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		<id>https://coalitiongroup.net/wiki/index.php?title=Vehicle/Aircraft_Operations&amp;diff=2020</id>
		<title>Vehicle/Aircraft Operations</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Vehicle/Aircraft_Operations&amp;diff=2020"/>
		<updated>2019-07-13T01:15:08Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Ground Vehicles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In almost all missions here at Coalition, vehicles will be used in many different capacities. It is important that you understand both ground and air vehicle operations if you plan on using them within sessions.&lt;br /&gt;
&lt;br /&gt;
NOTE: the vehicle spawner also serves as a rearm/refuel/repair pad automatically for any vehicle on it.&lt;br /&gt;
&lt;br /&gt;
== Ground Vehicles ==&lt;br /&gt;
Ground vehicles can range from an ATV to an M1A2 Abrams main battle tank during sessions. &lt;br /&gt;
&lt;br /&gt;
=== Transport ===&lt;br /&gt;
Transport vehicles range from anything between light cars to heavy transport trucks. They are vehicles with very little to no combat effectiveness that are used to transport troops or supplies.&lt;br /&gt;
&lt;br /&gt;
Transport vehicles are used to get from point A to point B. While most vehicles we use will be armed, you should not rely on them to provide as a frontline combat unit. With little to no armour and no crew protection, they make for easy targets. Instead you should try to use them as a base of fire, or to partially dismount and advance with the infantry.&lt;br /&gt;
&lt;br /&gt;
=== Combat Capable ===&lt;br /&gt;
These are armoured personnel carriers, infantry fighting vehicles and main battle tanks. Refer to [http://coalitiongroup.net/wiki/index.php?title=Vehicle_Identification vehicle identification] for a detailed list of such vehicles. APCs and IFVs are capable of transporting troops into the battlefield with added protection.&lt;br /&gt;
&lt;br /&gt;
Your role when you are crewing a combat capable vehicle is to support the infantry. The infantry will keep anti-tank crews away from you, while you support their advance and knock out any armor they encounter. You should never lead a push into a city or through hedgerows without infantry support. You have a mutually beneficial relationship with the infantry so use it to your advantage against enemy forces.&lt;br /&gt;
&lt;br /&gt;
=== AFVs/IFVs ===&lt;br /&gt;
&lt;br /&gt;
[[AFV_Operation]]&lt;br /&gt;
&lt;br /&gt;
Tutorial by Jester on tank operation. It goes over tactics and strategy at both an individual level and at the company level. This video is very good - if you are interested in operating armored vehicles in ARMA, you should absolutely watch this first.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Wf5EQpGTtU&amp;amp;feature=youtu.be Tank Tactics and Operation]&lt;br /&gt;
&lt;br /&gt;
== JTAC-Aircraft Operations ==&lt;br /&gt;
&lt;br /&gt;
These are mostly real-world rules but modified in some specific ways to better suit our playstyle and set of knowledge.&lt;br /&gt;
&lt;br /&gt;
* What a JTAC does:&lt;br /&gt;
*# find and identify enemy forces to the fullest of their ability&lt;br /&gt;
*# (type 1) provide direct targeting information on enemy forces to aircraft&lt;br /&gt;
*# (type 2) provide CAS support to ground forces as they request it&lt;br /&gt;
*# maintain coordination with Ground Commander [GC] to ensure highest-possible situational awareness all-around&lt;br /&gt;
&lt;br /&gt;
* What a JTAC does not do:&lt;br /&gt;
*# control aircraft at all phases of flight or act as their commander&lt;br /&gt;
*# act as a passive radio relay between forward teams and aircraft and provide no further input or usefulness on their own&lt;br /&gt;
*# provide unnecessary instructions/restrictions to aircraft, e.g. a specific IP &amp;#039;&amp;#039;if&amp;#039;&amp;#039; none is necessary for current target, as this will only delay the attack&lt;br /&gt;
&lt;br /&gt;
* JTAC general knowledge responsibilities:&lt;br /&gt;
*# know location and description of all enemies&lt;br /&gt;
*# know location and description of all friendlies&lt;br /&gt;
*# know GC&amp;#039;s overall intentions and priorities&lt;br /&gt;
*# maintain communication with individual ground units&lt;br /&gt;
*# know technical abilities and available ordnance of aircraft&lt;br /&gt;
&lt;br /&gt;
* JTAC target knowledge responsibilities:&lt;br /&gt;
*# know specific location and description of target, ideally w/ line-of-sight&lt;br /&gt;
*# know specific location of nearby friendly forces&lt;br /&gt;
*# know munitions on aircraft and select them w/ mind to efficiency&lt;br /&gt;
&lt;br /&gt;
* JTAC general action responsibilities:&lt;br /&gt;
*# stay alive&lt;br /&gt;
*# with mind to above: position self as-needed to maintain situational awareness and obtain LOS wherever possible&lt;br /&gt;
*# rapidly and independently find targets&lt;br /&gt;
*# press ground units for specific and actionable information on any targets they provide that the JTAC does not have LOS for&lt;br /&gt;
*# determine best method of attack, appropriate munitions, necessary cardinal directions for attack (if any), and appropriate considerations re: air defenses, terrain, weather, etc.&lt;br /&gt;
*# transmit clear, precise, and detailed information to aircraft&lt;br /&gt;
*# provide BDA as much as possible&lt;br /&gt;
&lt;br /&gt;
* Targeting methods and considerations [For ALL METHODS, specific verbal target description and location must still be provided to the aircraft; these methods are not to be used as the only information provided to aircraft]&lt;br /&gt;
** laser designator&lt;br /&gt;
**# suitable for laser-guided munitions only&lt;br /&gt;
**# only visible to seeker from same direction as designation&lt;br /&gt;
**# JTAC should transmit direction-of-attack if necessary to ensure spot visibility to aircraft&lt;br /&gt;
**# avoid ingresses that allow ordnance to fly over friendly positions, so that in case guidance fails, the bomb won&amp;#039;t fall short onto friendlies&lt;br /&gt;
** red smoke&lt;br /&gt;
**# provides rapid visual identification of an area for aircraft&lt;br /&gt;
**# due to area nature, care must be taken to provide location information relative to the smoke&lt;br /&gt;
** direct-fire tracers&lt;br /&gt;
**# very effective, esp. at night&lt;br /&gt;
**# can mark very specific target e.g. a particular window&lt;br /&gt;
**# also necessarily provides information on nearby friendly forces&lt;br /&gt;
**# must be timed carefully to ensure aircrew is looking while tracers are fired&lt;br /&gt;
**# due to presence of direct fire already on target, it&amp;#039;s very possible target will be destroyed before aircraft can engage&lt;br /&gt;
** map marks&lt;br /&gt;
**# probably the least useful and slowest method due to need to correlate aircraft position, map knowledge, and visual landmarks&lt;br /&gt;
**# to be used only when better methods are unavailable&lt;br /&gt;
**# extremely difficult at night&lt;br /&gt;
&lt;br /&gt;
* Important words:&lt;br /&gt;
*# “ABORT”: cease current action immediately&lt;br /&gt;
*# “CLEARED HOT”: cleared to release ordnance on this pass for this target&lt;br /&gt;
*# “CLEARED TO ENGAGE”: cleared to release ordnance within the specified parameters, e.g. for multiple passes or within a kill box&lt;br /&gt;
*# “INBOUND”: aircrew&amp;#039;s call to indicate the beginning of an attack on the specified target&lt;br /&gt;
*# “TALLY”: visual acquisition of something, e.g. “tally tanks” or “tally laser”&lt;br /&gt;
*# “kill box”: a designated area in which further coordination with control is not necessary for attack by aircraft, e.g. anything in kill box X is a valid target&lt;br /&gt;
*# “RFA” [restrictive fires area]: a designated area in which specific restrictions apply, e.g. no explosives within town limits&lt;br /&gt;
*# &amp;quot;Pickle&amp;quot;: statement by aircrew to announce a bomb release&lt;br /&gt;
*# &amp;quot;Rifle&amp;quot;: statement by aircrew to announce an air-to-ground missile (AGM) has been fired&lt;br /&gt;
*# &amp;quot;Guns, guns, guns&amp;quot;: statement by aircrew to announce that guns are being fired&lt;br /&gt;
*# &amp;quot;Rockets&amp;quot;: statement by aircrew to announce that rockets are being fired&lt;br /&gt;
&lt;br /&gt;
* The two types of CAS and their procedures:&lt;br /&gt;
** type 1: JTAC has LOS on target&lt;br /&gt;
**# JTAC visually acquires the target&lt;br /&gt;
**# JTAC determines attack plan&lt;br /&gt;
**# JTAC transmits target information, targeting instructions, and location of nearby friendlies to aircraft, incl. phrase “cleared hot”&lt;br /&gt;
**# aircrew acknowledges&lt;br /&gt;
**# aircrew cross-checks target location with appropriate means, calls “tally [target]”&lt;br /&gt;
**# aircrew moves to engage target as requested and calls “inbound”&lt;br /&gt;
**# JTAC provides BDA as soon as possible&lt;br /&gt;
** type 2: JTAC does not have LOS on target&lt;br /&gt;
**# JTAC acquires target information from other unit&lt;br /&gt;
**# JTAC cross-checks target information via appropriate means&lt;br /&gt;
**# JTAC passes target information, targeting instructions, and location of nearby friendlies to aircraft, incl. phrase “cleared hot”&lt;br /&gt;
**# aircrew acknowledges&lt;br /&gt;
**# aircrew cross-checks target location with appropriate means, calls “tally [target]”&lt;br /&gt;
**# aircrew moves to engage target as requested and calls “inbound”&lt;br /&gt;
**# JTAC forwards “inbound” call to the other unit&lt;br /&gt;
**# JTAC requests and forwards BDA from the other unit to the aircraft&lt;br /&gt;
&lt;br /&gt;
== Flying Aircraft Effectively ==&lt;br /&gt;
&lt;br /&gt;
===Notes Common to Helicopters and Fixed-Wing===&lt;br /&gt;
&lt;br /&gt;
*Object view distances (VERY IMPORTANT): For transport, sufficient to see the LZ early enough to make a good approach (e.g. 2-3km). For attack, greater than your longest-range weapon (e.g. 4-6km). A tip: set your Arma vanilla object view distance settings to the max, then limit with ACE settings (found in top left of ESC screen) to your preference. Otherwise, if you set your vanilla object distance to e.g. 2km and go to ACE and increase view distance to 6km, you still won&amp;#039;t see objects past 2km.&lt;br /&gt;
&lt;br /&gt;
*Key bindings: everyone has different preferred keybindings, but here are some important default bindings:&lt;br /&gt;
&lt;br /&gt;
**&amp;quot;Next Target&amp;quot; = R = useful for targeting a vehicle/aircraft/laser that you can see but aren&amp;#039;t pointing directly at&lt;br /&gt;
**&amp;quot;Lock Target&amp;quot; = T = lock the vehicle/aircraft/laser you are pointing directly at (also ranges your gun in some RHS vehicles that require manual ranging of the gun)&lt;br /&gt;
**&amp;quot;Switch Weapon&amp;quot; = F = switch weapon&lt;br /&gt;
**&amp;quot;Radar on/off&amp;quot; = Control + R = turn your radar on and off&lt;br /&gt;
**&amp;quot;Release Countermeasures = C = drops both chaff and flares to confuse radar and IR seekers&lt;br /&gt;
**It&amp;#039;s highly recommended to create keybindings for the left/right display panel functions so you don&amp;#039;t need to use the scroll menu. A useful combination is NAV on one side and SENSOR on the other.&lt;br /&gt;
&lt;br /&gt;
[[File:sensors.png|thumb|right|alt=caption|Arma 3 Sensor Panel Symbology]]&lt;br /&gt;
&lt;br /&gt;
*Radar: All aircraft have a radar-warning receiver which will show radar emitters as a yellow circle on the SENSOR display panel in your HUD. It&amp;#039;s important to pay attention to these because they are likely to be an anti-air threat. Some aircraft have radars themselves, which they can use to find other aircraft beyond visual range or fire radar-guided missiles like AIM-120s. However, turning your radar on makes you instantly visible to anyone with a radar-warning receiver, so you need to strategize your use of it (Arma&amp;#039;s AI, however, is not coded to look for radar emitters; this may change). Make sure you understand most of the symbology in the SENSOR panel, as it will keep you alive:&lt;br /&gt;
&lt;br /&gt;
[[File:evade_missiles.jpg|thumb|right|alt=caption|When the missile warning goes off, turn and burn]]&lt;br /&gt;
&lt;br /&gt;
*Evading missiles: The trick to avoiding missiles is three-fold: 1) release countermeasures early 2) change your velocity relative to the missile as much as possible and 3) never get shot at from short-range. Missiles don&amp;#039;t turn well, so if you confuse them with countermeasures and require them to turn you have a good chance of evading them. If you&amp;#039;re within 1.5km and moving slowly not only will your countermeasures not attain sufficient spread but the missile probably doesn&amp;#039;t have to turn much to hit you. So don&amp;#039;t risk getting that close to a target unless you know there are no AA missile threats.&lt;br /&gt;
&lt;br /&gt;
*Radios: You&amp;#039;ll likely be equipped with 3 radios: a 343 (short range, talk to crew outside the aircraft), a 152 (platoon net, if no JTAC you&amp;#039;ll use this to talk to PL), and a 148 (air net, talk JTAC and your fellow pilots). The vast majority of your time will be spent talking to PL/JTAC so make sure you can access that radio easily. It&amp;#039;s highly recommended to set the 152 and 148 to different ears so you know who&amp;#039;s talking to you quickly.&lt;br /&gt;
&lt;br /&gt;
*Hardware: A flight stick and head tracker are both highly recommended, but not necessary. The head tracker is probably the more useful accessory to get, especially for helicopters, as it gives you much greater situational awareness which is especially important when taking off and landing in confined areas.&lt;br /&gt;
&lt;br /&gt;
=== Flying Helicopters Effectively ===&lt;br /&gt;
&lt;br /&gt;
Helicopters are a complex and powerful tool for the Platoon. Platoon leaders need to understand their capabilities in order to make effective use of them. Pilots need to know how to properly fly the airframe in question in order to provide those capabilities. Don&amp;#039;t take pilot/crew slots unless you know how to use those aircraft and their weapons.&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s consider the many different types of helicopters and the different strategic and piloting considerations relevant to them.&lt;br /&gt;
&lt;br /&gt;
[[File:hiding_terrain.jpg|thumb|right|alt=caption|A good helo pilot hides in terrain until it&amp;#039;s safe]]&lt;br /&gt;
&lt;br /&gt;
====Transport Helicopters====&lt;br /&gt;
&lt;br /&gt;
*Principle function is to move infantry across the battlefield rapidly and safely. Great care must be taken to remain low (so as to avoid radar and IR AA systems), fast (so as to avoid small-arms fire), and precise (so as to avoid spending more time in danger than necessary). Pilots must be able to approach an LZ directly without overflying it or gaining altitude right before landing, as either situation can quickly become disastrous if there are enemy in the area.&lt;br /&gt;
&lt;br /&gt;
*As a pilot, you are responsible for the safety of the aircraft and its passengers first and foremost. It&amp;#039;s not Platoon&amp;#039;s job to make sure you don&amp;#039;t crash, so don&amp;#039;t be a hero and agree to fly into a bad LZ or one beyond your piloting capabilities. You should suggest an alternative LZ.&lt;br /&gt;
&lt;br /&gt;
*A good way to navigate in helicopters equipped with the necessary equipment is to draw a course line on the map and open a NAV display panel in your HUD so you can easily follow the line and navigate without hitting M constantly.&lt;br /&gt;
&lt;br /&gt;
====Attack Helicopters====&lt;br /&gt;
&lt;br /&gt;
*Attack helicopters require a completely different set of considerations than transport helicopters and are much more challenging to use well. The attack helicopter must be close enough to see the enemy while remaining far enough away to not get shot down. This requires a very careful balancing act by the pilot and great situational awareness of the local friendly and enemy forces and their makeup.&lt;br /&gt;
&lt;br /&gt;
*Attack helicopters must always prioritize their tasks:&lt;br /&gt;
&lt;br /&gt;
**First, don&amp;#039;t get shot down, because if you are then you can&amp;#039;t help the ground pounders. You must live in constant fear of anti-air threats in order to be a good attack pilot. There are three main types of threats and they must be approached differently:&lt;br /&gt;
&lt;br /&gt;
***Anti-Aircraft Artillery (AAA or triple-A): These can be tracked vehicles, like the Russian ZSU series, or just huge machine guns mounted to a truck or emplacement, like the Russian ZU series. A ZSU often is coupled to a radar and uses it for finding you and ranging its air-burst munitions or for targeting its missiles. Any radar emitter will show up as a yellow circle on your SENSOR display panel so make sure you keep an eye on it. A good rule of thumb is to not get closer than 3km to a radar-equipped AA threat unless you are actively attempting to kill it or can use terrain masking, and even then you need to be very careful.&lt;br /&gt;
&lt;br /&gt;
***MANPADS: These are Man Portable Air-Defense Systems - usually shoulder-fired missiles like Stingers. They are possibly the most dangerous threat to helicopters because they are very difficult to find and can hit you with little warning. They don&amp;#039;t emit radar or significant IR signatures so the only way to find them is to see them optically. Generally, pilots should &amp;#039;&amp;#039;always&amp;#039;&amp;#039; assume an enemy force has MANPADS and never get closer than 1.5km to known enemy forces until they are sure it&amp;#039;s safe to do so.&lt;br /&gt;
&lt;br /&gt;
***Other Aircraft: If you&amp;#039;re in most helicopters, the only thing you can do is not be seen in the first place. If you spot enemy aircraft, stay low, move away, hide behind terrain, and keep your radar off. Some gunships carry anti-air missiles, and can fight back. For proper use of anti-air missiles see the section on fixed-wing combat.&lt;br /&gt;
&lt;br /&gt;
**Second, kill the enemy.&lt;br /&gt;
&lt;br /&gt;
***How to use your missiles:&lt;br /&gt;
****Hellfires will only successfully track a lock/laser if the helicopter is pointed almost directly at the target at the time of firing. The crew must communicate so that the gunner waits for the pilot to line the aircraft up before firing. Don&amp;#039;t waste missiles firing before the pilot&amp;#039;s ready!&lt;br /&gt;
****AGM-114K Hellfire II: Laser-guided anti-tank guided missile. Turn on laser, switch back to AGM-114K, press T to lock onto the laser, wait for lock, fire, hold laser on target until impact.&lt;br /&gt;
****AGM-114L Hellfire II: Heat-seeking anti-tank guided missile. Look at target, press T, wait for lock, fire missile.&lt;br /&gt;
****AGM-114N Hellfire II: Laser-guided thermobaric missile. Same operation as K-model, but used against infantry and buildings.&lt;br /&gt;
****9M120M &amp;amp; 9M121M: radio-command guided anti-tank missiles. Look at target, fire, hold cross-hair on target until impact. The 121M IRL is a laser-guided missile but in Arma it functions identically to the 120M.&lt;br /&gt;
***How to use your guns:&lt;br /&gt;
****Apache/Cobra: To range your gun automatically, turn on your laser, switch back to gun, press T. You&amp;#039;ll see a green box around your cross-hair indicating the gun is ranging to the laser automatically. It won&amp;#039;t range off water/sky for obvious reasons, so hitting boats and other aircraft this way can be tricky. NOTE: The Apache has a very powerful 30mm that can disable light armor like BMPs. Strategize your weapon usage to delay rearming as much as possible.&lt;br /&gt;
****Mi24, Mi28, Ka50/52: you must manually range the gun to each target before firing. Look at target, press T, fire. Repeat for each target. NOTE: Some Mi24s do not have a turret-mounted gun. All Mi28s do. The Ka50/52 has a very powerful gun with very limited traversability.&lt;br /&gt;
***How to use your rockets:&lt;br /&gt;
****Point and shoot! Try not to use them all at once. They are very powerful, so spread them out for maximum effect. Don&amp;#039;t put a bunch of rockets into the same spot.&lt;br /&gt;
&lt;br /&gt;
**Example scenarios:&lt;br /&gt;
***If working in a permissible airspace, meaning no threats of enemy aircraft or radar-guided AA missiles (e.g. Afghanistan, Iraq), the biggest threat is enemy direct fire weapons. In that case, staying high and fast is your friend. Fly a pattern over friendly terrain at an altitude of 600-1000m, approximately 1.5 km behind the front line. Go closer only as needed for specific attacks, and return as soon as possible. If you get a radar/missile warning, dump flares, turn perpendicular to the threat, lose altitude, and gain speed immediately. Then proceed to find/kill the threat as if you were in a non-permissible airspace (see below).&lt;br /&gt;
***If working in a non-permissible airspace, meaning there are threats of enemy aircraft or radar-guided AA missiles (e.g. Desert Storm, U.S. vs. RU war, etc.), stay low and hidden over friendly territory as you slowly work around the terrain to find/kill AAA threats. Maximum altitude might be 100m until you KNOW where the threat is and then can work up a suitable plan to kill it. Only once you&amp;#039;re sure all such threats are gone might you want to use higher altitudes.&lt;br /&gt;
&lt;br /&gt;
*Two common mistakes Arma attack pilots make are hovering near the AO and/or overflying the enemy when not absolutely necessary. Hovering in a combat zone makes you a sitting duck. Your gunner does not need a stable platform more than you both need to not get shot down. Overflying the enemy is also dangerous and should only be done when your aircraft doesn&amp;#039;t have the ability to fire off-center. Aircraft that can fire off-center, like the Apache, should never overfly the enemy or come anywhere close to them. This is why knowing where the enemy is or might be is so important: you need to keep yourself moving within weapons range but not so close you might get shot down.&lt;br /&gt;
&lt;br /&gt;
===Flying Fixed-Wing Effectively (TBA)===&lt;br /&gt;
&lt;br /&gt;
I definitely need to expand this more.&lt;br /&gt;
&lt;br /&gt;
The RHS CAS jets have systems that don&amp;#039;t follow Arma conventions:&lt;br /&gt;
&lt;br /&gt;
A-10A: https://www.youtube.com/watch?v=M_4xBWO5WOE&lt;br /&gt;
&lt;br /&gt;
SU-25: https://www.youtube.com/watch?v=MrION09pv8E&lt;br /&gt;
&lt;br /&gt;
Flying VTOL: https://www.youtube.com/watch?v=DkLWjC0C93o&amp;amp;feature=youtu.be&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=2008</id>
		<title>Mission Types and Submitting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=2008"/>
		<updated>2019-06-02T16:05:45Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Submitting Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mission Types==&lt;br /&gt;
Here at the Coalition we play four different mission types:&lt;br /&gt;
&lt;br /&gt;
*[[COOP]] - Cooperative: One or more teams of players vs. computer-controlled AI unit&lt;br /&gt;
*[[TvT]] - Team vs Team: One team of players vs another team of players&lt;br /&gt;
*[[COTvT]] - Cooperative-team vs team: One team of players vs another team of players with AI units throughout the map&lt;br /&gt;
*[[SPCL]] - Special &amp;quot;fun&amp;quot; game types that can be event or holiday based. Commonly to be played lightly or with little seriousness&lt;br /&gt;
&lt;br /&gt;
Each link will provide an overview of some expectations we will be looking for when you submit the mission.&lt;br /&gt;
&lt;br /&gt;
== Submitting Missions ==&lt;br /&gt;
[[File:Missions.png|300px|thumb|right|Missions Webpage]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1)&amp;#039;&amp;#039;&amp;#039; Go to: http://coalitiongroup.net/missions/index.html&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2)&amp;#039;&amp;#039;&amp;#039; Press the &amp;#039;ADD&amp;#039; button and fill out all the details provided. They&amp;#039;re self-explanatory. &amp;#039;Times played&amp;#039; relates to whether the mission is new or not. New missions takes priority. In the description of the mission, you are advised to submit a link of the mission map. This will allow potential PLs to have a look at what they&amp;#039;ll be facing. Be sure to list specialties that are available and/or required for your mission.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3)&amp;#039;&amp;#039;&amp;#039; The mission will now appear in the &amp;#039;missions&amp;#039; section of the directory. However, you now have to actually upload it for testing. Press &amp;#039;browse&amp;#039; and upload the .pbo file - remember to follow this template: cmf(version)_(co/tvt)(player count)_(mission_name).(map name) For instance, &amp;quot;cmf53_co54_dawn_assault.altis&amp;quot;, &amp;quot;cmf53&amp;quot; indicating it is on version 5.3 of the CMF, &amp;quot;co54&amp;quot; meaning it is a coop with 54 playable slots, &amp;quot;dawn_assault&amp;quot; is the mission name, and &amp;quot;.altis&amp;quot; is the map extension.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4)&amp;#039;&amp;#039;&amp;#039; Now click &amp;quot;request testing&amp;quot;. This will notify the QA team that a mission needs testing and feedback in discord.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;5)&amp;#039;&amp;#039;&amp;#039; If your mission has something special about it that QA needs to know, i.e, scripts, special vehicles, triggers, ect, you need to comment on the database what we need to look out for. This helps us to find and ensure what you want will work as intended.&lt;br /&gt;
&lt;br /&gt;
== Fixing Missions ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1)&amp;#039;&amp;#039;&amp;#039; If your mission is broken, the QA team has to post a comment stating the issue with said mission. You will be notified on Discord immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2)&amp;#039;&amp;#039;&amp;#039; Once you have fixed the mission, click &amp;#039;browse&amp;#039;, reupload it, then click &amp;#039;request testing&amp;#039;. You need to rename it with a version number as you update the missions uploaded (v1, v2, v3, ect).&lt;br /&gt;
&lt;br /&gt;
== What we Look for in QA: ==&lt;br /&gt;
&lt;br /&gt;
*Does the mission look fun? &amp;#039;&amp;#039;Primary concern&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Is there any lengthy convoying required to travel between objectives that could potentially kill the players&amp;#039; fun?&lt;br /&gt;
&lt;br /&gt;
*Is the fps good?&lt;br /&gt;
&lt;br /&gt;
*Does the mission flow and run as the briefing describes?&lt;br /&gt;
&lt;br /&gt;
*Is the staging area in a good, safe location?&lt;br /&gt;
&lt;br /&gt;
*Are there any unnecessary map markers or modules added?&lt;br /&gt;
&lt;br /&gt;
*Are all the playable units placed correctly? (example: if its a nato mission make sure the playable units are nato for the gear script to run correctly.)&lt;br /&gt;
&lt;br /&gt;
[Gametype][number of players] - [Attack/Defend] | [Explain faction and gear type] | [Specialties] [Zeus is/is not required]&lt;br /&gt;
&lt;br /&gt;
(Any specialties placed in the mission will be assumed as needed and will be slotted.)&lt;br /&gt;
&lt;br /&gt;
EXAMPLE: COOP40 - Attack | RU Spetsnaz, NVGs | MMG, MAT, TH1/2 | Zeus is Required&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;*Please be sure to keep AI ENABLED as this helps us to QA quickly and effectively&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
For more info see [https://docs.google.com/document/d/1QKPvPY065FEvUf0C4EqtHGRLzqmbqCFtx-qUmuolQ5U/edit?usp=sharing QA Checklist]&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Rules_and_Regulations&amp;diff=1943</id>
		<title>Rules and Regulations</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Rules_and_Regulations&amp;diff=1943"/>
		<updated>2019-02-16T09:40:36Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Slotting Limitations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below you will find a generalized list of rules and regulations within Coalition. They are numbered and broken down into three main sections:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1.)&amp;#039;&amp;#039;&amp;#039; Community&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.)&amp;#039;&amp;#039;&amp;#039; Session&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3.)&amp;#039;&amp;#039;&amp;#039; Tertiary&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--&amp;gt; &amp;#039;&amp;#039;HQ reserves the right to update rules as necessary.&amp;lt;br&amp;gt;--&amp;gt; It is every Company member&amp;#039;s responsibility to read and understand the rules.&amp;#039;&amp;#039;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Community Rules (out-of-game)==&lt;br /&gt;
Community rules cover everything outside of ArmA sessions. While these rules are specific to non-gameplay elements, &amp;#039;&amp;#039;&amp;#039;they still apply in-game&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
===General Conduct===&lt;br /&gt;
====Attitude====&lt;br /&gt;
Your attitude while interacting with any element of the community should be adult-oriented. This means bringing up issues in an appropriate way, approaching others you may have issues with, or accurately fixing issues as you see them.&lt;br /&gt;
====Toxicity====&lt;br /&gt;
Toxicity in any form will not be tolerated in the community. While emotions do run wild during sessions, any issues that appear should be dealt with on the spot as long as it does not interfere with the [http://coalitiongroup.net/wiki/index.php/Rules_and_Regulations#Session_Flow session flow].&lt;br /&gt;
====Respect====&lt;br /&gt;
While there isn&amp;#039;t a specified ranking structure in Coalition, it is every active members responsibility to understand that HQ is the final say on topics. Respect should be given to all members as well as decisions made by HQ.&lt;br /&gt;
&lt;br /&gt;
===Discord===&lt;br /&gt;
Discord usage is a requirement for all members.&lt;br /&gt;
====Responsibility====&lt;br /&gt;
You are responsible for every post you make.&lt;br /&gt;
====Use Appropriate Channels====&lt;br /&gt;
All members under the Coalition banner must use the appropriate channels in discord when posting any content. [http://coalitiongroup.net/wiki/index.php/Discord Use this page as a quick reference on each channel&amp;#039;s usage].&lt;br /&gt;
====Memes====&lt;br /&gt;
Memes must be relevant to any channel they&amp;#039;re posted in. Otherwise, any safe-for-work meme can be posted in #general.&lt;br /&gt;
====#Battalion====&lt;br /&gt;
No memes or joking material of any type is to be posted in the #battalion discord channel.&lt;br /&gt;
====NSFW/DFAC Material====&lt;br /&gt;
The only channel authorized for NSFW material is the #dfac channel.&lt;br /&gt;
====Notifications====&lt;br /&gt;
Do not mute @here and @everyone. NCOs are the only personnel who can use it so it won&amp;#039;t be spammed.&lt;br /&gt;
&lt;br /&gt;
Furthermore, leave these channels un-muted for important info:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#announcements&lt;br /&gt;
#repo&lt;br /&gt;
#session&lt;br /&gt;
#now-playing&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Teamspeak===&lt;br /&gt;
Teamspeak is only required when attending session or playing other games with the community. However, it is recommended that you idle teamspeak to show activity.&lt;br /&gt;
====Channel Usage====&lt;br /&gt;
Channel usage is to be respected at all times. Don&amp;#039;t attempt to push others out of a channel or interfere with what they&amp;#039;re doing.&lt;br /&gt;
===Organizing in Other Games===&lt;br /&gt;
Any time the community has five or more &amp;#039;&amp;#039;&amp;#039;active&amp;#039;&amp;#039;&amp;#039; players in another game, they are expected to organize into it.&lt;br /&gt;
&lt;br /&gt;
Example: Five company members begin playing an MMO. They draw the attention of others within the community who wish to join. To support the build-up in players, they should create a guild.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Session Rules (in-game)==&lt;br /&gt;
Session rules are specific elements of gameplay that generally only apply while in an official Coalition session or impromptu.&lt;br /&gt;
===Slotting Screen===&lt;br /&gt;
The slotting screen is used to slot all members into the active mission.&lt;br /&gt;
====Voice Activation/&amp;quot;Hot-micing&amp;quot;====&lt;br /&gt;
If using voice activation, a push-to-mute bind &amp;#039;&amp;#039;&amp;#039;is required&amp;#039;&amp;#039;&amp;#039;. Hot-mic&amp;#039;ing will not be tolerated.&lt;br /&gt;
&lt;br /&gt;
Consistent hot-mic&amp;#039;ing will result in removal of voice activation ability.&lt;br /&gt;
&lt;br /&gt;
====Slotting Method====&lt;br /&gt;
The HQ session admin will call slotting in this order:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Leaders and Medics&lt;br /&gt;
Specialties&lt;br /&gt;
Recruits&lt;br /&gt;
Everybody else&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Communicating====&lt;br /&gt;
Only one (1) HQ member will conduct slotting. All company members will communicate through text while at the slotting screen.&lt;br /&gt;
====Time limit====&lt;br /&gt;
Slotting should not take any longer than three (3) minutes.&lt;br /&gt;
====Slotting Limitations====&lt;br /&gt;
All community members should take roles that they are familiar with and authorized to take.&amp;lt;br&amp;gt;&lt;br /&gt;
Recruit limitations:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Assistant Automatic Rifleman&lt;br /&gt;
Rifleman (AT)&lt;br /&gt;
Grenadier&lt;br /&gt;
Vehicle Driver&lt;br /&gt;
MMG/MAT/HAT/SAM/ST Assistant/Spotter&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Grunt limitations:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Fireteam Leader (FTL)&lt;br /&gt;
Automatic Rifleman (AR)&lt;br /&gt;
Assistant Automatic Rifleman&lt;br /&gt;
Rifleman (AT)&lt;br /&gt;
Grenadier&lt;br /&gt;
&lt;br /&gt;
Attack Helicopter Pilot&lt;br /&gt;
Attack Helicopter Co-Pilot&lt;br /&gt;
&lt;br /&gt;
Transport Helicopter Pilot&lt;br /&gt;
Transport Helicopter Co-Pilot&lt;br /&gt;
Transport Helicopter Crew chief&lt;br /&gt;
&lt;br /&gt;
Armor Commander&lt;br /&gt;
Armor Gunner&lt;br /&gt;
Armor Driver&lt;br /&gt;
&lt;br /&gt;
MMG Team Leader&lt;br /&gt;
MMG Team Gunner&lt;br /&gt;
MMG Team Ammo-bearer&lt;br /&gt;
&lt;br /&gt;
MAT Team Leader&lt;br /&gt;
MAT Team Gunner&lt;br /&gt;
MAT Team Ammo-bearer&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Briefing Period===&lt;br /&gt;
The briefing period is the first ten (10) minutes after loading into the mission but may go over if the mission is complicated. &lt;br /&gt;
====Squad Leaders and Platoon Leaders====&lt;br /&gt;
During this time, all squad-leaders and above are required to meet in order to plan the mission as best as possible. After PL briefs the SLs, it is the SLs responsibility to brief their FTLs.&lt;br /&gt;
====Fireteam Leaders and General Infantry====&lt;br /&gt;
During this time, &amp;#039;&amp;#039;&amp;#039;all&amp;#039;&amp;#039;&amp;#039; General Infantry are to read their briefing of the situation and verify they have all the necessary gear to complete their objective(s). Once all FTLs have received their briefings from their SL, it is the FTLs responsibility to refine the plan on the fireteam level and answer any questions fireteam members may have.&lt;br /&gt;
===Mission Start===&lt;br /&gt;
Once the mission safe-start timer ends and &amp;quot;Mission Start&amp;quot; appears, weapons are live and you are expected to perform the mission to the best of your ability as described in the briefing.&lt;br /&gt;
===Session Flow===&lt;br /&gt;
You are expected to play the mission to the best of your ability from start to finish. The mission flow shouldn&amp;#039;t be interrupted by issues or outside communication.&lt;br /&gt;
====&amp;quot;Character&amp;quot;====&lt;br /&gt;
You are expected to stay in &amp;quot;character&amp;quot; at all times. This means you don&amp;#039;t talk about how you have a hot new co-worker while moving to an objective.&lt;br /&gt;
===After-action Review===&lt;br /&gt;
After each mission, a verbal AAR will take place in the Briefing/Slotting channel. The point in verbal after-action review is to provide &amp;#039;&amp;#039;at least&amp;#039;&amp;#039; one good thing that happened as well as one bad thing. You should follow it up with how to continue doing the good actions while mentioning how we can prevent the bad action in the future.&lt;br /&gt;
===Meta-gaming===&lt;br /&gt;
Meta gaming is relaying any information about mission-related content that shouldn&amp;#039;t be known. This is not allowed in any shape or form.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; You get killed and are able to see the enemy team&amp;#039;s location. You then choose to message someone alive on a third-party platform (like steam) about their locations.&lt;br /&gt;
&lt;br /&gt;
===External Mods/Help===&lt;br /&gt;
No external modifications of the game client or PBOs(mods) are authorized while in session. If it&amp;#039;s not in the modpack or it gives you an advantage over other players, you can&amp;#039;t use it.&lt;br /&gt;
&lt;br /&gt;
===In-game Issues===&lt;br /&gt;
====Player Issues====&lt;br /&gt;
If, for any reason, you are having issues with a member during a session, you should immediately ask them to stop what they&amp;#039;re doing to affect the fun of the session for you &amp;#039;&amp;#039;&amp;#039;IF POSSIBLE&amp;#039;&amp;#039;&amp;#039;. Your interaction with them should not interrupt the session flow for anyone. If the matter is out of your hands, use the &amp;quot;Message Admin&amp;quot; feature.&lt;br /&gt;
=====Team Killing=====&lt;br /&gt;
All forms of team killing are frowned upon and will not be tolerated. Alternatively, &amp;quot;vigilante justice&amp;quot; is not a thing and will result in players removed from session.&lt;br /&gt;
=====Insubordination=====&lt;br /&gt;
Insubordination is the one in-game no-go we have. Plans are not always the best, and you&amp;#039;re free to voice your opinion to your superior about it in order to change it, but DO NOT attempt to go against the platoon plan or your orders.&lt;br /&gt;
=====Disagreeing=====&lt;br /&gt;
As a leader, you&amp;#039;re expected to support the platoon plan 100%. This is especially true to how you act about the plan around GI. Take what you are given and make the best of it.&lt;br /&gt;
====Technical Issues====&lt;br /&gt;
Use the &amp;quot;Message Admin&amp;quot; feature to have any technical issues rectified.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tertiary Rules ==&lt;br /&gt;
===Creating Other Discord Servers===&lt;br /&gt;
Groups of company members are allowed to create other coalition-related discords to further game play elements in other games only.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; A group of 5+ members are currently organizing a trading company in the game &amp;#039;&amp;#039;Naval Action&amp;#039;&amp;#039;. To support their actions, they create another discord in order to better organize themselves.&lt;br /&gt;
====Limitations====&lt;br /&gt;
Anything Coalition-related should be kept within the main coalition discord. The only time this changes is when it encompasses multiple members playing a new game and an entire other discord will help organize them.&lt;br /&gt;
===Creating Session Missions===&lt;br /&gt;
All sessions missions must be on the latest version of the Coalition Mission Framework(CMF) found here: [http://coalitiongroup.net/framework/ Framesworks].&lt;br /&gt;
===Creating Mods===&lt;br /&gt;
Any company member is free to use any asset in the modpack to create new mods. If you plan to release the mod publicly, it must have some sort of credit pointed towards Coalition.&lt;br /&gt;
===Creating SQF/Scripts===&lt;br /&gt;
Any company member is free to use any asset in the CMF to create new scripts. If you plan to release the script publicly, it must have some sort of credit pointed towards Coalition.&lt;br /&gt;
===Creating Impromptu Sessions===&lt;br /&gt;
A Company member is free to create their own impromptu sessions. It is recommended that you post the mission ahead of time in the [http://www.coalitiongroup.net/forums/viewforum.php?f=15 &amp;quot;Impromptu Sessions&amp;quot; forum] in order to plan it ahead of time. &lt;br /&gt;
====Hosting====&lt;br /&gt;
During the impromptu, it is the hosting company member&amp;#039;s responsibility to ensure the impromptu is run smoothly and without issue. It is &amp;#039;&amp;#039;&amp;#039;their&amp;#039;&amp;#039;&amp;#039; impromptu session.&lt;br /&gt;
====Types of missions====&lt;br /&gt;
Company members should expect lower turnouts to impromptu sessions in comparison to main sessions. Each impromptu mission should be scaled back and easy to plan/control.&lt;br /&gt;
===Content Creation===&lt;br /&gt;
====Producing Videos====&lt;br /&gt;
For rules on producing videos, [http://coalitiongroup.net/wiki/index.php/Session_Videos click here].&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Rules_and_Regulations&amp;diff=1933</id>
		<title>Rules and Regulations</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Rules_and_Regulations&amp;diff=1933"/>
		<updated>2019-02-16T07:10:39Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Slotting Limitations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below you will find a generalized list of rules and regulations within Coalition. They are numbered and broken down into three main sections:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1.)&amp;#039;&amp;#039;&amp;#039; Community&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.)&amp;#039;&amp;#039;&amp;#039; Session&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3.)&amp;#039;&amp;#039;&amp;#039; Tertiary&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--&amp;gt; &amp;#039;&amp;#039;HQ reserves the right to update rules as necessary.&amp;lt;br&amp;gt;--&amp;gt; It is every Company member&amp;#039;s responsibility to read and understand the rules.&amp;#039;&amp;#039;  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Community Rules (out-of-game)==&lt;br /&gt;
Community rules cover everything outside of ArmA sessions. While these rules are specific to non-gameplay elements, &amp;#039;&amp;#039;&amp;#039;they still apply in-game&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
===General Conduct===&lt;br /&gt;
====Attitude====&lt;br /&gt;
Your attitude while interacting with any element of the community should be adult-oriented. This means bringing up issues in an appropriate way, approaching others you may have issues with, or accurately fixing issues as you see them.&lt;br /&gt;
====Toxicity====&lt;br /&gt;
Toxicity in any form will not be tolerated in the community. While emotions do run wild during sessions, any issues that appear should be dealt with on the spot as long as it does not interfere with the [http://coalitiongroup.net/wiki/index.php/Rules_and_Regulations#Session_Flow session flow].&lt;br /&gt;
====Respect====&lt;br /&gt;
While there isn&amp;#039;t a specified ranking structure in Coalition, it is every active members responsibility to understand that HQ is the final say on topics. Respect should be given to all members as well as decisions made by HQ.&lt;br /&gt;
&lt;br /&gt;
===Discord===&lt;br /&gt;
Discord usage is a requirement for all members.&lt;br /&gt;
====Responsibility====&lt;br /&gt;
You are responsible for every post you make.&lt;br /&gt;
====Use Appropriate Channels====&lt;br /&gt;
All members under the Coalition banner must use the appropriate channels in discord when posting any content. [http://coalitiongroup.net/wiki/index.php/Discord Use this page as a quick reference on each channel&amp;#039;s usage].&lt;br /&gt;
====Memes====&lt;br /&gt;
Memes must be relevant to any channel they&amp;#039;re posted in. Otherwise, any safe-for-work meme can be posted in #general.&lt;br /&gt;
====#Battalion====&lt;br /&gt;
No memes or joking material of any type is to be posted in the #battalion discord channel.&lt;br /&gt;
====NSFW/DFAC Material====&lt;br /&gt;
The only channel authorized for NSFW material is the #dfac channel.&lt;br /&gt;
====Notifications====&lt;br /&gt;
Do not mute @here and @everyone. NCOs are the only personnel who can use it so it won&amp;#039;t be spammed.&lt;br /&gt;
&lt;br /&gt;
Furthermore, leave these channels un-muted for important info:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#announcements&lt;br /&gt;
#repo&lt;br /&gt;
#session&lt;br /&gt;
#now-playing&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Teamspeak===&lt;br /&gt;
Teamspeak is only required when attending session or playing other games with the community. However, it is recommended that you idle teamspeak to show activity.&lt;br /&gt;
====Channel Usage====&lt;br /&gt;
Channel usage is to be respected at all times. Don&amp;#039;t attempt to push others out of a channel or interfere with what they&amp;#039;re doing.&lt;br /&gt;
===Organizing in Other Games===&lt;br /&gt;
Any time the community has five or more &amp;#039;&amp;#039;&amp;#039;active&amp;#039;&amp;#039;&amp;#039; players in another game, they are expected to organize into it.&lt;br /&gt;
&lt;br /&gt;
Example: Five company members begin playing an MMO. They draw the attention of others within the community who wish to join. To support the build-up in players, they should create a guild.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Session Rules (in-game)==&lt;br /&gt;
Session rules are specific elements of gameplay that generally only apply while in an official Coalition session or impromptu.&lt;br /&gt;
===Slotting Screen===&lt;br /&gt;
The slotting screen is used to slot all members into the active mission.&lt;br /&gt;
====Voice Activation/&amp;quot;Hot-micing&amp;quot;====&lt;br /&gt;
If using voice activation, a push-to-mute bind &amp;#039;&amp;#039;&amp;#039;is required&amp;#039;&amp;#039;&amp;#039;. Hot-mic&amp;#039;ing will not be tolerated.&lt;br /&gt;
&lt;br /&gt;
Consistent hot-mic&amp;#039;ing will result in removal of voice activation ability.&lt;br /&gt;
&lt;br /&gt;
====Slotting Method====&lt;br /&gt;
The HQ session admin will call slotting in this order:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Leaders and Medics&lt;br /&gt;
Specialties&lt;br /&gt;
Recruits&lt;br /&gt;
Everybody else&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Communicating====&lt;br /&gt;
Only one (1) HQ member will conduct slotting. All company members will communicate through text while at the slotting screen.&lt;br /&gt;
====Time limit====&lt;br /&gt;
Slotting should not take any longer than three (3) minutes.&lt;br /&gt;
====Slotting Limitations====&lt;br /&gt;
All community members should take roles that they are familiar with and authorized to take.&amp;lt;br&amp;gt;&lt;br /&gt;
Recruit limitations:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Assistant Automatic Rifleman&lt;br /&gt;
Rifleman (AT)&lt;br /&gt;
Grenadier&lt;br /&gt;
Rifleman (CLS)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Grunt limitations:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Fireteam Leader (FTL)&lt;br /&gt;
Automatic Rifleman (AR)&lt;br /&gt;
Assistant Automatic Rifleman&lt;br /&gt;
Rifleman (AT)&lt;br /&gt;
Grenadier&lt;br /&gt;
Rifleman (CLS)&lt;br /&gt;
Vehicle Driver&lt;br /&gt;
MMG/MAT/HAT/SAM Assistant&lt;br /&gt;
&lt;br /&gt;
Attack Helicopter Pilot&lt;br /&gt;
Attack Helicopter Co-Pilot&lt;br /&gt;
&lt;br /&gt;
Transport Helicopter Pilot&lt;br /&gt;
Transport Helicopter Co-Pilot&lt;br /&gt;
Transport Helicopter Crew chief&lt;br /&gt;
&lt;br /&gt;
Armor Commander&lt;br /&gt;
Armor Gunner&lt;br /&gt;
Armor Driver&lt;br /&gt;
&lt;br /&gt;
MMG Team Leader&lt;br /&gt;
MMG Team Gunner&lt;br /&gt;
MMG Team Ammo-bearer&lt;br /&gt;
&lt;br /&gt;
MAT Team Leader&lt;br /&gt;
MAT Team Gunner&lt;br /&gt;
MAT Team Ammo-bearer&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Briefing Period===&lt;br /&gt;
The briefing period is the first ten (10) minutes after loading into the mission but may go over if the mission is complicated. &lt;br /&gt;
====Squad Leaders and Platoon Leaders====&lt;br /&gt;
During this time, all squad-leaders and above are required to meet in order to plan the mission as best as possible. After PL briefs the SLs, it is the SLs responsibility to brief their FTLs.&lt;br /&gt;
====Fireteam Leaders and General Infantry====&lt;br /&gt;
During this time, &amp;#039;&amp;#039;&amp;#039;all&amp;#039;&amp;#039;&amp;#039; General Infantry are to read their briefing of the situation and verify they have all the necessary gear to complete their objective(s). Once all FTLs have received their briefings from their SL, it is the FTLs responsibility to refine the plan on the fireteam level and answer any questions fireteam members may have.&lt;br /&gt;
===Mission Start===&lt;br /&gt;
Once the mission safe-start timer ends and &amp;quot;Mission Start&amp;quot; appears, weapons are live and you are expected to perform the mission to the best of your ability as described in the briefing.&lt;br /&gt;
===Session Flow===&lt;br /&gt;
You are expected to play the mission to the best of your ability from start to finish. The mission flow shouldn&amp;#039;t be interrupted by issues or outside communication.&lt;br /&gt;
====&amp;quot;Character&amp;quot;====&lt;br /&gt;
You are expected to stay in &amp;quot;character&amp;quot; at all times. This means you don&amp;#039;t talk about how you have a hot new co-worker while moving to an objective.&lt;br /&gt;
===After-action Review===&lt;br /&gt;
After each mission, a verbal AAR will take place in the Briefing/Slotting channel. The point in verbal after-action review is to provide &amp;#039;&amp;#039;at least&amp;#039;&amp;#039; one good thing that happened as well as one bad thing. You should follow it up with how to continue doing the good actions while mentioning how we can prevent the bad action in the future.&lt;br /&gt;
===Meta-gaming===&lt;br /&gt;
Meta gaming is relaying any information about mission-related content that shouldn&amp;#039;t be known. This is not allowed in any shape or form.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; You get killed and are able to see the enemy team&amp;#039;s location. You then choose to message someone alive on a third-party platform (like steam) about their locations.&lt;br /&gt;
&lt;br /&gt;
===External Mods/Help===&lt;br /&gt;
No external modifications of the game client or PBOs(mods) are authorized while in session. If it&amp;#039;s not in the modpack or it gives you an advantage over other players, you can&amp;#039;t use it.&lt;br /&gt;
&lt;br /&gt;
===In-game Issues===&lt;br /&gt;
====Player Issues====&lt;br /&gt;
If, for any reason, you are having issues with a member during a session, you should immediately ask them to stop what they&amp;#039;re doing to affect the fun of the session for you &amp;#039;&amp;#039;&amp;#039;IF POSSIBLE&amp;#039;&amp;#039;&amp;#039;. Your interaction with them should not interrupt the session flow for anyone. If the matter is out of your hands, use the &amp;quot;Message Admin&amp;quot; feature.&lt;br /&gt;
=====Team Killing=====&lt;br /&gt;
All forms of team killing are frowned upon and will not be tolerated. Alternatively, &amp;quot;vigilante justice&amp;quot; is not a thing and will result in players removed from session.&lt;br /&gt;
=====Insubordination=====&lt;br /&gt;
Insubordination is the one in-game no-go we have. Plans are not always the best, and you&amp;#039;re free to voice your opinion to your superior about it in order to change it, but DO NOT attempt to go against the platoon plan or your orders.&lt;br /&gt;
=====Disagreeing=====&lt;br /&gt;
As a leader, you&amp;#039;re expected to support the platoon plan 100%. This is especially true to how you act about the plan around GI. Take what you are given and make the best of it.&lt;br /&gt;
====Technical Issues====&lt;br /&gt;
Use the &amp;quot;Message Admin&amp;quot; feature to have any technical issues rectified.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tertiary Rules ==&lt;br /&gt;
===Creating Other Discord Servers===&lt;br /&gt;
Groups of company members are allowed to create other coalition-related discords to further game play elements in other games only.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; A group of 5+ members are currently organizing a trading company in the game &amp;#039;&amp;#039;Naval Action&amp;#039;&amp;#039;. To support their actions, they create another discord in order to better organize themselves.&lt;br /&gt;
====Limitations====&lt;br /&gt;
Anything Coalition-related should be kept within the main coalition discord. The only time this changes is when it encompasses multiple members playing a new game and an entire other discord will help organize them.&lt;br /&gt;
===Creating Session Missions===&lt;br /&gt;
All sessions missions must be on the latest version of the Coalition Mission Framework(CMF) found here: [http://coalitiongroup.net/framework/ Framesworks].&lt;br /&gt;
===Creating Mods===&lt;br /&gt;
Any company member is free to use any asset in the modpack to create new mods. If you plan to release the mod publicly, it must have some sort of credit pointed towards Coalition.&lt;br /&gt;
===Creating SQF/Scripts===&lt;br /&gt;
Any company member is free to use any asset in the CMF to create new scripts. If you plan to release the script publicly, it must have some sort of credit pointed towards Coalition.&lt;br /&gt;
===Creating Impromptu Sessions===&lt;br /&gt;
A Company member is free to create their own impromptu sessions. It is recommended that you post the mission ahead of time in the [http://www.coalitiongroup.net/forums/viewforum.php?f=15 &amp;quot;Impromptu Sessions&amp;quot; forum] in order to plan it ahead of time. &lt;br /&gt;
====Hosting====&lt;br /&gt;
During the impromptu, it is the hosting company member&amp;#039;s responsibility to ensure the impromptu is run smoothly and without issue. It is &amp;#039;&amp;#039;&amp;#039;their&amp;#039;&amp;#039;&amp;#039; impromptu session.&lt;br /&gt;
====Types of missions====&lt;br /&gt;
Company members should expect lower turnouts to impromptu sessions in comparison to main sessions. Each impromptu mission should be scaled back and easy to plan/control.&lt;br /&gt;
===Content Creation===&lt;br /&gt;
====Producing Videos====&lt;br /&gt;
For rules on producing videos, [http://coalitiongroup.net/wiki/index.php/Session_Videos click here].&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Coalition_Syllabus&amp;diff=1795</id>
		<title>Coalition Syllabus</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Coalition_Syllabus&amp;diff=1795"/>
		<updated>2018-12-11T23:12:46Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* All done! What now? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;#039;&amp;#039;A fraternity.&amp;#039;&amp;#039;  &amp;#039;&amp;#039;A team.&amp;#039;&amp;#039;  &amp;#039;&amp;#039;Always gaming.&amp;#039;&amp;#039;  &amp;#039;&amp;#039;Always competing.&amp;#039;&amp;#039;  &amp;#039;&amp;#039;Always creating fun.&amp;#039;&amp;#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Follow this guide here!&amp;#039;&amp;#039;&amp;#039;[[File:Syllabus.jpg|800px|thumb|Welcome!]]&lt;br /&gt;
= Welcome! =&lt;br /&gt;
:ArmA is first and foremost a community-driven game. When we desire a feature, we create it. When we desired a fraternity, a close knit element of ArmA enthusiasts and content creators - we founded it. Since October of 2016, we have been creating private organized sessions in ArmA in order to support the &amp;quot;arma without the bullshit&amp;quot; attitude. Unlike other communities, we value solid gameplay and mission design to empower players and not fake ranks. A Community like no other, comprised of individuals who embody our values of &amp;#039;&amp;#039;Teamwork&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Engaging Gameplay&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Competition&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;Fun&amp;#039;&amp;#039;. Since then, we&amp;#039;ve swelled to well over 100 members and have our own operating procedures and in-game elements that put us above the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Syllabus =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;This syllabus is designed to introduce you to the community as well as inform you on what you need to do next. Follow the instructions and you&amp;#039;ll be in-game in no time. If you have any other questions, ask anyone in the #barracks channel on discord!&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What you need to do next ==&lt;br /&gt;
===A.) Post your Dossier===&lt;br /&gt;
:Your dossier is step one in the joining process. It comprises of information about yourself and serves as a first introduction to the other members of the community. It is also a living document. In the event you will be absent from the community for extended periods of time or have a :major life change you want to inform others about, simply posting in your dossier keeps us updated.&lt;br /&gt;
&lt;br /&gt;
:1.) Log into the forums and navigate to the dossier forum:&lt;br /&gt;
:http://coalitiongroup.net/forums/viewforum.php?f=4&lt;br /&gt;
&lt;br /&gt;
:2.) Create a new topic and name it&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[Dossier] yourNameHere&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:3.) Inside the body of the post, copy this and add your information:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Full name:[/b]&lt;br /&gt;
[b]ArmA3 Player ID:[/b] &lt;br /&gt;
[b]Steam Profile URL:[/b]&lt;br /&gt;
[b]Join Date:[/b]&lt;br /&gt;
[b]Availability Percentage:[/b] (per 8 sessions a month)&lt;br /&gt;
&lt;br /&gt;
At least a paragraph about yourself, gaming ventures, etc.... This can be anything you deem appropriate or that you want others to know about yourself.&lt;br /&gt;
&lt;br /&gt;
Images of yourself here(required)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::An example of a dossier can be [http://coalitiongroup.net/forums/viewtopic.php?f=4&amp;amp;t=3 found here].&lt;br /&gt;
&lt;br /&gt;
:4.) Submit!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===B.) Join Discord===&lt;br /&gt;
&lt;br /&gt;
:Discord is our go-to chat communication medium to keep all members informed on administration, mod repository updates, announcing when other games are being played, and just generally keeping in touch with others within the community. &amp;#039;&amp;#039;&amp;#039;It is the one thing you are required to be active on.&amp;#039;&amp;#039;&amp;#039; You&amp;#039;ll notice members are organized by colors in discord. Purple is new members, green are full-time members, and red members are admins.&lt;br /&gt;
&lt;br /&gt;
====Connecting Guide====&lt;br /&gt;
# ) Download and install the desktop discord client [https://discordapp.com/download from here].&lt;br /&gt;
# ) Once installed, click our personalized discord [https://discord.gg/HkeTRQ3 link here to connect].&lt;br /&gt;
# ) Await permissions to be given to you.&lt;br /&gt;
&lt;br /&gt;
====Channels====&lt;br /&gt;
&amp;lt;center&amp;gt;In order to separate banter from mission design conversations, the discord is split up into different channels. All with their own functions. Some channels will only be avaliable to you when you’ve become a full member of the community.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Welcome and Admin&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::Welcome: &lt;br /&gt;
