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by

Gunter Severloh

 

Hello Arma 3 community!

Here is a mission i built that i have been working on and off since November 2018:

Story

After a recent reconnaissance mission in Afghanistan, Intel reports ISIL forces have established a foothold in the Southwestern

area of Kunduz using local Afghan compounds as their place of operations.
Your mission is to locate and clear these compounds, eliminate the anti air threat, destroy their ammo, fuel, Radio, and eliminate the ISIL commander leading the occupation.

Screenshots

Spoiler

 

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Video

This video is a play through for the original mission with all mods.

Video doesn't represent the latest build.

 

The ISIL Foothold no mods & DLC version playthrough

Download

Spoiler

Google Drive v1.27  - All 4 versions in zip The ISIL Foothold

 

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The ISIL Foothold

Steam Workshop v1.27  - The ISIL Foothold

Requirements

 

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The ISIL Foothold (No mods or DLC version)

Steam Workshop v1.28  - The ISIL Foothold 

Requirements

 

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The ISIL Foothold (ACE version)

Steam Workshop v1.27 - The ISIL Foothold

Requirements

 

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The ISIL Foothold (CUP version) - (CUP version is same as original mission, all enemy soldiers, vehicles, and weapons have been replaced with CUP. )

Steam Workshop v1.27 - The ISIL Foothold

Requirements

MISSION FEATURES

General

  • 6 Player Coop with Revive.
  • Player apon death will have option to be revived if playing coop with other players.
  • Player apon death will respawn at at base 5 seconds.
  • Player can self revive/self heal without needing to respawn if a fak/medkit is in their gear.
  • Player's body will delete on respawn.
  • Player's loadout will save on respawn.
  • You can change the AI difficulty in the MP parameters.
  • You can change the weather in MP parameters.
  • You can set the hour to any time of the day or night in MP Parameters.
  • You can turn stamina/fatigue on or off in MP Parameters.
  • You can change the grass density in MP Parameters.
  • You can change the view distance in MP Parameters.
  • You can change the weapon sway & recoil in MP Parameters.

Friendly Assets

  • 2 dune buggies seats 4 - (no respawn).
  • 2 Humvee's with .50cal - (no respawn).
  • 1 Ammo, fuel, & repair truck - (no respawn).
  • 4 Artillery (Mortar M252) Fire missions.
  • 6 calls for a helicopter to: CAS, Transport, pickup,fastrope, and Supply Drop - (Slingload or Paradrop).
  • Access to Virtual Arsenal at Base to change uniform, weapons, loadout & gear.
  • Recruit AI

Custom Map

  • Mission set on Kunduz, Afghanistan Map - (Fixed Doors version so you can open the doors).
  • Over 1,075 custom placed buildings, walls, objects, sandbags, and wrecks in and around the compound areas.

Gameplay

  • Soldiers randomly garrisoned in and around the compounds - (Each play through is different!)

  • Roaming infantry patrols will seek you out if you make your presence known.

  • Random starting positions of several of the objectives.

  • If you play solo you will respawn when you die.

  • Option to recruit AI infantry to command.

  • Full Briefing with Tasks.

  • 18 objectives with tasks.

  • Use your map to locate objectives based on their description for the task.

  • Your enemy is the ISIL forces, also known as ISIS.

  • Player's faction is Blufor (RHS - USA SOCOM / MARSOC).

  • Start at a large FOB and drive, or fly to the AO.

Advice & Tips

  • Know that the enemy has anti air, locate it and destroy it before flying in or calling in for CAS support.
  • Take your time, patience and recon are crucial in surviving in this mission.
  • Theres no wrong way to approach or do an objective, but rushing and carelessness will cost you.
  • Slow is smooth, smooth is fast.
  • Check the rooftops, windows, doorways, and your corners before you make your move.
  • Shooting your weapon will draw their attention, so shoot and scoot!
  • Use your support Assets, they are limited but can maximize your efforts if used at the right time.
  • Playing Coop means working together, covering the other guy, reviving/giving aid/ammo.
  • Use the terrain to your advantage, as a long range fighter many threats can be eliminated from afar.
  • Move to cover from cover, and look for the next position of cover for your next move.
  • Do your recon, assess the terrain, plan your move, look at where there is cover.
  • When in doubt throw a grenade.
  • When the enemy has an idea or is zeroed in on your position, MOVE!
  • Move diagonally, laterally, not straight when being shot at.
  • Arc your doors and openings, doing so will allow you to peer the inside flanks.
  • Close your flanks - after moving into a house with doors, close the door behind you.
  • Dont try to out shoot an enemy that already has a bead on you, move!
  • Use natural, and other light sources to illuminate the enemy surroundings.
  • Dont crest hills and become a silhouette, always crawl and use rocks or bushes to conceal your shape.
  • When searching for enemy, look for silhouettes, or shapes that dont belong, dark on sand stands out.
  • When trying to move closer while an enemy is spotted ahead, put objects (buildings, stones, hard cover) in front of you while moving to hide your movement, and give you cover.
  • Watch my video to see how i do it 😉

HOW TO PLAY
1. Go to Multiplayer
2. Server browser
3. Host Server
4. Type in server name, # of players, pw
5. Choose map on left mission on right.
===================
Mission works on a dedicated & GSP Servers!
===================================

CREDITS

I want to thank the following members of the Arma community
for their work/help with my mission:

  • Rydygier - for his insights in using !ALive code, sorting out bugs with mission end.
  • Larrow - for his code on Multiple support requesters.
  • pierremgi - for his help with code for transferring the briefing on teamswitch.
  • Kronzky - for his Urban Patrol Script.
  • Sushi - for his [TOG] GARRISON SCRIPT.
  • Simmax - for his Kunduz FOB Template which i upgraded.
  • Rydygier & myself - for HAS - Hermes Airlift Services Mod.
  • Red Hammer Studios - for their RHS Mod.
  • AccuracyThruVolume - for his fantastic Iraqi-Syrian Conflict Mod.
  • James2464 - for his original map Kunduz Afghanistan.
  • Moser - Bon's Infantry Recruitment Redux script.
  • Ghost - Halo script.
  • Hortzy - for his help with parameters.

