Download:http://creobellum.org/node/161 Description:Takistani Rebel forces have recently increased their presence in Western Takistan. There have been civilian reports that rebels are often intimidating locals in any of the 5 towns. Rebel forces are armed with light arms. Beware of possible ambush, sniper and motorised patrol teams.

A small US Army task force has been deployed to patrol the area and maintain control of the region. Ammunition can be found in the vehicle cargo. Patrol each town to identify and clear rebel presence.
Weather is randomised to keep things interesting. Enjoy!
Mission concept and design by Wolffy.au
Addons:Operation Arrowhead - None
Thanks to:The ever willing mission testers from cB & AEF
Random Group Spawn code by Odin
Team Status Dialog by Dr Eyeball
CEP AI Unit Caching by Myke
Weapons on Respawn/Splash Screen Box by Xeno
Improved taskDefend and taskPatrol by Binesi
On-the-fly GFX Changer by Deadfast
Missions Conditions Selector - F2 MP Framework
CreateComposition by ArmaTec
Simple Vehicle Respawn Script by Tophe of Östgöta Ops
Improved AI Driving by Sakura Chan
Random Group Generation, JIP Briefing, Player weapon loadout and Hide Bodies found at
http://creoBellum.orgVisit Combat Team Bravo at
http://www.aef-hq.com.au Change Log:Version 1.6
- Added Call Support Medic
- Added Call Support Vehicle Repair
- Added BIS First Aid Fix
- Added Saku AI Driver Improvement
- Added custom Ambient Civilians
- Added Ambient Civilian Vehicles
- Added random house positions
- Added BIS Injury System
- Changed CTB Branding
- Changed for Operation Arrowhead
- Changed default to medium grass
- Changed Waypoint patrol based on CityCenters
- Fixed JIP Time Sync issue
- Fixed CEP Caching to ignore civilians
- Removed ACE dependencies
- Removed custom loadout
Version 1.2a
- Rebranded as Combat Team Bravo
- Added AAW Units and Weapons
Version 1.0 - Initial Release
Developer notes:Here is a list of nifty components to be found in this mission.
Random Group Spawn code by Odin
- This piece of code has turned out to be the most important piece of my future mission making. Using GameLogic objects, this code will spawn random enemy groups of Infantry, Motorised, Mechanised, Armour and Air. In conjunction with Binesi's taskDefend and taskPatrol code, randomised mission making has never been simpler.
Team Status Dialog by Dr Eyeball
- Allows the customisations of groups while playing the mission. As suggested by the Dr himself, I'm sure other clans will find it very useful.
CEP Unit Caching by Myke
- Beware of fake imitations, this is the original unit caching code from Myke's ARMA I Coop Essentials Pack. I have heavily modified it and it now supports vehicle units.
Weapons on Respawn/Splash Screen/ACE Weapons Box by Xeno
- Xeno did all the coding to create these ammo boxes and splash screen, so I think he deserves a mention for their use.
Improved taskDefend and taskPatrol by Binesi
- Binesi posted these improved BIS functions around the same time I was asking myself the same question. Placing patrols and defensive squads has never been simpler.
On-the-fly GFX Changer by Deadfast
- Simple graphical viewdistance and terrain control. Very slick interface, although I've hardcoded the terrain detail in this mission, as I didn't think it was fair on the AI.
Missions Conditions Selector - F2 MP Framework
- Another handy script, I modified it slightly for JIP client time setting, but it works a treat otherwise.
creoBellum scripts:Here are some of my own scripts, which you are free to use with credits intact.
Random Group Generation (crb_randomGroup.sqf)
- This is a must have for randomising your mission. Will create random squads of Infantry, Motorised, Mechanised, Armoured and Air. Makes the mission different everytime.
JIP Briefing (JIPBriefing.sqf)
- JIP Briefings are a real pain. This is my current model for consecutive objectives which is JIP compatible.
Player Weapon Loadout (PlayerInit.sqf)
- Sets up weapon loadout based on mission selector and unit model. Works for human and AI playable units.
Hide Bodies (crB_HideCorpses.sqf)
- Inspired by Mr Murrays code, this one liner will remove dead bodies from the mission with no additional triggers or objects. Just add the script to your Init.sqf - very simple.
WaypointPatrol.sqf
- Uses markers to patrol vehicles randomly from one marker to another. Excellent to ensure all parts of your Area of Operation are patrolled. Now includes Civilian vehicles.