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		<title>Making Missions</title>
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		<updated>2022-04-27T11:40:03Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Making Missions for FPArma=&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''''WORK IN PROGRESS'''''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
===Quick Links:===&lt;br /&gt;
* [https://github.com/fparma FPA Github]&lt;br /&gt;
* [https://community.bistudio.com/wiki/Main_Page Bohemia Wiki]&lt;br /&gt;
&lt;br /&gt;
=Foreword=&lt;br /&gt;
The reason why this mission making tutorial exists is two fold.&lt;br /&gt;
&lt;br /&gt;
The first reason lies in the fact that with the changes of the rules that we’ve imposed over the community, particularly the somewhat stringent testing requirements and commentaries, as well as the paradoxical relaxing of standards for sundays, we’ve effectively caused some degree of confusion on what we consider “sunday-appropriate” and what we consider viable to play at all.&lt;br /&gt;
&lt;br /&gt;
The second reason is that I feel like I’ve personally failed with the original mission making seminar. At its heart the advice given was in good faith, but in the long term I feel like it has given poor directions and not explained enough of mission making in depth to rookie mission makers, relying too much on a rudimentary framework and rudimentary practices, some of which are generally frowned upon nowadays. A particularly big problem was the lack of optimization and an overreliance on zeusing, instead of relying on tougher automation of enemies.&lt;br /&gt;
&lt;br /&gt;
By learning the chapters outlined on this wiki page you will master the skills required to craft a mission that can by all accounts be vetted for the Sunday prime-time slot, or really for any other time slot that you find appropriate or your heart desires. Not only will you create one through these guidelines, but in doing so we will add another mission to the lineup for future play.&lt;br /&gt;
&lt;br /&gt;
=Development environment setup=&lt;br /&gt;
For the purposes of optimal mission making you will need to install a code editor or two. I personally recommend installing:&lt;br /&gt;
Visual Studio Code w/ SQF Language &amp;amp; SQF Wiki extensions https://code.visualstudio.com/&lt;br /&gt;
Further recommended addons for VSCode are:&lt;br /&gt;
https://marketplace.visualstudio.com/items?itemName=Armitxes.sqf&lt;br /&gt;
&lt;br /&gt;
If you are scared by Visual Studio Code you can opt in to use the far more rudimentary Notepad++&lt;br /&gt;
&lt;br /&gt;
After this, you should set this as your launch parameters in Swifty or launcher of choice:&lt;br /&gt;
-noSplash -skipIntro -noPause -showScriptErrors&lt;br /&gt;
&lt;br /&gt;
The ShowScriptErrors flag is essential for any work on mission making. More on that later.&lt;br /&gt;
&lt;br /&gt;
Ensure that you are running in a way that you can easily access the code editors, e.g. windowed or fullscreen windowed. You may also want to turn your settings down to save on performance. &lt;br /&gt;
&lt;br /&gt;
For the power user, you may also download Arma 3 Tools from Steam for tools like Texview, which let you generate .paa images that can be put in the game.&lt;br /&gt;
&lt;br /&gt;
Finally, disable optional / client side mods. This is so we don’t need to mess with removing dependencies our mission file may have assigned further down the line.&lt;br /&gt;
&lt;br /&gt;
With that being said, if all the software is installed, you’re good to go.&lt;br /&gt;
&lt;br /&gt;
=Mission Setup=&lt;br /&gt;
==Eden Editor Basics==&lt;br /&gt;
Click on the editor and load up a map of your choice. It can be any map you’d wish, really. And then AHHH! It’s so scary, my camera is hovering and what is going on?&lt;br /&gt;
&lt;br /&gt;
Don’t worry, let's go through this really quickly. First of all, WASD moves you around. Shift makes you go fast. Right click pans the camera. &lt;br /&gt;
&lt;br /&gt;
Top left covers everything you’ll need. You’ve got:&lt;br /&gt;
* Scenario tab which you use to save load and export the mission.&lt;br /&gt;
