Added: COTVT (25-77) Bebble Island Raid - #188
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joewhite94 merged 6 commits intoJul 27, 2025
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Essential fixes:
- Leave suppress game end on, on the framework
Optional fixes:
- Ammo storage objective will cause confusion, very unclear exactly what players are looking for mixed in with other unimportant props
- Argentine faction config in the world folder is not used
- Capitalize every word on custom role names
- Make mission notes scrollable
- Consider giving argentine patrol leads radios
- Argentine comsig in briefing doesn't match faction comsig
- Hueys for the argentine helis may be more historically accurate than hips
- Obj Cat requires 3 sappers to complete
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Overview
A British SBS Squadron has been tasked with confuting a raid onto Bebble Island, due north of the main Falkland island.
They've been tasked with destroying Argentine rotary aircraft and various other objectives around the island in preparation for follow on attacks from the main friendly body in a few days.
Testing
Have you tested the following are all working as intended?
Comments for the reviewer
At the current state, the mission is playable and fully functional based on local and dedicated testing multiple times.
I expect there will be additions, removals, and adjustments made to this mission after it's first play through.
While AI has been placed and accounted for within gameplay, I feel as if it still needs more work through player feedback to better create the ideal amount and situations.
That being said, I believe it's good enough for a play-through.
GM/Zeus have been given limited spawning abilities as denoted in the mission notes tab, which will most likely change as AI is changed over time via feedback.
I haven't made a mission in quite some time, let alone one of this size and complexity . I know COOPs are less favourable by mission makers due to the higher level of complexity and issues, of which I also felt the wrath of.