Arma 3
WW2 SAS Raid: El Alamein [SP]
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Update: 4 Aug, 2021 @ 10:42am

* Previous version of this scenario was not loading properly due to missing or updated addons, this should (hopefully) fix that and make it playable again
* Added recolor treatment and opening sequence
* Added AI revive script by Pierre MGI

Update: 30 Nov, 2019 @ 5:59pm

* Fixed a major bug with Objective Burke, apologies if this prevented you from completing the mission, or for reverting your progress!
* Tweaked opacity of a couple markers that shouldn't have been as bold
* Adjusted the date to maximize moonlight for night ops - if you use Re-Color mod, you may need to turn it off to be able to see at night
* Fixed a bug that allowed the radio at Objective Charleston to be used more than once
* Added US and German ammo crates to the weapons area of the F.O.B. and British ammo to the ammo truck nearby
* Fixed a bug that caused a shovel at Objective Burke to float in mid-air

Update: 24 Nov, 2019 @ 10:12am

* Fixed a typo in the briefing
* Moved SAS solder Bergeron to a different location to avoid him getting stuck when joining your group
* Changed the Group Callsign to 2 Troop
* Fixed a bug where Group Join was only counting 1 man lost in the group, should now work where each man lost opens a slot in the group
* Moved the intel at Objective Dunham to a place where it will be harder to get lost in explosions or gunfire

Update: 23 Nov, 2019 @ 10:49am