Arma 3
53 ratings
[SP/CO12] The Forgotten Few 2 (US/TK)
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Type: Infantry
Scenario Map: OtherMap
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
25.520 MB
15 Apr, 2022 @ 3:57am
29 Jun @ 2:53am
16 Change Notes ( view )

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[SP/CO12] The Forgotten Few 2 (US/TK)

In 1 collection by KingN
The Forgotten Few 2 Collection
35 items
Description
Dynamic Single-Scenario Campaign / Single Mission for SP and MP
The Forgotten Few 2 is the Arma 3 successor to the dynamic mission originally created for Arma 2. Command a small special task group and plan your mission execution. Finish randomly generated missions on an evolving battle map divided into territories. Dynamic civilian life and enemy activity spanning across the entire map. Choose a grand campaign or finish a single mission of your choice. SP or MP for up to 12 players. Unlimited replayability.

This Version
This version uses mods. For required mods please see the Mod dependancy list.

Side: USA
Terrain: Takistan

Player Factions:
- Marine Raiders
- Delta Force

Enemy Factions:
- Middle Eastern Insurgents
- Eastern European Separatists (Arid)
- Western PMC
- Russian Armed Forces

Optional/Supported Mods
- Alternative RHS libraries by loading RHSAFRF+RHSUSAF+RHSGREF+RHSSAF
- ACE3
- ACRE2

Forum
Bohemia Interactive Forums[forums.bistudio.com]
51 Comments
am'z 14 Jun @ 11:26pm 
I love you KingN
Soldier Victor 9 Jun @ 2:07pm 
I killed the mvp target found the body but i can't finish the mission. Any tips ?
Snyvan 15 Aug, 2024 @ 7:00pm 
@KingN Ok thanks a lot for the quick response. Guess it was just my misunderstanding. Cheers for the awesome mod!
KingN  [author] 15 Aug, 2024 @ 3:41pm 
@Snyvan That's default AI behaviour, aware automatically switches to combat if the AI is in contact with the enemy. They must have some awareness of some enemy somewhere to not go back in "aware" state.
Snyvan 15 Aug, 2024 @ 3:32pm 
I'll start by saying thanks for the awesome mod! Has anyone ran into an issue with Spark teams AI behavior? It seems like whenever I try to order new behavior to aware in platoon command, they switch back to combat behavior which forces them into a slow bound to the waypoint. They are not under fire and the nearest enemy AI is 1km out with seemingly no awareness to our presence. It's probably just hard coded arma ai derpiness from bohemia but I was wondering if anyone else found any workarounds or solutions?
Relic! 13 Aug, 2024 @ 11:50pm 
I apologize, it's not "Command Unit" It's Switch to Unit "X". Where X is whatever unit you have selected. I was able to achieve this for myself by just adding "Playable" to whatever units I spawned in the eden editor. I don't know how you have this wonderful scenario setup but it would be awesome to be able to do this for myself in singleplayer.
Relic! 13 Aug, 2024 @ 11:42pm 
Next time you select one individual unit, see the greyed out "Command Unit" option? I forget what function or tick box is needed, maybe just a simple "playable tick?" But in the scenarios I've used that I've seen it in, it allows you to temporarily "possess" your squad mate. So you can use their kit or whatever they're carrying. In my use-case it's great when I want someone else to run explosives for sabotage or AT and I want to use those items myself by swapping to them then swapping back to my "player character" or squad lead. You can see my screenshot for added context to what I'm talking about!

https://prnt.sc/OPQJ-A2XuEBt
KingN  [author] 13 Aug, 2024 @ 11:11pm 
@Relic What do you mean by unit command?
Relic! 13 Aug, 2024 @ 9:08pm 
I wonder if there would be any funcutional way to implement unit command / command unit in singleplayer. Would make this 100% the best dynamic singleplayer scenario if I could. But have been playing with it for a few weeks and it's fantastic.
CorporateEddy17 22 Jun, 2024 @ 10:48pm 
just had a glitch where the helicopter just keeps rising after extraction, anyone know why?