* Edit tab, which consolidates the transformation widgets, grid options, object snapping, and asset categories&lt;br /&gt;
* View tab, which toggles UI, map textures, night vision, foliage, labels, and night lamp&lt;br /&gt;
* Tools, which is scary and has the debug console, func viewer, config viewer, and camera&lt;br /&gt;
* Settings, which is just the settings menu really&lt;br /&gt;
* Play, which starts your mission, and&lt;br /&gt;
* Help, which has useful links to the BI wiki.&lt;br /&gt;
&lt;br /&gt;
On the right side, you have the context panel listing a bunch of units. These can be shifted with the function keys or by clicking on them.&lt;br /&gt;
&lt;br /&gt;
Now, pick a side, pick a soldier, and plop him down. Great, you can see him and his collision box, but more importantly… You see his class name. Every object in the game has a class name. You use these while programming. Case sensitive, so don’t mess that up. You can also copy the object's position and even class name in the following menu.&lt;br /&gt;
&lt;br /&gt;
Right click on our guy and you get the pop up menu. Quite a lot of buttons, but you should only focus on a couple.&lt;br /&gt;
* Connect links a guy to a trigger, module, or group.&lt;br /&gt;
* Find in Config directs you to his config class.&lt;br /&gt;
* Edit loadout opens the ACE / vanilla arsenals.&lt;br /&gt;
* Attributes opens the attribute menu.&lt;br /&gt;
* Log is for copying location or class name directly to clipboard.&lt;br /&gt;
&lt;br /&gt;
Open the attribute menu, and hey, you’ve got some pretty good stuff there. You’re going to be staring at this bad boy for the better part of a day.&lt;br /&gt;
&lt;br /&gt;
Let’s cover some of its contents:&lt;br /&gt;
Variable name is the unique name it has assigned&lt;br /&gt;
Init field runs code when object is loaded at start&lt;br /&gt;
Role assigns the unit status and name&lt;br /&gt;
Special states set its dynsim status, as well as if it is simulated or visible, or damage enabled.&lt;br /&gt;
ACE options determine special values, like if the unit is an engineer, a medic, wears handcuffs, etc. You should research these values before putting them to use.&lt;br /&gt;
&lt;br /&gt;
The other properties you do not need to particularly pay attention to. &lt;br /&gt;
&lt;br /&gt;
Select our guy, set his variable as  gameMaster and name him “Zeus”.  Add a game master module from the F5 (module) menu,  set owner as gameMaster. Select “All addons (including unofficial ones)” else you will not see any ZEN or mod modules. Repeat this with #adminLogged and #adminVoted.&lt;br /&gt;
&lt;br /&gt;
== Bohemia Wiki ==&lt;br /&gt;
As stated earlier, the Bohemia Wiki ( https://community.bistudio.com/wiki/Main_Page ) is the most important resource that you will have to utilize throughout all your time spent mission making, modding, and developing content for Arma 3. There is nothing else that gives you such an expansive array of understanding as this wiki. Besides the useful links accessible via homepage, you can also use the search bar to navigate everything you need. One warning tho, this wiki sometimes has bogus information in it, its content populated by mostly players which do not have access to Arma’s engine.&lt;br /&gt;
&lt;br /&gt;
Some useful BI Wiki URLs:&lt;br /&gt;
https://community.bistudio.com/wiki/Category:Scripting_Commands_by_Functionality&lt;br /&gt;
https://community.bistudio.com/wiki/Description.ext&lt;br /&gt;
https://community.bistudio.com/wiki/Multiplayer_Scripting&lt;br /&gt;
https://community.bistudio.com/wiki/Event_Scripts&lt;br /&gt;
https://community.bistudio.com/wiki/Code_Optimisation&lt;br /&gt;
&lt;br /&gt;
==Mission Configuration==&lt;br /&gt;
With your Zeus unit now placed down in the mission, you can freely press ctrl + S to save and thus generate a new mission folder in your working directory. In most cases, the mission directory will be in your other profiles folder, something like this:&lt;br /&gt;
  C:\Users\User\Documents\Arma 3\missions&lt;br /&gt;
&lt;br /&gt;
Or if you have created a new profile in the main menu:&lt;br /&gt;