:::A self-explanatory welcome page.&lt;br /&gt;
&lt;br /&gt;
::Announcements:&lt;br /&gt;
:::Important announcements made by HQ.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Basic Channels&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::Session (#session): &lt;br /&gt;
:::&amp;lt;u&amp;gt;This is not a conversation channel.&amp;lt;/u&amp;gt; Announcing when pre-join is available and when missions are starting. Mostly handled by Coalitionbot&lt;br /&gt;
&lt;br /&gt;
::Repo (#repo): &lt;br /&gt;
:::&amp;lt;u&amp;gt;This is not a conversation channel.&amp;lt;/u&amp;gt;Modpack updates and displays whenever the repo is offline for maintenance. &lt;br /&gt;
&lt;br /&gt;
::General (#general): &lt;br /&gt;
:::Just about anything goes in this channel. Post memes or just chat.&lt;br /&gt;
&lt;br /&gt;
::Tech-Support (#tech-support):&lt;br /&gt;
:::If you’re having any issues ArmA or non-ArmA related, post it here. Please be patient with each other.&lt;br /&gt;
&lt;br /&gt;
::Streams (#streams): &lt;br /&gt;
:::&amp;lt;u&amp;gt;This is not a conversation channel.&amp;lt;/u&amp;gt;A bot-only channel that announces who is streaming.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Member Channels&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::AAR (#aar): &lt;br /&gt;
:::After-Action Report, this channel is for pictures and videos of previous sessions. Also to chat about what went wrong/what was good with the mission.&lt;br /&gt;
&lt;br /&gt;
::Now-Playing (#now-playing):&lt;br /&gt;
:::&amp;lt;u&amp;gt;This is not a conversation channel.&amp;lt;/u&amp;gt; If you’re playing something and want to bring some people in, announce it here. Also a channel for posting your stream.&lt;br /&gt;
&lt;br /&gt;
::Other-games (#other-games): &lt;br /&gt;
:::Anything not ArmA related, talk about other games than ArmA.&lt;br /&gt;
&lt;br /&gt;
::Listentothis (#listentothis): &lt;br /&gt;
:::Got a fat track you want to share? Post it here.&lt;br /&gt;
&lt;br /&gt;
::Blowingmoney (#blowingmoney):&lt;br /&gt;
:::A channel for all things buying. Discussions on sales will also go here.&lt;br /&gt;
&lt;br /&gt;
===C.) Download the Modpack===&lt;br /&gt;
&lt;br /&gt;
:For our modpack, our mentality is K.I.S.S: &amp;#039;&amp;#039;&amp;#039;Keep It Simple, Stupid.&amp;#039;&amp;#039;&amp;#039; Our modpack is designed to be streamlined, functional, but also flexible in our ability to foster various different types of combat scenarios ranging from vietnam to modern day. The modpack is required to download in order to take part in sessions.&lt;br /&gt;
&lt;br /&gt;
====Download Guide====&lt;br /&gt;
&lt;br /&gt;
:1.) Download and install swifty from [https://getswifty.net/releases/Setup.exe this link].&lt;br /&gt;
&lt;br /&gt;
:2.) Run the setup and swifty will open automatically.&lt;br /&gt;
&lt;br /&gt;
:3.) First, click the gear icon at the top right and ensure your ARMA3 folder is selected as well as a temporary drive with 40+ GB of space:&lt;br /&gt;
&lt;br /&gt;
::[[File:Newrepo5.png]]&lt;br /&gt;
&lt;br /&gt;
::[[File:Newrepo1.png]]&lt;br /&gt;
&lt;br /&gt;
:4.) Next, click &amp;quot;Add repository&amp;quot; at the bottom left, insert this URL, and &amp;#039;&amp;#039;&amp;#039;click IMPORT&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
::[[File:Newrepo2.png]]&lt;br /&gt;
&lt;br /&gt;
:5.) On the next window, verify the path you want the mods to install to. We recommend creating your own &amp;quot;COALITION&amp;quot; folder inside ArmA3:&lt;br /&gt;
&lt;br /&gt;
::[[File:Newrepo3.png]]&lt;br /&gt;
&lt;br /&gt;
:6.) Finally, hover over the coalition logo and click the refresh icon to connect to the repo and download any mods:&lt;br /&gt;
&lt;br /&gt;
::[[File:Newrepo4.png]]&lt;br /&gt;
&lt;br /&gt;
::Once the download is completed, you can either launch the game with the &amp;quot;LAUNCH&amp;quot; button, or if joining session, directly connect to our server by pressing the &amp;quot;PLAY&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===D.) Connect to Teamspeak===&lt;br /&gt;
We currently support teamspeak 3.1.8 with ACRE version 2.6.1.992&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;INSTALLING TEAMSPEAK 3.2.0+ WILL CAUSE ACRE TO NOT FUNCTION. YOU MUST ROLLBACK TO TEAMSPEAK 3.1.9 FOR IT TO FUNCTION.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::Teamspeak is the backbone of our community. We use teamspeak as our main verbal communication medium while out-of-game as well as how we communicate during sessions. You&amp;#039;re expected to be active on teamspeak (even if just sitting in the AFK channel) just as you would in discord. &lt;br /&gt;
&lt;br /&gt;
::If it&amp;#039;s your first time connecting to Teamspeak, &amp;#039;&amp;#039;&amp;#039;you won&amp;#039;t be able to see any clients in the member-only channels&amp;#039;&amp;#039;&amp;#039;. In order to receive teamspeak permissions, you must receive your orientation for a Company NCO or Headquarters member first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Connecting Guide====&lt;br /&gt;
:1.) Download the Teamspeak 3 client [http://ftp.4players.de/pub/hosted/ts3/releases/3.1.10/ from here].&lt;br /&gt;
&lt;br /&gt;
:2.) Install teamspeak&lt;br /&gt;
&lt;br /&gt;
:3.) Open the client and goto Bookmarks -&amp;gt; Manage bookmarks&lt;br /&gt;
&lt;br /&gt;
:4.) Add a new bookmark and label it &amp;quot;COALITION&amp;quot; with this connection information:&lt;br /&gt;
&lt;br /&gt;
:::&amp;lt;u&amp;gt;Address:&amp;lt;/u&amp;gt; ts3.coalitiongroup.net -OR- 149.56.106.43&lt;br /&gt;
:::&amp;lt;u&amp;gt;Port:&amp;lt;/u&amp;gt; 9987&lt;br /&gt;
:::&amp;lt;u&amp;gt;Password:&amp;lt;/u&amp;gt; None&lt;br /&gt;
&lt;br /&gt;
:5.) &amp;#039;&amp;#039;&amp;#039;Set your nickname for the bookmark to be whatever nickname you registered to the Coalition with&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:6.) Connect!&lt;br /&gt;
&lt;br /&gt;
=====Voice Activation=====&lt;br /&gt;
:For the consideration of other members, please consider using push-to-talk, especially if you have frequent background noise. Alternatively, bind a push-to-mute key and use it especially during slotting. Be aware that once you&amp;#039;re in game, ACRE consistently disables toggle mute. If you use voice activation and you find yourself suffering from background noise while in ACRE, you can use TAB + Scroll down to reduce your volume to whisper so as to avoid bothering those around you.&lt;br /&gt;
&lt;br /&gt;
:Respect is the key aspect of voice activation, always be aware of what noises you may have coming through your microphone if you choose to use it.&lt;br /&gt;
&lt;br /&gt;
===E.) Do an Orientation===&lt;br /&gt;
&lt;br /&gt;
:Finally, once you have your dossier posted and connected to discord, your final task is to conduct a 30min orientation on how sessions work here at Coalition. You must contact a @Recruit Trainer in the #barracks channel and one will be with you ASAP. &lt;br /&gt;
&lt;br /&gt;
::&amp;#039;&amp;#039;&amp;#039;Why do we require orientation and what do we go over?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:::Simply put, we require orientation because it cuts down on the amount of questions that you need to ask in the middle of a live mission particularly if you are new to the game or the mods we use. Orientation times vary based on how experienced a person is with ACE, ACRE, and ARMA controls. Our main goals are to make sure you had no issues with your modpack install, familiarize you with these mods, introduce you to the ideology of Coalition itself, and show off some framework features you might not see in other groups. &lt;br /&gt;
&lt;br /&gt;
:::If you are an experienced player we mainly focus on how things work within the group and do a quick run through of our checklist to make sure you know whats up. &lt;br /&gt;
&lt;br /&gt;
:::If you are a new player we will take the time to answer any and all questions you have about anything that you feel you need to know to transition into ARMA easily. We will also offer suggestions on certain controls or settings to help streamline your experience in-game.&lt;br /&gt;
&lt;br /&gt;
:::Some of the biggest things on our checklist include but are not limited to:&lt;br /&gt;
::::* ACE Interaction and Medical&lt;br /&gt;
::::* ACRE radio keys and how to change volume settings &lt;br /&gt;
::::* How to use the in-game &amp;quot;Message Admin&amp;quot; system&lt;br /&gt;
::::* What we expect of you if you become a full member&lt;br /&gt;
::::* Binding a few important miscellaneous controls&lt;br /&gt;
::::* Answering any and all questions you have&lt;br /&gt;
&lt;br /&gt;
= All done! What now? =&lt;br /&gt;
&lt;br /&gt;
:Now you attend session on Wednesday or Saturday! If you really want to be a high speed death dealing machine and generally impress everyone with your magnum dong in infantry warfare, read up on our [http://coalitiongroup.net/wiki/index.php?title=New_Infantry_Guide Infantry Guide here]!&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Spawning_AI_with_triggers&amp;diff=1410</id>
		<title>Spawning AI with triggers</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Spawning_AI_with_triggers&amp;diff=1410"/>
		<updated>2018-04-16T07:53:38Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a little-documented but easy method to spawn AI in complex arrangements without scripting a bunch of stuff.&lt;br /&gt;
&lt;br /&gt;
Here is an example vanilla-Arma mission on Jester&amp;#039;s Google Drive: https://drive.google.com/open?id=1mn49T-tMc3TO4rG5V-fD-S32tCghy8I8&lt;br /&gt;
&lt;br /&gt;
This works great for loading objective areas only as they&amp;#039;re needed for performance reasons, or for spawning specific ambushes, or any number of things.&lt;br /&gt;
&lt;br /&gt;
In the editor, you&amp;#039;ll see all the AI placed as well as two triggers. The first trigger looks at all the AI in its area, saves their locations and waypoints, and immediately deletes them. The second trigger loads what was saved in the first when the player walks onto the bridge. Load the mission &amp;#039;&amp;#039;&amp;#039;in MP&amp;#039;&amp;#039;&amp;#039; and you&amp;#039;ll see that when you walk onto the bridge a few AI spawn in front of you with cycling waypoints. It must be loaded in MP because the triggers will only run on the server.&lt;br /&gt;
&lt;br /&gt;
Note: for cycling waypoints to work, you must place the &amp;quot;Cycle&amp;quot; waypoint such that a line is automatically drawn between it and the first &amp;quot;Move&amp;quot; waypoint. This is because the function does not save which waypoint is currently active, and if the final &amp;quot;Cycle&amp;quot; is not connected to the first &amp;quot;Move,&amp;quot; the AI will only go through the list once and then stop. If this doesn&amp;#039;t make sense, look at the example mission and note how the waypoints are placed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;There are three steps to making this work in your mission:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*1) add the trigger that saves and deletes the scene&lt;br /&gt;
*2) add the trigger that loads the scene&lt;br /&gt;
*3) edit the description.ext file of you mission to configure the necessary functions&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s what you need to place in each trigger:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In the trigger that saves and deletes the scene you want to load later:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Variable Name:&amp;#039;&amp;#039; whatever you want, e.g. &amp;quot;saveScene&amp;quot;&lt;br /&gt;
*&amp;#039;&amp;#039;Type:&amp;#039;&amp;#039; none&lt;br /&gt;
*&amp;#039;&amp;#039;Activation:&amp;#039;&amp;#039; none&lt;br /&gt;
*&amp;#039;&amp;#039;Repeatable:&amp;#039;&amp;#039; unchecked&lt;br /&gt;
*&amp;#039;&amp;#039;Server Only:&amp;#039;&amp;#039; checked&lt;br /&gt;
*&amp;#039;&amp;#039;Condition:&amp;#039;&amp;#039; true&lt;br /&gt;
*&amp;#039;&amp;#039;On Activation:&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[thisTrigger, &amp;quot;Scene&amp;quot;] call mytag_fnc_savescene;&lt;br /&gt;
[&amp;quot;Scene&amp;quot;, false] call mytag_fnc_deletescene&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;On Deactivation:&amp;#039;&amp;#039; leave blank&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In the trigger that waits for a condition to be met and then loads the scene:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can set it up however you want depending on how you want to activate the trigger, but the &amp;quot;On Activation&amp;quot; field must contain the command below. Here&amp;#039;s how to do it so that when a Blufor player (and only a player, not an AI. Thus is &amp;quot;player in thisList&amp;quot; condition) enters the area, the scene loads:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Variable Name:&amp;#039;&amp;#039; whatever you want, e.g. &amp;quot;loadScene&amp;quot;&lt;br /&gt;
*&amp;#039;&amp;#039;Type:&amp;#039;&amp;#039; None&lt;br /&gt;
*&amp;#039;&amp;#039;Activation:&amp;#039;&amp;#039; Blufor&lt;br /&gt;
*&amp;#039;&amp;#039;Activation Type:&amp;#039;&amp;#039; Present&lt;br /&gt;
*&amp;#039;&amp;#039;Repeatable:&amp;#039;&amp;#039; unchecked&lt;br /&gt;
*&amp;#039;&amp;#039;Server Only:&amp;#039;&amp;#039; checked&lt;br /&gt;
*&amp;#039;&amp;#039;Condition:&amp;#039;&amp;#039; player in thisList&lt;br /&gt;
*&amp;#039;&amp;#039;On Activation:&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[&amp;quot;Scene&amp;quot;, false] call mytag_fnc_loadscene;&lt;br /&gt;
[&amp;quot;Scene2&amp;quot;, false] call mytag_fnc_loadscene&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;On Deactivation:&amp;#039;&amp;#039; leave blank&lt;br /&gt;
&lt;br /&gt;
You can call as many scenes as you want with one activation trigger, and it will load them all. If you want to add more scenes to be loaded once the activation trigger&amp;#039;s condition is met, then you must simply add a a semicolon and then another line, as shown above. The example shows two scenes being loaded back in by a single trigger, but there is no hard limit.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In the description.ext:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You need to add another class under the section beginning with &amp;quot;cfgFunctions&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	class MyScenes&lt;br /&gt;
	{&lt;br /&gt;
		tag = &amp;quot;MyTag&amp;quot;;&lt;br /&gt;
		class Scenes&lt;br /&gt;
		{&lt;br /&gt;
			file = &amp;quot;A3\Missions_F_Bootcamp\Campaign\Functions\Scenes&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
			class deleteScene	{};&lt;br /&gt;
			class loadScene		{};&lt;br /&gt;
			class saveScene		{};&lt;br /&gt;
			class setSceneInit	{};&lt;br /&gt;
		};&lt;br /&gt;
	};&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It should look like this: &lt;br /&gt;
&lt;br /&gt;
[[File:Notepad++ 2018-04-16 00-51-41.png]]&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Spawning_AI_with_triggers&amp;diff=1409</id>
		<title>Spawning AI with triggers</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Spawning_AI_with_triggers&amp;diff=1409"/>
		<updated>2018-04-16T07:53:26Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a little-documented but easy method to spawn AI in complex arrangements without scripting a bunch of stuff.&lt;br /&gt;
&lt;br /&gt;
Here is an example vanilla-Arma mission on Jester&amp;#039;s Google Drive: https://drive.google.com/open?id=1mn49T-tMc3TO4rG5V-fD-S32tCghy8I8&lt;br /&gt;
&lt;br /&gt;
This works great for loading objective areas only as they&amp;#039;re needed for performance reasons, or for spawning specific ambushes, or any number of things.&lt;br /&gt;
&lt;br /&gt;
In the editor, you&amp;#039;ll see all the AI placed as well as two triggers. The first trigger looks at all the AI in its area, saves their locations and waypoints, and immediately deletes them. The second trigger loads what was saved in the first when the player walks onto the bridge. Load the mission &amp;#039;&amp;#039;&amp;#039;in MP&amp;#039;&amp;#039;&amp;#039; and you&amp;#039;ll see that when you walk onto the bridge a few AI spawn in front of you with cycling waypoints. It must be loaded in MP because the triggers will only run on the server.&lt;br /&gt;
&lt;br /&gt;
Note: for cycling waypoints to work, you must place the &amp;quot;Cycle&amp;quot; waypoint such that a line is automatically drawn between it and the first &amp;quot;Move&amp;quot; waypoint. This is because the function does not save which waypoint is currently active, and if the final &amp;quot;Cycle&amp;quot; is not connected to the first &amp;quot;Move,&amp;quot; the AI will only go through the list once and then stop. If this doesn&amp;#039;t make sense, look at the example mission and note how the waypoints are placed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;There are three steps to making this work in your mission:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*1) add the trigger that saves and deletes the scene&lt;br /&gt;
*2) add the trigger that loads the scene&lt;br /&gt;
*3) edit the description.ext file of you mission to configure the necessary functions&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s what you need to place in each trigger:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In the trigger that saves and deletes the scene you want to load later:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Variable Name:&amp;#039;&amp;#039; whatever you want, e.g. &amp;quot;saveScene&amp;quot;&lt;br /&gt;
*&amp;#039;&amp;#039;Type:&amp;#039;&amp;#039; none&lt;br /&gt;
*&amp;#039;&amp;#039;Activation:&amp;#039;&amp;#039; none&lt;br /&gt;
*&amp;#039;&amp;#039;Repeatable:&amp;#039;&amp;#039; unchecked&lt;br /&gt;
*&amp;#039;&amp;#039;Server Only:&amp;#039;&amp;#039; checked&lt;br /&gt;
*&amp;#039;&amp;#039;Condition:&amp;#039;&amp;#039; true&lt;br /&gt;
*&amp;#039;&amp;#039;On Activation:&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[thisTrigger, &amp;quot;Scene&amp;quot;] call mytag_fnc_savescene;&lt;br /&gt;
[&amp;quot;Scene&amp;quot;, false] call mytag_fnc_deletescene&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;On Deactivation:&amp;#039;&amp;#039; leave blank&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In the trigger that waits for a condition to be met and then loads the scene:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can set it up however you want depending on how you want to activate the trigger, but the &amp;quot;On Activation&amp;quot; field must contain the command below. Here&amp;#039;s how to do it so that when a Blufor player (and only a player, not an AI. Thus is &amp;quot;player in thisList&amp;quot; condition) enters the area, the scene loads:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Variable Name:&amp;#039;&amp;#039; whatever you want, e.g. &amp;quot;loadScene&amp;quot;&lt;br /&gt;
*&amp;#039;&amp;#039;Type:&amp;#039;&amp;#039; None&lt;br /&gt;
*&amp;#039;&amp;#039;Activation:&amp;#039;&amp;#039; Blufor&lt;br /&gt;
*&amp;#039;&amp;#039;Activation Type:&amp;#039;&amp;#039; Present&lt;br /&gt;
*&amp;#039;&amp;#039;Repeatable:&amp;#039;&amp;#039; unchecked&lt;br /&gt;
*&amp;#039;&amp;#039;Server Only:&amp;#039;&amp;#039; checked&lt;br /&gt;
*&amp;#039;&amp;#039;Condition:&amp;#039;&amp;#039; player in thisList&lt;br /&gt;
*&amp;#039;&amp;#039;On Activation:&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[&amp;quot;Scene&amp;quot;, false] call mytag_fnc_loadscene;&lt;br /&gt;
[&amp;quot;Scene2&amp;quot;, false] call mytag_fnc_loadscene&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;On Deactivation:&amp;#039;&amp;#039; leave blank&lt;br /&gt;
&lt;br /&gt;
You can call as many scenes as you want with one activation trigger, and it will load them all. If you want to add more scenes to be loaded once the activation trigger&amp;#039;s condition is met, then you must simply add a a semicolon and then another line, as shown above. The example shows two scenes being loaded back in by a single trigger, but there is no hard limit.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In the description.ext:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You need to add another class under the section beginning with &amp;quot;cfgFunctions&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	class MyScenes&lt;br /&gt;
	{&lt;br /&gt;
		tag = &amp;quot;MyTag&amp;quot;;&lt;br /&gt;
		class Scenes&lt;br /&gt;
		{&lt;br /&gt;
			file = &amp;quot;A3\Missions_F_Bootcamp\Campaign\Functions\Scenes&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
			class deleteScene	{};&lt;br /&gt;
			class loadScene		{};&lt;br /&gt;
			class saveScene		{};&lt;br /&gt;
			class setSceneInit	{};&lt;br /&gt;
		};&lt;br /&gt;
	};&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It should look like this: [[File:Notepad++ 2018-04-16 00-51-41.png]]&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Spawning_AI_with_triggers&amp;diff=1408</id>
		<title>Spawning AI with triggers</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Spawning_AI_with_triggers&amp;diff=1408"/>
		<updated>2018-04-16T07:53:04Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a little-documented but easy method to spawn AI in complex arrangements without scripting a bunch of stuff.&lt;br /&gt;
&lt;br /&gt;
Here is an example vanilla-Arma mission on Jester&amp;#039;s Google Drive: https://drive.google.com/open?id=1mn49T-tMc3TO4rG5V-fD-S32tCghy8I8&lt;br /&gt;
&lt;br /&gt;
This works great for loading objective areas only as they&amp;#039;re needed for performance reasons, or for spawning specific ambushes, or any number of things.&lt;br /&gt;
&lt;br /&gt;
In the editor, you&amp;#039;ll see all the AI placed as well as two triggers. The first trigger looks at all the AI in its area, saves their locations and waypoints, and immediately deletes them. The second trigger loads what was saved in the first when the player walks onto the bridge. Load the mission &amp;#039;&amp;#039;&amp;#039;in MP&amp;#039;&amp;#039;&amp;#039; and you&amp;#039;ll see that when you walk onto the bridge a few AI spawn in front of you with cycling waypoints. It must be loaded in MP because the triggers will only run on the server.&lt;br /&gt;
&lt;br /&gt;
Note: for cycling waypoints to work, you must place the &amp;quot;Cycle&amp;quot; waypoint such that a line is automatically drawn between it and the first &amp;quot;Move&amp;quot; waypoint. This is because the function does not save which waypoint is currently active, and if the final &amp;quot;Cycle&amp;quot; is not connected to the first &amp;quot;Move,&amp;quot; the AI will only go through the list once and then stop. If this doesn&amp;#039;t make sense, look at the example mission and note how the waypoints are placed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;There are three steps to making this work in your mission:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*1) add the trigger that saves and deletes the scene&lt;br /&gt;
*2) add the trigger that loads the scene&lt;br /&gt;
*3) edit the description.ext file of you mission to configure the necessary functions&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s what you need to place in each trigger:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In the trigger that saves and deletes the scene you want to load later:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Variable Name:&amp;#039;&amp;#039; whatever you want, e.g. &amp;quot;saveScene&amp;quot;&lt;br /&gt;
*&amp;#039;&amp;#039;Type:&amp;#039;&amp;#039; none&lt;br /&gt;
*&amp;#039;&amp;#039;Activation:&amp;#039;&amp;#039; none&lt;br /&gt;
*&amp;#039;&amp;#039;Repeatable:&amp;#039;&amp;#039; unchecked&lt;br /&gt;
*&amp;#039;&amp;#039;Server Only:&amp;#039;&amp;#039; checked&lt;br /&gt;
*&amp;#039;&amp;#039;Condition:&amp;#039;&amp;#039; true&lt;br /&gt;
*&amp;#039;&amp;#039;On Activation:&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[thisTrigger, &amp;quot;Scene&amp;quot;] call mytag_fnc_savescene;&lt;br /&gt;
[&amp;quot;Scene&amp;quot;, false] call mytag_fnc_deletescene&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;On Deactivation:&amp;#039;&amp;#039; leave blank&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In the trigger that waits for a condition to be met and then loads the scene:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can set it up however you want depending on how you want to activate the trigger, but the &amp;quot;On Activation&amp;quot; field must contain the command below. Here&amp;#039;s how to do it so that when a Blufor player (and only a player, not an AI. Thus is &amp;quot;player in thisList&amp;quot; condition) enters the area, the scene loads:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Variable Name:&amp;#039;&amp;#039; whatever you want, e.g. &amp;quot;loadScene&amp;quot;&lt;br /&gt;
*&amp;#039;&amp;#039;Type:&amp;#039;&amp;#039; None&lt;br /&gt;
*&amp;#039;&amp;#039;Activation:&amp;#039;&amp;#039; Blufor&lt;br /&gt;
*&amp;#039;&amp;#039;Activation Type:&amp;#039;&amp;#039; Present&lt;br /&gt;
*&amp;#039;&amp;#039;Repeatable:&amp;#039;&amp;#039; unchecked&lt;br /&gt;
*&amp;#039;&amp;#039;Server Only:&amp;#039;&amp;#039; checked&lt;br /&gt;
*&amp;#039;&amp;#039;Condition:&amp;#039;&amp;#039; player in thisList&lt;br /&gt;
*&amp;#039;&amp;#039;On Activation:&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[&amp;quot;Scene&amp;quot;, false] call mytag_fnc_loadscene;&lt;br /&gt;
[&amp;quot;Scene2&amp;quot;, false] call mytag_fnc_loadscene&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;On Deactivation:&amp;#039;&amp;#039; leave blank&lt;br /&gt;
&lt;br /&gt;
You can call as many scenes as you want with one activation trigger, and it will load them all. If you want to add more scenes to be loaded once the activation trigger&amp;#039;s condition is met, then you must simply add a a semicolon and then another line, as shown above. The example shows two scenes being loaded back in by a single trigger, but there is no hard limit.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In the description.ext:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You need to add another class under the section beginning with &amp;quot;cfgFunctions&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	class MyScenes&lt;br /&gt;
	{&lt;br /&gt;
		tag = &amp;quot;MyTag&amp;quot;;&lt;br /&gt;
		class Scenes&lt;br /&gt;
		{&lt;br /&gt;
			file = &amp;quot;A3\Missions_F_Bootcamp\Campaign\Functions\Scenes&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
			class deleteScene	{};&lt;br /&gt;
			class loadScene		{};&lt;br /&gt;
			class saveScene		{};&lt;br /&gt;
			class setSceneInit	{};&lt;br /&gt;
		};&lt;br /&gt;
	};&lt;br /&gt;
&lt;br /&gt;
It should look like this: [[File:Notepad++ 2018-04-16 00-51-41.png]]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Notepad%2B%2B_2018-04-16_00-51-41.png&amp;diff=1407</id>
		<title>File:Notepad++ 2018-04-16 00-51-41.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Notepad%2B%2B_2018-04-16_00-51-41.png&amp;diff=1407"/>
		<updated>2018-04-16T07:52:23Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: An example of what the code added to your cfgFunctions class should look like if you&amp;#039;re adding and removing scenes from a mission.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example of what the code added to your cfgFunctions class should look like if you&amp;#039;re adding and removing scenes from a mission.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Spawning_AI_with_triggers&amp;diff=1406</id>
		<title>Spawning AI with triggers</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Spawning_AI_with_triggers&amp;diff=1406"/>
		<updated>2018-04-16T07:49:32Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a little-documented but easy method to spawn AI in complex arrangements without scripting a bunch of stuff.&lt;br /&gt;
&lt;br /&gt;
Here is an example vanilla-Arma mission on Jester&amp;#039;s Google Drive: https://drive.google.com/open?id=1mn49T-tMc3TO4rG5V-fD-S32tCghy8I8&lt;br /&gt;
&lt;br /&gt;
This works great for loading objective areas only as they&amp;#039;re needed for performance reasons, or for spawning specific ambushes, or any number of things.&lt;br /&gt;
&lt;br /&gt;
In the editor, you&amp;#039;ll see all the AI placed as well as two triggers. The first trigger looks at all the AI in its area, saves their locations and waypoints, and immediately deletes them. The second trigger loads what was saved in the first when the player walks onto the bridge. Load the mission &amp;#039;&amp;#039;&amp;#039;in MP&amp;#039;&amp;#039;&amp;#039; and you&amp;#039;ll see that when you walk onto the bridge a few AI spawn in front of you with cycling waypoints. It must be loaded in MP because the triggers will only run on the server.&lt;br /&gt;
&lt;br /&gt;
Note: for cycling waypoints to work, you must place the &amp;quot;Cycle&amp;quot; waypoint such that a line is automatically drawn between it and the first &amp;quot;Move&amp;quot; waypoint. This is because the function does not save which waypoint is currently active, and if the final &amp;quot;Cycle&amp;quot; is not connected to the first &amp;quot;Move,&amp;quot; the AI will only go through the list once and then stop. If this doesn&amp;#039;t make sense, look at the example mission and note how the waypoints are placed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;There are three steps to making this work in your mission:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*1) add the trigger that saves and deletes the scene&lt;br /&gt;
*2) add the trigger that loads the scene&lt;br /&gt;
*3) edit the description.ext file of you mission to configure the necessary functions&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s what you need to place in each trigger:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In the trigger that saves and deletes the scene you want to load later:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Variable Name:&amp;#039;&amp;#039; whatever you want, e.g. &amp;quot;saveScene&amp;quot;&lt;br /&gt;
*&amp;#039;&amp;#039;Type:&amp;#039;&amp;#039; none&lt;br /&gt;
*&amp;#039;&amp;#039;Activation:&amp;#039;&amp;#039; none&lt;br /&gt;
*&amp;#039;&amp;#039;Repeatable:&amp;#039;&amp;#039; unchecked&lt;br /&gt;
*&amp;#039;&amp;#039;Server Only:&amp;#039;&amp;#039; checked&lt;br /&gt;
*&amp;#039;&amp;#039;Condition:&amp;#039;&amp;#039; true&lt;br /&gt;
*&amp;#039;&amp;#039;On Activation:&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[thisTrigger, &amp;quot;Scene&amp;quot;] call mytag_fnc_savescene;&lt;br /&gt;
[&amp;quot;Scene&amp;quot;, false] call mytag_fnc_deletescene&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;On Deactivation:&amp;#039;&amp;#039; leave blank&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In the trigger that waits for a condition to be met and then loads the scene:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can set it up however you want depending on how you want to activate the trigger, but the &amp;quot;On Activation&amp;quot; field must contain the command below. Here&amp;#039;s how to do it so that when a Blufor player (and only a player, not an AI. Thus is &amp;quot;player in thisList&amp;quot; condition) enters the area, the scene loads:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Variable Name:&amp;#039;&amp;#039; whatever you want, e.g. &amp;quot;loadScene&amp;quot;&lt;br /&gt;
*&amp;#039;&amp;#039;Type:&amp;#039;&amp;#039; None&lt;br /&gt;
*&amp;#039;&amp;#039;Activation:&amp;#039;&amp;#039; Blufor&lt;br /&gt;
*&amp;#039;&amp;#039;Activation Type:&amp;#039;&amp;#039; Present&lt;br /&gt;
*&amp;#039;&amp;#039;Repeatable:&amp;#039;&amp;#039; unchecked&lt;br /&gt;
*&amp;#039;&amp;#039;Server Only:&amp;#039;&amp;#039; checked&lt;br /&gt;
*&amp;#039;&amp;#039;Condition:&amp;#039;&amp;#039; player in thisList&lt;br /&gt;
*&amp;#039;&amp;#039;On Activation:&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[&amp;quot;Scene&amp;quot;, false] call mytag_fnc_loadscene;&lt;br /&gt;
[&amp;quot;Scene2&amp;quot;, false] call mytag_fnc_loadscene&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;On Deactivation:&amp;#039;&amp;#039; leave blank&lt;br /&gt;
&lt;br /&gt;
You can call as many scenes as you want with one activation trigger, and it will load them all. If you want to add more scenes to be loaded once the activation trigger&amp;#039;s condition is met, then you must simply add a a semicolon and then another line, as shown above. The example shows two scenes being loaded back in by a single trigger, but there is no hard limit.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In the description.ext:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You need to add another class under the section beginning with &amp;quot;cfgFunctions&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	class MyScenes&lt;br /&gt;
	{&lt;br /&gt;
		tag = &amp;quot;MyTag&amp;quot;;&lt;br /&gt;
		class Scenes&lt;br /&gt;
		{&lt;br /&gt;
			file = &amp;quot;A3\Missions_F_Bootcamp\Campaign\Functions\Scenes&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
			class deleteScene	{};&lt;br /&gt;
			class loadScene		{};&lt;br /&gt;
			class saveScene		{};&lt;br /&gt;
			class setSceneInit	{};&lt;br /&gt;
		};&lt;br /&gt;
	};&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Spawning_AI_with_triggers&amp;diff=1405</id>
		<title>Spawning AI with triggers</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Spawning_AI_with_triggers&amp;diff=1405"/>
		<updated>2018-04-16T07:43:36Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a little-documented but easy method to spawn AI in complex arrangements without scripting a bunch of stuff.&lt;br /&gt;
&lt;br /&gt;
Here is an example vanilla-Arma mission on Jester&amp;#039;s Google Drive: https://drive.google.com/open?id=1mn49T-tMc3TO4rG5V-fD-S32tCghy8I8&lt;br /&gt;
&lt;br /&gt;
This works great for loading objective areas only as they&amp;#039;re needed for performance reasons, or for spawning specific ambushes, or any number of things.&lt;br /&gt;
&lt;br /&gt;
In the editor, you&amp;#039;ll see all the AI placed as well as two triggers. The first trigger looks at all the AI in its area, saves their locations and waypoints, and immediately deletes them. The second trigger loads what was saved in the first when the player walks onto the bridge. Load the mission &amp;#039;&amp;#039;&amp;#039;in MP&amp;#039;&amp;#039;&amp;#039; and you&amp;#039;ll see that when you walk onto the bridge a few AI spawn in front of you with cycling waypoints. It must be loaded in MP because the triggers will only run on the server.&lt;br /&gt;
&lt;br /&gt;
Note: for cycling waypoints to work, you must place the &amp;quot;Cycle&amp;quot; waypoint such that a line is automatically drawn between it and the first &amp;quot;Move&amp;quot; waypoint. This is because the function does not save which waypoint is currently active, and if the final &amp;quot;Cycle&amp;quot; is not connected to the first &amp;quot;Move,&amp;quot; the AI will only go through the list once and then stop. If this doesn&amp;#039;t make sense, look at the example mission and note how the waypoints are placed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;There are three steps to making this work in your mission:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*1) add the trigger that saves and deletes the scene&lt;br /&gt;
*2) add the trigger that loads the scene&lt;br /&gt;
*3) edit the description.ext file of you mission to configure the necessary functions&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s what you need to place in each trigger:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In the trigger that saves and deletes the scene you want to load later:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Variable Name:&amp;#039;&amp;#039; whatever you want, e.g. &amp;quot;saveBridgeSCene&amp;quot;&lt;br /&gt;
*&amp;#039;&amp;#039;Type:&amp;#039;&amp;#039; none&lt;br /&gt;
*&amp;#039;&amp;#039;Activation:&amp;#039;&amp;#039; none&lt;br /&gt;
*&amp;#039;&amp;#039;Repeatable:&amp;#039;&amp;#039; unchecked&lt;br /&gt;
*&amp;#039;&amp;#039;Server Only:&amp;#039;&amp;#039; checked&lt;br /&gt;
*&amp;#039;&amp;#039;Condition:&amp;#039;&amp;#039; true&lt;br /&gt;
*&amp;#039;&amp;#039;On Activation:&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[thisTrigger, &amp;quot;bridgeScene&amp;quot;] call mytag_fnc_savescene;&lt;br /&gt;
[&amp;quot;bridgeScene&amp;quot;, false] call mytag_fnc_deletescene&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;On Deactivation:&amp;#039;&amp;#039; leave blank&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In the trigger that waits for a condition to be met and then loads the scene:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can set it up however you want depending on how you want to activate the trigger, but the &amp;quot;On Activation&amp;quot; field must contain the command below. Here&amp;#039;s how to do it so that when a Blufor player (and only a player, not an AI. Thus is &amp;quot;player in thisList&amp;quot; condition) enters the area, the scene loads:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;Variable Name:&amp;#039;&amp;#039; whatever you want, e.g. &amp;quot;loadBridgeScene&amp;quot;&lt;br /&gt;
*&amp;#039;&amp;#039;Type:&amp;#039;&amp;#039; None&lt;br /&gt;
*&amp;#039;&amp;#039;Activation:&amp;#039;&amp;#039; Blufor&lt;br /&gt;
*&amp;#039;&amp;#039;Activation Type:&amp;#039;&amp;#039; Present&lt;br /&gt;
*&amp;#039;&amp;#039;Repeatable:&amp;#039;&amp;#039; unchecked&lt;br /&gt;
*&amp;#039;&amp;#039;Server Only:&amp;#039;&amp;#039; checked&lt;br /&gt;
*&amp;#039;&amp;#039;Condition:&amp;#039;&amp;#039; player in thisList&lt;br /&gt;
*&amp;#039;&amp;#039;On Activation:&amp;#039;&amp;#039;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[&amp;quot;bridgeScene&amp;quot;, false] call mytag_fnc_loadscene&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;On Deactivation:&amp;#039;&amp;#039; leave blank&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In the description.ext:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You need to add another class under the section beginning with &amp;quot;cfgFunctions&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	class MyScenes&lt;br /&gt;
	{&lt;br /&gt;
		tag = &amp;quot;MyTag&amp;quot;;&lt;br /&gt;
		class Scenes&lt;br /&gt;
		{&lt;br /&gt;
			file = &amp;quot;A3\Missions_F_Bootcamp\Campaign\Functions\Scenes&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
			class deleteScene	{};&lt;br /&gt;
			class loadScene		{};&lt;br /&gt;
			class saveScene		{};&lt;br /&gt;
			class setSceneInit	{};&lt;br /&gt;
		};&lt;br /&gt;
	};&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=1402</id>
		<title>Mission Making Tutorial</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=1402"/>
		<updated>2018-04-16T05:36:27Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Spawning and Waypointing AI With Triggers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Making Tutorial: ==&lt;br /&gt;
&lt;br /&gt;
[http://www.coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=627 Click here] for the beginners tutorial to mission making and Coalition Mission Framework (CMF), continue reading for a more in depth explanation.&lt;br /&gt;
&lt;br /&gt;
Mission making is something that takes time getting used to. It relies on trial and error, and expect your first missions to be some time in the making. In this tutorial we’ll be doing a step-by-step mission making guide. Make sure you take your time and don’t stress, as doing things in hurry can be very unforgiving in the ArmA editor.&lt;br /&gt;
&lt;br /&gt;
To start things off you’ll need to download the Coalition Mission Framework [http://coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=7 (CMF)]. In simple terms it’s a mission already created with features and functions built into it. You will use this as a template when creating your missions. When you’ve downloaded the framework, place it somewhere where it’s easily accessible. You will use it more than once. Keep it somewhere safe and make sure you keep a master copy.&lt;br /&gt;
&lt;br /&gt;
Now you have to pick your map. If you do not know the maps names in the editor, there is a quick and easy way to do it. Head into the ArmA 3 editor and pick the map you want to use. Now all you have to do is save your blank mission and name it something simple like “temp”. This will now create a folder called “temp.[mapname]”. The name after the dot is the name as recognized by the eden editor. For an example if you’re making a mission on Takistan it’s going to be called temp.takistan, but a mission on desert is not going to be temp.desert, rather temp.desert_E. As you can see, some maps have less obvious nomenclature, so I advise you to do this every time you pick a new map that you haven’t worked with before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you’ve picked your map, you have to copy the contents inside of the CMF.vr folder into your temp.takistan. Overwrite everything. Reload your mission, you will now see modules and units on the map. Go ahead and drag the modules outside the map boundary, since these should not be touched. You will also see three factions placed down, BLUFOR, OPFOR and IND. These units are all playable, all set up with radios and will work with gearscripts out of the box. This is when you pick the faction you want the players to be, not the AI or anything else. If it’s a TVT you might want both BLUFOR and OPFOR, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can take the cmf from your missions folder and copy it. Once you copy it, paste it into your missions folder. You should get something along the lines of &amp;quot;CMF-XX.vr-copy&amp;quot;. Take this folder and rename it to fit your needs, &amp;quot;cmfXX_co50_MissionName.MapName&amp;quot; Do not use capital letters as the server does not like them. Now go into the editor, and open the mission you just renamed. &lt;br /&gt;
&lt;br /&gt;
For this tutorial we will keep it simple, and go with BLUFOR. Delete all Opfor and Independent units, including the deployment zone for said factions. You now have a basic BLUFOR structure, and different specialist roles. Now is a good time to think about an idea for your mission; infiltration, patrol, clear an objective, take out an HVT are all simple mission ideas.&lt;br /&gt;
&lt;br /&gt;
Depending on the mission you’re making, you may want specialist roles. If you look at your units, you will see that you have specialist roles such as Helicopter Pilots, HMG Teams, Anti Air and Engineers. Pick the ones you want and delete the other specialist roles. When you have a good idea of what you want to do, put your players in a safe starting location. Make sure your mission is relative to our player count, don’t make it too big/small.&lt;br /&gt;
&lt;br /&gt;
== Gearscript: ==&lt;br /&gt;
Before you getting into the mission making proper, you need to create a gearscript (or two, if a TvT) that will assign loadouts to each player.  First, you have to open up Virtual Arsenal. The menu on the right is what you’ll be paying attention to. Once you have picked the uniform – including vest, helmet, and backpack – click ‘set uniform’ and you’ll get confirmation via text. Afterwards, go over each item until all of the slots are full. Then, click export. It’ll copy the loadout to your clipboard and you’ll be able to paste it wherever you want. One more thing before the gearscript is complete. Head to the loadouts section in the mission file and pick the file you want. For us, it’ll be us_army_ocp.hpp - the default BLUFOR loadout. Simply paste the loadout you’ve created in between the lines.&lt;br /&gt;
&lt;br /&gt;
This is what you&amp;#039;re after:&lt;br /&gt;
&lt;br /&gt;
[[File:Gearscript4.jpg|1440px]]&lt;br /&gt;
&lt;br /&gt;
If you need to confirm that this is the loadout that will be used in the mission, check CfgLoadouts.&lt;br /&gt;
&lt;br /&gt;
The road doesn&amp;#039;t end here, however. Scroll down, and you&amp;#039;ll see a whole load of other shit.&lt;br /&gt;
&lt;br /&gt;
[[File:Gearscript.png]]&lt;br /&gt;
&lt;br /&gt;
For some loadouts this won&amp;#039;t matter, but these are the default MANPADs, Sniper Rifle, Pistol and SMG used by the faction, amongst other things. To change these, we&amp;#039;ll need to get a bit more awkward.&lt;br /&gt;
&lt;br /&gt;
So, let&amp;#039;s take the pistol for example. In this case, for the sake of argument, we want a FNX-45 with a red-dot and laser-light module. So we give it to the arse-man and hit the export button at the bottom - Not the one we used previously.&lt;br /&gt;
[[File:Gearscript2.png]]&lt;br /&gt;
&lt;br /&gt;
Paste what Arsenal exports into an emplty page, and you&amp;#039;ll get something like this&lt;br /&gt;
[[File:Gearscript3.png]]&lt;br /&gt;
&lt;br /&gt;
We want to find the classname for the pistol and its magazines. The pistol will be listed under &amp;quot;add weapons&amp;quot;, while the magazines will be in the uniform somewhere - going by the round-count of the magazine is a good way to identify it. In this case it&amp;#039;s 11.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace &amp;quot;UK3CB_BAF_L131A1&amp;quot; on the left with &amp;quot;hgun_Pistol_heavy_01_F&amp;quot; from the right, and replace &amp;quot;UK3CB_BAF_9_17Rnd:3&amp;quot; with &amp;quot;11Rnd_45ACP_Mag:3&amp;quot;&lt;br /&gt;
Note, the :3 - this defines how many magazines will be added - You can see this is also the case for magazines on the weapons you originally exported like the rifle and AR. Make sure it&amp;#039;s there, because if you only put in the classname, there will only be one magazine loaded in the gun. In this case, we&amp;#039;ll bump it up to four to make up for the difference in ammo count. You can do the same for the SMG, Sniper Rifle, MANPADS, even hand-grenades and such. &lt;br /&gt;
&lt;br /&gt;
The loadout script is very flexible and you&amp;#039;ll quickly get the hang of it.&lt;br /&gt;
&lt;br /&gt;
== Placing AI ==&lt;br /&gt;
&lt;br /&gt;
Now when you’re done with setting up your faction it’s time to make your mission come to life. For co-ops AI is what we will be fighting, and utilizing the AI in ArmA can be done in many different ways. However, for a simple mission you shouldn’t do anything too complex. We have a built in AI mod made by tanaKa which will do most things for you. Place down AI where you want, but make sure they don’t interfere with your chosen faction&amp;#039;s starting location. You should always have the players in a safe location so they can safely set up a plan and brief everyone. With the eden editor you can place down AI inside buildings to make the mission feels more alive. The specifics of AI placement comes down to personal preference and should differ depending on the type of mission you&amp;#039;re making, however balance is key for a fun mission, so keep that in mind while placing AI. If you decide to place AI yourself, you have a maximum of 90 AI to work with. As the mission progresses, you can include AI spawning info in the admin briefing. Generally, 90 AI will be enough, any more and the mission tends to drag on. When you&amp;#039;ve finished placing your AI, select all of them in the eden editor, and right click to view the attributes. In the attributes panel, check the box the says &amp;quot;Assign to HC&amp;quot;, which will slave the AI to the headless client by default and allow our AI mod to take control. ZEUS missions do not require this.&lt;br /&gt;
&lt;br /&gt;
Certain missions may not require AI to be placed. The most notable example would be ZEUS missions. Defense missions are typically zeus’d, which is basically real time placement and control of AI by the ZEUS. ZEUS is only accessible by admins, so if you build a ZEUS mission it will be up to an administrator to place the AI for you. You have to include good instructions for a ZEUS mission if you want things to go the way you envision them (and if you want it to pass QA). This is accessible through the admin briefing, which we&amp;#039;ll go over later. Any mission can be a zeus mission - often it can work well to only place a few AI where you want the bulk of them to be placed, that way admins can place AI based on our force size, making your mission more adaptable depending on how many people show up. The fact that you do not need to place ~90 AI is not a cop out, you still have to make a good mission. This means good briefings, good gear, and thorough planning on your part, especially when it comes down to AI placement.&lt;br /&gt;
&lt;br /&gt;
===Spawning and Waypointing AI With Triggers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;[[Spawning AI with triggers]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This article goes over the basics of spawning groups of AI with triggers. You might use this functionality if you want to spawn in counter attacks, or if you want an objective to populate later after a number of AI have been killed. This function is useful to avoid exceeding the AI limits while still maintaining the pace of the mission.&lt;br /&gt;
&lt;br /&gt;
== Naming your mission &amp;amp; Doing the briefing: ==&lt;br /&gt;
&lt;br /&gt;
When you feel like you’re done with your mission, it’s time to do the briefing. The briefing is located in the POTATO menu in the Eden Editor. Everything in here is very self-explanatory. Make sure the objective is clear, so no questions will arise during the mission itself. If you have any notes for an admin about your mission, for an example if you want to delete an x amount of units if the player count is low, make sure you add that in the admin briefing. &lt;br /&gt;
&lt;br /&gt;
Located in missions\temp.takistan\scripts you will find a file called serverstart.sqf. If you open this file, there are two lines at the bottom that you have to edit. Where it says **Mission Title** and **By Author* is what you want to edit. What this does is it pops up your mission name and the authors name after the mission is done loading.&lt;br /&gt;
&lt;br /&gt;
You’re also going to want to name the mission ingame and give it a description. This is done in the editor itself. Open up your mission, and on the top there should be a tab called “Attributes”. Head to General. Here is where you name the mission ingame and put the authors name. Also add a description to the mission, it should only be one sentence. This is to give everyone a general idea of what the mission is. Under Attributes -&amp;gt; Multiplayer you have to fill in the Summary. This will show a description of the mission in the slotting screen.&lt;br /&gt;
&lt;br /&gt;
Now you only have to name the mission folder. Your mission folder should look like this:  cmf_(co/tvt)(player count)_(mission_name).(map name). &lt;br /&gt;
&lt;br /&gt;
When you’re all done, take a look at the Mission Making Guidelines to make sure you submit your mission correctly.  &lt;br /&gt;
&lt;br /&gt;
If this tutorial didn’t do it for you, I would suggest looking at tanaKa’s [https://www.youtube.com/watch?v=2HDOBzzT0aw video] (also linked at the top) which explains how to create a mission, or head over to BI’s own [https://community.bistudio.com/wiki/Eden_Editor wiki] There’s also a #missiondesign channel in discord if you’ve run into any issues.&lt;br /&gt;
&lt;br /&gt;
==Changing Misc Options==&lt;br /&gt;
===Deploy Function===&lt;br /&gt;
1)Open the mission you want to fix the deploy on and open the init.sqf file with some kind of text editor like Notepad C++&lt;br /&gt;
&lt;br /&gt;
2)Find f_var_mapClickTeleport_TimeLimit = 0; and change the 0 value to 1. It will now deactivate at mission start.&lt;br /&gt;
&lt;br /&gt;
===Changing Scopes/Optics options at mission safestart===&lt;br /&gt;
====High magnification options====&lt;br /&gt;
1)Open CfgLoadouts.hpp in the mission folder and open CfgLoadouts.hpp &lt;br /&gt;
&lt;br /&gt;
2)Change allowMagnifiedOptics = 0; to 1 if you want high magnification scopes. HAMR/ACOG/ect&lt;br /&gt;
&lt;br /&gt;
====Allow/remove optics option====&lt;br /&gt;
1)Open CfgLoadouts.hpp in the mission folder and open CfgLoadouts.hpp &lt;br /&gt;
&lt;br /&gt;
2)allowChangeableOptics = 1; 1 allows us to change optics at safestart, 0 disables it&lt;br /&gt;
&lt;br /&gt;
===Vehicle Spawner Edits===&lt;br /&gt;
1)Open the mission folder and go scripts\vehfactory.sqf&lt;br /&gt;
&lt;br /&gt;
2)Scroll down to the bottom till you see // CHANGE THESE TO MATCH YOUR FACTION!&lt;br /&gt;
&lt;br /&gt;
3)Edit the vehicle classnames that you want the spawner to provide. Most of the ones used are above so you can copy paste&lt;br /&gt;
&lt;br /&gt;
===Field Hospital Vehicles===&lt;br /&gt;
1)Open the mission folder and go to \scripts\buildccp\construct_platoon.sqf&lt;br /&gt;
&lt;br /&gt;
2)Scroll down to bottom and find  _veh1 = createVehicle [&amp;quot;rhsusf_m113_usarmy_medical&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3)Change the &amp;quot;rhsusf_m113_usarmy_medical&amp;quot; to &amp;quot;vehicle_classname&amp;quot; and save it&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=1401</id>
		<title>Mission Making Tutorial</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=1401"/>
		<updated>2018-04-16T05:36:08Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Spawning and Waypointing AI With Triggers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Making Tutorial: ==&lt;br /&gt;
&lt;br /&gt;
[http://www.coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=627 Click here] for the beginners tutorial to mission making and Coalition Mission Framework (CMF), continue reading for a more in depth explanation.&lt;br /&gt;
&lt;br /&gt;
Mission making is something that takes time getting used to. It relies on trial and error, and expect your first missions to be some time in the making. In this tutorial we’ll be doing a step-by-step mission making guide. Make sure you take your time and don’t stress, as doing things in hurry can be very unforgiving in the ArmA editor.&lt;br /&gt;
&lt;br /&gt;
To start things off you’ll need to download the Coalition Mission Framework [http://coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=7 (CMF)]. In simple terms it’s a mission already created with features and functions built into it. You will use this as a template when creating your missions. When you’ve downloaded the framework, place it somewhere where it’s easily accessible. You will use it more than once. Keep it somewhere safe and make sure you keep a master copy.&lt;br /&gt;
&lt;br /&gt;
Now you have to pick your map. If you do not know the maps names in the editor, there is a quick and easy way to do it. Head into the ArmA 3 editor and pick the map you want to use. Now all you have to do is save your blank mission and name it something simple like “temp”. This will now create a folder called “temp.[mapname]”. The name after the dot is the name as recognized by the eden editor. For an example if you’re making a mission on Takistan it’s going to be called temp.takistan, but a mission on desert is not going to be temp.desert, rather temp.desert_E. As you can see, some maps have less obvious nomenclature, so I advise you to do this every time you pick a new map that you haven’t worked with before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you’ve picked your map, you have to copy the contents inside of the CMF.vr folder into your temp.takistan. Overwrite everything. Reload your mission, you will now see modules and units on the map. Go ahead and drag the modules outside the map boundary, since these should not be touched. You will also see three factions placed down, BLUFOR, OPFOR and IND. These units are all playable, all set up with radios and will work with gearscripts out of the box. This is when you pick the faction you want the players to be, not the AI or anything else. If it’s a TVT you might want both BLUFOR and OPFOR, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can take the cmf from your missions folder and copy it. Once you copy it, paste it into your missions folder. You should get something along the lines of &amp;quot;CMF-XX.vr-copy&amp;quot;. Take this folder and rename it to fit your needs, &amp;quot;cmfXX_co50_MissionName.MapName&amp;quot; Do not use capital letters as the server does not like them. Now go into the editor, and open the mission you just renamed. &lt;br /&gt;
&lt;br /&gt;
For this tutorial we will keep it simple, and go with BLUFOR. Delete all Opfor and Independent units, including the deployment zone for said factions. You now have a basic BLUFOR structure, and different specialist roles. Now is a good time to think about an idea for your mission; infiltration, patrol, clear an objective, take out an HVT are all simple mission ideas.&lt;br /&gt;
&lt;br /&gt;
Depending on the mission you’re making, you may want specialist roles. If you look at your units, you will see that you have specialist roles such as Helicopter Pilots, HMG Teams, Anti Air and Engineers. Pick the ones you want and delete the other specialist roles. When you have a good idea of what you want to do, put your players in a safe starting location. Make sure your mission is relative to our player count, don’t make it too big/small.&lt;br /&gt;
&lt;br /&gt;
== Gearscript: ==&lt;br /&gt;
Before you getting into the mission making proper, you need to create a gearscript (or two, if a TvT) that will assign loadouts to each player.  First, you have to open up Virtual Arsenal. The menu on the right is what you’ll be paying attention to. Once you have picked the uniform – including vest, helmet, and backpack – click ‘set uniform’ and you’ll get confirmation via text. Afterwards, go over each item until all of the slots are full. Then, click export. It’ll copy the loadout to your clipboard and you’ll be able to paste it wherever you want. One more thing before the gearscript is complete. Head to the loadouts section in the mission file and pick the file you want. For us, it’ll be us_army_ocp.hpp - the default BLUFOR loadout. Simply paste the loadout you’ve created in between the lines.&lt;br /&gt;
&lt;br /&gt;
This is what you&amp;#039;re after:&lt;br /&gt;
&lt;br /&gt;
[[File:Gearscript4.jpg|1440px]]&lt;br /&gt;
&lt;br /&gt;
If you need to confirm that this is the loadout that will be used in the mission, check CfgLoadouts.&lt;br /&gt;
&lt;br /&gt;
The road doesn&amp;#039;t end here, however. Scroll down, and you&amp;#039;ll see a whole load of other shit.&lt;br /&gt;
&lt;br /&gt;
[[File:Gearscript.png]]&lt;br /&gt;
&lt;br /&gt;
For some loadouts this won&amp;#039;t matter, but these are the default MANPADs, Sniper Rifle, Pistol and SMG used by the faction, amongst other things. To change these, we&amp;#039;ll need to get a bit more awkward.&lt;br /&gt;
&lt;br /&gt;
So, let&amp;#039;s take the pistol for example. In this case, for the sake of argument, we want a FNX-45 with a red-dot and laser-light module. So we give it to the arse-man and hit the export button at the bottom - Not the one we used previously.&lt;br /&gt;
[[File:Gearscript2.png]]&lt;br /&gt;
&lt;br /&gt;
Paste what Arsenal exports into an emplty page, and you&amp;#039;ll get something like this&lt;br /&gt;
[[File:Gearscript3.png]]&lt;br /&gt;
&lt;br /&gt;
