Arma 3
C Q B | S t a g e d T o w n
20 Comments
DreadNought 29 Jun, 2023 @ 9:02am 
it says gps stop working when i start the mission...
VedKay  [author] 16 May, 2021 @ 10:59pm 
Ok champ 👍
Warhammer Actual 16 May, 2021 @ 1:26am 
Took you 59 hours to make this? Ouch .. Was very very basic
VedKay  [author] 14 Feb, 2021 @ 12:07pm 
@SGT Bombadil Nice run through :steamhappy: Go the shotty hehe!
Extra points for the straw hat usage :steamlaughcry:
Sgt Bombadil 14 Feb, 2021 @ 8:13am 
Fun town to clear out! I think the shotgun was my favorite: https://youtu.be/36PgMPCnMbI
VedKay  [author] 17 Jan, 2021 @ 12:44am 
NEW MISSION : Vanilla no DLC/Mods needed
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2364613402

Custom built town in Malden's Airport.
CQB Environment with lots of cover, furnished interiors for extra immersion, and interior+exterior patrolling enemies. 
Methodically clear every building and room and prevent an execution, or don't.
VedKay  [author] 12 Jan, 2021 @ 4:23pm 
Update v1.8 :
- Added a "Skip Time" function to a laptop on the briefing table. You can now skip forward by 3hrs at a time by hitting the addAction via the laptop.
EgoTobi 22 Dec, 2020 @ 12:59pm 
@VedKay Bitte Bitte and Grüß Gott from Germany
VedKay  [author] 22 Dec, 2020 @ 12:37pm 
@Kerry [GER] danke danke much appreciated mate.
Link 22 Dec, 2020 @ 12:27pm 
Nice mission - thx!
VedKay  [author] 20 Dec, 2020 @ 2:17pm 
@Gunter Severloh thank you very much sir!
Gunter Severloh 10 Dec, 2020 @ 7:08am 
Nice!
VedKay  [author] 9 Dec, 2020 @ 3:53pm 
Update 1.6 :
- Re-positioned and re-path enemy AI.
- Added a few new buildings and enemies.
- Removed an enemy Officer playing AmbientAnim as it was reported to be underground.
- General Maintenance
- Note; There is a left-over debug Radio Trigger to kill all Opfor on 0-0-9. If any issues locating all enemy, pop the radio trigger.
VedKay  [author] 9 Dec, 2020 @ 2:33pm 
aahhhh yep that makes sense I had a dude in there playing an AambientAnim at the table!
I'll remove him. Thanks for the report man.
Ambient Anims sometimes mess up in MP :-(
Ace 9029 9 Dec, 2020 @ 2:24pm 
It's only happened when I played the mission online but it typically happened in the building where you get the intel
VedKay  [author] 9 Dec, 2020 @ 12:57pm 
@9029 lol welcome to ARMA, where the AI walk themselves underground hahaha.

Do you know which enemy mate? All the AI are hand placed so it's a little strange (not unheard of) for them to walk under ground.
As for the side missions, I'll see whats up with the Radio Tower. It's really more about the CQB clearing
Will update the mission today :rockon:
Ace 9029 9 Dec, 2020 @ 8:08am 
I've run into a couple issues in this mission, one I cannot find the radio tower objective (or if's that large explosion it won't be marked as completed), and two, every time I've run the mission, one of the last enemies will be stuck under the map needing to be killed with zeus lightning
VedKay  [author] 9 Nov, 2020 @ 2:20am 
Thank you sir, that is much appreciated.
The comms pops up when side missions are "found". I'll tone it right down in the Db department :rockon:

Yeh you'll love some parts of Malden mate. Keep an eye on my next mish, it follows on from this raid. It's up the road from this location and I've built a bit of a CQB town. I think it PERFECT for Desert Ops :beatmeat:
Gunter Severloh 9 Nov, 2020 @ 2:01am 
Nice work Vedkay, played it for a few runs, other then the radio chatter in certain times which i found little distracting as i use my hearing to listen for footsteps and voices to get an idea where the enemy is at, mission was pretty cool overall.
Dont think i've explored all of Malden yet either at least not the Arma3 version ;) so the area here is interesting.
Gave me some ideas too for my Desert Ops run mission in terms of cover, much appreciate it, rated!
VedKay  [author] 8 Nov, 2020 @ 11:13pm 
Update :

-- Added a stealth mechanic paired with a slower AI reaction time. With silenced weapons you can engage all enemies quietly. Being visually spotted, missing a shot, or alerting nearby units will of course make the enemy engage you.
-- Added Silencers to starting load-outs.
-- Customised the Enemy's load-outs. They will now mostly carry 9mm and .45 SMGs rather than 5.56 or 6.5 ARs.
-- Adjusted a few of the Long Patrol enemy positions and removed a few outer edge garrisons. Just in case a few rebels were being too sneaky and hiding, hindering the mission completion.