  C:\Users\User\Documents\Arma 3 - Other Profiles\Name\missions&lt;br /&gt;
&lt;br /&gt;
Open that sucker up and open your mission folder. Inside, you’ll find a lone file, mission.sqm.&lt;br /&gt;
&lt;br /&gt;
Now, mission.sqm contains all the data you generate in the editor, but we do not want to put all data inside the editor. Things like loadouts, objective logic, spawners, and most important of all, mission configuration, should be tweaked and set inside mission files instead.&lt;br /&gt;
Why don’t we want the mission configuration in the sqm? That one is simple, if you intend to make another mission, you can copy paste those configuration files just easily over, no need to go through the whole configuration part in the editor again.&lt;br /&gt;
&lt;br /&gt;
The core vanilla configuration parameters are set inside description.ext. Create a new file called that in the same location as mission.sqm.&lt;br /&gt;
&lt;br /&gt;
While you can see the full list of things you can set in description.ext on the BI wiki, let’s focus on the most rudimentary settings instead:&lt;br /&gt;
&lt;br /&gt;
  //heading&lt;br /&gt;
  class Header {&lt;br /&gt;
    gameType = Coop;&lt;br /&gt;
    minPlayers = 1;&lt;br /&gt;
    maxPlayers = 99;&lt;br /&gt;
  };&lt;br /&gt;
 &lt;br /&gt;
  disabledAI = 1;&lt;br /&gt;
 &lt;br /&gt;
  //title params&lt;br /&gt;
  onLoadName = &amp;quot;Mission loading name&amp;quot;;&lt;br /&gt;
  onLoadMission= &amp;quot;Mission loading description&amp;quot;;&lt;br /&gt;
  briefingName = &amp;quot;Briefing&amp;quot;;&lt;br /&gt;
  author = &amp;quot;Croguy&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
The header (which is optional but is OK to put in there because the server will complain otherwise) sets your game type and player count permitted. disabledAI is a flag which forces AI playable slots to disappear during multiplayer. 0 is disabled and default, 1 is enabled.&lt;br /&gt;
&lt;br /&gt;
Title parameters are used to set your mission name and loading screen information, as well as your authorship.&lt;br /&gt;
&lt;br /&gt;
While these settings are really the most basic values you need, there’s also some others that you should set in as default values in description.ext. They are listed below, add them to your description.ext.&lt;br /&gt;
&lt;br /&gt;
  //MISSION SETTINGS&lt;br /&gt;
  respawnTemplates[] = {&amp;quot;Base&amp;quot;};&lt;br /&gt;
  respawnDelay = 2;&lt;br /&gt;
  respawnDialog = 0;&lt;br /&gt;
  respawnOnStart = 0;&lt;br /&gt;
  respawn = &amp;quot;BASE&amp;quot;;&lt;br /&gt;
  joinUnassigned = 1;&lt;br /&gt;
   &lt;br /&gt;
  //DEBUG&lt;br /&gt;
  enableDebugConsole = 1;&lt;br /&gt;
  enableTargetDebug = 1;&lt;br /&gt;
  allowFunctionsLog = 0;&lt;br /&gt;
   &lt;br /&gt;
  //CLEANUP&lt;br /&gt;
  corpseManagerMode = 1;&lt;br /&gt;
  corpseLimit = 20;&lt;br /&gt;
  corpseRemovalMinTime = 300;&lt;br /&gt;
  corpseRemovalMaxTime = 600;&lt;br /&gt;
   &lt;br /&gt;
  wreckManagerMode = 1;&lt;br /&gt;
  wreckLimit = 10;&lt;br /&gt;
  wreckRemovalMinTime = 300;&lt;br /&gt;
  wreckRemovalMaxTime = 1200;&lt;br /&gt;
&lt;br /&gt;
You can read more about them and their importance on the description.ext page. Another important thing that description.ext allows is the possibility to add new classes. More on that later.&lt;br /&gt;
&lt;br /&gt;
Keep description.ext in your mind throughout this tutorial, as crucial data will be added to it later.&lt;br /&gt;
&lt;br /&gt;
Finally, open up your systems tab and add a Headless Client. Give it a unique variable name HC, and make it playable. This will allow our server’s Headless Client to get into the slot and manage any AI behavior it is required to do. More on that also later.&lt;br /&gt;
&lt;br /&gt;
==CBA Settings==&lt;br /&gt;
So, let's consider the following: description.ext allows you to change the base settings. What about CBA? To put it simply, CBA settings (mostly known as “Addon options”)  allow us to set custom parameters for a ton of user mods, which let’s us tweak fine functionalities within a mission. Specifically, ACE uses it for just about everything, DUI uses it, EM uses it, your mom and dog use it, etc. You can read more about CBA settings on their github page. The world is your oyster with configuring these settings, so let’s make good use of them.&lt;br /&gt;
