Arma 3
Nod 01B: The Movement Ignites
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Update: 12 Apr, 2022 @ 11:37am

OPFOR: Brotherhood of Nod:

-Ural 4320 Trucks updated with Nod camouflage.

Update: 11 Apr, 2022 @ 8:16pm

CIVFOR: Westwood News:

-Westwood News-specific Van now in place at press setup position.

Update: 6 Apr, 2022 @ 11:19am

Scenario:

-verification of functionality following update to Command & Conquer: ARMA III Lives mod.

Update: 10 Mar, 2022 @ 7:40am

OPFOR: Brotherhood of Nod:

-credits board adjusted.

Update: 25 Dec, 2021 @ 11:14am

Playtest, 28-AUG-21

-the following changes were made following the 28-AUG-21 playtest with Missionsmiths’ Outer Haven:


Map:

-empty market stalls in lots north of GDI headquarters castle replaced with stalls with groceries to add value to the area and justify civilian presence.


Scenario:

-promotional image updated.

-a visual indicator will now flash as a hint whenever a civilian is killed, then be removed from the screen after 5 seconds. The Multiplayer Handler dictating this execution will call a script instead of a sequence of events defined on each civilian entity.

-briefing updated to clearly define objectives, especially in the case of the Tmassah militia side mission. The core objective is to kill the officer and secure the compound.

-briefing now more clearly defines the objectives, as well as the likely location of the GDI Special Operations squad.


BLUFOR: Global Defense Initiative:

-all personnel have adopted the newest stitched gold patch.

-training arena and obstacle course are now specifically marked on the map following briefing with Colonel Zubin Arkardi.

-trench has been added to protect the DShK Machine Gun near the north troop defense sector.

-in an effort to minimize the number of objects causing framerate or performance issues, the tires in the obstacle course and trenches in the training arena have been removed. Vehicle wrecks in the training arena have had their positions adjusted.

-5 targets on Barracks base firing range replaced with 2 three-target boards.

-H-barrier towers on training arena replaced with sandbag rings and some trees cleared.

-recruit fire team on course to attack the Nod outpost will now start inside the GDI Barracks compound rather than the middle of an open field.

-some patrol routes adjusted to maintain a more deliberate defense.

-recruit patrol teams are now led by a Fire Team Leader.


OPFOR: Brotherhood of Nod:

-Missionsmiths’ Outer Haven and Sword of Nod flags added to Outpost New Beginnings.

-notification indicating available vehicles in Motor Pool adjusted.

-credits board updated

-locations of outpost flags standardized between Nod 01A and Nod 01B missions.

-flag has been added in the original position of the militia roadblock flag from Nod 01A: Certain Elements.

-hint triggered after speaking to the Alpha-Actual Platoon Leader in Tmassah misidentified the platoon’s assigned vehicle as a UAZ instead of a DPV. This has been corrected.

-Binoculars added to the Desert Patrol Vehicle assigned to Alpha Platoon in Tmassah. The vehicle shows signs of battle damage, including minor damage to the body, a light, and expended fuel and ammunition. Urban (Nod) texture assigned.

-Alpha-Actual Platoon Leader speech introducing the Tmassah Militia side mission incorrectly invoked Zubin Arkardi as the speaker. This has been corrected.

-condition determining the availability of the Tmassah militia side mission through speaking to the Alpha-Actual Platoon Leader is now dependent upon the activation of the trigger which verifies the Tmassah side mission’s completion rather than checking to see whether or not the Tmassah militia officer is alive, as the conditions for completing the Tmassah militia side mission are now dependent upon more than just the Tmassah militia officer.


INFOR: Tmassah Militia:

-most recent playtest revealed that processing the “side mission” required two hours. Entire deployment of Tmassah militia is thereby being reevaluated, as this portion of the mission should not require that significant amount of time to complete. The militia is meant to adopt a purely defensive posture given their lack of military training, crippled state, and lack of leadership and strength.

-guerrilla attack squad meant to mobilize to Tmassah after activating the side mission has been removed entirely.

-guerrilla and militia team positioned behind low rock wall overlooking road leading west away from Tmassah have been set to “ambush” opposing forces through a scripted sequence of events rather than remain in a standing position silhouetted against the sky and terrain behind them. This sequence has been applied to other guerrilla teams as well.

-recruit overlooking approach road stretching west from Tmassah village has had his DShK Machine Gun removed. Recruit is now armed with only a pistol and binoculars. He will retreat to the main militia encampment upon first contact with Nod forces.

-dirt trenches removed from “second” militia cluster compound.

-central compound patrol redeployed to roof of compound and set to an ambush posture.

-open camouflage netting replaced with physical tent.

-militia forces will no longer scatter and retreat towards the GDI outpost once the main militia encampment has been cleared out and secured by Nod forces.

-wrecked Offroad truck added to first militia compound.

-two-man guerrilla team in compound east of militia fallback compound has been combined with a neighboring guerrilla three-man team in the third militia compound.

-all Guerrillas have been set to “Open Fire” and “Safe.”

-trigger system controlling the side objective to destroy the Tmassah militia survivors is now controlled by an area trigger with the condition that the area must be seized by the OPFOR along with killing the Tmassah militia officer and at least one soldier from each of the three “leftovers” teams in the compound-this minimum condition is being implemented in the event that any of these units break contact and retreat from the area.

-militia skills verified at 35%. Fleeing coefficient verified at 65%.

-guerrilla and militia recruit skills verified at 30%. Fleeing coefficient verified at 70%.


INFOR: Armed Civilians:

-some armed civilians redeployed throughout the map.

-all Armed Civilians skill percentage decreased from 30% to 25%. Fleeing coefficient increased to from 70% to 75%.

-Armed Civilian presence has been intermixed with guerrillas.

-all Armed Civilians have been set to “Do Not Fire Unless Fired Upon.”

-some armed civilians in the main village have been moved indoors.


CIVFOR: Unarmed Civilians:

-some unarmed civilians redeployed throughout the map.

-all unarmed civilians skill percentage verified at 20%. Fleeing coefficient verified at 80%.

-some unarmed civilians in the main village have been moved indoors.

Update: 19 Aug, 2021 @ 8:18pm

Scenario:

-scenario and briefing updated.

Update: 8 Aug, 2021 @ 7:02pm

OPFOR: Brotherhood of Nod:

-action to “Speak to Zulu” will now be removed from Zubin Arkardi’s entry if he is killed.

Update: 7 Aug, 2021 @ 12:40pm

Scenario:

-custom damage handling and turret effects disabled on all vehicles, as the exact impact on the scenario has not been determined either way.


OPFOR: Brotherhood of Nod:

-all engineering skill sets have been removed from all personnel, as these skills are not required to change tires on vehicles.

-UAZ-469 spare wheels adjusted from 2 to 1.

-Alpha-Actual Desert Patrol Vehicle spare wheels adjusted from 3 to 1.

Update: 22 Jul, 2021 @ 5:16pm

Scenario:

-verifying functionality following update to Command & Conquer: ARMA III Lives mod.

Update: 18 Jul, 2021 @ 8:11pm

OPFOR: Brotherhood of Nod:

-Desert Patrol Vehicles replaced with UAZs.

-Alpha Platoon UAZ replaced with Desert Patrol Vehicle.

-remaining ammunition in Alpha Platoon Ural 4320 adjusted.

-destruction of any Nod vehicle will activate an audio trigger specific to that vehicle to indicate the vehicle has been destroyed.