Make Arma Not War



by MajorExperiMental

FCSP = Frontline Commander Strategy Playground-mission concept. Complete the tasks creatively without civilians getting killed! After mission accomplished; analyse the outcome and experiment in the next round with new parameters and strategies. This COOP-mission work also as SP but using MP-browser.


In FCSP-missions the ADVENTURE are central but strategy and clear mission goals are important as well. In the different rounds explore different mixes of combined arm's and test different roles for your own team. To get a full picture of the concept and list of technical features; please read the text on the Workshop page or Facebook page (links above).

### BRIEFING: This mission starts with an emergency alarm! Intel says a chopper, containing VIP civilians after managing to perform an escape from a hostage situation, has crashed about 2 kilometres from our main base. The passengers has survived but huge armed Opfor forces are racing against the crash site and the lives of the VIP’s are in great danger! The first task is to stop those armed forces before it’s too late! After that the task is to free another group of VIP’s that Opfor hold as hostages in a heavily tank guarded town 6 kilometres away.
Note: Great concern are given to save civilian lives. If a certain amount of civilians dies the mission will be classified as failure meaning the round will aborted.

### STRATEGY HINT: This mission have a anti tank theme but use combined arms to deal with it. Main choice is if you as player will have a tank-to-tank-battle experience or a air-to-tank experience. Mission also include hostile jets and choppers so air-to-air combat will also be on the menu.

MISSION DURATION:: About 1 to 1,5 hours.


Scripts and some other special coding solutions are in high degree created by or with help from SaOk since I had not much coding experience from start. Example:
- The weather.sqf is by SaOk after some chatting what I was looking for. Minor tweaking by me.
- The scripts onplayerrespawn.sqf and onPlayerKilled.sqf is by SaOk after chatting about the concept on how I wished the spawn system should work. Basically the player respawn at random location within a certain area relative to the location of death. The concept is about not totally interrupt game flow and the feel of progress when dying but still get a cost of loss of custom weapons and the last progress.

I also wished the player to spawn at certain distance from the enemy. If dying in water the respawn should happen on nearest land. There are two scripts; one for on ground deaths and one for in air vehicle deaths to prevent “crash insertation” in hot areas. Tweaking by me.

Virtual Ammobox System by Tonic; Downloaded from

The rest of coding solutions are created using forums and Youtube.

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