Bikstok Posted April 9, 2016 Report Share Posted April 9, 2016 (edited) Hi, Many of you know of the scenario called Holdout Vanilla. I have personally used it for quite a while to practice my shooting after a new patch or just as a quick warmup before playing Asylum. However, the scenario has a bunch of small issues like slow spawning waves of enemies. So I decided to make my own version of the Holdout scenario. The scenario is very simple, you defend a location against an ever growing amount of enemies. You can either choose a custom location yourself, or choose one of the 3 premade ones that I primarily use (close- to long range). You can also customize your loadout by using the Arsenal. If you ever run out of magazines, you can scroll wheel to get a refill, or heal to full health if you get damaged. You can subscribe to the scenario on Steam workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=661897410 When you are subscribed, simply hit play and choose Scenarios to start Holdout 2.0. HOW TO PLAY - This info can also be found on the briefing screen - Starting Find the notice board and either select a predefined location or set your own custom location. Setting a custom location will open your map. Follow the on screen instructions to begin the game. - Playing After the setup process is complete, you will be teleported to the place you have selected to defend. Your objective is to holdout for as long as possible. The diffculty will start easy and then get harder as time progresses. - Ending There is no end to the mission. However, the amount of AI will eventually get out of hand. Edited April 9, 2016 by Bikstok What zit tooya, Teddy_, rngr and 39 others like this Link to comment
Bikstok Posted April 9, 2016 Author Report Share Posted April 9, 2016 (edited) If anyone has any requested features or good ideas I can definitely try to add them. Although I am very much a beginner at sqf, so my abilities are somewhat limited. Changes from the original scenario: - Waves spawn a lot faster. - Enemies are different units. Most wear tactical vests and helmets. Also the occasional ifrit will appear. - Three predefined locations: close-, medium- and long range. - Scroll wheel options to refill ammunition and heal to full health. - No fatigue or stamina (permanent Redgull). - Visual wave number. - Default Asylum loadout (mk1 + arco). - Correctly listed under scenarios. Edited April 9, 2016 by Bikstok Tiger likes this Link to comment
EixunA Posted April 9, 2016 Report Share Posted April 9, 2016 does this scenario fix house crates? JK Good work Link to comment
Google™ Posted April 9, 2016 Report Share Posted April 9, 2016 5 minutes ago, EixunA said: does this scenario fix house crates? JK Good work A dream that can only be wished. Link to comment
EvilCorp Posted April 9, 2016 Report Share Posted April 9, 2016 11 minutes ago, Bikstok said: If anyone has any requested features or good ideas I can definitely try to add them. Can u add Allahu akbar commands? I'd love to scream those lmao Link to comment
Scott Posted April 9, 2016 Report Share Posted April 9, 2016 Looks cool, I'll try it out in a bit. Awesome that we can select cartel locations Link to comment
Scott Posted April 9, 2016 Report Share Posted April 9, 2016 So I played a few rounds but I wasn't able to tell, for every round does a set of NPCs spawn at one of the red markers or can a few spawn at a 2 different ones, or what? Link to comment
Google™ Posted April 9, 2016 Report Share Posted April 9, 2016 Just now, Scott said: So I played a few rounds but I wasn't able to tell, for every round does a set of NPCs spawn at one of the red markers or can a few spawn at a 2 different ones, or what? From what i've experienced what they do is spawn around it, before it and etc. you know? Link to comment
Bikstok Posted April 9, 2016 Author Report Share Posted April 9, 2016 Just now, Scott said: So I played a few rounds but I wasn't able to tell, for every round does a set of NPCs spawn at one of the red markers or can a few spawn at a 2 different ones, or what? Only one wave spawn at a time. It's a random location picked approximately every 45 seconds (depending on your wave number). Link to comment
Quenton Posted April 9, 2016 Report Share Posted April 9, 2016 Pretty dope so far, nice work Link to comment
Scott Posted April 9, 2016 Report Share Posted April 9, 2016 Just now, Bikstok said: Only one wave spawn at a time. It's a random location picked approximately every 45 seconds (depending on your wave number). Does it only spawn at one of the red dots, not possible to be split between two? Link to comment
Mahdizzle Posted April 9, 2016 Report Share Posted April 9, 2016 works fine for me good job Link to comment