Other members of the community that contributed:
* fawlty
* Harzach
* froggyluv
* Play3r
* ZaellixA
* Kalle M.

=================

Changelog:

Spoiler

March 27th, 2023

v1.28 (only No Mods or DLC version)

- Replaced the support modules with HAS Script, as the helicopters using the vanilla
support modules were unreliable and finicky.

Whats HAS script?
Has is short for Hermes Airlift Services, if you want to know more about what
HAS does then see the release thread with all listed features and functions.
https://forums.bohemia.net/forums/topic/220740-hermes-airlift-services-script/

 

 

January 22, 2023

v1.27

- added initPlayerLocal.sqf script that adds code that enables the parameters for
weapon recoil and sway to work as previously the parameters did not work.

- Updated the intro text you see on the screen when the mission starts.

 

October 29th, 2022

v1.26

- Added misc walls and watchtower to FOB.
- Adjusted height of a few sandbag walls and mortar at FOB as they were floating.
- Adjusted position of heli/pad as they were crooked.
- Extended the range of the triggers for the automatic gates at the FOB.
- Removed the Halo.

 

October 18th, 2022

v1.25
- Relocated the FOB to Airport road area (far east).
- Relocated rescue area to inside of FOB helicopter area.
- Updated briefing.
- FOB gates replaced with closing gate which will also open automatically
when you come within range of them, and will close automatically after you exit.
- Misc adjustments in and of FOB.

 

October 16th, 2022

v1.24
- Removed the teamswitch function and replaced it with a base respawn,
so now when you die you will respawn back at base in front
 of the AI recruitment sign.

 

- Added code that enables you to revive/heal yourself if you get killed
provided that you have a fak or medkit in your gear, if you do, then reviving yourself
will allow you to keep playing. If you dont have a fak/medkit in your gear
then the only option while playing solo is to respawn back at base.
  If your playing with friends then they can revive you.

 

- Added code that will enable the player's loadout to be saved apon respawn,
so now apon respawning, your loadout you chose, any weapons, gear, clips, grenades,
equipment you chose at the start, and or picked up while in the field,
all will be saved when you respawn back at base.

 

- Added code to the condition of 9 triggers in the mission for when you rescue
the scientist. Previously when you walked into a trigger at any one of the locations
which you cannot see ingame, the trigger would add the scientist to your group, with him
under your command, whether you found him or not.
    In this update the new code in the condition will check to see if the
scientist is present in the trigger, if not the trigger wont be triggered, if he is
then the scientist will join your group and you can command him.

 

- Relocated a DShk machine gun nest one building over as its view was obstructed by terrain rocks.

- Added new MP parameters they will allow you to set your weapon sway, recoil, along with grass density.

- Moved the FOB base back to its original location which is by airport road. (Vanilla version).

- Added script that will add ambient fog in certain areas of the map.
- Added script that will add spotlights to all the machine gun lookouts and roaming patrol HMG truck.
- Added script that enables a machine gun to look around automatically as in guard post.
- Added tripwire flares to various areas around the compounds, watch your step at night!

- Removed and replaced the Briefing script with the briefing modules.
- Removed the AI_Medic fsm which was for the medic at the base.

 

August 20th, 2021

v1.23

- Removed the mine modules and replaced with hand placed apers tripwire mines.
Theres about 1-3 mines zig zagged spaced apart between each red triangle on the outskirts of the compounds area

, alot easier to spot then the apers land mines.
I removed the modules as i had 150 apers mines around the area which made it close to impossible to traverse

or get into the compound area.  Still watch your step!

 

August, 15th, 2021

v1.22

- Adjusted position of 50cal mg at base.
- Adjusted position of the rear ramp at base as it had a bump to it.
- Adjusted starting position of an enemy squad that patrols the compounds.
- Adjusted position of a couple static mg's as they would tip over and gunner would get out.
- Added another minefield to the west outskirts of the compounds.
- Added 50 more mines to each mine module so each area will have 150 mines each - Watch your step!
- Changed many of the placed objects to simple objects, this increases performance of the mission!
- Changed the stance of all blufor units guarding base to stand only, so they can properly defend the base without getting down for cover if they were shot at.

- Made the scientist hostage and reduced his health, so you'll need to heal and untie
 him when you find him.

- Increased all static mg's spotting distance to 70% and reduced their accuracy to 30%.
- Fixed misc spelling errors in the briefing.
- Renamed the marker for the task on the map "Enemy Outpost" to "Outpost"
- Readded pickup truck with mg that will guard the compound area, (not a task).
- Swapped the 2 dirtbikes for 2 quads as the dirtbikes were finnicky and easy to flip. (CUP)
- Updated MP parameters - now you can set the hour to any time of the day or night.

 

December 26th, 2020

v1.21

- Fixed - Tasks for compounds 5 and 6 were not completing once the compound was cleared.
- Fixed - Cup version was missing helicopter crash which is part of the story on how the scientist
 was shot down and then captured.
- Fixed - Missing marker for the mgnests at compound 5.
- Removed view distance parameter.

 

November 30th, 2020

v1.20

- Removed the tasks for the following:
MG Nest parameters
AT Launcher defense
   These were optional targets and not required to complete and end the mission, nor were they the main focus of the mission's objectives, they were

rather set as deterrents and defensive measures of the enemy.

- Removed the markers on the map giving the player a rough idea of where the mg nests and launchers were,
i'd rather the player discover and learn to think on their feet, recon and discover how to get past obstacles then have their hand held and be told where

something is so they dont have to do anything but kill the target.