We want to find the classname for the pistol and its magazines. The pistol will be listed under &amp;quot;add weapons&amp;quot;, while the magazines will be in the uniform somewhere - going by the round-count of the magazine is a good way to identify it. In this case it&amp;#039;s 11.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace &amp;quot;UK3CB_BAF_L131A1&amp;quot; on the left with &amp;quot;hgun_Pistol_heavy_01_F&amp;quot; from the right, and replace &amp;quot;UK3CB_BAF_9_17Rnd:3&amp;quot; with &amp;quot;11Rnd_45ACP_Mag:3&amp;quot;&lt;br /&gt;
Note, the :3 - this defines how many magazines will be added - You can see this is also the case for magazines on the weapons you originally exported like the rifle and AR. Make sure it&amp;#039;s there, because if you only put in the classname, there will only be one magazine loaded in the gun. In this case, we&amp;#039;ll bump it up to four to make up for the difference in ammo count. You can do the same for the SMG, Sniper Rifle, MANPADS, even hand-grenades and such. &lt;br /&gt;
&lt;br /&gt;
The loadout script is very flexible and you&amp;#039;ll quickly get the hang of it.&lt;br /&gt;
&lt;br /&gt;
== Placing AI ==&lt;br /&gt;
&lt;br /&gt;
Now when you’re done with setting up your faction it’s time to make your mission come to life. For co-ops AI is what we will be fighting, and utilizing the AI in ArmA can be done in many different ways. However, for a simple mission you shouldn’t do anything too complex. We have a built in AI mod made by tanaKa which will do most things for you. Place down AI where you want, but make sure they don’t interfere with your chosen faction&amp;#039;s starting location. You should always have the players in a safe location so they can safely set up a plan and brief everyone. With the eden editor you can place down AI inside buildings to make the mission feels more alive. The specifics of AI placement comes down to personal preference and should differ depending on the type of mission you&amp;#039;re making, however balance is key for a fun mission, so keep that in mind while placing AI. If you decide to place AI yourself, you have a maximum of 90 AI to work with. As the mission progresses, you can include AI spawning info in the admin briefing. Generally, 90 AI will be enough, any more and the mission tends to drag on. When you&amp;#039;ve finished placing your AI, select all of them in the eden editor, and right click to view the attributes. In the attributes panel, check the box the says &amp;quot;Assign to HC&amp;quot;, which will slave the AI to the headless client by default and allow our AI mod to take control. ZEUS missions do not require this.&lt;br /&gt;
&lt;br /&gt;
Certain missions may not require AI to be placed. The most notable example would be ZEUS missions. Defense missions are typically zeus’d, which is basically real time placement and control of AI by the ZEUS. ZEUS is only accessible by admins, so if you build a ZEUS mission it will be up to an administrator to place the AI for you. You have to include good instructions for a ZEUS mission if you want things to go the way you envision them (and if you want it to pass QA). This is accessible through the admin briefing, which we&amp;#039;ll go over later. Any mission can be a zeus mission - often it can work well to only place a few AI where you want the bulk of them to be placed, that way admins can place AI based on our force size, making your mission more adaptable depending on how many people show up. The fact that you do not need to place ~90 AI is not a cop out, you still have to make a good mission. This means good briefings, good gear, and thorough planning on your part, especially when it comes down to AI placement.&lt;br /&gt;
&lt;br /&gt;
===Spawning and Waypointing AI With Triggers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Spawning AI with triggers]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This article goes over the basics of spawning groups of AI with triggers. You might use this functionality if you want to spawn in counter attacks, or if you want an objective to populate later after a number of AI have been killed. This function is useful to avoid exceeding the AI limits while still maintaining the pace of the mission.&lt;br /&gt;
&lt;br /&gt;
== Naming your mission &amp;amp; Doing the briefing: ==&lt;br /&gt;
&lt;br /&gt;
When you feel like you’re done with your mission, it’s time to do the briefing. The briefing is located in the POTATO menu in the Eden Editor. Everything in here is very self-explanatory. Make sure the objective is clear, so no questions will arise during the mission itself. If you have any notes for an admin about your mission, for an example if you want to delete an x amount of units if the player count is low, make sure you add that in the admin briefing. &lt;br /&gt;
&lt;br /&gt;
Located in missions\temp.takistan\scripts you will find a file called serverstart.sqf. If you open this file, there are two lines at the bottom that you have to edit. Where it says **Mission Title** and **By Author* is what you want to edit. What this does is it pops up your mission name and the authors name after the mission is done loading.&lt;br /&gt;
&lt;br /&gt;
You’re also going to want to name the mission ingame and give it a description. This is done in the editor itself. Open up your mission, and on the top there should be a tab called “Attributes”. Head to General. Here is where you name the mission ingame and put the authors name. Also add a description to the mission, it should only be one sentence. This is to give everyone a general idea of what the mission is. Under Attributes -&amp;gt; Multiplayer you have to fill in the Summary. This will show a description of the mission in the slotting screen.&lt;br /&gt;
&lt;br /&gt;
Now you only have to name the mission folder. Your mission folder should look like this:  cmf_(co/tvt)(player count)_(mission_name).(map name). &lt;br /&gt;
&lt;br /&gt;
When you’re all done, take a look at the Mission Making Guidelines to make sure you submit your mission correctly.  &lt;br /&gt;
&lt;br /&gt;
If this tutorial didn’t do it for you, I would suggest looking at tanaKa’s [https://www.youtube.com/watch?v=2HDOBzzT0aw video] (also linked at the top) which explains how to create a mission, or head over to BI’s own [https://community.bistudio.com/wiki/Eden_Editor wiki] There’s also a #missiondesign channel in discord if you’ve run into any issues.&lt;br /&gt;
&lt;br /&gt;
==Changing Misc Options==&lt;br /&gt;
===Deploy Function===&lt;br /&gt;
1)Open the mission you want to fix the deploy on and open the init.sqf file with some kind of text editor like Notepad C++&lt;br /&gt;
&lt;br /&gt;
2)Find f_var_mapClickTeleport_TimeLimit = 0; and change the 0 value to 1. It will now deactivate at mission start.&lt;br /&gt;
&lt;br /&gt;
===Changing Scopes/Optics options at mission safestart===&lt;br /&gt;
====High magnification options====&lt;br /&gt;
1)Open CfgLoadouts.hpp in the mission folder and open CfgLoadouts.hpp &lt;br /&gt;
&lt;br /&gt;
2)Change allowMagnifiedOptics = 0; to 1 if you want high magnification scopes. HAMR/ACOG/ect&lt;br /&gt;
&lt;br /&gt;
====Allow/remove optics option====&lt;br /&gt;
1)Open CfgLoadouts.hpp in the mission folder and open CfgLoadouts.hpp &lt;br /&gt;
&lt;br /&gt;
2)allowChangeableOptics = 1; 1 allows us to change optics at safestart, 0 disables it&lt;br /&gt;
&lt;br /&gt;
===Vehicle Spawner Edits===&lt;br /&gt;
1)Open the mission folder and go scripts\vehfactory.sqf&lt;br /&gt;
&lt;br /&gt;
2)Scroll down to the bottom till you see // CHANGE THESE TO MATCH YOUR FACTION!&lt;br /&gt;
&lt;br /&gt;
3)Edit the vehicle classnames that you want the spawner to provide. Most of the ones used are above so you can copy paste&lt;br /&gt;
&lt;br /&gt;
===Field Hospital Vehicles===&lt;br /&gt;
1)Open the mission folder and go to \scripts\buildccp\construct_platoon.sqf&lt;br /&gt;
&lt;br /&gt;
2)Scroll down to bottom and find  _veh1 = createVehicle [&amp;quot;rhsusf_m113_usarmy_medical&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3)Change the &amp;quot;rhsusf_m113_usarmy_medical&amp;quot; to &amp;quot;vehicle_classname&amp;quot; and save it&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=1400</id>
		<title>Mission Making Tutorial</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=1400"/>
		<updated>2018-04-16T05:34:09Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Placing AI: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Making Tutorial: ==&lt;br /&gt;
&lt;br /&gt;
[http://www.coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=627 Click here] for the beginners tutorial to mission making and Coalition Mission Framework (CMF), continue reading for a more in depth explanation.&lt;br /&gt;
&lt;br /&gt;
Mission making is something that takes time getting used to. It relies on trial and error, and expect your first missions to be some time in the making. In this tutorial we’ll be doing a step-by-step mission making guide. Make sure you take your time and don’t stress, as doing things in hurry can be very unforgiving in the ArmA editor.&lt;br /&gt;
&lt;br /&gt;
To start things off you’ll need to download the Coalition Mission Framework [http://coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=7 (CMF)]. In simple terms it’s a mission already created with features and functions built into it. You will use this as a template when creating your missions. When you’ve downloaded the framework, place it somewhere where it’s easily accessible. You will use it more than once. Keep it somewhere safe and make sure you keep a master copy.&lt;br /&gt;
&lt;br /&gt;
Now you have to pick your map. If you do not know the maps names in the editor, there is a quick and easy way to do it. Head into the ArmA 3 editor and pick the map you want to use. Now all you have to do is save your blank mission and name it something simple like “temp”. This will now create a folder called “temp.[mapname]”. The name after the dot is the name as recognized by the eden editor. For an example if you’re making a mission on Takistan it’s going to be called temp.takistan, but a mission on desert is not going to be temp.desert, rather temp.desert_E. As you can see, some maps have less obvious nomenclature, so I advise you to do this every time you pick a new map that you haven’t worked with before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you’ve picked your map, you have to copy the contents inside of the CMF.vr folder into your temp.takistan. Overwrite everything. Reload your mission, you will now see modules and units on the map. Go ahead and drag the modules outside the map boundary, since these should not be touched. You will also see three factions placed down, BLUFOR, OPFOR and IND. These units are all playable, all set up with radios and will work with gearscripts out of the box. This is when you pick the faction you want the players to be, not the AI or anything else. If it’s a TVT you might want both BLUFOR and OPFOR, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can take the cmf from your missions folder and copy it. Once you copy it, paste it into your missions folder. You should get something along the lines of &amp;quot;CMF-XX.vr-copy&amp;quot;. Take this folder and rename it to fit your needs, &amp;quot;cmfXX_co50_MissionName.MapName&amp;quot; Do not use capital letters as the server does not like them. Now go into the editor, and open the mission you just renamed. &lt;br /&gt;
&lt;br /&gt;
For this tutorial we will keep it simple, and go with BLUFOR. Delete all Opfor and Independent units, including the deployment zone for said factions. You now have a basic BLUFOR structure, and different specialist roles. Now is a good time to think about an idea for your mission; infiltration, patrol, clear an objective, take out an HVT are all simple mission ideas.&lt;br /&gt;
&lt;br /&gt;
Depending on the mission you’re making, you may want specialist roles. If you look at your units, you will see that you have specialist roles such as Helicopter Pilots, HMG Teams, Anti Air and Engineers. Pick the ones you want and delete the other specialist roles. When you have a good idea of what you want to do, put your players in a safe starting location. Make sure your mission is relative to our player count, don’t make it too big/small.&lt;br /&gt;
&lt;br /&gt;
== Gearscript: ==&lt;br /&gt;
Before you getting into the mission making proper, you need to create a gearscript (or two, if a TvT) that will assign loadouts to each player.  First, you have to open up Virtual Arsenal. The menu on the right is what you’ll be paying attention to. Once you have picked the uniform – including vest, helmet, and backpack – click ‘set uniform’ and you’ll get confirmation via text. Afterwards, go over each item until all of the slots are full. Then, click export. It’ll copy the loadout to your clipboard and you’ll be able to paste it wherever you want. One more thing before the gearscript is complete. Head to the loadouts section in the mission file and pick the file you want. For us, it’ll be us_army_ocp.hpp - the default BLUFOR loadout. Simply paste the loadout you’ve created in between the lines.&lt;br /&gt;
&lt;br /&gt;
This is what you&amp;#039;re after:&lt;br /&gt;
&lt;br /&gt;
[[File:Gearscript4.jpg|1440px]]&lt;br /&gt;
&lt;br /&gt;
If you need to confirm that this is the loadout that will be used in the mission, check CfgLoadouts.&lt;br /&gt;
&lt;br /&gt;
The road doesn&amp;#039;t end here, however. Scroll down, and you&amp;#039;ll see a whole load of other shit.&lt;br /&gt;
&lt;br /&gt;
[[File:Gearscript.png]]&lt;br /&gt;
&lt;br /&gt;
For some loadouts this won&amp;#039;t matter, but these are the default MANPADs, Sniper Rifle, Pistol and SMG used by the faction, amongst other things. To change these, we&amp;#039;ll need to get a bit more awkward.&lt;br /&gt;
&lt;br /&gt;
So, let&amp;#039;s take the pistol for example. In this case, for the sake of argument, we want a FNX-45 with a red-dot and laser-light module. So we give it to the arse-man and hit the export button at the bottom - Not the one we used previously.&lt;br /&gt;
[[File:Gearscript2.png]]&lt;br /&gt;
&lt;br /&gt;
Paste what Arsenal exports into an emplty page, and you&amp;#039;ll get something like this&lt;br /&gt;
[[File:Gearscript3.png]]&lt;br /&gt;
&lt;br /&gt;
We want to find the classname for the pistol and its magazines. The pistol will be listed under &amp;quot;add weapons&amp;quot;, while the magazines will be in the uniform somewhere - going by the round-count of the magazine is a good way to identify it. In this case it&amp;#039;s 11.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace &amp;quot;UK3CB_BAF_L131A1&amp;quot; on the left with &amp;quot;hgun_Pistol_heavy_01_F&amp;quot; from the right, and replace &amp;quot;UK3CB_BAF_9_17Rnd:3&amp;quot; with &amp;quot;11Rnd_45ACP_Mag:3&amp;quot;&lt;br /&gt;
Note, the :3 - this defines how many magazines will be added - You can see this is also the case for magazines on the weapons you originally exported like the rifle and AR. Make sure it&amp;#039;s there, because if you only put in the classname, there will only be one magazine loaded in the gun. In this case, we&amp;#039;ll bump it up to four to make up for the difference in ammo count. You can do the same for the SMG, Sniper Rifle, MANPADS, even hand-grenades and such. &lt;br /&gt;
&lt;br /&gt;
The loadout script is very flexible and you&amp;#039;ll quickly get the hang of it.&lt;br /&gt;
&lt;br /&gt;
== Placing AI ==&lt;br /&gt;
&lt;br /&gt;
Now when you’re done with setting up your faction it’s time to make your mission come to life. For co-ops AI is what we will be fighting, and utilizing the AI in ArmA can be done in many different ways. However, for a simple mission you shouldn’t do anything too complex. We have a built in AI mod made by tanaKa which will do most things for you. Place down AI where you want, but make sure they don’t interfere with your chosen faction&amp;#039;s starting location. You should always have the players in a safe location so they can safely set up a plan and brief everyone. With the eden editor you can place down AI inside buildings to make the mission feels more alive. The specifics of AI placement comes down to personal preference and should differ depending on the type of mission you&amp;#039;re making, however balance is key for a fun mission, so keep that in mind while placing AI. If you decide to place AI yourself, you have a maximum of 90 AI to work with. As the mission progresses, you can include AI spawning info in the admin briefing. Generally, 90 AI will be enough, any more and the mission tends to drag on. When you&amp;#039;ve finished placing your AI, select all of them in the eden editor, and right click to view the attributes. In the attributes panel, check the box the says &amp;quot;Assign to HC&amp;quot;, which will slave the AI to the headless client by default and allow our AI mod to take control. ZEUS missions do not require this.&lt;br /&gt;
&lt;br /&gt;
Certain missions may not require AI to be placed. The most notable example would be ZEUS missions. Defense missions are typically zeus’d, which is basically real time placement and control of AI by the ZEUS. ZEUS is only accessible by admins, so if you build a ZEUS mission it will be up to an administrator to place the AI for you. You have to include good instructions for a ZEUS mission if you want things to go the way you envision them (and if you want it to pass QA). This is accessible through the admin briefing, which we&amp;#039;ll go over later. Any mission can be a zeus mission - often it can work well to only place a few AI where you want the bulk of them to be placed, that way admins can place AI based on our force size, making your mission more adaptable depending on how many people show up. The fact that you do not need to place ~90 AI is not a cop out, you still have to make a good mission. This means good briefings, good gear, and thorough planning on your part, especially when it comes down to AI placement.&lt;br /&gt;
&lt;br /&gt;
===Spawning and Waypointing AI With Triggers===&lt;br /&gt;
&lt;br /&gt;
[[Spawning AI with triggers]] This article goes over the basics of spawning groups of AI with triggers. You might use this functionality if you want to spawn in counter attacks, or if you want an objective to populate later after a number of AI have been killed. This function is useful to avoid exceeding the AI limits while still maintaining the pace of the mission. [[test link please ignore]]&lt;br /&gt;
&lt;br /&gt;
== Naming your mission &amp;amp; Doing the briefing: ==&lt;br /&gt;
&lt;br /&gt;
When you feel like you’re done with your mission, it’s time to do the briefing. The briefing is located in the POTATO menu in the Eden Editor. Everything in here is very self-explanatory. Make sure the objective is clear, so no questions will arise during the mission itself. If you have any notes for an admin about your mission, for an example if you want to delete an x amount of units if the player count is low, make sure you add that in the admin briefing. &lt;br /&gt;
&lt;br /&gt;
Located in missions\temp.takistan\scripts you will find a file called serverstart.sqf. If you open this file, there are two lines at the bottom that you have to edit. Where it says **Mission Title** and **By Author* is what you want to edit. What this does is it pops up your mission name and the authors name after the mission is done loading.&lt;br /&gt;
&lt;br /&gt;
You’re also going to want to name the mission ingame and give it a description. This is done in the editor itself. Open up your mission, and on the top there should be a tab called “Attributes”. Head to General. Here is where you name the mission ingame and put the authors name. Also add a description to the mission, it should only be one sentence. This is to give everyone a general idea of what the mission is. Under Attributes -&amp;gt; Multiplayer you have to fill in the Summary. This will show a description of the mission in the slotting screen.&lt;br /&gt;
&lt;br /&gt;
Now you only have to name the mission folder. Your mission folder should look like this:  cmf_(co/tvt)(player count)_(mission_name).(map name). &lt;br /&gt;
&lt;br /&gt;
When you’re all done, take a look at the Mission Making Guidelines to make sure you submit your mission correctly.  &lt;br /&gt;
&lt;br /&gt;
If this tutorial didn’t do it for you, I would suggest looking at tanaKa’s [https://www.youtube.com/watch?v=2HDOBzzT0aw video] (also linked at the top) which explains how to create a mission, or head over to BI’s own [https://community.bistudio.com/wiki/Eden_Editor wiki] There’s also a #missiondesign channel in discord if you’ve run into any issues.&lt;br /&gt;
&lt;br /&gt;
==Changing Misc Options==&lt;br /&gt;
===Deploy Function===&lt;br /&gt;
1)Open the mission you want to fix the deploy on and open the init.sqf file with some kind of text editor like Notepad C++&lt;br /&gt;
&lt;br /&gt;
2)Find f_var_mapClickTeleport_TimeLimit = 0; and change the 0 value to 1. It will now deactivate at mission start.&lt;br /&gt;
&lt;br /&gt;
===Changing Scopes/Optics options at mission safestart===&lt;br /&gt;
====High magnification options====&lt;br /&gt;
1)Open CfgLoadouts.hpp in the mission folder and open CfgLoadouts.hpp &lt;br /&gt;
&lt;br /&gt;
2)Change allowMagnifiedOptics = 0; to 1 if you want high magnification scopes. HAMR/ACOG/ect&lt;br /&gt;
&lt;br /&gt;
====Allow/remove optics option====&lt;br /&gt;
1)Open CfgLoadouts.hpp in the mission folder and open CfgLoadouts.hpp &lt;br /&gt;
&lt;br /&gt;
2)allowChangeableOptics = 1; 1 allows us to change optics at safestart, 0 disables it&lt;br /&gt;
&lt;br /&gt;
===Vehicle Spawner Edits===&lt;br /&gt;
1)Open the mission folder and go scripts\vehfactory.sqf&lt;br /&gt;
&lt;br /&gt;
2)Scroll down to the bottom till you see // CHANGE THESE TO MATCH YOUR FACTION!&lt;br /&gt;
&lt;br /&gt;
3)Edit the vehicle classnames that you want the spawner to provide. Most of the ones used are above so you can copy paste&lt;br /&gt;
&lt;br /&gt;
===Field Hospital Vehicles===&lt;br /&gt;
1)Open the mission folder and go to \scripts\buildccp\construct_platoon.sqf&lt;br /&gt;
&lt;br /&gt;
2)Scroll down to bottom and find  _veh1 = createVehicle [&amp;quot;rhsusf_m113_usarmy_medical&amp;quot;&lt;br /&gt;
&lt;br /&gt;
3)Change the &amp;quot;rhsusf_m113_usarmy_medical&amp;quot; to &amp;quot;vehicle_classname&amp;quot; and save it&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=1384</id>
		<title>Mission Types and Submitting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=1384"/>
		<updated>2018-04-15T22:22:08Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Submitting missions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please ensure your mission does not exceed 2mb in size. Anything larger will be denied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List all specialties available and use an asterisk (*) to specify in the description of your missions which specialties(if any) are &amp;#039;&amp;#039;&amp;#039;necessary&amp;#039;&amp;#039;&amp;#039; for the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Before uploading your mission&amp;#039;&amp;#039;, ensure that the name uses the following template:&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;cmf(version)_(co/tvt)(player count)_(mission_name).(map name)&amp;#039;&amp;#039;&amp;#039; All lowercase. No capitalized letters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Submitting Missions ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1)&amp;#039;&amp;#039;&amp;#039; Go to: http://coalitiongroup.net/missions/index.html&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2)&amp;#039;&amp;#039;&amp;#039; Press the &amp;#039;ADD&amp;#039; button and fill out all the details provided. They&amp;#039;re self-explanatory. &amp;#039;Times played&amp;#039; relates to whether the mission is new or not. New missions takes priority. In the description of the mission, you are advised to submit a link of the mission map. This will allow potential PLs to have a look at what they&amp;#039;ll be facing. Be sure to list specialties that are available and/or required for your mission.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3)&amp;#039;&amp;#039;&amp;#039; The mission will now appear in the &amp;#039;missions&amp;#039; section of the directory. However, you now have to actually upload it for testing. Press &amp;#039;browse&amp;#039; and upload the .pbo file - remember to follow this template: cmf(version)_(co/tvt)(player count)_(mission_name).(map name)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4)&amp;#039;&amp;#039;&amp;#039; Now click &amp;quot;request testing&amp;quot;. This will notify the QA team that a mission needs testing and feedback.&lt;br /&gt;
&lt;br /&gt;
== Fixing Missions ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1)&amp;#039;&amp;#039;&amp;#039; If your mission is broken, the QA team has to post a comment stating the issue with said mission. You will be notified on Discord immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2)&amp;#039;&amp;#039;&amp;#039; Once you have fixed the mission, click &amp;#039;browse&amp;#039;, reupload it, then click &amp;#039;request testing&amp;#039;. You don&amp;#039;t have to rename it to, say, [version 2] as the server will automatically keep a backup file. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== What we Look for in QA: ==&lt;br /&gt;
&lt;br /&gt;
*Does the mission look fun? &amp;#039;&amp;#039;Primary concern&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Is there any lengthy convoying required to travel between objectives that could potentially kill the players&amp;#039; fun?&lt;br /&gt;
&lt;br /&gt;
*Is the fps good?&lt;br /&gt;
&lt;br /&gt;
*Does the mission flow and run as the briefing describes?&lt;br /&gt;
&lt;br /&gt;
*Is the staging area in a good, safe location?&lt;br /&gt;
&lt;br /&gt;
*Are there any unnecessary map markers or modules added?&lt;br /&gt;
&lt;br /&gt;
*Are all the playable units placed correctly? (example: if its a nato mission make sure the playable units are nato for the gear script to run correctly.)&lt;br /&gt;
&lt;br /&gt;
[Gametype][number of players] - [Attack/Defend] | [Explain faction and gear type] | [Specialties]&lt;br /&gt;
&lt;br /&gt;
(Required specialities are marked with a &amp;#039; * &amp;#039;. Set multiple &amp;#039; * &amp;#039; if a speciality is required to be taken more than once.)&lt;br /&gt;
&lt;br /&gt;
EXAMPLE: COOP40 - Attack | RU Spetsnaz, NVGs | MMG, MAT*, Inf&lt;br /&gt;
&lt;br /&gt;
For more info see [https://docs.google.com/document/d/1QKPvPY065FEvUf0C4EqtHGRLzqmbqCFtx-qUmuolQ5U/edit?usp=sharing QA Checklist]&lt;br /&gt;
&lt;br /&gt;
== Mission Tracking Spreadsheet ==&lt;br /&gt;
&lt;br /&gt;
Recently, we have added the mission tracking spreadsheet. This spreadsheet serves as a place to post what you&amp;#039;re working on. Although it is not a formal requirement, you should post the details for all the missions you&amp;#039;re currently developing in that spreadsheet. This will help us keep track of who is making what, what map they&amp;#039;re making it on, how close they are to finishing it, and the general theme of the mission. &lt;br /&gt;
&lt;br /&gt;
We won&amp;#039;t have to worry about multiple people making similar missions on the same map. We hope that this will lead to better mission variety, and possibly increased cooperation between mission makers.&lt;br /&gt;
&lt;br /&gt;
This link provides you with permissions to edit the document: https://docs.google.com/spreadsheets/d/1IUEVQmOikDQiLpSP4R-MP1I4k2lf7Oa-WeGrIWj4f1M/edit?usp=sharing &lt;br /&gt;
Keep in mind, with great power comes great responsibility. There are rules posted on the spreadsheet itself, but please don&amp;#039;t share this link with anyone outside the community and please don&amp;#039;t do anything malicious yourself.&lt;br /&gt;
&lt;br /&gt;
===Instructions===&lt;br /&gt;
&lt;br /&gt;
Before you start any development you should check the list in the spreadsheet and make sure your idea doesn&amp;#039;t overlap too heavily with another mission currently in development.&lt;br /&gt;
&lt;br /&gt;
Enter your name, the map you&amp;#039;re making your mission on (as it appears in the editor), what type/subtype the mission is, a short description, status, and date started/last worked on. Keep this updated as you continue development of your mission. If your mission remains &amp;quot;untouched&amp;quot; on the spreadsheet for 30 days, we will assume you have ceased work on it and we&amp;#039;ll purge it from the sheet. Please, if you decide you&amp;#039;re not going to finish a mission you&amp;#039;re making, remove it from the sheet.&lt;br /&gt;
&lt;br /&gt;
Please help in revising the list of subtypes. To add a subtype, simply add it to the chart on the right side of the sheet, right above the sheet rules.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=1383</id>
		<title>Mission Types and Submitting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=1383"/>
		<updated>2018-04-15T22:21:45Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Submitting missions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please ensure your mission does not exceed 2mb in size. Anything larger will be denied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List all specialties available and use an asterisk (*) to specify in the description of your missions which specialties(if any) are &amp;#039;&amp;#039;&amp;#039;necessary&amp;#039;&amp;#039;&amp;#039; for the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Before uploading&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; your mission, ensure that the name uses the following template:&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;cmf(version)_(co/tvt)(player count)_(mission_name).(map name)&amp;#039;&amp;#039;&amp;#039; All lowercase. No capitalized letters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Submitting Missions ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1)&amp;#039;&amp;#039;&amp;#039; Go to: http://coalitiongroup.net/missions/index.html&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2)&amp;#039;&amp;#039;&amp;#039; Press the &amp;#039;ADD&amp;#039; button and fill out all the details provided. They&amp;#039;re self-explanatory. &amp;#039;Times played&amp;#039; relates to whether the mission is new or not. New missions takes priority. In the description of the mission, you are advised to submit a link of the mission map. This will allow potential PLs to have a look at what they&amp;#039;ll be facing. Be sure to list specialties that are available and/or required for your mission.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3)&amp;#039;&amp;#039;&amp;#039; The mission will now appear in the &amp;#039;missions&amp;#039; section of the directory. However, you now have to actually upload it for testing. Press &amp;#039;browse&amp;#039; and upload the .pbo file - remember to follow this template: cmf(version)_(co/tvt)(player count)_(mission_name).(map name)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4)&amp;#039;&amp;#039;&amp;#039; Now click &amp;quot;request testing&amp;quot;. This will notify the QA team that a mission needs testing and feedback.&lt;br /&gt;
&lt;br /&gt;
== Fixing Missions ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1)&amp;#039;&amp;#039;&amp;#039; If your mission is broken, the QA team has to post a comment stating the issue with said mission. You will be notified on Discord immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2)&amp;#039;&amp;#039;&amp;#039; Once you have fixed the mission, click &amp;#039;browse&amp;#039;, reupload it, then click &amp;#039;request testing&amp;#039;. You don&amp;#039;t have to rename it to, say, [version 2] as the server will automatically keep a backup file. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== What we Look for in QA: ==&lt;br /&gt;
&lt;br /&gt;
*Does the mission look fun? &amp;#039;&amp;#039;Primary concern&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Is there any lengthy convoying required to travel between objectives that could potentially kill the players&amp;#039; fun?&lt;br /&gt;
&lt;br /&gt;
*Is the fps good?&lt;br /&gt;
&lt;br /&gt;
*Does the mission flow and run as the briefing describes?&lt;br /&gt;
&lt;br /&gt;
*Is the staging area in a good, safe location?&lt;br /&gt;
&lt;br /&gt;
*Are there any unnecessary map markers or modules added?&lt;br /&gt;
&lt;br /&gt;
*Are all the playable units placed correctly? (example: if its a nato mission make sure the playable units are nato for the gear script to run correctly.)&lt;br /&gt;
&lt;br /&gt;
[Gametype][number of players] - [Attack/Defend] | [Explain faction and gear type] | [Specialties]&lt;br /&gt;
&lt;br /&gt;
(Required specialities are marked with a &amp;#039; * &amp;#039;. Set multiple &amp;#039; * &amp;#039; if a speciality is required to be taken more than once.)&lt;br /&gt;
&lt;br /&gt;
EXAMPLE: COOP40 - Attack | RU Spetsnaz, NVGs | MMG, MAT*, Inf&lt;br /&gt;
&lt;br /&gt;
For more info see [https://docs.google.com/document/d/1QKPvPY065FEvUf0C4EqtHGRLzqmbqCFtx-qUmuolQ5U/edit?usp=sharing QA Checklist]&lt;br /&gt;
&lt;br /&gt;
== Mission Tracking Spreadsheet ==&lt;br /&gt;
&lt;br /&gt;
Recently, we have added the mission tracking spreadsheet. This spreadsheet serves as a place to post what you&amp;#039;re working on. Although it is not a formal requirement, you should post the details for all the missions you&amp;#039;re currently developing in that spreadsheet. This will help us keep track of who is making what, what map they&amp;#039;re making it on, how close they are to finishing it, and the general theme of the mission. &lt;br /&gt;
&lt;br /&gt;
We won&amp;#039;t have to worry about multiple people making similar missions on the same map. We hope that this will lead to better mission variety, and possibly increased cooperation between mission makers.&lt;br /&gt;
&lt;br /&gt;
This link provides you with permissions to edit the document: https://docs.google.com/spreadsheets/d/1IUEVQmOikDQiLpSP4R-MP1I4k2lf7Oa-WeGrIWj4f1M/edit?usp=sharing &lt;br /&gt;
Keep in mind, with great power comes great responsibility. There are rules posted on the spreadsheet itself, but please don&amp;#039;t share this link with anyone outside the community and please don&amp;#039;t do anything malicious yourself.&lt;br /&gt;
&lt;br /&gt;
===Instructions===&lt;br /&gt;
&lt;br /&gt;
Before you start any development you should check the list in the spreadsheet and make sure your idea doesn&amp;#039;t overlap too heavily with another mission currently in development.&lt;br /&gt;
&lt;br /&gt;
Enter your name, the map you&amp;#039;re making your mission on (as it appears in the editor), what type/subtype the mission is, a short description, status, and date started/last worked on. Keep this updated as you continue development of your mission. If your mission remains &amp;quot;untouched&amp;quot; on the spreadsheet for 30 days, we will assume you have ceased work on it and we&amp;#039;ll purge it from the sheet. Please, if you decide you&amp;#039;re not going to finish a mission you&amp;#039;re making, remove it from the sheet.&lt;br /&gt;
&lt;br /&gt;
Please help in revising the list of subtypes. To add a subtype, simply add it to the chart on the right side of the sheet, right above the sheet rules.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=1382</id>
		<title>Mission Types and Submitting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=1382"/>
		<updated>2018-04-15T22:20:56Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Submitting missions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please ensure your mission does not exceed 2mb in size. Anything larger will be denied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List all specialties available and use an asterisk (*) to specify in the description of your missions which specialties(if any) are &amp;#039;&amp;#039;&amp;#039;necessary&amp;#039;&amp;#039;&amp;#039; for the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Before uploading your mission, ensure that the name uses the following template:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;cmf(version)_(co/tvt)(player count)_(mission_name).(map name)&amp;#039;&amp;#039;&amp;#039; All lowercase. No capitalized letters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Submitting Missions ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1)&amp;#039;&amp;#039;&amp;#039; Go to: http://coalitiongroup.net/missions/index.html&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2)&amp;#039;&amp;#039;&amp;#039; Press the &amp;#039;ADD&amp;#039; button and fill out all the details provided. They&amp;#039;re self-explanatory. &amp;#039;Times played&amp;#039; relates to whether the mission is new or not. New missions takes priority. In the description of the mission, you are advised to submit a link of the mission map. This will allow potential PLs to have a look at what they&amp;#039;ll be facing. Be sure to list specialties that are available and/or required for your mission.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3)&amp;#039;&amp;#039;&amp;#039; The mission will now appear in the &amp;#039;missions&amp;#039; section of the directory. However, you now have to actually upload it for testing. Press &amp;#039;browse&amp;#039; and upload the .pbo file - remember to follow this template: cmf(version)_(co/tvt)(player count)_(mission_name).(map name)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4)&amp;#039;&amp;#039;&amp;#039; Now click &amp;quot;request testing&amp;quot;. This will notify the QA team that a mission needs testing and feedback.&lt;br /&gt;
&lt;br /&gt;
== Fixing Missions ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1)&amp;#039;&amp;#039;&amp;#039; If your mission is broken, the QA team has to post a comment stating the issue with said mission. You will be notified on Discord immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2)&amp;#039;&amp;#039;&amp;#039; Once you have fixed the mission, click &amp;#039;browse&amp;#039;, reupload it, then click &amp;#039;request testing&amp;#039;. You don&amp;#039;t have to rename it to, say, [version 2] as the server will automatically keep a backup file. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== What we Look for in QA: ==&lt;br /&gt;
&lt;br /&gt;
*Does the mission look fun? &amp;#039;&amp;#039;Primary concern&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Is there any lengthy convoying required to travel between objectives that could potentially kill the players&amp;#039; fun?&lt;br /&gt;
&lt;br /&gt;
*Is the fps good?&lt;br /&gt;
&lt;br /&gt;
*Does the mission flow and run as the briefing describes?&lt;br /&gt;
&lt;br /&gt;
*Is the staging area in a good, safe location?&lt;br /&gt;
&lt;br /&gt;
*Are there any unnecessary map markers or modules added?&lt;br /&gt;
&lt;br /&gt;
*Are all the playable units placed correctly? (example: if its a nato mission make sure the playable units are nato for the gear script to run correctly.)&lt;br /&gt;
&lt;br /&gt;
[Gametype][number of players] - [Attack/Defend] | [Explain faction and gear type] | [Specialties]&lt;br /&gt;
&lt;br /&gt;
(Required specialities are marked with a &amp;#039; * &amp;#039;. Set multiple &amp;#039; * &amp;#039; if a speciality is required to be taken more than once.)&lt;br /&gt;
&lt;br /&gt;
EXAMPLE: COOP40 - Attack | RU Spetsnaz, NVGs | MMG, MAT*, Inf&lt;br /&gt;
&lt;br /&gt;
For more info see [https://docs.google.com/document/d/1QKPvPY065FEvUf0C4EqtHGRLzqmbqCFtx-qUmuolQ5U/edit?usp=sharing QA Checklist]&lt;br /&gt;
&lt;br /&gt;
== Mission Tracking Spreadsheet ==&lt;br /&gt;
&lt;br /&gt;
Recently, we have added the mission tracking spreadsheet. This spreadsheet serves as a place to post what you&amp;#039;re working on. Although it is not a formal requirement, you should post the details for all the missions you&amp;#039;re currently developing in that spreadsheet. This will help us keep track of who is making what, what map they&amp;#039;re making it on, how close they are to finishing it, and the general theme of the mission. &lt;br /&gt;
&lt;br /&gt;
We won&amp;#039;t have to worry about multiple people making similar missions on the same map. We hope that this will lead to better mission variety, and possibly increased cooperation between mission makers.&lt;br /&gt;
&lt;br /&gt;
This link provides you with permissions to edit the document: https://docs.google.com/spreadsheets/d/1IUEVQmOikDQiLpSP4R-MP1I4k2lf7Oa-WeGrIWj4f1M/edit?usp=sharing &lt;br /&gt;
Keep in mind, with great power comes great responsibility. There are rules posted on the spreadsheet itself, but please don&amp;#039;t share this link with anyone outside the community and please don&amp;#039;t do anything malicious yourself.&lt;br /&gt;
&lt;br /&gt;
===Instructions===&lt;br /&gt;
&lt;br /&gt;
Before you start any development you should check the list in the spreadsheet and make sure your idea doesn&amp;#039;t overlap too heavily with another mission currently in development.&lt;br /&gt;
&lt;br /&gt;
Enter your name, the map you&amp;#039;re making your mission on (as it appears in the editor), what type/subtype the mission is, a short description, status, and date started/last worked on. Keep this updated as you continue development of your mission. If your mission remains &amp;quot;untouched&amp;quot; on the spreadsheet for 30 days, we will assume you have ceased work on it and we&amp;#039;ll purge it from the sheet. Please, if you decide you&amp;#039;re not going to finish a mission you&amp;#039;re making, remove it from the sheet.&lt;br /&gt;
&lt;br /&gt;
Please help in revising the list of subtypes. To add a subtype, simply add it to the chart on the right side of the sheet, right above the sheet rules.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=1368</id>
		<title>Mission Types and Submitting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=1368"/>
		<updated>2018-03-19T10:32:28Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Mission Tracking Spreadsheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Submitting missions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please ensure your mission does not exceed 2mb in size. Anything larger will be denied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List all specialties available and use an asterisk (*) to specify in the description of your missions which specialties(if any) are &amp;#039;&amp;#039;&amp;#039;necessary&amp;#039;&amp;#039;&amp;#039; for the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before uploading your mission ensure that the name uses the following template:&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;cmf(version)_(co/tvt)(player count)_(mission_name).(map name)&amp;#039;&amp;#039;&amp;#039; All lowercase. No capitalized letters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Submitting Missions ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1)&amp;#039;&amp;#039;&amp;#039; Go to: http://149.56.106.43/missions/index.html&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2)&amp;#039;&amp;#039;&amp;#039; Press the &amp;#039;ADD&amp;#039; button and fill out all the details provided. They&amp;#039;re self-explanatory. &amp;#039;Times played&amp;#039; relates to whether the mission is new or not. New missions takes priority. In the description of the mission, you are advised to submit a link of the mission map. This will allow potential PLs to have a look at what they&amp;#039;ll be facing. Be sure to list specialties that are available and/or required for your mission.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3)&amp;#039;&amp;#039;&amp;#039; The mission will now appear in the &amp;#039;missions&amp;#039; section of the directory. However, you now have to actually upload it for testing. Press &amp;#039;browse&amp;#039; and upload the .pbo file - remember to follow this template: cmf(version)_(co/tvt)(player count)_(mission_name).(map name)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4)&amp;#039;&amp;#039;&amp;#039; Now click &amp;quot;request testing&amp;quot;. This will notify the QA team that a mission needs testing and feedback.&lt;br /&gt;
&lt;br /&gt;
== Fixing Missions ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1)&amp;#039;&amp;#039;&amp;#039; If your mission is broken, the QA team has to post a comment stating the issue with said mission. You will be notified on Discord immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2)&amp;#039;&amp;#039;&amp;#039; Once you have fixed the mission, click &amp;#039;browse&amp;#039;, reupload it, then click &amp;#039;request testing&amp;#039;. You don&amp;#039;t have to rename it to, say, [version 2] as the server will automatically keep a backup file. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== What we Look for in QA: ==&lt;br /&gt;
&lt;br /&gt;
*Does the mission look fun? &amp;#039;&amp;#039;Primary concern&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Is there any lengthy convoying required to travel between objectives that could potentially kill the players&amp;#039; fun?&lt;br /&gt;
&lt;br /&gt;
*Is the fps good?&lt;br /&gt;
&lt;br /&gt;
*Does the mission flow and run as the briefing describes?&lt;br /&gt;
&lt;br /&gt;
*Is the staging area in a good, safe location?&lt;br /&gt;
&lt;br /&gt;
*Are there any unnecessary map markers or modules added?&lt;br /&gt;
&lt;br /&gt;
*Are all the playable units placed correctly? (example: if its a nato mission make sure the playable units are nato for the gear script to run correctly.)&lt;br /&gt;
&lt;br /&gt;
[Gametype][number of players] - [Attack/Defend] | [Explain faction and gear type] | [Specialties]&lt;br /&gt;
&lt;br /&gt;
(Required specialities are marked with a &amp;#039; * &amp;#039;. Set multiple &amp;#039; * &amp;#039; if a speciality is required to be taken more than once.)&lt;br /&gt;
&lt;br /&gt;
EXAMPLE: COOP40 - Attack | RU Spetsnaz, NVGs | MMG, MAT*, Inf&lt;br /&gt;
&lt;br /&gt;
For more info see [https://docs.google.com/document/d/1QKPvPY065FEvUf0C4EqtHGRLzqmbqCFtx-qUmuolQ5U/edit?usp=sharing QA Checklist]&lt;br /&gt;
&lt;br /&gt;
== Mission Tracking Spreadsheet ==&lt;br /&gt;
&lt;br /&gt;
Recently, we have added the mission tracking spreadsheet. This spreadsheet serves as a place to post what you&amp;#039;re working on. Although it is not a formal requirement, you should post the details for all the missions you&amp;#039;re currently developing in that spreadsheet. This will help us keep track of who is making what, what map they&amp;#039;re making it on, how close they are to finishing it, and the general theme of the mission. &lt;br /&gt;
&lt;br /&gt;
We won&amp;#039;t have to worry about multiple people making similar missions on the same map. We hope that this will lead to better mission variety, and possibly increased cooperation between mission makers.&lt;br /&gt;
&lt;br /&gt;
This link provides you with permissions to edit the document: https://docs.google.com/spreadsheets/d/1IUEVQmOikDQiLpSP4R-MP1I4k2lf7Oa-WeGrIWj4f1M/edit?usp=sharing &lt;br /&gt;
Keep in mind, with great power comes great responsibility. There are rules posted on the spreadsheet itself, but please don&amp;#039;t share this link with anyone outside the community and please don&amp;#039;t do anything malicious yourself.&lt;br /&gt;
&lt;br /&gt;
===Instructions===&lt;br /&gt;
&lt;br /&gt;
Before you start any development you should check the list in the spreadsheet and make sure your idea doesn&amp;#039;t overlap too heavily with another mission currently in development.&lt;br /&gt;
&lt;br /&gt;
Enter your name, the map you&amp;#039;re making your mission on (as it appears in the editor), what type/subtype the mission is, a short description, status, and date started/last worked on. Keep this updated as you continue development of your mission. If your mission remains &amp;quot;untouched&amp;quot; on the spreadsheet for 30 days, we will assume you have ceased work on it and we&amp;#039;ll purge it from the sheet. Please, if you decide you&amp;#039;re not going to finish a mission you&amp;#039;re making, remove it from the sheet.&lt;br /&gt;
&lt;br /&gt;
Please help in revising the list of subtypes. To add a subtype, simply add it to the chart on the right side of the sheet, right above the sheet rules.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=1367</id>
		<title>Mission Types and Submitting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=1367"/>
		<updated>2018-03-19T01:09:05Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Submitting missions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please ensure your mission does not exceed 2mb in size. Anything larger will be denied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List all specialties available and use an asterisk (*) to specify in the description of your missions which specialties(if any) are &amp;#039;&amp;#039;&amp;#039;necessary&amp;#039;&amp;#039;&amp;#039; for the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before uploading your mission ensure that the name uses the following template:&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;cmf(version)_(co/tvt)(player count)_(mission_name).(map name)&amp;#039;&amp;#039;&amp;#039; All lowercase. No capitalized letters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Submitting Missions ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1)&amp;#039;&amp;#039;&amp;#039; Go to: http://149.56.106.43/missions/index.html&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2)&amp;#039;&amp;#039;&amp;#039; Press the &amp;#039;ADD&amp;#039; button and fill out all the details provided. They&amp;#039;re self-explanatory. &amp;#039;Times played&amp;#039; relates to whether the mission is new or not. New missions takes priority. In the description of the mission, you are advised to submit a link of the mission map. This will allow potential PLs to have a look at what they&amp;#039;ll be facing. Be sure to list specialties that are available and/or required for your mission.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3)&amp;#039;&amp;#039;&amp;#039; The mission will now appear in the &amp;#039;missions&amp;#039; section of the directory. However, you now have to actually upload it for testing. Press &amp;#039;browse&amp;#039; and upload the .pbo file - remember to follow this template: cmf(version)_(co/tvt)(player count)_(mission_name).(map name)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4)&amp;#039;&amp;#039;&amp;#039; Now click &amp;quot;request testing&amp;quot;. This will notify the QA team that a mission needs testing and feedback.&lt;br /&gt;
&lt;br /&gt;
== Fixing Missions ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1)&amp;#039;&amp;#039;&amp;#039; If your mission is broken, the QA team has to post a comment stating the issue with said mission. You will be notified on Discord immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2)&amp;#039;&amp;#039;&amp;#039; Once you have fixed the mission, click &amp;#039;browse&amp;#039;, reupload it, then click &amp;#039;request testing&amp;#039;. You don&amp;#039;t have to rename it to, say, [version 2] as the server will automatically keep a backup file. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== What we Look for in QA: ==&lt;br /&gt;
&lt;br /&gt;
*Does the mission look fun? &amp;#039;&amp;#039;Primary concern&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Is there any lengthy convoying required to travel between objectives that could potentially kill the players&amp;#039; fun?&lt;br /&gt;
&lt;br /&gt;
*Is the fps good?&lt;br /&gt;
&lt;br /&gt;
*Does the mission flow and run as the briefing describes?&lt;br /&gt;
&lt;br /&gt;
*Is the staging area in a good, safe location?&lt;br /&gt;
&lt;br /&gt;
*Are there any unnecessary map markers or modules added?&lt;br /&gt;
&lt;br /&gt;
*Are all the playable units placed correctly? (example: if its a nato mission make sure the playable units are nato for the gear script to run correctly.)&lt;br /&gt;
&lt;br /&gt;
[Gametype][number of players] - [Attack/Defend] | [Explain faction and gear type] | [Specialties]&lt;br /&gt;
&lt;br /&gt;
(Required specialities are marked with a &amp;#039; * &amp;#039;. Set multiple &amp;#039; * &amp;#039; if a speciality is required to be taken more than once.)&lt;br /&gt;
&lt;br /&gt;
EXAMPLE: COOP40 - Attack | RU Spetsnaz, NVGs | MMG, MAT*, Inf&lt;br /&gt;
&lt;br /&gt;
For more info see [https://docs.google.com/document/d/1QKPvPY065FEvUf0C4EqtHGRLzqmbqCFtx-qUmuolQ5U/edit?usp=sharing QA Checklist]&lt;br /&gt;
&lt;br /&gt;
== Mission Tracking Spreadsheet ==&lt;br /&gt;
&lt;br /&gt;
Recently, we have added the mission tracking spreadsheet. This spreadsheet serves as a place to post what you&amp;#039;re working on. Although it is not a formal requirement, you should post the details for all the missions you&amp;#039;re currently developing in that spreadsheet. This will help us keep track of who is making what, what map they&amp;#039;re making it on, how close they are to finishing it, and the general theme of the mission. &lt;br /&gt;
&lt;br /&gt;
We won&amp;#039;t have to worry about multiple people making similar missions on the same map. We hope that this will lead to better mission variety, and possibly increased cooperation between mission makers.&lt;br /&gt;
&lt;br /&gt;
This link provides you with permissions to edit the document: https://docs.google.com/spreadsheets/d/1IUEVQmOikDQiLpSP4R-MP1I4k2lf7Oa-WeGrIWj4f1M/edit?usp=sharing &lt;br /&gt;
Keep in mind, with great power comes great responsibility. There are rules posted on the spreadsheet itself, but please don&amp;#039;t share this link with anyone outside the community and please don&amp;#039;t do anything malicious yourself.&lt;br /&gt;
&lt;br /&gt;
Missions that have not been updated in 30 days are typically going to be removed. We will check this sheet at least once every week to purge the abandoned missions.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Convoys&amp;diff=1358</id>
		<title>Convoys</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Convoys&amp;diff=1358"/>
		<updated>2018-03-14T01:16:11Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Rolling Out */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Guide to Convoy Operations==&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
Convoys start by defining a mount order. A mount order describes which units are in which vehicles, and it also defines where those units are riding in the convoy.&lt;br /&gt;
&lt;br /&gt;
Generally, larger, more armored vehicles will take the lead in open terrain. That said, armored assets should be kept back in urban terrain environments, only to push up when infantry or other lighter vehicles require support, or when confirmation is given that the anti-armor threat is not present in the direct vicinity.&lt;br /&gt;
&lt;br /&gt;
Convoy order will be posted on map near your spawn location. Vehicles are for the most part spawned at the vehicle spawners so that we can match the number of vehicles to the player count. In most situations the fire team leader drives the vehicle, and the automatic rifleman mans the gun. Once you&amp;#039;ve spawned your vehicle, and you&amp;#039;ve started moving, you should keep your eyes on the road the best you can. Spacing is key for convoy ops. Go into the Eden Editor at some point and measure off 25, 50, 75, and 100 meters. See how far that really is and base you spacing on those distances. Mostly, spacing should default to 50 meters. At that distance no IED blast will carry over and kill two vehicles, you&amp;#039;ll have enough stopping distance, and there&amp;#039;s no risk of you damaging each other&amp;#039;s vehicles in a collision.&lt;br /&gt;
&lt;br /&gt;
===Rolling Out===&lt;br /&gt;
&lt;br /&gt;
Your gun on your vehicle is a powerful asset most of the time. It turns your assistant automatic rifleman into a heavy machine gunner. Don&amp;#039;t abandon this gun upon dismount. Ask to take it with you if you must - try your very best to take it along. This gun is useful in the convoy itself especially. It&amp;#039;s a suppressing force that can allow you to roll through contact or take out high level threats (RPG Gunners, technicals, etc). The gun is only useful, though, if you have it pointing &amp;#039;&amp;#039;mostly&amp;#039;&amp;#039; in the right direction in the first place. That&amp;#039;s where pre-defined fields of fire come in. Coalition SOP for our fields of fire in a convoy should look like this image &lt;br /&gt;
&lt;br /&gt;
[[File:Convoy_security.png|thumb|right|alt=caption|Sectors of fire]]&lt;br /&gt;
&lt;br /&gt;
====Stop on Contact - Roll Through Contact?====&lt;br /&gt;
&lt;br /&gt;
The decision to stop or roll through is made by the squad leader, and ultimately by the platoon leader, but sometimes the situation demands quick decision making that determines the game plan for everyone else as well. If the lead vehicles stops, or if it blasts through; well that usually determines how the following vehicles choose to act, too. Be aware of this as a lead vic.&lt;br /&gt;
&lt;br /&gt;
If you are rolling hot (big guns) it might be a better idea to stop and neutralize contact, simply to guarantee the safety of less equipped vehicles that may follow. Considering the people behind you is important when you do &amp;#039;&amp;#039;anything&amp;#039;&amp;#039; in a convoy.&lt;br /&gt;
&lt;br /&gt;
Generally, you should only roll through if you think the following vics can make it. Of course it also depends on ROE. Green ROE, you&amp;#039;ll generally push right through because you don&amp;#039;t want to shoot back. ROE is red and you better bet you&amp;#039;re stopping unless the contact is very light and does not pose a threat to you or any one in the company.&lt;br /&gt;
&lt;br /&gt;
===Stopping/Dismounting===&lt;br /&gt;
&lt;br /&gt;
If a convoy halt is ordered, stop in the middle of the road so it&amp;#039;s easy to roll again. If you take contact, or if a dismount is ordered, you should pull off the road in a herringbone formation. A herringbone consists of the lead vic pulling left, the second vic pulling to the right, the third to the left, the fourth to the right, so on and so on. This second image depicts a proper herringbone stop.&lt;br /&gt;
&lt;br /&gt;
[[File:Illustrator 2018-03-12 02-33-28.png|thumb|right|alt=caption|Herringbone stop and dismount plan]]&lt;br /&gt;
&lt;br /&gt;
Looking at that image, you would probably think that how and where you dismount is determined by what vehicle you&amp;#039;re in. This is not the case. Generally, dismounting is simple. Follow these three steps as a fireteam or squad leader, you&amp;#039;ll have good solid dismounts every time.&lt;br /&gt;
&lt;br /&gt;
* Create a plan for dismount. &lt;br /&gt;
&lt;br /&gt;
**Questions you should ask yourself before making a plan: Which color teams are covering which sectors of fire? Which side of the road are you moving to? Are you splitting the color teams? What sector of fire is the vehicle covering? How are other teams dismounting?&lt;br /&gt;
&lt;br /&gt;
* When you call dismount, say whether it is a partial or a full dismount. On partial dismount, the gunner and driver remain in the vehicle.&lt;br /&gt;
&lt;br /&gt;
* Move away from the vehicle quickly.&lt;br /&gt;
&lt;br /&gt;
* Get cover as quickly as possible. If no cover is available in the direct vicinity of the vehicle, you should move farther away. Try to maintain even spacing the moment you get out of the vehicle. It&amp;#039;s your job to get out of the killzone and into cover before you worry about anything else. Don&amp;#039;t get stuck in the street.&lt;br /&gt;
