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 and a relay serving translators. Squads pushing beyond the base antenna’s reach put down their own field relays — see ATG Faction PMC.
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.
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.