 

- Added red triangles markers on the map for the areas that are mined, so read the briefing under enemy assets!
- Added another mgnest to the compounds AO parameter.
- Changed 1 rifleman for each roaming enemy patrol squad to an AT soldier.
- Added Ammo truck to FOB as there wasn't one (only for those versions that didn't have one).
- Added new Task/objective - rescue scientist and rtb back to base to complete task.
- Updated HAS module with setting forced decent, this aids in everyone disembarking.
- Replaced gates front and rear of FOB with a larger gate allowing vehicles more room to enter/exit.
- Removed the assigned task for each task as i want the player to choose what task they wish to do.
- Added bunker to the right of gate of FOB and moving the static 50cal to it.
- Added helicopter wreck for rescue heli scientist task.
- Added an area close to the FOB to deliver the rescued scientist to which will complete the task.
- Added the option to change your view distance, and grass height in the mp parameters.
- Updated briefing to reflect changes.

 

November 22nd, 2020

v1.19

- Removed Grass cutter from the helicopter area at the base as it prevented any recruited AI from moving anywhere including boarding helicopters, vehicles,

and moving outside the closed in area, most times they would not respond to any command, now fixed!

 

- Update intro text.
- Updated the mines module which will spawn more mines in the minefields, as there was very little before.
- Added another patrolling squad (Fireteam) that consist of about 5 soldier that will patrol the compound AO, this replaces that Truck with MG.

- Removed the Truck with MG as reported many times it would attack players base if player flew in with heli as it would track the heli back to base.

- Added a 7th compound.
- Added a defensive AT launcher that is a new task/objective.

 

November 9th, 2020

v1.18

- Removed the AI medic from the ace version as it did not work with ace medical.
- Removed the bunker for the east mgnest, as the mg would tip over when it turned.
- Fixed wording with intro script, now it reflects the version.
- Added gate to compound 2.
- Extended a wall and added a gate to a house in compound 4.
- Updated all the vehicles of the enemy to better reflect a desert theme.
- Added a few grass cutter objects in certain spots to clear the grass for access.
- Built another compound, now there is a 6th compound adding to a total of 19 objective/tasks to complete.
- Opened the wall entry on compound 5 as it is a doorway, ai prior would walk through it.
- Added minefield module to the outskirts of the whole AO compound perimeter, watch your step!
- Updated the briefing to reflect the number of objective/tasks as before it was wrong.
- Misc building, object adjustments.

 

November 2nd, 2020

v1.17

- Created new CUP version of the mission.

- Added Littelbird helicopter to FOB. (added to respawn version)
- Added Blackhawk helicopter to FOB. (added to respawn version)
- Added several new buildings to a few of the compounds.
- Added street lamps to a few of the compounds for night missions.
- Adjusted the height of a wall at the FOB as it was floating.
- Removed the wall in front of the FOB as it was blocking the static mg's view of the field.
- Added a gate to compound 4.
- Added grasscutter to the helicopter area of the FOB to clear it up a bit.
- Added intro script.

 

August 10th, 2020

v1.16
- Removed AIS Revive system as it was preventing the player from interacting with anything after teamswitch when playing solo.
- Added couple walls at the base.
- Added ammo for a couple launchers at the Outpost objective as the launchers didn't have any.
- Added a few benches in some areas.

 

April 7th,2020

v1.15

- Updated briefing.
- Removed all weapons and gear on player and playable units because player will
get weapons and gear from virtual arsenal anyways, plus adds a little immersion
by starting with nothing.

- Replaced the vanilla revive with A3 Wounding System - AIS Revive script,
with this you can stabilize and give first aid to a fallen players, and
friendly AI will also do the same for you.

 

March 27th, 2020

v1.14
- Updated the briefing.
- Added static 50cal to the bunker of the front of the base.
- Added 2 more playable units for a total of 6.
- Changed CQB Operators to Operators.
- Adjusted various walls for level and position at the base.
- Added misc items in various areas for ambiance.

 

March 25, 2020

v1.13

- Updated and fixed the weather Parameters as they would prevent the mission
from running on a dedicated or a GSP server, only MP lan seemed to work
now mission should work on all servers!

 

September 23rd, 2019

v1.12

  • Adjusted positions of all MG nest perimeter guns as they were falling over and completing their tasks.
  • Removed a couple of objects found inside the house on the East Mg Perimeter.

 

September 21st, 2019

v1.11

  • Updated HAS module allowing the helis to respawn if they were destroyed.
  • Added a code to the recruit AI script allowing the AI to work with HAS.
  • Moved the medic at base out of the Medical Cargo house and to the front of it.
  • Reworded the map marker for the Fuel tank & trucks objective.
  • Replaced the Qalat tower with a 2 story house.
  • Found and removed 2 objects buried inside a house in compound 1.
  • Added 4 new MG nest Perimeter objectives which are optional.
  • Updated the Launcher objective ammo box adding missing launchers for the ammo in the box.

 

September 15th, 2019

v1.10

  • Added 1 soldier to the Outpost objective group.
  • Added a medic to the base so if your injured and within 10 meters of him, he will move from his position and fully heal you and then return back to his position.
  • Added Parameter Mg(Kord) nests to the ISIL side, so be careful when your approach the area!
  • Added a new compound objective, named Compound 5 see the task for more information.
  • Added a new objective - Mg Nests - See the task for more information.
  • Added a new parameter in the MP lobby where you can turn on or off stamina and fatigue, its on by default.
  • Added a few wrecks.
  • Adjusted a setting for HAS.
  • Changed the outpost tower from sand to rusty.
  • Changed the weapons and ammo in the launchers box in the outpost to have only AA launchers and ammo to reflect what the actual objective is.
  • Fixed a code in the patrolling squads.
  • Fixed some coding in the init.sqf.
  • Relocated the Outpost Static MG, watch out he can see better!
  • Relocated the FOB closer to the AO on the west side of the creek.
  • Rebuilt the FOB and is now on a Flat concrete platform, with all new walls, lookout bunkers, and some other things.   see Screenshot.
  • Replaced the Minaret with a Qualat in Compound 1 because the Minaret tower still had a clipping issue where you would clip through the stairs about 3/4 up and get injured.
  • Updated the init.sqf adding support for server.
  • Updated the time of day parameter in the MP lobby, you can now change the time of day from {"Dawn","Morning","Noon","Afternoon","Dusk","Night"};
  • Updated the briefing, making some misc adjustments.
  • Updated the briefing adding a new section called Tactical Tips.

