Arma 3
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Isla Panthera: Uprising
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop, PvP
Scenario Type: Air, Infantry, Vehicles, Water
Scenario Map: OtherMap
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
111.356 KB
Jul 21, 2015 @ 11:41pm
Jul 22, 2015 @ 7:29pm
5 Change Notes ( view )

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Isla Panthera: Uprising

Description
Description:

Tensions have risen into all-out war between the government of Panthera and a growing extremist group, fighting to bring down the oppressive regime in the name of the extreme number of impovershed families living on the island. The US government has deployed special forces on the island with the intent of helping the insurgency and covertly attack and gain control of the Patheran military outposts.

Features:

  • Full map action
  • Dynamically generated tasks
  • Choose from 6 different factions: USMC, US Army Delta Force, Russian Spetsnaz, Russian Occupation Forces, NAPA Insurgents, and Civlians
  • Virtual Arsenal
  • ACE3 Compatible

REQUIREMENTS:


Changelog:

Alpha 0.21 - Hot Fix

  • Corrected the Uprising faction's spawners from using *every* building on the map. Performance massively improved. Now the Uprising forces will only spawn in Large/High priority objectives instead of every single house.

Alpha 0.2 - First Update

  • Changed debugging unit spawn to BLUFOR Delta Force team leader.
  • Turned off all but the main objective debugging options. The two remaining will help other players track issues, since the spawning of units and placement of objectives is the biggest problem area at the moment.
  • Re-split the zones and blacklisted areas. Now the proper units will spawn in the proper areas and attempt to capture things they don't own or occupy what they should own a lot better. No more missions on the completely empty island in the SW corner.
  • Removed the AI US ARMY faction spawns. The groups are not properly defined, so they instead spawn CSAT. I will need to manually configure the faction for the mission later.
  • Gave the USMC vehicle support from NATO and the Uprising forces vehicle support from AAF/FIA since the CUP factions do not have vehicle groups on their own.
  • Moved the Uprising player spawn area to a more appropiate location for their boats.
  • Changed placement of, and added more, Civilian spawnpoints. You will continue to spawn at a random point chosen from one of these.
  • Allowed Uprising and BLUFOR to use Helicopters and BLUFOR to use Mechanised Infantry. If playing Co-Op or Solo, the difficulty for success should now be as follows: OPFOR = Easy, BLUFOR = Medium, Independent = Hard, Cilvilian = Impossible (though if you manage to win as Civilian I will bow to your superiority).
  • Added some screenshots. I could always use more, though. Send some of your sessions of my mission to be featured on the item.

    Alpha 0.1 - Initial Release.

    Very little testing has been done at this point. Please expect and report bugs, performance issues, and other general weirdness.

    Special Thanks:

    Eric Grubaugh for his excellent guide on setting up ALiVE for an Insurgency style game mode, for which this scenario is based upon.
10 Comments
›Kolanaki  [author] Jun 8, 2021 @ 6:54pm 
Although it may be out of date. I haven't touched this in a while and don't know if any of the dependent files have been updated. I'm sure some of them have.
›Kolanaki  [author] Jun 8, 2021 @ 6:53pm 
@chrspacenorisp

It's the map needed to use this mission found here: https://steamcommunity.com/workshop/filedetails/?id=708278910
Paolo Jun 3, 2021 @ 2:55am 
file mssing a3_map_panthera3 ? where is ? th
Athleader Feb 11, 2016 @ 7:23am 
The mission wont load for me. Its coming up as a graphics error (a runway graphic) Just wondering, since AIA has now been replace by CUP Core an terrain pack could that be the problem? AIA is a 6GB download and would rather avoid having to download that aswell seeing as now I have CUP installed. Thanks in advance.
›Kolanaki  [author] Aug 11, 2015 @ 5:27pm 
I think it will require ACE since I put a few modules down to configure it for the mission, but I am really not too sure.
Gost Aug 10, 2015 @ 4:32pm 
Is the ACE really required? Becouse AGM is superior to ACE.
›Kolanaki  [author] Jul 22, 2015 @ 2:49pm 
I see. I think I know what's going on; the debugging unit on the empty island was selectable as a playable unit (it should not have been), so if you selected the first BLUFOR spot, you'd end up as that guy.

Missions *shouldn't* be appearing on that island (there's nothing there for it to find) but just in case, I'll put a blacklist over it so it doesn't happen.

I've changed the "Player" unit to the BLUFOR leader, as well, so anything you select on the player slot screen will be in the right position now.

I also noticed that, because CUP doesn't use any vehicles, and those were the only factions being used, it wasn't correctly spawning vehicles. I am correcting this now and will post the update when everything is at least spawning correctly and placing missions in the applicable areas.
Haschnaschna Jul 22, 2015 @ 12:58pm 
I have. Also, after joining zeus and flying around a little, small missions like "capture base" were popping up on that small island and were playable.
›Kolanaki  [author] Jul 22, 2015 @ 12:03pm 
@Haschnachna:

Do you have all the dependencies installed? If you don't have the units needed, you will only be able to spawn as the debugging unit.
Haschnaschna Jul 22, 2015 @ 2:45am 
Hi, the scenario sounds very interesting but sadly it is unplayable for me. I spawn as a BLUFOR soldier on the south-west island wich is completely empty. In chat, TACOM says: ["no groups aviable"]