ATG Anizay

A persistent multiplayer operation on Anizay, joining the ATG faction, its progression and the objective system into one scenario.

What the mod does

ATG Anizay adds a multiplayer scenario, ATG Milsim Anizay, to the scenario list. It is the finished article rather than a toolkit: the faction, the objectives, the progression and the map setup are already wired together, so a server owner can load it and run an operation.

A private military company has arrived on Anizay under contract. Contacts get handed out, objectives appear across the valley, and what the company can afford to field grows as it earns its keep.

Running it

Load the mod and its dependencies on your server and pick ATG Milsim Anizay from the scenario list. Nothing else is required.

Everything the scenario needs — the faction, the objective system, the progression gating and the props — is pulled in as a dependency, so there is no mod list to assemble by hand beyond the scenario itself.

The world is authored with the radio relays it needs. Since Arma Reforger 1.8 a transmission only reaches anyone within range of a relay on the same encrypted net, so the map carries an antenna at the main operating base. Squads pushing beyond its reach put down their own field relays — see ATG Faction PMC.

Translators are the exception, and they do not work on 1.8 at all — see ATG Translator.

What a session looks like

Players deploy as the company, from the main operating base or from a forward spawn once one is available. Objectives are generated across the valley rather than placed by hand, so no two sessions run the same way — the towns of Landay, Maku, Murabat, Naudeh, Herati, Tebbi and Zaranj, the oil facility at Ali’s Oil, and the military camp in the north east. The main operating base is an exclusion rather than a zone: nothing is ever generated on top of it.

Dola is the exception. It is populated but never generated into, so it stays a town players pass through rather than a place they are sent to fight in. The other towns are inhabited too — see Civilians for what that means and what shooting one costs.

Completing objectives raises the company’s score. Score raises the tier, and the tier decides which weapons, equipment and vehicles the arsenal will stock. Early sessions are fought with what a small contract affords; later ones are not.

Between combat operations the scenario can be switched into a narrative mode, where the map holds a persistent situation rather than a rolling objective list. Both modes share the same score and the same progression.

Time and weather

A session starts at a random time of day and runs at four times real speed, the same by night as by day, so a full day and night pass in six hours. The weather starts random and changes on its own as the session goes on.

The airfield helipad

The helipad at the main operating base on Landay Airfield carries a repair station and a refuel station, each reaching 12 metres from the middle of the pad, so an aircraft set down on it can be repaired and refuelled where it lands.

Power lines bring helicopters down

Anizay’s power line cables carry no collider, so the game raises no contact for one and the rotor damage it already models never fires — a helicopter flies straight through a span with nothing happening at all.

On this map it does not. Fly into a cable and the aircraft takes the damage it should:

  • A cable caught by a turning rotor damages that rotor. The rotor’s efficiency then scales the lift and torque it produces, so you lose power rather than control.
  • A cable that reaches the airframe without touching a rotor damages the hull and shakes the rotors hard, but is deliberately held short of finishing one off. The aircraft comes down; it is not deleted out of the air.
  • How fast you were going decides how much it costs. A slow approach costs efficiency; a fast one takes the rotor off.

One pass through a bundle of cables is one event rather than one hit per cable, and nothing is checked above the height anything hangs at.

Adjusting it

The scenario ships tuned for its own campaign, but the parts it is built from are all configurable, and each documents its own settings:

  • ATG Scenario — objectives, where they appear, the score and the mode switch.
  • ATG Faction Progress — what each tier unlocks.
  • ATG Faction PMC — the faction itself, its squads and its gear catalogues.
  • ATG Core — how to change any of the above from a plain text file on your server, without Workbench.

If you want the faction and the objective system on a different map, load those mods directly rather than this one. ATG Anizay is the Anizay setup; the pieces underneath it are map-agnostic.

Load order

The scenario’s dependencies must come up in the right order, with ATG Core first:

-addons ATG-Core,ATG-Commands,ATG-Faction-Progress,ATG-Faction-PMC,ATG-Scenario,ATG-Anizay

Loading ATG Core late does not raise an error — it makes the mods that depend on it fall back silently, which usually shows up as players being rejected for a content mismatch. If something looks wrong on first boot, check this before anything else.

ATG Commands is what gives Game Masters the chat controls. Ordered after ATG Scenario, or left out, the scenario still runs and still switches modes on its own schedule — there is simply no /atg to drive it with, and the server log says so at startup.