Caranfin 2 Posted February 26, 2017 Mission Description: An AAF SOF team cleans up remnants of FIA fighters fleeing from a lost battle. A short COOP CQB mission with an attention to replayability: the Area of Operations changes from one playthrough to the next, ensuring you always have to stay on your toes regardless of how many times you have played the mission before. Features Intelligent randomization of the play area: possible entrances, pathways, and enemy locations are thoroughly mixed up every time you start Enemy amount scaling: the number of enemies scales based on player amount, allowing for a wide range of possible player amounts with little change in difficulty Join in Progress without respawns Headless Client support Briefing Setup system: skip any uninteresting trekking by controlling your teams' starting locations in the briefing screen Mod support with no dependencies: supported mods are automatically detected, with configuration and loadouts applied whenever appropriate. The mission stays entirely dependency-free ACE 3: includes configuration and additional gear if you are running applicable ACE Modules, as well as disabling BI Revive if ACE Medical is on Task Force Arrowhead Radio includes automatic radio setup, with squad-specific primary channels and an alternate channel for leaders extended events system that makes the AI hear you when you are speaking Downloads Github Steam Workshop Bug reports It's been a long time since I did anything with Arma, so I can't be entirely sure this works perfectly. Please report any bugs here, on Github, or in Steam Workshop. Updates v1.3.9 Tweaked ACE settings Replaced hand grenades with flashbangs if ACE Grenades is in use Fixed some more walls being wrongly converted in multiplayer v1.3.6 Fix for BI disconnect bug: https://feedback.bistudio.com/F53499 Fix for some of the walls suddenly changing and looking dumb after 64bit arma update Updated ACE settings v1.3.3 Fixed error in extra TFAR AI hearing logic v1.3.2 Added ending logic for when an annoying AI gets left hiding somewhere Added gear for some ACE options that would be on only if server forces them (Advanced medical, hearing damage) Fixed issue with Headless Client taking over and overwriting some AI behaviour Fixed logic that allowed a part of a building to become inaccessible v1.1 Added atmospheric combat sound effects Share this post Link to post Share on other sites