Summary
Fight a hidden insurgency: seize territory, raid forest camps for caches and intel, survive counterattacks and mortar fire, hunt enemy officers and interrogate prisoners. Has a built-in Field Manual.
Description
Insurgency Advanced turns the island into a living guerrilla war. The enemy holds ground, hides supplies in the woods, and fights back when you take it. Hit the right targets, learn where the rest are hiding, and break their hold on the island.
FEATURES
- Territory: the island is split into zones that you capture and hold, and their strength depends on the sites around them.
- Counterattacks: the enemy will try to retake lost ground, so a captured zone is never fully safe.
- Mortar batteries: enemy mortar crews shell the area when they can.
- Zone defences and vehicles: fortified positions, guards and patrol vehicles make each zone feel held.
- Officers: a few zones and camps are held by an enemy officer, marked on the map by a gold border. His zone has an extra squad and more mortar and vehicle support, and he carries better intel. Kill or capture him and the zone returns to normal.
- Forest camps: hidden woodland camps with arsenals, caches and documents, laid out differently each mission.
- Intel and caches: search camps and documents to find where the enemy keeps its supplies.
- Prisoners: take wounded enemies alive, disarm them and question them for intel. Killing prisoners is against the Pastafarian code.
- Adaptive AI: enemies are brought in only where and when they are needed, keeping the server smooth.
- Persistent progress: territory, camps and officers survive restarts and carry on from where you stopped.
- Field Manual: open it from the pause menu under Insurgency Advanced for guides on Zones, Camps, Caches, Acquiring intel and Pastafarian.
- Game master tools: map markers, debug **** and attributes for tuning the mission live.
- Server settings: tune the camps, defences, counterattacks, mortars, vehicles and victory requirements through the mission header.
Requires Insurgency Reforged. It has no WCS, FIA or scenario dependency, so you can add it to your own scenarios.
SERVER CONFIG
Every setting is optional and is read once when the mission starts. Add the block to game.missionHeader in your server config. A value of -1, or empty quotes for text, keeps the game mode default. The three victory switches take 0 for off or 1 for on, and caches are always required.
"missionHeader": {
"m_Insurgency": {
"m_iINFCampCount": 7,
"m_iINFTerrainIndexRevision": 1,
"m_sINFCampComposition": "",
"m_sINFPlayerFaction": "US",
"m_fINFCampFootprintRadius": 9,
"m_iINFSiteStrengthMultiplier": 2,
"m_iINFCounterAttackChance": 10,
"m_iINFMortarChance": 15,
"m_iINFMortarLimit": 2,
"m_sINFMortarComposition": "",
"m_iINFDefencePercent": 15,
"m_fINFDefenceSpacing": 800,
"m_fINFDefenceOwnerDistance": 1000,
"m_iINFDefencesPerZone": 2,
"m_iINFDefenceGuards": 4,
"m_fINFTravelEnterSpeed": 50,
"m_fINFTravelExitSpeed": 30,
"m_fINFTravelEnterSeconds": 20,
"m_fINFTravelExitSeconds": 15,
"m_iINFZoneVehicleChance": 30,
"m_iINFZoneVehicleLimit": 6,
"m_fINFQuestioningChance": -1,
"m_iINFIntelSource": 0,
"m_iINFRequireCamps": 0,
"m_iINFRequireZones": 0,
"m_iINFRequireOfficers": 0,
"m_iINFCacheObjective": 0
}
}License
Arma Public License (APL)