Arma 3
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[SP] Beheading of State (v1.1.2)
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer
Scenario Map: Tanoa
Meta: Dependency
File Size
Posted
Updated
1.974 MB
16 Jul, 2016 @ 12:02pm
25 Jul, 2016 @ 3:57am
10 Change Notes ( view )
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[SP] Beheading of State (v1.1.2)

Description
Assassinate the Tanoan governor and get away with it! In this lone wolf mission, you will play as an operative of the Mireles cartel, tasked with taking out the popular and bothersome governor of Tanoa. This will not be easy, however, as the governor has police escort. Getting away with murder on a small island crawling with police will not be easy either...

Prepare. Kill. Escape.

Make sure to read your ingame briefing and pay attention to messages! They've got a lot of useful information for the would-be assassin.

NOTE! TO GET TO THE ROOF - You need to go to the task marker at the bottom of the building. There's an elevator there with a button next to it. Use the action on that button. The door is behind a chain link fence lit by a construction light, and with grafitti next to it. (Your briefing explains this too.) Note that actually going to the top of the building is optional, as indicated by the task.

The police will now employ a sophisticated response to your actions. The AI units will call in additional patrols to areas they believe you to be, based on when and where you were last spotted, and fluidly update these positions whenever their information is updated with new sightings. The dynamic response includes deploying responder units by car or helicopter from various police stations to an area near you, and also emulates radio communication between officers.


Features:
- A mission combining the best aspects of Arma 3: Carefully scripted story and open gameplay over a large area.
- A sophisticated, dynamic police response with roadblocks and search patrols.
- A unique setting, playing as the Mireles cartel.
- Employ guerilla tactics to evade and overcome a stronger enemy.
- Several scenes and locations to explore.
- Randomizing key elements of the mission to ensure replay value, and several viable approaches to completing the mission. (See briefing for tips on replays.)

Other information:
- Required mods: None.
- Required DLCs: All, but I think the mission is playable without?
- Playtime: 0.5 - 2+ hours

A lot of time and effort went into the making of this mission. Please upvote the mission if you like it, and let me know what you think in the comments below.

Special Thanks:
- Robbi373 [GER] for helpful feedback, bug reporting and making the trailer(!)
- neofit on the BIS forums for helpful feedback and suggestions
- Rob and Dartyy for beta testing

[Current version: 1.1.2]
79 Comments
MOUS3COP 25 Sep, 2020 @ 9:10pm 
yeah the convoy gets stuck, it only seems to be the governor's car though
Lstor  [author] 22 Feb, 2020 @ 11:26pm 
Thanks, I'll look into the convoy thing. And yeah, A3 SUVs don't look anything like what most people think of when they hear "SUV", and especially nothing like the cool ones in A2, unfortunately.

You can tell from the briefing picture where in the car he sits too, so you *could* just fire blindly at that position. Judging from online videos, that's pretty much how real-life South American assassinations work..
Eagle 21 Feb, 2020 @ 5:21pm 
I have a suggestion for your Convoy issue. Youre probably right. Arma3 had a massive update recently right after i had reinstalled it it was another 3 or 4 gigs or something. Anyway check out DayZ Medic on youtube he had a great tutorial on a setting up a more smooth operating convoy VS all the stopping and running into things. The Zeroing the Scope Im really not sure about Ive been reading up on it it was an issue that came up with ACE a few years ago but I dont know if its just me or not however Pgup doesnt work for me in Arma period even outside your mission. You said the target is an SUV? from through the scope it looked like a 4 door sedan. Guess A3s SUVs dont look like A2s SUV truck. I couldnt see the hat. When he got out and I saw the press vest I knew it was him but I couldnt see a straw hat.
Lstor  [author] 18 Feb, 2020 @ 8:16am 
@Eaglezero6205: Thanks for your substantial feedback! I'll try to address all your points, most of which are intentional and by design:

- First of all, I tried replaying the mission now, and indeed the AI convoy pathing was wonky to say the least. That's definitely a substantial problem. I didn't have any problems with it at all when I first made the scenario (four years ago), so I'm guessing AI vehicle pathing may have changed in the meantime. There is an automatic save when you get to the roof though, which may help in recovering from it. I'll look into a better solution it if I can find the time.

