Australian's At War Insurgency
Pogoman - tromac
Destroy all insurgent ammo caches. The number of destroyed caches can be checked using the radio.
Extract the .pbo file(s) to your ArmA 2 Operation Arrowhead\MPMissions folder.
added takistan versions.
added controllable helicopter
added random start location
added deployable/mobile HQ
moved almost all serverside functions to clientside
changed: intel is now dropped by enemies in a briefcase (ie no more surrendering insurgents).
changed: opfor now choose ai to control and can switch between any opfor ai on the map that isnt within 100m of blufor.
added new parameters:
and a tonne of other minor tweaks and additions.
- number of ammo caches
- number of blufor respawns
- enable/disable insurgency map markers
- change ai intensity (number of ai that spawn per player)
Changes to the CAS system: each squad gets a CAS support option every 20 minutes and any unit in the squad can request it, but the request has to be approved by the squad leader.
Changes to the ai spawning system: ai spawning and intensity has been improved immensely, firefights are much more intense.
Every building you clear (ie buildings that had enemies in it which are all killed) will never have enemies respawning it in again (even if the square is still red).
Added blufor ai that can spawn on the player etc (these are playableAI and so when players join they take the place of the ai. they can also be disabled).
Added 4 opfor players with the sole purpose of harrassing the blufor (they have access to IEDs etc and spawn on other opfor units).
Fixed JIP lag issues.
Added dust effects (can be disabled by admin in parameters)
And a multitude of minor fixes and tweaks
added BAF version
added percentage of accuracy to intel markers
added atv's at main for players stranded at main base.
fixed numerous bugs with 5th hitman unit in each squad (which was causing all the errors in the rpt file. i didnt give the new hitman units a capital letter which broke everything lol).
fixed squad weapon checkers to work correctly (this wasnt really broken the script was just far too strict and checked for weapons on the ground near the player).
reduced required kill streak for a10 to 12
reduced enemies near radius when spawning on players to 75m from 100m.
and many other forgotten tweaks.
relaxed ai surrendering conditions
made a few tweaks to the ai spawning system.
added 1 extra unit to each squad (ie now 4 squads of 5 units).
fixed ai vehicles despawning instantly after being destroyed.
fixed occasional gear dialog flickering spaz out.
other forgotten changes.
fixed: getting shot while healing didnt play agony animations.
fixed: laggy loadout dialog.
added: rearm action to all stationary weapons (including the mortars).
and as usual other forgotten minor bugfixes and changes.
Credits & thanks:
Original mission by Pogoman.
Thanks to the VMA and ZSU clans for helping test with special mentions to A6-intruder, Ordeal, gnarly and kju for providing continuous feedback and servers to run the mission on.
Insurgency is based off the gamemode created by the Project Reality team.
The ai vehicles use Kronzy's UPS.
The loadout dialog is a modified version of the one from benny's warfare.
all other scripts are written by me (pogoman).
- Armaholic forums
- ArmA 2
- Australians At War - Combined ops
- INKO Disposable
- Community Base Addons
- Anzac Mod