#ACS - Advanced Combat System

1 messages · Page 1 of 1 (latest)

alpine wagon
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Hi everyopne, i would like to present you my mod called ACS. Please feel free to give an opinion or some suggestions, but please remember this is still under active development.
Many features have yet to come, but from ACS you can expect to get a real Milsim like experience and tools to create easily your own custom mission.

Check out the features already included with the mod shocase mission.
A big update with important features is already on the way.. so stay tuned!!

ACS is a Reforger Mod to create missions based on dynamism and replayability.

Workshop link: https://reforger.armaplatform.com/workshop/654D04218B87B4F7-ACS-AdvancedCombatSystem

Documentation: https://drive.google.com/file/d/1v1rZZxfDEwTJ4QFucZ3jRzTywSTMVleD/view?usp=sharing

First Mission created with the system: Damocles Sword - PHASE 1 https://reforger.armaplatform.com/workshop/655E7DD5AFB29D01-DamoclesSword-PHASE1

ACS is a Arma Reforger Mod to create missions based on dynamism and replayability.
The main goal of ACS is to create a system to help the mission makers to create dynamic missions with a few easy steps based on replayability and MilSim.
The concept of ACS is based on “Modules” each one having a dedicated function.
Sector Module
Patrol Module
Needs Module
Logistics Module
Persistance Module
Conquest game mode

Arma Reforger

ACS is a Reforger Mod to create missions based on dynamism and replayability.

Arma Reforger

Damocles Sword - PHASE 1

fringe kernel
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Just downloaded for my milsim server

fringe kernel
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Damn PC only 😭

prime comet
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Will there be a video after it's development, I'm curious to see how this works

alpine wagon
alpine wagon
pulsar plinth
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Do you have a roadmap of planned features? Definitely interested in this project

pastel zinc
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Looks awesome

subtle kelp
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Even if I disable the needs settings I still see the need indicators in my screen?

torpid moon
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roblox reference

subtle kelp
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Hey, I have just tested this mod with 8 people in my team in a coop mission in dedicated server. Sector and patrol modules are working fine they are spawning the AIs correctly but the problem is if our team is in the sector and when one of the player is dead, AI spawns back in the sector like this is the first time player is present whenever I teleport the respawned player in the sector. Even if there are still 7 players in the sector

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So basically it seems that the sector is triggered every time a player gets in the range regardless of the players already in the sector

alpine wagon
alpine wagon
alpine wagon
alpine wagon
# subtle kelp Hey, I have just tested this mod with 8 people in my team in a coop mission in d...

Thank you again for the feedback! I've investigated this issue and it seems like that an error was introduced in MP mode that generates the "reactivation" of the sector even if players are already inside, causing multiple signle activations. I found the issue and resolved it, the fix will be in the next update (planed to be released this week, max for the weekend) with many more features and simplicity with playing ad using the modules to create missions. Thank you!

pastel zinc
# alpine wagon Thank you!!!!

Just a question but does this have a planned gm explanation or is it already available that way. Just wondering cause my laptop recently stopped being able to run the workbench

subtle kelp
alpine wagon
# pastel zinc Just a question but does this have a planned gm explanation or is it already ava...

At the current version (1.0.12) there is a prefab to add in the world that handles all the eventualy added sectors and patrol sectors (as explained in the documentation https://drive.google.com/file/d/1v1rZZxfDEwTJ4QFucZ3jRzTywSTMVleD/view?usp=sharing). This is going to change in the next version (1.1.0) where there will be a propper game mode that will contain and handle all the data, saving and handling of the sectors. Obviously uppon uploading the new version the documentation file will be changed accordingly and i will publish a new mission type "ACS Conquest", as i said previously this new version is expected to be published this week.

alpine wagon
subtle kelp
brave ridge
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Ciao AquilaNera
I was playing around with your mod a bit, and I really like what I’m seeing, it has great potential and is an awesome tool for mission makers!

I had a few ideas that I wanted to share with you, in case they align with your vision for the mod and you might consider them for future updates 😊

All the modules are amazing! One idea I had was about adding some kind of faction ownership for sectors.
For example, I wanted to have one sector controlled by US and another by FIA, but both sectors end up displaying an OPFOR marker, even though Sector B is fully populated with US units.

It would be great if there was a way to define which faction owns a sector at the start, especially for more dynamic mission setups.
Thanks a lot for your work and for sharing this mod with the community!

Cari saluti! 🙂