&lt;br /&gt;
==Convoys in Urban Terrain==&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Convoys&amp;diff=1346</id>
		<title>Convoys</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Convoys&amp;diff=1346"/>
		<updated>2018-03-12T20:27:19Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Stopping/Dismounting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Guide to Convoy Operations==&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
Convoys start by defining a mount order. A mount order describes which units are in which vehicles, and it also defines where those units are riding in the convoy.&lt;br /&gt;
&lt;br /&gt;
Generally, larger, more armored vehicles will take the lead in open terrain. That said, armored assets should be kept back in urban terrain environments, only to push up when infantry or other lighter vehicles require support, or when confirmation is given that the anti-armor threat is not present in the direct vicinity.&lt;br /&gt;
&lt;br /&gt;
Convoy order will be posted on map near your spawn location. Vehicles are for the most part spawned at the vehicle spawners so that we can match the number of vehicles to the player count. In most situations the fire team leader drives the vehicle, and the automatic rifleman mans the gun. Once you&amp;#039;ve spawned your vehicle, and you&amp;#039;ve started moving, you should keep your eyes on the road the best you can. Spacing is key for convoy ops. Go into the Eden Editor at some point and measure off 25, 50, 75, and 100 meters. See how far that really is and base you spacing on those distances. Mostly, spacing should default to 50 meters. At that distance no IED blast will carry over and kill two vehicles, you&amp;#039;ll have enough stopping distance, and there&amp;#039;s no risk of you damaging each other&amp;#039;s vehicles in a collision.&lt;br /&gt;
&lt;br /&gt;
===Rolling Out===&lt;br /&gt;
&lt;br /&gt;
Your gun on your vehicle is a powerful asset most of the time. It turns your automatic rifleman into a heavy machine gunner. Don&amp;#039;t abandon this gun upon dismount. Ask to take it with you if you must - try your very best to take it along. This gun is useful in the convoy itself especially. It&amp;#039;s a suppressing force that can allow you to roll through contact or take out high level threats (RPG Gunners, technicals, etc). The gun is only useful, though, if you have it pointing &amp;#039;&amp;#039;mostly&amp;#039;&amp;#039; in the right direction in the first place. That&amp;#039;s where pre-defined fields of fire come in. Coalition SOP for our fields of fire in a convoy should look like this image &lt;br /&gt;
&lt;br /&gt;
[[File:Convoy_security.png|thumb|right|alt=caption|Sectors of fire]]&lt;br /&gt;
&lt;br /&gt;
====Stop on Contact - Roll Through Contact?====&lt;br /&gt;
&lt;br /&gt;
The decision to stop or roll through is made by the squad leader, and ultimately by the platoon leader, but sometimes the situation demands quick decision making that determines the game plan for everyone else as well. If the lead vehicles stops, or if it blasts through; well that usually determines how the following vehicles choose to act, too. Be aware of this as a lead vic.&lt;br /&gt;
&lt;br /&gt;
If you are rolling hot (big guns) it might be a better idea to stop and neutralize contact, simply to guarantee the safety of less equipped vehicles that may follow. Considering the people behind you is important when you do &amp;#039;&amp;#039;anything&amp;#039;&amp;#039; in a convoy.&lt;br /&gt;
&lt;br /&gt;
Generally, you should only roll through if you think the following vics can make it. Of course it also depends on ROE. Green ROE, you&amp;#039;ll generally push right through because you don&amp;#039;t want to shoot back. ROE is red and you better bet you&amp;#039;re stopping unless the contact is very light and does not pose a threat to you or any one in the company.&lt;br /&gt;
&lt;br /&gt;
===Stopping/Dismounting===&lt;br /&gt;
&lt;br /&gt;
If a convoy halt is ordered, stop in the middle of the road so it&amp;#039;s easy to roll again. If you take contact, or if a dismount is ordered, you should pull off the road in a herringbone formation. A herringbone consists of the lead vic pulling left, the second vic pulling to the right, the third to the left, the fourth to the right, so on and so on. This second image depicts a proper herringbone stop.&lt;br /&gt;
&lt;br /&gt;
[[File:Illustrator 2018-03-12 02-33-28.png|thumb|right|alt=caption|Herringbone stop and dismount plan]]&lt;br /&gt;
&lt;br /&gt;
Looking at that image, you would probably think that how and where you dismount is determined by what vehicle you&amp;#039;re in. This is not the case. Generally, dismounting is simple. Follow these three steps as a fireteam or squad leader, you&amp;#039;ll have good solid dismounts every time.&lt;br /&gt;
&lt;br /&gt;
* Create a plan for dismount. &lt;br /&gt;
&lt;br /&gt;
**Questions you should ask yourself before making a plan: Which color teams are covering which sectors of fire? Which side of the road are you moving to? Are you splitting the color teams? What sector of fire is the vehicle covering? How are other teams dismounting?&lt;br /&gt;
&lt;br /&gt;
* When you call dismount, say whether it is a partial or a full dismount. On partial dismount, the gunner and driver remain in the vehicle.&lt;br /&gt;
&lt;br /&gt;
* Move away from the vehicle quickly.&lt;br /&gt;
&lt;br /&gt;
* Get cover as quickly as possible. If no cover is available in the direct vicinity of the vehicle, you should move farther away. Try to maintain even spacing the moment you get out of the vehicle. It&amp;#039;s your job to get out of the killzone and into cover before you worry about anything else. Don&amp;#039;t get stuck in the street.&lt;br /&gt;
&lt;br /&gt;
==Convoys in Urban Terrain==&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Convoys&amp;diff=1345</id>
		<title>Convoys</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Convoys&amp;diff=1345"/>
		<updated>2018-03-12T20:14:01Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* The Guide to Convoy Operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Guide to Convoy Operations==&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
Convoys start by defining a mount order. A mount order describes which units are in which vehicles, and it also defines where those units are riding in the convoy.&lt;br /&gt;
&lt;br /&gt;
Generally, larger, more armored vehicles will take the lead in open terrain. That said, armored assets should be kept back in urban terrain environments, only to push up when infantry or other lighter vehicles require support, or when confirmation is given that the anti-armor threat is not present in the direct vicinity.&lt;br /&gt;
&lt;br /&gt;
Convoy order will be posted on map near your spawn location. Vehicles are for the most part spawned at the vehicle spawners so that we can match the number of vehicles to the player count. In most situations the fire team leader drives the vehicle, and the automatic rifleman mans the gun. Once you&amp;#039;ve spawned your vehicle, and you&amp;#039;ve started moving, you should keep your eyes on the road the best you can. Spacing is key for convoy ops. Go into the Eden Editor at some point and measure off 25, 50, 75, and 100 meters. See how far that really is and base you spacing on those distances. Mostly, spacing should default to 50 meters. At that distance no IED blast will carry over and kill two vehicles, you&amp;#039;ll have enough stopping distance, and there&amp;#039;s no risk of you damaging each other&amp;#039;s vehicles in a collision.&lt;br /&gt;
&lt;br /&gt;
===Rolling Out===&lt;br /&gt;
&lt;br /&gt;
Your gun on your vehicle is a powerful asset most of the time. It turns your automatic rifleman into a heavy machine gunner. Don&amp;#039;t abandon this gun upon dismount. Ask to take it with you if you must - try your very best to take it along. This gun is useful in the convoy itself especially. It&amp;#039;s a suppressing force that can allow you to roll through contact or take out high level threats (RPG Gunners, technicals, etc). The gun is only useful, though, if you have it pointing &amp;#039;&amp;#039;mostly&amp;#039;&amp;#039; in the right direction in the first place. That&amp;#039;s where pre-defined fields of fire come in. Coalition SOP for our fields of fire in a convoy should look like this image &lt;br /&gt;
&lt;br /&gt;
[[File:Convoy_security.png|thumb|right|alt=caption|Sectors of fire]]&lt;br /&gt;
&lt;br /&gt;
====Stop on Contact - Roll Through Contact?====&lt;br /&gt;
&lt;br /&gt;
The decision to stop or roll through is made by the squad leader, and ultimately by the platoon leader, but sometimes the situation demands quick decision making that determines the game plan for everyone else as well. If the lead vehicles stops, or if it blasts through; well that usually determines how the following vehicles choose to act, too. Be aware of this as a lead vic.&lt;br /&gt;
&lt;br /&gt;
If you are rolling hot (big guns) it might be a better idea to stop and neutralize contact, simply to guarantee the safety of less equipped vehicles that may follow. Considering the people behind you is important when you do &amp;#039;&amp;#039;anything&amp;#039;&amp;#039; in a convoy.&lt;br /&gt;
&lt;br /&gt;
Generally, you should only roll through if you think the following vics can make it. Of course it also depends on ROE. Green ROE, you&amp;#039;ll generally push right through because you don&amp;#039;t want to shoot back. ROE is red and you better bet you&amp;#039;re stopping unless the contact is very light and does not pose a threat to you or any one in the company.&lt;br /&gt;
&lt;br /&gt;
===Stopping/Dismounting===&lt;br /&gt;
&lt;br /&gt;
If a convoy halt is ordered, stop in the middle of the road so it&amp;#039;s easy to roll again. If you take contact, or if a dismount is ordered, you should pull off the road in a herringbone formation. A herringbone consists of the lead vic pulling left, the second vic pulling to the right, the third to the left, the fourth to the right, so on and so on. This second image depicts a proper herringbone stop.&lt;br /&gt;
&lt;br /&gt;
[[File:Illustrator 2018-03-12 02-33-28.png|thumb|right|alt=caption|Herringbone stop and dismount plan]]&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Illustrator_2018-03-12_02-33-28.png&amp;diff=1344</id>
		<title>File:Illustrator 2018-03-12 02-33-28.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Illustrator_2018-03-12_02-33-28.png&amp;diff=1344"/>
		<updated>2018-03-12T20:10:42Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: Jehmimah uploaded a new version of &amp;amp;quot;File:Illustrator 2018-03-12 02-33-28.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A partial dismount from a convoy in the herringbone formation.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Convoys&amp;diff=1342</id>
		<title>Convoys</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Convoys&amp;diff=1342"/>
		<updated>2018-03-12T10:31:30Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* The Guide to Convoy Operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Guide to Convoy Operations==&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
Convoys start by defining a mount order. A mount order describes which units are in which vehicles, and it also defines where those units are riding in the convoy.&lt;br /&gt;
&lt;br /&gt;
Generally, larger, more armored vehicles will take the lead in open terrain. That said, armored assets should be kept back in urban terrain environments, only to push up when infantry or other lighter vehicles require support, or when confirmation is given that the anti-armor threat is not present in the direct vicinity.&lt;br /&gt;
&lt;br /&gt;
Convoy order will be posted on map near your spawn location. Vehicles are for the most part spawned at the vehicle spawners so that we can match the number of vehicles to the player count. In most situations the fire team leader drives the vehicle, and the automatic rifleman mans the gun. Once you&amp;#039;ve spawned your vehicle, and you&amp;#039;ve started moving, you should keep your eyes on the road the best you can. Spacing is key for convoy ops. Go into the Eden Editor at some point and measure off 25, 50, 75, and 100 meters. See how far that really is and base you spacing on those distances. Mostly, spacing should default to 50 meters. At that distance no IED blast will carry over and kill two vehicles, you&amp;#039;ll have enough stopping distance, and there&amp;#039;s no risk of you damaging each other&amp;#039;s vehicles in a collision.&lt;br /&gt;
&lt;br /&gt;
===Rolling Out===&lt;br /&gt;
&lt;br /&gt;
Your gun on your vehicle is a powerful asset most of the time. It turns your automatic rifleman into a heavy machine gunner. Don&amp;#039;t abandon this gun upon dismount. Ask to take it with you if you must - try your very best to take it along. This gun is useful in the convoy itself especially. It&amp;#039;s a suppressing force that can allow you to roll through contact or take out high level threats (RPG Gunners, technicals, etc). The gun is only useful, though, if you have it pointing &amp;#039;&amp;#039;mostly&amp;#039;&amp;#039; in the right direction in the first place. That&amp;#039;s where pre-defined fields of fire come in. Coalition SOP for our fields of fire - if at all possible - in a convoy should look like this image &lt;br /&gt;
&lt;br /&gt;
[[File:Convoy_security.png|thumb|right|alt=caption|[Sectors of fire]]&lt;br /&gt;
&lt;br /&gt;
====Stop on Contact - Roll Through Contact?====&lt;br /&gt;
&lt;br /&gt;
The decision to stop or roll through is made by the squad leader, and ultimately by the platoon leader, but sometimes the situation demands quick decision making that determines the game plan for everyone else as well. If the lead vehicles stops, or if it blasts through; well that usually determines how the following vehicles choose to act, too. Be aware of this as a lead vic.&lt;br /&gt;
&lt;br /&gt;
If you are rolling hot (big guns) it might be a better idea to stop and neutralize contact, simply to guarantee the safety of less equipped vehicles that may follow. Considering the people behind you is important when you do &amp;#039;&amp;#039;anything&amp;#039;&amp;#039; in a convoy.&lt;br /&gt;
&lt;br /&gt;
Generally, you should only roll through if you think the following vics can make it. Of course it also depends on ROE. Green ROE, you&amp;#039;ll generally push right through because you don&amp;#039;t want to shoot back. ROE is red and you better bet you&amp;#039;re stopping unless the contact is very light and does not pose a threat to you or any one in the company.&lt;br /&gt;
&lt;br /&gt;
===Dismounting===&lt;br /&gt;
&lt;br /&gt;
Most dismounts depend on what kind of terrain you&amp;#039;re dismounting on. Chances are if you&amp;#039;re in a convoy, you&amp;#039;ll also be on a road. [unfinished]&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Convoys&amp;diff=1341</id>
		<title>Convoys</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Convoys&amp;diff=1341"/>
		<updated>2018-03-12T10:29:45Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Rolling Out */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Guide to Convoy Operations==&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
Convoys start by defining a mount order. A mount order describes which units are in which vehicles, and it also defines where those units are riding in the convoy.&lt;br /&gt;
&lt;br /&gt;
Generally, larger, more armored vehicles will take the lead in open terrain. That said, armored assets should be kept back in urban terrain environments, only to push up when infantry or other lighter vehicles require support, or when confirmation is given that the anti-armor threat is not present in the direct vicinity.&lt;br /&gt;
&lt;br /&gt;
Convoy order will be posted on map near your spawn location. Vehicles are for the most part spawned at the vehicle spawners so that we can match the number of vehicles to the player count. In most situations the fire team leader drives the vehicle, and the automatic rifleman mans the gun. Once you&amp;#039;ve spawned your vehicle, and you&amp;#039;ve started moving, you should keep your eyes on the road the best you can. Spacing is key for convoy ops. Go into the Eden Editor at some point and measure off 25, 50, 75, and 100 meters. See how far that really is and base you spacing on those distances. Mostly, spacing should default to 50 meters. At that distance no IED blast will carry over and kill two vehicles, you&amp;#039;ll have enough stopping distance, and there&amp;#039;s no risk of you damaging each other&amp;#039;s vehicles in a collision.&lt;br /&gt;
&lt;br /&gt;
===Rolling Out===&lt;br /&gt;
&lt;br /&gt;
Your gun on your vehicle is a powerful asset most of the time. It turns your automatic rifleman into a heavy machine gunner. Don&amp;#039;t abandon this gun upon dismount. Ask to take it with you if you must - try your very best to take it along. This gun is useful in the convoy itself especially. It&amp;#039;s a suppressing force that can allow you to roll through contact or take out high level threats (RPG Gunners, technicals, etc). The gun is only useful, though, if you have it pointing &amp;#039;&amp;#039;mostly&amp;#039;&amp;#039; in the right direction in the first place. That&amp;#039;s where pre-defined fields of fire come in. Coalition SOP for our fields of fire - if at all possible - in a convoy should look like this image &lt;br /&gt;
&lt;br /&gt;
[[File:Convoy_security.png|thumb|right|alt=caption|[Sectors of fire]]&lt;br /&gt;
&lt;br /&gt;
====Stop on Contact - Roll Through Contact?====&lt;br /&gt;
&lt;br /&gt;
The decision to stop or roll through is made by the squad leader, and ultimately by the platoon leader, but sometimes the situation demands quick decision making that determines the game plan for everyone else as well. If the lead vehicles stops, or if it blasts through; well that usually determines how the following vehicles choose to act, too. Be aware of this as a lead vic.&lt;br /&gt;
&lt;br /&gt;
If you are rolling hot (big guns) it might be a better idea to stop and neutralize contact, simply to guarantee the safety of less equipped vehicles that may follow. Considering the people behind you is important when you do &amp;#039;&amp;#039;anything&amp;#039;&amp;#039; in a convoy.&lt;br /&gt;
&lt;br /&gt;
Generally, you should only roll through if you think the following vics can make it. Of course it also depends on ROE. Green ROE, you&amp;#039;ll generally push right through because you don&amp;#039;t want to shoot back. ROE is red and you better bet you&amp;#039;re stopping unless the contact is very light and does not pose a threat to you or any one in the company.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Convoys&amp;diff=1340</id>
		<title>Convoys</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Convoys&amp;diff=1340"/>
		<updated>2018-03-12T10:19:47Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: Created page with &amp;quot;==The Guide to Convoy Operations==  ===Getting Started===  Convoys start by defining a mount order. A mount order describes which units are in which vehicles, and it also defi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Guide to Convoy Operations==&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
Convoys start by defining a mount order. A mount order describes which units are in which vehicles, and it also defines where those units are riding in the convoy.&lt;br /&gt;
&lt;br /&gt;
Generally, larger, more armored vehicles will take the lead in open terrain. That said, armored assets should be kept back in urban terrain environments, only to push up when infantry or other lighter vehicles require support, or when confirmation is given that the anti-armor threat is not present in the direct vicinity.&lt;br /&gt;
&lt;br /&gt;
Convoy order will be posted on map near your spawn location. Vehicles are for the most part spawned at the vehicle spawners so that we can match the number of vehicles to the player count. In most situations the fire team leader drives the vehicle, and the automatic rifleman mans the gun. Once you&amp;#039;ve spawned your vehicle, and you&amp;#039;ve started moving, you should keep your eyes on the road the best you can. Spacing is key for convoy ops. Go into the Eden Editor at some point and measure off 25, 50, 75, and 100 meters. See how far that really is and base you spacing on those distances. Mostly, spacing should default to 50 meters. At that distance no IED blast will carry over and kill two vehicles, you&amp;#039;ll have enough stopping distance, and there&amp;#039;s no risk of you damaging each other&amp;#039;s vehicles in a collision.&lt;br /&gt;
&lt;br /&gt;
===Rolling Out===&lt;br /&gt;
&lt;br /&gt;
Your gun on your vehicle is a powerful asset most of the time. It turns your automatic rifleman into a heavy machine gunner. Don&amp;#039;t abandon this gun upon dismount. Ask to take it with you if you must - try your very best to take it along. This gun is useful in the convoy itself especially. It&amp;#039;s a suppressing force that can allow you to roll through contact or take out high level threats (RPG Gunners, technicals, etc). The gun is only useful, though, if you have it pointing &amp;#039;&amp;#039;mostly&amp;#039;&amp;#039; in the right direction in the first place. That&amp;#039;s where pre-defined fields of fire come in. Coalition SOP for our fields of fire - if at all possible - in a convoy should look like this image [[File:Convoy_security.png|thumb|right|alt=caption|[Sectors of fire]]&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=1339</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=1339"/>
		<updated>2018-03-12T09:55:26Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;15&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;margin: auto&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Welcome to Coalition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Coalition Intro]]&lt;br /&gt;
*[[Activity Requirements]]&lt;br /&gt;
*Server Information&lt;br /&gt;
**[[Private Session Servers]]&lt;br /&gt;
**[[Public Servers]]&lt;br /&gt;
*New-join Checklist:&lt;br /&gt;
**[[Dossier]]&lt;br /&gt;
**[[Discord]]&lt;br /&gt;
**[[Modpack]]&lt;br /&gt;
**[[Teamspeak]]&lt;br /&gt;
**[[Sign-up for Orientation]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ArmA Training&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Our view on Realism and Fun]]&lt;br /&gt;
*Coalition TTP&amp;#039;s&lt;br /&gt;
**[[Standard Operating Procedures (SOPs)]]&lt;br /&gt;
***[[Weapons]]&lt;br /&gt;
***[[Convoys]]&lt;br /&gt;
**[[Communication and Marking]]&lt;br /&gt;
**[[Formations]]&lt;br /&gt;
**[[Tactics]]&lt;br /&gt;
**[[Warfare]]&lt;br /&gt;
**[[Leading and Being Led]]&lt;br /&gt;
***[[Fire Team Leading]]&lt;br /&gt;
***[[Squad Leading]]&lt;br /&gt;
***[[Platoon Leading]]&lt;br /&gt;
**[[Vehicle/Aircraft Operations]]&lt;br /&gt;
**[[Medical Information]]&lt;br /&gt;
**[[Vehicle Identification]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Structure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Promotions and Activity]]&lt;br /&gt;
*Ranks and Roles&lt;br /&gt;
**[[Structure]]&lt;br /&gt;
**[[In-game]]&lt;br /&gt;
**[[Out-of-game]]&lt;br /&gt;
*[[Rules and Regulations]]&lt;br /&gt;
**[[Role Guidelines]]&lt;br /&gt;
*[[XML/Roster]]&lt;br /&gt;
*[[Peer Review]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mission Making&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Mission Making Guidelines]]&lt;br /&gt;
*[[Mission Making Tutorial]]&lt;br /&gt;
**[[Aircraft Setup]]&lt;br /&gt;
*[[Mission Troubleshooting]]&lt;br /&gt;
*[[Mission Types]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Sessions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Basic Session Information]]&lt;br /&gt;
*[[Advanced Session Information]]&lt;br /&gt;
*[[Impromptu Sessions]]&lt;br /&gt;
*[[After-Action Reviews (AARs)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Content Creation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Content Creation Guidelines]]&lt;br /&gt;
*Types of Content Creation&lt;br /&gt;
**[[Session Videos]]&lt;br /&gt;
***[[Using GCam for Cinematics]]&lt;br /&gt;
**[[In-house mods]]&lt;br /&gt;
**[[CMF Features]]&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Convoy_security.png&amp;diff=1338</id>
		<title>File:Convoy security.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Convoy_security.png&amp;diff=1338"/>
		<updated>2018-03-12T09:53:36Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: Diagram demonstrating proper gun orientation during convoy operations. By Jehmimah&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Diagram demonstrating proper gun orientation during convoy operations. By Jehmimah&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Illustrator_2018-03-12_02-33-28.png&amp;diff=1337</id>
		<title>File:Illustrator 2018-03-12 02-33-28.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Illustrator_2018-03-12_02-33-28.png&amp;diff=1337"/>
		<updated>2018-03-12T09:38:38Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: A partial dismount from a convoy in the herringbone formation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A partial dismount from a convoy in the herringbone formation.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Dismount_partial.png&amp;diff=1336</id>
		<title>File:Dismount partial.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Dismount_partial.png&amp;diff=1336"/>
		<updated>2018-03-12T09:36:15Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: A diagram detailing a partial dismount at a rolling stop.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A diagram detailing a partial dismount at a rolling stop.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=894</id>
		<title>Mission Making Tutorial</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=894"/>
		<updated>2017-11-05T05:37:46Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Placing AI: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Making Tutorial: ==&lt;br /&gt;
&lt;br /&gt;
[http://www.coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=627 Click here] for the beginners tutorial to mission making and Coalition Mission Framework (CMF), continue reading for a more in depth explanation.&lt;br /&gt;
&lt;br /&gt;
Mission making is something that takes time getting used to. It relies on trial and error, and expect your first missions to be some time in the making. In this tutorial we’ll be doing a step-by-step mission making guide. Make sure you take your time and don’t stress, as doing things in hurry can be very unforgiving in the ArmA editor.&lt;br /&gt;
&lt;br /&gt;
To start things off you’ll need to download the Coalition Mission Framework [http://coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=7 (CMF)]. In simple terms it’s a mission already created with features and functions built into it. You will use this as a template when creating your missions. When you’ve downloaded the framework, place it somewhere where it’s easily accessible. You will use it more than once. Keep it somewhere safe and make sure you keep a master copy.&lt;br /&gt;
&lt;br /&gt;
Now you have to pick your map. If you do not know the maps names in the editor, there is a quick and easy way to do it. Head into the ArmA 3 editor and pick the map you want to use. Now all you have to do is save your blank mission and name it something simple like “temp”. This will now create a folder called “temp.[mapname]”. The name after the dot is the name as recognized by the eden editor. For an example if you’re making a mission on Takistan it’s going to be called temp.takistan, but a mission on desert is not going to be temp.desert, rather temp.desert_E. As you can see, some maps have less obvious nomenclature, so I advise you to do this every time you pick a new map that you haven’t worked with before.&lt;br /&gt;
&lt;br /&gt;
Now that you’ve picked your map, you have to copy the contents inside of the CMF.vr folder into your temp.takistan. Overwrite everything. Reload your mission, you will now see modules and units on the map. Go ahead and drag the modules outside the map boundary, since these should not be touched. You will also see three factions placed down, BLUFOR, OPFOR and IND. These units are all playable, all set up with radios and will work with gearscripts out of the box. This is when you pick the faction you want the players to be, not the AI or anything else. If it’s a TVT you might want both BLUFOR and OPFOR, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
For this tutorial we will keep it simple, and go with BLUFOR. Delete all Opfor and Independent units, including the deployment zone for said factions. You now have a basic BLUFOR structure, and different specialist roles. Now is a good time to think about an idea for your mission; infiltration, patrol, clear an objective, take out an HVT are all simple mission ideas.&lt;br /&gt;
&lt;br /&gt;
Depending on the mission you’re making, you may want specialist roles. If you look at your units, you will see that you have specialist roles such as Helicopter Pilots, HMG Teams, Anti Air and Engineers. Pick the ones you want and delete the other specialist roles. When you have a good idea of what you want to do, put your players in a safe starting location. Make sure your mission is relative to our player count, don’t make it too big/small.&lt;br /&gt;
&lt;br /&gt;
== Gearscript: ==&lt;br /&gt;
Before you getting into the mission making proper, you need to create a gearscript (or two, if a TvT) that will assign loadouts to each player.  First, you have to open up Virtual Arsenal. The menu on the right is what you’ll be paying attention to. Once you have picked the uniform – including vest, helmet, and backpack – click ‘set uniform’ and you’ll get confirmation via text. Afterwards, go over each item until all of the slots are full. Then, click export. It’ll copy the loadout to your clipboard and you’ll be able to paste it wherever you want. One more thing before the gearscript is complete. Head to the loadouts section in the mission file and pick the file you want. For us, it’ll be us_army_ocp.hpp - the default BLUFOR loadout. Simply paste the loadout you’ve created in between the lines.&lt;br /&gt;
&lt;br /&gt;
This is what you&amp;#039;re after:&lt;br /&gt;
&lt;br /&gt;
[[File:Gearscript4.jpg|1440px]]&lt;br /&gt;
&lt;br /&gt;
If you need to confirm that this is the loadout that will be used in the mission, check CfgLoadouts.&lt;br /&gt;
&lt;br /&gt;
The road doesn&amp;#039;t end here, however. Scroll down, and you&amp;#039;ll see a whole load of other shit.&lt;br /&gt;
&lt;br /&gt;
[[File:Gearscript.png]]&lt;br /&gt;
&lt;br /&gt;
For some loadouts this won&amp;#039;t matter, but these are the default MANPADs, Sniper Rifle, Pistol and SMG used by the faction, amongst other things. To change these, we&amp;#039;ll need to get a bit more awkward.&lt;br /&gt;
&lt;br /&gt;
So, let&amp;#039;s take the pistol for example. In this case, for the sake of argument, we want a FNX-45 with a red-dot and laser-light module. So we give it to the arse-man and hit the export button at the bottom - Not the one we used previously.&lt;br /&gt;
[[File:Gearscript2.png]]&lt;br /&gt;
&lt;br /&gt;
Paste what Arsenal exports into an emplty page, and you&amp;#039;ll get something like this&lt;br /&gt;
[[File:Gearscript3.png]]&lt;br /&gt;
&lt;br /&gt;
We want to find the classname for the pistol and its magazines. The pistol will be listed under &amp;quot;add weapons&amp;quot;, while the magazines will be in the uniform somewhere - going by the round-count of the magazine is a good way to identify it. In this case it&amp;#039;s 11.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace &amp;quot;UK3CB_BAF_L131A1&amp;quot; on the left with &amp;quot;hgun_Pistol_heavy_01_F&amp;quot; from the right, and replace &amp;quot;UK3CB_BAF_9_17Rnd:3&amp;quot; with &amp;quot;11Rnd_45ACP_Mag:3&amp;quot;&lt;br /&gt;
Note, the :3 - this defines how many magazines will be added - You can see this is also the case for magazines on the weapons you originally exported like the rifle and AR. Make sure it&amp;#039;s there, because if you only put in the classname, there will only be one magazine loaded in the gun. In this case, we&amp;#039;ll bump it up to four to make up for the difference in ammo count. You can do the same for the SMG, Sniper Rifle, MANPADS, even hand-grenades and such. &lt;br /&gt;
&lt;br /&gt;
The loadout script is very flexible and you&amp;#039;ll quickly get the hang of it.&lt;br /&gt;
&lt;br /&gt;
== Placing AI: ==&lt;br /&gt;
&lt;br /&gt;
Now when you’re done with setting up your faction it’s time to make your mission come to life. For co-ops AI is what we will be fighting, and utilizing the AI in ArmA can be done in many different ways. However, for a simple mission you shouldn’t do anything too complex. We have a built in AI mod made by tanaKa which will do most things for you. Place down AI where you want, but make sure they don’t interfere with your chosen faction&amp;#039;s starting location. You should always have the players in a safe location so they can safely set up a plan and brief everyone. With the eden editor you can place down AI inside buildings to make the mission feels more alive. The specifics of AI placement comes down to personal preference and should differ depending on the type of mission you&amp;#039;re making, however balance is key for a fun mission, so keep that in mind while placing AI. If you decide to place AI yourself, you have a maximum of 90 AI to work with. As the mission progresses, you can include AI spawning info in the admin briefing. Generally, 90 AI will be enough, any more and the mission tends to drag on. When you&amp;#039;ve finished placing your AI, select all of them in the eden editor, and right click to view the attributes. In the attributes panel, check the box the says &amp;quot;Assign to HC&amp;quot;, which will slave the AI to the headless client by default and allow our AI mod to take control. ZEUS missions do not require this.&lt;br /&gt;
&lt;br /&gt;
Certain missions may not require AI to be placed. The most notable example would be ZEUS missions. Defense missions are typically zeus’d, which is basically real time placement and control of AI by the ZEUS. ZEUS is only accessible by admins, so if you build a ZEUS mission it will be up to an administrator to place the AI for you. You have to include good instructions for a ZEUS mission if you want things to go the way you envision them (and if you want it to pass QA). This is accessible through the admin briefing, which we&amp;#039;ll go over later. Any mission can be a zeus mission - often it can work well to only place a few AI where you want the bulk of them to be placed, that way admins can place AI based on our force size, making your mission more adaptable depending on how many people show up. The fact that you do not need to place ~90 AI is not a cop out, you still have to make a good mission. This means good briefings, good gear, and thorough planning on your part, especially when it comes down to AI placement.&lt;br /&gt;
&lt;br /&gt;
== Naming your mission &amp;amp; Doing the briefing: ==&lt;br /&gt;
&lt;br /&gt;
When you feel like you’re done with your mission, it’s time to do the briefing. The briefing is located in missions\temp.takistan\f\briefing. This works the same as the gearscript does, pick the briefing for the respective faction you’re using. Everything in here is very self-explanatory. Make sure the objective is clear, so no questions will arise during the mission itself. If you have any notes for an admin about your mission, for an example if you want to delete an x amount of units if the player count is low, make sure you add that in the admin briefing. &lt;br /&gt;
&lt;br /&gt;
Located in missions\temp.takistan\scripts you will find a file called serverstart.sqf. If you open this file, there are two lines at the bottom that you have to edit. Where it says **Mission Title** and **By Author* is what you want to edit. What this does is it pops up your mission name and the authors name after the mission is done loading.&lt;br /&gt;
&lt;br /&gt;
You’re also going to want to name the mission ingame and give it a description. This is done in the editor itself. Open up your mission, and on the top there should be a tab called “Attributes”. Head to General. Here is where you name the mission ingame and put the authors name. Also add a description to the mission, it should only be one sentence. This is to give everyone a general idea of what the mission is. Under Attributes -&amp;gt; Multiplayer you have to fill in the Summary. This will show a description of the mission in the slotting screen.&lt;br /&gt;
&lt;br /&gt;
Now you only have to name the mission folder. Your mission folder should look like this:  cmf_(co/tvt)(player count)_(mission_name).(map name). &lt;br /&gt;
&lt;br /&gt;
When you’re all done, take a look at the Mission Making Guidelines to make sure you submit your mission correctly.  &lt;br /&gt;
&lt;br /&gt;
If this tutorial didn’t do it for you, I would suggest looking at tanaKa’s [https://www.youtube.com/watch?v=2HDOBzzT0aw video] (also linked at the top) which explains how to create a mission, or head over to BI’s own [https://community.bistudio.com/wiki/Eden_Editor wiki] There’s also a #missiondesign channel in discord if you’ve run into any issues.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=893</id>
		<title>Mission Making Tutorial</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=893"/>
		<updated>2017-11-05T05:33:30Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Placing AI: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Making Tutorial: ==&lt;br /&gt;
&lt;br /&gt;
[http://www.coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=627 Click here] for the beginners tutorial to mission making and Coalition Mission Framework (CMF), continue reading for a more in depth explanation.&lt;br /&gt;
&lt;br /&gt;
Mission making is something that takes time getting used to. It relies on trial and error, and expect your first missions to be some time in the making. In this tutorial we’ll be doing a step-by-step mission making guide. Make sure you take your time and don’t stress, as doing things in hurry can be very unforgiving in the ArmA editor.&lt;br /&gt;
&lt;br /&gt;
To start things off you’ll need to download the Coalition Mission Framework [http://coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=7 (CMF)]. In simple terms it’s a mission already created with features and functions built into it. You will use this as a template when creating your missions. When you’ve downloaded the framework, place it somewhere where it’s easily accessible. You will use it more than once. Keep it somewhere safe and make sure you keep a master copy.&lt;br /&gt;
&lt;br /&gt;
Now you have to pick your map. If you do not know the maps names in the editor, there is a quick and easy way to do it. Head into the ArmA 3 editor and pick the map you want to use. Now all you have to do is save your blank mission and name it something simple like “temp”. This will now create a folder called “temp.[mapname]”. The name after the dot is the name as recognized by the eden editor. For an example if you’re making a mission on Takistan it’s going to be called temp.takistan, but a mission on desert is not going to be temp.desert, rather temp.desert_E. As you can see, some maps have less obvious nomenclature, so I advise you to do this every time you pick a new map that you haven’t worked with before.&lt;br /&gt;
&lt;br /&gt;
Now that you’ve picked your map, you have to copy the contents inside of the CMF.vr folder into your temp.takistan. Overwrite everything. Reload your mission, you will now see modules and units on the map. Go ahead and drag the modules outside the map boundary, since these should not be touched. You will also see three factions placed down, BLUFOR, OPFOR and IND. These units are all playable, all set up with radios and will work with gearscripts out of the box. This is when you pick the faction you want the players to be, not the AI or anything else. If it’s a TVT you might want both BLUFOR and OPFOR, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
For this tutorial we will keep it simple, and go with BLUFOR. Delete all Opfor and Independent units, including the deployment zone for said factions. You now have a basic BLUFOR structure, and different specialist roles. Now is a good time to think about an idea for your mission; infiltration, patrol, clear an objective, take out an HVT are all simple mission ideas.&lt;br /&gt;
&lt;br /&gt;
Depending on the mission you’re making, you may want specialist roles. If you look at your units, you will see that you have specialist roles such as Helicopter Pilots, HMG Teams, Anti Air and Engineers. Pick the ones you want and delete the other specialist roles. When you have a good idea of what you want to do, put your players in a safe starting location. Make sure your mission is relative to our player count, don’t make it too big/small.&lt;br /&gt;
&lt;br /&gt;
== Gearscript: ==&lt;br /&gt;
Before you getting into the mission making proper, you need to create a gearscript (or two, if a TvT) that will assign loadouts to each player.  First, you have to open up Virtual Arsenal. The menu on the right is what you’ll be paying attention to. Once you have picked the uniform – including vest, helmet, and backpack – click ‘set uniform’ and you’ll get confirmation via text. Afterwards, go over each item until all of the slots are full. Then, click export. It’ll copy the loadout to your clipboard and you’ll be able to paste it wherever you want. One more thing before the gearscript is complete. Head to the loadouts section in the mission file and pick the file you want. For us, it’ll be us_army_ocp.hpp - the default BLUFOR loadout. Simply paste the loadout you’ve created in between the lines.&lt;br /&gt;
&lt;br /&gt;
This is what you&amp;#039;re after:&lt;br /&gt;
&lt;br /&gt;
[[File:Gearscript4.jpg|1440px]]&lt;br /&gt;
&lt;br /&gt;
If you need to confirm that this is the loadout that will be used in the mission, check CfgLoadouts.&lt;br /&gt;
&lt;br /&gt;
The road doesn&amp;#039;t end here, however. Scroll down, and you&amp;#039;ll see a whole load of other shit.&lt;br /&gt;
&lt;br /&gt;
[[File:Gearscript.png]]&lt;br /&gt;
&lt;br /&gt;
For some loadouts this won&amp;#039;t matter, but these are the default MANPADs, Sniper Rifle, Pistol and SMG used by the faction, amongst other things. To change these, we&amp;#039;ll need to get a bit more awkward.&lt;br /&gt;
&lt;br /&gt;
So, let&amp;#039;s take the pistol for example. In this case, for the sake of argument, we want a FNX-45 with a red-dot and laser-light module. So we give it to the arse-man and hit the export button at the bottom - Not the one we used previously.&lt;br /&gt;
[[File:Gearscript2.png]]&lt;br /&gt;
&lt;br /&gt;
Paste what Arsenal exports into an emplty page, and you&amp;#039;ll get something like this&lt;br /&gt;
[[File:Gearscript3.png]]&lt;br /&gt;
&lt;br /&gt;
We want to find the classname for the pistol and its magazines. The pistol will be listed under &amp;quot;add weapons&amp;quot;, while the magazines will be in the uniform somewhere - going by the round-count of the magazine is a good way to identify it. In this case it&amp;#039;s 11.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Replace &amp;quot;UK3CB_BAF_L131A1&amp;quot; on the left with &amp;quot;hgun_Pistol_heavy_01_F&amp;quot; from the right, and replace &amp;quot;UK3CB_BAF_9_17Rnd:3&amp;quot; with &amp;quot;11Rnd_45ACP_Mag:3&amp;quot;&lt;br /&gt;
Note, the :3 - this defines how many magazines will be added - You can see this is also the case for magazines on the weapons you originally exported like the rifle and AR. Make sure it&amp;#039;s there, because if you only put in the classname, there will only be one magazine loaded in the gun. In this case, we&amp;#039;ll bump it up to four to make up for the difference in ammo count. You can do the same for the SMG, Sniper Rifle, MANPADS, even hand-grenades and such. &lt;br /&gt;
&lt;br /&gt;
The loadout script is very flexible and you&amp;#039;ll quickly get the hang of it.&lt;br /&gt;
&lt;br /&gt;
== Placing AI: ==&lt;br /&gt;
&lt;br /&gt;
Now when you’re done with setting up your faction it’s time to make your mission come to life. For co-ops AI is what we will be fighting, and utilizing the AI in ArmA can be done in many different ways. However, for a simple mission you shouldn’t do anything too complex. We have a built in AI mod made by tanaKa which will do most things for you. Place down AI where you want, but make sure they don’t interfere with your chosen faction&amp;#039;s starting location. You should always have the players in a safe location so they can safely set up a plan and brief everyone. With the eden editor you can place down AI inside buildings to make the mission feels more alive. The specifics of AI placement comes down to personal preference and should differ depending on the type of mission you&amp;#039;re making, however balance is key for a fun mission, so keep that in mind while placing AI.&lt;br /&gt;
&lt;br /&gt;
Certain missions may not require AI to be placed. The most notable example would be ZEUS missions. Defense missions are typically zeus’d, which is basically real time placement and control of AI by the ZEUS. ZEUS is only accessible by admins, so if you build a ZEUS mission it will be up to an administrator to place the AI for you. You have to include good instructions for a ZEUS mission if you want things to go the way you envision them (and if you want it to pass QA). This is accessible through the admin briefing, which we&amp;#039;ll go over later. Any mission can be a zeus mission - often it can work well to only place a few AI where you want the bulk of them to be placed, that way admins can place AI based on our force size, making your mission more adaptable depending on how many people show up. The fact that you do not need to place ~90 AI is not a cop out, you still have to make a good mission. This means good briefings, good gear, and thorough planning on your part, especially when it comes down to AI placement.&lt;br /&gt;
&lt;br /&gt;
== Naming your mission &amp;amp; Doing the briefing: ==&lt;br /&gt;
&lt;br /&gt;
When you feel like you’re done with your mission, it’s time to do the briefing. The briefing is located in missions\temp.takistan\f\briefing. This works the same as the gearscript does, pick the briefing for the respective faction you’re using. Everything in here is very self-explanatory. Make sure the objective is clear, so no questions will arise during the mission itself. If you have any notes for an admin about your mission, for an example if you want to delete an x amount of units if the player count is low, make sure you add that in the admin briefing. &lt;br /&gt;
&lt;br /&gt;
Located in missions\temp.takistan\scripts you will find a file called serverstart.sqf. If you open this file, there are two lines at the bottom that you have to edit. Where it says **Mission Title** and **By Author* is what you want to edit. What this does is it pops up your mission name and the authors name after the mission is done loading.&lt;br /&gt;
&lt;br /&gt;
You’re also going to want to name the mission ingame and give it a description. This is done in the editor itself. Open up your mission, and on the top there should be a tab called “Attributes”. Head to General. Here is where you name the mission ingame and put the authors name. Also add a description to the mission, it should only be one sentence. This is to give everyone a general idea of what the mission is. Under Attributes -&amp;gt; Multiplayer you have to fill in the Summary. This will show a description of the mission in the slotting screen.&lt;br /&gt;
&lt;br /&gt;
Now you only have to name the mission folder. Your mission folder should look like this:  cmf_(co/tvt)(player count)_(mission_name).(map name). &lt;br /&gt;
&lt;br /&gt;
When you’re all done, take a look at the Mission Making Guidelines to make sure you submit your mission correctly.  &lt;br /&gt;
&lt;br /&gt;
If this tutorial didn’t do it for you, I would suggest looking at tanaKa’s [https://www.youtube.com/watch?v=2HDOBzzT0aw video] (also linked at the top) which explains how to create a mission, or head over to BI’s own [https://community.bistudio.com/wiki/Eden_Editor wiki] There’s also a #missiondesign channel in discord if you’ve run into any issues.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Vehicle_Identification&amp;diff=709</id>
		<title>Vehicle Identification</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Vehicle_Identification&amp;diff=709"/>
		<updated>2017-10-09T03:26:16Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Light and Medium Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Correctly identifying vehicles is very important. It helps your leadership decide how to proceed and what asset to divert to deal with said vehicle. This section of the wiki will be dedicated to screenshots of vehicles to help familiarize yourself with their traits. Due to the number of vehicles in our mod pack I haven&amp;#039;t done extensive testing with some of the vehicles, particularly the vanilla vehicles. As a result if you disagree with any of the suggestions, feel free to do some testing and provide the data. &lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Russian vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Russian vehicles are by far the most commonly seen vehicles. They made Hundreds of thousands of everything and sold them to anyone they could. This results in not only Russian forces using these vehicles, but also many other countries and even militias or insurgent forces. Russian vehicles can be hard to ID sometimes - particularly the main battle tanks, as they are all very similar in appearance but vastly different in functionality and threat level. It is recommended that you spend some time on this section. Under here will be the main Russian vehicle families.&lt;br /&gt;
&lt;br /&gt;
===Light Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BRDM Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BDRMfamily.jpeg|center|900px]]&lt;br /&gt;
&lt;br /&gt;
BRDM&amp;#039;s are light scout cars. They are often mistaken for BTRs. The fastest way to tell the difference is the number of wheels. BRDM&amp;#039;s have 4, BTRs have 8. The armor on these things is paper thin. MMG, HMG, 40mm, and at most light AT are all you need for these.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BTR Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BTRfamily.jpeg|center|900px]]&lt;br /&gt;
BTR&amp;#039;s have extremely light armor, they can be taken out with HMG fire or in the case of the early varients, even 7.62 AP can effect them. Shooting out their tires is an effective way to render them immobile. They are personel carriers and can fit a squad of infantry inside and more on top. Later model BTRs are not to be underestimated. BTR-80 and onwards had much thicker armor than previous models.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BMP Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BMPfamily.jpeg|center|900px]]&lt;br /&gt;
BMP&amp;#039;s are Infantry Fighting vehicles. They can carry a small team of infantry. They have heavy enough armor to require light or medium AT. Some of the newer varients come with ERA panels that can prevent AT from doing its job if you do not aim for a weak spot.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BMD Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BMDfamily.jpeg|center|900px]]&lt;br /&gt;
BMD&amp;#039;s are Essentially smaller BMP&amp;#039;s that were designed for airborne units. They are Infantry Fighting Vehicles with smaller crew compartments than their BMP counterparts. The early BMD&amp;#039;s can be ID&amp;#039;d by their trademark &amp;quot;U&amp;quot; shaped bow. The BMD-3 and newer are basically up to par with BMPs. They have heavy enough armor to require light or medium AT. Distinguishing between BMPs and BMDs is largely unimportant, as they pose the same threat on the battlefield.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;ZSU Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:RussianAA.jpg|center|900px]]&lt;br /&gt;
&lt;br /&gt;
The important Anti air is in the middle. That is a ZSU-23-4 AKA &amp;quot;Shilka&amp;quot;. They are pretty unique looking, and you will definitely know when one is shooting at you. They can depress the guns low enough to be a threat to infantry and light vehicles. They have armor strong enough to take some punishment. Hit the sides or rear with Light AT, ideally use medium AT if its available. The same devastating 23mm tandem gun is standard as an emplacement, and is often found mounted on the backs of Ural trucks.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;SPGs and Rocket launchers&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RussianTD.jpg|center|900px]] &lt;br /&gt;
The 2S25 &amp;quot;Sprut&amp;quot; is a self propelled anti tank gun. It is lightly armored and based on the BMD3. Light or medium AT will knock it out. Easily identified by its long gun and unique turret. &lt;br /&gt;
[[File:RussianArty.jpg|center|900px]] &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left to right:&amp;#039;&amp;#039;&amp;#039; 2S3M1 &amp;quot;Akatsiya&amp;quot; 152mm Self propelled howitzer, BM-21 &amp;quot;Grad&amp;quot; 133mm Multiple rocket launcher, 9K79 &amp;quot;Scarab&amp;quot; Tactical Ballistic missile launcher. I&amp;#039;m including these because they can be pretty high value targets, but generally pose little direct threat to infantry as they&amp;#039;re much longer range assets. If you can see them, they probably can&amp;#039;t easily hurt you.&lt;br /&gt;
&lt;br /&gt;
2S3M1: Hit it with well placed light AT or medium AT.&lt;br /&gt;
&lt;br /&gt;
BM-21 &amp;quot;Grad&amp;quot;: Its an unarmored truck loaded with explosives, do what you must. &lt;br /&gt;
&lt;br /&gt;
9K79: Can be armed with nuclear warhead. Lightly armored, HMG, 40mm, or Light AT.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-34 &amp;amp; T-55&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T34andT55.jpg|center|900px]]&lt;br /&gt;
These two tanks are a couple of the most produced tanks in the world. Both are old enough to be the lightest armored vehicles in this section.&lt;br /&gt;
&lt;br /&gt;
T-34: If you can&amp;#039;t ID a T-34 you need to take a history class. The one in the picture happens to be a T-34-85 which means it has an 85mm gun. That means it can still be a reasonable threat to both infantry and vehicles. These are WWII era tanks, so their armor is thin compared to most other tanks you will encounter. Hit them with Light or medium AT, flank if you can to ensure a one hit kill. &lt;br /&gt;
&lt;br /&gt;
T-55: The most produced tank in history. They have been used by 50+ militaries and probably as many militia and insurgent groups. This is an early cold war era tank, it replaced the T-34-85. Its front hull armor is only 120mm thick, Light and medium AT can pen there if its the only option, however the weaker 80mm side and 60mm rear are sure 1 hit kills. Its turret is not a weak spot, as with most Russian tanks its armor is all there. You will never see a T-55 with ERA with our mod pack. They can be ID&amp;#039;d by counting road wheels. A T-55 has 5 road wheels. The turret is also taller than the later T series tanks as well as having the spotlight mounted higher. There is a second spotlight on one of the hatches. T-55s lack a mount for an Anti Air machine gun. The bore evacuator on a T-55 is at the very end of the barrel, for those of you that don&amp;#039;t know what that is, its the thicker part of the barrel. Knowing the difference between these and the later tanks is important so you do not waste an asset.&lt;br /&gt;
 &lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-72 Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T72family.jpeg|center|900px]]&lt;br /&gt;
[[File:T72familyProf.jpeg|center|900px]]&lt;br /&gt;
T-72 Tanks Are one of the most popular post WWII tanks in the world. They have a diesel engine. They can be taken out by well placed light AT, but medium or heavy is recommended to ensure fewer hits. Newer variants have ERA.  Driver only has 1 para-scope &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-80 Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
[[File:t80family.jpeg|center|900px]]&lt;br /&gt;
[[File:T80familyProf.jpeg|center|900px]]&lt;br /&gt;
The T80 was the first Main battle tank in the world to use a turbine engine. This is the easiest way to tell them apart from a T-72 if you are close enough. T-80s have 3 para-scopes for the driver.  Other than that, they can be very difficult to differentiate. Like the T-72 they call for medium or heavy AT to ensure fewer hits to kill. Most T-80 variants have some form of ERA aside from earlier models. T80&amp;#039;s are smaller and slightly boxier, with more evenly rounded, somewhat squatter turrets. Consider T-80s to generally be somewhere in between a T-72 and a T-90.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-90 Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T90Family.jpeg|center|900px]]&lt;br /&gt;
[[File:T90FamilyProf.jpeg|center|900px]]&lt;br /&gt;
T-90s are basically just super modern versions of the T-72. The best way to differentiate is the new turret. It it a slightly different shape, and covered in ERA. t-90s also have 2 Spotlights on the front whereas t-80s and t-72s only have 1 spotlight. T-90s can be extremely hard to take down. Recommend medium or heavy AT&lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
&lt;br /&gt;
This section will cover Russian helicopters. Every screenshot will have all of the variants of the helicopter in a &amp;quot;family&amp;quot; line up as well as one of the helicopters shown flying at a distance to provide a profile. All of these screenshots can be expanded by clicking them and then clicking the full image size under it. In this case because I still live in 2005 they go no higher than 1600x900. If anyone would like to replicate these with higher resolution, feel free to do so and then send the files to HQ or specialist to be uploaded.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-8 &amp;quot;Hip&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:Mi-8family.jpg|center|900px]]&lt;br /&gt;
The Mi-8 can be unarmed Transport helicopters, or come loaded for bear. Even Transport variants can have door gunners. Late versions have a gunner in the nose with the pilots. They can carry Fuel air bombs, rockets, and gun pods. Mi-8s are lightly armored and can be taken out with small arms. It is important not to call them a Hind since a Hind is basically a flying infantry fighting vehicle that can kill you even if it&amp;#039;s not facing towards you.&lt;br /&gt;
&lt;br /&gt;
Note that there is a Mi-24 in the backdrop of this picture in the far top left. If you look at the bigger version of this screenshot by clicking on it and viewing the full size, you can clearly see the difference in the profile at range. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-24 &amp;quot;Hind&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mi-24family.jpg|center|900px]]&lt;br /&gt;
