Arma 3
LIBERATION CAM LAO NAM
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Update: 20 Oct, 2024 @ 5:30am

Update: 20 Oct, 2024 @ 2:47am

changelog :

new liberations
- created 4 new liberation mission, USvsGER/Mortain, GERvsUS/Mortain, USvsGER/Normandy and GERvsUS/Normandy. Can't believe no one ever did a german side liberation for spearhead, who the hell cares about playing as GIs seriously

all liberations
- added new option to choose the amount of points deducted when an enemy counter attack begins. This option was added as if players put a high aggressiveness, the alert level will almost stay the same, thus can hardly get over 80%. The new option is called opfor battlegroup cost and can be set with those values : 3, 5, 7, 10, 12
- added new option to choose the probability of infantry only counter attacks, meaning you can now choose if you like or not to have armored counter attacks or infantry, or how often you want them to be, as it was not very consistent before on how does this spawn beforehand. The new option is called opfor battlegroup infantry chance and can be set with those values : 0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100.
- fixed a long time bug where enemy counter-attacks would not spawn infantry correctly. Now, the proper amount of squads are spawned and are going to patrols areas close to where the spawn was. In the original script, only 1 squad would spawn and patrols areas, or even half squads, which are meant to reinforce nearby sectors. This feature was meant to be since the beginning of liberation but was never corrected. This also fixes counter attacks made only with infantry which were bugged as no troops would move after spawned. Now, they will properly attack the nearby sector.

csat green liberations (tanoa, livonia and weferlingen)
- switched mandatory mod (D2X armaverse 2035 mod or smg like that) which is enabling green hex camo on most vehicles or stuff. This mod is now optional and not mandatory to play. However i still strongly advise to use it as it can be immersive for those missions. The corresponding green hex camo are at the bottom of the list.

australia
- added new sectors close to big town because were feeling too empty. Same for Tasmania.

Update: 28 Sep, 2024 @ 8:54am

changelog :

improvements on secondary mission
- insurgency is now available whatever % you are (as before if you started the mission with positive reputation, indep faction was considered allied and the mission was not intended this way) so now you can start this mission anytime as the indep faction will be hostile during this mission
- convoy is now more relevant as there will be now 2 trucks full of ammo, going from point A to point B to resupply enemy vehicles, the convoy will only start after a 5 min delay giving players time to react. However, the final destination have 3 vehicles standing for resupplies (before, this mission was never-ending, as the convoy was cycling endlessly between 3 points, never stopping and there was no other vehicles on waypoints)
- SAR mission is now easier as i've limited the enemy spawn, it was way too hard for what you could get, now the mission can be done and increased intel reward to 15 for each pilots instead of 10
tweaks on secondary mission
- balanced intel prices for most secondary mission to incentivize taking hostages and doing intel secondary missions
all liberations
- added clearance for enemy battlegroup to spawn (should reduce probability of spawn failure)
- added new option near FOB to print stats which gives a quick glance of the number of sectors for the mission
- added the spawn squad option to all players (was only available to the commander before)

Update: 19 Sep, 2024 @ 8:47am

changelog :

improvements on secondary mission
- unique notification for each mission (was using only one generic notification before)
- civilian supplies have now a proper timer and position check for player, player now needs to be <30 meters away from civilian and have 60 seconds to give all supplies (it was an universal timer before meaning if you drop 2 crates and its 1:59:59 then at 2:00:00 it would count those 2 crates even so you planned to deliver more but then you didnt had time to do so)
tweaks on secondary mission
- increased limit for bonus to be active for alert level (was around 30 now is 45)
- for arty mission, increased number of enemies and changed their loadout to be more efficient (replaced sentries by standard equipment)
bug fix on secondary mission
- added options to change values for secondary rewards
- civilian supplies was not counting properly the bonus affected to the number of supplies given
added 2 new secondary mission
- submarine : you must find a black box in the sea before the enemy does
- insurgency : you must destroy a weapon cache from a resistance ground
known bugs
- for arty mission there is still a display of FOB now spawned near X town, even if it is not a FOB, dunno how to fix it
- hopefully i launched all my updates without further bugs

Update: 28 Feb, 2024 @ 11:45am

changelog 28/02/2024 :
---general change for all liberation---

Mobile arsenal parameter is now used to unable/disable arsenal on mobile respawn.
By default, option is disabled, so now mobile respawn will NOT give access to the arsenal.
If mobile arsenal parameter is enabled, mobile respawn will give full arsenal as usual.

Update: 27 Feb, 2024 @ 1:36pm

changelog 27/02/2024 :

---general changes for all liberations---

- informator task bonus reduced (assassination secondary mission nerfed)
- save HVT time increase (now 30min to save the hostage)
- informator spawn chance reduced (now 25%)
- informator chance giving assassination task reduced (now 15%)
- enhanced informator spawn location ; I changed the way the script spawned informators in towns, as it was too buggy in the original script (on most maps, informator spawned in the middle of the marker)
- default parameters changed : mobile respawn is activated, 10 min cooldown on spawn, no halo jump
- mobile respawn costs now 250 supplies and 250 fuel

---specific changes---

- sefrou ramal : increased ressources multiplier by default to x2
- sefrou ramal : for AFRF side added the Taru and replaced NATO containers by CSAT containers
- sefrou ramal : for AFRF side changed the default uniform (now is mountain pattern which is way better)
- north takistan : for AFRF side added the Taru and replaced NATO containers by CSAT containers
- takistan : for AFRF side added the Taru and replaced NATO containers by CSAT containers
- takistan : for AFRF side changed the default uniform (now is mountain pattern which is way better)
- namalsk : for AFRF side added the Taru and replaced NATO containers by CSAT containers
- namalsk : replaced civilian faction (was middle eastern, now european)
- namalsk : independant faction is now using RHSGREF units

Update: 11 Oct, 2023 @ 11:44am

- added new secondary mission. Please look the description of my mission for more information. If you find any issue please let me know.

Update: 18 Sep, 2023 @ 10:36am

- reverted changes made to civilian penalties as buildings are easily destroyed (30% chance to spawn injured civilians, +2 bonus for each civilians helped and malus due to building destruction is now 2 instead of 4)

Update: 16 Sep, 2023 @ 2:32pm

For all liberations :
- fixed major bug which was preventing counter-attacks both from air and ground
+ For SOG liberations :
- fixed bug which was causing damaged building to increase reputation instead of decreasing it

Update: 6 Sep, 2023 @ 11:34am

Global change :
- reduced reputation bonus when capping a point from 5 to 2
- reduced probability for injured civilians to spawn from 40 to 30%
ArmA 2.14 update for all CSAT related missions :
- added T-100X Futura to CSAT both as BLU and REDfor
SOG missions only :
- reduced amount of bonus when healing civilian from 2 to 1 (change made to simulate bad reputation of US army from civilian pov)