Category Archives: Release

[COOP 10] Farm Raid

A local druglord and his men are currently loading up drugs at a farm. Your orders are simple: Get to the farm and eliminate all hostiles there; destroy the drugs, and then extract as fast as possible.

ArmA 2 Combined Operations
Aliabad Region by McNools

Farm Raid


Version 1.01
Changed ending scripts
Mission fails when whole team is dead

Version 1.0
Initial release

Elephant Island

Welcome to Elephant Island! A sunny place somewhere in the Pacific Ocean, or the Carribean, or wherever you want it to be.
Only sparsely populated, it features two military camps and an airfield as well as several radio installations which makes it an interesting strategic object for several countries nearby.

I started this project about three years ago after I got my hands on the VBS2 Developer Tools. Unfortunately I suck at graphics, so I was never able to create the required textures for it. In the first version it had an ugly all green Grass Texture all over the place. But hey, I had my first terrain working!
A collaboration with David ‘Seventh’ Lagettie who had the same Idea back then unfortunately never became reality so at some point I forgot about the whole thing and it went to depths of my drives and collected dust.
A while back I found it again and replaced the VBS2 objects with A2 and converted A1 ones. But still the satmask was missing so I went to the Editing forums and made a list of ‘possible targets’. I found it in Bushlurker, and I asked him to make me ‘a quick and dirty’ Satmask for my island.
Of course he did way more than just a quick texture job. He added a working airfield, changed the cell size, levelled the terrain. He also made the island selection picture, the logo and what not. In short, without his dedicated work the little Island would never be what it is now. Not even close.
Since the first release, he improved the terrain texture even more, making it the beautiful thing it is now.
Why ‘Elephant Island?’ you may ask. David Lagettie, who created the original island for VBS1 and where it was used as ‘Core island’ gave it this name. I guess because of the many Elephant grass being used on it.

ARMA 2 Combined Operations (ARMA 2 + Operation Arrowhead)

Credits and thanks
Just a ‘thank you’ is not enough, so… a BIG THANK YOU to Bushlurker for all the time he spent on this little project, doing work I never could have done and answering all my stupid questions. The result is better than anything I ever expected!

Peter ‘Pete’ Morrison for his kind permission to convert the terrain and some objects to ArmA II.

David ‘Seventh’ Lagettie for the original work and some insight view on the original development.

Berghoff for his Elephant grass.

Binkowski for the OPFOR unit models and textures.

Gromov for improving the textures on some of the old models.

Icebreakr for his nice Lingor Environment sounds.

Icewindo for the civilian units.

Max Power for fixing some of the screwed models.

M1lkm8n for the now enterable storage hut and adding animated doors and breakable glass to all of the buildings.

Meatball0311 for fixing some unit problems and creating the Commander unit.

vilas for the OPFOR Commander texture.

Mikero for his excellent tool suite. Modding would be much harder without your work.

zipper5 for his nice Intro/credits scene. for fast and reliable hosting.

Okay, now finally the download
Elephant Island v1.07 @ Armaholic
Elephant Island v1.07 @ MEGA

Elephant Island Vehicles (26-March-2014) @ MEGA


Vehicles (26-March-2014)
FIXED : ACR DLC is no more required for using the BMP-1

ADDED : Enterable storage hut, thanks to Milkman!
ADDED : Landrover with DShKM and Unarmed
ADDED : Watchtower object, basically a watertower with sandbag walls
CHNGD : Aircraft and Helicopters have custom roundel
CHNGD : Army huts and Farmhouse have animated doors and breakable glass, thanks to Milkman!
CHNGD : Civilians can carry backpacks
CHNGD : Several texture replacement on objects
CHNGD : Vehicles have Takistani camo without markings
FIXED : Several small problems with UV maps and configs

CHNGD : Rocks replaced with OA ones
FIXED : ‘Updating base class’ warnings
FIXED : Barn at Theo’s place fixed

ADDED : Some more OPFOR units added, editor groups added
CHNGD : Yet another terrain texture by Bushlurker

ADDED : OPFOR units and vehicles, thanks to Binkowski
CHNGD : New terrain textures, thanks to Bushlurker

FIXED : Minor bugfixes, mostly model problems

Canceled release

Not released to the public

Initial release

[COOP 06] Operation LoJack III

Sergeant Richard Moore disappeared three nights ago from one of the last outposts in Chernarus. Normally we would not send in a rescue team until we found out Moore’s exact location, but Moore was carrying a prototype of an experimental tracking device, which was being tested by Army Rangers. It seems, whoever is responsible for his disappearance has no knowledge of the tracking device, and Moore has managed to activate the device. Your team goes in and get Moore out of there – alive if possible.

This is an attempt to bring back toadlife’s famous ‘Operation Lojack’ mission back to ArmA II. The original mission was released in 2003 for OFP, I added more road patrols and camps in 2006 for VBS1 and converted that enhanced mission now for ArmA II. There are 16 possible locations for the captive (versus 6 in the original), numerous patrols on foot and in vehicles to keep you busy for a while.