Mi-24s can be a huge threat. They have decently heavy armor as far as aircraft go. It is recommended to use Anti Air if possible, .50 cal can take them down but not in small amounts. They can carry Fuel air bombs, rockets, gun pods, and can have a gun in a turret under the cockpit (generally 13.7mm). They can also be armed with air to air missiles. They have a very distinct and very loud sound. They also have a very distinct double bubble cockpit. Don&amp;#039;t let Hinds land, as they will likely surprise you with an entire infantry squad popping out the back.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-28 &amp;quot;Havoc&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mi-28.jpg|center|900px]]&lt;br /&gt;
The havoc is Russia&amp;#039;s most destructive helicopter. With multiple weapons loads including fuel air bombs, gun pods, rocket pods, ATGMs, and the ever present all seeing 30 mm chain gun on the nose, the Havoc can lay down fire in any direction and destroy almost any target you could imagine. The havoc is also very heavily armored as helicopters go. The smallest rated threat for the Mi-28 is .50 caliber API-T rounds, but expect to only see positive results using 20mm or more. This armor is largely due to the fact that the Mi-28 does not contain a crew compartment. While the Mi-24 can more often than not deploy a full squad to the battlefield, essentially making it an aerial BTR, the Mi-28 is better compared to an aerial T-90.&lt;br /&gt;
&lt;br /&gt;
Identify the Mi-28 by checking for a more angular double cockpit (not bubble shaped like the Mi-24), the radar bulb on top of the main rotor, and the absolutely massive front cannon. The Mi-28 also has the engines mounted parallel to super structure instead of on top, both engines sporting massive downward exhausts to their rear.&lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Ka-60 &amp;quot;Kasatka&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ka-60.jpg|center|900px]]&lt;br /&gt;
The Kasatka is a transport helicopter capable of carrying light armament, similar to what you would expect to see on US littlebirds. It is best described as an effective hybrid between transport and light attack craft. Like most Russian vehicles, it has a somewhat broader combat role than equivalent US military vehicles.&lt;br /&gt;
&lt;br /&gt;
It is identified chiefly by it&amp;#039;s small round silhouette, large front wind screens featuring side by side seating, it&amp;#039;s enclosed anti torque rotor, and it&amp;#039;s relatively light armament. &lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Ka-52 &amp;quot;Alligator&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ka-52.jpg|center|900px]]&lt;br /&gt;
The Ka-52 is the big brother of the Ka-50 &amp;quot;Blackshark&amp;quot;. A high speed stacked main rotor allows for the helicopter to maintain a relatively skinny rotor span, meaning the helicopter can take off and land effectively in tight spaces, and it can carry greater armament than other helicopters with similar rotor spans. The double main rotor design aids in reducing down wash, as well as increasing collective responsiveness (thus increasing combat survivability through superior auto rotate abilities. The downwash from the first rotor can keep the second one spinning faster for longer, which means a more controllable glide if power is lost). Of course, none of the flight specifics of the Alligator are terribly applicable to ARMA, even with AFM enabled.&lt;br /&gt;
&lt;br /&gt;
The KA-52 has a forward mounted 30 mm cannon with limited opposability (can be aimed +- 10 degrees or so without moving the bird). It carries a tremendous amount of long range rocket propelled armament, including a variety of rocket pods, bombs, and ATGMs. The Ka-52 is a much greater threat to vehicular assets due to it&amp;#039;s reduced radar plane and comparatively long engagement range. As infantry, the Ka-52 is not necessarily the biggest threat you can face from the air, but it still a formidable and dangerous opponent with just as much armor as the above mentioned Mi-28. Exercise caution when engaging and exposing yourself to a Ka-52, especially if it&amp;#039;s pointed towards you.&lt;br /&gt;
&lt;br /&gt;
The Ka-52 can be identified chiefly by it&amp;#039;s two main rotors. Additionally, the Ka-52 has a side by side seating arrangement - not the most common thing to see on an attack helicopter. It&amp;#039;s winglets are fairly long and have additional hard points at the tips for AA missile attachment. It carries the standard two hard points per winglet for rocket pod attachment and the like. No Ka-50/52 variant will never have a swiveling front turret. It is also the only Russian bird to feature retractable landing gear, giving it a lower drag coefficient, really allowing the double main rotor to push the max speed of about 300 Km/h.&lt;br /&gt;
&lt;br /&gt;
===Notes on Vehicle Neutralization===&lt;br /&gt;
All Russian main battle tanks concentrate their armor in the turret. As such, turret hits are rarely fruitful. Aim for sides and rear armor in this situation. If the tank has reactive armor on any portion of it&amp;#039;s body, aim elsewhere as that ERA will easily defeat most AT.&lt;br /&gt;
&lt;br /&gt;
BTRs can easily be destroyed with .50 cal fire more often than not. If you can&amp;#039;t penetrate the armor, you can probably de-mobilize the unit by attacking it&amp;#039;s weak point - the tires - for massive damage.&lt;br /&gt;
&lt;br /&gt;
Other Russian vehicles such as UAZs (5 seat transport jeep built by the Reds), GAZs, and vodniks are all lightly armored (if armored at all) and can be taken out by any competent infantry unit.&lt;br /&gt;
&lt;br /&gt;
Helicopters are some of the easiest targets to destroy, but if you mess with the wrong one you&amp;#039;ll end up dead. It&amp;#039;s very important to identify what you&amp;#039;re shooting at before you shoot, as ineffective fire can mean life and death with attack helicopters. Don&amp;#039;t make your presence known if you aren&amp;#039;t sure you can kill it. As a rule of thumb, never engage helicopters with anything less than a .50 cal.&lt;br /&gt;
&lt;br /&gt;
Be aware of what weaponry you have, don&amp;#039;t use your last javelin on an infantry transport if you&amp;#039;re not 100% certain there won&amp;#039;t be a T-90 around the corner. Use the right weapon for the right vehicle, you usually do not need AT for things like Urals and UAZs as the drivers can be shot out, or the wheels disabled long before the infantry inside can become a threat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;CSAT Vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
These vehicles come with the base game, so these will not be super in depth guides as I expect most people know the vanilla assets. However our mods rename some of the vehicles, so I will call them what they are called in our modpack. Some of these vehicles really exist, others are made up to fit the games vanilla setting. A few are monstrosities made by combining multiple real vehicles or weapon systems.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armor===&lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;IFVs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:CSATIFV.jpeg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left:&amp;#039;&amp;#039;&amp;#039;BTR-K Kamysh, &amp;#039;&amp;#039;&amp;#039;right:&amp;#039;&amp;#039;&amp;#039; &amp;quot;Otokar Arma&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Being Vanilla assets means that these are super modern, or futuristic vehicles. This means they can come with fairly decent armor. Both of these are Infantry fighting vehicles that can carry a decent sized team of infantry.&lt;br /&gt;
&lt;br /&gt;
The BTR-k is medium armor, it is not as light as the other CSAT IFV but not as heavy as the T-100. It can be taken out with light AT if flanked, medium AT can be used to ensure a kill. &lt;br /&gt;
&lt;br /&gt;
The Otokar Arma is light armor. It can be dealt with by light AT. Its wheels are its weak point if you need to render it immobile.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Self propelled gun and Anti Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:CSATSPGAA.jpeg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left:&amp;#039;&amp;#039;&amp;#039; ZSU-39 &amp;quot;Tigris&amp;quot;, &amp;#039;&amp;#039;&amp;#039;Right:&amp;#039;&amp;#039;&amp;#039; 2S9 &amp;quot;Sochor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ZSU-39 Is a BTR-k with a different weapon system. It can be taken out with light AT if flanked, medium AT can be used to ensure a kill. &lt;br /&gt;
&lt;br /&gt;
The 2S9 is a Self propelled howizer, it poses little threat to units that are close to it. It does however have a remote controlled gun on the turret that the commander can use to defend against infantry or aircraft. Hit it in the sides or rear with light AT, or use medium AT to knock it out.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Qilin Transport&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:qilin.jpeg|center|900px]&lt;br /&gt;
&lt;br /&gt;
A small, highly agile car that can fit 5 t 6 people depending on the version. Some come with a top mounted minigun that can provide a high volume of fire.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-100&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T100.jpeg|center|900px]]&lt;br /&gt;
[[File:T100profile.jpeg|center|900px]]&lt;br /&gt;
Assumed to be based off of the real life Russian T-95 black eagle, this thing is one of the heaviest pieces of armor in the game. It is also covered in ERA. Hit the rear when possible. Medium or heavy AT is highly recommended. &lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-290 &amp;quot;Taru&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Taru.jpg|center|900px]]&lt;br /&gt;
This unique looking helicopter is a heavy lift chopper that is assumed to be based off of the real life Ka-226. It can use a wide range of pods to transport anything from supplies to troops. It can also drop the pods and be used for sling loading heavy equipment. It is armored enough to require .50cal or better to damage. Shooting it with anything smaller is pointless unless it has the bench seat pod with passengers.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-48 &amp;quot;Kajman&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mi-48.jpg|center|900px]]&lt;br /&gt;
Pronounced caiman like the species of alligator. This thing does not really exist. It is a hideous mixture of 3 Russian aircraft, the Mi-28,the Ka-50, and the passenger compartment of the Mi-24. It can only carry a small team of infantry. The kajman is a major threat. Lucky .50 cal can knock it out, but it is recommended to use something bigger. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ka-60&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The CSAT use the Russian Ka-60 helicopter as a transport comparable to the little bird. See Russian helicopter section for more info.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Y-32 Xi&amp;#039;an&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:xian.jpg|center|900px]]&lt;br /&gt;
&lt;br /&gt;
The Xi&amp;#039;an is a heavy attack and transport VTOL aircraft. It is quite fast, has a variety of guided and unguided weapons, and can deploy troops right on top of you.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Independent Vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
These vehicles come with the base game, so these will not be super in depth guides as I expect most people know the vanilla assets. However our mods rename some of the vehicles, so I will call them what they are called in our modpack. Some of these vehicles really exist, others are made up to fit the games vanilla setting. A few are monstrosities made by combining multiple real vehicles or weapon systems.&lt;br /&gt;
&lt;br /&gt;
===AAF Light and Medium Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;IFVs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:AAFIFV.jpg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left:&amp;#039;&amp;#039;&amp;#039; FV510 &amp;quot;Warrior&amp;quot; &amp;#039;&amp;#039;&amp;#039;Right:&amp;#039;&amp;#039;&amp;#039; Pandur II&lt;br /&gt;
&lt;br /&gt;
The Warrior is a British IFV comparable to the American Bradley. It comes packed with ERA which makes it hard enough to knock out for me to call it medium armor. It can carry a team of infantry. Light AT to the rear, or medium AT to deal with these. &lt;br /&gt;
&lt;br /&gt;
The Pandur II is an Austrian made APC. Its armor is heavy enough to require Light AT, but its tires are vulnerable to small arms.  It can carry infantry.  &lt;br /&gt;
&lt;br /&gt;
===AAF Heavy Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Leopard 2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:leopard2.jpg|center|900px]]&lt;br /&gt;
This appears to be some sort of Leopard 2 variant the ARMA 3 team made. It has ERA in a few places. It is best dealt with by medium or heavy AT.&lt;br /&gt;
&lt;br /&gt;
===AAF Helicopters===&lt;br /&gt;
The AAF use two helicopters based on real world helicopters. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;AW101 &amp;quot;Merlin&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Merlin.jpg|center|900px]]&lt;br /&gt;
The Merlin is a British and Italian designed medium lift helicopter. It is unarmed and unarmored. It can carry a decent amount of infantry. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;AW159 &amp;quot;Wildcat&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Wildcat.jpg|center|900px]]&lt;br /&gt;
The Wildcat in game appears to be an upgraded version of the current Wildcat that is in service with the British army and Royal Navy. It provides a similar role to the American UH-60. And looks very similar to an upgraded Huey, this is no mistake as its predecessors were designed as a British made alternative to the Huey. It can be armed with rocket pods and it has a FLIR pod in the nose. Well placed small arms can knock one out of the air, but .50 cal or AA is the ideal choice.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;NATO Vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
These vehicles come with the base game, so these will not be super in depth guides as I expect most people know the vanilla assets. However our mods rename some of the vehicles, so I will call them what they are called in our modpack. Some of these vehicles really exist, others are made up to fit the games vanilla setting. A few are monstrosities made by combining multiple real vehicles or weapon systems.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;s&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:NatoIFV.jpg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left to right:&amp;#039;&amp;#039;&amp;#039; Patria AMV, Namer, Nemmera&lt;br /&gt;
&lt;br /&gt;
The Patria, also known as the Badger. It is a Finish platform with many forms across a few countries that have the contracts to build them. The Badger version that appears in the game is made in South Africa. It is light armor. It is can be dealt with by light or medium AT. &lt;br /&gt;
&lt;br /&gt;
The Namer uses the chassis of the Israeli Merkava Main Battle tank. It can transport a team of infantry, and is armed with an Automatic Grenade launcher and HMG. Medium armor. Light or medium AT to deal with these, try to hit sides and rear of all variants. &lt;br /&gt;
&lt;br /&gt;
The Nemmera is a Combat recovery vehicle variant of the Namer. It cannot transport infantry and is only armed with a 6.5mm MG and a bulldozer blade. Light or medium AT. &lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Anti Air, Rocket launcher, and Self Propelled Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:NatoSPGAA.jpg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left to right:&amp;#039;&amp;#039;&amp;#039; IFV-6a Cheetah, M5 Sandstorm, and M4 Scorcher&lt;br /&gt;
&lt;br /&gt;
The Cheetah is a Namer with the same weapon system as the CSAT ZSU-39. It can be taken out with light or medium AT.&lt;br /&gt;
&lt;br /&gt;
The M5 sandstorm is a Namer with a Multiple Launch Rocket System  or MLRS bolted to the roof. Can be taken out with light or medium AT. &lt;br /&gt;
&lt;br /&gt;
The M4 scorcher appears to be Bohemia&amp;#039;s take on the Israeli Sholef system that produced just 2 vehicles. Either way its a self propelled howitzer on the chassis of the Merkava. It poses little threat to close infantry Light or medium AT besides its commander&amp;#039;s HMG.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor=== &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Merkava&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Merkava.jpg|center|900px]]&lt;br /&gt;
The Merkava is an Israeli MBT. Israel being Israel, They asked &amp;quot;why not combine an IFV and a Tank?&amp;quot; which means these MBTs can fit 6 infantry in the back. There are two versions in game. the one on the left is the up-armored version with ERA panels. The variant on the right can be taken out with light AT to the rear or medium AT. For the up-armored version I would recommend Light AT to the rear, or Medium to the sides or rear. Heavy AT to ensure kill.&lt;br /&gt;
&lt;br /&gt;
===Helicopters=== &lt;br /&gt;
The NATO Helicopters in game are all modern or future variants of US helicopters that are currently in use. I expect that most people are familiar with them.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Ghosthawk&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ghosthawk.jpg|center|900px]]&lt;br /&gt;
Assumed to be the likeness of the stealth UH-60 Blackhawk used in the Bin laden raid, it looks like a Blackhawk and an F-117 had an affair and this is the bastard child. Fills a similar role to the UH-60, and can have door mounted miniguns. Can be taken out with small arms, though .50 cal and higher is recommended. &lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Huron&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Huron.jpg|center|900px]]&lt;br /&gt;
Appears to be a Chinook that also had an affair with an F-117. Apparently those things get around. Anyways it fills a similar role to the Actual Chinook, and the Merlin. It can transport a large group of infantry, and can be armed with door guns. Small arms can take one out, but recommend .50 cal or higher. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Pawnee and Hummingbird&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:VanillaLittlebird.jpg|center|900px]]&lt;br /&gt;
Appear to be updated versions of the real life AH-6 and OH-6 little bird respectively. The Pawnee has miniguns and rocket pods. They can transport a few infantry in the back seats and on the skids. Small arms can take them down. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Blackfoot&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Blackfoot.jpg|center|900px]]&lt;br /&gt;
Appears to be a RAH-66 Comanche which is a canceled Boeing project that was targeted at the US military. It was designed to be a stealth recon platform that would mark targets for AH-64 Apaches. It is armed with an auto cannon in the nose. It is armored pretty well and requires .50 cal or better to knock out.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Blackfish&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Blackfish.jpeg|center|900px]]&lt;br /&gt;
I know this is from APEX and not vanilla. And since it is VTOL it is in a grey area as well. But I feel it should be included.&lt;br /&gt;
&lt;br /&gt;
A VTOL aircraft that appears to be Bohemia&amp;#039;s take on the V-22 Osprey if it had an affair with a C-130. This thing comes in 2 variants. A transport variant that can carry up to 32 soldiers and a gunship variant that is basically an AC-130 armed with mini guns, a howitzer, and an auto cannon. If one of these appears to be entering into an orbit around you, you had better knock it out quick. Recommend Anti Air since it will most likely not be a &amp;quot;helicopter&amp;quot; unless it is taking off or landing.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Vehicle_Identification&amp;diff=708</id>
		<title>Vehicle Identification</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Vehicle_Identification&amp;diff=708"/>
		<updated>2017-10-09T03:24:17Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Helicopters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Correctly identifying vehicles is very important. It helps your leadership decide how to proceed and what asset to divert to deal with said vehicle. This section of the wiki will be dedicated to screenshots of vehicles to help familiarize yourself with their traits. Due to the number of vehicles in our mod pack I haven&amp;#039;t done extensive testing with some of the vehicles, particularly the vanilla vehicles. As a result if you disagree with any of the suggestions, feel free to do some testing and provide the data. &lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Russian vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Russian vehicles are by far the most commonly seen vehicles. They made Hundreds of thousands of everything and sold them to anyone they could. This results in not only Russian forces using these vehicles, but also many other countries and even militias or insurgent forces. Russian vehicles can be hard to ID sometimes - particularly the main battle tanks, as they are all very similar in appearance but vastly different in functionality and threat level. It is recommended that you spend some time on this section. Under here will be the main Russian vehicle families.&lt;br /&gt;
&lt;br /&gt;
===Light Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BRDM Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BDRMfamily.jpeg|center|900px]]&lt;br /&gt;
&lt;br /&gt;
BRDM&amp;#039;s are light scout cars. They are often mistaken for BTRs. The fastest way to tell the difference is the number of wheels. BRDM&amp;#039;s have 4, BTRs have 8. The armor on these things is paper thin. MMG, HMG, 40mm, and at most light AT are all you need for these.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BTR Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BTRfamily.jpeg|center|900px]]&lt;br /&gt;
BTR&amp;#039;s have extremely light armor, they can be taken out with HMG fire or in the case of the early varients, even 7.62 AP can effect them. Shooting out their tires is an effective way to render them immobile. They are personel carriers and can fit a squad of infantry inside and more on top. Later model BTRs are not to be underestimated. BTR-80 and onwards had much thicker armor than previous models.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BMP Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BMPfamily.jpeg|center|900px]]&lt;br /&gt;
BMP&amp;#039;s are Infantry Fighting vehicles. They can carry a small team of infantry. They have heavy enough armor to require light or medium AT. Some of the newer varients come with ERA panels that can prevent AT from doing its job if you do not aim for a weak spot.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BMD Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BMDfamily.jpeg|center|900px]]&lt;br /&gt;
BMD&amp;#039;s are Essentially smaller BMP&amp;#039;s that were designed for airborne units. They are Infantry Fighting Vehicles with smaller crew compartments than their BMP counterparts. The early BMD&amp;#039;s can be ID&amp;#039;d by their trademark &amp;quot;U&amp;quot; shaped bow. The BMD-3 and newer are basically up to par with BMPs. They have heavy enough armor to require light or medium AT. Distinguishing between BMPs and BMDs is largely unimportant, as they pose the same threat on the battlefield.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;ZSU Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:RussianAA.jpg|center|900px]]&lt;br /&gt;
&lt;br /&gt;
The important Anti air is in the middle. That is a ZSU-23-4 AKA &amp;quot;Shilka&amp;quot;. They are pretty unique looking, and you will definitely know when one is shooting at you. They can depress the guns low enough to be a threat to infantry and light vehicles. They have armor strong enough to take some punishment. Hit the sides or rear with Light AT, ideally use medium AT if its available. The same devastating 23mm tandem gun is standard as an emplacement, and is often found mounted on the backs of Ural trucks.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;SPGs and Rocket launchers&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RussianTD.jpg|center|900px]] &lt;br /&gt;
The 2S25 &amp;quot;Sprut&amp;quot; is a self propelled anti tank gun. It is lightly armored and based on the BMD3. Light or medium AT will knock it out. Easily identified by its long gun and unique turret. &lt;br /&gt;
[[File:RussianArty.jpg|center|900px]] &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left to right:&amp;#039;&amp;#039;&amp;#039; 2S3M1 &amp;quot;Akatsiya&amp;quot; 152mm Self propelled howitzer, BM-21 &amp;quot;Grad&amp;quot; 133mm Multiple rocket launcher, 9K79 &amp;quot;Scarab&amp;quot; Tactical Ballistic missile launcher. I&amp;#039;m including these because they can be pretty high value targets, but generally pose little direct threat to infantry as they&amp;#039;re much longer range assets. If you can see them, they probably can&amp;#039;t easily hurt you.&lt;br /&gt;
&lt;br /&gt;
2S3M1: Hit it with well placed light AT or medium AT.&lt;br /&gt;
&lt;br /&gt;
BM-21 &amp;quot;Grad&amp;quot;: Its an unarmored truck loaded with explosives, do what you must. &lt;br /&gt;
&lt;br /&gt;
9K79: Can be armed with nuclear warhead. Lightly armored, HMG, 40mm, or Light AT.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-34 &amp;amp; T-55&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T34andT55.jpg|center|900px]]&lt;br /&gt;
These two tanks are a couple of the most produced tanks in the world. Both are old enough to be the lightest armored vehicles in this section.&lt;br /&gt;
&lt;br /&gt;
T-34: If you can&amp;#039;t ID a T-34 you need to take a history class. The one in the picture happens to be a T-34-85 which means it has an 85mm gun. That means it can still be a reasonable threat to both infantry and vehicles. These are WWII era tanks, so their armor is thin compared to most other tanks you will encounter. Hit them with Light or medium AT, flank if you can to ensure a one hit kill. &lt;br /&gt;
&lt;br /&gt;
T-55: The most produced tank in history. They have been used by 50+ militaries and probably as many militia and insurgent groups. This is an early cold war era tank, it replaced the T-34-85. Its front hull armor is only 120mm thick, Light and medium AT can pen there if its the only option, however the weaker 80mm side and 60mm rear are sure 1 hit kills. Its turret is not a weak spot, as with most Russian tanks its armor is all there. You will never see a T-55 with ERA with our mod pack. They can be ID&amp;#039;d by counting road wheels. A T-55 has 5 road wheels. The turret is also taller than the later T series tanks as well as having the spotlight mounted higher. There is a second spotlight on one of the hatches. T-55s lack a mount for an Anti Air machine gun. The bore evacuator on a T-55 is at the very end of the barrel, for those of you that don&amp;#039;t know what that is, its the thicker part of the barrel. Knowing the difference between these and the later tanks is important so you do not waste an asset.&lt;br /&gt;
 &lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-72 Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T72family.jpeg|center|900px]]&lt;br /&gt;
[[File:T72familyProf.jpeg|center|900px]]&lt;br /&gt;
T-72 Tanks Are one of the most popular post WWII tanks in the world. They have a diesel engine. They can be taken out by well placed light AT, but medium or heavy is recommended to ensure fewer hits. Newer variants have ERA.  Driver only has 1 para-scope &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-80 Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
[[File:t80family.jpeg|center|900px]]&lt;br /&gt;
[[File:T80familyProf.jpeg|center|900px]]&lt;br /&gt;
The T80 was the first Main battle tank in the world to use a turbine engine. This is the easiest way to tell them apart from a T-72 if you are close enough. T-80s have 3 para-scopes for the driver.  Other than that, they can be very difficult to differentiate. Like the T-72 they call for medium or heavy AT to ensure fewer hits to kill. Most T-80 variants have some form of ERA aside from earlier models. T80&amp;#039;s are smaller and slightly boxier, with more evenly rounded, somewhat squatter turrets. Consider T-80s to generally be somewhere in between a T-72 and a T-90.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-90 Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T90Family.jpeg|center|900px]]&lt;br /&gt;
[[File:T90FamilyProf.jpeg|center|900px]]&lt;br /&gt;
T-90s are basically just super modern versions of the T-72. The best way to differentiate is the new turret. It it a slightly different shape, and covered in ERA. t-90s also have 2 Spotlights on the front whereas t-80s and t-72s only have 1 spotlight. T-90s can be extremely hard to take down. Recommend medium or heavy AT&lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
&lt;br /&gt;
This section will cover Russian helicopters. Every screenshot will have all of the variants of the helicopter in a &amp;quot;family&amp;quot; line up as well as one of the helicopters shown flying at a distance to provide a profile. All of these screenshots can be expanded by clicking them and then clicking the full image size under it. In this case because I still live in 2005 they go no higher than 1600x900. If anyone would like to replicate these with higher resolution, feel free to do so and then send the files to HQ or specialist to be uploaded.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-8 &amp;quot;Hip&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:Mi-8family.jpg|center|900px]]&lt;br /&gt;
The Mi-8 can be unarmed Transport helicopters, or come loaded for bear. Even Transport variants can have door gunners. Late versions have a gunner in the nose with the pilots. They can carry Fuel air bombs, rockets, and gun pods. Mi-8s are lightly armored and can be taken out with small arms. It is important not to call them a Hind since a Hind is basically a flying infantry fighting vehicle that can kill you even if it&amp;#039;s not facing towards you.&lt;br /&gt;
&lt;br /&gt;
Note that there is a Mi-24 in the backdrop of this picture in the far top left. If you look at the bigger version of this screenshot by clicking on it and viewing the full size, you can clearly see the difference in the profile at range. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-24 &amp;quot;Hind&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mi-24family.jpg|center|900px]]&lt;br /&gt;
Mi-24s can be a huge threat. They have decently heavy armor as far as aircraft go. It is recommended to use Anti Air if possible, .50 cal can take them down but not in small amounts. They can carry Fuel air bombs, rockets, gun pods, and can have a gun in a turret under the cockpit (generally 13.7mm). They can also be armed with air to air missiles. They have a very distinct and very loud sound. They also have a very distinct double bubble cockpit. Don&amp;#039;t let Hinds land, as they will likely surprise you with an entire infantry squad popping out the back.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-28 &amp;quot;Havoc&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mi-28.jpg|center|900px]]&lt;br /&gt;
The havoc is Russia&amp;#039;s most destructive helicopter. With multiple weapons loads including fuel air bombs, gun pods, rocket pods, ATGMs, and the ever present all seeing 30 mm chain gun on the nose, the Havoc can lay down fire in any direction and destroy almost any target you could imagine. The havoc is also very heavily armored as helicopters go. The smallest rated threat for the Mi-28 is .50 caliber API-T rounds, but expect to only see positive results using 20mm or more. This armor is largely due to the fact that the Mi-28 does not contain a crew compartment. While the Mi-24 can more often than not deploy a full squad to the battlefield, essentially making it an aerial BTR, the Mi-28 is better compared to an aerial T-90.&lt;br /&gt;
&lt;br /&gt;
Identify the Mi-28 by checking for a more angular double cockpit (not bubble shaped like the Mi-24), the radar bulb on top of the main rotor, and the absolutely massive front cannon. The Mi-28 also has the engines mounted parallel to super structure instead of on top, both engines sporting massive downward exhausts to their rear.&lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Ka-60 &amp;quot;Kasatka&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ka-60.jpg|center|900px]]&lt;br /&gt;
The Kasatka is a transport helicopter capable of carrying light armament, similar to what you would expect to see on US littlebirds. It is best described as an effective hybrid between transport and light attack craft. Like most Russian vehicles, it has a somewhat broader combat role than equivalent US military vehicles.&lt;br /&gt;
&lt;br /&gt;
It is identified chiefly by it&amp;#039;s small round silhouette, large front wind screens featuring side by side seating, it&amp;#039;s enclosed anti torque rotor, and it&amp;#039;s relatively light armament. &lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Ka-52 &amp;quot;Alligator&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ka-52.jpg|center|900px]]&lt;br /&gt;
The Ka-52 is the big brother of the Ka-50 &amp;quot;Blackshark&amp;quot;. A high speed stacked main rotor allows for the helicopter to maintain a relatively skinny rotor span, meaning the helicopter can take off and land effectively in tight spaces, and it can carry greater armament than other helicopters with similar rotor spans. The double main rotor design aids in reducing down wash, as well as increasing collective responsiveness (thus increasing combat survivability through superior auto rotate abilities. The downwash from the first rotor can keep the second one spinning faster for longer, which means a more controllable glide if power is lost). Of course, none of the flight specifics of the Alligator are terribly applicable to ARMA, even with AFM enabled.&lt;br /&gt;
&lt;br /&gt;
The KA-52 has a forward mounted 30 mm cannon with limited opposability (can be aimed +- 10 degrees or so without moving the bird). It carries a tremendous amount of long range rocket propelled armament, including a variety of rocket pods, bombs, and ATGMs. The Ka-52 is a much greater threat to vehicular assets due to it&amp;#039;s reduced radar plane and comparatively long engagement range. As infantry, the Ka-52 is not necessarily the biggest threat you can face from the air, but it still a formidable and dangerous opponent with just as much armor as the above mentioned Mi-28. Exercise caution when engaging and exposing yourself to a Ka-52, especially if it&amp;#039;s pointed towards you.&lt;br /&gt;
&lt;br /&gt;
The Ka-52 can be identified chiefly by it&amp;#039;s two main rotors. Additionally, the Ka-52 has a side by side seating arrangement - not the most common thing to see on an attack helicopter. It&amp;#039;s winglets are fairly long and have additional hard points at the tips for AA missile attachment. It carries the standard two hard points per winglet for rocket pod attachment and the like. No Ka-50/52 variant will never have a swiveling front turret. It is also the only Russian bird to feature retractable landing gear, giving it a lower drag coefficient, really allowing the double main rotor to push the max speed of about 300 Km/h.&lt;br /&gt;
&lt;br /&gt;
===Notes on Vehicle Neutralization===&lt;br /&gt;
All Russian main battle tanks concentrate their armor in the turret. As such, turret hits are rarely fruitful. Aim for sides and rear armor in this situation. If the tank has reactive armor on any portion of it&amp;#039;s body, aim elsewhere as that ERA will easily defeat most AT.&lt;br /&gt;
&lt;br /&gt;
BTRs can easily be destroyed with .50 cal fire more often than not. If you can&amp;#039;t penetrate the armor, you can probably de-mobilize the unit by attacking it&amp;#039;s weak point - the tires - for massive damage.&lt;br /&gt;
&lt;br /&gt;
Other Russian vehicles such as UAZs (5 seat transport jeep built by the Reds), GAZs, and vodniks are all lightly armored (if armored at all) and can be taken out by any competent infantry unit.&lt;br /&gt;
&lt;br /&gt;
Helicopters are some of the easiest targets to destroy, but if you mess with the wrong one you&amp;#039;ll end up dead. It&amp;#039;s very important to identify what you&amp;#039;re shooting at before you shoot, as ineffective fire can mean life and death with attack helicopters. Don&amp;#039;t make your presence known if you aren&amp;#039;t sure you can kill it. As a rule of thumb, never engage helicopters with anything less than a .50 cal.&lt;br /&gt;
&lt;br /&gt;
Be aware of what weaponry you have, don&amp;#039;t use your last javelin on an infantry transport if you&amp;#039;re not 100% certain there won&amp;#039;t be a T-90 around the corner. Use the right weapon for the right vehicle, you usually do not need AT for things like Urals and UAZs as the drivers can be shot out, or the wheels disabled long before the infantry inside can become a threat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;CSAT Vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
These vehicles come with the base game, so these will not be super in depth guides as I expect most people know the vanilla assets. However our mods rename some of the vehicles, so I will call them what they are called in our modpack. Some of these vehicles really exist, others are made up to fit the games vanilla setting. A few are monstrosities made by combining multiple real vehicles or weapon systems.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armor===&lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;IFVs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:CSATIFV.jpeg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left:&amp;#039;&amp;#039;&amp;#039;BTR-K Kamysh, &amp;#039;&amp;#039;&amp;#039;right:&amp;#039;&amp;#039;&amp;#039; &amp;quot;Otokar Arma&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Being Vanilla assets means that these are super modern, or futuristic vehicles. This means they can come with fairly decent armor. Both of these are Infantry fighting vehicles that can carry a decent sized team of infantry.&lt;br /&gt;
&lt;br /&gt;
The BTR-k is medium armor, it is not as light as the other CSAT IFV but not as heavy as the T-100. It can be taken out with light AT if flanked, medium AT can be used to ensure a kill. &lt;br /&gt;
&lt;br /&gt;
The Otokar Arma is light armor. It can be dealt with by light AT. Its wheels are its weak point if you need to render it immobile.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Self propelled gun and Anti Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:CSATSPGAA.jpeg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left:&amp;#039;&amp;#039;&amp;#039; ZSU-39 &amp;quot;Tigris&amp;quot;, &amp;#039;&amp;#039;&amp;#039;Right:&amp;#039;&amp;#039;&amp;#039; 2S9 &amp;quot;Sochor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ZSU-39 Is a BTR-k with a different weapon system. It can be taken out with light AT if flanked, medium AT can be used to ensure a kill. &lt;br /&gt;
&lt;br /&gt;
The 2S9 is a Self propelled howizer, it poses little threat to units that are close to it. It does however have a remote controlled gun on the turret that the commander can use to defend against infantry or aircraft. Hit it in the sides or rear with light AT, or use medium AT to knock it out. &lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-100&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T100.jpeg|center|900px]]&lt;br /&gt;
[[File:T100profile.jpeg|center|900px]]&lt;br /&gt;
Assumed to be based off of the real life Russian T-95 black eagle, this thing is one of the heaviest pieces of armor in the game. It is also covered in ERA. Hit the rear when possible. Medium or heavy AT is highly recommended. &lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-290 &amp;quot;Taru&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Taru.jpg|center|900px]]&lt;br /&gt;
This unique looking helicopter is a heavy lift chopper that is assumed to be based off of the real life Ka-226. It can use a wide range of pods to transport anything from supplies to troops. It can also drop the pods and be used for sling loading heavy equipment. It is armored enough to require .50cal or better to damage. Shooting it with anything smaller is pointless unless it has the bench seat pod with passengers.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-48 &amp;quot;Kajman&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mi-48.jpg|center|900px]]&lt;br /&gt;
Pronounced caiman like the species of alligator. This thing does not really exist. It is a hideous mixture of 3 Russian aircraft, the Mi-28,the Ka-50, and the passenger compartment of the Mi-24. It can only carry a small team of infantry. The kajman is a major threat. Lucky .50 cal can knock it out, but it is recommended to use something bigger. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ka-60&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The CSAT use the Russian Ka-60 helicopter as a transport comparable to the little bird. See Russian helicopter section for more info.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Y-32 Xi&amp;#039;an&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:xian.jpg|center|900px]]&lt;br /&gt;
&lt;br /&gt;
The Xi&amp;#039;an is a heavy attack and transport VTOL aircraft. It is quite fast, has a variety of guided and unguided weapons, and can deploy troops right on top of you.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Independent Vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
These vehicles come with the base game, so these will not be super in depth guides as I expect most people know the vanilla assets. However our mods rename some of the vehicles, so I will call them what they are called in our modpack. Some of these vehicles really exist, others are made up to fit the games vanilla setting. A few are monstrosities made by combining multiple real vehicles or weapon systems.&lt;br /&gt;
&lt;br /&gt;
===AAF Light and Medium Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;IFVs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:AAFIFV.jpg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left:&amp;#039;&amp;#039;&amp;#039; FV510 &amp;quot;Warrior&amp;quot; &amp;#039;&amp;#039;&amp;#039;Right:&amp;#039;&amp;#039;&amp;#039; Pandur II&lt;br /&gt;
&lt;br /&gt;
The Warrior is a British IFV comparable to the American Bradley. It comes packed with ERA which makes it hard enough to knock out for me to call it medium armor. It can carry a team of infantry. Light AT to the rear, or medium AT to deal with these. &lt;br /&gt;
&lt;br /&gt;
The Pandur II is an Austrian made APC. Its armor is heavy enough to require Light AT, but its tires are vulnerable to small arms.  It can carry infantry.  &lt;br /&gt;
&lt;br /&gt;
===AAF Heavy Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Leopard 2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:leopard2.jpg|center|900px]]&lt;br /&gt;
This appears to be some sort of Leopard 2 variant the ARMA 3 team made. It has ERA in a few places. It is best dealt with by medium or heavy AT.&lt;br /&gt;
&lt;br /&gt;
===AAF Helicopters===&lt;br /&gt;
The AAF use two helicopters based on real world helicopters. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;AW101 &amp;quot;Merlin&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Merlin.jpg|center|900px]]&lt;br /&gt;
The Merlin is a British and Italian designed medium lift helicopter. It is unarmed and unarmored. It can carry a decent amount of infantry. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;AW159 &amp;quot;Wildcat&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Wildcat.jpg|center|900px]]&lt;br /&gt;
The Wildcat in game appears to be an upgraded version of the current Wildcat that is in service with the British army and Royal Navy. It provides a similar role to the American UH-60. And looks very similar to an upgraded Huey, this is no mistake as its predecessors were designed as a British made alternative to the Huey. It can be armed with rocket pods and it has a FLIR pod in the nose. Well placed small arms can knock one out of the air, but .50 cal or AA is the ideal choice.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;NATO Vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
These vehicles come with the base game, so these will not be super in depth guides as I expect most people know the vanilla assets. However our mods rename some of the vehicles, so I will call them what they are called in our modpack. Some of these vehicles really exist, others are made up to fit the games vanilla setting. A few are monstrosities made by combining multiple real vehicles or weapon systems.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;s&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:NatoIFV.jpg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left to right:&amp;#039;&amp;#039;&amp;#039; Patria AMV, Namer, Nemmera&lt;br /&gt;
&lt;br /&gt;
The Patria, also known as the Badger. It is a Finish platform with many forms across a few countries that have the contracts to build them. The Badger version that appears in the game is made in South Africa. It is light armor. It is can be dealt with by light or medium AT. &lt;br /&gt;
&lt;br /&gt;
The Namer uses the chassis of the Israeli Merkava Main Battle tank. It can transport a team of infantry, and is armed with an Automatic Grenade launcher and HMG. Medium armor. Light or medium AT to deal with these, try to hit sides and rear of all variants. &lt;br /&gt;
&lt;br /&gt;
The Nemmera is a Combat recovery vehicle variant of the Namer. It cannot transport infantry and is only armed with a 6.5mm MG and a bulldozer blade. Light or medium AT. &lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Anti Air, Rocket launcher, and Self Propelled Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:NatoSPGAA.jpg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left to right:&amp;#039;&amp;#039;&amp;#039; IFV-6a Cheetah, M5 Sandstorm, and M4 Scorcher&lt;br /&gt;
&lt;br /&gt;
The Cheetah is a Namer with the same weapon system as the CSAT ZSU-39. It can be taken out with light or medium AT.&lt;br /&gt;
&lt;br /&gt;
The M5 sandstorm is a Namer with a Multiple Launch Rocket System  or MLRS bolted to the roof. Can be taken out with light or medium AT. &lt;br /&gt;
&lt;br /&gt;
The M4 scorcher appears to be Bohemia&amp;#039;s take on the Israeli Sholef system that produced just 2 vehicles. Either way its a self propelled howitzer on the chassis of the Merkava. It poses little threat to close infantry Light or medium AT besides its commander&amp;#039;s HMG.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor=== &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Merkava&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Merkava.jpg|center|900px]]&lt;br /&gt;
The Merkava is an Israeli MBT. Israel being Israel, They asked &amp;quot;why not combine an IFV and a Tank?&amp;quot; which means these MBTs can fit 6 infantry in the back. There are two versions in game. the one on the left is the up-armored version with ERA panels. The variant on the right can be taken out with light AT to the rear or medium AT. For the up-armored version I would recommend Light AT to the rear, or Medium to the sides or rear. Heavy AT to ensure kill.&lt;br /&gt;
&lt;br /&gt;
===Helicopters=== &lt;br /&gt;
The NATO Helicopters in game are all modern or future variants of US helicopters that are currently in use. I expect that most people are familiar with them.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Ghosthawk&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ghosthawk.jpg|center|900px]]&lt;br /&gt;
Assumed to be the likeness of the stealth UH-60 Blackhawk used in the Bin laden raid, it looks like a Blackhawk and an F-117 had an affair and this is the bastard child. Fills a similar role to the UH-60, and can have door mounted miniguns. Can be taken out with small arms, though .50 cal and higher is recommended. &lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Huron&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Huron.jpg|center|900px]]&lt;br /&gt;
Appears to be a Chinook that also had an affair with an F-117. Apparently those things get around. Anyways it fills a similar role to the Actual Chinook, and the Merlin. It can transport a large group of infantry, and can be armed with door guns. Small arms can take one out, but recommend .50 cal or higher. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Pawnee and Hummingbird&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:VanillaLittlebird.jpg|center|900px]]&lt;br /&gt;
Appear to be updated versions of the real life AH-6 and OH-6 little bird respectively. The Pawnee has miniguns and rocket pods. They can transport a few infantry in the back seats and on the skids. Small arms can take them down. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Blackfoot&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Blackfoot.jpg|center|900px]]&lt;br /&gt;
Appears to be a RAH-66 Comanche which is a canceled Boeing project that was targeted at the US military. It was designed to be a stealth recon platform that would mark targets for AH-64 Apaches. It is armed with an auto cannon in the nose. It is armored pretty well and requires .50 cal or better to knock out.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Blackfish&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Blackfish.jpeg|center|900px]]&lt;br /&gt;
I know this is from APEX and not vanilla. And since it is VTOL it is in a grey area as well. But I feel it should be included.&lt;br /&gt;
&lt;br /&gt;
A VTOL aircraft that appears to be Bohemia&amp;#039;s take on the V-22 Osprey if it had an affair with a C-130. This thing comes in 2 variants. A transport variant that can carry up to 32 soldiers and a gunship variant that is basically an AC-130 armed with mini guns, a howitzer, and an auto cannon. If one of these appears to be entering into an orbit around you, you had better knock it out quick. Recommend Anti Air since it will most likely not be a &amp;quot;helicopter&amp;quot; unless it is taking off or landing.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Vehicle_Identification&amp;diff=707</id>
		<title>Vehicle Identification</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Vehicle_Identification&amp;diff=707"/>
		<updated>2017-10-09T03:23:29Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Helicopters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Correctly identifying vehicles is very important. It helps your leadership decide how to proceed and what asset to divert to deal with said vehicle. This section of the wiki will be dedicated to screenshots of vehicles to help familiarize yourself with their traits. Due to the number of vehicles in our mod pack I haven&amp;#039;t done extensive testing with some of the vehicles, particularly the vanilla vehicles. As a result if you disagree with any of the suggestions, feel free to do some testing and provide the data. &lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Russian vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Russian vehicles are by far the most commonly seen vehicles. They made Hundreds of thousands of everything and sold them to anyone they could. This results in not only Russian forces using these vehicles, but also many other countries and even militias or insurgent forces. Russian vehicles can be hard to ID sometimes - particularly the main battle tanks, as they are all very similar in appearance but vastly different in functionality and threat level. It is recommended that you spend some time on this section. Under here will be the main Russian vehicle families.&lt;br /&gt;
&lt;br /&gt;
===Light Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BRDM Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BDRMfamily.jpeg|center|900px]]&lt;br /&gt;
&lt;br /&gt;
BRDM&amp;#039;s are light scout cars. They are often mistaken for BTRs. The fastest way to tell the difference is the number of wheels. BRDM&amp;#039;s have 4, BTRs have 8. The armor on these things is paper thin. MMG, HMG, 40mm, and at most light AT are all you need for these.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BTR Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BTRfamily.jpeg|center|900px]]&lt;br /&gt;
BTR&amp;#039;s have extremely light armor, they can be taken out with HMG fire or in the case of the early varients, even 7.62 AP can effect them. Shooting out their tires is an effective way to render them immobile. They are personel carriers and can fit a squad of infantry inside and more on top. Later model BTRs are not to be underestimated. BTR-80 and onwards had much thicker armor than previous models.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BMP Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BMPfamily.jpeg|center|900px]]&lt;br /&gt;
BMP&amp;#039;s are Infantry Fighting vehicles. They can carry a small team of infantry. They have heavy enough armor to require light or medium AT. Some of the newer varients come with ERA panels that can prevent AT from doing its job if you do not aim for a weak spot.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BMD Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BMDfamily.jpeg|center|900px]]&lt;br /&gt;
BMD&amp;#039;s are Essentially smaller BMP&amp;#039;s that were designed for airborne units. They are Infantry Fighting Vehicles with smaller crew compartments than their BMP counterparts. The early BMD&amp;#039;s can be ID&amp;#039;d by their trademark &amp;quot;U&amp;quot; shaped bow. The BMD-3 and newer are basically up to par with BMPs. They have heavy enough armor to require light or medium AT. Distinguishing between BMPs and BMDs is largely unimportant, as they pose the same threat on the battlefield.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;ZSU Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:RussianAA.jpg|center|900px]]&lt;br /&gt;
&lt;br /&gt;
The important Anti air is in the middle. That is a ZSU-23-4 AKA &amp;quot;Shilka&amp;quot;. They are pretty unique looking, and you will definitely know when one is shooting at you. They can depress the guns low enough to be a threat to infantry and light vehicles. They have armor strong enough to take some punishment. Hit the sides or rear with Light AT, ideally use medium AT if its available. The same devastating 23mm tandem gun is standard as an emplacement, and is often found mounted on the backs of Ural trucks.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;SPGs and Rocket launchers&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RussianTD.jpg|center|900px]] &lt;br /&gt;
The 2S25 &amp;quot;Sprut&amp;quot; is a self propelled anti tank gun. It is lightly armored and based on the BMD3. Light or medium AT will knock it out. Easily identified by its long gun and unique turret. &lt;br /&gt;
[[File:RussianArty.jpg|center|900px]] &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left to right:&amp;#039;&amp;#039;&amp;#039; 2S3M1 &amp;quot;Akatsiya&amp;quot; 152mm Self propelled howitzer, BM-21 &amp;quot;Grad&amp;quot; 133mm Multiple rocket launcher, 9K79 &amp;quot;Scarab&amp;quot; Tactical Ballistic missile launcher. I&amp;#039;m including these because they can be pretty high value targets, but generally pose little direct threat to infantry as they&amp;#039;re much longer range assets. If you can see them, they probably can&amp;#039;t easily hurt you.&lt;br /&gt;
&lt;br /&gt;
2S3M1: Hit it with well placed light AT or medium AT.&lt;br /&gt;
&lt;br /&gt;
BM-21 &amp;quot;Grad&amp;quot;: Its an unarmored truck loaded with explosives, do what you must. &lt;br /&gt;
&lt;br /&gt;
9K79: Can be armed with nuclear warhead. Lightly armored, HMG, 40mm, or Light AT.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-34 &amp;amp; T-55&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T34andT55.jpg|center|900px]]&lt;br /&gt;
These two tanks are a couple of the most produced tanks in the world. Both are old enough to be the lightest armored vehicles in this section.&lt;br /&gt;
&lt;br /&gt;
T-34: If you can&amp;#039;t ID a T-34 you need to take a history class. The one in the picture happens to be a T-34-85 which means it has an 85mm gun. That means it can still be a reasonable threat to both infantry and vehicles. These are WWII era tanks, so their armor is thin compared to most other tanks you will encounter. Hit them with Light or medium AT, flank if you can to ensure a one hit kill. &lt;br /&gt;
&lt;br /&gt;
T-55: The most produced tank in history. They have been used by 50+ militaries and probably as many militia and insurgent groups. This is an early cold war era tank, it replaced the T-34-85. Its front hull armor is only 120mm thick, Light and medium AT can pen there if its the only option, however the weaker 80mm side and 60mm rear are sure 1 hit kills. Its turret is not a weak spot, as with most Russian tanks its armor is all there. You will never see a T-55 with ERA with our mod pack. They can be ID&amp;#039;d by counting road wheels. A T-55 has 5 road wheels. The turret is also taller than the later T series tanks as well as having the spotlight mounted higher. There is a second spotlight on one of the hatches. T-55s lack a mount for an Anti Air machine gun. The bore evacuator on a T-55 is at the very end of the barrel, for those of you that don&amp;#039;t know what that is, its the thicker part of the barrel. Knowing the difference between these and the later tanks is important so you do not waste an asset.&lt;br /&gt;
 &lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-72 Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T72family.jpeg|center|900px]]&lt;br /&gt;
[[File:T72familyProf.jpeg|center|900px]]&lt;br /&gt;
T-72 Tanks Are one of the most popular post WWII tanks in the world. They have a diesel engine. They can be taken out by well placed light AT, but medium or heavy is recommended to ensure fewer hits. Newer variants have ERA.  Driver only has 1 para-scope &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-80 Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
[[File:t80family.jpeg|center|900px]]&lt;br /&gt;
[[File:T80familyProf.jpeg|center|900px]]&lt;br /&gt;
The T80 was the first Main battle tank in the world to use a turbine engine. This is the easiest way to tell them apart from a T-72 if you are close enough. T-80s have 3 para-scopes for the driver.  Other than that, they can be very difficult to differentiate. Like the T-72 they call for medium or heavy AT to ensure fewer hits to kill. Most T-80 variants have some form of ERA aside from earlier models. T80&amp;#039;s are smaller and slightly boxier, with more evenly rounded, somewhat squatter turrets. Consider T-80s to generally be somewhere in between a T-72 and a T-90.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-90 Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T90Family.jpeg|center|900px]]&lt;br /&gt;
[[File:T90FamilyProf.jpeg|center|900px]]&lt;br /&gt;
