Author: tvig0r0us
Author Website:

Requirements: No addons required
Island(s): Zrgabad, Sahpur
Playable options: N/A

Version: 1.06

Date: 2013-04-30 10:23

Comments: (1)


Urban Conquest


Instability has finally erupted into an all out battle for control of the city streets where all sides come ready to fight and scorched earth is a viable option. It's up to you to pull together a team and lead them to the ultimate victory... TOTAL ANNIHILATION OF THE ENEMY! With total freedom, how you approach your mission is entirely up to you. Take control of any vehicle, recruit soldiers or go it alone, there are no rules other than get it done. Urban Conquest is a fast paced, action packed urban engagement where the enemy could be lurking around any corner, so watch your back and stay frosty soldier.

  • A cross between CTI and SCont
  • Totally dynamic combat
  • CQC oriented with house patrols
  • Instant action
  • Selectable soldier count, vehicle count, vehicle types, zone size, AI skill, fireteam size, starting time, weather, quick start option
  • Random respawn
  • Random soldier type on respawn
  • Totally independent AI
  • Recruitable AI
  • Drive any vehicle
  • Portability
  • Complete mulitplayer compatibility with up to 24 players
  • Dynamic Environment

  • Installation:
    Extract the .pbo file(s) to your ArmA2 Operation Arrowhead\Missions folder.

    The download includes 10 missions for the vanilla OA maps only.

    Create your own Urban Conquest missions:
    You can create your own Urban Conquest mission, you can find some information in the release thread. User map ports will be posted there in the future.


    Urban Conquest Player Spawn and Unit SelectionArma2 UrbanConquest Time Lapse

    What do the markers on the map mean?:
    Blue = West CP - totally controlled by the west with no enemies in the area
    Red = East CP - totally controlled by the east with no enemies in the area
    Green = Resistance CP - totally controlled by the resistance with no enemies in the area
    White = Neutral CP - controlled by no one with no troops of any kind in the area
    Yellow = Contested CP - this means that there are multiple teams in the area fighting for control of the CP

    Spawns only occur at control points that are controlled by the corresponding team... if a CP is contested, no spawning will occur there until one of the teams takes control of the point.
    A winner is decided when one of the teams snuffs out all of the opposition. If your team has no control points when you die, you will be automatically switched to the remaining team with the least amount of control points and carry on the battle with that team. This does not necessarily mean your original team is completely out of the game. If there were troops alive from your original team they can still take control of a CP, but as for you, they are now your enemy.

    Known issues:
    - Soldiers dismissed after getting out of a vehicle do not always resume their normal routines.
    - There is the possibility for the AI soldiers to get stuck inside of destroyed buildings if the city gets too wrecked.

    To do list:
    - Nothing else planned

  • added persistent squads
  • added each zone to task list
  • added zone names
  • added irregular marker size and shape
  • removed depreciated CP size parameter
  • changed scoring to directly emulate BF2 conquest style scoring
  • fixed too much stuff to keep track of

  • v1.05
  • added respawn selection via map marker script
  • changed zone mechanics to require presence in zone to maintain control
  • added ai zone defenses to maintain zone control
  • added vehicle commandeer action
  • added action to join other human player groups
  • converted most core scripts to fsm
  • fixed and tweaked too many things to mention

  • v1.04
  • fixed civilian move script to prevent it from bogging down the engine
  • fixed air vehicles from degrading when crewed and not in a controlled zone
  • fixed player controlled ai markers not changing to mil dot when in a multi player game
  • fixed defector marker not displaying when in multiplayer game
  • small refinements in ai spawn and civ spawn room selection scripts

  • v1.03
  • added leave group action
  • added full marker system(client side) with on/off option and option to display civilian markers
  • changed civilians now group up
  • added check for building damage... spawns will not occur in overly damaged buildings
  • added check for zones with valid building spawns... spawns only occur in zones with buildings that report room positions ***indicated on map***
  • fixed bug in vehicle recruiting where vehicle groups would grow unchecked until an entire side was in the vehicle group
  • added complete scoring system based on kills, zone capture and defense with time or scorebased endgame. Fully selectable in params
  • added battlefield size check to scale starting positions based on number of sides and size of battlefield
  • added custom option for mission builders to insert any faction they choose not native to the game and select them via params menu
  • all A2, OA, BAF and PMC factions included by default and selectable via params menu
  • fixed an error in weather script that would override the weather condition with fog condition changes

  • v1.02
  • added planes at airports
  • select 2 factions per side
  • switch to enable or disable armored vehicles
  • optimized network bandwidth usage a bit
  • add dismiss soldier action for player team
  • add selectable mission start time
  • add selectable/randomized weather and fog conditions

  • v1.01
  • Fixed Recruit soldier action to work properly in MP game running on dedi server
  • Added dismiss action for soldiers in player groups, works the same as recruiting
  • Fixed problem in vehicle code that was forcing player's group to disembark
  • Fixed vehicle recruiting of existing crew
  • Optimized, or tried to optimize, all scripts to store fixed arrays at the start of the script so as not to pull on network resources on every loop
  • Divided civs into groups similar to soldier recruit script to keep them from massing around the civilan group leader... as a side effect of this they behave much more as you would expect a civ caught in combat to behave
  • Changed CP markers to reflect the size of the CP... colors remain the same

  • Credits & thanks:
    Special thanks to Zone Killer for getting me off on the right foot with the scripting language for this game.... it's waaaaay different from lua and took some getting used to. It would have taken alot longer without his assistance.

    Forum topic:
    - BI forums

    - BAF (Optional)
    - PMC (Optional)

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