&lt;br /&gt;
Create a new file called cba_settings.sqf in the same location as mission.sqm and description.ext. Great, we can start adding our customized settings… but, wait, what settings do we have? You can find out these settings through two ways. Either open up eden, open up addon configuration, and hover over the labels of individual settings for whatever mod you’re using, or look them up in their respective mod repositories. For example, ACE documents some of their features and settings on the wiki page.&lt;br /&gt;
You can also export the settings from the Addon settings menu and selectively pick the settings out of that. &lt;br /&gt;
Make sure to not hit save on the CBA settings menu, else all that info will be stored within the mission.sqm and it becomes a nightmare to figure out what you accidentally set.&lt;br /&gt;
&lt;br /&gt;
So, add the settings in, start the mission, and… some of the settings aren’t changed properly. What gives? Well, as it turns out, we have our own server settings to account for. FPA has its own listing of forced and hard-forced CBA settings which can be found on the group’s github page. &lt;br /&gt;
In general just add a force in front of your settings, as it will overwrite the clients settings and in mission set settings set in your mission.sqm. If you see force force in the FPA settings that means that these settings are hard enforced by the server and cannot be overwritten.&lt;br /&gt;
&lt;br /&gt;
So, let's assume that we want to force the server to accept our mission settings. To put it relatively simply, you have to populate your cba_settings file like this:&lt;br /&gt;
  force acex_headless_enabled = false;&lt;br /&gt;
  force ace_medical_fatalDamageSource = 0;&lt;br /&gt;
  force ace_medical_playerDamageThreshold = 1;&lt;br /&gt;
  force ace_medical_statemachine_fatalInjuriesPlayer = 0;&lt;br /&gt;
  force ace_medical_AIDamageThreshold = 1;&lt;br /&gt;
  force ace_map_BFT_Enabled = false;&lt;br /&gt;
  force ace_medical_fractures = 1;&lt;br /&gt;
  force ace_medical_limping = 1;&lt;br /&gt;
&lt;br /&gt;
Now we’ve disabled ACEX headless auto transfer, enabled lethal mode, set all resistances to 1, disabled the cursor grid coordinates, and enabled bone fractures and limping.&lt;br /&gt;
&lt;br /&gt;
== Init files &amp;amp; Locality ==&lt;br /&gt;
There are 3 files which will auto run if present inside of the same folder as mission.sqm on every mission start. They are split up between who runs them. In SP they all run on your machine, but in MP it will only run 2 files per machine. Sometimes it is also good to know in which order these script files are being executed. So the following sub chapters are ordered in the execution order.&lt;br /&gt;
&lt;br /&gt;
===Init.sqf===&lt;br /&gt;
This script runs for everyone who is loading into the mission. This means the server and all players will run this file. The player command word might not be defined just yet, so do not use it here.&lt;br /&gt;
&lt;br /&gt;
===InitPlayerLocal.sqf===&lt;br /&gt;
Only runs for clients (and server if hosted as listen server). Player command word will be defined here, so it is safe to use. Headless client will also execute this file! Make sure to not run things that need an interface on it. You can simply make the HC exit the script by adding &lt;br /&gt;
  if !(hasInterface) exitWith {}; &lt;br /&gt;
at the top of the file. Remember this for later.&lt;br /&gt;
&lt;br /&gt;
===InitServer.sqf===&lt;br /&gt;
Only run by the machine that is hosting the mission, so as the name implies, the server. Do not use the player command here!&lt;br /&gt;
&lt;br /&gt;
===Locality===&lt;br /&gt;
If you are confused about why these have to be separate, let’s have a quick chat about locality.&lt;br /&gt;
&lt;br /&gt;
When a command runs in Arma 3 it will have a different activation and effect locality. The effect of these commands and their propagation can be determined by checking the Multiplayer Scripting page on the BI wiki. But, for a quick example, assume the following:&lt;br /&gt;