T-90s are basically just super modern versions of the T-72. The best way to differentiate is the new turret. It it a slightly different shape, and covered in ERA. t-90s also have 2 Spotlights on the front whereas t-80s and t-72s only have 1 spotlight. T-90s can be extremely hard to take down. Recommend medium or heavy AT&lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
&lt;br /&gt;
This section will cover Russian helicopters. Every screenshot will have all of the variants of the helicopter in a &amp;quot;family&amp;quot; line up as well as one of the helicopters shown flying at a distance to provide a profile. All of these screenshots can be expanded by clicking them and then clicking the full image size under it. In this case because I still live in 2005 they go no higher than 1600x900. If anyone would like to replicate these with higher resolution, feel free to do so and then send the files to HQ or specialist to be uploaded.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-8 &amp;quot;Hip&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:Mi-8family.jpg|center|900px]]&lt;br /&gt;
The Mi-8 can be unarmed Transport helicopters, or come loaded for bear. Even Transport variants can have door gunners. Late versions have a gunner in the nose with the pilots. They can carry Fuel air bombs, rockets, and gun pods. Mi-8s are lightly armored and can be taken out with small arms. It is important not to call them a Hind since a Hind is basically a flying infantry fighting vehicle that can kill you even if it&amp;#039;s not facing towards you.&lt;br /&gt;
&lt;br /&gt;
Note that there is a Mi-24 in the backdrop of this picture in the far top left. If you look at the bigger version of this screenshot by clicking on it and viewing the full size, you can clearly see the difference in the profile at range. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-24 &amp;quot;Hind&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mi-24family.jpg|center|900px]]&lt;br /&gt;
Mi-24s can be a huge threat. They have decently heavy armor as far as aircraft go. It is recommended to use Anti Air if possible, .50 cal can take them down but not in small amounts. They can carry Fuel air bombs, rockets, gun pods, and can have a gun in a turret under the cockpit (generally 13.7mm). They can also be armed with air to air missiles. They have a very distinct and very loud sound. They also have a very distinct double bubble cockpit. Don&amp;#039;t let Hinds land, as they will likely surprise you with an entire infantry squad popping out the back.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-28 &amp;quot;Havoc&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mi-28.jpg|center|900px]]&lt;br /&gt;
The havoc is Russia&amp;#039;s most destructive helicopter. With multiple weapons loads including fuel air bombs, gun pods, rocket pods, ATGMs, and the ever present all seeing 30 mm chain gun on the nose, the Havoc can lay down fire in any direction and destroy almost any target you could imagine. The havoc is also very heavily armored as helicopters go. The smallest rated threat for the Mi-28 is .50 caliber API-T rounds, but expect to only see positive results using 20mm or more. This armor is largely due to the fact that the Mi-28 does not contain a crew compartment. While the Mi-24 can more often than not deploy a full squad to the battlefield, essentially making it an aerial BTR, the Mi-28 is better compared to an aerial T-90.&lt;br /&gt;
&lt;br /&gt;
Identify the Mi-28 by checking for a more angular double cockpit (not bubble shaped like the Mi-24), the radar bulb on top of the main rotor, and the absolutely massive front cannon. The Mi-28 also has the engines mounted parallel to super structure instead of on top, both engines sporting massive downward exhausts to their rear.&lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Ka-60 &amp;quot;Kasatka&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ka-60.jpg|center|900px]]&lt;br /&gt;
The Kasatka is a transport helicopter capable of carrying light armament, similar to what you would expect to see on US littlebirds. It is best described as an effective hybrid between transport and light attack craft. Like most Russian vehicles, it has a somewhat broader combat role than equivalent US military vehicles.&lt;br /&gt;
&lt;br /&gt;
It is identified chiefly by it&amp;#039;s small round silhouette, large front wind screens featuring side by side seating, it&amp;#039;s enclosed anti torque rotor, and it&amp;#039;s relatively light armament. &lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Ka-52 &amp;quot;Alligator&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ka-52.jpg|center|900px]]&lt;br /&gt;
The Ka-52 is the big brother of the Ka-50 &amp;quot;Blackshark&amp;quot;. A high speed stacked main rotor allows for the helicopter to maintain a relatively skinny rotor span, meaning the helicopter can take off and land effectively in tight spaces, and it can carry greater armament than other helicopters with similar rotor spans. The double main rotor design aids in reducing down wash, as well as increasing collective responsiveness (thus increasing combat survivability through superior auto rotate abilities. The downwash from the first rotor can keep the second one spinning faster for longer, which means a more controllable glide if power is lost). Of course, none of the flight specifics of the Alligator are terribly applicable to ARMA, even with AFM enabled.&lt;br /&gt;
&lt;br /&gt;
The KA-52 has a forward mounted 30 mm cannon with limited opposability (can be aimed +- 10 degrees or so without moving the bird). It carries a tremendous amount of long range rocket propelled armament, including a variety of rocket pods, bombs, and ATGMs. The Ka-52 is a much greater threat to vehicular assets due to it&amp;#039;s reduced radar plane and comparatively long engagement range. As infantry, the Ka-52 is not necessarily the biggest threat you can face from the air, but it still a formidable and dangerous opponent with just as much armor as the above mentioned Mi-28. Exercise caution when engaging and exposing yourself to a Ka-52, especially if it&amp;#039;s pointed towards you.&lt;br /&gt;
&lt;br /&gt;
The Ka-52 can be identified chiefly by it&amp;#039;s two main rotors. Additionally, the Ka-52 has a side by side seating arrangement - not the most common thing to see on an attack helicopter. It&amp;#039;s winglets are fairly long and have additional hard points at the tips for AA missile attachment. It carries the standard two hard points per winglet for rocket pod attachment and the like. No Ka-50/52 variant will never have a swiveling front turret. It is also the only Russian bird to feature retractable landing gear, giving it a lower drag coefficient, really allowing the double main rotor to push the max speed of about 300 Km/h.&lt;br /&gt;
&lt;br /&gt;
===Notes on Vehicle Neutralization===&lt;br /&gt;
All Russian main battle tanks concentrate their armor in the turret. As such, turret hits are rarely fruitful. Aim for sides and rear armor in this situation. If the tank has reactive armor on any portion of it&amp;#039;s body, aim elsewhere as that ERA will easily defeat most AT.&lt;br /&gt;
&lt;br /&gt;
BTRs can easily be destroyed with .50 cal fire more often than not. If you can&amp;#039;t penetrate the armor, you can probably de-mobilize the unit by attacking it&amp;#039;s weak point - the tires - for massive damage.&lt;br /&gt;
&lt;br /&gt;
Other Russian vehicles such as UAZs (5 seat transport jeep built by the Reds), GAZs, and vodniks are all lightly armored (if armored at all) and can be taken out by any competent infantry unit.&lt;br /&gt;
&lt;br /&gt;
Helicopters are some of the easiest targets to destroy, but if you mess with the wrong one you&amp;#039;ll end up dead. It&amp;#039;s very important to identify what you&amp;#039;re shooting at before you shoot, as ineffective fire can mean life and death with attack helicopters. Don&amp;#039;t make your presence known if you aren&amp;#039;t sure you can kill it. As a rule of thumb, never engage helicopters with anything less than a .50 cal.&lt;br /&gt;
&lt;br /&gt;
Be aware of what weaponry you have, don&amp;#039;t use your last javelin on an infantry transport if you&amp;#039;re not 100% certain there won&amp;#039;t be a T-90 around the corner. Use the right weapon for the right vehicle, you usually do not need AT for things like Urals and UAZs as the drivers can be shot out, or the wheels disabled long before the infantry inside can become a threat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;CSAT Vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
These vehicles come with the base game, so these will not be super in depth guides as I expect most people know the vanilla assets. However our mods rename some of the vehicles, so I will call them what they are called in our modpack. Some of these vehicles really exist, others are made up to fit the games vanilla setting. A few are monstrosities made by combining multiple real vehicles or weapon systems.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armor===&lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;IFVs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:CSATIFV.jpeg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left:&amp;#039;&amp;#039;&amp;#039;BTR-K Kamysh, &amp;#039;&amp;#039;&amp;#039;right:&amp;#039;&amp;#039;&amp;#039; &amp;quot;Otokar Arma&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Being Vanilla assets means that these are super modern, or futuristic vehicles. This means they can come with fairly decent armor. Both of these are Infantry fighting vehicles that can carry a decent sized team of infantry.&lt;br /&gt;
&lt;br /&gt;
The BTR-k is medium armor, it is not as light as the other CSAT IFV but not as heavy as the T-100. It can be taken out with light AT if flanked, medium AT can be used to ensure a kill. &lt;br /&gt;
&lt;br /&gt;
The Otokar Arma is light armor. It can be dealt with by light AT. Its wheels are its weak point if you need to render it immobile.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Self propelled gun and Anti Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:CSATSPGAA.jpeg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left:&amp;#039;&amp;#039;&amp;#039; ZSU-39 &amp;quot;Tigris&amp;quot;, &amp;#039;&amp;#039;&amp;#039;Right:&amp;#039;&amp;#039;&amp;#039; 2S9 &amp;quot;Sochor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ZSU-39 Is a BTR-k with a different weapon system. It can be taken out with light AT if flanked, medium AT can be used to ensure a kill. &lt;br /&gt;
&lt;br /&gt;
The 2S9 is a Self propelled howizer, it poses little threat to units that are close to it. It does however have a remote controlled gun on the turret that the commander can use to defend against infantry or aircraft. Hit it in the sides or rear with light AT, or use medium AT to knock it out. &lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-100&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T100.jpeg|center|900px]]&lt;br /&gt;
[[File:T100profile.jpeg|center|900px]]&lt;br /&gt;
Assumed to be based off of the real life Russian T-95 black eagle, this thing is one of the heaviest pieces of armor in the game. It is also covered in ERA. Hit the rear when possible. Medium or heavy AT is highly recommended. &lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-290 &amp;quot;Taru&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Taru.jpg|center|900px]]&lt;br /&gt;
This unique looking helicopter is a heavy lift chopper that is assumed to be based off of the real life Ka-226. It can use a wide range of pods to transport anything from supplies to troops. It can also drop the pods and be used for sling loading heavy equipment. It is armored enough to require .50cal or better to damage. Shooting it with anything smaller is pointless unless it has the bench seat pod with passengers.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-48 &amp;quot;Kajman&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mi-48.jpg|center|900px]]&lt;br /&gt;
Pronounced caiman like the species of alligator. This thing does not really exist. It is a hideous mixture of 3 Russian aircraft, the Mi-28,the Ka-50, and the passenger compartment of the Mi-24. It can only carry a small team of infantry. The kajman is a major threat. Lucky .50 cal can knock it out, but it is recommended to use something bigger. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ka-60&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The CSAT use the Russian Ka-60 helicopter as a transport comparable to the little bird. See Russian helicopter section for more info.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Y-32 Xi&amp;#039;an&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:xian.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Xi&amp;#039;an is a heavy attack and transport VTOL aircraft. It is quite fast, has a variety of guided and unguided weapons, and can deploy troops right on top of you.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Independent Vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
These vehicles come with the base game, so these will not be super in depth guides as I expect most people know the vanilla assets. However our mods rename some of the vehicles, so I will call them what they are called in our modpack. Some of these vehicles really exist, others are made up to fit the games vanilla setting. A few are monstrosities made by combining multiple real vehicles or weapon systems.&lt;br /&gt;
&lt;br /&gt;
===AAF Light and Medium Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;IFVs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:AAFIFV.jpg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left:&amp;#039;&amp;#039;&amp;#039; FV510 &amp;quot;Warrior&amp;quot; &amp;#039;&amp;#039;&amp;#039;Right:&amp;#039;&amp;#039;&amp;#039; Pandur II&lt;br /&gt;
&lt;br /&gt;
The Warrior is a British IFV comparable to the American Bradley. It comes packed with ERA which makes it hard enough to knock out for me to call it medium armor. It can carry a team of infantry. Light AT to the rear, or medium AT to deal with these. &lt;br /&gt;
&lt;br /&gt;
The Pandur II is an Austrian made APC. Its armor is heavy enough to require Light AT, but its tires are vulnerable to small arms.  It can carry infantry.  &lt;br /&gt;
&lt;br /&gt;
===AAF Heavy Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Leopard 2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:leopard2.jpg|center|900px]]&lt;br /&gt;
This appears to be some sort of Leopard 2 variant the ARMA 3 team made. It has ERA in a few places. It is best dealt with by medium or heavy AT.&lt;br /&gt;
&lt;br /&gt;
===AAF Helicopters===&lt;br /&gt;
The AAF use two helicopters based on real world helicopters. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;AW101 &amp;quot;Merlin&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Merlin.jpg|center|900px]]&lt;br /&gt;
The Merlin is a British and Italian designed medium lift helicopter. It is unarmed and unarmored. It can carry a decent amount of infantry. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;AW159 &amp;quot;Wildcat&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Wildcat.jpg|center|900px]]&lt;br /&gt;
The Wildcat in game appears to be an upgraded version of the current Wildcat that is in service with the British army and Royal Navy. It provides a similar role to the American UH-60. And looks very similar to an upgraded Huey, this is no mistake as its predecessors were designed as a British made alternative to the Huey. It can be armed with rocket pods and it has a FLIR pod in the nose. Well placed small arms can knock one out of the air, but .50 cal or AA is the ideal choice.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;NATO Vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
These vehicles come with the base game, so these will not be super in depth guides as I expect most people know the vanilla assets. However our mods rename some of the vehicles, so I will call them what they are called in our modpack. Some of these vehicles really exist, others are made up to fit the games vanilla setting. A few are monstrosities made by combining multiple real vehicles or weapon systems.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;s&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:NatoIFV.jpg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left to right:&amp;#039;&amp;#039;&amp;#039; Patria AMV, Namer, Nemmera&lt;br /&gt;
&lt;br /&gt;
The Patria, also known as the Badger. It is a Finish platform with many forms across a few countries that have the contracts to build them. The Badger version that appears in the game is made in South Africa. It is light armor. It is can be dealt with by light or medium AT. &lt;br /&gt;
&lt;br /&gt;
The Namer uses the chassis of the Israeli Merkava Main Battle tank. It can transport a team of infantry, and is armed with an Automatic Grenade launcher and HMG. Medium armor. Light or medium AT to deal with these, try to hit sides and rear of all variants. &lt;br /&gt;
&lt;br /&gt;
The Nemmera is a Combat recovery vehicle variant of the Namer. It cannot transport infantry and is only armed with a 6.5mm MG and a bulldozer blade. Light or medium AT. &lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Anti Air, Rocket launcher, and Self Propelled Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:NatoSPGAA.jpg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left to right:&amp;#039;&amp;#039;&amp;#039; IFV-6a Cheetah, M5 Sandstorm, and M4 Scorcher&lt;br /&gt;
&lt;br /&gt;
The Cheetah is a Namer with the same weapon system as the CSAT ZSU-39. It can be taken out with light or medium AT.&lt;br /&gt;
&lt;br /&gt;
The M5 sandstorm is a Namer with a Multiple Launch Rocket System  or MLRS bolted to the roof. Can be taken out with light or medium AT. &lt;br /&gt;
&lt;br /&gt;
The M4 scorcher appears to be Bohemia&amp;#039;s take on the Israeli Sholef system that produced just 2 vehicles. Either way its a self propelled howitzer on the chassis of the Merkava. It poses little threat to close infantry Light or medium AT besides its commander&amp;#039;s HMG.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor=== &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Merkava&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Merkava.jpg|center|900px]]&lt;br /&gt;
The Merkava is an Israeli MBT. Israel being Israel, They asked &amp;quot;why not combine an IFV and a Tank?&amp;quot; which means these MBTs can fit 6 infantry in the back. There are two versions in game. the one on the left is the up-armored version with ERA panels. The variant on the right can be taken out with light AT to the rear or medium AT. For the up-armored version I would recommend Light AT to the rear, or Medium to the sides or rear. Heavy AT to ensure kill.&lt;br /&gt;
&lt;br /&gt;
===Helicopters=== &lt;br /&gt;
The NATO Helicopters in game are all modern or future variants of US helicopters that are currently in use. I expect that most people are familiar with them.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Ghosthawk&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ghosthawk.jpg|center|900px]]&lt;br /&gt;
Assumed to be the likeness of the stealth UH-60 Blackhawk used in the Bin laden raid, it looks like a Blackhawk and an F-117 had an affair and this is the bastard child. Fills a similar role to the UH-60, and can have door mounted miniguns. Can be taken out with small arms, though .50 cal and higher is recommended. &lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Huron&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Huron.jpg|center|900px]]&lt;br /&gt;
Appears to be a Chinook that also had an affair with an F-117. Apparently those things get around. Anyways it fills a similar role to the Actual Chinook, and the Merlin. It can transport a large group of infantry, and can be armed with door guns. Small arms can take one out, but recommend .50 cal or higher. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Pawnee and Hummingbird&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:VanillaLittlebird.jpg|center|900px]]&lt;br /&gt;
Appear to be updated versions of the real life AH-6 and OH-6 little bird respectively. The Pawnee has miniguns and rocket pods. They can transport a few infantry in the back seats and on the skids. Small arms can take them down. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Blackfoot&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Blackfoot.jpg|center|900px]]&lt;br /&gt;
Appears to be a RAH-66 Comanche which is a canceled Boeing project that was targeted at the US military. It was designed to be a stealth recon platform that would mark targets for AH-64 Apaches. It is armed with an auto cannon in the nose. It is armored pretty well and requires .50 cal or better to knock out.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Blackfish&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Blackfish.jpeg|center|900px]]&lt;br /&gt;
I know this is from APEX and not vanilla. And since it is VTOL it is in a grey area as well. But I feel it should be included.&lt;br /&gt;
&lt;br /&gt;
A VTOL aircraft that appears to be Bohemia&amp;#039;s take on the V-22 Osprey if it had an affair with a C-130. This thing comes in 2 variants. A transport variant that can carry up to 32 soldiers and a gunship variant that is basically an AC-130 armed with mini guns, a howitzer, and an auto cannon. If one of these appears to be entering into an orbit around you, you had better knock it out quick. Recommend Anti Air since it will most likely not be a &amp;quot;helicopter&amp;quot; unless it is taking off or landing.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Xian.jpg&amp;diff=706</id>
		<title>File:Xian.jpg</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Xian.jpg&amp;diff=706"/>
		<updated>2017-10-09T03:22:41Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: Tanoan CSAT VTOL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tanoan CSAT VTOL&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Qilin.jpg&amp;diff=705</id>
		<title>File:Qilin.jpg</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Qilin.jpg&amp;diff=705"/>
		<updated>2017-10-09T03:21:58Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: Tanoa CSAT transport&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tanoa CSAT transport&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Vehicle_Identification&amp;diff=704</id>
		<title>Vehicle Identification</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Vehicle_Identification&amp;diff=704"/>
		<updated>2017-10-09T03:18:39Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* PLA Forces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Correctly identifying vehicles is very important. It helps your leadership decide how to proceed and what asset to divert to deal with said vehicle. This section of the wiki will be dedicated to screenshots of vehicles to help familiarize yourself with their traits. Due to the number of vehicles in our mod pack I haven&amp;#039;t done extensive testing with some of the vehicles, particularly the vanilla vehicles. As a result if you disagree with any of the suggestions, feel free to do some testing and provide the data. &lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Russian vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Russian vehicles are by far the most commonly seen vehicles. They made Hundreds of thousands of everything and sold them to anyone they could. This results in not only Russian forces using these vehicles, but also many other countries and even militias or insurgent forces. Russian vehicles can be hard to ID sometimes - particularly the main battle tanks, as they are all very similar in appearance but vastly different in functionality and threat level. It is recommended that you spend some time on this section. Under here will be the main Russian vehicle families.&lt;br /&gt;
&lt;br /&gt;
===Light Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BRDM Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BDRMfamily.jpeg|center|900px]]&lt;br /&gt;
&lt;br /&gt;
BRDM&amp;#039;s are light scout cars. They are often mistaken for BTRs. The fastest way to tell the difference is the number of wheels. BRDM&amp;#039;s have 4, BTRs have 8. The armor on these things is paper thin. MMG, HMG, 40mm, and at most light AT are all you need for these.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BTR Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BTRfamily.jpeg|center|900px]]&lt;br /&gt;
BTR&amp;#039;s have extremely light armor, they can be taken out with HMG fire or in the case of the early varients, even 7.62 AP can effect them. Shooting out their tires is an effective way to render them immobile. They are personel carriers and can fit a squad of infantry inside and more on top. Later model BTRs are not to be underestimated. BTR-80 and onwards had much thicker armor than previous models.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BMP Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BMPfamily.jpeg|center|900px]]&lt;br /&gt;
BMP&amp;#039;s are Infantry Fighting vehicles. They can carry a small team of infantry. They have heavy enough armor to require light or medium AT. Some of the newer varients come with ERA panels that can prevent AT from doing its job if you do not aim for a weak spot.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BMD Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BMDfamily.jpeg|center|900px]]&lt;br /&gt;
BMD&amp;#039;s are Essentially smaller BMP&amp;#039;s that were designed for airborne units. They are Infantry Fighting Vehicles with smaller crew compartments than their BMP counterparts. The early BMD&amp;#039;s can be ID&amp;#039;d by their trademark &amp;quot;U&amp;quot; shaped bow. The BMD-3 and newer are basically up to par with BMPs. They have heavy enough armor to require light or medium AT. Distinguishing between BMPs and BMDs is largely unimportant, as they pose the same threat on the battlefield.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;ZSU Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:RussianAA.jpg|center|900px]]&lt;br /&gt;
&lt;br /&gt;
The important Anti air is in the middle. That is a ZSU-23-4 AKA &amp;quot;Shilka&amp;quot;. They are pretty unique looking, and you will definitely know when one is shooting at you. They can depress the guns low enough to be a threat to infantry and light vehicles. They have armor strong enough to take some punishment. Hit the sides or rear with Light AT, ideally use medium AT if its available. The same devastating 23mm tandem gun is standard as an emplacement, and is often found mounted on the backs of Ural trucks.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;SPGs and Rocket launchers&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RussianTD.jpg|center|900px]] &lt;br /&gt;
The 2S25 &amp;quot;Sprut&amp;quot; is a self propelled anti tank gun. It is lightly armored and based on the BMD3. Light or medium AT will knock it out. Easily identified by its long gun and unique turret. &lt;br /&gt;
[[File:RussianArty.jpg|center|900px]] &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left to right:&amp;#039;&amp;#039;&amp;#039; 2S3M1 &amp;quot;Akatsiya&amp;quot; 152mm Self propelled howitzer, BM-21 &amp;quot;Grad&amp;quot; 133mm Multiple rocket launcher, 9K79 &amp;quot;Scarab&amp;quot; Tactical Ballistic missile launcher. I&amp;#039;m including these because they can be pretty high value targets, but generally pose little direct threat to infantry as they&amp;#039;re much longer range assets. If you can see them, they probably can&amp;#039;t easily hurt you.&lt;br /&gt;
&lt;br /&gt;
2S3M1: Hit it with well placed light AT or medium AT.&lt;br /&gt;
&lt;br /&gt;
BM-21 &amp;quot;Grad&amp;quot;: Its an unarmored truck loaded with explosives, do what you must. &lt;br /&gt;
&lt;br /&gt;
9K79: Can be armed with nuclear warhead. Lightly armored, HMG, 40mm, or Light AT.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-34 &amp;amp; T-55&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T34andT55.jpg|center|900px]]&lt;br /&gt;
These two tanks are a couple of the most produced tanks in the world. Both are old enough to be the lightest armored vehicles in this section.&lt;br /&gt;
&lt;br /&gt;
T-34: If you can&amp;#039;t ID a T-34 you need to take a history class. The one in the picture happens to be a T-34-85 which means it has an 85mm gun. That means it can still be a reasonable threat to both infantry and vehicles. These are WWII era tanks, so their armor is thin compared to most other tanks you will encounter. Hit them with Light or medium AT, flank if you can to ensure a one hit kill. &lt;br /&gt;
&lt;br /&gt;
T-55: The most produced tank in history. They have been used by 50+ militaries and probably as many militia and insurgent groups. This is an early cold war era tank, it replaced the T-34-85. Its front hull armor is only 120mm thick, Light and medium AT can pen there if its the only option, however the weaker 80mm side and 60mm rear are sure 1 hit kills. Its turret is not a weak spot, as with most Russian tanks its armor is all there. You will never see a T-55 with ERA with our mod pack. They can be ID&amp;#039;d by counting road wheels. A T-55 has 5 road wheels. The turret is also taller than the later T series tanks as well as having the spotlight mounted higher. There is a second spotlight on one of the hatches. T-55s lack a mount for an Anti Air machine gun. The bore evacuator on a T-55 is at the very end of the barrel, for those of you that don&amp;#039;t know what that is, its the thicker part of the barrel. Knowing the difference between these and the later tanks is important so you do not waste an asset.&lt;br /&gt;
 &lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-72 Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T72family.jpeg|center|900px]]&lt;br /&gt;
[[File:T72familyProf.jpeg|center|900px]]&lt;br /&gt;
T-72 Tanks Are one of the most popular post WWII tanks in the world. They have a diesel engine. They can be taken out by well placed light AT, but medium or heavy is recommended to ensure fewer hits. Newer variants have ERA.  Driver only has 1 para-scope &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-80 Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
[[File:t80family.jpeg|center|900px]]&lt;br /&gt;
[[File:T80familyProf.jpeg|center|900px]]&lt;br /&gt;
The T80 was the first Main battle tank in the world to use a turbine engine. This is the easiest way to tell them apart from a T-72 if you are close enough. T-80s have 3 para-scopes for the driver.  Other than that, they can be very difficult to differentiate. Like the T-72 they call for medium or heavy AT to ensure fewer hits to kill. Most T-80 variants have some form of ERA aside from earlier models. T80&amp;#039;s are smaller and slightly boxier, with more evenly rounded, somewhat squatter turrets. Consider T-80s to generally be somewhere in between a T-72 and a T-90.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-90 Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T90Family.jpeg|center|900px]]&lt;br /&gt;
[[File:T90FamilyProf.jpeg|center|900px]]&lt;br /&gt;
T-90s are basically just super modern versions of the T-72. The best way to differentiate is the new turret. It it a slightly different shape, and covered in ERA. t-90s also have 2 Spotlights on the front whereas t-80s and t-72s only have 1 spotlight. T-90s can be extremely hard to take down. Recommend medium or heavy AT&lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
&lt;br /&gt;
This section will cover Russian helicopters. Every screenshot will have all of the variants of the helicopter in a &amp;quot;family&amp;quot; line up as well as one of the helicopters shown flying at a distance to provide a profile. All of these screenshots can be expanded by clicking them and then clicking the full image size under it. In this case because I still live in 2005 they go no higher than 1600x900. If anyone would like to replicate these with higher resolution, feel free to do so and then send the files to HQ or specialist to be uploaded.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-8 &amp;quot;Hip&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:Mi-8family.jpg|center|900px]]&lt;br /&gt;
The Mi-8 can be unarmed Transport helicopters, or come loaded for bear. Even Transport variants can have door gunners. Late versions have a gunner in the nose with the pilots. They can carry Fuel air bombs, rockets, and gun pods. Mi-8s are lightly armored and can be taken out with small arms. It is important not to call them a Hind since a Hind is basically a flying infantry fighting vehicle that can kill you even if it&amp;#039;s not facing towards you.&lt;br /&gt;
&lt;br /&gt;
Note that there is a Mi-24 in the backdrop of this picture in the far top left. If you look at the bigger version of this screenshot by clicking on it and viewing the full size, you can clearly see the difference in the profile at range. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-24 &amp;quot;Hind&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mi-24family.jpg|center|900px]]&lt;br /&gt;
Mi-24s can be a huge threat. They have decently heavy armor as far as aircraft go. It is recommended to use Anti Air if possible, .50 cal can take them down but not in small amounts. They can carry Fuel air bombs, rockets, gun pods, and can have a gun in a turret under the cockpit (generally 13.7mm). They can also be armed with air to air missiles. They have a very distinct and very loud sound. They also have a very distinct double bubble cockpit. Don&amp;#039;t let Hinds land, as they will likely surprise you with an entire infantry squad popping out the back.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-28 &amp;quot;Havoc&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mi-28.jpg|center|900px]]&lt;br /&gt;
The havoc is Russia&amp;#039;s most destructive helicopter. With multiple weapons loads including fuel air bombs, gun pods, rocket pods, ATGMs, and the ever present all seeing 30 mm chain gun on the nose, the Havoc can lay down fire in any direction and destroy almost any target you could imagine. The havoc is also very heavily armored as helicopters go. The smallest rated threat for the Mi-28 is .50 caliber API-T rounds, but expect to only see positive results using 20mm or more. This armor is largely due to the fact that the Mi-28 does not contain a crew compartment. While the Mi-24 can more often than not deploy a full squad to the battlefield, essentially making it an aerial BTR, the Mi-28 is better compared to an aerial T-90.&lt;br /&gt;
&lt;br /&gt;
Identify the Mi-28 by checking for a more angular double cockpit (not bubble shaped like the Mi-24), the radar bulb on top of the main rotor, and the absolutely massive front cannon. The Mi-28 also has the engines mounted parallel to super structure instead of on top, both engines sporting massive downward exhausts to their rear.&lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Ka-60 &amp;quot;Kasatka&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ka-60.jpg|center|900px]]&lt;br /&gt;
The Kasatka is a transport helicopter capable of carrying light armament, similar to what you would expect to see on US littlebirds. It is best described as an effective hybrid between transport and light attack craft. Like most Russian vehicles, it has a somewhat broader combat role than equivalent US military vehicles.&lt;br /&gt;
&lt;br /&gt;
It is identified chiefly by it&amp;#039;s small round silhouette, large front wind screens featuring side by side seating, it&amp;#039;s enclosed anti torque rotor, and it&amp;#039;s relatively light armament. &lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Ka-52 &amp;quot;Alligator&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ka-52.jpg|center|900px]]&lt;br /&gt;
The Ka-52 is the big brother of the Ka-50 &amp;quot;Blackshark&amp;quot;. A high speed stacked main rotor allows for the helicopter to maintain a relatively skinny rotor span, meaning the helicopter can take off and land effectively in tight spaces, and it can carry greater armament than other helicopters with similar rotor spans. The double main rotor design aids in reducing down wash, as well as increasing collective responsiveness (thus increasing combat survivability through superior auto rotate abilities. The downwash from the first rotor can keep the second one spinning faster for longer, which means a more controllable glide if power is lost). Of course, none of the flight specifics of the Alligator are terribly applicable to ARMA, even with AFM enabled.&lt;br /&gt;
&lt;br /&gt;
The KA-52 has a forward mounted 30 mm cannon with limited opposability (can be aimed +- 10 degrees or so without moving the bird). It carries a tremendous amount of long range rocket propelled armament, including a variety of rocket pods, bombs, and ATGMs. The Ka-52 is a much greater threat to vehicular assets due to it&amp;#039;s reduced radar plane and comparatively long engagement range. As infantry, the Ka-52 is not necessarily the biggest threat you can face from the air, but it still a formidable and dangerous opponent with just as much armor as the above mentioned Mi-28. Exercise caution when engaging and exposing yourself to a Ka-52, especially if it&amp;#039;s pointed towards you.&lt;br /&gt;
&lt;br /&gt;
The Ka-52 can be identified chiefly by it&amp;#039;s two main rotors. Additionally, the Ka-52 has a side by side seating arrangement - not the most common thing to see on an attack helicopter. It&amp;#039;s winglets are fairly long and have additional hard points at the tips for AA missile attachment. It carries the standard two hard points per winglet for rocket pod attachment and the like. No Ka-50/52 variant will never have a swiveling front turret. It is also the only Russian bird to feature retractable landing gear, giving it a lower drag coefficient, really allowing the double main rotor to push the max speed of about 300 Km/h.&lt;br /&gt;
&lt;br /&gt;
===Notes on Vehicle Neutralization===&lt;br /&gt;
All Russian main battle tanks concentrate their armor in the turret. As such, turret hits are rarely fruitful. Aim for sides and rear armor in this situation. If the tank has reactive armor on any portion of it&amp;#039;s body, aim elsewhere as that ERA will easily defeat most AT.&lt;br /&gt;
&lt;br /&gt;
BTRs can easily be destroyed with .50 cal fire more often than not. If you can&amp;#039;t penetrate the armor, you can probably de-mobilize the unit by attacking it&amp;#039;s weak point - the tires - for massive damage.&lt;br /&gt;
&lt;br /&gt;
Other Russian vehicles such as UAZs (5 seat transport jeep built by the Reds), GAZs, and vodniks are all lightly armored (if armored at all) and can be taken out by any competent infantry unit.&lt;br /&gt;
&lt;br /&gt;
Helicopters are some of the easiest targets to destroy, but if you mess with the wrong one you&amp;#039;ll end up dead. It&amp;#039;s very important to identify what you&amp;#039;re shooting at before you shoot, as ineffective fire can mean life and death with attack helicopters. Don&amp;#039;t make your presence known if you aren&amp;#039;t sure you can kill it. As a rule of thumb, never engage helicopters with anything less than a .50 cal.&lt;br /&gt;
&lt;br /&gt;
Be aware of what weaponry you have, don&amp;#039;t use your last javelin on an infantry transport if you&amp;#039;re not 100% certain there won&amp;#039;t be a T-90 around the corner. Use the right weapon for the right vehicle, you usually do not need AT for things like Urals and UAZs as the drivers can be shot out, or the wheels disabled long before the infantry inside can become a threat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;CSAT Vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
These vehicles come with the base game, so these will not be super in depth guides as I expect most people know the vanilla assets. However our mods rename some of the vehicles, so I will call them what they are called in our modpack. Some of these vehicles really exist, others are made up to fit the games vanilla setting. A few are monstrosities made by combining multiple real vehicles or weapon systems.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armor===&lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;IFVs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:CSATIFV.jpeg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left:&amp;#039;&amp;#039;&amp;#039;BTR-K Kamysh, &amp;#039;&amp;#039;&amp;#039;right:&amp;#039;&amp;#039;&amp;#039; &amp;quot;Otokar Arma&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Being Vanilla assets means that these are super modern, or futuristic vehicles. This means they can come with fairly decent armor. Both of these are Infantry fighting vehicles that can carry a decent sized team of infantry.&lt;br /&gt;
&lt;br /&gt;
The BTR-k is medium armor, it is not as light as the other CSAT IFV but not as heavy as the T-100. It can be taken out with light AT if flanked, medium AT can be used to ensure a kill. &lt;br /&gt;
&lt;br /&gt;
The Otokar Arma is light armor. It can be dealt with by light AT. Its wheels are its weak point if you need to render it immobile.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Self propelled gun and Anti Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:CSATSPGAA.jpeg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left:&amp;#039;&amp;#039;&amp;#039; ZSU-39 &amp;quot;Tigris&amp;quot;, &amp;#039;&amp;#039;&amp;#039;Right:&amp;#039;&amp;#039;&amp;#039; 2S9 &amp;quot;Sochor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ZSU-39 Is a BTR-k with a different weapon system. It can be taken out with light AT if flanked, medium AT can be used to ensure a kill. &lt;br /&gt;
&lt;br /&gt;
The 2S9 is a Self propelled howizer, it poses little threat to units that are close to it. It does however have a remote controlled gun on the turret that the commander can use to defend against infantry or aircraft. Hit it in the sides or rear with light AT, or use medium AT to knock it out. &lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-100&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T100.jpeg|center|900px]]&lt;br /&gt;
[[File:T100profile.jpeg|center|900px]]&lt;br /&gt;
Assumed to be based off of the real life Russian T-95 black eagle, this thing is one of the heaviest pieces of armor in the game. It is also covered in ERA. Hit the rear when possible. Medium or heavy AT is highly recommended. &lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-290 &amp;quot;Taru&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Taru.jpg|center|900px]]&lt;br /&gt;
This unique looking helicopter is a heavy lift chopper that is assumed to be based off of the real life Ka-226. It can use a wide range of pods to transport anything from supplies to troops. It can also drop the pods and be used for sling loading heavy equipment. It is armored enough to require .50cal or better to damage. Shooting it with anything smaller is pointless unless it has the bench seat pod with passengers.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-48 &amp;quot;Kajman&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mi-48.jpg|center|900px]]&lt;br /&gt;
Pronounced caiman like the species of alligator. This thing does not really exist. It is a hideous mixture of 3 Russian aircraft, the Mi-28,the Ka-50, and the passenger compartment of the Mi-24. It can only carry a small team of infantry. The kajman is a major threat. Lucky .50 cal can knock it out, but it is recommended to use something bigger. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ka-60&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The CSAT use the Russian Ka-60 helicopter as a transport comparable to the little bird. See Russian helicopter section for more info.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Independent Vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
These vehicles come with the base game, so these will not be super in depth guides as I expect most people know the vanilla assets. However our mods rename some of the vehicles, so I will call them what they are called in our modpack. Some of these vehicles really exist, others are made up to fit the games vanilla setting. A few are monstrosities made by combining multiple real vehicles or weapon systems.&lt;br /&gt;
&lt;br /&gt;
===AAF Light and Medium Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;IFVs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:AAFIFV.jpg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left:&amp;#039;&amp;#039;&amp;#039; FV510 &amp;quot;Warrior&amp;quot; &amp;#039;&amp;#039;&amp;#039;Right:&amp;#039;&amp;#039;&amp;#039; Pandur II&lt;br /&gt;
&lt;br /&gt;
The Warrior is a British IFV comparable to the American Bradley. It comes packed with ERA which makes it hard enough to knock out for me to call it medium armor. It can carry a team of infantry. Light AT to the rear, or medium AT to deal with these. &lt;br /&gt;
&lt;br /&gt;
The Pandur II is an Austrian made APC. Its armor is heavy enough to require Light AT, but its tires are vulnerable to small arms.  It can carry infantry.  &lt;br /&gt;
&lt;br /&gt;
===AAF Heavy Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Leopard 2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:leopard2.jpg|center|900px]]&lt;br /&gt;
This appears to be some sort of Leopard 2 variant the ARMA 3 team made. It has ERA in a few places. It is best dealt with by medium or heavy AT.&lt;br /&gt;
&lt;br /&gt;
===AAF Helicopters===&lt;br /&gt;
The AAF use two helicopters based on real world helicopters. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;AW101 &amp;quot;Merlin&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Merlin.jpg|center|900px]]&lt;br /&gt;
The Merlin is a British and Italian designed medium lift helicopter. It is unarmed and unarmored. It can carry a decent amount of infantry. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;AW159 &amp;quot;Wildcat&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Wildcat.jpg|center|900px]]&lt;br /&gt;
The Wildcat in game appears to be an upgraded version of the current Wildcat that is in service with the British army and Royal Navy. It provides a similar role to the American UH-60. And looks very similar to an upgraded Huey, this is no mistake as its predecessors were designed as a British made alternative to the Huey. It can be armed with rocket pods and it has a FLIR pod in the nose. Well placed small arms can knock one out of the air, but .50 cal or AA is the ideal choice.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;NATO Vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
These vehicles come with the base game, so these will not be super in depth guides as I expect most people know the vanilla assets. However our mods rename some of the vehicles, so I will call them what they are called in our modpack. Some of these vehicles really exist, others are made up to fit the games vanilla setting. A few are monstrosities made by combining multiple real vehicles or weapon systems.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;s&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:NatoIFV.jpg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left to right:&amp;#039;&amp;#039;&amp;#039; Patria AMV, Namer, Nemmera&lt;br /&gt;
&lt;br /&gt;
The Patria, also known as the Badger. It is a Finish platform with many forms across a few countries that have the contracts to build them. The Badger version that appears in the game is made in South Africa. It is light armor. It is can be dealt with by light or medium AT. &lt;br /&gt;
&lt;br /&gt;
The Namer uses the chassis of the Israeli Merkava Main Battle tank. It can transport a team of infantry, and is armed with an Automatic Grenade launcher and HMG. Medium armor. Light or medium AT to deal with these, try to hit sides and rear of all variants. &lt;br /&gt;
&lt;br /&gt;
The Nemmera is a Combat recovery vehicle variant of the Namer. It cannot transport infantry and is only armed with a 6.5mm MG and a bulldozer blade. Light or medium AT. &lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Anti Air, Rocket launcher, and Self Propelled Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:NatoSPGAA.jpg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left to right:&amp;#039;&amp;#039;&amp;#039; IFV-6a Cheetah, M5 Sandstorm, and M4 Scorcher&lt;br /&gt;
&lt;br /&gt;
The Cheetah is a Namer with the same weapon system as the CSAT ZSU-39. It can be taken out with light or medium AT.&lt;br /&gt;
&lt;br /&gt;
The M5 sandstorm is a Namer with a Multiple Launch Rocket System  or MLRS bolted to the roof. Can be taken out with light or medium AT. &lt;br /&gt;
&lt;br /&gt;
The M4 scorcher appears to be Bohemia&amp;#039;s take on the Israeli Sholef system that produced just 2 vehicles. Either way its a self propelled howitzer on the chassis of the Merkava. It poses little threat to close infantry Light or medium AT besides its commander&amp;#039;s HMG.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor=== &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Merkava&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Merkava.jpg|center|900px]]&lt;br /&gt;
The Merkava is an Israeli MBT. Israel being Israel, They asked &amp;quot;why not combine an IFV and a Tank?&amp;quot; which means these MBTs can fit 6 infantry in the back. There are two versions in game. the one on the left is the up-armored version with ERA panels. The variant on the right can be taken out with light AT to the rear or medium AT. For the up-armored version I would recommend Light AT to the rear, or Medium to the sides or rear. Heavy AT to ensure kill.&lt;br /&gt;
&lt;br /&gt;
===Helicopters=== &lt;br /&gt;
The NATO Helicopters in game are all modern or future variants of US helicopters that are currently in use. I expect that most people are familiar with them.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Ghosthawk&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ghosthawk.jpg|center|900px]]&lt;br /&gt;
Assumed to be the likeness of the stealth UH-60 Blackhawk used in the Bin laden raid, it looks like a Blackhawk and an F-117 had an affair and this is the bastard child. Fills a similar role to the UH-60, and can have door mounted miniguns. Can be taken out with small arms, though .50 cal and higher is recommended. &lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Huron&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Huron.jpg|center|900px]]&lt;br /&gt;
Appears to be a Chinook that also had an affair with an F-117. Apparently those things get around. Anyways it fills a similar role to the Actual Chinook, and the Merlin. It can transport a large group of infantry, and can be armed with door guns. Small arms can take one out, but recommend .50 cal or higher. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Pawnee and Hummingbird&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:VanillaLittlebird.jpg|center|900px]]&lt;br /&gt;
Appear to be updated versions of the real life AH-6 and OH-6 little bird respectively. The Pawnee has miniguns and rocket pods. They can transport a few infantry in the back seats and on the skids. Small arms can take them down. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Blackfoot&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Blackfoot.jpg|center|900px]]&lt;br /&gt;
Appears to be a RAH-66 Comanche which is a canceled Boeing project that was targeted at the US military. It was designed to be a stealth recon platform that would mark targets for AH-64 Apaches. It is armed with an auto cannon in the nose. It is armored pretty well and requires .50 cal or better to knock out.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Blackfish&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Blackfish.jpeg|center|900px]]&lt;br /&gt;
I know this is from APEX and not vanilla. And since it is VTOL it is in a grey area as well. But I feel it should be included.&lt;br /&gt;
&lt;br /&gt;
A VTOL aircraft that appears to be Bohemia&amp;#039;s take on the V-22 Osprey if it had an affair with a C-130. This thing comes in 2 variants. A transport variant that can carry up to 32 soldiers and a gunship variant that is basically an AC-130 armed with mini guns, a howitzer, and an auto cannon. If one of these appears to be entering into an orbit around you, you had better knock it out quick. Recommend Anti Air since it will most likely not be a &amp;quot;helicopter&amp;quot; unless it is taking off or landing.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Vehicle_Identification&amp;diff=703</id>
		<title>Vehicle Identification</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Vehicle_Identification&amp;diff=703"/>
		<updated>2017-10-09T03:12:06Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Correctly identifying vehicles is very important. It helps your leadership decide how to proceed and what asset to divert to deal with said vehicle. This section of the wiki will be dedicated to screenshots of vehicles to help familiarize yourself with their traits. Due to the number of vehicles in our mod pack I haven&amp;#039;t done extensive testing with some of the vehicles, particularly the vanilla vehicles. As a result if you disagree with any of the suggestions, feel free to do some testing and provide the data. &lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Russian vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Russian vehicles are by far the most commonly seen vehicles. They made Hundreds of thousands of everything and sold them to anyone they could. This results in not only Russian forces using these vehicles, but also many other countries and even militias or insurgent forces. Russian vehicles can be hard to ID sometimes - particularly the main battle tanks, as they are all very similar in appearance but vastly different in functionality and threat level. It is recommended that you spend some time on this section. Under here will be the main Russian vehicle families.&lt;br /&gt;
&lt;br /&gt;
===Light Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BRDM Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BDRMfamily.jpeg|center|900px]]&lt;br /&gt;
&lt;br /&gt;
BRDM&amp;#039;s are light scout cars. They are often mistaken for BTRs. The fastest way to tell the difference is the number of wheels. BRDM&amp;#039;s have 4, BTRs have 8. The armor on these things is paper thin. MMG, HMG, 40mm, and at most light AT are all you need for these.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BTR Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BTRfamily.jpeg|center|900px]]&lt;br /&gt;
BTR&amp;#039;s have extremely light armor, they can be taken out with HMG fire or in the case of the early varients, even 7.62 AP can effect them. Shooting out their tires is an effective way to render them immobile. They are personel carriers and can fit a squad of infantry inside and more on top. Later model BTRs are not to be underestimated. BTR-80 and onwards had much thicker armor than previous models.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BMP Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BMPfamily.jpeg|center|900px]]&lt;br /&gt;
BMP&amp;#039;s are Infantry Fighting vehicles. They can carry a small team of infantry. They have heavy enough armor to require light or medium AT. Some of the newer varients come with ERA panels that can prevent AT from doing its job if you do not aim for a weak spot.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;BMD Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:BMDfamily.jpeg|center|900px]]&lt;br /&gt;
BMD&amp;#039;s are Essentially smaller BMP&amp;#039;s that were designed for airborne units. They are Infantry Fighting Vehicles with smaller crew compartments than their BMP counterparts. The early BMD&amp;#039;s can be ID&amp;#039;d by their trademark &amp;quot;U&amp;quot; shaped bow. The BMD-3 and newer are basically up to par with BMPs. They have heavy enough armor to require light or medium AT. Distinguishing between BMPs and BMDs is largely unimportant, as they pose the same threat on the battlefield.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;ZSU Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:RussianAA.jpg|center|900px]]&lt;br /&gt;
&lt;br /&gt;
The important Anti air is in the middle. That is a ZSU-23-4 AKA &amp;quot;Shilka&amp;quot;. They are pretty unique looking, and you will definitely know when one is shooting at you. They can depress the guns low enough to be a threat to infantry and light vehicles. They have armor strong enough to take some punishment. Hit the sides or rear with Light AT, ideally use medium AT if its available. The same devastating 23mm tandem gun is standard as an emplacement, and is often found mounted on the backs of Ural trucks.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;SPGs and Rocket launchers&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RussianTD.jpg|center|900px]] &lt;br /&gt;
The 2S25 &amp;quot;Sprut&amp;quot; is a self propelled anti tank gun. It is lightly armored and based on the BMD3. Light or medium AT will knock it out. Easily identified by its long gun and unique turret. &lt;br /&gt;
[[File:RussianArty.jpg|center|900px]] &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left to right:&amp;#039;&amp;#039;&amp;#039; 2S3M1 &amp;quot;Akatsiya&amp;quot; 152mm Self propelled howitzer, BM-21 &amp;quot;Grad&amp;quot; 133mm Multiple rocket launcher, 9K79 &amp;quot;Scarab&amp;quot; Tactical Ballistic missile launcher. I&amp;#039;m including these because they can be pretty high value targets, but generally pose little direct threat to infantry as they&amp;#039;re much longer range assets. If you can see them, they probably can&amp;#039;t easily hurt you.&lt;br /&gt;
&lt;br /&gt;
2S3M1: Hit it with well placed light AT or medium AT.&lt;br /&gt;
&lt;br /&gt;
BM-21 &amp;quot;Grad&amp;quot;: Its an unarmored truck loaded with explosives, do what you must. &lt;br /&gt;
&lt;br /&gt;
9K79: Can be armed with nuclear warhead. Lightly armored, HMG, 40mm, or Light AT.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-34 &amp;amp; T-55&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T34andT55.jpg|center|900px]]&lt;br /&gt;
These two tanks are a couple of the most produced tanks in the world. Both are old enough to be the lightest armored vehicles in this section.&lt;br /&gt;
&lt;br /&gt;
T-34: If you can&amp;#039;t ID a T-34 you need to take a history class. The one in the picture happens to be a T-34-85 which means it has an 85mm gun. That means it can still be a reasonable threat to both infantry and vehicles. These are WWII era tanks, so their armor is thin compared to most other tanks you will encounter. Hit them with Light or medium AT, flank if you can to ensure a one hit kill. &lt;br /&gt;
&lt;br /&gt;
T-55: The most produced tank in history. They have been used by 50+ militaries and probably as many militia and insurgent groups. This is an early cold war era tank, it replaced the T-34-85. Its front hull armor is only 120mm thick, Light and medium AT can pen there if its the only option, however the weaker 80mm side and 60mm rear are sure 1 hit kills. Its turret is not a weak spot, as with most Russian tanks its armor is all there. You will never see a T-55 with ERA with our mod pack. They can be ID&amp;#039;d by counting road wheels. A T-55 has 5 road wheels. The turret is also taller than the later T series tanks as well as having the spotlight mounted higher. There is a second spotlight on one of the hatches. T-55s lack a mount for an Anti Air machine gun. The bore evacuator on a T-55 is at the very end of the barrel, for those of you that don&amp;#039;t know what that is, its the thicker part of the barrel. Knowing the difference between these and the later tanks is important so you do not waste an asset.&lt;br /&gt;
