Author: b00tsy
Author Website:

Requirements: No addons required
Island(s): Takistan
Playable options:

Version: 1.0

Date: 2010-08-05 06:33

Comments: (0)


Last meeting of Col. Aziz

Intelligence has reported that Colonel Aziz is directly responsible for the successful ambush on our convoy at the Naran Darre pass yesterday morning. The Takistan army has managed to capture a truck that was loaded with BQM's and they have transported the shipment of BQM-74's to a location near Faruz Abad. Colonel Aziz is planning to transfer the BQM's to the militia forces that will use the explosives to construct road bombs.

Colonel Aziz and his commanding officer are having a meeting with the militia leaders in the town Loy Manara to negotiate the conditions of the transfer.

Your tasks are to locate the BQM's and destroy them with a satchel charge, to disrupt the meeting and to eliminate both Colonel Aziz and his commanding officer. The BQM's should only be guarded by a handful of men, but be careful inserting Loy Manara. The town is controlled by militia forces and they have set up multiple sentry points around houses in the town.

Features a nice dynamic environment (low lag as possible) with lots of added sounds, civilian traffic, animated AI, good balanced AI skill level (some are more accurate/nasty then others), environment (modules) effects and more.

Extract the .pbo file(s) to your ArmA 2 Operation Arrowhead\Missions folder.

I made this mission for myself as a stealth mission where I use the Mk17-SD mainly, but of course you can take an other approach. You play this mission as an engineer unit so you already have satchels in your backpack. You can take out the mines and replace them with some extra grenades or some clips.

In this mission I have experimented with animations a bit, which worked quite well and the AI looks more dynamic. There are a couple of AI though that have some trouble dying There are a couple of militia warlords animated as looking in the sun with blocking the sun with their hands (standing on the roof) that do die normally when you hit them, but they will first finish the animation before falling on the ground. This happens because it is a non loop animation that is artificially looped with a waypoint.So there is a small delay.

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