Bikstok Posted April 9, 2016 Author Report Share Posted April 9, 2016 Just now, Scott said: Does it only spawn at one of the red dots, not possible to be split between two? They only spawn at the red markers. I might be able to split them, although you should eventually have enemies around every marker. Link to comment
rngr Posted April 9, 2016 Report Share Posted April 9, 2016 Just played a round. Quite a fun little thing, only wish the NPCs didn't have helmets. Got to around 27 at the Long Range one. Gonna try Meth Cartel next. Bikstok and LennieTheLegend like this Link to comment
Bikstok Posted April 9, 2016 Author Report Share Posted April 9, 2016 Just now, Ranger said: Just played a round. Quite a fun little thing, only wish the NPCs didn't have helmets. Got to around 27 at the Long Range one. Gonna try Meth Cartel next. Yeah, the helmets are kind of problematic. I'll do some research on how to make predefined groups with custom loadouts so they match Asylum standards. My favorite location is the mid range one (sit in deerstand or tower). rngr likes this Link to comment
Scott Posted April 9, 2016 Report Share Posted April 9, 2016 Just now, Bikstok said: They only spawn at the red markers. I might be able to split them, although you should eventually have enemies around every marker. Cool, thanks. The only thing I see that could be improved in my opinion at this point is being able to restart quicker - If you click replay maybe it could spawn you back at the cartel , if you want to edit your loadout or location you could end and re enter from map screen? If you fuck up or just get 1 tapped by those damn aimbotters right away its sort of a pain to respawn, choose your loadout and location then wait for them to spawn. Other than that, great work. Bikstok likes this Link to comment
Haych Posted April 9, 2016 Report Share Posted April 9, 2016 Played the Arms one, pretty fun. Only issue I have is the Ifrits kind of go full retard and just stop on middle cubie as seen here, would be nice if they drove around. I'll defo be using this for warmups, it was pretty cool Bikstok likes this Link to comment
Churu Posted April 9, 2016 Report Share Posted April 9, 2016 Bikstok, I played with it a little and its really well... But If you make a global variable to save a loadout in, you can load it on every NPC that spawns so they have more "asylum gear". Also, I would recomend everybody who wants more of a challange with this download and install the mod called ASR AI 3, Its a AI enhancement mod and ai are almost as smart as a human, its difficult to tell the difference from times but they are still retarded and hard peak but for instance, if you shoot them they wont lie down if they're in a open field, they will run for cover. The mod does require CBA but i assume most have it since its required for S6 http://www.armaholic.com/page.php?id=24080 Akula and Bikstok like this Link to comment
Scott Posted April 9, 2016 Report Share Posted April 9, 2016 (edited) Also, if I select refill ammo it puts it back to the default loadout with 10 mags and 1 nade, not my 20 mag 3 nade that I selected myself. Edited April 9, 2016 by Scott Link to comment
[i]CoZi Posted April 9, 2016 Report Share Posted April 9, 2016 2 hours ago, Bikstok said: If anyone has any requested features or good ideas I can definitely try to add them. Although I am very much a beginner at sqf, so my abilities are somewhat limited. Changes from the original scenario: - Waves spawn a lot faster. - Enemies are different units. Most wear tactical vests and helmets. Also the occasional ifrit will appear. - Three predefined locations: close-, medium- and long range. - Scroll wheel options to refill ammunition and heal to full health. - No fatigue or stamina (permanent Redgull). - Visual wave number. - Default Asylum loadout (mk1 + arco). - Correctly listed under scenarios. Kill counter? please LennieTheLegend, dj.devran and Akula like this Link to comment
Iced Posted April 9, 2016 Report Share Posted April 9, 2016 Played it a bit def gonna be using it more. Nice one bikstok Link to comment
Pascal51564 Posted April 9, 2016 Report Share Posted April 9, 2016 (edited) thanks for posting the new version of haxs Edited April 9, 2016 by Sleepy Link to comment
explicit Posted April 9, 2016 Report Share Posted April 9, 2016 Kill counter would be nice as stated previous. Great map, will be using this. Loving the arms castle location! Link to comment
Bot 444 Posted April 9, 2016 Report Share Posted April 9, 2016 Thank you so much gonna use this a lot! Link to comment
Turtle Posted April 9, 2016 Report Share Posted April 9, 2016 Great job sir. Do we have permission / ability to put this on a private server by chance? Maybe utilize this as a practice method for gangs. Maybe a Multiplayer setup ? Anyways.. great work man Link to comment
