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ArmA2:OA Mission: co35_combined_forces

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I would like to present a new ArmA2 OA mission that I have been working on for some time now, co35_combined_forces.

One of the design ideas for this mission was use random elements whenever possible, so that with each mission start, the mission conditions are a bit different (within certain limits of course). Enemies are spawned at random locations on the world and are either making life for the players more difficult or trying to capture strategic points – or both. If set in the parameters by the server admin, weather conditions are also random.

The mission can be easily ported to different worlds as long as certain objects are also present, like flagpoles and certain markers.

Another guiding idea was to use one of the strength of the ArmA2 engine (in my opinion), the possibility of teamwork among the players. Each units slot serves a certain role, for example the commander has access to a wide range of support option like heavy artillery or an UAV drone, which he can use to support the team. His role is also to coordinate the teams through the team leaders, to whom he can issue orders.

This specialization goes on a bit further with JTAC units that can control UAVs/Airstrikes, engineers who can build support structures and sensor towers that can detect enemy units in the area, artillery operators and so on.

On overall, this mission is a lot easier, when players work together and use the features available to them, instead of a Call of Duty one man army approach (nothing against CoD player ;-) ).

Now to the mission itself:

The mission is centered on capturing strategic points and holding them. As long as a team holds a strategic point, it will be awarded with supply points, which can be used to unlock restricted attack vehicles, call in artillery and so on. To capture a strategic point, move to the camps that are scattered around the strategic point and remain there until the marker turns blue. When you have captured all camps belonging to a strategic point, the strategic point will be assigned to your team and produce supply points. Camp colors are the following:

Green = neutral

Blue = Blue Team

Red = Red Team

You can also acquire supply points by raiding enemy bases, or destroying patrols operating in civilian towns.

The base compound is equipped with a few weapon crates by defaults, which hold a wide variety of weapons. When a player dies and respawns, they will be filled up automatically. One of the crates has a backpack option in it. Look in your action menu when standing close to the crate for the “Select Backpack†option.

The base radar will automatically detect enemy units in the base compound and relay this information to players.

There is also a prevent teamkilling/shooting in base feature active that can be configured in the mission parameters. After shooting a certain number of rounds while there are now enemy units present in the base, the player’s weapons will be removed. Teamkilling is handled a bit differently. If you exceed the number of allowed teamkills, you won’t be able to connect to the server until it is restarted.

Now to the technical side:

The mission does require a dedicated server, it will NOT run in single player. A LAN server client can work, but will not be optimal. Also the mission does NOT work in ArmA2, Operation Arrowhead is required, CO not really necessary but does not hurt also. As of this writing, the mission also requires at least ArmA2:OA version 1.62.

Now a word from me:

The mission is not yet finished, there are still a few features missing that I want to include, but that can come with time. At the moment I would appreciate some feedback about mission balance, enemy strength/numbers. If you want to see some feature in this mission, please leave a short note. If it can be done and fits with the overall mission concept I will see what I can do.

Also I hope that I can ort this mission over to ArmA3 after it has been released, but that remains to be seen.

You can download this mission from our FTP server (or by connecting to a server running this mission of course). Detailed connection info for the FTP can be found under the following URL (IP, username, password):


You will need an FTP client that is able to handle encrypted conenctions, for example FileZilla.

Alternativley, you can also download the mission file from the attachment from our forum post, although I recommend using the FTP client. Please make sure that you download the most recent version.


I hope you enjoy this mission.

Regards, Caliban55

Edited by caliban55

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Changelog for version co35_combined_forces_v0_002.takistan:

  • Corrected a spelling mistake that unlocked one of the A10 even if it was in a restricted array.
  • Corrected a spelling mistake with the pilot slot foxtrot_2. The unit can now always enter restricted attack vehicles, just like the foxtrot_1 unit.
  • Added several marker settings that can be activated through the Client Settings.
  • Commander Team Detail menu linked.

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Combined Forces version 0.003 changelog

  • Added a much needed Admin Spectate function. This can be accessed through the action menu and offers a robust admin spectate interface that gets the job done without any frills.
  • Added a surveillance camera network to monitor the base compound with different image enhancement options.
  • Added a marker for the enemy forward bases that can be raided for supplies. Not what I intended in the first place, but I think this makes it a bit easier for casual gamers to locate the base, instead of scouting for it.
  • Corrected a few mistakes with the player/vehicles markers when the player was dead and did not yet respawn.
  • Added a rank system where players can advance through the different ranks based on their scores:
    Rank Private Score = 0
    Rank Corporal Score = 100
    Rank Sergeant Score = 200
    Rank Lieutenant Score = 500
    Rank Captain Score = 700
    Rank Major Score = 1000
    Rank Colonel Score = 1200
    Destroying HQ vehicle awards 35 points. Raiding supplies awards 25 points.

A few screenshots can be found under this URL:


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Changelog for version v0_005

  • Fixed a problem with the markers for the forward base not appearing at the corect position for connected players.

  • Added and airlift option for the helis. Players can now airlift other vehicles. The Chinook is able to lift other helis and planes as well (I know, not very realistic, but it helps retrieving air vehicles to the base after some ace pilot flew them in the next hill, or the engine was shot out).

  • Re-design of the vehicle managment menu for the commader. Now adding and removing vehicles is possible without error.

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Changelog version 0.015

  • Added an AWACS feature
    One of the C130s and one of the Ospreys now have an AWACS option.
    The AWACS option can be used by default by the following units: cf_commander, alpha_6, bravo_6
    Look in the action menu for the option. After that you will have a menu availabe where you can Enable/Disable the AWACS option, broadcast the AWACS data to fellow players, designate targets to remote launch vehicles and fire missiles in remote launch vehicles.
    Another new feature is the option to fire at a target trough a remote launch vehicle, this feature is linked to the AWACS option.
    It is also a good idea to change the client viewdistance to a setting between 3000m and 5000m.
    Get into one of the remote launch cappable aircrafts (you will receive a message for those vehicles) and access the remote launch menu trough the action menu. Before a vehicle can be used as a missile platform, bring it online.
    You can also designate targets to your pilot or gunner.
    Before launching a remote missile, it is best to align the vehicle roughly in the direction of the target (cone about 120° wide in the target direction), or the missile will not be able to correctly follow the target.
    So, have fun ;) !

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