 &lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-72 Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T72family.jpeg|center|900px]]&lt;br /&gt;
[[File:T72familyProf.jpeg|center|900px]]&lt;br /&gt;
T-72 Tanks Are one of the most popular post WWII tanks in the world. They have a diesel engine. They can be taken out by well placed light AT, but medium or heavy is recommended to ensure fewer hits. Newer variants have ERA.  Driver only has 1 para-scope &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-80 Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
 &lt;br /&gt;
[[File:t80family.jpeg|center|900px]]&lt;br /&gt;
[[File:T80familyProf.jpeg|center|900px]]&lt;br /&gt;
The T80 was the first Main battle tank in the world to use a turbine engine. This is the easiest way to tell them apart from a T-72 if you are close enough. T-80s have 3 para-scopes for the driver.  Other than that, they can be very difficult to differentiate. Like the T-72 they call for medium or heavy AT to ensure fewer hits to kill. Most T-80 variants have some form of ERA aside from earlier models. T80&amp;#039;s are smaller and slightly boxier, with more evenly rounded, somewhat squatter turrets. Consider T-80s to generally be somewhere in between a T-72 and a T-90.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-90 Family&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T90Family.jpeg|center|900px]]&lt;br /&gt;
[[File:T90FamilyProf.jpeg|center|900px]]&lt;br /&gt;
T-90s are basically just super modern versions of the T-72. The best way to differentiate is the new turret. It it a slightly different shape, and covered in ERA. t-90s also have 2 Spotlights on the front whereas t-80s and t-72s only have 1 spotlight. T-90s can be extremely hard to take down. Recommend medium or heavy AT&lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
&lt;br /&gt;
This section will cover Russian helicopters. Every screenshot will have all of the variants of the helicopter in a &amp;quot;family&amp;quot; line up as well as one of the helicopters shown flying at a distance to provide a profile. All of these screenshots can be expanded by clicking them and then clicking the full image size under it. In this case because I still live in 2005 they go no higher than 1600x900. If anyone would like to replicate these with higher resolution, feel free to do so and then send the files to HQ or specialist to be uploaded.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-8 &amp;quot;Hip&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:Mi-8family.jpg|center|900px]]&lt;br /&gt;
The Mi-8 can be unarmed Transport helicopters, or come loaded for bear. Even Transport variants can have door gunners. Late versions have a gunner in the nose with the pilots. They can carry Fuel air bombs, rockets, and gun pods. Mi-8s are lightly armored and can be taken out with small arms. It is important not to call them a Hind since a Hind is basically a flying infantry fighting vehicle that can kill you even if it&amp;#039;s not facing towards you.&lt;br /&gt;
&lt;br /&gt;
Note that there is a Mi-24 in the backdrop of this picture in the far top left. If you look at the bigger version of this screenshot by clicking on it and viewing the full size, you can clearly see the difference in the profile at range. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-24 &amp;quot;Hind&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mi-24family.jpg|center|900px]]&lt;br /&gt;
Mi-24s can be a huge threat. They have decently heavy armor as far as aircraft go. It is recommended to use Anti Air if possible, .50 cal can take them down but not in small amounts. They can carry Fuel air bombs, rockets, gun pods, and can have a gun in a turret under the cockpit (generally 13.7mm). They can also be armed with air to air missiles. They have a very distinct and very loud sound. They also have a very distinct double bubble cockpit. Don&amp;#039;t let Hinds land, as they will likely surprise you with an entire infantry squad popping out the back.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-28 &amp;quot;Havoc&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mi-28.jpg|center|900px]]&lt;br /&gt;
The havoc is Russia&amp;#039;s most destructive helicopter. With multiple weapons loads including fuel air bombs, gun pods, rocket pods, ATGMs, and the ever present all seeing 30 mm chain gun on the nose, the Havoc can lay down fire in any direction and destroy almost any target you could imagine. The havoc is also very heavily armored as helicopters go. The smallest rated threat for the Mi-28 is .50 caliber API-T rounds, but expect to only see positive results using 20mm or more. This armor is largely due to the fact that the Mi-28 does not contain a crew compartment. While the Mi-24 can more often than not deploy a full squad to the battlefield, essentially making it an aerial BTR, the Mi-28 is better compared to an aerial T-90.&lt;br /&gt;
&lt;br /&gt;
Identify the Mi-28 by checking for a more angular double cockpit (not bubble shaped like the Mi-24), the radar bulb on top of the main rotor, and the absolutely massive front cannon. The Mi-28 also has the engines mounted parallel to super structure instead of on top, both engines sporting massive downward exhausts to their rear.&lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Ka-60 &amp;quot;Kasatka&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ka-60.jpg|center|900px]]&lt;br /&gt;
The Kasatka is a transport helicopter capable of carrying light armament, similar to what you would expect to see on US littlebirds. It is best described as an effective hybrid between transport and light attack craft. Like most Russian vehicles, it has a somewhat broader combat role than equivalent US military vehicles.&lt;br /&gt;
&lt;br /&gt;
It is identified chiefly by it&amp;#039;s small round silhouette, large front wind screens featuring side by side seating, it&amp;#039;s enclosed anti torque rotor, and it&amp;#039;s relatively light armament. &lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Ka-52 &amp;quot;Alligator&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ka-52.jpg|center|900px]]&lt;br /&gt;
The Ka-52 is the big brother of the Ka-50 &amp;quot;Blackshark&amp;quot;. A high speed stacked main rotor allows for the helicopter to maintain a relatively skinny rotor span, meaning the helicopter can take off and land effectively in tight spaces, and it can carry greater armament than other helicopters with similar rotor spans. The double main rotor design aids in reducing down wash, as well as increasing collective responsiveness (thus increasing combat survivability through superior auto rotate abilities. The downwash from the first rotor can keep the second one spinning faster for longer, which means a more controllable glide if power is lost). Of course, none of the flight specifics of the Alligator are terribly applicable to ARMA, even with AFM enabled.&lt;br /&gt;
&lt;br /&gt;
The KA-52 has a forward mounted 30 mm cannon with limited opposability (can be aimed +- 10 degrees or so without moving the bird). It carries a tremendous amount of long range rocket propelled armament, including a variety of rocket pods, bombs, and ATGMs. The Ka-52 is a much greater threat to vehicular assets due to it&amp;#039;s reduced radar plane and comparatively long engagement range. As infantry, the Ka-52 is not necessarily the biggest threat you can face from the air, but it still a formidable and dangerous opponent with just as much armor as the above mentioned Mi-28. Exercise caution when engaging and exposing yourself to a Ka-52, especially if it&amp;#039;s pointed towards you.&lt;br /&gt;
&lt;br /&gt;
The Ka-52 can be identified chiefly by it&amp;#039;s two main rotors. Additionally, the Ka-52 has a side by side seating arrangement - not the most common thing to see on an attack helicopter. It&amp;#039;s winglets are fairly long and have additional hard points at the tips for AA missile attachment. It carries the standard two hard points per winglet for rocket pod attachment and the like. No Ka-50/52 variant will never have a swiveling front turret. It is also the only Russian bird to feature retractable landing gear, giving it a lower drag coefficient, really allowing the double main rotor to push the max speed of about 300 Km/h.&lt;br /&gt;
&lt;br /&gt;
===Notes on Vehicle Neutralization===&lt;br /&gt;
All Russian main battle tanks concentrate their armor in the turret. As such, turret hits are rarely fruitful. Aim for sides and rear armor in this situation. If the tank has reactive armor on any portion of it&amp;#039;s body, aim elsewhere as that ERA will easily defeat most AT.&lt;br /&gt;
&lt;br /&gt;
BTRs can easily be destroyed with .50 cal fire more often than not. If you can&amp;#039;t penetrate the armor, you can probably de-mobilize the unit by attacking it&amp;#039;s weak point - the tires - for massive damage.&lt;br /&gt;
&lt;br /&gt;
Other Russian vehicles such as UAZs (5 seat transport jeep built by the Reds), GAZs, and vodniks are all lightly armored (if armored at all) and can be taken out by any competent infantry unit.&lt;br /&gt;
&lt;br /&gt;
Helicopters are some of the easiest targets to destroy, but if you mess with the wrong one you&amp;#039;ll end up dead. It&amp;#039;s very important to identify what you&amp;#039;re shooting at before you shoot, as ineffective fire can mean life and death with attack helicopters. Don&amp;#039;t make your presence known if you aren&amp;#039;t sure you can kill it. As a rule of thumb, never engage helicopters with anything less than a .50 cal.&lt;br /&gt;
&lt;br /&gt;
Be aware of what weaponry you have, don&amp;#039;t use your last javelin on an infantry transport if you&amp;#039;re not 100% certain there won&amp;#039;t be a T-90 around the corner. Use the right weapon for the right vehicle, you usually do not need AT for things like Urals and UAZs as the drivers can be shot out, or the wheels disabled long before the infantry inside can become a threat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;CSAT Vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
These vehicles come with the base game, so these will not be super in depth guides as I expect most people know the vanilla assets. However our mods rename some of the vehicles, so I will call them what they are called in our modpack. Some of these vehicles really exist, others are made up to fit the games vanilla setting. A few are monstrosities made by combining multiple real vehicles or weapon systems.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armor===&lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;IFVs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:CSATIFV.jpeg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left:&amp;#039;&amp;#039;&amp;#039;BTR-K Kamysh, &amp;#039;&amp;#039;&amp;#039;right:&amp;#039;&amp;#039;&amp;#039; &amp;quot;Otokar Arma&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Being Vanilla assets means that these are super modern, or futuristic vehicles. This means they can come with fairly decent armor. Both of these are Infantry fighting vehicles that can carry a decent sized team of infantry.&lt;br /&gt;
&lt;br /&gt;
The BTR-k is medium armor, it is not as light as the other CSAT IFV but not as heavy as the T-100. It can be taken out with light AT if flanked, medium AT can be used to ensure a kill. &lt;br /&gt;
&lt;br /&gt;
The Otokar Arma is light armor. It can be dealt with by light AT. Its wheels are its weak point if you need to render it immobile.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Self propelled gun and Anti Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:CSATSPGAA.jpeg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left:&amp;#039;&amp;#039;&amp;#039; ZSU-39 &amp;quot;Tigris&amp;quot;, &amp;#039;&amp;#039;&amp;#039;Right:&amp;#039;&amp;#039;&amp;#039; 2S9 &amp;quot;Sochor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ZSU-39 Is a BTR-k with a different weapon system. It can be taken out with light AT if flanked, medium AT can be used to ensure a kill. &lt;br /&gt;
&lt;br /&gt;
The 2S9 is a Self propelled howizer, it poses little threat to units that are close to it. It does however have a remote controlled gun on the turret that the commander can use to defend against infantry or aircraft. Hit it in the sides or rear with light AT, or use medium AT to knock it out. &lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;T-100&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:T100.jpeg|center|900px]]&lt;br /&gt;
[[File:T100profile.jpeg|center|900px]]&lt;br /&gt;
Assumed to be based off of the real life Russian T-95 black eagle, this thing is one of the heaviest pieces of armor in the game. It is also covered in ERA. Hit the rear when possible. Medium or heavy AT is highly recommended. &lt;br /&gt;
&lt;br /&gt;
===Helicopters===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-290 &amp;quot;Taru&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Taru.jpg|center|900px]]&lt;br /&gt;
This unique looking helicopter is a heavy lift chopper that is assumed to be based off of the real life Ka-226. It can use a wide range of pods to transport anything from supplies to troops. It can also drop the pods and be used for sling loading heavy equipment. It is armored enough to require .50cal or better to damage. Shooting it with anything smaller is pointless unless it has the bench seat pod with passengers.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Mi-48 &amp;quot;Kajman&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Mi-48.jpg|center|900px]]&lt;br /&gt;
Pronounced caiman like the species of alligator. This thing does not really exist. It is a hideous mixture of 3 Russian aircraft, the Mi-28,the Ka-50, and the passenger compartment of the Mi-24. It can only carry a small team of infantry. The kajman is a major threat. Lucky .50 cal can knock it out, but it is recommended to use something bigger. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ka-60&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The CSAT use the Russian Ka-60 helicopter as a transport comparable to the little bird. See Russian helicopter section for more info.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Independent Vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
These vehicles come with the base game, so these will not be super in depth guides as I expect most people know the vanilla assets. However our mods rename some of the vehicles, so I will call them what they are called in our modpack. Some of these vehicles really exist, others are made up to fit the games vanilla setting. A few are monstrosities made by combining multiple real vehicles or weapon systems.&lt;br /&gt;
&lt;br /&gt;
===AAF Light and Medium Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;IFVs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:AAFIFV.jpg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left:&amp;#039;&amp;#039;&amp;#039; FV510 &amp;quot;Warrior&amp;quot; &amp;#039;&amp;#039;&amp;#039;Right:&amp;#039;&amp;#039;&amp;#039; Pandur II&lt;br /&gt;
&lt;br /&gt;
The Warrior is a British IFV comparable to the American Bradley. It comes packed with ERA which makes it hard enough to knock out for me to call it medium armor. It can carry a team of infantry. Light AT to the rear, or medium AT to deal with these. &lt;br /&gt;
&lt;br /&gt;
The Pandur II is an Austrian made APC. Its armor is heavy enough to require Light AT, but its tires are vulnerable to small arms.  It can carry infantry.  &lt;br /&gt;
&lt;br /&gt;
===AAF Heavy Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Leopard 2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:leopard2.jpg|center|900px]]&lt;br /&gt;
This appears to be some sort of Leopard 2 variant the ARMA 3 team made. It has ERA in a few places. It is best dealt with by medium or heavy AT.&lt;br /&gt;
&lt;br /&gt;
===AAF Helicopters===&lt;br /&gt;
The AAF use two helicopters based on real world helicopters. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;AW101 &amp;quot;Merlin&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Merlin.jpg|center|900px]]&lt;br /&gt;
The Merlin is a British and Italian designed medium lift helicopter. It is unarmed and unarmored. It can carry a decent amount of infantry. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;AW159 &amp;quot;Wildcat&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Wildcat.jpg|center|900px]]&lt;br /&gt;
The Wildcat in game appears to be an upgraded version of the current Wildcat that is in service with the British army and Royal Navy. It provides a similar role to the American UH-60. And looks very similar to an upgraded Huey, this is no mistake as its predecessors were designed as a British made alternative to the Huey. It can be armed with rocket pods and it has a FLIR pod in the nose. Well placed small arms can knock one out of the air, but .50 cal or AA is the ideal choice.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;NATO Vehicles&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
These vehicles come with the base game, so these will not be super in depth guides as I expect most people know the vanilla assets. However our mods rename some of the vehicles, so I will call them what they are called in our modpack. Some of these vehicles really exist, others are made up to fit the games vanilla setting. A few are monstrosities made by combining multiple real vehicles or weapon systems.&lt;br /&gt;
&lt;br /&gt;
===Light and Medium Armor===&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;s&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:NatoIFV.jpg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left to right:&amp;#039;&amp;#039;&amp;#039; Patria AMV, Namer, Nemmera&lt;br /&gt;
&lt;br /&gt;
The Patria, also known as the Badger. It is a Finish platform with many forms across a few countries that have the contracts to build them. The Badger version that appears in the game is made in South Africa. It is light armor. It is can be dealt with by light or medium AT. &lt;br /&gt;
&lt;br /&gt;
The Namer uses the chassis of the Israeli Merkava Main Battle tank. It can transport a team of infantry, and is armed with an Automatic Grenade launcher and HMG. Medium armor. Light or medium AT to deal with these, try to hit sides and rear of all variants. &lt;br /&gt;
&lt;br /&gt;
The Nemmera is a Combat recovery vehicle variant of the Namer. It cannot transport infantry and is only armed with a 6.5mm MG and a bulldozer blade. Light or medium AT. &lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Anti Air, Rocket launcher, and Self Propelled Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:NatoSPGAA.jpg|center|900px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Left to right:&amp;#039;&amp;#039;&amp;#039; IFV-6a Cheetah, M5 Sandstorm, and M4 Scorcher&lt;br /&gt;
&lt;br /&gt;
The Cheetah is a Namer with the same weapon system as the CSAT ZSU-39. It can be taken out with light or medium AT.&lt;br /&gt;
&lt;br /&gt;
The M5 sandstorm is a Namer with a Multiple Launch Rocket System  or MLRS bolted to the roof. Can be taken out with light or medium AT. &lt;br /&gt;
&lt;br /&gt;
The M4 scorcher appears to be Bohemia&amp;#039;s take on the Israeli Sholef system that produced just 2 vehicles. Either way its a self propelled howitzer on the chassis of the Merkava. It poses little threat to close infantry Light or medium AT besides its commander&amp;#039;s HMG.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor=== &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Merkava&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Merkava.jpg|center|900px]]&lt;br /&gt;
The Merkava is an Israeli MBT. Israel being Israel, They asked &amp;quot;why not combine an IFV and a Tank?&amp;quot; which means these MBTs can fit 6 infantry in the back. There are two versions in game. the one on the left is the up-armored version with ERA panels. The variant on the right can be taken out with light AT to the rear or medium AT. For the up-armored version I would recommend Light AT to the rear, or Medium to the sides or rear. Heavy AT to ensure kill.&lt;br /&gt;
&lt;br /&gt;
===Helicopters=== &lt;br /&gt;
The NATO Helicopters in game are all modern or future variants of US helicopters that are currently in use. I expect that most people are familiar with them.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Ghosthawk&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ghosthawk.jpg|center|900px]]&lt;br /&gt;
Assumed to be the likeness of the stealth UH-60 Blackhawk used in the Bin laden raid, it looks like a Blackhawk and an F-117 had an affair and this is the bastard child. Fills a similar role to the UH-60, and can have door mounted miniguns. Can be taken out with small arms, though .50 cal and higher is recommended. &lt;br /&gt;
&lt;br /&gt;
:::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Huron&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Huron.jpg|center|900px]]&lt;br /&gt;
Appears to be a Chinook that also had an affair with an F-117. Apparently those things get around. Anyways it fills a similar role to the Actual Chinook, and the Merlin. It can transport a large group of infantry, and can be armed with door guns. Small arms can take one out, but recommend .50 cal or higher. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Pawnee and Hummingbird&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:VanillaLittlebird.jpg|center|900px]]&lt;br /&gt;
Appear to be updated versions of the real life AH-6 and OH-6 little bird respectively. The Pawnee has miniguns and rocket pods. They can transport a few infantry in the back seats and on the skids. Small arms can take them down. &lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Blackfoot&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Blackfoot.jpg|center|900px]]&lt;br /&gt;
Appears to be a RAH-66 Comanche which is a canceled Boeing project that was targeted at the US military. It was designed to be a stealth recon platform that would mark targets for AH-64 Apaches. It is armed with an auto cannon in the nose. It is armored pretty well and requires .50 cal or better to knock out.&lt;br /&gt;
&lt;br /&gt;
::::::::::::::::::::::::::::&amp;#039;&amp;#039;&amp;#039;Blackfish&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Blackfish.jpeg|center|900px]]&lt;br /&gt;
I know this is from APEX and not vanilla. And since it is VTOL it is in a grey area as well. But I feel it should be included.&lt;br /&gt;
&lt;br /&gt;
A VTOL aircraft that appears to be Bohemia&amp;#039;s take on the V-22 Osprey if it had an affair with a C-130. This thing comes in 2 variants. A transport variant that can carry up to 32 soldiers and a gunship variant that is basically an AC-130 armed with mini guns, a howitzer, and an auto cannon. If one of these appears to be entering into an orbit around you, you had better knock it out quick. Recommend Anti Air since it will most likely not be a &amp;quot;helicopter&amp;quot; unless it is taking off or landing.&lt;br /&gt;
&lt;br /&gt;
==PLA Forces==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy Armor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APCs/Cars&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Air Vehicles&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=672</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=672"/>
		<updated>2017-10-08T21:23:25Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Understanding the Medical Officer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction: Staying Healthy in the Mission==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What you have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2 Bandages, nothing else.&lt;br /&gt;
*You don&amp;#039;t get morphine, epi, or blood.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What if I Need Morphine?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
IF you need morphine, blood, or more fabric to stuff in your wounds, you need to ask your nearest leader to put you in contact with a medic. Medics carry all injectors and other accoutrements, so if you find yourself needing these things in mission, you&amp;#039;ll need to get a medic to help you. There is no other way to receive treatment, you cannot loot medical, so it&amp;#039;s imperative that if you are injured you seek treatment immediately. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCPs and their role in respawn waves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.&lt;br /&gt;
&lt;br /&gt;
In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.&lt;br /&gt;
&lt;br /&gt;
==ACE Settings==&lt;br /&gt;
&lt;br /&gt;
ACE by default has fairly poor settings for it&amp;#039;s built in interaction menus. There are a few options available for you when it comes to menu customization, 4 of which are very important.&lt;br /&gt;
&lt;br /&gt;
To get to the ACE settings menu, press ESC on your keyboard. Look at the top right of your menu screen and you should see a yellow rectangle that says &amp;quot;ACE Options&amp;quot;. &lt;br /&gt;
[[File:ACEoptionlocation.png]]&lt;br /&gt;
&lt;br /&gt;
Click that, a menu should appear.&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions.PNG]]&lt;br /&gt;
&lt;br /&gt;
Use the drop down to navigate to the &amp;quot;Action Menu&amp;quot; portion of the ACE Options menu. You will find 4 settings at the top of this menu that pertain to the interaction menu&amp;#039;s layout: &lt;br /&gt;
&lt;br /&gt;
Always display cursor for self interaction - Keep this set to yes and no longer will you make selections by pointing your gun wildly in different directions. Instead, you get a much better and more efficient free floating cursor to do it with. Minimizes time spent in menus.&lt;br /&gt;
&lt;br /&gt;
Keep cursor centered - Keep cursor centered should be off, as this is what causes you to have to look around to make selections in the interaction menu. Instead, keeping this set to &amp;quot;no&amp;quot; will keep the menu centered by locking your view in place and allowing the cursor to make selections instead.&lt;br /&gt;
&lt;br /&gt;
Always display cursor for interaction - The same as &amp;quot;Always display cursor for self interaction&amp;quot; except for interaction with other objects/people. Set to &amp;quot;Yes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Display interaction menus as lists (optional) - Either as a straight list by setting this to &amp;quot;Yes&amp;quot; (makes reading gestures and medical diagnoses quicker) or as a radial options view (default) by setting this to &amp;quot;No&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions2.PNG]]&lt;br /&gt;
&lt;br /&gt;
==ACE Interaction==&lt;br /&gt;
*Self Interact&lt;br /&gt;
*Dragging/Carrying&lt;br /&gt;
*CCP Interactions&lt;br /&gt;
==Role of Medics in Game==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staying Alive&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build CCPs&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Place a field hospital&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Obviously, this isn&amp;#039;t an optimal outcome. As such, if you&amp;#039;re a medic, focus on providing medical care first and foremost, but always keep in mind how exposed you are. Keeping the probability of your death lower helps keep the probability of everyone else&amp;#039;s death lower as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood transfusions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s not uncommon that someone might spend long enough with untreated bleeding to lose a significant amount of blood. When you lose enough blood, you start to pass out randomly due to your deflated demeanor. If you notice this happening to you and no one is helping, that is a failure of your team mates to help you and not leave anyone behind, but it is also a failure on your part as general infantry to properly identify your damage. Medics are the only people who can save you if you&amp;#039;re taking unwanted naps.&lt;br /&gt;
&lt;br /&gt;
Note: As general infantry, always keep an eye on your mates. Someone passing out and getting left behind sucks. It&amp;#039;s up to you as a member to make sure medics know about any possible stragglers so they can get them treatment in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine/Epinephrine/Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Medics are the only people in possession morphine or epinephrine. As a medic, when you have finished treating someone for bleeding they may still be in pain. Always ask if people are in pain when they come to your for treatment, as they have no way of dealing with it themselves. Keep in mind, you can easily kill someone using morphine in the most recent version of the CMF. Keep track of who you&amp;#039;re giving morphine to, never give someone more than three shots in a half hour. If you must, use their triage card for this.&lt;br /&gt;
&lt;br /&gt;
Only medics should be keeping track of morphine dosing, the burden should not be on them to let you know you received morphine.&lt;br /&gt;
&lt;br /&gt;
Atropine and epinephrine serve a similar purpose - they raise your heart rate. If someone&amp;#039;s heart rate is crashing, give them a stimulant. Keep in mind it is possible to increase their heart rate too much, so be liberal with these stimulants in the same way you would morphine sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCP placement/usage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
As of right now, CCPs cannot be repacked. It&amp;#039;s important that their placement is strategically advantageous and that they will remain useful for a decent period. It&amp;#039;s up to medics and their commanding officers to determine when and where to place CCPs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgery&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Surgery is a key feature in the advanced medical system. To perform surgery, you must first have the medical officer place the field hospital, from which you may acquire surgery kits.&lt;br /&gt;
&lt;br /&gt;
These kits can be used in the field hospital and in the CCP to stitch people up. Stitching someone up makes them completely combat effective and closes all wounds permanently. This does not recoup blood or cure pain, so these things must be treated separately.&lt;br /&gt;
&lt;br /&gt;
Wounds will continue to open and you will continue to use medical supplies and lose blood unless you seek surgical care in a timely manner. It can take up to half and hour for you to reach a dire state, so it&amp;#039;s up to GI to remain conscious of their medical state and seek attention appropriately.&lt;br /&gt;
&lt;br /&gt;
==Understanding the Medical Officer==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Roles of the Medical Officer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the field hospital and access the medical transport vehicle. &lt;br /&gt;
&lt;br /&gt;
*Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.&lt;br /&gt;
&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
&lt;br /&gt;
*This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The field hospital is the central medical collection point in any mission. It is a large tent that spawns with an M113 medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The field hospital is the only available source of surgery kits, so the medical officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the field hospital and transfer care to CCPs, which Alpha, Bravo, and Charlie medic will all have access to. These act as your forward surgery points once you have left the field hospital. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;br /&gt;
&lt;br /&gt;
==The Finer Points of Advanced Medical==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bandaging&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Elastic Bandages: primarily used on small wounds, one of the only useful bandages to use on your head. Apply after packing bandages for more severe wounds.&lt;br /&gt;
&lt;br /&gt;
*Quick Clot: These bandages will quench bleeding faster. If you&amp;#039;re losing a lot of blood and have access to quick clotting bandages, use these first then proceed to use packing bandages or elastic.&lt;br /&gt;
&lt;br /&gt;
*Packing Bandage: These are for severe, deep wounds. Major avulsions, high velocity wounds, and most wounds to your torso will be better treated with packing bandages initially.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood, Plasma, and Saline&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Blood: comes in varying amounts up to one litre, and down to a quarter or a litre. Used to treat severe blood loss.&lt;br /&gt;
&lt;br /&gt;
*Plasma: Similar to blood, it will bring color back to a player&amp;#039;s screen and increase their blood level. &lt;br /&gt;
&lt;br /&gt;
*Saline: Raises blood levels less effectively than blood or plasma, but works well as a stop gap to get people to a CCP or field hospital.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tourniquets&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Applied to reduce blood flow to a limb, thereby reducing blood flow through any wounds.&lt;br /&gt;
&lt;br /&gt;
*Keep them on for 15 minutes at most, beyond that it will start to cause pain and eventually cause injury.&lt;br /&gt;
&lt;br /&gt;
*Let medics know if you have tourniquets on already so they don&amp;#039;t accidentally give you more than enough morphine/epinephrine in one go. Tourniquets will block the effects of these drugs until the tourniquet is removed, at which point the effects will come down on you like a ton of bricks. Avoid this.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=670</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=670"/>
		<updated>2017-10-08T21:22:33Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* The Finer Points of Advanced Medical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction: Staying Healthy in the Mission==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What you have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2 Bandages, nothing else.&lt;br /&gt;
*You don&amp;#039;t get morphine, epi, or blood.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What if I Need Morphine?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
IF you need morphine, blood, or more fabric to stuff in your wounds, you need to ask your nearest leader to put you in contact with a medic. Medics carry all injectors and other accoutrements, so if you find yourself needing these things in mission, you&amp;#039;ll need to get a medic to help you. There is no other way to receive treatment, you cannot loot medical, so it&amp;#039;s imperative that if you are injured you seek treatment immediately. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCPs and their role in respawn waves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.&lt;br /&gt;
&lt;br /&gt;
In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.&lt;br /&gt;
&lt;br /&gt;
==ACE Settings==&lt;br /&gt;
&lt;br /&gt;
ACE by default has fairly poor settings for it&amp;#039;s built in interaction menus. There are a few options available for you when it comes to menu customization, 4 of which are very important.&lt;br /&gt;
&lt;br /&gt;
To get to the ACE settings menu, press ESC on your keyboard. Look at the top right of your menu screen and you should see a yellow rectangle that says &amp;quot;ACE Options&amp;quot;. &lt;br /&gt;
[[File:ACEoptionlocation.png]]&lt;br /&gt;
&lt;br /&gt;
Click that, a menu should appear.&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions.PNG]]&lt;br /&gt;
&lt;br /&gt;
Use the drop down to navigate to the &amp;quot;Action Menu&amp;quot; portion of the ACE Options menu. You will find 4 settings at the top of this menu that pertain to the interaction menu&amp;#039;s layout: &lt;br /&gt;
&lt;br /&gt;
Always display cursor for self interaction - Keep this set to yes and no longer will you make selections by pointing your gun wildly in different directions. Instead, you get a much better and more efficient free floating cursor to do it with. Minimizes time spent in menus.&lt;br /&gt;
&lt;br /&gt;
Keep cursor centered - Keep cursor centered should be off, as this is what causes you to have to look around to make selections in the interaction menu. Instead, keeping this set to &amp;quot;no&amp;quot; will keep the menu centered by locking your view in place and allowing the cursor to make selections instead.&lt;br /&gt;
&lt;br /&gt;
Always display cursor for interaction - The same as &amp;quot;Always display cursor for self interaction&amp;quot; except for interaction with other objects/people. Set to &amp;quot;Yes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Display interaction menus as lists (optional) - Either as a straight list by setting this to &amp;quot;Yes&amp;quot; (makes reading gestures and medical diagnoses quicker) or as a radial options view (default) by setting this to &amp;quot;No&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions2.PNG]]&lt;br /&gt;
&lt;br /&gt;
==ACE Interaction==&lt;br /&gt;
*Self Interact&lt;br /&gt;
*Dragging/Carrying&lt;br /&gt;
*CCP Interactions&lt;br /&gt;
==Role of Medics in Game==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staying Alive&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build CCPs&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Place a field hospital&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Obviously, this isn&amp;#039;t an optimal outcome. As such, if you&amp;#039;re a medic, focus on providing medical care first and foremost, but always keep in mind how exposed you are. Keeping the probability of your death lower helps keep the probability of everyone else&amp;#039;s death lower as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood transfusions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s not uncommon that someone might spend long enough with untreated bleeding to lose a significant amount of blood. When you lose enough blood, you start to pass out randomly due to your deflated demeanor. If you notice this happening to you and no one is helping, that is a failure of your team mates to help you and not leave anyone behind, but it is also a failure on your part as general infantry to properly identify your damage. Medics are the only people who can save you if you&amp;#039;re taking unwanted naps.&lt;br /&gt;
&lt;br /&gt;
Note: As general infantry, always keep an eye on your mates. Someone passing out and getting left behind sucks. It&amp;#039;s up to you as a member to make sure medics know about any possible stragglers so they can get them treatment in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine/Epinephrine/Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Medics are the only people in possession morphine or epinephrine. As a medic, when you have finished treating someone for bleeding they may still be in pain. Always ask if people are in pain when they come to your for treatment, as they have no way of dealing with it themselves. Keep in mind, you can easily kill someone using morphine in the most recent version of the CMF. Keep track of who you&amp;#039;re giving morphine to, never give someone more than three shots in a half hour. If you must, use their triage card for this.&lt;br /&gt;
&lt;br /&gt;
Only medics should be keeping track of morphine dosing, the burden should not be on them to let you know you received morphine.&lt;br /&gt;
&lt;br /&gt;
Atropine and epinephrine serve a similar purpose - they raise your heart rate. If someone&amp;#039;s heart rate is crashing, give them a stimulant. Keep in mind it is possible to increase their heart rate too much, so be liberal with these stimulants in the same way you would morphine sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCP placement/usage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
As of right now, CCPs cannot be repacked. It&amp;#039;s important that their placement is strategically advantageous and that they will remain useful for a decent period. It&amp;#039;s up to medics and their commanding officers to determine when and where to place CCPs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgery&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Surgery is a key feature in the advanced medical system. To perform surgery, you must first have the medical officer place the field hospital, from which you may acquire surgery kits.&lt;br /&gt;
&lt;br /&gt;
These kits can be used in the field hospital and in the CCP to stitch people up. Stitching someone up makes them completely combat effective and closes all wounds permanently. This does not recoup blood or cure pain, so these things must be treated separately.&lt;br /&gt;
&lt;br /&gt;
Wounds will continue to open and you will continue to use medical supplies and lose blood unless you seek surgical care in a timely manner. It can take up to half and hour for you to reach a dire state, so it&amp;#039;s up to GI to remain conscious of their medical state and seek attention appropriately.&lt;br /&gt;
&lt;br /&gt;
==Understanding the Medical Officer==&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the field hospital and access the medical transport vehicle. &lt;br /&gt;
&lt;br /&gt;
*Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.&lt;br /&gt;
&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
&lt;br /&gt;
*This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The field hospital is the central medical collection point in any mission. It is a large tent that spawns with an M113 medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The field hospital is the only available source of surgery kits, so the medical officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the field hospital and transfer care to CCPs, which Alpha, Bravo, and Charlie medic will all have access to. These act as your forward surgery points once you have left the field hospital. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;br /&gt;
&lt;br /&gt;
==The Finer Points of Advanced Medical==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bandaging&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Elastic Bandages: primarily used on small wounds, one of the only useful bandages to use on your head. Apply after packing bandages for more severe wounds.&lt;br /&gt;
&lt;br /&gt;
*Quick Clot: These bandages will quench bleeding faster. If you&amp;#039;re losing a lot of blood and have access to quick clotting bandages, use these first then proceed to use packing bandages or elastic.&lt;br /&gt;
&lt;br /&gt;
*Packing Bandage: These are for severe, deep wounds. Major avulsions, high velocity wounds, and most wounds to your torso will be better treated with packing bandages initially.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood, Plasma, and Saline&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Blood: comes in varying amounts up to one litre, and down to a quarter or a litre. Used to treat severe blood loss.&lt;br /&gt;
&lt;br /&gt;
*Plasma: Similar to blood, it will bring color back to a player&amp;#039;s screen and increase their blood level. &lt;br /&gt;
&lt;br /&gt;
*Saline: Raises blood levels less effectively than blood or plasma, but works well as a stop gap to get people to a CCP or field hospital.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tourniquets&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Applied to reduce blood flow to a limb, thereby reducing blood flow through any wounds.&lt;br /&gt;
&lt;br /&gt;
*Keep them on for 15 minutes at most, beyond that it will start to cause pain and eventually cause injury.&lt;br /&gt;
&lt;br /&gt;
*Let medics know if you have tourniquets on already so they don&amp;#039;t accidentally give you more than enough morphine/epinephrine in one go. Tourniquets will block the effects of these drugs until the tourniquet is removed, at which point the effects will come down on you like a ton of bricks. Avoid this.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=662</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=662"/>
		<updated>2017-10-08T21:15:56Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction: Staying Healthy in the Mission==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What you have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2 Bandages, nothing else.&lt;br /&gt;
*You don&amp;#039;t get morphine, epi, or blood.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What if I Need Morphine?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
IF you need morphine, blood, or more fabric to stuff in your wounds, you need to ask your nearest leader to put you in contact with a medic. Medics carry all injectors and other accoutrements, so if you find yourself needing these things in mission, you&amp;#039;ll need to get a medic to help you. There is no other way to receive treatment, you cannot loot medical, so it&amp;#039;s imperative that if you are injured you seek treatment immediately. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCPs and their role in respawn waves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.&lt;br /&gt;
&lt;br /&gt;
In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.&lt;br /&gt;
&lt;br /&gt;
==ACE Settings==&lt;br /&gt;
&lt;br /&gt;
ACE by default has fairly poor settings for it&amp;#039;s built in interaction menus. There are a few options available for you when it comes to menu customization, 4 of which are very important.&lt;br /&gt;
&lt;br /&gt;
To get to the ACE settings menu, press ESC on your keyboard. Look at the top right of your menu screen and you should see a yellow rectangle that says &amp;quot;ACE Options&amp;quot;. &lt;br /&gt;
[[File:ACEoptionlocation.png]]&lt;br /&gt;
&lt;br /&gt;
Click that, a menu should appear.&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions.PNG]]&lt;br /&gt;
&lt;br /&gt;
Use the drop down to navigate to the &amp;quot;Action Menu&amp;quot; portion of the ACE Options menu. You will find 4 settings at the top of this menu that pertain to the interaction menu&amp;#039;s layout: &lt;br /&gt;
&lt;br /&gt;
Always display cursor for self interaction - Keep this set to yes and no longer will you make selections by pointing your gun wildly in different directions. Instead, you get a much better and more efficient free floating cursor to do it with. Minimizes time spent in menus.&lt;br /&gt;
&lt;br /&gt;
Keep cursor centered - Keep cursor centered should be off, as this is what causes you to have to look around to make selections in the interaction menu. Instead, keeping this set to &amp;quot;no&amp;quot; will keep the menu centered by locking your view in place and allowing the cursor to make selections instead.&lt;br /&gt;
&lt;br /&gt;
Always display cursor for interaction - The same as &amp;quot;Always display cursor for self interaction&amp;quot; except for interaction with other objects/people. Set to &amp;quot;Yes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Display interaction menus as lists (optional) - Either as a straight list by setting this to &amp;quot;Yes&amp;quot; (makes reading gestures and medical diagnoses quicker) or as a radial options view (default) by setting this to &amp;quot;No&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions2.PNG]]&lt;br /&gt;
&lt;br /&gt;
==ACE Interaction==&lt;br /&gt;
*Self Interact&lt;br /&gt;
*Dragging/Carrying&lt;br /&gt;
*CCP Interactions&lt;br /&gt;
==Role of Medics in Game==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staying Alive&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build CCPs&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Place a field hospital&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Obviously, this isn&amp;#039;t an optimal outcome. As such, if you&amp;#039;re a medic, focus on providing medical care first and foremost, but always keep in mind how exposed you are. Keeping the probability of your death lower helps keep the probability of everyone else&amp;#039;s death lower as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood transfusions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s not uncommon that someone might spend long enough with untreated bleeding to lose a significant amount of blood. When you lose enough blood, you start to pass out randomly due to your deflated demeanor. If you notice this happening to you and no one is helping, that is a failure of your team mates to help you and not leave anyone behind, but it is also a failure on your part as general infantry to properly identify your damage. Medics are the only people who can save you if you&amp;#039;re taking unwanted naps.&lt;br /&gt;
&lt;br /&gt;
Note: As general infantry, always keep an eye on your mates. Someone passing out and getting left behind sucks. It&amp;#039;s up to you as a member to make sure medics know about any possible stragglers so they can get them treatment in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine/Epinephrine/Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Medics are the only people in possession morphine or epinephrine. As a medic, when you have finished treating someone for bleeding they may still be in pain. Always ask if people are in pain when they come to your for treatment, as they have no way of dealing with it themselves. Keep in mind, you can easily kill someone using morphine in the most recent version of the CMF. Keep track of who you&amp;#039;re giving morphine to, never give someone more than three shots in a half hour. If you must, use their triage card for this.&lt;br /&gt;
&lt;br /&gt;
Only medics should be keeping track of morphine dosing, the burden should not be on them to let you know you received morphine.&lt;br /&gt;
&lt;br /&gt;
Atropine and epinephrine serve a similar purpose - they raise your heart rate. If someone&amp;#039;s heart rate is crashing, give them a stimulant. Keep in mind it is possible to increase their heart rate too much, so be liberal with these stimulants in the same way you would morphine sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCP placement/usage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
As of right now, CCPs cannot be repacked. It&amp;#039;s important that their placement is strategically advantageous and that they will remain useful for a decent period. It&amp;#039;s up to medics and their commanding officers to determine when and where to place CCPs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgery&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Surgery is a key feature in the advanced medical system. To perform surgery, you must first have the medical officer place the field hospital, from which you may acquire surgery kits.&lt;br /&gt;
&lt;br /&gt;
These kits can be used in the field hospital and in the CCP to stitch people up. Stitching someone up makes them completely combat effective and closes all wounds permanently. This does not recoup blood or cure pain, so these things must be treated separately.&lt;br /&gt;
&lt;br /&gt;
Wounds will continue to open and you will continue to use medical supplies and lose blood unless you seek surgical care in a timely manner. It can take up to half and hour for you to reach a dire state, so it&amp;#039;s up to GI to remain conscious of their medical state and seek attention appropriately.&lt;br /&gt;
&lt;br /&gt;
==Understanding the Medical Officer==&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the field hospital and access the medical transport vehicle. &lt;br /&gt;
&lt;br /&gt;
*Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.&lt;br /&gt;
&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
&lt;br /&gt;
*This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The field hospital is the central medical collection point in any mission. It is a large tent that spawns with an M113 medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The field hospital is the only available source of surgery kits, so the medical officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the field hospital and transfer care to CCPs, which Alpha, Bravo, and Charlie medic will all have access to. These act as your forward surgery points once you have left the field hospital. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;br /&gt;
&lt;br /&gt;
==The Finer Points of Advanced Medical==&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=660</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=660"/>
		<updated>2017-10-08T21:15:34Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction: Staying Healthy in the Mission==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What you have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2 Bandages, nothing else.&lt;br /&gt;
*You don&amp;#039;t get morphine, epi, or blood.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What if I Need Morphine?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
IF you need morphine, blood, or more fabric to stuff in your wounds, you need to ask your nearest leader to put you in contact with a medic. Medics carry all injectors and other accoutrements, so if you find yourself needing these things in mission, you&amp;#039;ll need to get a medic to help you. There is no other way to receive treatment, you cannot loot medical, so it&amp;#039;s imperative that if you are injured you seek treatment immediately. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCPs and their role in respawn waves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.&lt;br /&gt;
&lt;br /&gt;
In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.&lt;br /&gt;
&lt;br /&gt;
==ACE Settings==&lt;br /&gt;
&lt;br /&gt;
ACE by default has fairly poor settings for it&amp;#039;s built in interaction menus. There are a few options available for you when it comes to menu customization, 4 of which are very important.&lt;br /&gt;
&lt;br /&gt;
To get to the ACE settings menu, press ESC on your keyboard. Look at the top right of your menu screen and you should see a yellow rectangle that says &amp;quot;ACE Options&amp;quot;. &lt;br /&gt;
[[File:ACEoptionlocation.png]]&lt;br /&gt;
&lt;br /&gt;
Click that, a menu should appear.&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions.PNG]]&lt;br /&gt;
&lt;br /&gt;
Use the drop down to navigate to the &amp;quot;Action Menu&amp;quot; portion of the ACE Options menu. You will find 4 settings at the top of this menu that pertain to the interaction menu&amp;#039;s layout: &lt;br /&gt;
&lt;br /&gt;
Always display cursor for self interaction - Keep this set to yes and no longer will you make selections by pointing your gun wildly in different directions. Instead, you get a much better and more efficient free floating cursor to do it with. Minimizes time spent in menus.&lt;br /&gt;
&lt;br /&gt;
Keep cursor centered - Keep cursor centered should be off, as this is what causes you to have to look around to make selections in the interaction menu. Instead, keeping this set to &amp;quot;no&amp;quot; will keep the menu centered by locking your view in place and allowing the cursor to make selections instead.&lt;br /&gt;
&lt;br /&gt;
Always display cursor for interaction - The same as &amp;quot;Always display cursor for self interaction&amp;quot; except for interaction with other objects/people. Set to &amp;quot;Yes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Display interaction menus as lists (optional) - Either as a straight list by setting this to &amp;quot;Yes&amp;quot; (makes reading gestures and medical diagnoses quicker) or as a radial options view (default) by setting this to &amp;quot;No&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions2.PNG]]&lt;br /&gt;
&lt;br /&gt;
==ACE Interaction==&lt;br /&gt;
*Self Interact&lt;br /&gt;
*Dragging/Carrying&lt;br /&gt;
*CCP Interactions&lt;br /&gt;
==Role of Medics in Game==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staying Alive&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build CCPs&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Place a field hospital&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Obviously, this isn&amp;#039;t an optimal outcome. As such, if you&amp;#039;re a medic, focus on providing medical care first and foremost, but always keep in mind how exposed you are. Keeping the probability of your death lower helps keep the probability of everyone else&amp;#039;s death lower as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood transfusions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s not uncommon that someone might spend long enough with untreated bleeding to lose a significant amount of blood. When you lose enough blood, you start to pass out randomly due to your deflated demeanor. If you notice this happening to you and no one is helping, that is a failure of your team mates to help you and not leave anyone behind, but it is also a failure on your part as general infantry to properly identify your damage. Medics are the only people who can save you if you&amp;#039;re taking unwanted naps.&lt;br /&gt;
&lt;br /&gt;
Note: As general infantry, always keep an eye on your mates. Someone passing out and getting left behind sucks. It&amp;#039;s up to you as a member to make sure medics know about any possible stragglers so they can get them treatment in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine/Epinephrine/Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Medics are the only people in possession morphine or epinephrine. As a medic, when you have finished treating someone for bleeding they may still be in pain. Always ask if people are in pain when they come to your for treatment, as they have no way of dealing with it themselves. Keep in mind, you can easily kill someone using morphine in the most recent version of the CMF. Keep track of who you&amp;#039;re giving morphine to, never give someone more than three shots in a half hour. If you must, use their triage card for this.&lt;br /&gt;
&lt;br /&gt;
Only medics should be keeping track of morphine dosing, the burden should not be on them to let you know you received morphine.&lt;br /&gt;
&lt;br /&gt;
Atropine and epinephrine serve a similar purpose - they raise your heart rate. If someone&amp;#039;s heart rate is crashing, give them a stimulant. Keep in mind it is possible to increase their heart rate too much, so be liberal with these stimulants in the same way you would morphine sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCP placement/usage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
As of right now, CCPs cannot be repacked. It&amp;#039;s important that their placement is strategically advantageous and that they will remain useful for a decent period. It&amp;#039;s up to medics and their commanding officers to determine when and where to place CCPs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgery&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Surgery is a key feature in the advanced medical system. To perform surgery, you must first have the medical officer place the field hospital, from which you may acquire surgery kits.&lt;br /&gt;
