Arma 3
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Tanoa Guerrilla Warfare
   
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11.550 MB
9 Feb @ 12:14am
25 Oct @ 9:48pm
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Tanoa Guerrilla Warfare

Description
A guerrilla warfare scenario where you lead a squad of AI fighters to complete objectives around the Tanoa map. There are two ways of completing the scenario: completing the objectives or wearing down enemy forces via attrition.

Your mission as leader of the Syndikat cell is to eliminate HVTs-ranging from aircraft to high ranking NATO officers to groups soldiers stationed at an outpost-and take out convoy targets.

Alternately, you can wear down NATO's morale by inflicting as many casualties as you can onto the NATO forces. However this is a more difficult objective, that takes longer to complete.

FEATURES
*AI recruitment.
*An civilian observer you can play as to infiltrate enemy areas-as long as you holster your weapons.
*Ability to skip time (at the hidden base).
*A heat/infamy system, where enemy CAS and reinforcements will spawn as a result of the amount BLUFOR units you've killed.




Scenario shouldn't need anything other than the Apex DLC. Please provide any feedback and let me know of any issues so I can get them resolved ASAP.

Credits

Author : [GR]GEORGE F
Script: GF_CleanupScript
Author: Moser
Script: Bon's Infantry Recruitment Redux
ROS_3DJukebox music player V1.51 - by Rick0Shay
Civilian Occupation System (COS)
By BangaBob v0.5

Music:
Eyedress - Jealous
Hanumankind - Big Dawgs
Disclaimer: All music is owned by their respective owners
Popular Discussions View All (1)
0
4 Jul @ 10:44pm
Questions and issues thread
Bad Company
13 Comments
Bad Company  [author] 28 Oct @ 6:39pm 
Ok, forget about adding Zeus. I have plans to add more easter eggs and songs.
Bad Company  [author] 26 Oct @ 10:26pm 
I may be adding Zeus into the mission, so people can use the FPV and Mavic drones. Was gonna add them in myself, but the mission wouldn't play.
Bad Company  [author] 9 Jul @ 11:52pm 
You're welcome. May add more content soon.
Komodo 9 Jul @ 1:10pm 
very interesting mission, not many scenarios where you play as insurgents
ty for making this
Bad Company  [author] 4 Jul @ 10:43pm 
Should be at the default distance
Kirgiz 4 Jul @ 9:53pm 
what spawn distance did you set in the script?
Bad Company  [author] 4 Jul @ 9:46pm 
Only a couple of the playable units have the ability to go undercover and you have to keep your weapon holstered for a while, in order to go undercover. And you have to control said playable units.

As for hiding, there aren't any trackers on the enemies. It sounds like, once the enemies spawn with the EOS script and spot you, any other enemies that will spawn, will be alerted as long as the first unit is aware of your presence. I know Arma's AI tends to spot you even you're hiding behind foliage.
Kirgiz 4 Jul @ 8:25pm 
Just one more thing...
Does the enemy have trackers that always lead the enemy to me? I just want to know if there is any point in hiding and killing? Or will they find me anyway? Of course, I can throw off my weapon and go under cover, but my fighters will still die.
A description of the enemy's actions is simply necessary to build the logic of attacks and strategy. Thanks for the update.
Bad Company  [author] 4 Jul @ 8:19pm 
Another thing too is that the enemy reinforcements work kinda like the heat system from NFS or GTA. The more objectives you complete, the stronger the NATO and the Tanoan security forces get.
Bad Company  [author] 4 Jul @ 8:09pm 
Removed arsenal from all of the ammo caches and supplies. Ensured that the convoy targets didn't have any mine detectors. The units that spawn via EOS script may have the mine detectors on them. Will update the mission again soon.