<commit_before># Antistasi by Golias

This is a modified version of Antistasi scenario for ARMA 3 that deals with some of the issues of the original version.

Antistasi is a scenario where you fight as a guerrilla liberator to flip the island to your side.
This modified version has the same mechanics and the same features but improves some aspects of it.

* The arsenal works as expected: weapons that are in the HQ ammo box are available to use.
* Multiple saved games: server/SP can now choose the saved game to load, save, or delete.
* Clients stats are saved in the server and saved when the server is saved.
* The HQ is now fully saved: both items positions (e.g. flag) and new constructions (e.g. sandbags).
* There is no unlocking mechanism: everything is always finite. You lose half of every item if the HQ is destroyed.
* Camps gives access to the arsenal: everything available in the HQ is available in camps (and you can store things there without having them lost).
* All game and performance options, including AI skill and cleanup time, are now modifiable by the commander.
* Revive system works as intended (with or without ACE) and for all factions
* There is no "petros cavalary": this is the commander's responsibility.

* Menus were remade from scratch to better accommodate more buttons and other layouts.
* Locations backend was rewritten from scratch.
* Missions backend was rewritten from scratch.
* Spawning is distributed between the server and clients

The code was greatly simplified, cleaned, and reduced for DRY (e.g. for every 1 line added, 2 lines were deleted, I have +4 years experience as professional programmer).

# Mod support

* [ACE](https://ace3mod.com/)
* [VCOM](https://forums.bistudio.com/forums/topic/166374-vcom-ai-v20-ai-overhaul/)
* [RHS](http://www.rhsmods.org/)
* [CUP](http://cup-arma3.org/)

# Replacing Factions

This version supports easy replacement of factions. Use the following steps:

1. Duplicate the file `templates/AAF.sqf` (for independents), `templates/NATO.sqf` (for NATO)
or `templates/CSAT.sqf` (for CSAT)
2. Modify the existing fields with your units, vehicles and groups.
3. In the `initVar.sqf`, when the files are compiled and called, add a condition to run your files when a condition is met.
4. Load the game with the mod of that faction.

Essentially, our code detects every unit from that faction, and populates
the correct lists with the equipment (weapons, items, vests, etc.) that the units use.
This way, you only need to focus on adding vehicles, groups and units; the remaining is automatic.

# Replacing Worlds

This version supports easy replacement of worlds. Use the following steps:

1. Create an empty mission in the EDEN editor for the world of your choice.
2. Create a marker named "FIA_HQ" (where the HQ is placed in the beginning).
3. Create markers on different points of interest. These can be airfields, bases, etc.
The markers names must start with "AS_airfield", "AS_base", etc.
2. Add markers to it.<commit_msg>Added instructions to run the mission to README.<commit_after># Antistasi by Golias

This is a modified version of Antistasi scenario for ARMA 3 that deals with some of the issues of the original version.

Antistasi is a scenario where you fight as a guerrilla liberator to flip the island to your side.
This modified version has the same mechanics and the same features but improves some aspects of it.

* The arsenal works as expected: weapons that are in the HQ ammo box are available to use.
* Multiple saved games: server/SP can now choose the saved game to load, save, or delete.
* Clients stats are saved in the server and saved when the server is saved.
* The HQ is now fully saved: both items positions (e.g. flag) and new constructions (e.g. sandbags).
* There is no unlocking mechanism: everything is always finite. You lose half of every item if the HQ is destroyed.
* Camps gives access to the arsenal: everything available in the HQ is available in camps (and you can store things there without having them lost).
* All game and performance options, including AI skill and cleanup time, are now modifiable by the commander.
* Revive system works as intended (with or without ACE) and for all factions
* There is no "petros cavalary": this is the commander's responsibility.

* Menus were remade from scratch to better accommodate more buttons and other layouts.
* Locations backend was rewritten from scratch.
* Missions backend was rewritten from scratch.
* Spawning is distributed between the server and clients

The code was greatly simplified, cleaned, and reduced for DRY (e.g. for every 1 line added, 2 lines were deleted, I have +4 years experience as professional programmer).

# Installation

To run this mission, take the following steps:

1. Download it from GitHub (green button on the right)
2. copy the directory `Antistasi` (the one *on the same level* as this README) to
the directory `missions` of your profile
3. rename the directory `Antistasi` to `Antistasi.Altis` or `Antistasi.Tanoa`
4. rename the file `mission.altis.sqm` or `mission.tanoa.sqm` to `mission.sqm`
5. open it in Eden editor and export the mission (SP or MP)

# Mod support

* [ACE](https://ace3mod.com/)
* [VCOM](https://forums.bistudio.com/forums/topic/166374-vcom-ai-v20-ai-overhaul/)
* [RHS](http://www.rhsmods.org/)
* [CUP](http://cup-arma3.org/)

# Replacing Factions

This version supports easy replacement of factions. Use the following steps:

1. Duplicate the file `templates/AAF.sqf` (for independents), `templates/NATO.sqf` (for NATO)
or `templates/CSAT.sqf` (for CSAT)
2. Modify the existing fields with your units, vehicles and groups.
3. In the `initVar.sqf`, when the files are compiled and called, add a condition to run your files when a condition is met.
4. Load the game with the mod of that faction.

Essentially, our code detects every unit from that faction, and populates
the correct lists with the equipment (weapons, items, vests, etc.) that the units use.
This way, you only need to focus on adding vehicles, groups and units; the remaining is automatic.

# Replacing Worlds

This version supports easy replacement of worlds. Use the following steps:

1. Create an empty mission in the EDEN editor for the world of your choice.
2. Create a marker named "FIA_HQ" (where the HQ is placed in the beginning).
3. Create markers on different points of interest. These can be airfields, bases, etc.
The markers names must start with "AS_airfield", "AS_base", etc.
2. Add markers to it.
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