&lt;br /&gt;
These kits can be used in the field hospital and in the CCP to stitch people up. Stitching someone up makes them completely combat effective and closes all wounds permanently. This does not recoup blood or cure pain, so these things must be treated separately.&lt;br /&gt;
&lt;br /&gt;
Wounds will continue to open and you will continue to use medical supplies and lose blood unless you seek surgical care in a timely manner. It can take up to half and hour for you to reach a dire state, so it&amp;#039;s up to GI to remain conscious of their medical state and seek attention appropriately.&lt;br /&gt;
&lt;br /&gt;
==Understanding the Medical Officer==&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the field hospital and access the medical transport vehicle. &lt;br /&gt;
&lt;br /&gt;
*Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.&lt;br /&gt;
&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
&lt;br /&gt;
*This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The field hospital is the central medical collection point in any mission. It is a large tent that spawns with an M113 medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The field hospital is the only available source of surgery kits, so the medical officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the field hospital and transfer care to CCPs, which Alpha, Bravo, and Charlie medic will all have access to. These act as your forward surgery points once you have left the field hospital. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Finer Points of Advanced Medical&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=659</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=659"/>
		<updated>2017-10-08T21:13:02Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Role of Medics in Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction: Staying Healthy in the Mission==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What you have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2 Bandages, nothing else.&lt;br /&gt;
*You don&amp;#039;t get morphine, epi, or blood.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What if I Need Morphine?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
IF you need morphine, blood, or more fabric to stuff in your wounds, you need to ask your nearest leader to put you in contact with a medic. Medics carry all injectors and other accoutrements, so if you find yourself needing these things in mission, you&amp;#039;ll need to get a medic to help you. There is no other way to receive treatment, you cannot loot medical, so it&amp;#039;s imperative that if you are injured you seek treatment immediately. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCPs and their role in respawn waves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.&lt;br /&gt;
&lt;br /&gt;
In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.&lt;br /&gt;
&lt;br /&gt;
==ACE Settings==&lt;br /&gt;
&lt;br /&gt;
ACE by default has fairly poor settings for it&amp;#039;s built in interaction menus. There are a few options available for you when it comes to menu customization, 4 of which are very important.&lt;br /&gt;
&lt;br /&gt;
To get to the ACE settings menu, press ESC on your keyboard. Look at the top right of your menu screen and you should see a yellow rectangle that says &amp;quot;ACE Options&amp;quot;. &lt;br /&gt;
[[File:ACEoptionlocation.png]]&lt;br /&gt;
&lt;br /&gt;
Click that, a menu should appear.&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions.PNG]]&lt;br /&gt;
&lt;br /&gt;
Use the drop down to navigate to the &amp;quot;Action Menu&amp;quot; portion of the ACE Options menu. You will find 4 settings at the top of this menu that pertain to the interaction menu&amp;#039;s layout: &lt;br /&gt;
&lt;br /&gt;
Always display cursor for self interaction - Keep this set to yes and no longer will you make selections by pointing your gun wildly in different directions. Instead, you get a much better and more efficient free floating cursor to do it with. Minimizes time spent in menus.&lt;br /&gt;
&lt;br /&gt;
Keep cursor centered - Keep cursor centered should be off, as this is what causes you to have to look around to make selections in the interaction menu. Instead, keeping this set to &amp;quot;no&amp;quot; will keep the menu centered by locking your view in place and allowing the cursor to make selections instead.&lt;br /&gt;
&lt;br /&gt;
Always display cursor for interaction - The same as &amp;quot;Always display cursor for self interaction&amp;quot; except for interaction with other objects/people. Set to &amp;quot;Yes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Display interaction menus as lists (optional) - Either as a straight list by setting this to &amp;quot;Yes&amp;quot; (makes reading gestures and medical diagnoses quicker) or as a radial options view (default) by setting this to &amp;quot;No&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions2.PNG]]&lt;br /&gt;
&lt;br /&gt;
==ACE Interaction==&lt;br /&gt;
*Self Interact&lt;br /&gt;
*Dragging/Carrying&lt;br /&gt;
*CCP Interactions&lt;br /&gt;
==Role of Medics in Game==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staying Alive&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build CCPs&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Place a field hospital&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Obviously, this isn&amp;#039;t an optimal outcome. As such, if you&amp;#039;re a medic, focus on providing medical care first and foremost, but always keep in mind how exposed you are. Keeping the probability of your death lower helps keep the probability of everyone else&amp;#039;s death lower as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood transfusions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s not uncommon that someone might spend long enough with untreated bleeding to lose a significant amount of blood. When you lose enough blood, you start to pass out randomly due to your deflated demeanor. If you notice this happening to you and no one is helping, that is a failure of your team mates to help you and not leave anyone behind, but it is also a failure on your part as general infantry to properly identify your damage. Medics are the only people who can save you if you&amp;#039;re taking unwanted naps.&lt;br /&gt;
&lt;br /&gt;
Note: As general infantry, always keep an eye on your mates. Someone passing out and getting left behind sucks. It&amp;#039;s up to you as a member to make sure medics know about any possible stragglers so they can get them treatment in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine/Epinephrine/Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Medics are the only people in possession morphine or epinephrine. As a medic, when you have finished treating someone for bleeding they may still be in pain. Always ask if people are in pain when they come to your for treatment, as they have no way of dealing with it themselves. Keep in mind, you can easily kill someone using morphine in the most recent version of the CMF. Keep track of who you&amp;#039;re giving morphine to, never give someone more than three shots in a half hour. If you must, use their triage card for this.&lt;br /&gt;
&lt;br /&gt;
Only medics should be keeping track of morphine dosing, the burden should not be on them to let you know you received morphine.&lt;br /&gt;
&lt;br /&gt;
Atropine and epinephrine serve a similar purpose - they raise your heart rate. If someone&amp;#039;s heart rate is crashing, give them a stimulant. Keep in mind it is possible to increase their heart rate too much, so be liberal with these stimulants in the same way you would morphine sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCP placement/usage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
As of right now, CCPs cannot be repacked. It&amp;#039;s important that their placement is strategically advantageous and that they will remain useful for a decent period. It&amp;#039;s up to medics and their commanding officers to determine when and where to place CCPs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgery&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Surgery is a key feature in the advanced medical system. To perform surgery, you must first have the medical officer place the field hospital, from which you may acquire surgery kits.&lt;br /&gt;
&lt;br /&gt;
These kits can be used in the field hospital and in the CCP to stitch people up. Stitching someone up makes them completely combat effective and closes all wounds permanently. This does not recoup blood or cure pain, so these things must be treated separately.&lt;br /&gt;
&lt;br /&gt;
Wounds will continue to open and you will continue to use medical supplies and lose blood unless you seek surgical care in a timely manner. It can take up to half and hour for you to reach a dire state, so it&amp;#039;s up to GI to remain conscious of their medical state and seek attention appropriately.&lt;br /&gt;
&lt;br /&gt;
==Understanding the Medical Officer==&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the field hospital and access the medical transport vehicle. &lt;br /&gt;
&lt;br /&gt;
*Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.&lt;br /&gt;
&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
&lt;br /&gt;
*This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The field hospital is the central medical collection point in any mission. It is a large tent that spawns with an M113 medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The field hospital is the only available source of surgery kits, so the medical officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the field hospital and transfer care to CCPs, which Alpha, Bravo, and Charlie medic will all have access to. These act as your forward surgery points once you have left the field hospital. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=653</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=653"/>
		<updated>2017-10-08T21:03:20Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Understanding the Medical Officer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction: Staying Healthy in the Mission==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What you have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2 Bandages, nothing else.&lt;br /&gt;
*You don&amp;#039;t get morphine, epi, or blood.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What if I Need Morphine?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
IF you need morphine, blood, or more fabric to stuff in your wounds, you need to ask your nearest leader to put you in contact with a medic. Medics carry all injectors and other accoutrements, so if you find yourself needing these things in mission, you&amp;#039;ll need to get a medic to help you. There is no other way to receive treatment, you cannot loot medical, so it&amp;#039;s imperative that if you are injured you seek treatment immediately. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCPs and their role in respawn waves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.&lt;br /&gt;
&lt;br /&gt;
In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.&lt;br /&gt;
&lt;br /&gt;
==ACE Settings==&lt;br /&gt;
&lt;br /&gt;
ACE by default has fairly poor settings for it&amp;#039;s built in interaction menus. There are a few options available for you when it comes to menu customization, 4 of which are very important.&lt;br /&gt;
&lt;br /&gt;
To get to the ACE settings menu, press ESC on your keyboard. Look at the top right of your menu screen and you should see a yellow rectangle that says &amp;quot;ACE Options&amp;quot;. &lt;br /&gt;
[[File:ACEoptionlocation.png]]&lt;br /&gt;
&lt;br /&gt;
Click that, a menu should appear.&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions.PNG]]&lt;br /&gt;
&lt;br /&gt;
Use the drop down to navigate to the &amp;quot;Action Menu&amp;quot; portion of the ACE Options menu. You will find 4 settings at the top of this menu that pertain to the interaction menu&amp;#039;s layout: &lt;br /&gt;
&lt;br /&gt;
Always display cursor for self interaction - Keep this set to yes and no longer will you make selections by pointing your gun wildly in different directions. Instead, you get a much better and more efficient free floating cursor to do it with. Minimizes time spent in menus.&lt;br /&gt;
&lt;br /&gt;
Keep cursor centered - Keep cursor centered should be off, as this is what causes you to have to look around to make selections in the interaction menu. Instead, keeping this set to &amp;quot;no&amp;quot; will keep the menu centered by locking your view in place and allowing the cursor to make selections instead.&lt;br /&gt;
&lt;br /&gt;
Always display cursor for interaction - The same as &amp;quot;Always display cursor for self interaction&amp;quot; except for interaction with other objects/people. Set to &amp;quot;Yes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Display interaction menus as lists (optional) - Either as a straight list by setting this to &amp;quot;Yes&amp;quot; (makes reading gestures and medical diagnoses quicker) or as a radial options view (default) by setting this to &amp;quot;No&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions2.PNG]]&lt;br /&gt;
&lt;br /&gt;
==ACE Interaction==&lt;br /&gt;
*Self Interact&lt;br /&gt;
*Dragging/Carrying&lt;br /&gt;
*CCP Interactions&lt;br /&gt;
==Role of Medics in Game==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staying Alive&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build CCPs&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Place a field hospital&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Obviously, this isn&amp;#039;t an optimal outcome. As such, if you&amp;#039;re a medic, focus on providing medical care first and foremost, but always keep in mind how exposed you are. Keeping the probability of your death lower helps keep the probability of everyone else&amp;#039;s death lower as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood transfusions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s not uncommon that someone might spend long enough with untreated bleeding to lose a significant amount of blood. When you lose enough blood, you start to pass out randomly due to your deflated demeanor. If you notice this happening to you and no one is helping, that is a failure of your team mates to help you and not leave anyone behind, but it is also a failure on your part as general infantry to properly identify your damage. Medics are the only people who can save you if you&amp;#039;re taking unwanted naps.&lt;br /&gt;
&lt;br /&gt;
Note: As general infantry, always keep an eye on your mates. Someone passing out and getting left behind sucks. It&amp;#039;s up to you as a member to make sure medics know about any possible stragglers so they can get them treatment in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine/Epinephrine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Medics are the only people in possession morphine or epinephrine. As a medic, when you have finished treating someone for bleeding they may still be in pain. Always ask if people are in pain when they come to your for treatment, as they have no way of dealing with it themselves. Keep in mind, you can easily kill someone using morphine in the most recent version of the CMF. Keep track of who you&amp;#039;re giving morphine to, never give someone more than three shots in a half hour. If you must, use their triage card for this.&lt;br /&gt;
&lt;br /&gt;
Only medics should be keeping track of morphine dosing, the burden should not be on them to let you know you received morphine.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCP placement/usage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
==Understanding the Medical Officer==&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the field hospital and access the medical transport vehicle. &lt;br /&gt;
&lt;br /&gt;
*Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.&lt;br /&gt;
&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
&lt;br /&gt;
*This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The field hospital is the central medical collection point in any mission. It is a large tent that spawns with an M113 medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The field hospital is the only available source of surgery kits, so the medical officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the field hospital and transfer care to CCPs, which Alpha, Bravo, and Charlie medic will all have access to. These act as your forward surgery points once you have left the field hospital. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=651</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=651"/>
		<updated>2017-10-08T20:57:03Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Introduction: Staying Healthy in the Mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction: Staying Healthy in the Mission==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What you have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2 Bandages, nothing else.&lt;br /&gt;
*You don&amp;#039;t get morphine, epi, or blood.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What if I Need Morphine?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
IF you need morphine, blood, or more fabric to stuff in your wounds, you need to ask your nearest leader to put you in contact with a medic. Medics carry all injectors and other accoutrements, so if you find yourself needing these things in mission, you&amp;#039;ll need to get a medic to help you. There is no other way to receive treatment, you cannot loot medical, so it&amp;#039;s imperative that if you are injured you seek treatment immediately. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCPs and their role in respawn waves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.&lt;br /&gt;
&lt;br /&gt;
In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.&lt;br /&gt;
&lt;br /&gt;
==ACE Settings==&lt;br /&gt;
&lt;br /&gt;
ACE by default has fairly poor settings for it&amp;#039;s built in interaction menus. There are a few options available for you when it comes to menu customization, 4 of which are very important.&lt;br /&gt;
&lt;br /&gt;
To get to the ACE settings menu, press ESC on your keyboard. Look at the top right of your menu screen and you should see a yellow rectangle that says &amp;quot;ACE Options&amp;quot;. &lt;br /&gt;
[[File:ACEoptionlocation.png]]&lt;br /&gt;
&lt;br /&gt;
Click that, a menu should appear.&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions.PNG]]&lt;br /&gt;
&lt;br /&gt;
Use the drop down to navigate to the &amp;quot;Action Menu&amp;quot; portion of the ACE Options menu. You will find 4 settings at the top of this menu that pertain to the interaction menu&amp;#039;s layout: &lt;br /&gt;
&lt;br /&gt;
Always display cursor for self interaction - Keep this set to yes and no longer will you make selections by pointing your gun wildly in different directions. Instead, you get a much better and more efficient free floating cursor to do it with. Minimizes time spent in menus.&lt;br /&gt;
&lt;br /&gt;
Keep cursor centered - Keep cursor centered should be off, as this is what causes you to have to look around to make selections in the interaction menu. Instead, keeping this set to &amp;quot;no&amp;quot; will keep the menu centered by locking your view in place and allowing the cursor to make selections instead.&lt;br /&gt;
&lt;br /&gt;
Always display cursor for interaction - The same as &amp;quot;Always display cursor for self interaction&amp;quot; except for interaction with other objects/people. Set to &amp;quot;Yes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Display interaction menus as lists (optional) - Either as a straight list by setting this to &amp;quot;Yes&amp;quot; (makes reading gestures and medical diagnoses quicker) or as a radial options view (default) by setting this to &amp;quot;No&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions2.PNG]]&lt;br /&gt;
&lt;br /&gt;
==ACE Interaction==&lt;br /&gt;
*Self Interact&lt;br /&gt;
*Dragging/Carrying&lt;br /&gt;
*CCP Interactions&lt;br /&gt;
==Role of Medics in Game==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staying Alive&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build CCPs&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Place a field hospital&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Obviously, this isn&amp;#039;t an optimal outcome. As such, if you&amp;#039;re a medic, focus on providing medical care first and foremost, but always keep in mind how exposed you are. Keeping the probability of your death lower helps keep the probability of everyone else&amp;#039;s death lower as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood transfusions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s not uncommon that someone might spend long enough with untreated bleeding to lose a significant amount of blood. When you lose enough blood, you start to pass out randomly due to your deflated demeanor. If you notice this happening to you and no one is helping, that is a failure of your team mates to help you and not leave anyone behind, but it is also a failure on your part as general infantry to properly identify your damage. Medics are the only people who can save you if you&amp;#039;re taking unwanted naps.&lt;br /&gt;
&lt;br /&gt;
Note: As general infantry, always keep an eye on your mates. Someone passing out and getting left behind sucks. It&amp;#039;s up to you as a member to make sure medics know about any possible stragglers so they can get them treatment in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine/Epinephrine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Medics are the only people in possession morphine or epinephrine. As a medic, when you have finished treating someone for bleeding they may still be in pain. Always ask if people are in pain when they come to your for treatment, as they have no way of dealing with it themselves. Keep in mind, you can easily kill someone using morphine in the most recent version of the CMF. Keep track of who you&amp;#039;re giving morphine to, never give someone more than three shots in a half hour. If you must, use their triage card for this.&lt;br /&gt;
&lt;br /&gt;
Only medics should be keeping track of morphine dosing, the burden should not be on them to let you know you received morphine.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCP placement/usage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
==Understanding the Medical Officer==&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the field hospital and access the medical transport vehicle. &lt;br /&gt;
&lt;br /&gt;
*Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.&lt;br /&gt;
&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
&lt;br /&gt;
*This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=650</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=650"/>
		<updated>2017-10-08T20:55:56Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Role of Medics in Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction: Staying Healthy in the Mission==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What you have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2 Bandages, nothing else.&lt;br /&gt;
*You don&amp;#039;t get morphine, epi, or blood.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What if I Need Morphine?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
IF you need morphine, blood, or more fabric to stuff in your wounds, you need to ask your nearest leader to put you in contact with a medic. Medics carry all injectors and other accoutrements, so if you find yourself needing these things in mission, you&amp;#039;ll need to get a medic to help you.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What if I &amp;#039;&amp;#039;find&amp;#039;&amp;#039; morphine?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Unless shit has gone so magnificently sideways that you&amp;#039;re throwing bandages instead of grenades, you shouldn&amp;#039;t be picking up medical supplies from enemies. The sole motivation for this policy is to make medics useful. Initially, it may seem like a pain in your ass to go find a medic every time you&amp;#039;re in pain, but overall it leads to everyone having more fun if everyone has a job to do. Admins can check your inventory, and although they won&amp;#039;t do it often, it would be prudent not to pick that stuff up unless you very quickly want to find yourself being part of the next respawn wave.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCPs and their role in respawn waves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.&lt;br /&gt;
&lt;br /&gt;
In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.&lt;br /&gt;
&lt;br /&gt;
==ACE Settings==&lt;br /&gt;
&lt;br /&gt;
ACE by default has fairly poor settings for it&amp;#039;s built in interaction menus. There are a few options available for you when it comes to menu customization, 4 of which are very important.&lt;br /&gt;
&lt;br /&gt;
To get to the ACE settings menu, press ESC on your keyboard. Look at the top right of your menu screen and you should see a yellow rectangle that says &amp;quot;ACE Options&amp;quot;. &lt;br /&gt;
[[File:ACEoptionlocation.png]]&lt;br /&gt;
&lt;br /&gt;
Click that, a menu should appear.&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions.PNG]]&lt;br /&gt;
&lt;br /&gt;
Use the drop down to navigate to the &amp;quot;Action Menu&amp;quot; portion of the ACE Options menu. You will find 4 settings at the top of this menu that pertain to the interaction menu&amp;#039;s layout: &lt;br /&gt;
&lt;br /&gt;
Always display cursor for self interaction - Keep this set to yes and no longer will you make selections by pointing your gun wildly in different directions. Instead, you get a much better and more efficient free floating cursor to do it with. Minimizes time spent in menus.&lt;br /&gt;
&lt;br /&gt;
Keep cursor centered - Keep cursor centered should be off, as this is what causes you to have to look around to make selections in the interaction menu. Instead, keeping this set to &amp;quot;no&amp;quot; will keep the menu centered by locking your view in place and allowing the cursor to make selections instead.&lt;br /&gt;
&lt;br /&gt;
Always display cursor for interaction - The same as &amp;quot;Always display cursor for self interaction&amp;quot; except for interaction with other objects/people. Set to &amp;quot;Yes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Display interaction menus as lists (optional) - Either as a straight list by setting this to &amp;quot;Yes&amp;quot; (makes reading gestures and medical diagnoses quicker) or as a radial options view (default) by setting this to &amp;quot;No&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions2.PNG]]&lt;br /&gt;
&lt;br /&gt;
==ACE Interaction==&lt;br /&gt;
*Self Interact&lt;br /&gt;
*Dragging/Carrying&lt;br /&gt;
*CCP Interactions&lt;br /&gt;
==Role of Medics in Game==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staying Alive&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build CCPs&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Place a field hospital&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Obviously, this isn&amp;#039;t an optimal outcome. As such, if you&amp;#039;re a medic, focus on providing medical care first and foremost, but always keep in mind how exposed you are. Keeping the probability of your death lower helps keep the probability of everyone else&amp;#039;s death lower as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood transfusions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s not uncommon that someone might spend long enough with untreated bleeding to lose a significant amount of blood. When you lose enough blood, you start to pass out randomly due to your deflated demeanor. If you notice this happening to you and no one is helping, that is a failure of your team mates to help you and not leave anyone behind, but it is also a failure on your part as general infantry to properly identify your damage. Medics are the only people who can save you if you&amp;#039;re taking unwanted naps.&lt;br /&gt;
&lt;br /&gt;
Note: As general infantry, always keep an eye on your mates. Someone passing out and getting left behind sucks. It&amp;#039;s up to you as a member to make sure medics know about any possible stragglers so they can get them treatment in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine/Epinephrine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Medics are the only people in possession morphine or epinephrine. As a medic, when you have finished treating someone for bleeding they may still be in pain. Always ask if people are in pain when they come to your for treatment, as they have no way of dealing with it themselves. Keep in mind, you can easily kill someone using morphine in the most recent version of the CMF. Keep track of who you&amp;#039;re giving morphine to, never give someone more than three shots in a half hour. If you must, use their triage card for this.&lt;br /&gt;
&lt;br /&gt;
Only medics should be keeping track of morphine dosing, the burden should not be on them to let you know you received morphine.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCP placement/usage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
==Understanding the Medical Officer==&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the field hospital and access the medical transport vehicle. &lt;br /&gt;
&lt;br /&gt;
*Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.&lt;br /&gt;
&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
&lt;br /&gt;
*This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=647</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=647"/>
		<updated>2017-10-08T20:50:32Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction: Staying Healthy in the Mission==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What you have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2 Bandages, nothing else.&lt;br /&gt;
*You don&amp;#039;t get morphine, epi, or blood.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What if I Need Morphine?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
IF you need morphine, blood, or more fabric to stuff in your wounds, you need to ask your nearest leader to put you in contact with a medic. Medics carry all injectors and other accoutrements, so if you find yourself needing these things in mission, you&amp;#039;ll need to get a medic to help you.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What if I &amp;#039;&amp;#039;find&amp;#039;&amp;#039; morphine?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Unless shit has gone so magnificently sideways that you&amp;#039;re throwing bandages instead of grenades, you shouldn&amp;#039;t be picking up medical supplies from enemies. The sole motivation for this policy is to make medics useful. Initially, it may seem like a pain in your ass to go find a medic every time you&amp;#039;re in pain, but overall it leads to everyone having more fun if everyone has a job to do. Admins can check your inventory, and although they won&amp;#039;t do it often, it would be prudent not to pick that stuff up unless you very quickly want to find yourself being part of the next respawn wave.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCPs and their role in respawn waves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.&lt;br /&gt;
&lt;br /&gt;
In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.&lt;br /&gt;
&lt;br /&gt;
==ACE Settings==&lt;br /&gt;
&lt;br /&gt;
ACE by default has fairly poor settings for it&amp;#039;s built in interaction menus. There are a few options available for you when it comes to menu customization, 4 of which are very important.&lt;br /&gt;
&lt;br /&gt;
To get to the ACE settings menu, press ESC on your keyboard. Look at the top right of your menu screen and you should see a yellow rectangle that says &amp;quot;ACE Options&amp;quot;. &lt;br /&gt;
[[File:ACEoptionlocation.png]]&lt;br /&gt;
&lt;br /&gt;
Click that, a menu should appear.&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions.PNG]]&lt;br /&gt;
&lt;br /&gt;
Use the drop down to navigate to the &amp;quot;Action Menu&amp;quot; portion of the ACE Options menu. You will find 4 settings at the top of this menu that pertain to the interaction menu&amp;#039;s layout: &lt;br /&gt;
&lt;br /&gt;
Always display cursor for self interaction - Keep this set to yes and no longer will you make selections by pointing your gun wildly in different directions. Instead, you get a much better and more efficient free floating cursor to do it with. Minimizes time spent in menus.&lt;br /&gt;
&lt;br /&gt;
Keep cursor centered - Keep cursor centered should be off, as this is what causes you to have to look around to make selections in the interaction menu. Instead, keeping this set to &amp;quot;no&amp;quot; will keep the menu centered by locking your view in place and allowing the cursor to make selections instead.&lt;br /&gt;
&lt;br /&gt;
Always display cursor for interaction - The same as &amp;quot;Always display cursor for self interaction&amp;quot; except for interaction with other objects/people. Set to &amp;quot;Yes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Display interaction menus as lists (optional) - Either as a straight list by setting this to &amp;quot;Yes&amp;quot; (makes reading gestures and medical diagnoses quicker) or as a radial options view (default) by setting this to &amp;quot;No&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Aceoptions2.PNG]]&lt;br /&gt;
&lt;br /&gt;
==ACE Interaction==&lt;br /&gt;
*Self Interact&lt;br /&gt;
*Dragging/Carrying&lt;br /&gt;
*CCP Interactions&lt;br /&gt;
==Role of Medics in Game==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staying Alive&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build CCPs&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
&lt;br /&gt;
Obviously, this isn&amp;#039;t an optimal outcome. As such, if you&amp;#039;re a medic, focus on providing medical care first and foremost, but always keep in mind how exposed you are. Keeping the probability of your death lower helps keep the probability of everyone else&amp;#039;s death lower as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood transfusions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s not uncommon that someone might spend long enough with untreated bleeding to lose a significant amount of blood. When you lose enough blood, you start to pass out randomly due to your deflated demeanor. If you notice this happening to you and no one is helping, that is a failure of your team mates to help you and not leave anyone behind, but it is also a failure on your part as general infantry to properly identify your damage. Medics are the only people who can save you if you&amp;#039;re taking unwanted naps. &lt;br /&gt;
&lt;br /&gt;
Note: As general infantry, always keep an eye on your mates. Someone passing out and getting left behind sucks. It&amp;#039;s up to you as a member to make sure medics know about any possible stragglers so they can get them treatment in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine/Epinephrine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Medics are the only people in possession morphine or epi. As a medic, when you have finished treating someone for bleeding they may still be in pain. Always ask if people are in pain when they come to your for treatment, as they have no way of dealing with it themselves. Keep in mind, you can easily kill someone using morphine in the most recent version of the CMF. Keep track of who you&amp;#039;re giving morphine to, never give someone more than three shots in a half hour. If you must, use their triage card for this.&lt;br /&gt;
&lt;br /&gt;
As general infantry, part of your main motivation behind not picking up extra morphine is your inability to know how dead you will be after you inject it. Only medics should be keeping track of these things, the burden should not be on them to let you know you received morphine.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCP placement/usage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
==Understanding the Medical Officer==&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the field hospital and access the medical transport vehicle. &lt;br /&gt;
&lt;br /&gt;
*Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.&lt;br /&gt;
&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
&lt;br /&gt;
*This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking&amp;diff=644</id>
		<title>Communication and Marking</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking&amp;diff=644"/>
		<updated>2017-10-08T20:41:47Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Air Support Marking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Communication is top priority whether you&amp;#039;re a rifleman or a platoon leader. Remember, during a session, &amp;#039;&amp;#039;&amp;#039;if you&amp;#039;re not shooting or moving, you should be communicating&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Radio Communication ==&lt;br /&gt;
Through our radio system (ACRE2), we use a full-duplex system which allows multiple people with different radios to talk on the same channel at the same time. This means we have to practice certain protocols to ensure information flows up and down the chain of command properly. By default the &amp;#039;&amp;#039;&amp;#039;Caps Lock&amp;#039;&amp;#039;&amp;#039; key allows you to transmit over the radio. Below is an image of the message that will appear in the bottom right of your screen when you are transmitting over the radio.&lt;br /&gt;
&lt;br /&gt;
[[File:TransmittingImage.png]]&lt;br /&gt;
&lt;br /&gt;
In addition to letting you know that you are transmitting this message also display some useful information. It shows which radio you are broadcasting on (in this case the PRC-343) and which channel you are broadcasting on (in this case Block 1 - Channel 1). This is important to note so you are transmitting on the correct channel using the correct radio. Before the mission starts it is worth checking your gear to see which radios you have. If you have to change the channel you are broadcasting on, you can open and close the currently selected radio by using the hotkey &amp;#039;&amp;#039;&amp;#039;Ctrl + Alt + Caps Lock&amp;#039;&amp;#039;&amp;#039; Or by double clicking the radio in your inventory. If you need to cycle between multiple radio, use the hotkey &amp;#039;&amp;#039;&amp;#039;Ctrl + Shift + Caps Lock&amp;#039;&amp;#039;&amp;#039;. A full list of hotkeys can be found in the section below or the mission briefing.&lt;br /&gt;
&lt;br /&gt;
=== Radios &amp;amp; Radio Channels === &lt;br /&gt;
All radio nets are listed at the map briefing screen. However, you can also find a list of them here. All fireteams have their own private AN/PRC-343 (&amp;quot;walkie-talkie&amp;quot;) while communication between assets, squads, and the platoon all happen on different long-range radios such as the AN/PRC-152, AN/PRC-148, and the AN/PRC-117F.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Short-Range AN/PRC-343:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-343 or 343 is most basic radio we use. It is mostly used to communicate between fire team members. Almost every position uses a 343 to communicate and it is an important radio to become familiar with. The 343 has the shortest range of all the radios we use so it is important to remember it can only be used to contact nearby elements. The 343 comes equipped with a 2.5in antenna, a max output of 50mW and a range of up to 500 metres in rural terrain. The 343 operates on an Ultra High Frequency. This means they cannot transmit or receive messages from a 152 or 148. Below is an image of the 343 when you open it up. &lt;br /&gt;
&lt;br /&gt;
[[File:343Radio.png|400px|centre]]&lt;br /&gt;
&lt;br /&gt;
Looking at the 343, you can see there are two dials at the top as well as a detachable handle on the left side. The left dial can be used to change the volume of your radio. The right dial can be used to change the channel of your radio. The radio will go from channel 1 to channel 16. The handle on the right can also be detached to in order to change the block being transmitted on. Currently there is not need to change the block. Make sure the handle is attached or the radio will not work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-152&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-152, more commonly referred to as 152, is a more advanced radio, handled by the squad leader to communicate with command. It uses predefined, pre-programmed channels like the 343 and 148, but is much more powerful. It functions on a Ultra High Frequency, has an output of 5W, and a range of up to ten kilometres in ideal conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:152Radio.png|400px|centre]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 152 has two controllabe buttons that you need to worry about: the top middle one, which changes channels, and the buttons at the side which are used to adjust volume. To change a channel, simply click on the top middle button (left to go up a channel, right to go back one). To change volume, you do the same.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-148&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-148 is generally used by a squad leader and specialty (ex: engineering) leader to communicate with command. Though the 148 works basically like a 152, we use it so we can avoid issuing two 152s as that may be confusing. The 148 has the same specifications as the 152.&lt;br /&gt;
&lt;br /&gt;
[[File:148Radio.png|400px|centre]]&lt;br /&gt;
&lt;br /&gt;
Use the default key to open up your 148 and you are left with that screen. To change channels, once again you have to press the top middle button. To change volume, simply click the button on the leftmost side.&lt;br /&gt;
&lt;br /&gt;
=== Radio Channels === &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Short-Range PRC-343 Channels:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CH1 - Alpha 1 &lt;br /&gt;
CH2 - Alpha 2  &lt;br /&gt;
CH3 - Alpha 3 &lt;br /&gt;
CH4 - Bravo 1 &lt;br /&gt;
CH5 - Bravo 2 &lt;br /&gt;
CH6 - Bravo 3&lt;br /&gt;
CH7 - Charlie 1&lt;br /&gt;
CH8 - Charlie 2&lt;br /&gt;
CH9 - Charlie 3&lt;br /&gt;
CH10 - Inter-Armor&lt;br /&gt;
CH11 - Inter-Air&lt;br /&gt;
CH12 - Inter-Platoon&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long-Range PRC-152/148/117F Channels:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CH1 - Alpha Net&lt;br /&gt;
CH2 - Bravo Net&lt;br /&gt;
CH3 - Charlie Net&lt;br /&gt;
CH4 - Platoon Net&lt;br /&gt;
CH5 - Air Net&lt;br /&gt;
CH6 - Armor Net&lt;br /&gt;
CH7 - Emergency Net&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Radio Procedures &amp;amp; Prowords===&lt;br /&gt;
[[File:D90958430728b867af17e012e2226a11.png|center]]&lt;br /&gt;
&lt;br /&gt;
Before making a transmission, remember the following:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accuracy:&amp;#039;&amp;#039;&amp;#039; Is what you&amp;#039;re saying solid information? When reporting contact, ensure that you have double checked the direction and distance of the contact.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brevity:&amp;#039;&amp;#039;&amp;#039; KISS - Keep It Short and Simple, or Keep It Simple Stupid. Convey as much information as necessary in as few words as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarity:&amp;#039;&amp;#039;&amp;#039; Make sure that you speak slowly, steadily and as clearly as you can. Do your best to remain calm under pressure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example:&lt;br /&gt;
&lt;br /&gt;
Scenario: &amp;#039;&amp;#039;You are Alpha 1 Fireteam Leader and you see enemies in front of your team, but they&amp;#039;re not aware of your presence.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Rather than a message such as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Alpha Squad Lead, this is Alpha 1, we uh, see about a squad size or even maybe two squads of infantry in the open over here and we need to know if we should shoot them or wait. So far, I don&amp;#039;t think they uh, have noticed us and we&amp;#039;re prone on the hill here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A proper message with brevity would be:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ASL, this is A1, we have an EI squad soft contact 300 meters from us at the treeline north. Check map for &amp;quot;EI&amp;quot; mark.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some good key words to remember are listed in the table below. Use them to limit the time you&amp;#039;re on net.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Proword !! style=&amp;quot;text-align:left;&amp;quot;| Meaning &lt;br /&gt;
|-&lt;br /&gt;
|| CORRECTION || An error has been made in this transmission. Transmission will continue with the last word correctly transmitted.&lt;br /&gt;
|-&lt;br /&gt;
|| I SAY AGAIN || I am repeating transmission or portion indicated.&lt;br /&gt;
|-&lt;br /&gt;
|| OUT || This is the end of my transmission to you and no answer is required or expected.&lt;br /&gt;
|-&lt;br /&gt;
|| OVER || This is the end of my transmission to you and a response is necessary. Go ahead; transmit.&lt;br /&gt;
|-&lt;br /&gt;
|| BREAK || I hereby indicate the separation of the text from other portions of the message.&lt;br /&gt;
|-&lt;br /&gt;
|| ROGER || I have received your last transmission satisfactorily, and loud and clear.&lt;br /&gt;
|-&lt;br /&gt;
|| SAY AGAIN || Repeat all of your last transmission.&lt;br /&gt;
|-&lt;br /&gt;
|| SEND || I have received your initial call; pass on the rest of your message.&lt;br /&gt;
|-&lt;br /&gt;
|| THIS IS || This transmission is from the station whose designator/callsign immediately follows.&lt;br /&gt;
|-&lt;br /&gt;
|| WILCO || I have received your signal, understand it, and will comply. To be used only by the addressee. Since the meaning of ROGER is included in that of WILCO, the two prowords are never used together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Default Hotkeys ===&lt;br /&gt;
&lt;br /&gt;
By default, your hotkeys are set to the following:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CapsLock&amp;#039;&amp;#039;&amp;#039; - Default voice over network key&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;SHIFT + CapsLock&amp;#039;&amp;#039;&amp;#039; - Alternative Radio 1 VON&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CTRL + CapsLock&amp;#039;&amp;#039;&amp;#039; - Alternative Radio 2 VON&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ALT + CapsLock&amp;#039;&amp;#039;&amp;#039; - Alternative Radio 3 VON&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CTRL + DOWN&amp;#039;&amp;#039;&amp;#039; - Previous Channel (active radio)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CTRL + UP&amp;#039;&amp;#039;&amp;#039; - Next Channel (active radio)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CTRL + SHIFT + LEFT&amp;#039;&amp;#039;&amp;#039; - Active Radio Left Ear&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CTRL + SHIFT + UP&amp;#039;&amp;#039;&amp;#039; - Active Radio Both Ears&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CTRL + SHIFT + RIGHT&amp;#039;&amp;#039;&amp;#039; - Active Radio Right Ear&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CTRL + SHIFT + DOWN&amp;#039;&amp;#039;&amp;#039; - Toggle headset (takes them off your ears)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TAB + Scroll UP/DOWN&amp;#039;&amp;#039;&amp;#039; - Volume control&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ALT + SHIFT + CapsLock&amp;#039;&amp;#039;&amp;#039; - Switch radio&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CTRL + ALT + CapsLock&amp;#039;&amp;#039;&amp;#039; - Open radio&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Direct Communication ==&lt;br /&gt;
Direct communication is any communication done between two or more players in real time. Direct communication is a skill that must be developed in order to relay information between fireteam members more efficiently and ultimately increase surviveability. &lt;br /&gt;
&lt;br /&gt;
=== Acre2 Direct Speech ===&lt;br /&gt;
&lt;br /&gt;
Besides Radio comms ACRE also supplies a direct chat system which can only be heard by those directly around you. This system allows you to choose your voice volume by holding tab and scrolling up or down with your mouse wheel. Based on your mission or surroundings your voice volume can be very important. Below will be an info sheet pulled from the ACRE2 wiki itself. By default your TS3 Push to talk or voice activation setting will be your direct speech.&lt;br /&gt;
&lt;br /&gt;
[[File:Acre2 Speech.PNG|centre]]&lt;br /&gt;
&lt;br /&gt;
Keep these in mind. The AI or players can and will react to you based on what they can hear. In most cases it is not necessary to go over 3/5 and I would recommend staying at 2/5 until you get into combat so you do not end up disrupting briefings or orders.&lt;br /&gt;
&lt;br /&gt;
=== Contact Calls ===&lt;br /&gt;
A contact is anything unknown that you&amp;#039;re able to visually or audibly identify as being present. A contact is not specifically an enemy vehicle or infantry, so make sure you always identify prior in order to avoid friendly fire incidents. Examples of contact calls:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I got audio on something tracked to the north in the treeline. Unknown distance&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Contact, infantry moving in the trees to the southwest, 300 meters.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Marking ==&lt;br /&gt;
Marking is any visual form of identification across one or more mediums. This includes marks on the global map, spray painting doors after buildings have been cleared, or even lasing targets with a laser designator. &lt;br /&gt;
&lt;br /&gt;
=== Map Types ===&lt;br /&gt;
There are two map types: &amp;#039;&amp;#039;&amp;#039;Textured&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Un-textured&amp;#039;&amp;#039;&amp;#039;. The map type can be toggled at the top right of the map screen. It is recommended that you use un-textured for clarity of terrain and markings.&lt;br /&gt;
&lt;br /&gt;
==== Textured ====&lt;br /&gt;
[[File:TEXTURED.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Un-Textured ====&lt;br /&gt;
[[File:untextured.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
=== Map Marking ===&lt;br /&gt;
There are two kinds of map marking: &amp;#039;&amp;#039;&amp;#039;Icons&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Drawn Lines&amp;#039;&amp;#039;&amp;#039;. Every mark on the map must be color-coded based on who the mark is for. There are also specific techniques that platoon and squad leaders must use when developing plans.&lt;br /&gt;
&lt;br /&gt;
==== Marking Color Code ====&lt;br /&gt;
&lt;br /&gt;
When marking the map, it is important to use the correct color to indicate which element the mark being added is addressed to. This means that all red marks are for alpha squad and so on for each element. Below is a list of the color code used for each element.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Alpha - Red&lt;br /&gt;
Bravo - Blue&lt;br /&gt;
Charlie - Green&lt;br /&gt;
Individual Specialties (MMG, MTR, MAT) - Purple&lt;br /&gt;
Command - Yellow&lt;br /&gt;
Armor - Orange&lt;br /&gt;
Everyone - Black&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prior to mission start, you can set your marker color at the top right of the map screen. This should be done by everyone while safe start is on. Below is a image of the drop down to select your marker color.&lt;br /&gt;
&lt;br /&gt;
[[File:ColorSelection.png]]&lt;br /&gt;
&lt;br /&gt;
==== Icons ====&lt;br /&gt;
Icons are used for specific points such as dismounting, convoy start points, or even mortar/air strike requests. Icon example:&lt;br /&gt;
[[File:icon.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Drawn Lines ====&lt;br /&gt;
Lines are used to draw movement plans, areas of operation, or even specific blocking orders. Lines can be drawn by holding down the left control key and left mouse button. Line example:&lt;br /&gt;
[[File:lines.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
==== EI Map Marks ====&lt;br /&gt;
EI: Enemy Infantry&lt;br /&gt;
&lt;br /&gt;
Every &amp;quot;EI call&amp;quot; must be marked on the map once they are pointed out. This allows for direct identification on all levels of command based on color-coded marks. As an example, if it&amp;#039;s a green &amp;quot;ei&amp;quot; mark, then charlie has obviously spotted and called out enemy infantry. Alternatively, if it was blue, bravo has spotted them.&lt;br /&gt;
&lt;br /&gt;
In this example, Alpha has marked spotted EI at the top of this hill:&lt;br /&gt;
[[File:eimark.png|center|900px]]&lt;br /&gt;
In general, we also name terrain within the area of operation. As this hill&amp;#039;s overall peak is 100 meters above sea-level, we&amp;#039;d often refer to this as &amp;#039;&amp;#039;hill 100&amp;#039;&amp;#039; and mark it as such.&lt;br /&gt;
&lt;br /&gt;
=== Command Map Planning ===&lt;br /&gt;
Regardless of who is in command at the time of mission start, all mission commanders need to follow the same type of planning system. This ensures that all players have a streamlined and structured experience without the need to adapt to different leadership styles as a whole. Failure to do so will result in commanding rights being revoked. The following are examples of full plans.&lt;br /&gt;
&lt;br /&gt;
==== Convoy ====&lt;br /&gt;
[[File:convoy.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
Also note that &amp;#039;&amp;#039;&amp;#039;ALL&amp;#039;&amp;#039;&amp;#039; convoy planned-missions must have a Mount Order defined prior to mission start. A stand MO looks like this:&lt;br /&gt;
[[File:mount order.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
[[File:infantry.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Full Plans ====&lt;br /&gt;
&lt;br /&gt;
===== Convoy with Infantry Dismount/Assault =====&lt;br /&gt;
[[File:fullplanlines.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
=== Calls for Fire ===&lt;br /&gt;
Calls for fire will always be directed by a Joint Terminal Attack Controller(JTAC)/Forward Observer(FO) if available. If not, all leadership can request support through their chain of command. Only the highest level leader may contact the supports directly for fire if there is no JTAC/FO available.&lt;br /&gt;
&lt;br /&gt;
==== Mortar Support Marking ====&lt;br /&gt;
[[File:MORTARS.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Air Support Marking ====&lt;br /&gt;
All airstrike requests &amp;#039;&amp;#039;&amp;#039;MUST&amp;#039;&amp;#039;&amp;#039; have an IP (Initial Point) and a &amp;quot;strike&amp;quot; mark as an &amp;quot;X&amp;quot;. If there is multiple air defense threats, the requester can also mark an egress point for safety, but it is not required. All related-points must have the same identifier. In this screenshot, the identifier is &amp;quot;ROMEO&amp;quot;. This means IP Romeo, AS Romeo, and EP Romeo would all be the same strike package. In addition to IP and strike mark, it&amp;#039;s helpful to provide additional land mark information to the pilot. Try to describe the strike point as well as marking it, as this can lead to a more precise strike.&lt;br /&gt;
[[File:airstrike.png|center|900px]]&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Discord&amp;diff=643</id>
		<title>Discord</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Discord&amp;diff=643"/>
		<updated>2017-10-08T20:39:41Z</updated>

		<summary type="html">&lt;p&gt;Jehmimah: /* Discord Channels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discord is our go-to chat communication medium to keep all members informed on administration, mod repository updates, announcing when other games are being played, and just generally keeping in touch with others within the community. You&amp;#039;ll notice members are organized by colors in discord. Purple is new members, green are full-time members (part of the company), and red members are staff (NCOs and Officers).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;As a note: Discord is a required part of this community. We recommend you also get the mobile app on your phone [https://play.google.com/store/apps/details?id=com.discord here for android] or [https://itunes.apple.com/us/app/discord-chat-for-gamers/id985746746?mt=8 here for apple phones].&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Connecting to Discord==&lt;br /&gt;
1.) Download and install the desktop discord client [https://discordapp.com/download from here].&lt;br /&gt;
&lt;br /&gt;
2.) Install the client&lt;br /&gt;
&lt;br /&gt;
3.) Once installed, click our personalized discord [https://discord.gg/4zFdKNg link here to connect].&lt;br /&gt;
&lt;br /&gt;
4.) Talk to others!&lt;br /&gt;
&lt;br /&gt;
==Discord Channels==&lt;br /&gt;
&lt;br /&gt;
In order to separate banter from mission design conversations, the discord is split up into different channels. All with their own functions. Some channels will only be avaliable to you when you’ve become a full member of The Coalition. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;WELCOME AND ADMIN&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Welcome: A self-explanatory welcome page.&lt;br /&gt;
&lt;br /&gt;
*Announcements: Usually important announcements made by HQ, such as modpack updates or forum changes. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;PUBLIC CHANNELS&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Session: Announcing when pre-join is available and when missions are starting. Mostly handled by Coalitionbot&lt;br /&gt;
&lt;br /&gt;
*Repo: Modpack updates and displays whenever the repo is offline for maintenance. &lt;br /&gt;
&lt;br /&gt;
*General: Anything goes in this channel. Post memes or just chat.&lt;br /&gt;
&lt;br /&gt;
*Tech-Support: If you’re having any issues ArmA or non-ArmA related, post it here.&lt;br /&gt;
&lt;br /&gt;
*Streams: A bot-only channel that announces who is streaming.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MEMBER CHANNELS&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*AAR: After-Action Report, this channel is for pictures and videos of previous sessions. Also to chat about what went wrong/what was good with the mission.&lt;br /&gt;
&lt;br /&gt;
*Barracks: The direct line to HQ and Specialist for new members to ask questions.&lt;br /&gt;
&lt;br /&gt;
*Now-Playing: If you’re playing something and want to bring some people in, announce it here. Also a channel for posting your stream. No discussion should be held in this channel.&lt;br /&gt;
&lt;br /&gt;
*Other-games: Anything not ArmA related, talk about other games than ArmA.&lt;br /&gt;
&lt;br /&gt;
*Listentothis: Got a fat track you want to share? Post it here.&lt;br /&gt;
&lt;br /&gt;
*Blowingmoney: A channel for all things buying. Discussions on sales will also go here.&lt;br /&gt;
&lt;br /&gt;
*Dicerollers: A channel dedicated to the in house D&amp;amp;D groups.&lt;/div&gt;</summary>
		<author><name>Jehmimah</name></author>
	</entry>
</feed>