- Briefing: Yes, I intentionally wrote the briefing in a first person format. They're supposed to be more like diary notes than an OPORD -- remember that you're a cartel hitman, not a SOF operator. (cont.)
Lstor  [author] 18 Feb, 2020 @ 8:16am 
(cont.)

- The car drops you off at that position so that a) you get a lay of the land and better get a feeling of where the mansion is relative to the weapons and vantage point and b) for immersion, to make you more inconspicuous by dropping you off at a place where you're less likely to be observed.

- The weather is the way it is for two reasons: First, to make sniping more challenging, effectively making a mansion assault a real possibility. Second, to help you a bit in evasion after the hit. (Also to emphasize that your target is elusive; you can't pick the time and place yourself.)

- There are several things to aid in getting a PID though: The governor's straw hat, as well as the fact that he's in a civilian SUV. You can tell these things by looking at the picture in the briefing -- I don't want to spoon feed the player, but rather encourage active thinking. The other two vehicles in the motorcade are police vehicles with flashing lights. (cont.)
Lstor  [author] 18 Feb, 2020 @ 8:15am 
(cont.)

- Getaway car: There aren't many viable options, unfortunately, and yeah, Arma 3 vehicle handling sucks. And indeed there's a chance that the car doesn't spawn. This is hinted at in the briefing, and is meant to reflect the fact that sometimes things don't go as planned, forcing you to improvise and think on your feet. Again, I don't want to spoon feed the player.

- Voice acting: Indeed, but that's an enormous effort and I quite simply didn't have the time to put in that work, nor "voice actors" or recording equipment.

- Zeroing and "no longer see yourself on the map": These things sound like mod issues.

Thank you again for your input.
Eagle 17 Feb, 2020 @ 6:02am 
So suggestions make the briefing sound like its to the player and not them talking to themselves.
Work on the AI Convoy so that it goes where it should everytime. Leave in the Briefing what car hes going to be driving? Or at least what the convoy consists of. There was no mention so when his car never came I had no idea who to shoot in those vehicles leading to shooting at them all...
Adding voiced files would add more to the immersion. Maybe even some suspense music optional ofc. If theres a better car to drive as a getaway car that doesnt crash every 50 feet cause the horrible turn response maybe add it. Not that its much help anyway. Over all probably a great mission just has a few things I think you should look at. Especially that convoy. If the main target car never comes then it destroys the missions lore fast. Being a mission maker myself over the years I know this stuff is very tedious I suggest you run a script on the AI Convoy.
Eagle 17 Feb, 2020 @ 5:49am 
Feels Clunky. You wrote the briefing so that it seems as though you are talking to yourself VS Godfather briefing you. You start in a car however where he drops you is silly because he goes directly to the place you're going to. Its early and sorta dark/Foggy so its hard to get a positive ID.
My Scope wouldn't Zero page up didn't work I could hear clicking but nothing( could be a mod issue.) The getaway car isnt there sometimes. My first play only the trucks crossed the bridge. I was zoomed and could not positively ID. I never fired the trucks went by but the car never came making me wonder if he was in the trucks. That Chosen getacar drives like complete trash. You also no longer see yourself on the map after you kill him making it seem like you're trying your best to sabotage us. Especially those of us who dont know that map well.
Lstor  [author] 17 Aug, 2019 @ 4:43am 
@DarkFire: Thanks, that's great to hear. Feedback like that really makes the hundreds of hours that go into making a mission worth it!
DarkFire 15 Aug, 2019 @ 2:33pm 
Played this again today and the performance was miles better than last time. Don't know why but very welcome. This is a really great mission. Excellent replayability and the scripting for the police response is very good - I really felt that if I engaged I was being hunted. Great work!