Arma 3
Marina Infiltration
13 Comments
flankymanga 5 Jun, 2021 @ 1:31pm 
Pretty good little mission!
EgoTobi 7 Jun, 2017 @ 12:08pm 
Dude what make you with the scenarios....... 8mb and mission "silverback" 16mg..... to much!
Wisp  [author] 13 Mar, 2015 @ 3:43am 
I just gave this mission a brand new coat of paint. Everything has been tweaked, updated, refined, and generally made to work good!
Wisp  [author] 15 Sep, 2013 @ 10:45pm 
I released a small update today. There is a bug in Arma that is causing a major issue with the mission: it's currently impossible to remove NV Goggles from units, making this mission much more difficult than it is meant to be.
Wisp  [author] 3 Sep, 2013 @ 9:28am 
I appreciate your feedback Jukk, some of which I will incorporate into the next revision. I give players the choice of an SDV and assault boat for that very reason - choices. I don't want to artificially limit what players do wth the mission. If you find the helo insertion tedious, there is a shortened version of the mission available that puts you closer to the action. You can find it in my files.
Jukk 3 Sep, 2013 @ 4:56am 
To change the depth of a mine, set its elevation to a proper negative value (e.g. -1.5 for 1.5 meters below sea level).

I'd suggest that you change the LZ lighting to a glow stick at most. You can control the helo's flight altitude with, for example, a scripting command flyInHeight.

To be honest, I have no idea why the players need to be inserted to the island with a helo and after that they have the choice to take either an SDV or one of the two assault boats. You should just stick with the SDV to begin the mission with since that's what most people will want to use anyway
Jukk 2 Sep, 2013 @ 12:25pm 
Take note that moored naval mines are not deployed on surface since it makes them ineffective. Typically moored naval mines are deployed to a depth of approximately 2 meters or so from the surface, depending on their type and the targeted vessel type (displacement and waterline being the associated parameters).

I would also like to add, that the initial LZ was not very good from a tactical point of view, since it was fully lit up. This would've made anyone in the area an easy target for enemies. Also, the helo used lights and flew pretty high, so it could've been spotted rather easily by any enemies on the ground.
Johnnyboy 19 Aug, 2013 @ 9:41pm 
Hey Wisp, I really enjoyed this. I'll post over at the Bohemia forums as they allow longer comments.
Beep Boop 18 Aug, 2013 @ 7:35am 
Got it and yes it becomes impossible when you get detected xd Thanks for the awesome mission bro!
Wisp  [author] 17 Aug, 2013 @ 2:10pm 
Have you played since I updated the mission? I removed the detected trigger because as you found, the AI discovered you too quickly. The mission also becomes extremely difficult when the full AI forces show up. You don't have anything in your arsenal to deal with a MRAP. As for the patrols in the town, there are are around 10 AI units patrolling through the town.
Beep Boop 17 Aug, 2013 @ 3:41am 
You could add more enemies on like the bay and such and more throughout the town because the only guy I saw was the NATO officer. Just add some enemies patroling through the town and the house the NATO officer is in. And what I really prefer is the ACP-C2 .45 SD pistol because it has much more power than the Rook 40. And like let the alarm go off when you really get spotted and not when you fire a bullet with a silencer equipped. thats about it :) overall a very fun mission to play and I love that you can go by submarine :)
Wisp  [author] 16 Aug, 2013 @ 8:42pm 
Thank you. Did you find anything confusing? Were you able to complete it on your first try? How did the balance and difficulty seem?
Beep Boop 16 Aug, 2013 @ 12:43pm 
amazing mission