
Capture the zones in order, remain there unchallenged to capture the zone.
To capture a zone you must still hold all preceding zones.
To win outright you must hold ALL the zones unchallenged during a final countdown.
You should not enter an enemy primary spawn area under any circumstances.
Do not fire into an enemy primary spawn area unless returning fire.
Important: Read the NOTES page!
Advance and Secure
===============
There are two capture rules in effect on this map:
RATIO RULE: Outnumber the enemy 3:2 to secure Zones.
MAJORITY RULE: Outnumber the enemy by 1 to secure central Command Posts(CP).
You may leave a captured zone without losing it, but undefended it can be taken by an enemy.
Zone capture countdowns will be reset if a sufficient number of enemy block you.
To win outright you must hold ALL the zones during a final countdown. That final countdown will
be paused if enough enemy arrive to challenge and initiate a zone capture countdown of their own,
and if the enemy successfully capture then any final countdown is reset.
You can choose respawn location, choice is limited to unchallenged held zones only.
Link: AAS V2 information, availability and legal stuff.
AAS V2 Information
==================
This map is based on an AAS Version 2 Template.
Templates from which you can derive your own maps available from the
16AAB squad website www.16airassaultbrigade.org
The templates are subject to constant testing and revision, therefore it's a good idea
not to change any of the actual engine's files, or to note such changes carefully, as any new
versions will be designed to simply overwrite the older files in existing maps (where possible)
to assist mapmakers in keeping the AAS maps 'out there' as up to date as possible, as simply as possible.
It is important that you please take time to read the UserManual document
before embarking on creating your own maps derived from AAS V2 templates.
Much of the map-template usage and configuration is obvious in usage and self-evident in effect,
however the engine is capable of much more than tug-of-war maps, and there are a few subtleties
and details that may trip-up the unwary, and if you feel brave there is information on how to
adjust things like respawn delay, radius and other stuff.
Link: Go to AAS V2 Engine information.
Link: Go back to main notes page.
Link: Copyright, Credits, Licencing and Disclaimer.
AAS V2 Engine Information
=====================
Majority of setup by moving, sizing, colouring and editing text of markers using ArmA's editor.
2 OR 3-sided conflicts, zones pre-owned or neutral, number of zones unlimited.
Any one zone can have any other zones as capture 'pre-requisites' using truth-table matrix.
Zones of any size,rectangle or ellipse, can contain other zones: multi-stage capture logic supported.
Two capture rules definable per Zone: RATIO: outnumber 3:2, MAJORITY: outnumber by one.
ALL capture logic and timers are server-side only:
'The Server is always right'.
Vehicle values calculated by number of crew, aircraft must be virtually landed to count.
You may leave a captured zone without losing it
Automatic dead body removal + game-area limitation (removeable)
Choice of respawn at unchallenged held zones (removeable).
Reliable primary-spawn protection (removeable, ground -target artillery optional).
Vehicle respawn or delete (vRD): per-vehicle(init) - delay configurable by vehicle type (removeable).
Vehicle crew-checking (vCC):per-vehicle(init)-auto-add on respawn if vCC enabled (optional).
Weapons availability settable(iron/mid-scoped+GL/all).
Vehicle auto-loadout option settable.
Check UserManual for detailed instructions.
Link: Go back to AAS V2 Information.
Link: Go back to main notes page.
Link: Copyright, Credits, Licencing and Disclaimer.
Copyright, Credits, Licencing and Disclaimer:
AAS V2 Engine original design and coding are Copyright (C)2007 ArMoGaDoN,
the work was completed with design assistance from Taz and Spike98.
Inspiration from concepts by Tom Anger, Col.Rambo, 16AAB.
Licence + Disclaimer:
These template and any derived maps are provided as-is, with no warranty of any
kind for fitness or purpose or for anything else for that matter.
Licence is freely granted for non-exclusive use of the template for non-commercial and non-military purposes
in the construction of your own derived works provided that this section of text is included
unmodified and remains accessible from within the briefing of any derived mission.
The template maps may not be sold nor included in any package for sale without the
author's consent. A similar condition may be imposed on derived maps at the deriving
author's discretion, details of which should be noted elsewhere in this briefing.
Any use of these templates, of derived works, or of the underlying design and/or
coding by real-world military forces will require a consentual licence from the
16AAB online-gaming squad for a nominal donation to our server fund: contact details
for the squad can be found via the squad's website www.16airassaultbrigade.org
Or you could just fight us for it!
This is an 'unofficial add-on', home-grown, and not ours or BIS's fault if it
fries your hamster, electrocutes your moggie or does anything else untoward.
You know the drill - use it at your own risk.
If you borrow any of the coding in here please be so good as to give credit where due. Thanks.
A big thanks to all in the community and BIS for all their help and support teaching
the rest of us mere mortals how to wrestle with a fine but quirky scripting engine.
Special kudos to Snypir, Backoff and Toadlife for some of their hard work on OFP
that was specifically re-invented or just plain ripped off for ArmA usage and this map.
Link: Go to AAS V2 information.
Link: Go to AAS V2 Engine information.
Link: Go back to main notes page.
West Won
The BLUFOR team were victorious!
East Won
The OPFOR team ground their enemies to dust!
Guer Won
The RACS forces beat them all!
Nobody Won
It's a draw!