Arma 3
[SP/CO-OP 06] Chernarussian Uprising: Airborne Assault
12 Comments
marco.toppy 31 May @ 3:40pm 
Good mission and medium-hard difficulty for AI teammates manage and artillery fire point location. :steamhappy:
RandomTShirtGuy  [author] 14 Aug, 2019 @ 6:26am 
@bottle

Indeed this mission does end normally for me. The HQ area that needs to be clear of enemies was even smaller than I remembered. Remember to check the barn and the "vehicle factories", as there may be the occasional insurgent. To prevent any further issues, try to have as few mods as necessary running.

Hope this helps :D
RandomTShirtGuy  [author] 13 Aug, 2019 @ 3:00pm 
@ bottle

The end trigger is synced with enemy presence at the HQ. If there's a single enemy left in the area (including the small woods south-east (i think) of the HQ) the mission won't end. Make sure they're all dead or have retreated, otherwise the mission won't end.

The friendly paras stay to defend the village, so you're on your own when pushing the insurgent HQ (this simply because if the whole platoon would attack the HQ the firefight would be slightly short-lived).

I'll check the ending within the next few days, just to be sure.
seashell 13 Aug, 2019 @ 2:45pm 
mission won't end
friendly paras are not helping
wuffman 6 May, 2018 @ 7:52pm 
Quite the challenge! Been working on this for a couple of weekends now; really well done! This mission makes you want to kik that Chedaki Azz !!!
RandomTShirtGuy  [author] 5 Feb, 2018 @ 3:07pm 
Glad you enjoyed it, mate :steamhappy:! Remember to rate up and favorite in case you think it deserves that :D
OFFA273 5 Feb, 2018 @ 2:15pm 
What a battle ... I'm exhausted! Great work Rumpus - thanks.
RandomTShirtGuy  [author] 18 Jan, 2018 @ 4:09am 
In this mission there are sometimes enemies AFK just behind the HQ on the edge of the forest. They should be outside the clear_hq trigger area but I can't know for sure, since they shouldn't be AFK in the first place. Did you also make sure to check the heavy and light factories? There should be some hostiles in either/both. Some enemies may have entered the barn.

I hope this narrows down the search for the enemies if that is the problem.
RandomTShirtGuy  [author] 18 Jan, 2018 @ 4:05am 
It's very weird because I just played both missions in SP and they did finish. Train Yard Raid has always been kinda sketchy with the ending but it also ended just fine. I have been using this mod when making scenarios, but that shouldn't be an issue.

I got to ask, how long did you play/wait until you deemed the scenarios un-ending (that isn't a word, I know)? In Train Yard Raid the end timer is 5 minutes after the counter attack , so you may have "not waited long enough"

My advise is to try playing them with only the required mods loaded. This is kinda dull, I know, but that would narrow down your the search for these ending issues.
Gopan 18 Jan, 2018 @ 3:41am 
SP. Mods - RHS all, mag repack, vts weapon resting, simple single player cheat menu, MGI tactical pack v3, cup terrains.
RandomTShirtGuy  [author] 18 Jan, 2018 @ 2:34am 
Did you play in SP or MP? What mods are you running?

This is quite weird, since both missions you've had trouble with have worked just fine for me in SP and MP both. I will look into this now. Thanks for reporting this issue, as it's quite gamebraking.
Gopan 17 Jan, 2018 @ 3:24pm 
The same problem. Killed everybody on the map (checked via zeus). All tasks are finished, but mission doesn`t want to finish.