Arma 3
Nod 01B: The Movement Ignites
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Update: 16 Jan, 2020 @ 9:22pm

Map:

-all audio and imagery incorporated into Nod 01B: The Movement Ignites scenario transferred directly to main mod.


Scenario:

-entire scenario has undergone a massive overhaul based on feedback from NOV-2019 testing of Nod 01A. As such, original Nod 01A scenario copied over to replace Nod 01B and to be used as a template for redesigning this scenario. Position of many objects, soldiers, entities, markers, and elements adjusted.

-intro text delayed by 30 seconds.

-briefing is now written in a diary.sfq file rather than via modules placed on the map.

-init.sqf file and syntax created to orchestrate the mission parameter wherein if 15 civilians are killed, the mission will fail. Likewise, an audio trigger declaring "Civilian killed!" will play if a civilian is killed.

-waypoints of several AI elements have been significantly reduced and directions have been modified.

-all ammo and medical crate storage values have been overhauled.


BLUFOR: Global Defense Initiative:

-implemented original structures and defensive barricades from Nod 01A: The Opening Moves.

-additional troops have been added throughout the map.

-DShK machine gun and fire team have been deployed to the rooftops of the Barracks block perimeter structures.

-castle headquarters building now set to indestructible.


OPFOR: Brotherhood of Nod:

-Zubkin Arkardi total combat skill adjusted from 65% to 75%. Arkardi now assumes an animation pose near the table.

-with respect to recently added Nod forces separated by nationality, all Nod forces throughout the area are considered part of the Nod Middle Eastern Forces. Otherwise, there are no visible differences.

-player platoon is now Gamma instead of Alpha. Alpha platoon has been deployed to the main village of Tmassah. Player radio frequencies are now 70, 71, 72, and 80 for 3 player-controlled elements.

-Arsenal whitelist medical supplies in outpost medical tent have been removed.

-orientation and position of barracks structures and flag adjusted slightly.

-Colonel Arkardi's briefing partners are now Officers instead of Squad Leaders.

-Nod command tent objects have had simulation disabled to prevent them from being picked up by players.

-all fortified sandbag positions replaced with sandbag ring bunkers.

-ammunition and medical storage restructured, with additional medical crate available.

-UAZ and Ural 4320 equipment storage adjusted.

-destruction of UAZ and/or Ural truck will result in an audio and hint notification.

-respawn points have been added to the former militia forward barracks and medical tent.

-markers identifying bridges across the river are now Move icons.

-Alpha-Actual section individual soldier entity variable names removed, as they are no longer necessary.


INFOR: Tmassah Militia:

-implemented original structures and defensive barricades from previous mission.

-additional militiamen and armed civilians have been added throughout the map.

-newly-created Guerrilla entities have been dispersed amongst the surviving personnel.


CIVFOR: Civilians:

-additional civilians added to the map. Civilians divided from single squad to multiple squads and teams denoted by their locations. All civilians contain special sequencing designed to count the number of civilian casualties and alert the player when a civilian has been killed. If too many are killed, the mission will fail.

Update: 22 Dec, 2019 @ 7:26pm

Scenario:

-scenario updated in accordance with updates to Command & Conquer: ARMA III Lives mod.

INFOR: Tmassah Militia:

-generic green flag replaced by authentic Libyan flag

-original "Armed Civilian" entry removed, as class has been replaced entirely.

Update: 4 Aug, 2019 @ 11:46am

Scenario:

-it was recently discovered that to enable full medical functionality, ACE Medical options must be enabled and all Combat Medics must be upgraded to the level of
Doctors in ACE options. This has been implemented.

Update: 4 Aug, 2019 @ 11:12am

Scenario:

-verifying functionality following improper update attempt.

Update: 4 Aug, 2019 @ 10:56am

OPFOR: Brotherhood of Nod:

-Zubin Arkardi now set to Stay On Position with Move and Path disabled.


Scenario:

-functionality verified in accordance with update to Command & Conquer: ARMA III Lives mod.

Update: 22 Jul, 2019 @ 12:44pm

Game Masters:

-Zeus entity modified to deploy on OPFOR to overhear player communications.

Update: 22 Jul, 2019 @ 11:08am

OPFOR: Brotherhood of Nod:

-Command section erroneously listed as "Zeus." This has now been corrected to show "Zulu" as "Headquarters."

Update: 21 Jul, 2019 @ 7:59pm

OPFOR: Brotherhood of Nod:

-we have discovered in other scenarios that the written briefing was not showing up for all players without being tied to a trigger. This has been addressed.

CIVFOR: Game Masters:

-Zeus entity is now hidden. We are considering adding Zeus entities for all forces.

Update: 4 Jul, 2019 @ 6:19pm

Scenario:
OPFOR: Brotherhood of Nod:

-Radioman in Nod outpost now wears a Defender headset


INFOR: Secret Objective:

-new entity added to replace existing soldier class as per enhancement of secret objective and reward for pursing its completion.


CIVFOR: Westwood News:

-civilians as part of Greg Burdette's news crew replaced with CBA-based "Journalists"


CIVFOR: Game Master:

-Zeus soldier/stand-in civilian replaced by actual mod-based "Zeus" entity.

Update: 21 Jun, 2019 @ 8:57pm

Scenario:

-hidden objective guarding personnel's waypoint disposition changed from Guard to Loiter

-scenario updated to ensure functionality with update to Command & Conquer: ARMA III Lives