Author: focht
Author Website:

Requirements: No addons required
Island(s): Stratis
Playable options: N/A

Version: 1.9b

Date: 2013-07-25 07:37

Comments: (1)


Seize ground


Just a basic seize ground style Insurgency inspired map using murkspawn.

Jay cove (boat launch site for operations), and the sectors between the boat launch site/due north & northwest of the base do not have enemy respawns. Giving allies control over the southern portion of the island after an initial clearing. Currently enemy infantry not around the main city/airbase have a 30min respawn timer to keep the island occupied. Enemy vehicles and city/airbase troops respawn on a 1hr timer.

Extract the .pbo file(s) to your ArmA3\MPMissions folder.

  • removed the brighter red color for activated grids
  • changed some text
  • altered spawn triggers (patrols spawn when flying over,seperated/added more triggers in larger towns with smaller activation radius for more closer encounters,military areas spawn when flying over, reduced radius of some of the smaller area's spawn triggers)
  • moved initial a.i spawn to the northern island so people don't see them spawn in the open and then tele into buildings
  • "fixed" the airbase/rogain cap/secure notification/task complete(may just remove non cache tasks)

  • v1.7-1.9
  • Fixed zones
  • Disabled random weather
  • Enemy helis
  • More task info
  • Added panthers/more unmanned vehicles for ad-hoc transportation on the battlefield
  • Replaced old mine locations with random vehicle patrols(plan to add in more spawn locations and tether to roads better)
  • Added in basic teleport feature from base to helipads, and triggers for moving teleport markers to the airbase/rogain when they are secured(needs more work/markers will move back to base when area isn't secure)
  • Added in 5man recon team bringing the unaltered version up to 30man(planning a "Palerider" edition with a limited supplies main base on pythos, a.i support via mortars,heli reinforcements,air taxi, etc, tethered to a "palerider" jtac class for solo or multiplay)
  • Added in a portion of the bases fobs by blitzer and enhanced stratis by voodoo and populated (red squares with no visable buildings on the map)
  • Altered the tower/heli reinforcement neutralization a bit. trans/com towers will cause a 30 min knockout radar towers a 1 hour ko. with destroying all 3 radar domes to completely neutralize enemy heli reinforcements
  • Added in more heli reinforcement teams/altered their behavior to strictly land and hopefully fly off into the wild blue yonder

  • v1.6 hotfix
  • Updated headcam script (L alt + numpad * to disable cam)
  • Fixed revive error (I had changed the map marker info when a unit is down incorrectly)
  • Took out the "if is server then" in the spawn barrier script (hopefully fixes it)
  • Enabled TPWlos
  • Fixed Bob's name (Sorry Bob!)

  • v1.6
  • Updated VAS system
  • Updated BTC revive
  • Added random time of day on startup
  • Added TPWcas
  • Added dynamic house lighting
  • Added helmcam system *requires tactical glasses to use* (toggle between groupmate's with proper headgear *ECH or ECH painted* using numpad * )
  • Added random enemy boat spawns along western coastline & sabotage script for neutralizing them
  • Added bouys in larger harbor areas
  • Added diver corpsman
  • MHQ now respawns with VAS
  • Remodeled base (moved service area, ammo crates, added helipads, added/adjusted markers)
  • Added R3F logistics (limited to barrier transport in unarmed hunter mraps)
  • Added in transportable barrier construction zones

  • v1.5
  • Dynamic weather effects
  • SHK building pos script (A.i now indoors)
  • Text notification in service area (to help with the confusion)
  • Dumbed down a.i(still haxy)
  • Upgraded anti-nade system(no put or nade)
  • Grounded a.i spawns (no more spawning half the map flying over)

  • v1.4
  • VAS(Virtual Ammo System)
  • BTC(Revive/SameGearRespawn/MobileHQ)
  • AG(Anti Nade @ Base)
  • Xreload(Vehicle/Air service stations)
  • Longer abandoned Vehicle respawn timers
  • Aircraft Pilot Restriction(still buggy)
  • Land mines changed to m6 slams
  • Enemy reinforcement locations(indicated by orange circles*changes red when active/blue when inactive*) that spawn fireteams on a 10min timer when active and blufor isn't nearby.
  • Changed color of naval tiles for less(or more) confusion(will turn red when mines/divers are present. girna tile buggy due to land portion)
  • Swapped out two riflemen for explosives experts
  • Made the base more resilient to base troll dmg
  • added in tasks
  • enemy vehicles spawn nearby supply dump locations
  • civilians in larger pop areas
  • civilian cars for alternate transportation

  • v1.3
  • Rebuilt the base and moved aircraft to the spartan.
  • Added in a base marker.
  • Added minefields/enemy supply dumps/randomized a couple vehicle spawns for the occupation version.
  • Included kylania's spawn script version and Zorrobyte's version(UPS version)

  • v1.2 Hotfix
  • added corpse/wreck auto cleanup
  • helicopters restricted to pilots

  • v1.1
  • updated with sea targets and possibly vehicles(untested)
  • helicopters restricted to pilots

  • Forum topic:
    - BI forums

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