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Sample Demolition Objects and Objectives:

Find mission references here, plus ask any questions about mission making here.
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Dr_Eyeball
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Sample Demolition Objects and Objectives:

Postby Dr_Eyeball » 26 Jun 2016, 06:56

I wish to create a list of interesting generic objectives, to inspire mission makers to produce more interesting scenarios.

Please help to provide more examples of interesting generic objectives. Post the examples and state the "action required" and if possible, the "benefit" such as "obtain info/intel" or "disable communications", etc. If you find a suitable reference image (either Arma 3 or real-life) then provide that too, along with it's clickable thumb-nail image. (I have not done this fully yet for the items below.)
BIS WIKI Assets: Arma 3 Assets & Images.
sirlondon Assets: Arma 3 Assets & Images.


Objectives can also be gathered from other games, especially RTS games, which have many basic objectives.

Sample Demolition Objects:
  1. destroy disabled vehicle (or data or gear) (eg: crashed helicopter/jet, over-turned tank on truck/train)
  2. radar antennae - disable comm's
  3. destroy/disable communications tower - disable comm's (perhaps make it more difficult to destroy due to defenses, so provide secondary option to disable by destroying control panel)
  4. radar dish - disable comm's
  5. destroy power generator - disable power for lights/equipment
  6. artillery radar - disable radar
  7. destroy tall metal bunker structure - disable lookouts
  8. destroy Anti-air Tunguska - disable AA defense
  9. destroy x3-6 AI/player controlled non-movable BM-21 Grad/MLRS trucks, which are periodically firing overhead - disable rocket threats
  10. destroy tank/container on over-turned truck carrying a tank/container - prevent enemy stealing military secrets
  11. destroy fuel depot: LPG fuel tanks, fuel barrels - reduce enemy vehicle resources
  12. destroy vehicle depot: x8-12 tanks/APCs/trucks - reduce enemy vehicle resources
  13. destroy ammo/ordnance depot: x8 missile crates/hangar/factory - reduce enemy vehicle/weapon resources
  14. destroying a building or military structure - destroy HQ/military info

Sample Task-based Objectives:
  1. prisoner extraction - prevent enemy obtaining intel or causing torment
  2. extract VIP - prevent enemy obtaining intel or causing torment
  3. escort cargo via PMC units - prevent enemy obtaining cargo
  4. computer data copying/downloading and computer destruction - obtain intel or next objective location
  5. obtain computer disc/flash drive for info - obtain intel or next objective location
  6. disarm huge Arma nuclear bomb device (bomb could be in a large shed/hangar, in a building, on a truck) - prevent explosion, prevent collateral damage
  7. infiltrating a heavily defended compound (plus maybe destroy internal static weapons/ammo/etc) - provide access point & reduce enemy resources and defenses
  8. unlock gate (physically or electronically) - provide access point
  9. breach wall or door/gate - provide access point

Lists will be extended as new ideas are gathered.


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omL
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Re: Sample Demolition Objects and Objectives:

Postby omL » 26 Jun 2016, 21:44

Thanks for this. Are you saying these things aren't exactly supported yet, but will be in the future or are these just suggestions for mission makers?Because these sound like the ideas that I've been experimenting with in a couple of missions I was creating with Harold, with working names, "Elite AAS/A&D/S&D".
One change I could think about to that list is the the destruction of artillery radar could lead to disabling of artillery computers from mortars. I don't know if this is possible.


The fact that I've tried to create missions with pretty much all of these samples in mind means I have a lot of questions about the validity of such additions. My initial testing of these "side-objectives", as I regarded them so, stemmed from myself and others longing for a more dynamic AAS (with the hope this would become the norm for mission makers). When myself and Harold started brainstorming scenarios and planning objectives we discussed whether such additions would actually give missions more depth. We had doubts that such mechanisms could just become gimmicky. I was also unsure if these kind side-objectives should be given to the enemy team on game start or if they had to locate them for themselves.

My hope is these kind of objectives don't just become a thing that people just throw into their missions, but rather, features that add greater depth into gameplay.

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Dr_Eyeball
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Re: Sample Demolition Objects and Objectives:

Postby Dr_Eyeball » 26 Jun 2016, 23:29

These were just intended as ideas for mission makers. But yes, some of them (like: breaching, disarming & most of the task-based objectives) might require a new script to make the feature easily accessible in all missions plus automating the Actions and Menus to trigger such tasks. But the demolition objects are just generic demolition ideas.

I don't think destroying artillery radar should lead to disabling of artillery computers since I do not think they are used for tracking outgoing artillery, but instead (I believe) artillery radars are intended to detect the location of fired enemy artillery guns, which then allows for counter-artillery strikes at those positions.

I would not consider these side objectives, but main objectives.
It coincides with a few related new game mode topics (which have not been fully posted yet, some started here) which will focus on: task-based objectives, making game play more interesting for lower player counts, plus try to help with minimal player counts when starting off a server (even if that means using AI for one side at the start).

Initially we will probably have to give these tasks to the enemy side from the start of the game, since I have not yet worked out how it would be hidden from them (and probably both sides) and created after a task is completed. But it will be attempted after we try some out first.

I guess it's very similar to the S&D cache concept, but that too should be reworked it seems. It would be better if the caches were: not all created at the start (I believe), allowed to be any object or even task. S&D caches are (almost) handled in sequence similar to A&D, so we could fully automate a sequenced task system, such as:
"find HQ with computer, download computer data, use data to determine location of target, find target location, destroy target, etc."
Image Dr Eyeball - TacBF Dev
Somebody once said that in looking for people to hire, you look for three qualities: integrity, intelligence, and energy.
And if you don’t have the first, the other two will kill you.
” Warren Buffett

omL
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Posts: 285
Joined: 30 Dec 2015, 21:53
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Re: Sample Demolition Objects and Objectives:

Postby omL » 27 Jun 2016, 10:51

Well I mean if they're main objectives then giving them to both teams at the start of the game is fine. Sounds good, looking forward to what's to come.


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