kryptonthegamer Posted April 9, 2016 Report Share Posted April 9, 2016 The original stopped working for me when I tried to remove fatigue, this looks good Link to comment
Bikstok Posted April 9, 2016 Author Report Share Posted April 9, 2016 2 hours ago, Turtle said: Great job sir. Do we have permission / ability to put this on a private server by chance? Maybe utilize this as a practice method for gangs. Maybe a Multiplayer setup ? Anyways.. great work man Definitely. Feel free to use or change the scenario however you want. Although currently I don't think it's really setup for multiplayer. I'm going to look into possibly playing Co-op with a revive system. HardyBxoxo, explicit and Agent X like this Link to comment
hamsham12 Posted April 9, 2016 Report Share Posted April 9, 2016 Another thing I'd like to recommend is maybe giving the NPC's any one of the MK variations, so you always have that threat of getting killed, seems like I can easily get to round 12-16 on the arms castle before shit starts getting intense, although I know the objective is to go as long as you can it'd make it more difficult as well as more Asylum oriented to have the NPC's have MK's. Link to comment
Bikstok Posted April 9, 2016 Author Report Share Posted April 9, 2016 (edited) 1 minute ago, hamsham12 said: Another thing I'd like to recommend is maybe giving the NPC's any one of the MK variations, so you always have that threat of getting killed, seems like I can easily get to round 12-16 on the arms castle before shit starts getting intense, although I know the objective is to go as long as you can it'd make it more difficult as well as more Asylum oriented to have the NPC's have MK's. For sure. I'm planning to have the following waves spawn: cadets -> constables -> lieutenants -> rebels. Just looking into how to make custom CfgGroups. Maybe a 1% chance of NightEyes spawning with a Hunter GMG Edited April 9, 2016 by Bikstok hamsham12, Volunteer281, BaDaBiNg_10-8 and 3 others like this Link to comment
Med_Ex Posted April 9, 2016 Report Share Posted April 9, 2016 (edited) This is awesome and much fun! Thanks bikstok. Hope Fully one day i will leave my pilot seat and get to do ground attack ☺ Edited April 9, 2016 by Med_Ex Scott likes this Link to comment
Scott Posted April 9, 2016 Report Share Posted April 9, 2016 (edited) Holding arms castle on window rocks gets crazy around round 10-15ish. Super fun. Edited April 9, 2016 by Scott Link to comment
Teddy_ Posted April 9, 2016 Report Share Posted April 9, 2016 at one point the waves reset itself starting back at 1 i think after 35 or something ? either way super fun scenario bikstok, might want to add a few more spawn places for the npc's though found a spot at arms dealer you can just sit at not having to worry to much about them Link to comment
Gatorade Posted April 10, 2016 Report Share Posted April 10, 2016 Put it on elite and those bots were like gods. Was very enjoyable LennieTheLegend likes this Link to comment
kryptonthegamer Posted April 10, 2016 Report Share Posted April 10, 2016 (edited) Only problem is them taking 3 headshots to kill, maybe a setting to remove map markers so I can practice my marks Also, is it a feature for wave the next wave to start after I've only killed 1 person? Is it tied to like group leader being killed? Edited April 10, 2016 by Krypton:) Link to comment
JIMBO Posted April 10, 2016 Report Share Posted April 10, 2016 4 hours ago, Bikstok said: Definitely. Feel free to use or change the scenario however you want. Although currently I don't think it's really setup for multiplayer. I'm going to look into possibly playing Co-op with a revive system. Already edited it a bit to play it as a coop with friends, added a few locations too, I'll touch the locations up & fix the ai loadouts (no helmets) and post a link when done if you don't mind :-> Link to comment
Gatorade Posted April 10, 2016 Report Share Posted April 10, 2016 Just now, Jimbo! said: Already edited it a bit to play it as a coop with friends, added a few locations too, I'll touch the locations up & fix the ai loadouts (no helmets) and post a link when done if you don't mind :-> sick +1 Link to comment
AndrewFam Posted April 10, 2016 Report Share Posted April 10, 2016 This is pretty cool man, i enjoyed myself playing it! but is there anyway u can change it so the AI don't have these op helmets and zafirs, i don't know if this is possible but would be cool Link to comment
Das Otter Posted April 10, 2016 Report Share Posted April 10, 2016 Oh very cool. I usually just used editor missions for this. But the AI there are too fucking stupid and will just lay there or take 30 minutes to move... Good job Link to comment
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