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 area from the village Abdera to the the coast line about 3 kilometres from there. Intel also indicates 2 ‘Secret Weapon Devices’ in the area which Opfor ‘equipped’ with civilian human shield hostages. Those 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. Intel also says the area contains artillery and tanks which also will be found on the target list.

### STRATEGY HINT: This mission can provide many combat experiences. Sneaky infiltration style with sniping and tactical laser guided artillery, close-quarter-combat, infantry-fight in forests, air-to-ground-combat, ground-to-air-combat, air-to-air-combat, tank-to-tank-combat, AT-infantry-to-tank and so on. Strategic variations are many. Explore that!

### MISSION DURATION: About 1 to 2,5 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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