Author: Goschie
Author Website:

Requirements: Arma 2
Island(s): Takistan
Playable options: N/A

Version: Beta 0.99

Date: 2011-07-31 10:33

Comments: (1)


Advance The Flag


Advance The Flag is a new PVP game mode that utilizes dynamic game play elements, zone capture, and tickets. It focuses around advancing flags to speed up the rate at which you gain tickets. I hope it takes hold in the realm of player versus player for ArmA2.

Additional info:
Unique zone capture:
The game consists of two bases, a battlefield area, and flags with capture zones. Unlike other kinds of capture zones you do not actually capture these flags; they are instead destroyed or essentially “knocked back to your base”. This forces you to start over in your quest to advance flags to gain tickets faster, as the closer you get the flags to the enemy base, the faster you gain tickets.
*The zone FILLING shrinks as you capture it to display how much time you have captured, this was small mistake in my video. The zone border does not actually get smaller*

Front lines:
Another unique element of the game play is flag lines or “enemy lines” when referring to the enemies flag lines. These lines go perpendicular to the axis of the battlefield along the flags position and prevent you from deploying past them. This makes it so nobody is rushing past each other and frontlines instead smack into each other causing forces to clash.

Basic kit system:
The kit system is very basic, but allows interesting abilities, ranging from medic and repair to building fortifications. For instance, the squad leader kit lets you see ALL the friendly positions on the map instead of just your group, and also lets you build fortifications.

So just how do you advance a flag? You redeploy it! You go up to the flag, and hit redeploy. Once you go to the map, you can map click inside the yellow circle that is around the flag, and if it’s a valid spot (no water or buildings in the way, terrain not to steep, not past enemy line or out of battle area) it will successfully attempt to redeploy the flag at that position (this is done server side to make sure simultaneous deploys never happen if there is lag). You can not directly deploy in an enemy base or collide your flag zone into the enemy base. However, you CAN collide with an enemy FLAG ZONE; this means you can technically bull rush your flag into theirs for some crazy fun.

The game ends with a time limit, and the side with the most tickets wins. You lose a ticket when you respawn as a new person, and you gain tickets at a constant rate after redeploying the flag for the first time. The speed at which you gain tickets increases as you get closer to the enemy base.

Easy mission editing:
Making an ATF mission is extremely simple. You put down a circular zone marker “BATTLE_POSITION_WEST” and another called “BATTLE_POSITION_EAST”. Besides the kits and vehicle respawn, that’s basically it. A template will be released eventually so you can begin to make ATF missions on your own.

Extract the .pbo file(s) to your ArmA2 Operation Arrowhead\MPMissions folder.

Features up for debate:
Randomized enemy flag position:
Currently, you must begin to capture the enemy’s flag zone to make it appear directly on the map. Until you begin to capture it you get a random marker and their bare flag line to help you.

Safe zones:
The bases are currently safe zones that handle damage by blocking the damage if you or the enemy that shot at you is in a safe zone.

If you dislike anything else simply post a comment and I will see what I can do.


  • Fixed - Player kits had a few possible bugs/old pieces of code running
  • Added - New script initialization module called ClientBuildSystem_InitBuildSystem. This allows you to use the raw build menus without the actual weapon kits, but still using the building list format. This is sort of an advance thing to work with, and not fully tested.
  • Added - When you enter the enemy base you get a 10 second warning that you will die if you dont leave the enemy base.
  • Improved - Merged another script into a thread to reduce script usage and increase reliability a tad (these things usually are not problems, and only theoretically become issues).

  • v0.98 Beta
  • Changed - Reduced flag zone capture time to 60 seconds, and set expiration warning time to 60 seconds. (warning time and capture appear the same, but expiration just needs a friendly presence in the zone.
  • Changed - Removed the randomized flag tag (was a debatable feature) and now enemy flag zone is visible on map just as yours is.
  • Improved - MP performance now improved, less public variable usage when visual state is the same.
  • Improved - Internal system for scanning flag zones is now more reliable as well, and redeploying in the same spot super fast without redeploy delay (was sort of impossible before, but now absolutely impossible) will not keep the flag from collapsing.

  • v0.97 Beta
  • Fixed - Squad leader kit still had obsolete FBP deploy ability
  • Added - New functions SpawnAtomic and ExecAtomic for the PublicCodeSystem; can utilize for atomicity
  • Improved - Reliability now improved by using SpawnAtomic and ExecAtomic in place of old atomicity system

  • v0.9 Beta
  • Fixed - Safe zones accidentally used a marker name in a checking function instead of a position causing you to be invincible all the time.

  • Credits & thanks:
    This game has been in off and on development and testing for about a year. It has morphed from many different ideas.
    Thanks to
    And all the random testers that helped.

    Forum topic:
    - Armaholic forums

    - Arma 2

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    Tags: Capture,   Flag,   Sector