 

August 17th, 2019

v1.9

- Added More lamps at the base around the helicopters area.
- Added new MP Parameters which allows the player to change the weather, time of day, and the difficulty of the enemy.
- Added adjustable code that reduces sway, recoil and removes the fatigue.
- Fixed - Mission would not end when all tasks were completed.

 

August 15th, 2019

v1.8

- Fixed the recruit AI sign as it was facing the wrong direction.

v1.7

- Increased the Air support (Ammo, transport, CAS) to 6.

- Increased the Artillery fire missions from 4 to 6.
- Updated the Radio antenna task, previously when the antenna was blown up the message would state the radio and transmitter were destroyed, the transmitter part was removed.

- Added gate and fence to compound 1.
- Fixed a collision issue of the Minaret tower in compound 4 as the player would clip on the stairs and get hurt or killed.

- Adjusted heights of service trucks at base as they were stuck halfway in the ground, and then popup in the air once the game started.

- Moved the marker for AI Recruit infantry to the recruit AI board, as it was on the road.
- Turned off the music that would start as soon as you stepped out of the Barracks.
=========
No mods version
- changed the AA Task from a AAF Gorgon, to an FIA Truck with HMG.
- Changed the Static mg from AAF to FIA truck with HMG.

 

May 13th, 2019

v1.6

- Moved the AI recruitment board to the wall by the ammo
(be sure to tell your recruited AI to get into choppers, or vehicles while in the base as they wont follow you or exist the base on foot.)

 

May 13th, 2019

v1.5

- Added some objects to base buildings, adjusted object positions.
- Added more various sandbag walls to roofs in all compounds.
- Added the option to Halo/parachute to the AO.
- Added the ability to recruit AI for those who prefer help while playing solo.
- Added 4 quad bikes as an alternative vehicle w/1 med fak added each.
- Swapped out 1 MRZR 4 dune buggy with an unarmed Humvee.
- Increased bleed out duration to 5min for coop.
- Changed the game time to 17:00hrs (5pm) so you will have more daylight time.
- Replaced the Chinook with the MH-6m little bird.
- Updated briefing.

 

May 8th, 2019

v1.4

- Changed the Officers beret for vanilla arma3 beret as there was an error reported
about the beret p3d, hopefully the change removed the error. 

- The ISIL Commander will now start randomly among the 4 compounds, so you will need to locate him now. 
See task description for details. 

- Radio Antenna now starts randomly among the 4 compounds, so you will need to locate the tower. 
- Moved the ISIL Commander and Radio antenna markers as they both objective/tasks are no longer based in compound 4. 
- Moved the reinforcement tank/bmp/infantry squad closer so they show up sooner.
- Changed the markers that were worded ISIS to ISIL.

 

May 5th, 2019

v1.3

- adjusted a couple of names in the briefing's credits.
- Adjusted the name in the description.exe as it was incorrect.
- Radio antenna objective will now start in a random position within compound 4.
- Added and adjusted positions of various sandbag fences on buildings.
- Adjusted weather.

 

May 4th, 2019

v1.2

Release

========

 

 

Edited by Gunter Severloh
Update v1.28
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Update

version 1.3

Changelog:

- adjusted a couple of names in the briefing's credits.
- Adjusted the name in the description.exe as it was incorrect.
- Radio antenna objective will now start in a random position within compound 4.
- Added and adjusted positions of various sandbag fences on buildings.
- Adjusted weather. 

===============

Plans

For those who would prefer a mission without any or little mod requirements

Im currently working on a version of this mission for just vanilla arma3, only requirements would be just the Kunduz, Afghanistan Map

wont be hard for me to do as its a matter of swapping out units and vehicles, and transferring some code.

Stay Tuned!

 

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Just a word to those who download and subscribe to the mission, i dont doubt most of you have decent skills, or have experience in the game,

but just a word of caution:

  1. Read my Advice and Tips listed in my first post, i listed those because that is what this mission requires, they are strategies from my own experience over the years that apply and work well with the mission.
  2. Keep in mind the mission is limited to 4 lives! So like in my video when you die, you have 3 lives left, when all lives are gone its mission over.
  3. The mission is not "hard" it is and can be difficult, but difficulty is a matter of perspective in the mind of a strategist.
  4. Most of the enemy other then what you see can be a challenge to locate this is why i insist in my advice & Tips to recon, and scope out your path before you move.
  5. The objectives themselves are not difficult, but what makes it difficult is the enemy standing in your way hellbent on preventing you from accomplishing your goal.
  6. Where you fail to look will cost you your life, so take your time.
  7. Mission was designed for those who prefer tactical realism, theres really nothing in the mission other then maybe arsenal that makes it not realistic.

If you guys have any other combat strategies similar to my advice and tips list, i'd like to hear them and add them to the list with credits applied 😉

lastly any suggestions of the mission if you have any, Halo?

Dont ask for respawn as to me it creates for a careless game why i prefer limited lives, if you play coop it has revive.

 

Cheers!

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Update - new version!

Vanilla Arma3 version is now available it is linked in my first post, mission only requires the Kunduz, Afghanistan map.

 

This version is no different then the original other then the units, vehicles used were changed for vanilla Arma3, and for the heli support i had

to move the helis out to another location to come pick you up at the base where you start, and instead of the HAS Mod, the mission uses the

Arma3 support modules for artillery, heli cas, ammo drop, transport and pickup.

 

New Enemy Faction

The faction in this version replaces the ISIL faction from Iraqi-Syrian Conflict mod and is the Independent (FIA) faction.

Mission still plays the same but the original with mods is better in my opinion.  Any questions or issues, let me know. Have fun!

 

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Update

Version 1.4 for modded version and v1.1 for vanilla version.

 

Changelog:

May 8th, 2019

v1.4

- Changed the Officers beret for vanilla arma3 beret as there was an error reported
about the beret p3d, hopefully the change removed the error. 

- The ISIL Commander will now start randomly among the 4 compounds, so you will need to locate him now. 
See task description for details. 

