Arma 3
The ISIL Foothold v1.28
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Update: 26 Mar, 2023 @ 9:57pm

v1.28
====
- Replaced the support modules with HAS Script, as the helicopters using the vanilla
support modules were unreliable and finicky.

Whats HAS script?
Has is short for Hermes Airlift Services, if you want to know more about what
HAS does then see the release thread with all listed features and functions.
https://forums.bohemia.net/forums/topic/220740-hermes-airlift-services-script/

Update: 21 Jan, 2023 @ 9:52pm

v1.27
====
- added initPlayerLocal.sqf script that adds code that enables the parameters for
weapon recoil and sway to work as previously the parameters did not work.

- Updated the intro text you see on the screen when the mission starts.

Update: 29 Oct, 2022 @ 9:05pm

v1.26
=====
- Added misc walls and watchtower to FOB.
- Adjusted height of a few sandbag walls and mortar at FOB as they were floating.
- Adjusted position of heli/pad as they were crooked.
- Extended the range of the triggers for the automatic gates at the FOB.
- Removed the Halo.

Update: 19 Oct, 2022 @ 1:07pm

Update: 18 Oct, 2022 @ 7:53am

v1.25
=====
- Relocated rescue area to inside of FOB helicopter area.
- Updated briefing.
- FOB gates replaced with closing gate which will also open automatically
when you come within range of them, and will close automatically after you exit.
- Misc adjustments in and of FOB.

Update: 16 Oct, 2022 @ 5:39pm

v1.24
=====
- Removed the teamswitch function and replaced it with a base respawn,
so now when you die you will respawn back at base in front
of the AI recruitment sign.

- Added code that enables you to revive/heal yourself if you get killed
provided that you have a fak or medkit in your gear, if you do, then reviving yourself
will allow you to keep playing. If you dont have a fak/medkit in your gear
then the only option while playing solo is to respawn back at base.
If your playing with friends then they can revive you.

- Added code that will enable the player's loadout to be saved apon respawn,
so now apon respawning, your loadout you chose, any weapons, gear, clips, grenades,
equipment you chose at the start, and or picked up while in the field,
all will be saved when you respawn back at base.

- Added code to the condition of 9 triggers in the mission for when you rescue
the scientist. Previously when you walked into a trigger at any one of the locations
which you cannot see ingame, the trigger would add the scientist to your group, with him
under your command, whether you found him or not.
In this update the new code in the condition will check to see if the
scientist is present in the trigger, if not the trigger wont be triggered, if he is
then the scientist will join your group and you can command him.

- Relocated a DShk machine gun nest one building over as its view was obstructed by terrain rocks.

- Added new MP parameters they will allow you to set your weapon sway, recoil, along with grass density.

- Moved the FOB base back to its original location which is by airport road. (Vanilla version).

- Added script that will add ambient fog in certain areas of the map.
- Added script that will add spotlights to all the machine gun lookouts and roaming patrol HMG truck.
- Added script that enables a machine gun to look around automatically as in guard post.
- Added tripwire flares to various areas around the compounds, watch your step at night!

- Removed and replaced the Briefing script with the briefing modules.
- Removed the AI_Medic fsm which was for the medic at the base.

Update: 20 Aug, 2021 @ 10:00am

v1.23
=====
- Removed the mine modules and replaced with hand placed apers tripwire mines.
Theres about 1-3 mines zig zagged spaced apart between each red triangle on the outskirts of the compounds area, alot easier to spot then the apers land mines.
I removed the modules as i had 150 apers mines around the area which made it close to impossible to traverse or get into the compound area. Still watch your step!

Update: 15 Aug, 2021 @ 7:03am

v1.22
=====
- Adjusted position of 50cal mg at base.
- Adjusted position of the rear ramp at base as it had a bump to it.
- Adjusted starting position of an enemy squad that patrols the compounds.
- Adjusted position of a couple static mg's as they would tip over or gunner would get out.
- Added another minefield to the west outskirts of the compounds.
- Added 50 more mines to each mine module so each area will have 150 mines each - Watch your step!
- Changed many of the placed objects to simple objects, this increases performance of the mission!
- Changed the stance of all blufor units guarding base to stand only, so they can properly defend the base without getting down for cover if they were shot at.

- Made the scientist hostage and reduced his health, so you'll need to heal and untie
him when you find him.

- Increased all static mg's spotting distance to 70% and reduced their accuracy to 30%.
- Fixed misc spelling errors in the briefing.
- Renamed the marker for the task on the map "Enemy Outpost" to "Outpost"
- Readded pickup truck with mg that will guard the compound area, (not a task).
- Swapped the 2 dirtbikes for 2 quads as the dirtbikes were finnicky and easy to flip. (CUP)
- Updated MP parameters - now you can set the hour to any time of the day or night.

Update: 26 Dec, 2020 @ 5:32am

v1.21
=====
- Fixed - Tasks for compounds 5 and 6 were not completing once the compound was cleared.
- Fixed - Cup version was missing helicopter crash which is part of the story on how the scientist
was shot down and then captured.
- Fixed - Missing marker for the mgnests at compound 5.
- Removed view distance parameter.

Update: 30 Nov, 2020 @ 4:47am

v1.20
=====
- Removed the tasks for the following:
MG Nest parameters
AT Launcher defense
These were optional targets and not required to complete and end the mission, nor were they the main focus of the mission's objectives, they were rather set as deterrants and defensive measures of the enemy.

- Removed the markers on the map giving the player a rough idea of where the mg nests and launchers were,
i'd rather the player discover and learn to think on their feet, recon and discover how to get past obsticles then have their hand held and be told where something is so they dont have to do anything but kill the target.

- Added red triangles markers on the map for the areas that are mined, so read the briefing under enemy assets!
- Added another mgnest to the compounds AO parameter.
- Changed 1 rifleman for each roaming enemy patrol squad to an AT soldier.
- Added new Task/objective - rescue scientist and rtb back to base to complete task.
- Replaced gates front and rear of FOB with a larger gate allowing vehicles more room to enter/exit.
- Removed the assigned task for each task as i want the player to choose what task they wish to do.
- Added bunker to the right of gate of FOB and moving the static 50cal to it.
- Added helicopter wreck for rescue heli scientist task.
- Added an area close to the FOB to deliever the rescued scientist to which will complete the task.
- Added the option to change your view distance, and grass height in the mp parameters.
- Updated briefing to reflect changes.