Operation LoJack III


Version 1.14
Even more small bugfixes
BI first aid modules replaced with Bon’s AIS

Version 1.13
New helicopter extraction script by Ghost added
Daytime/Weather selection script by Moerderhoschi added
Smaller fixes in scripts

Version 1.12
Converted the soundfiles to wave and back to ogg, maybe they are more audible now.
Safe house marker is hidden until needed to avoid any confusion.
“Mama Bear” is now displayed as Mama Bear.
Fixed the problem in the revive version in which the mission ends when there are still players alive. Thanks Norrin!

Version 1.11
Fixed  the tracking device script which caused a CTD when someone other than the teamleader tried to use it.

Version 1.1
All scripts converted to sqf (thanks Benny and Norrin!)
Only leader can use tracking device
Extraction script fixed
Alternative extraction changed to a safehouse

Version 1.09
New extraction script (thanks Benny!)
Group respawn added
Reinforcement groups have a 50% chance of appearance, this should reduce the amount of enemy units a bit

Version 1.08
New  briefing script by Shuko
More weapons to select from added
ACE2 Version added

Version 1.07
Overview added
SP Version created
Amount of enemy in SP reduced

Version 1.06
Added an alternative extraction point

Version 1.05
Fixed screwed up script call in 1.04

Version 1.04
Removed one script and replaced it with triggers

Version 1.03
Redefined briefing and tasks

Version 1.02
Extraction chopper is set to captive, ignores ground targets at all

Version 1.01
Removed  debug  hint
Added distance check (active only when tracking device is active)

Version 1.0
Public release


[COOP 10] Mountain Excursion

Two hours ago an Army Blackhawk reported the failure of both engines from their Blackhawk and crash landed. Your squad is the nearest unit and goes in to find the Blackhawk and its crew.

I made this scenario years ago for a VBS2 map, since then it collected dust. Then it came to my mind again as I flown over the Tora Bora map. Added some random stuff, changed story a bit and here we go. Included are both a BAF and US version.

Operation Arrowhead – ArmA2 should not be required
BAF DLC is recommended for the BAF version
Tora Bora by Chill xl

Mountain Excursion


Version 1.04
Replaced BI wounded system with Bon’s AIS; some smaller script changes

Version 1.03
Changed captives animation to make sure they are moving once found

Version 1.02
Added MP compatible helicopter evac script by Ghost
Added MP/JIP compatible time and weather script by Moerderhoschi
Added gear selection
Added BAF version

Version 1.01
Added missing end script files

Version 1.0
Initial release

[COOP 12] Espionage!

This morning, two Chernarussian Citizens were arrested by a Takistani patrol while taking photos of the Landscape around Lake Charsu. The mayor of Rasman said in an interview 1 hour ago that they will be charged for espionage – which means they most probably will be executed.

Operation Arrowhead


Version 1.02
Changed some scripts; removed no more needed content

Version 1.01
Now it doesn’t matter if ACR or KSK returns to the base to end the mission

Version 1.0
Initial Release

Beta 1
Preview for selected people

[COOP 10] Hit List

Attack multiple enemy positions and members in an enemy-held town.
This is a conversion of HotShots original scenario released in 2004 for VBS1.

Operation Arrowhead
British Armed Forces DLC / Lite

Hit List

Version 1.01
Some small improvements and changed scripts

Version 1.0
Initial release

[COOP 11] Hind Confiscation

Your guerrilla group must “borrow” a Hind gunship from a Takistani Army base in the Zargabad Provence and return it to a camp in the mountains.

Just Operation Arrowhead is required.

A “no respawn” version is included in the download.

Hind Confiscation

Version 1.02
Fixed smaller issues

Version 1.01
Updated some scripts, fixed smaller issues

Version 1.0
Initial release

[COOP 24] Chemical Weapons

Militant fighters are in control of some barrels with chemicals, stored in a backyard in Chardarakht. Your job is to secure the barrels while at the same time making sure none of them are damaged.

Just Operation Arrowhead is required.

Chemical Weapons


Version 1.01
Updated some scripts, fixed smaller issues

Version 1.0
Initial release

[COOP 02] Disruptive Behaviour

You are dropped by helicopter in the southern Zargabad province. Your targets are a high ranking Takistani officer and a local militia leader. Use your evasive skills to prevent capture, and then blow a SCUD launcher on the way home.

Viper made this scenario for VBS1. This is an updated version of my previous release.

Just Operation Arrowhead is required.

Disruptive Behaviour


Version 1.06
Updated all scripts, added random weather script by Moerderhoschi, smaller fixes

Version 1.05
Added MP briefing

Version 1.04
Mute music when one of the two members fire their weapons or when detected

Version 1.03
Second target arrives after insertion, added Jukebox module, added a couple of patrols between outpost and SCUD

Version 1.02
Added missing magazines for the Pistols

Version 1.01
Fixed briefing and markers, added field hospital, added a second usable vehicle

Version 1.0
Initial release