Arma 3
[SP] Information Embargo
29 Comments
[It's]DJ_OMG! 27 Jan @ 1:54pm 
2 and 3 got in position but 4 was running around looking for something to kill so lost the mission over and over because of him
Liberty_Valance 17 Apr, 2024 @ 8:56am 
why "mission faied" for losing one of the team
discororo 2 May, 2020 @ 1:18am 
@R3vo & @[BW] Black Out, I just ordered them to hold fire and stopped them well behind me before contact and went lone wolf. Got it done :steammocking:
discororo 2 May, 2020 @ 1:14am 
Nice mission. I especially like the weapon selection at the beginning.
И!EDERHALTER 17 Apr, 2016 @ 9:27am 
Very good work ++ many thanks for create
FlashPoint 10 Aug, 2015 @ 10:16am 
Great after that this ticket fixed by BI devs I could finally finish this mission:
http://feedback.arma3.com/view.php?id=21673
Thesroth 17 Jul, 2015 @ 2:14pm 
Very good mission! Thanks!
R3vo 13 Jun, 2015 @ 12:50pm 
I tried my best to keep my mates alive but sometimes there's nothing you can do, especially if they are stuck in "danger mode" 24/7. Let me mission fails if more than 2 die or 3 but allow at least one dead team member.
I Stay Throwed 18 May, 2015 @ 2:09pm 
Having to keep your squad mates alive is not fun. The AI in arma is horrid so to make it so you have to keep them alive or FAIL the mission really brings this mission down. If that were removed this would be one of the best missions out there. as it stands it's just horribly fustrating.
Lilkiki 28 Apr, 2015 @ 1:29pm 
Amazing mission and gameplay !
acdlewis 5 Oct, 2014 @ 5:12am 
Absolutly brilliantly designed mission/game.
H.o.p 25 Apr, 2014 @ 8:37am 
It's great! I had an awesome time with your mission. It was a quite nice challenge and I really like the fact that you customised player's teammates.
greyhound 14 Apr, 2014 @ 11:42am 
really great! Now if only arma 3 AI were better with stealth!
Random Arabic 11 Apr, 2014 @ 11:34pm 
Great mission. I'm halfway through at the radio station after disabling coms. I find the mission fun and difficult. Keep up the great work! :melon:
RafaelKurdi 11 Apr, 2014 @ 6:38am 
nice mission, choosing weapon is interesting i hope you continue that in next missions
FerociousWhiteCat 11 Apr, 2014 @ 1:13am 
Well designed mission, but it's frustratingly difficult, for all the wrong reasons. Your team is a drag instead of a help, you have to essentially babysit them because the mission fails if one of them gets killed. I gave up on the mission altogether at the village, when the mission aborts for no apparent reason (the guards are taken out, so what gives?). Anyway, I might give it another try at some point, but not just yet...
Heron 9 Apr, 2014 @ 5:33am 
Nice update, Im still not sure about the mission being aborted because one SAS soldier dies. It just does not seem practical to me.
F4llen  [author] 8 Apr, 2014 @ 12:10pm 
Mission updated, added the choice of selecting weapon at mission start and more ammo to player and teammates also. Also added a hidden optional objective where you can find some useful equipment.
norb 8 Apr, 2014 @ 7:54am 
Nice and solid mission, good work!

Xakura ∇ 7 Apr, 2014 @ 3:45pm 
Sounds like good changes
F4llen  [author] 7 Apr, 2014 @ 6:52am 
I have been thinking today how to make it more interesting and come up with an idea, that I will let the player choose what weapon he wants at start. He would be able to choose a MXM with a higher zoom optic or as now Mk18 ABR which has a higher bullet damage compared to the MXM, so he will have choice what he prefers a higher damage weapon or weapon with a less damage but better zoom optic.
@Beastly Skids: I will add some more ammo to the player when I will release the update containing the above option. Should be in the upcoming days.
Beastly Skids 6 Apr, 2014 @ 4:54pm 
I was just playing this, was loving it too. At the point where I have too "Help your team mate" it feel over for me as I had to swap weapon earlier in the mission as I ran out of ammo. I got a mission failed and restarting from the autosave didn't work. I will try doing the whole thing again with a different set of mods so I can play on from the autosave.

I think more ammo for the 7.62 would be nice though.
F4llen  [author] 6 Apr, 2014 @ 2:55pm 
@Xakura ∇: Originally I was planning to do so, but since I am not limiting the player to move (you can move closer or find yourself a better position). I put the player there because there is a better view on the guards you have to take out for your teammate and you don't have to headshot them, you have few seconds before the guard will "trigger alarm". So you can just aim at torso and shoot 2-3 quick shots to take the guard out. But I might rethink it, and maybe if there will be an update, put higher zoom optics in the player's backpack.
F4llen  [author] 6 Apr, 2014 @ 2:37pm 
@DanteAdams: Well there are 2 ways.
1st the easier is to set the voice for the unit in editor using the unit's initialization field
https://community.bistudio.com/wiki/setSpeaker
2nd is a bit more complicated if you are a begginer to editing in ArmA, but it is more practical, you set up the Identity in Description.ext file
https://community.bistudio.com/wiki/Description.ext#cfgIdentities
and then call it in editor in the unit's initialization field using
https://community.bistudio.com/wiki/setIdentity
the Wiki is a really helpful resource + the official forums, where you can ask on all sorts of thing regarding setting/editing missions
http://forums.bistudio.com/forumdisplay.php?162-ARMA-3-MISSION-EDITING-amp-SCRIPTING
hope it helps ;-)
DanteAdams 6 Apr, 2014 @ 2:17pm 
How did you make what they have british accent?
BZ 5 Apr, 2014 @ 12:04pm 
I Liked the mission
Xakura ∇ 5 Apr, 2014 @ 6:25am 
I managed fine to assault the comms station with all squadmates alive, putting them in cover and signaling hold fire until we were ready. It is a difficult mission, yes, but quite fun when you succeed.

Last part, however, I have not done, I feel the scope you have provided is not quite up to the task of reliably one shot headshotting targets at 400+ m.
F4llen  [author] 4 Apr, 2014 @ 1:53am 
@Joshua: Thx for the feedack, well there are some units which have a certain % of propability, you might just get unlcky, that you got pretty much all enemy units there :-/. And about that keeping your squadmates alive, when you will proceed further, you will know why you should keep them alive, it can be hard, but not that much. Anyway I have been thinking about changing few things depending on the difficulty, which the player is playing and on lower ones, making less units appear at the comm base and while arresting the informant, having a bit more time before the enemy will attempt to kill the informant, so update maybe today or tomorrow.
Joshua 3 Apr, 2014 @ 9:20am 
Until I made contact at the comms station it felt like a really solid mission. Then one of my squadmates got engaged by a machine gunner and died. This caused a mission failure. In most missions, keeping all squadmates alive is an optional objective. I cant assault the comms station on my own, but if I bring in my AI squadmates they get gunned down and cause a mission fail. Changing the keep all squadmates alive objective to optional will make this mission much more playable. Like I said I didnt get that far into it, but up until that point I really liked it and it seems like a very good mission.