GuzzenVonLidl

Specialist
  • Content count

    1,755
  • Joined

  • Last visited


Reputation Activity

  1. GuzzenVonLidl liked a post in a topic by Chroma in Operation Linebreaker - 20/7/19   
    Operation Line-breaker
    After months of back and forth between the US and Russian forces the winter season has strained both sides and slowed down any advances attempted by either side.
    There is now a slight stalemate and both sides have dug in and been bolstering their defensive line in a bid to one-up the opposing side.
    The Russian army is much more suited to these conditions and come prepared. So we can expect them to try and take full advantage of the current conditions, so AT Armour (Callsign Buster) is being utilised to stop anything they throw at us.
     
    Current friendly forces deployed are as follows;
    23rd Rifles "Lone Star" - Defence line 3rd Recon "Mortalis" - Assaulting Force Bluebell - Support Buster - AT fire support  

    Below: Friendly Trenchline and starting weather conditions

    Brief:
    Our advanced weather forecast shows that a heavy fog is rolling in. The last thing the enemy will expect is for us to attempt a flanking manoeuvre on their defence line.
    Enemies WILL be utilising a multitude of heavy armour including some of the smaller MBTs available to them so a crew for Buster is Imperative.
    There will also be HEAVY AA & AAA around the frontline as well as dense fog at ground level so CAS will NOT be an option untill we have their lines and there is less of a risk.
    Enemy air has been swarming with MIGs and a squadron of bombers has been detected on standby deep in enemy territory.
    Luckily we do have an active radar located by the front line so air contacts should be a lot easier to pick up even if flying low in the fog.
     
    Trenches marked in BLACK with 2x Hull down locations for vehicles.

     
    1/
    Firstly 1-1 Will be deployed to the front line from our HQ at the airfield just to the NW of our AO.
    The initial task is to move in convoy with Buster, Bluebell & 1-1 loaded in a truck along with resupply crate.
    There are 2 Bluebell vehicles to chose from at Sql's discretion.
     
    2/
    Upon arrival all units are to take positions on the Friendly defence line until the Sql decides that the weather has got worse enough to proceed. (roughly 30-40 minutes)
    1-1 must regroup by the Northern end of the defence line while Bluebell & Buster continue to support Lone Star defend the Line.
    Once regrouped and by the 'Join 3rd Recon' Marker. They will let you know they are beginning their assault to 'PUSH1'.
    IF FRIENDLY FORCES MOVE TO JOIN 3rd RECON MARKER TOO SOON THEY WILL BEGIN THE ASSAULT!
     
    Squad 1-1 is to move to 'PUSH1' and gain entry to the enemy trench line.
    Take Note: Friendly forces will continue to suppress enemy line until 1-1 reach 'ControlPointAlpha'.
     Once 'PUSH1' objective is complete, transition along the enemy line to 'PUSH2' and following that, 'ControlPointAlpha'.
    Once ALL of these previous objectives are complete and foothold gained is Bluebell & Buster to move via 'PUSH3' marker through no-mans land.
     
    3/
    From then on Mortalis will defend the enemy line and Lone star will remain in reserve. 1-1 along with Bluebell & Buster will push into the nearby town of Stary Sobor where no doubt an enemy FOB will be located.
     
    4/
    Once through use farm tracks marked in Black Arrows to push uphill towards the village of Vyshnoye. Clear it and destroy the installation located at the base of the castle.
    If able to do so try use the castle to scout the town of Mogilevka which is our limit of advance and the outpost where their main armaments are being held.
    Once that area has been cleared destroy as much as you can and RTB for Debrief.

     
    AAC TASKING:
    Crew Bluebell
    Ground fire support on Enemy Armoured corridor.
    CAS (After enemy lines have been captured)
    Resupply/Reinsert
    Enemy Mortar pos somewhere in marked area between Gorka & Dubrovka
    Air Supireority. Do not give the enemy the chance to target our ground vehicles
    Enemy Bomber Squadron Patrolling out to the Eastern part of the map
     
    ASSETS:
    3x F-16C
    2x AV-8B Harriers
    2x UH-60
    2x MELB
    2x Rooikat 120 UP (Buster)
    1x Cargo Truck & Box
    1x Humvee (MHQ)
    1x Namer (Bluebell 1)
    1x M1117 ASV (Bluebell 2)
     
     
    This Mission Relies on a high enough turnout to crew 2 vehicles, have at least 2x 3 man teams and air presence so either everyone votes or we just leave it as a backup if or when we get a big ol' turnout
     
    @R4IDER @Filth @Pilgrim @SoKkada @Joe Malley @GuzzenVonLidl @PARKER @Skeliton @unionjak @Luke @falseprophet @Oksman @UnknownEngineer @NeKoArroW @personalvoid @Devastator @Wazowski @slayer @Jazz @Def @jan @Naphtalin @kierontighe @DerGamer131 @Geeza @Tearace @Ghostwolf @Nag @chrisboy246 @Jason @Raptor @Des @Blu. @Byleth
  2. NeKoArroW liked a post in a topic by GuzzenVonLidl in Mission Scripting & Editing   
    @NeKoArroW
    The module spawns in a agent and attaches him to the module, applies random vector and then just shoots up in the sky with random interval
     
  3. hoofed liked a post in a topic by GuzzenVonLidl in Mission Scripting & Editing   
    @Chroma
    It is the gear overwrite that is causeing the issue, either change the autoAssign so it ignores editor units that should to the trick
    or you could go in to
    https://github.com/GuzzenVonLidl/GW-Framework/blob/master/GW-Framework.VR/Modules/Gear/functions/fnc_Init.sqf#L29

    and add on line 29
    if (isAgent (teamMember _unit)) exitWith {false};  
    Sadly this is one of the uniqe occations where there is no good fix for auto loadout, as there is no way to blacklist that module to for the loadout
    Do note that the tracer module is also dependent on distance to playableUnits
  4. hoofed liked a post in a topic by GuzzenVonLidl in Mission Scripting & Editing   
    @Chroma
    It is the gear overwrite that is causeing the issue, either change the autoAssign so it ignores editor units that should to the trick
    or you could go in to
    https://github.com/GuzzenVonLidl/GW-Framework/blob/master/GW-Framework.VR/Modules/Gear/functions/fnc_Init.sqf#L29

    and add on line 29
    if (isAgent (teamMember _unit)) exitWith {false};  
    Sadly this is one of the uniqe occations where there is no good fix for auto loadout, as there is no way to blacklist that module to for the loadout
    Do note that the tracer module is also dependent on distance to playableUnits

About us

We enjoy playing ArmA3 in a tactical and professional way and ensuring at the same time a high level of fun is kept within the game. We use tactics and procedures from various armies and modify them to suit our own needs. This allows us to operate in the ArmA 3 platform effectively.

Social Network

Add us on social networks