Author: Bon_Inf*
Author Website:

Requirements: No required addons
Island(s): Chernarus, Everon, Isla Duala, Island Lingor, Takistan, Zargabad
Playable options:

Version: 1.07

Date: 2011-12-07 10:14

Comments: (5)


Takistan Force

From a collection of different missions the server randomly picks one mission at a time, let it take place at a randomly chosen location on the map of Takistan.

Every player is his/her own squad leader, being able to recruit AI squad members of all types (like in Warfare, without the money).
There are different slots to fill by players, each with its own responsibilities:
  • Common Infantry
  • Crewmen
  • Pilots
  • Sniper

There are 10 different missions at the moment, like clearing a town, capturing high value assets, hostages, searching ammo caches, escorting a convoy to a solitary outpost etc. - a mission parameter can be set to the maximum number of missions the team has to accomplish or can fail, respectively.
A mission generally can fail, when the overall team's deathcount exceeds a certain value during a mission, so "not to die is vital".

Missions already implemented
  • Clear Location.
  • Search and destroy an ammo cache.
  • Destroy an Anti-Air radar.
  • Destroy an enemy scud.
  • Search and rescue a shot down blackhawk pilot and destroy the blackhawk wreck.
  • Find and stop an enemy convoy.
  • Bring a supply truck to a solitary outpost - be prepared for ambushes.
  • Investigate the area of a town. Won't tell you what you might find there...
  • Another investigation tour...
  • Capture an enemy officer and bring him to your base.
  • Relieve an ambushed friendly squad.

  • AI recruitment: Dependent on the player's class there is a choice of possible AI units which can be recruited. The maximum group size can be set as mission parameter.
  • Advanced Artillery Request System: A virtual interface for calling in fire missions, based on polar coordinates. This interface is connected to artillery batteries built by the player and can be used when the player orders his/her AI into the batteries as gunner. Having artillery cannons constructed decreases the number of AI units which can be recruited.
  • Advanced Injury System: Allows to set different Damage Tolerance values as Mission Parameters.
  • Settings dialog
    Simply change viewdistance and terrain details at any time by pressing your "Teamswitch" key.
  • Dynamic number of enemies: One can set a mission parameter to disable or double the amount of enemy infantry or enemy vehicles. However, the number of possible enemies depends on players currently playing on the server.
  • Air support: Snipers can make use of the laser designator to call in AI controlled A10 bomber.
  • Rallypoints: Deploy rallypoints as additional respawn points.
  • Furthermore:
    • Random Enemy Air Patrols
    • Random Enemy Foot Patrols
    • Random Enemy Camps covering the whole map
    • IEDs covering the whole map

    ... and some more stuff to be discovered on your own.

    Extract the .pbo file(s) to your ArmA 2 Operation Arrowhead\MPMissions folder for multiplayer/coop.
    Extract the .pbo file(s) to your ArmA 2 Operation Arrowhead\Missions folder for singleplayer.

  • FIXED: rearming vehicles at FOB is not possible anymore
  • FIXED: Deconstructing commander assets using construction interface does not refund corresponding funds
  • FIXED: rearming vehicles at service points sometimes added too many magazines to vehicle turrets
  • ADDED: after 15min mission time JIPs have the possibility to start right from the FOB/MASH
  • ADDED: Mission parameter to individually disable or double amount enemy cars (besides infantry and armor)
  • ADDED: air patrols now also support planes (by adding plane types to tfor_east_air, resp. tfor_west_air list)
  • ADDED: information overlay showing the crew of the player's current vehicle
  • ADDED: player tags (player names appearing on the screen when looking at them)
  • ADDED: parameter to enable civilian traffic (has effects only on islands that support the Civilian Module)
  • ADDED: 2 new mission tasks: "clear minefield" and "mark AA installations with laser designator"
  • CHANGED: removed ALL vehicles and unnecessary objects from base, in order to reduce network load
  • ADDED: vehicles can now be constructed using the construction interface
  • ADDED: mission parameter to unlock special vehicles like tanks, gunships by destroying enemy assets
  • ADDED: (variable to define) default cargo content for all constructed vehicles of type "car"
  • CHANGED: increased randomness of picking a route through locations
  • ADDED: cabin lights in transport aircrafts
  • FIXED: at night, the camera in the outro does not switch to night vision
  • CHANGED: long range weapons restricted to snipers now
  • CHANGED: pilots cannot carry any launchers anymore
  • FIXED: IEDs sometimes spawn beneath ground level and hence cannot be seen nor defused
  • CHANGED: decreased factor of enemy occurrence according to number players (was ok for less players, too much for many players)
  • ADDED: with some chance friendly AI units reinforce the player's team from time to time
  • CHANGED: the number IEDs is now computed automatically depending on size of map and number of road segments
  • CHANGED: commander does not need to build artillery cannons anymore in order to access the artillery request system
  • FIXED: sometimes the enemy Heli Park spawned way outside the map, especially on smaller maps
  • CHANGED: improved the search for appropriate places for enemy reinforcements to spawn
  • some minor performance improvements and bug fixes

  • Credits & thanks:
    Deadsmile187 for the base (as always, nice job),
    Monsada for his UPSMON Patrol Script.

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