.

Instead you need to copy the files and folders from the test mission folder to your new mission folder.

Be careful not to overwrite your mission.sqm!

@CombatComm

Best approach SBSMac and his pvp script pack.

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;2318152']@ Suspense

Maybe there is a misunderstanding. It is not the ingame editor merge.

Instead you need to copy the files and folders from the test mission folder to your new mission folder.

Be careful not to overwrite your mission.sqm!

@CombatComm

Best approach SBSMac and his pvp script pack.

That makes a lot more sense. For someone thats not a beast at the arma editor, it was confusing. Since the editor itself, comes with a "merge" option :P. Thanks for clearing this up.

EDIT: I've tried it again, and im still not getting the result i want. I must be doing more things wrong lol.

I've opened the mission that i edited, im done editing it, i move the config, settings, source, breafing etc etc to the missions folder(but not moved the mission.sqm) i then save my mission(export it to either mp or sp right?) the result, is still just a 24kb pbo, the size of the mission.sqm. With nothing working.

Edited by Suspense

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Can you please upload the folder of your mission.

The only thing I can think of might be a too long mission name.

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;2318355']Can you please upload the folder of your mission.

The only thing I can think of might be a too long mission name.

Sure' date=' heres the mission folder

MEGA.CO.NZ

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Works for me in the editor. Does it for you?

From the editor you should be able to do "save to mpmissions".

Otherwise you can pack the mission folder with a pbopacker (eliteness, makepbo, cpbo).

Note:

1) If you add more zones, you need to adjust settings/ZoneSetup.sqf.

It should be fairly easy to understand. Make sure to connect zones in both ways/to all your desired links.

Only synced are a bit different. The test mission has an example too though.

Be careful to not break the syntax (brackets, commas).

2) Name your mission (briefingName in the mission.sqm, or use the editor interface - intel area).

http://community.bistudio.com/wiki/Mission_Editor

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