Arma 3
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Cold War Rearmed III Missions
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Data Type: Mod
Mod Type: Campaign
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Type: Air, Infantry, Vehicles
Scenario Map: OtherMap
Tags: Tag Review
File Size
Posted
Updated
34.379 MB
11 Dec, 2020 @ 6:24am
17 Jan, 2024 @ 8:47am
13 Change Notes ( view )

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Cold War Rearmed III Missions

Description
This package includes Single and Multplayer Missions for Cold War Rearmed III.

More missions will be added when they are ported and ready to use.

Steal the UAZ from La Trinite in 'Steal the Car'. Blow up an enemy convoy in 'Bomberman' or sneak into a guarded base to destroy tanks in 'Lone Wolf'.
Eliminate Spetsnaz Officers in 'Sniper Team' and take Revenge on terrorists as a Soviet infantry Officer.

This also includes most of the original COOP mission from the old days like 'Hostage Rescue', 'Desert Ambush' or 'Lost squad'.
72 Comments
Menethil 12 Jun @ 7:39pm 
There are other missions that have similar problems due to the mission maker using trigger ownership instead of utilizing trigger conditions.

Multiplayer co-op one called "Lost Squad" is one such case. The trigger for ending the mission is grouped to the squad leader. On top of that this is a multiplayer mission, meaning if the squad leader's lobby slot is not occupied by a player and the AI is disabled the trigger will not be grouped to anybody. Also - instead of initializing the group's variable name in the init field of a leader (or in every unit's init field for a playable multiplayer group) you can open the group entity in the editor and input the variable name there.

To fix Lost Squad's end trigger use activation type BLUFOR and in the condition type:

(({_x in thislist} count units grp_alpha) == ({alive _x} count units grp_alpha)) OR (({vehicle _x in thislist} count units grp_alpha) == ({alive _x} count units grp_alpha))

This will mimic a "Whole Group" activation type.
Menethil 12 Jun @ 7:36pm 
As for the Ambush mission, there is a bug that Bohemia Interactive still hasn't fixed. Long story short - triggers that have owners don't transfer the ownership to other units when the owner (squad leader) dies in Single Missions and Multiplayer missions. It only works while testing the mission inside the editor. So it's best to ungroup the triggers that are grouped to Alpha squad's leader, set their activation to BLUFOR and use an appopriate trigger conditions to activate them. To mimic an "Any group member" activation type you can use this code in the trigger's condition field:

({_x in thislist} count units grp_alpha) > 0

Bomberman also has a trigger linked to Bravo's squad leader, meaning that if the squad leader dies the new one won't activate the trigger. So I suggest you remove the ownership on that trigger as well, set the activation to BLUFOR and use the condition:

leader grp_bravo in thislist
Menethil 12 Jun @ 7:36pm 
To the developers:

Bomberman will never end because in obj2.sqf there is no var_part2=true;
Also in the same script file the if statement should be expanded to look like this:

if (!var_arrived AND !var_part1)

There's no need to reassign the first task as active if it has been already completed.
And finally the sleep 10 and saveGame should be thrown inside the if statement's body, otherwise 7 seconds into the outro the game will be saved.

So the code in obj1.sqf should look like this:

["task1","succeeded"] call SHK_Taskmaster_upd;
var_part1=true;

sleep 2;
if (!var_part2) then {["task2","assigned"] call SHK_Taskmaster_upd; sleep 10; saveGame;};

and the code in obj2.sqf should look like this:

["task2","succeeded"] call SHK_Taskmaster_upd;
var_part2=true;

sleep 2;
if (!var_arrived AND !var_part1) then {["task1","assigned"] call SHK_Taskmaster_upd; sleep 10; saveGame;};
Ronald Stark 14 Apr @ 8:50am 
Hey-yo, anyone knows how to make a server for multi-player CWRIII missions?
Skully 3 Apr @ 7:49am 
@W0LLE coudl you help me with something? its too do with coding that you`ve done in your campaign
kage74 6 Oct, 2024 @ 7:38am 
I know this is not a CWRIII question, but I really wanted to know if Stagler and W0lle have ported over all their missions/campaigns and other content from ArmA II.

I remember back in the day when Armaholic was still up I went through and downloaded all of their content for ArmA 2 because their work was of such high quality. Sadly, Armaholic is no more and I lost all those downloads when moving to a new machine.

I'd really love to play all that content again in ArmA 3.



I wish ArmA 2 had the Steam Workshop. I really hate losing access to all that excellent content when Armaholic shut down. Hopefully, as much of it as possible will be ported over to Arma 3.

I am really enjoying reliving the good old days playing these missions from Operation Flashpoint Cold War Crisis.
Memor° 31 Aug, 2024 @ 9:40am 
The Bomberman mission need fix . I destroyed the convoy, completing that task, but then when I seize the base it unchecks the destroy convoy task again, I destroyed the convoy already.I remove a lot of other mods already
Rclipse 4 Jun, 2024 @ 1:17am 
@ertugrul_arslan5461 That's because it's part of the Cold War Crisis campaign.
Killdozer 14 May, 2024 @ 5:08am 
there is a mission in original game called Convoy. I dont see that mission on the list
Bendy 12 Sep, 2023 @ 8:16pm 
@W0lle do you mind if I port these missions over to the updated "Everon -Reforged-" map? just did a test, and the co-ordinates on this map are exact same, easy to port