Limited Assets - Isla Duala - ACE2/ACRE
This is a non-linear, multimission Isla Duala campaign map. Assets do not respawn, players have limited respawns, and friendly fire is penalized. The briefing contains all relevant information regarding official objectives, including marker references and some images where needed. There are two major unofficial objectives you'll enjoy discovering. Read that briefing!
For a full description, or if you like realism but don't necessarily want to use ACE2 and ACRE, see the LAID OA page here
Extract the .pbo file(s)to your ArmA2\MPMissions folder.
Because this map is about players being Special Ops team leaders and members more than buck privates, and because it's a theater scale map involving primarily action behind enemy lines, all player slots are considered to be trained as field medics and can perform medic functions if they so desire. Also, the AI piloted/player directed Evac helo carries ambulance supplies and is tagged as a heal vehicle.
Split .pbo into two parts, Pushback and Smackdown, for frame rate purposes.
gave some of the Molatian soldiers ACE SKS rifles (thanks to Sif/SSG Alexinos Martikyan for the good suggestion)
improvement to convoy task success detection in ACE
added "REPORT TO" function to help JIP players join other groups
added a whole new twist: if you secure Ursana, a gap opens in the red zone (see Ursana section of the briefing)
update for Isla Duala 1.95 (removed glt_msslbx dependency
upgraded AS-350 to CAS version
used several of the new Molatian units
also fixed the BAF engineer to have the custom engineer functions
plus more ACE startup transients - made the command staff doctor an auto-healer with 15m radius
properly removed default medic ruck contents at load
decided to add spare tyre and AI CSW modules
added "Hold Sling Height" command for AI pilots
Several more fixes mostly related to the ACE transition
Reworked soldier units for many more player slots (now 34), including specific pilot slots.
Changed who is a medic - now the team leaders (at game start) are trained medics in addition to medic units (initial ACE implementation had all player slots as trained medics).
replaced some erroneous ace_fnc_packweapon commands with ace_fnc_packmagazine on the Engineers
- Armaholic forums
- Arma 2
- Advanced Combat Environment 2 - Core
- Advanced Combat Environment 2 - eXtras
- Community Base addons
- ACRE - Advanced Combat Radio Environment
- Isla Duala