Summary
A Reforger reimagining of the classic Arma 2 Insurgency scenario.
Description
The core gameplay has not changed much from the original. A team of players pushes through towns, kills enemies, searches the bodies, and uses the intel gathered to locate and destroy hidden weapons caches. The mission ends when every cache is gone.
You start at a staging area with your team. The villages, towns and settlements across Everon are held by USSR insurgents. Your job is to clear them out, but clearing towns is only half the work. The real objective is finding and destroying the weapons caches hidden somewhere on the map.
The caches do not show up on the map at the start. You find them by gathering intel from dead enemies.
To enable PVP a GM must make the USSR faction playable. The USSR has pre defined spawn points around the terrain, quite a distance from towns, villages and settlements. Players on this side will spawn with minimal loadouts and have to work hard to locate human players.
The scenario supports up to 32 players. The USSR slot is capped at 8, leaving the majority of slots for the US side. Both factions can be played by real players, making this a PvPvE setup if you want it to be, though it works just as well as a straight co-op against the AI.
---Server Configuration---
This scenario uses a custom persistence system for intel and caches. Should you have any issues, delete the INS_SAVES directory and restart your server. Details can be found here.
https://github.com/borkedgb/InsurgencyReforged#persistence
All settings below can be overridden by a server admin via the missionHeader block in the server config JSON. Paste this into the game section of your config. Any field you omit falls back to the default. Details for each setting can be found at the github link.
https://github.com/borkedgb/InsurgencyReforged#server-configuration
"missionHeader": {
"m_Insurgency": {
"m_iCacheCount": 3,
"m_iIntelThreshold": 10,
"m_fIntelDropChance": 0.05,
"m_bPatrolsEnabled": true,
"m_iGroupsPerTown": 1,
"m_iGroupsPerVillage": 1,
"m_iGroupsPerSettlement": 2,
"m_fPatrolRespawnDelay": 3600,
"m_bGarrisonsEnabled": true,
"m_iGarrisonCacheExtraGroups": 2,
"m_bVehiclesEnabled": true,
"m_iMaxActiveVehicles": 4,
"m_bCounterAttacksEnabled": true,
"m_iMaxConcurrentCounterAttacks": 2,
"m_fCounterAttackInterval": 600,
"m_iMinSquadsPerAttack": 1,
"m_iMaxSquadsPerAttack": 3,
"m_fZoneCooldown": 1200,
"m_bFieldThreatEnabled": true,
"m_iMaxConcurrentFieldPatrols": 3,
"m_fThreatMinCooldown": 600,
"m_fThreatMaxCooldown": 1200
"m_fWheeledRespawnDelay": 120,
"m_fArmourRespawnDelay": 120,
"m_fAircraftRespawnDelay": 120
}
}
---For Mission/Mod Developers---
Released under APL-SA. If you want to build your own version, everything you need is documented on the GitHub repo below.
https://github.com/borkedgb/InsurgencyReforged#systems-and-development
---FAQ---
I've had some reoccuring questions from testers, the most common ones are below.
Q. Why did you choose the soviets as the insurgent faction.
A. Just something I chose early on in development and never got around to changing, feel free to use your own.
Q. How do I change the Insurgent Faction?
A. Read the documentation, and change them to whatever you want in workbench.
Q. Why are there no civilians?
A. Feel free to use my Ambient Civilians mod (which was originally designed for this scenario)
For issues and/or feedback please use the showcase on the Arma discord server. Or contact me directly: borked.gbLicense
Arma Public License Share Alike (APL-SA)