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b00tsy

Co05 FARC Control - Island Lingor

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FARC Control

34xjr55.jpg

Addons:

ArmA CO

Island Lingor

OCWarmod

This is my first mission for the Island Lingor!

This great Island is perfect for guerilla type scenario's

so my first mission is based upon warfare against the FARC guerilla's and their connection to drugs cartels.

Objectives:

Your first objective is to gather intel.

Your team needs to locate a drugs cartel compound and secure a laptop that contains

the locations of several FARC controled druglabs.

After retrieving the laptop the map will be updated with the locations of all druglabs.

Your team needs to destroy the large chemical tanks at all druglabs (with satchels)

and elliminate all FARC soldiers you encounter.

When all the druglabs are destroyed your team will recieve one last objective.

The final objective is to assault the drugs cartel mansion (HQ)

and retrieve a large some of money that will be used as evidence against the cartel.

Features:

- Weapon respawn.

Save gear loadout at ammoboxes (drop down menu)

- BAF weapons & US weapons

- Instant respawn (30 secs)

- Rearm points

- Additional decorations and sounds

As this scenario is purely fictional and as there are no south american units in ArmA

I used PCM units to represent the members of the drug cartel

and Russian Spetsnaz units to represent the FARC units.

Both groups have advanced modern weapons thus making them extra lethal.

Requirements:

Obviously you need to have ArmA CO and the Island Lingor installed,

But you also need the OCWarmod that will amongst other thing enhance the AI and make

the mission much more challenging.

OCWarmod:

http://www.armaholic.com/page.php?id=14699

Island Lingor:

http://www.armaholic.com/page.php?id=10792

Notes:

With the Warmod active the mission is really hardcore. The amount of opfor AI is not even that many,

but they are very lethal and the FARC units have great cammo. So yeah, don't get pissed if you get killed a lot :)

With the next version I will give the units custom gear best suited for this mission and maybe add

a revive or bandage system. I also might change the locations of the druglabs.

The hills in Lingor can be hard to climb (is being fixed I heard) so I might choose more

smooth terrain locations with the next version.

If you encounter any issues or have other feedback then pls let me know..

B00tsy

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B00tsy thank you, seems like a well planned misson! Will try it out asap.

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Well I actually put the mission together with a lot of copy/paste from previous missions, made it in 8 hours :)

So the mission does not have an official intro/outro and only a few dialogs. The combat fun is huge though!

Should be quite fun with a small dedicated team.

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Hi I tried playing this but I encountered an error message saying "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.mbg_creationism".

I realise now that the mbg_creationism.pbo is part of the COWarMod.

The problem is that pbo is 44 B.

So is there anyway to edit the mission to remove this dependency?

i.e. is mbg_creationism.pbo critical to the mission? or just a nice extra?

Edited by domokun

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@B00tsy: Given that COWarmod has just been updated - new mods added, some removed, & others changed, IMHO it might be better to remove the dependency & make it a strongly recommended addition. I'm not at all sure that the mission would run properly with the latest release pf COWM - will test as soon as I get time.

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Any versions without COWarmod? We don't really use it on our server.

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Has anyone confirmed this works with the latest COWarMod v1.2?

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