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: Intel says that Opfor has captured the biggest town on the island; Kavala. Intel indicates a ’Secret Weapon Devices’ in the centre of the town which Opfor ’equipped’ with civilian human shield hostages. That devices must be destroyed but great concern are also 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 most of all a urban warfare theme but many strategies is possible; from sneaky infiltration style with sniping and tactical laser guided artillery to for example start the mission with an air-phase but note - the town is quite good defended against against air attacks with fortified roof tops. Tanks and AA-vehicles driving around on the streets that have to be dealt with. Approaching the town in vehicle are almost impossible from the open areas west of town (AT and mortars). Explore the possibilities!

MISSION DURATION: About 1 to 2 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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