Arma 3
31 ratings
Brief Lives - Episode 3
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer
Scenario Type: Infantry
Scenario Map: Altis
File Size
Posted
Updated
1.814 MB
7 Nov, 2013 @ 6:10pm
27 Sep, 2014 @ 5:13am
21 Change Notes ( view )

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Brief Lives - Episode 3

In 1 collection by Se'Kara
Brief Lives
11 items
Description
Andros Rhodocanakis and his foul-mouthed mechanic, Bastiaan have been captured.
Massively outnumbered on leaving the tower block after rescuing Krzysztofr's brothers, they had no choice but to surrender.

Andros has spent the last few days as a 'guest' at The Village.
Ever vigilant for his chance to escape, Andros must survey his surroundings and hatch a plan.

Once he is free, he must find Bastiaan and continue his fight against the CSAT invaders.

This time Andros is on his own.
No support from NATO forces.
No friends by his side.

(I should also thank/apologise to Patrick McGoohan for much of the early dialogue)
44 Comments
DarkFire 17 Aug, 2019 @ 8:34pm 
Might have experienced a bug with this mission. Returning to the village, once I got within about 300m there was a huge explosion and everyone was dead. Was this supposed to happen?
Vince 2 Apr, 2018 @ 10:00am 
Great series and great mission !! Assault on heavy guarded solar plant at the end was enjoying to plan and setup for the assault, unfortunately my plan was starting with destroying the APC then coordinating my team's assault from 2 areas. Took a while to setup and finally... destroying the APC also killed the colonel and ended the mission (was he inside or in the vicinity I don't know...) a little frustrating :steambored:
Se'Kara  [author] 22 Sep, 2014 @ 5:47pm 
That's a shame - at least there is a work-around, though.
TWiG [SPOG] 22 Sep, 2014 @ 5:40pm 
Alright, this time with @AGM I was able to get past the intro, and there was shooting happening, but the guard in front of me was not shooting, just hit the deck. Once I could move and look around, I noticed all the other "captives" were "blue" and running around getting shot. @AGM has a system to take captives using zip tie cuffs, I am guessing that part messes with your mission?

Another problem that @AGM is causing is that it is blocking the conversation speach of the NPC. So unless I figure out how to turn that off, @AGM just wont work while playing your great story missions. Unfortunate, because I love playing with that mod. hehe :tgrin:
Se'Kara  [author] 22 Sep, 2014 @ 3:46pm 
Cheers TWiG
TWiG [SPOG] 22 Sep, 2014 @ 3:45pm 
I will test your update with and without @AGM for ya.

The other mod I thought it might be was @ASR_AI3, but it ran fine with that.
Se'Kara  [author] 22 Sep, 2014 @ 3:24pm 
Ah - that's good to know - thanks for posting that
Se'Kara  [author] 22 Sep, 2014 @ 3:23pm 
Right - I've turned off everything but animation on the first guard - let me know if that works.

I'd also be interested in finding out how the other guards in the camp react to you.
TWiG [SPOG] 22 Sep, 2014 @ 3:22pm 
I found out, for me anyways, the problem was caused by @AGM (Advanced Gameplay Mod). It ran fine in Dev Build and with all my other mods other than @AGM.
Se'Kara  [author] 22 Sep, 2014 @ 3:10pm 
I'll take a look - everyone there - apart from the guards - should be set captive, so they shouldn't shoot at anyone.

It's not something I can reproduce.
I'll remove all the guard's ammo and replace it when required - hopefully that'll solve it.....give me 5 minutes :)