Arma 3
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Semper Invicta (SP)
 
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Data Type: Scenario
Scenario Gameplay: Singleplayer
Scenario Type: Infantry
File Size
Posted
Updated
5.413 MB
Sep 25, 2013 @ 9:04am
Sep 30, 2013 @ 1:29pm
6 Change Notes ( view )

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Semper Invicta (SP)

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Description
There have recently been a number of premeditated insurgent attacks against NATO patrols attempting to enforce an uneasy peace in Altis. Post-incident chemical analysis has linked these incidents to a common source by the presence of the explosive compound octol in the improvised explosive devices (IEDs) used. Octol is an expensive and highly specialised compound whose use is almost entirely restricted to military applications. This has led us to suspect that our Persian neighbours on the island are secretly supplying the insurgent forces with explosives in the hopes of undermining the NATO peacekeeping mission. Our intelligence sources have implicated Iranian Lieutenant Massoud Hanifnejad in the explosives smuggling operation. Hanifnejad, though, is an inconsequential go between with many replacements waiting in the wings. If we wish to permanently disrupt the insurgency it is necessary to strike the organisation at its heart. We expect a new explosive shipment is to go out today. This represents an opportunity to locate the insurgent leaders that are orchestrating this terror campaign. The situation is diplomatically very sensitive. Accusing the Iranians without any firm evidence risks souring our already fraught relationship and reigniting the recently ended conflict in the region.

You are tasked with using Hanifnejad to locate the Insurgent leadership and launching a coordinated strike against them. Your mission is to be executed in two phases. The first phase is to infiltrate the compound where Hanifnejad is based and install a GPS transmitter in the civilian SUV that we believe is used for the smuggling operation. The second phase of the mission is to monitor Hanifnejad's location via the GPS signal. Once the insurgent stronghold is identified, you will participate on a coordinated strike on that location.

MISSION FEATURES:

Day and night operations.
A mixture of action and stealth.
Voice radio comms.
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17 Comments
Black Out May 18 @ 3:01pm 
Needing to keep any AI alive ruins any mission. Avoid this one. Sucks could have been good.
Blackened May 27, 2014 @ 11:28pm 
I enjoyed alot. Not sure if its needed for the mission to fail if the squad leader dies however.
zed Nov 19, 2013 @ 12:59pm 
first waypoint will not go off! same here...
nick seven Oct 12, 2013 @ 12:37pm 
I end the mission. Its not difficult if you know the way.
nick seven Oct 12, 2013 @ 12:10pm 
first waypoint will not go off!
[TDNL]SiC Oct 9, 2013 @ 5:41am 
Really enjoying this mission, but I would strongly advise to make sure the squad leader does not need to be alive to finish the mission. I'm at the attack now in the container area, and I constantly find myself having to push ahead by myself to make sure the squad leader doesnt get killed, often getting myself killed in the progress, and when I don't do it fast enough the squad leader gets shot time and time again. It's very frustrating. Imo the mission should simply carry on regardless of the casualties, or maybe trigger a retreat if there are too many casualties, but don't let it be down to the squad leader's life. The AI isn't smart enough to keep itself alive haha.
Ubiquitous  [author] Oct 1, 2013 @ 12:57pm 
@H.o.p Thanks for persisting, and glad it worked out in the end.
H.o.p Oct 1, 2013 @ 12:23pm 
Working, finished and I can finally give this mission a rate up. I really enjoyed the firefight in the cargo container maze and I'm looking forward to more!
Ubiquitous  [author] Sep 30, 2013 @ 1:28pm 
@ H.o.p Thanks for stopping by with more info. In light of what you wrote I put out another update that slightly changes the way the helicopter extraction is triggered. The mission also now deletes the old waypoints once the fgade to black scene is reached so that it should be impossible (I hope!) for the AI to decide it needs to go back to an old waypoint.
Ubiquitous  [author] Sep 30, 2013 @ 1:01pm 
Thanks for reporting this. Since it has now been reported twice I have pushed out a new version that hopefully will fix the problem. Bascially, I disabled the simulation of the helicopter unit altogether until it's time to get on so it should now be impossible for it to move any futher away than where it starts (2.5km away).

It's very confusing because I am not able to reproduce this problem. Moreover, there is no object in the mission that is more than ~15km from the player so it's hard to know what the squad leader wants you to board exactly (did you see which compass direction this mysterry object is supposed to be in?). Anyway, hope this fix helps. If anyone has more problems let me know and I will see what I can do.