Arma 3
Island Nation - Part 2
23 Comments
Se'Kara  [author] 3 Jan, 2023 @ 2:03pm 
No. That generally would only happen if you kill friendlies.
toecutter 3 Jan, 2023 @ 1:59pm 
my team has killed me twice just after number 2 saying " i am the new actual " then he shots me, is this supposed to happen?
Se'Kara  [author] 25 May, 2018 @ 11:49am 
Hmm. Sounds like they might be wandering out of a trigger. I'll take a look.
Elegy 25 May, 2018 @ 5:29am 
hy most of enemies surrender when my chopper is just approaching the LZ?
FlashPoint 21 Jan, 2018 @ 4:39am 
Nice mission although there wee no enemy in facility so prisoners were free to scape even without our help!
Se'Kara  [author] 10 Dec, 2017 @ 2:24pm 
Shouldn't explode now...
Se'Kara  [author] 10 Dec, 2017 @ 12:27pm 
ok - that's not great - i'll check that
FlashPoint 9 Dec, 2017 @ 1:32pm 
There is a bug with this mission I think, at start the transport little bird helo just explodes so mission won't progress. can u check and fix? thx
Se'Kara  [author] 11 Apr, 2017 @ 2:31pm 
Glad you liked it :)
Matzimoto 11 Apr, 2017 @ 2:12pm 
Really enjoyable series so far! Well done, Se´Kara, I'm looking forward to playing the next 8 missions.
Se'Kara  [author] 20 Oct, 2016 @ 6:33am 
I may have to tweak loadouts a bit to include silencers.
raph 20 Oct, 2016 @ 4:16am 
Same as GigaS, used silencers via MCC. Otherwise very cool mission!
JCaetano 5 Sep, 2016 @ 7:54pm 
Another great episode.

My only feedback, is for special forces played at night, the silencers would have been a better choice IMO. I updated my own and used the RHS weapon variants since i love how RHS did their silencer sounds, and had a blast with this one. Carring on to the next! :)
Legionär Sachse 3 Sep, 2016 @ 3:37am 
exciting, tactical and interesting mission.
again good work.
DANGER! Spoiler!
https://youtu.be/Yw8_QQirP0M
jib 63 24 Jul, 2016 @ 9:59am 
i like this mission! very good work dear Se'Kara! :steamhappy:
Variable 23 Jul, 2016 @ 4:07am 
I'll check that log out, thanks!
Se'Kara  [author] 23 Jul, 2016 @ 4:03am 
Heh - I'll slow down the conversations a bit :)
There is a chat log under Briefings if you do miss anything.

I think I posted this one pretty late at night - an extraction of some kind would certainly give a better feel to the end of them mission.
Variable 23 Jul, 2016 @ 3:28am 
Nice one! I suggest to include an extraction, even just boarding a vehicle somewhere and then fading out, feels a bit abrupt that a mission ends the second you take out the last objective. It's cool to have an extraction, it's a sort of reward...

Also, reading your first comment, I indeed saw one civilian that didn't fled.

I'd also echo one of my very old comments on your missions - please allow more time reading the conversations' texts, I usually miss one or two lines. Help us slow readers :D
Wookiejedi 18 Jul, 2016 @ 4:06pm 
Nice :D
Se'Kara  [author] 17 Jul, 2016 @ 7:16pm 
Oh yes. Part 3 is a work in progress
Wookiejedi 17 Jul, 2016 @ 7:03pm 
seems to be fine now-I knocked out the generator and they all fled.great mission Se'kara-are you continuing this series?
Se'Kara  [author] 17 Jul, 2016 @ 9:55am 
Should say - 'under some circumstances'...
Se'Kara  [author] 17 Jul, 2016 @ 9:49am 
I've noticed a small problem with some of the civs not running from the farm. I'm pretty sure I've sorted it, but if they're still loitering around the explosive site just make sure that you're quite a way from the area and that your teammates can't see when you set the bombs off...