- Radio Antenna now starts randomly among the 4 compounds, so you will need to locate the tower. 
- Moved the ISIL Commander and Radio antenna markers as they both objective/tasks are no longer based in compound 4. 
- Moved the reinforcement tank/bmp/infantry squad closer so they show up sooner.
- Changed the markers that were worded ISIS to ISIL.

=============

I ask again, anyone played it and beat the mission besides myself?  😄

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Great mission Gunter.  Thanks.  First time I've used the airlift script and it works great.  I'm playing solo, so haven't beaten yet, but am totally enjoying it so far.

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Quote

Mission was designed for those who prefer tactical realism,

....sounds like something I might enjoy! Thanks for your hard work.

 

 

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On 5/10/2019 at 7:55 PM, johnnyboy said:

Great mission Gunter.  Thanks.  First time I've used the airlift script and it works great.  I'm playing solo, so haven't beaten yet, but am totally enjoying it so far.

Thanks johnnyboy!

Ya for HAS its the module, i love it myself, after getting helicopter support from the vanilla heli, i cry for my HAS.

HAS makes the transport like specific and pinpoint on where you want to go, you tell the chopper where you want to go and he lands there, whereas with vanilla supports,

the heli lands in the flattest area best for the heli around your chosen spot.

HAS gives you 2 options too, you can land fast, or do a fastrope, thats the beauty of it, be concerned for the safety of the heli tho, it wont respawn,

so like in real life plan your approach best for both you and your heli if you plan to fly!

 

Vanilla Version

In the vanilla version which only requires Kunduz Afghanistan map, i got shot out of the air 2 times now approaching the area, all because this dimwit chopper wouldn't just land the dam thing

its like hes sitting there trying to determine where to land, meanwhile here comes .50cal rds from the truck and 2 missiles from the antiair, i was like WTF!

So i ended up doing the mission with 3 lives only, and that was my only transport!

 

I've beaten the modded version many times, even a few times without dying, but now since i created the vanilla version, i been playing that during the week to give me ideas,

on how to make it better, i tell you i been finding the vanilla version a bit harder, but i've yet to sit down and play the whole thing only because i been getting home

late this week and had little time to just play it through.

 

I do highly recommend and suggest that if anyone plays the vanilla version that you do not fly in first, or if you do fly in and land far away and go in on foot,

because that anti air will take your chopper down in a heartbeat.

On 5/10/2019 at 8:22 PM, pvt. partz said:

....sounds like something I might enjoy! Thanks for your hard work.

Welcome, ya the mission has no respawn if you play by yourself then you will have to travel to the AO, the mission is as you know limited with 4 lives, and teamswitch i did it that way

because i felt that the player would appreciate their life more as well as take the aspects of the mission as a real threat to their life,

this forces one to use their head, and look and think before they move, also makes you appreciate all the weapons and tools that you have available to you.

 

   So the tactical realism aspect of it comes down to MOUT & CQB tactics, alot of which i use to train in back in my realism unit for

Red Orchestra (Ostfront 41-45) 2007-2010 as all the matches, and campaigns against other units we were involved in were all one life.

   So you got killed it was game over, get off the server for you, was no fun dying so we had regular training 2-3times a week on those 2 subjects, alot of recon aspect too.

 

In my video in the OP, there are some parts there when im going into rooms i will explain or point out a tactics i use alot the list below is the following:

 

Look past the target area

When you looking for targets, while looking at a specific spot, take in the whole scenery, look for shadows, things moving, and things that dont belong in the context

of what your looking at, when you take it all in, looking at the doors, windows, roofs, even under the doors, yes under doors can reveal an enemy's foot or leg,

telling you theres one in there, cool thing is you can shoot through the door.

 

ARC your openings

This is a tactics i employ alot, i learned this by discovery in RO when going against other players and it saved my life numerous times

as well as give me the advantage as it allowed me to see them before they me.

        So what you do when coming up to an opening, be it a door, window, any opening you need to go through, you give a little distance and move from left to right vice versa

looking on the inside the flanks of the opposite room or area you are about or trying to enter, as you move, you move closer, once you get to the edge of the entrance then peak the flanks from an angle, dont step

into the inside then peak (lean) so your head is exposed or is inside the room.

 

Decoys & Drawing

Even tho your playing against the AI, you can create decoys to make them look in that direction of whatever it is you created a decoy of, for example, shoot some shots so your heard at your position, then

back out and flank out and away, and hit the enemy from the flank or rear, the AI will watch a given position that had sound for so much time before they return to a 3-8 (scan horizon).

 

Another method is to shoot a door, wall, or somewhere close where the enemy is, to get them to move/look in that direction making them expose themselves more

because previously you couldn't make a shot because most of them was facing the other direction.

 

For patrols that move, you can make yourself heard, they will investigate shots that are silenced, provided you have fired several shots in their direction, or even killed one of them,

but they will come to your position eventually, what you can do before you get into that position to do that is setup some land mines trip mines, and basically draw them to your sound,

they will walk into your trap without you having to shoot to kill them.

 

i did that with the mounted truck, he drove and stopped about 100m from me, and i took a peak, the gunner was looking around, when he looked another direction, i popped up, and shot him,

then killed the driver, keep in mind the mounted truck also has a passenger that will switch to the driver seat if driver is killed.

==================

On 5/4/2019 at 5:00 PM, Gunter Severloh said:

Over 50 custom placed buildings, walls, objects, sandbags, and wrecks in and around the compound areas.

Just a note if you guys haven't read it in the OP above, compare the compound area with the original kunduz map of the AO, and my mission, in the mission i spent probably a month

placing walls, houses, sandbags, gates, canopies, benches, and other buildings.

Also the FOB you start at was a template i used, but i spent another week building that up, i create the lookout towers, among the other things there.

I been thinking of moving the FOB closer so its less of a drive to get there so something im looking into.

