Arma 3
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop, Zeus
Scenario Type: Air, Infantry, Vehicles, Water
Scenario Map: Tanoa
Meta: Dependency
Tags: Tag Review
File Size
4.395 MB
Jul 6, 2017 @ 7:40am
Aug 25, 2018 @ 9:28am
8 Change Notes ( view )

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*recomended mods*
My personal mod list =>

This is a liberation by Zbug edited to work with the realism mods.
Changed a bunch of scripts to get everything to work. pls report anything that is not working.
included instructions in quimera with all the new ♥♥♥♥♥♥♥♥♥♥♥♥♥♥ that I added.
=>DO NOT USE THE ATLAS MOD it will break the mission



->use the mouse wheel for actions
->deploy fob, its the lonly box in quimera base
->try to keep the alert leveel under 50%
->recycle ammoboxes at fob to get ammo (use the convoy highjack secondary mission to get more)
->capture all big cities to win (end game)
->read the billboards in quimera to find out more about the hospital, supports, and revive system
->cant build in quimera
->use ALIVE player actions to move amoboxes and load them with ace in any vehicle
->use the american flag toget loadouts

*added mk6 mortar and ammo box for manual use only
*added all project opfor units for a more random enemy.
*switched the SAF faction to our side.
*added new ace module quick mount
*added whale vehicle transport to the ALIVE support
*NO music when logging in (FINALLY)
*added back headless client support
*finally fixed custom spawn loadouts
*american to access the loadouts in mission and on any fob
*fixed the asr problem
*modified vehicle loadouts

BIG CHANGES 1.4 (hope it is the last)
*fixed alive supports in dedicated server (I hope)
*added drivers and pilots at the begining easier to find
*FOB can be build near markers now (inside towns to build defenses there)
*increased the enemy count a little.
*added ASR_AI3 back!

*cut down the clean up delay to try to increase performance
*added all civ vehicles at 0 cost (with inventory)
*more rockets for the armed HU1Y
*tried to level the alive support so it doesnt blow up :S

*increased performance and fps in all mthe maps
*added uss freedom as quimera in all the water map.
*fixed rhs soc boat now you can build it (the last building)
*reworked all the caps
*added crawler both versions.
*now static weapons are in building too, to be able to build them inside buildings
*added 3 new maps

*removed ASR_AI3. The resource demand with this mod active is too high, specially when reinforcements appear.
*Medics now can use the PAK anywhere but one use only. going to need more from the med vehicles.
*fixed spawning with gear to skip the arsenal (choosing gear while deploying).
*fixed alive supports using gas (resource) if you dont call them.

*balanced enemy spawn
*fixed enemy troup transport and paratroopers.
*med vehicles now affect the area arround them
*new vanila vehiles added as R&D
*new transport support added (vtol)
*open arsenal now
*added advanced slingloading

*JETS added to the shop including the new drone (unarmed)
*added the last rhs to the enemy milita.
*tried to increase the enemy air attacks
*added instructions in quimera of the things I added.
*slightly increased enemy presence
*whole arsenal is now unlocked
*TFAR channel changed to default
*HEAL action fron the hospital an med evac, is now on al lmedical vehicles
*vehicles in quimera respawn now
*cleaned up code from the original mission i was not using any more

*balanced the ammo from secondary mission and the prices of the shop.
*fixed zeus and unlocked everything for it
*deleted some big building that wasnt possible to recycle
*added unarmed UAV at a reasonable price
*added medical vehicles witrh custom loadouts (including the alive med evac)
*fixed weather, not it rains and there is no fog
*vehicle inventories refill on mission restart
*there is a hospital in quimera with a medic that can fully heal you if alone. (same action in the alive med evac)
*created more spawn points for enemies to get more diversity.

mods needed:
ACE 3 : adds wind and a bunch more functionalities (amost all added)
ALIVE: only use the support system so you can call transports and supports more precisely and with more options.
CBA_A3: Just needed (some functions)
ASR_AI3: for a more realistic ai behaviour
RHSUSAF: USA faction for the BluFor side.
RHSAFRF: Russians to shoot at (no superheroes like CSAT)
RHSGREF: Militia forces to help russias.
RHSSAF:soviet militia with new g36 weapons
PROJECT OPFOR: milita enemies
TASK FORCE RADIO: radio realism mod. channel TaskForceRadio, pass 123

Jbad: for the buildings
LYTHIUM: for the map
CUP_CORE: for the buildings
CUP_TERRAINS: for the map
X-CAM-TAUNUS: for the map
DINGOR+LINGOR: for the map

*recomended mods*
My personal mod list =>

#ACE 3 needs some compatibility files to work with rhs, those files already come with ace 3 in the optional folder.
if you dont know what you are doing just get the extra mods rhs (ace 3 compat ... "not exact name").
Sarmat-10 Jul 6, 2023 @ 7:12am 
is there a way to change the TFAR to the beta ver
cus with new update to teamspeak the old one doesnt work
WIKIPRISE  [author] Jun 28, 2020 @ 6:03am 
the control of of units as commander is done with ctrl + Spacebar
the way you reload the artillery must be in the ace missions parameters as default, you can just overwrite it in the server tab (of the ace options ofc)
hobbit_lv Jun 28, 2020 @ 12:07am 
2 questions:
1. We can't figure out how Commander can enter a Zeus view to command AI squads and delete redundant AI squads or soldiers.
2. Is it intended that artillery pieces must be reloaded by single shot instead of rearming a full "magazine"?
Novün May 13, 2019 @ 1:27pm 
I cannot see the vehicles as well as base objects when i am at a FOB to spawn them, is this normal?
WIKIPRISE  [author] Aug 25, 2018 @ 7:08am 
updated the mod list
My personal mod list =>
CodexZA Aug 7, 2018 @ 1:41am 
Would it be able for you to remove the ASR mod and still keep the map Tanoa with the Alive ai support functions? My community is running Tanoa currently and i just want to implement those AI Alive support functions into the game. I tried the altis one and it also still says that ASR cfgvehicles.pbo is missing. Would really like to have the AI Alive functions on my Tanoa server.
WIKIPRISE  [author] Aug 7, 2018 @ 12:00am 
hmmm weird , did u try the 1.5 version that i got in altis?
its supposed to be the last one , i have to export it but i think its done
CodexZA Aug 6, 2018 @ 5:49pm 
asr ai 3 is giving me a error the whole time saying that cfgvehicles are missing. I went and looked in the asr ai3 mod folder and there is no pbo anymore of cfgvehicles like in the previous versions of the mod. I then tried different versions of asr dating as far back is 2017 and still cant get it to work. Would it be possible to change asr ai3 with another ai mod or even just remove that? The main reason i want to use this mission file is for the Alive functions of the AI support
WIKIPRISE  [author] Aug 6, 2018 @ 12:41pm 
try with the new mod list
, shoudl work
asr ai3 is a mod
CodexZA Aug 6, 2018 @ 10:48am 
Thank you let me know when it is fixed. Would love to have this mission on my server without the error of that AI mod