sphoenix 11 Posted May 21, 2015 (edited) Summary:After NATO's retreat from Stratis, CSAT has bolstered its defenses and has evacuated the remainder of the civilian population. Keeping a close eye on the situation, USMEDCOM has determined that a number of enemy WMDs (designated as "Earthquake Devices" as per Cpl. Kerry's report) are parked on the island, awaiting transport to a foreign country. In conjunction with JSOC, the CIA has decided to act before the devices are moved. The CIA operatives on post on the island will welcome two fireteams from the 10th SFG and assault the designated positions using Small Unit Tactics, and diversions in order to avoid direct confrontation with the bulk of the enemy forces.Your way out is a civilian chopper evacuating the population. It is leaving in two hours and won't return for days...About the mission:Originally designed for 6 players and updated to accomodate up to 14 players, this Cooperative mission will test your tactical skills. Use maneuvering and hit-and-run tactics to successfully destroy your primary objectives and exfil the area before the time runs out!This mission was made with flexibility in mind. You can choose to be stealthy and limit your engagements to the absolute minimum, or you can go in guns blazing and face overwhelming enemy forces and show your skill.Featuring:- Full voice acting!- FHQ Task Tracker- Psycho's Wounding System.No external mods are required.Please message me for any bug report and/or feature request.Available through Steam Workshop and as a standalone download on Dropbox.Make sure you check out my other missions for immersive, squad to platoon-sized coop missions featuring full voice acting! Edited June 20, 2016 by sphoenix 1 Share this post Link to post Share on other sites
sphoenix 11 Posted May 21, 2015 During a playthrough tonight, we noticed that the loadout being put in the Init field was being ran everytime there's a JIP. Apparently that's a standard behavior of Arma 3 I was not aware of. The mission will be updated within 24h. Share this post Link to post Share on other sites
sphoenix 11 Posted May 22, 2015 New version uploaded - see first post for links! Change notes: Fixed loadout due to unexpected Arma 3 init.sqf behavior. Tweaked mortar rounds. Share this post Link to post Share on other sites
sphoenix 11 Posted May 29, 2015 Mission updated, see first post for links. Change notes: Fixed mortar ammo count. Added starting markers. Fixed briefing. Fixed tasks. Share this post Link to post Share on other sites
sphoenix 11 Posted August 16, 2015 Hey, Armaholic made a video on the mission! Check it out! Share this post Link to post Share on other sites
sphoenix 11 Posted June 20, 2016 Mission updated, see first post for links.Change notes: Updated to 3DEN Editor standards. Updated FHQ Task Tracker.Fixed mortar script. 1 Share this post Link to post Share on other sites
lawndartleo 109 Posted June 20, 2016 Thanks Phoenix! Is ACE integration as simple as dropping the same modules as were in previously or is there more to it than that? Share this post Link to post Share on other sites
sphoenix 11 Posted June 21, 2016 To be taken with a grain of salt as I have not looked into ACE as of late, but as far as I remember yes. You would also need to neutralize the Revive script (just a few lines in description.ext and init.sqf). Hope it helps ! Share this post Link to post Share on other sites
lawndartleo 109 Posted June 21, 2016 Yes, psycho's revive would need to be removed, too. Thanks for the reminder. Share this post Link to post Share on other sites