 

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Update

Version 1.5 for original mission

Version 1.2 for the Vanill Arma3 version (no mods, other then map)

New ACE version 1.0 now released - (same mission as the original, except has ace assets, and functions)

 

Changelog for the Original mission

May 13th, 2019

v1.5

- Added some objects to base buildings, adjusted object positions.
- Added more various sandbag walls to roofs in all compounds.
- Added the option to Halo/parachute to the AO.
- Added the ability to recruit AI for those who prefer help while playing solo.
- Added 4 quad bikes as an alternative vehicle w/1 med fak added each.
- Swapped out 1 MRZR 4 dune buggy with an unarmed Humvee.
- Increased bleedout duration to 5min for coop.
- Changed the game time to 17:00hrs (5pm) so you will have more daylight time.
- Replaced the Chinook with the MH-6m littlebird.
- Updated briefing.

 

Changelog for the Vanilla Arma3 mission

May 13th, 2019

v1.2

- Added some objects to base buildings, adjusted object positions.
- Added more various sandbag walls to roofs in all compounds.
- Added the option to Halo/parachute to the AO.
- Added the ability to recruit AI for those who prefer help while playing solo.
- Increased bleedout duration to 5min for coop.
- Changed the game time to 17:00hrs (5pm) so you will have more daylight time.
- Updated briefing.

=========

Update Notes:

FOB Relocation - FAIL

I was trying to relocate the FOB, the base where the player starts, to a location across the river and basically half the distance to the AO

but the terrain is so bumpy and hilly, fully of rocks/stones, that every placement attempt either screwed up the walls, the towers, ect,.

so the best place on the map is where its at, i know its a distance but your only going to drive, fly, or halo it once anyways or 4 times

depends on how many lives you lose as there is no respawn.

 

AI Infantry Recruitment board

This is a new feature in the mission where you can recruit AI under your command to help you in the fight against ISIL.

 

The AI that will show up in the list is based on your faction type, so recon units will see recon unit types in the list, thats just how the script works.

Lastly the AI recruit board is situated outside the base, so you exit the base and you will see it across the road from the base,

i have it marked on the map, why there?

 

   Because every test i tried after recruiting a soldier the AI would not, and was unable to leave the FOB no matter what i tried, only other option i can think

of as i type this would be to have them get into the heli or vehicle at base and then you drive it out with them in it, whether that would work idk but it hasn't been tested.

===========

- Added more various sandbag walls to roofs in all compounds.

This was probably the more time consuming aspect of building these missions and these versions was placing, objects, sandbags, buildings, walls, ect. aside adding some atmosphere to the mission,

the sandbags on the roof's you will find useful, some roofs i had to adjust positions of existing sandbags, others fill in holes, or gaps, others new builds.

If you use enhanced movement mod where you can climb walls, you will see how useful that mod will be for you when you get up on a roof and can snipe or shoot

enemies from up high and at any distance, giving you the advantage

 

Some areas the AI wont be on top of so their more specifically for the player, all the AI aside the ones running around randomly get garrisoned into all the buildings within

a 100m areas, the ISIL commander doesn't, he will get moved to a random position among the 4 compounds, so you have no idea where he will be at when the mission starts.

So the mission overall is sorta of dynamic like that as each playthrough the enemies will be in different positions, buildings, and places,

same with a few of the objectives including the ISIL Commander.

 

Completed the mission?

Has anyone completed all 12 Task/Objectives and beat the mission yet besides me?

 

BTW the OP has been updated with new information and links, and currently waiting on Armaholics update for the original version.

Cheers!

 

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Hi Gunter,

Great mission thank you. Haven't beaten it yet but I'm working on it. Some nice updates to it also.

Cheers.

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Thanks cub1,

Let me know how it goes, and how long it takes, you, if it seems to hard or challenging but playable.

 

Update

Armaholic has released the update for the original mission v1.5, and the OP has been updated accordingly.

Cheers!

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What enemy would you be interested in fighting against?

I had an idea to use another enemy to fight against this would create a new version of the mission, same map, the only change in the mission would be just the enemy.

I basically did this for the vanilla version.

So my question to you guys is if i were to create another version, what enemy would you like to fight against, and in my opinion it would have to be an enemy that is fitting for the map setting,

so for example the Taliban could fit, some type of middle eastern east opfor faction could work too. let me know what you think.

 

What about player faction?

Would someone like to play as the Russians vs ISIL like they are in real life, or something else?

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Update - new version!

Created a new version of the original mission, since some people feel challenged by having only 4 lives in all versions of the mission which i can understand,

in this new version you can now respawn at base, a bit easier in that regard, i also bumped up the calls for the helis to 8 so this will be a funner version for those

who find the originals difficult or just prefer to have a respawn option.

 

The ISIL Foothold - Respawn version

- Steam workshop

- Google drive for pbo download

 

Links for download are on the OP.

Any questions let me know, cheers!

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Update

The ISIL Foothold ACE version

v1.1
===
- Moved the AI recruitment board to the wall by the ammo 
(be sure to tell your recruited AI to get into choppers, or vehicles while in the base as they wont follow you or exist the base on foot.)

 

The ISIL Foothold Vanilla Arma 3 version

v1.3
===
- Moved the AI recruitment board by the ammo
(be sure to tell your AI you recruit to get into the heli or vehicles, as they will not follow you to go outside of the base).

- Relocated truck with hmg by other vehicles
- Relocated quad bikes
- Replaced 1 quad with a truck no gun.

 

The ISIL Foothold

v1.6
===
- Moved the AI recruitment board to the wall by the ammo
(be sure to tell your recruited AI to get into choppers, or vehicles while in the base as they wont follow you or exist the base on foot.)

 

===================

Other notes:

Had a couple reports on the respawn version, on the steam workshop these were the reports:

Quote

 

Makinbacon 4 hours ago 

Cant click play no positions are available. I get error: 
steamMPMission/__cur__mp.kunduz/mission.sqm/mission/Entitiles/item13/titles/item0.type:vehicleclassisc_is_sqaud_leader_i no longer exists.

 

liamhutton1990 4 hours ago 

It doesn't let me click play ?

 

I looked at this ---> Entitiles/item13/titles in the mission.sqm and its just a trigger, so idk how or what this error is referencing too.

