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Downloads » ArmA3 Missionen » African Revolution Co-02 von Gfresco (v1.01) [Coop Mission] Download-Infos
African Revolution Co-02 von Gfresco (v1.01) [Coop Mission]
26.09.2015 von miller

African Revolution Co-02

Multiplayer Coop
Einzelspieler (spielbar)



Benötigte Addons:
Community Base Addons A3
Isla Duala A3
All in Arma Terrain Pack (AiA TP)
Island Panthera A3
Advanced Combat Environment 3 (ACE 3)
African Conflict
NATO SF and Russian Spetsnaz Weapons
NATO SF and Russian Spetsnaz Vehicles
RHS: Escalation

Isla Duala A3

Entpacke das Archiv und kopiere die *.pbo Datei(en) in den Steam/SteamApps/common/ArmA 3/MPMissions Ordner.

Weitere Infos:


This map is an attempt of mine to try and create an open/sandboxy feel of a country in the midst of a civil conflict with the player as a rebel insurgent. I wanted to create a mission that provided an expansive experience as an insurgent and not a high-tech/well equipped modern soldier.
My main real life inspiration for this conflict is the civil war of South Sudan. In this mission GREENFOR/INDEPENDENT aligned Government troops control the majority of the map and have a presence in most towns/cities. The south-east region of the map is the occupied by OPFOR aligned rebels who are typically under pressure/assault from governmental forces.

The map by default is set up for 2 player co-op or singleplayer, with the first slot being the one that will receive the tasks (other players can help complete them of course, but wont be the ones triggering/getting assigned tasks). However if one desires a larger co-op experience it should be trivial to add more player slots in via the editor.

There is no singular objective or victory condition in this mission. Rather the intention is to provide a framework/platform/space in which organic-immersive gameplay can be continued indefinetly. While territory can be captured from Government forces by eliminating their town-presences and clearing out their patrols, a small portion of Government forces are set to respawn indefinetly from their two main airfields (marked on the map) and attempt to re-capture/re-control any lost areas. This can be disabled via the initilization of said units in the editor if not desired (if one wants to be able to do a complete capture of the island). My personal preference is to not give the mission an end-state but rather a pepetual civil war - however I wanted this to be easily changed.
I have done my best in the init.sqf file & others to document what the scripts do so that this mission can be edited by its users to their preferences with ease.

* Occupied towns with patrols in them, including units inside of buildings. Using the Enemy Occupation System by BangaBob.
* Ambient Civilians in and around towns. Set by default to be small in number and NO vehicles. Can be edited in the mission files. Using Civilian Occupation System by BangaBob

* Co-ordinated A.I Squads. Using the GAIA system (By Spirit6) AI Squads share information, co-ordinate and support in attacks and have generally realistic behavior.

* A.I Cacheing Using the GAIA system (by Spirit6) AI groups are cached (at distances editable in the init.sqf) which allows for the entire map to be utilized without creating performance problems. There should be few-to-no areas that don't have some activity.

* A.I Artillery Spotters unlike in vanilla Arma, the AI in this mission can "spot" for artillery and call in strikes where they believe/have spotted enemies. This is using "Fire for Effect" by Rydygier.

* Optional Tasks Systems the lead player will be assigned at random 2 types of tasks they may choose to pursue and complete. The 1st type of task are simple spec-ops oriented type missions such as scouting objects of interest, finding and destroying ammo caches, taking out high-value targets such as armored vehicles or officers. The 2nd type of task is more rank-and-file participate in the war effort type tasks. Typically they involve participating in offensive and defensive actions alongside allied A.I.
A task will be assigned at random and upon completion another one will be randomly assigned until all are complete. These have all been scripted out by myself (Gfresco). NOTE: Grid co-ordinates are given in Longitude then Latitude (Vertical numbers, then horizontal ones). I'm Canadian, sorry.

* Recruitable A.I using Bons recruitment script allows the player to form their own small A.I squad and participate in the conflict as a more substantial force.

* Respawn system for a portion of the maps AI to keep a level of perpetual conflict on the map. Can be disabled in the editor by changing units init line. This is done via the GAIA system as well.

* VAS System because in this day and age rummaging through 50 crates at the start of every mission gets old.

* Movable Spawn Point: Its likely that if you play this mission for long enough, you will die. While some players/groups don't mind restarting "back at base" some groups want a more gameplay-oriented experience. My solution has been to script a simple action function that updates the spawn (for the entire side) to wherever the player is when he activates that action. So, for example, if you are going to assault the town of Larenga you can update your spawn point to just outside of the town, should you or your teammates die. This is also easily disabled via the playable units initilization lines in game.




- All mod dependencies should be FIXED. Tested it myself without Leights, RDS, or Acre enabled.
- Added 2 new military tasks.
- Generally bugfixing/editing any minor issues I noticed (IE supports working better, etc)

a3Isla Duala A3

Quelle: Bi-Foren
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Grösse 233,7 KB
Downloads 767
Datum 26.09.2015
Kommentare 0
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Wertung ø 6,00
1 Stimme(n)

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