What the mod does
ATG Everon PMC takes ATG Scenario Everon and turns it over to the private military company from ATG Faction PMC. The island, the objective zones and the enemy bases are Everon’s; what changes is who fights over them:
- The company is the only playable side. It spawns at the main base and at every forward operating base, draws from their arsenals, stocks their vehicle pads and is the faction the score and tier belong to.
- The enemy is the US Marine Corps, with a vehicle pool that grows from unarmed jeeps to M2A3 Bradleys as the tier climbs.
It is a separate scenario, ATG Everon PMC, rather than a change to ATG Scenario Everon: loading this mod leaves that mission exactly as it was.
Requirements
| Mod | Why |
|---|---|
| ATG Scenario Everon | The island, its zones and its bases. |
| ATG Faction PMC | The playable faction and its progression. |
| ATG Scenario PMC | The company’s wording for its budget changing. |
| ATG Preferences | The server rules the scenario is played under. |
| WCS_M2A2 | The Bradleys at the top of the enemy’s vehicle pool. |
The Workshop listing carries the full list, including what those mods depend on in turn, and your server pulls them automatically.
Running it
Load the mod and its dependencies and set the scenario in your server config. Like ATG Scenario Everon, it is kept out of the in-game scenario browser:
"scenarioId": "{B9551777A857763A}Missions/ATG_Everon_PMC.conf"
It runs for up to 64 players, at a random time of day in random weather that changes as the session goes on.
The company’s side
Every player-side piece of ATG Scenario Everon — the spawn points, the arsenal shelters and boxes, the vehicle pads, the safe zone, the antennas and ammo storage — belongs to the company here. The antennas are on the company’s own encrypted radio net, so they relay its radios; see ATG Faction PMC for how relays work.
The arsenals offer the company’s five role presets as actions — Operator, Medic, Machine Gunner, Marksman and Signaller — the same as the company’s own arsenal box.
The vehicle pads stock from the company’s own vehicle catalogue, so what they offer follows its progression level.
Text chat is closed to everyone. Global, faction, group and direct chat are shut, and a handset is the only way to type to anybody; see ATG Signals.
The enemy
The garrison is the US Marine Corps in woodland MARPAT: rifle squads, fire teams, sentry teams, grenadier, light anti-tank and suppression teams, and machine gun teams. Armour is answered with a light anti-tank team, and a garrison can dig in a US mortar. Its strength and skill climb with the tier on the same ladder as ATG Scenario’s own garrisons.
Its vehicles by tier:
| Vehicle | Tiers | Notes |
|---|---|---|
| M151A2 | 1 to 3 | Parked with a garrison; never brings troops. |
| M151A2 transport | 1 to 3 | |
| M998 covered | 1 to 4 | |
| M923A1 covered truck | All | Carries troops in; never parked as a guard. |
| M151A2 with M2HB | 2 to 5 | |
| M1025 | 2 to 5 | |
| M1025 with M2HB | 3 up | |
| M998 long covered | 3 up | Carries troops in; never parked as a guard. |
| LAV-25 | 5 to 6 | Rare. |
| LAV-25 | 7 up | Common. |
| M2A2 Bradley | 7 | |
| M2A3 Bradley | 8 |
The marines are hostile to the company. ATG Faction PMC does not list them as friendly, and this scenario does not either.
Medical and ACE
The mission sets ACE’s medical and captive settings for this scenario:
| Setting | Value |
|---|---|
| Bleeding rate | Half |
| Most bleeding at once | 12.5 |
| Resilience regeneration | 0.25 |
| Resilience regeneration on second chance | 0.15 |
| Second chance on a head hit | On |
| Second chance on fall damage | On |
| Medical kit healing per use | 22.5 |
| Most a medical kit heals to | 90% |
| Pain effect | Grey flash |
| Taking AI captive | From behind, if armed |
ACE’s metal clanging gesture is taken off the gesture wheel.
Scenario settings
On top of ATG Scenario Everon’s settings, this mod changes these:
| Setting | Value | Meaning |
|---|---|---|
m_sScoredFactionKey | ATG | The company earns and spends the score. |
| Garrison profile | US Marine Corps | Replaces Everon’s USSR garrison. |
Kill m_sTargetPrefab | US Marine Corps officer | The man players are sent after. |
Deliver Intel m_sIntelCarrierPrefab | US Marine Corps intel officer | The man carrying the intel. |
Destroy m_sTargetPrefab | Ural command truck | The vehicle players are sent to destroy. |
Troops in Contact m_sSectionGroupPrefab | Company woodland group | The pinned section players relieve. |
Everything else — the zones, the enemy bases, upkeep and the tier ladder — is ATG Scenario Everon’s, and can be changed the same way: see ATG Scenario Everon.
Load order
Its dependencies already load before it; what matters is the order among them, which their own pages give. ACE Core Dev is not a declared dependency and must load before it, because the mod’s one script changes an ACE gesture:
-addons ACE_Core_Dev,ATG-Core,ATG-Commands,ATG-Faction-Progress,ATG-Faction-PMC,ATG-Preferences,ATG-Scenario,ATG-Scenario-PMC,ATG-Scenario-Everon,ATG-Everon-PMC
Settings
None of its own. It turns on one ATG Signals setting for this scenario,
m_bGateTextChat, which closes text chat. A server owner’s own
$profile:ATG/atg-signals.json still wins if it sets the same key; see
ATG Signals.