 

Anyone else getting issues with this version?

as i cannot reproduce the error or the issue, so idk what these 2 players are dealing with but the mission loads and plays fine for when

i host through MP lan which your supposed to for the respawn to work.

Mission still loads and plays when you choose singleplayer/scenarios just you wont have the respawn.

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Update

The ISIL Foothold Respawn version

Updated to version 1.3

changelog

- Removed code for transmitter from task as transmitter doesn't exist that wasn't completing the task, mission should now end complete.

 

Thanks for the feedback:

 

Outerspaceguts 17 hours ago (Steam workshop)

Quote

When I destroy the radio tower, the task does not complete. Ultimately unable to complete the mission.

 

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Update

All 4 versions updated, see changelog:

August 15th, 2019

v1.7

- Increased the Air support (Ammo, transport, CAS) to 6.

- Increased the Artillery fire missions from 4 to 6.
- Updated the Radio antenna task, previously when the antenna was blown up the message would state the radio and transmitter were destroyed, the transmitter part was removed.

- Added gate and fence to compound 1.
- Fixed a collision issue of the Minaret tower in compound 4 as the player would clip on the stairs and get hurt or killed.

- Adjusted heights of service trucks at base as they were stuck halfway in the ground, and then popup in the air once the game started.

- Moved the marker for AI Recruit infantry to the recruit AI board, as it was on the road.
- Turned off the music that would start as soon as you stepped out of the Barracks.
=========
No mods version
- changed the AA Task from a AAF Gorgon, to an FIA Truck with HMG.
- Changed the Static mg from AAF to FIA truck with HMG.

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Update

Changelog:

August 17th, 2019

v1.9

- Added More lamps at the base around the helicopters area.
- Added new MP Parameters which allows the player to change the weather, time of day, and the difficulty of the enemy.
- Added adjustable code that reduces sway, recoil and removes the fatigue.
- Fixed - Mission would not end when all tasks were completed.

====

Thanks to Quickdraw a commenter on the steam workshop page gave me some feedback on an issue, from there i fixed the issue

and added some more things to the mission.

 

Adjustable code - initplayerlocal.sqf

Just to note on the code i added, if you open this up you can see the codes, they were added to give the player more stability with their weapon

the stamina is set to false, if you set it to true you will get the fatigue back, some like the stamina some dont, but this is how you do it.

          The other 2 numbers in the script are 0.2 which is 2 away from having no sway and no recoil, just my opinion, i dont want perfect aim or stability,

just reduced enough where when your trying to shoot at an enemy (unbraced) your gun isn't flailing all over the place. 

 

     Lastly all versions of the mission, no mods, ace, respawn and of course the original version have all been updated. Cheers!

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Update

All 4 missions have been updated to their current versions:

  • The ISIL Foothold v1.10
  • The ISIL Foothold (No mods or DLC version) v1.6
  • The ISIL Foothold (Respawn version) v.16
  • The ISIL Foothold (ACE version) v1.4

================

All mission versions got the same update, just their version numbers changed based on when i built and updated them.

     This update was a 2 week update, i spent a major part of the weeks, and all day both weekends working on various aspects of the missions

including code, research and brain storming for things i wanted to fix, change and update, the list below is the result of my work:

 

Changelog

September 15th, 2019

v1.10

  • Added 1 soldier to the Outpost objective group.
  • Added a medic to the base so if your injured and within 10 meters of him, he will move from his position and fully heal you and then return back to his position.
  • Added Perimeter Mg nests to the ISIL side, so be careful when your approach the area!
  • Added a new compound objective, named Compound 5 see the task for more information.
  • Added a new objective - Mg Nests - See the task for more information.
  • Added a new parameter in the MP lobby where you can turn on or off stamina and fatigue, its on by default.
  • Added a few wrecks.
  • Adjusted a setting for HAS.
  • Changed the outpost tower from sand to rusty.
  • Changed the weapons and ammo in the launchers box in the outpost to have only AA launchers and ammo to reflect what the actual objective is.
  • Fixed a code in the patrolling squads.
  • Fixed some coding in the init.sqf.
  • Relocated the Outpost Static MG, watch out he can see better!
  • Relocated the FOB closer to the AO on the west side of the creek. (See screenshots below)
  • Rebuilt the FOB and is now on a Flat concrete platform, with all new walls, lookout bunkers, and some other things.   (See screenshots below)
  • Replaced the Minaret with a Qualat in Compound 1 because the Minaret tower still had a clipping issue where you would clip through the stairs about 3/4 up and get injured.
  • Updated the init.sqf adding support for server.
  • Updated the time of day parameter in the MP lobby, you can now change the time of day from {"Dawn","Morning","Noon","Afternoon","Dusk","Night"};
  • Updated the briefing, making some misc adjustments.
  • Updated the briefing adding a new section called Tactical Tips. 

===========================

Screenshots below mainly showcase the newly built base, its location and explanations with the screenshots.

 

Screenshot 1

Current position of the base is now in the middle of the map you can see it next to the creek, previously it was to the far right of the orange road.

c9VM9w9h.jpg

 

Screenshot 2

This is the editor view of the current base, there are many new objects, and things, basically the base has been rebuilt from scratch

while maintaining the original idea for the layout, this took me a weekend to do (3 days).

dmaKsTIh.jpg

 

Screenshot 3

Attempting this before to move the base closer to the AO area, it failed, and failed again when i tried it again, so what i had to do is use a Pier dock

for the base to be able to sit on a flat surface, which i had to tweak many times to make it work.

VU4lKb4h.jpg

 

tb2w4reh.jpg

 

QA4IevYh.jpg

 

OzAdKoFh.jpg

 

Tk0nzRkh.jpg

 

Screenshot 4

2 new objectives added to the list making a total of 14 objectives, all task base, there are only markers on the map to give

the player a rough idea of where the objective is, the tasks are not and never have been on the objectives themselves, which i found in some missions

to make the mission to easy in some regards i prefer to have the player think, and use their head, use their binoculars, ect,.

iHiHctVh.jpg

 

Screenshot 5

A new tab has been added to the briefing called  "Tactical Tips" why?

Because it gives you some tactical insights on what to look for, how to approach, Cqb, and Mout tactical concepts ect,. as the mission is soley based on that,

however you can play the mission how you want, but it will come down to CQB and MOUT when you get in close, as the compounds

which there are 6 of them, CQB will come into play.

1KVfdj6h.jpg

 

Screenshot 6

Mission now has a new parameter in MP, you can change the time of day from Dawn,Morning, Noon, Afternoon, Evening, and Night, screenshots below are set at night

so i had strategically place the lamps at the base in certain areas, for the area of the helis i actually had a airport lamp there which lit the area well, until one of the

choppers flew into it, so ...I had to swap that out.

K78QGKeh.jpg

 

w4zwLDyh.jpg

 

iIfiSxNh.jpg

 

0ZkmuYGh.jpg

 

Screenshot 7

Screenshots of the base in the evening.

yyA86V5h.jpg

 

zQesx9Rh.jpg

 

Thats it, alot of work, headaches, brainstorming, research, testing, testing, yes and more testing, playing, and more playing to see if things work, but i had alot of fun and am

proud of the new setup, it makes the vehicles at the base useful now as you can drive to the AO without spending an hour doing it.

Cant say this will be the final version as idk there are still some things i think i can do but until i determine what then this is it for now.

 

Anyway questions, problems, let me know, this mission is alot of fun, dont expect to complete it in an hour, this is one of those 2hr min to 3-4hour max missions

and its difficulty only because you have 4 lives, so use your assets and think. Cheers and have fun!

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Thanks man, and your welcome.

I did like the previous base but the problem with it, was it was to far from the action so the use of the helis, and halo were an important aspect of getting you to the AO.

The other part was again it was to far and you had to cross the creek if your driving which most times if you weren't paying attention you would get smacked by a bush or rock

and be injured by the time you got to the AO, and hear your character with that stupid moan the whole time, was annoying.

 

Also when you died you had to travel back, with only 4 lives it was limited anyways but now you can at least drive, and return if need be, and if your injured i have a

medic at the base that will fully heal you if your within 10m of him and he will return to his starting position, his animation is a little backward but aside that it works.

 

The base overall was an experiment, its nothing fantastic to say the least but its alot better then the headache i was working with when i was trying to move the base to

its current and nearby location. Before i had highlighted the whole base, moved it to several locations in around the area where its at now, and nothing worked, the walls would be all

messed up as the terrain wasn't even, it looked ridiculous, also prevent some things to not work.

 

    So this new version of the base which i ended up just rebuilding it from scratch as you can see in the screenshots the main part of the base

sits on a Dock pier about 9 of them, this is basically to make the ground flat and even for the buildings, walls and bunkers, for the heli section i was fortunate enough that the location i

chose for the base had a back part of it that was somewhat flat.

     The AI recruit board is down the back ramp outside the base by the helis, as the AI when you recruited them on the piers they would spawn under the dock and couldn't get out

and i tried all sorts of code to make them spawn on the top, besides they can find their way around there so its better.

=========

Mission i find is a bit harder, i have a few perimeter mg nests watching the fields so entrance to the area at the start is best to be on foot, to take them out

theres also 2 new objectives, a Compound 5 which the enemy uses as a lookout and its a perfect spot too, theres 3 mg nests in that compound that overlook the area

they will shoot down any heli in front, the side, or even behind, so suggest going in by foot first.

 

     Recon is your best friend in this mission, if you dont do it expect to get killed, plan your approach, go stealth, snipe, as there are patrols, they hear gunfire, i guarantee

you will have bad guys coming to your location and end up behind you, nothing linear in the mission, theres no one way to approach it, all the enemy are dynamic, patrols,

even the garrisoned enemy in the compounds every object is random too, aside the compounds but they have random setup too.

     With 4 lives, how long can you survive?

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Hi,

 

If I understood the release info correctly, there is a version with 4 lives and another one with respawn? The latter meaning "respawn at base", with no version with the regular BIS save system?

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Hi

13 hours ago, neofit said:

there is a version with 4 lives and another one with respawn? The latter meaning "respawn at base",

Yes the respawn version you will respawn at base.

 

13 hours ago, neofit said:

with no version with the regular BIS save system?

      No Bis save system as that has to be implemented in the mission itself and tbh idk how to as i never learned about it after all these years, 😄

always used teamswitch, but only use for that is to save your position of where you are at.

     You wont lose your progress in the mission, you will just end up back at base.

 

       When and if you were to die in one of the nonrespawn versions you will teamswitch to the next playable unit which there is only 4 total,

purpose of this is to make the mission difficult with limits if all playable units are gone its mission over.

 

    So it was designed to force the player to recon, to pay attention, to learn to take their time and think and plan their approach, to learn to use their assets

(Heli Transport, CAS, Ammo drop, mortar, & Recruitable AI), to learn to strategize, mission is not meant for beginners, and meant for intermediate to advanced/veteran

players as it requires some real thinking, and tactical judgement on how and when to do things.

 

Its MOUT and CQB based, there are roaming patrols, there are mgnests watching the perimeters mostly to the north, theres a roaming truck with a mounted HMG which is one of the objectives

There are occupied buildings you must clear with enemy on the roofs, in windows, ect,. and they spawn there randomly, each playthorugh is different so not something you can plan for,

why recon before you move is very essential.

 

Just one tip i will give you:

locate the anti air truck, the roaming truck with mounted mg, and eliminate the mg perimeters then call in CAS.

  If you need a better idea of how the mission plays, watch the video on the 1st post, it doesn't reflect the latest build

but its basically how it plays out in general.  Any other questions let me know. Cheers!

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Thanks for the response.

 

11 hours ago, Gunter Severloh said:

No Bis save system as that has to be implemented in the mission itself

I don't know much about modding and mission making in Arma besides making basic stuff like large trunks and a holster weapon menu item. But Pilgrimage for instance and tons of other missions are working with the BIS save system with no problem, organically. Anyway, in my mind, limited lives turn Arma into a roguelike and respawns into a console game, and I don't enjoy any of these unfortunately. The mission looked nice though.

 

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