&lt;br /&gt;
You have a script using the createVehicle command, and the command is called inside init.sqf. Because the effect of this command is global it influences all devices globally when it runs. Thus, if you have 20 players and the server loading into the mission that same command will be called 21 (or 22, depending if you have an HC) times and more for any join-in-progress players. In this example createVehicle will create some vehicle for all machines, most likely resulting in a firework of explosions as the vehicles are all spawned on the same location.&lt;br /&gt;
&lt;br /&gt;
Equally so, you can revert globally executed code to make it run local to only the device it concerns. An example of this in practice is the FP safezone trigger.&lt;br /&gt;
What might confuse you additionally is the fact that executing particular code will not necessarily have an equal effect. Some commands may only affect devices that they are local to, but not necessarily propagate these changes to other devices.&lt;br /&gt;
&lt;br /&gt;
To make such behavior of local and global scripts fool-proof, consult the client-server target booleans in the BI wiki, and wrap any code that might cause trouble in an if statement. Additionally, take note of where you execute code and the wiki’s locality flags on commands.&lt;br /&gt;
&lt;br /&gt;
=Actually Making The Mission=&lt;br /&gt;
==Planning The Mission==&lt;br /&gt;
So, with the foundation out of the way, now comes the time to plan out a mission for your game. Missions in FPA are typically unique, movie-like experiences, with elaborate backgrounds and complex events which play out in a non-linear fashion, and…&lt;br /&gt;
&lt;br /&gt;
Stop right there. We’re making our first mission here. We just want something quick and dirty where we can all hang out together, shoot some e-soldiers, encounter an unexpected turn of events, and pull out with a good time and all. There’s also an advantage to missions that are small in scope: they’re easy to make, easy to test, easy to balance, and easy on the system. And, you can make them difficult, without straining the players. Taking that into consideration, we’ll make something simple: a mission where the players have to clear an area, destroy a target, and exfiltrate to a location, while enemies attempt to counter-attack them.&lt;br /&gt;
&lt;br /&gt;
So, in this example, I’ll load up Virolahti, and pick Ojala and Lansikyla as my AO. We’re keeping it simple: the players are Finnish special forces which have to clear the two villages of enemies which will act as one task, and also have a task to search and destroy a SAM site which has been stored and concealed in their vicinity. Once both tasks are completed, the players have to get out of dodge by exfiltrating North to the small hamlet of Onnela.&lt;br /&gt;
Open up the assets menu, open the markers tab, and place some down to signify these objectives in a way that makes sense. The map is, for all intents and purposes, the most vital part of any mission: the most players will look at it, the best information can be discerned for it. And, as an added bonus, it lets you plan out the mission.&lt;br /&gt;
&lt;br /&gt;
But, sometimes, for convenience’s sake, you want to plan out that little bit more extra in a way that’s convenient to the mission maker. So, what we’re going to is, we’re going to add some comments sections that are only visible to the mission maker in the editor. Right click on the map, and plop down comments that allow you to plot out what you want where, in fine detail.&lt;br /&gt;
&lt;br /&gt;
And presto, you have a mission and a general scope of the operation.&lt;br /&gt;
&lt;br /&gt;
==Triggers and Logic==&lt;br /&gt;
So, with the foundation out of the way, now comes the question of how the hell do you make some change happen in the game, such as loading enemies or completing tasks?&lt;br /&gt;
&lt;br /&gt;
The easiest way to organize that is to set up triggers. Open up the assets context menu to the right, and press F3 or open triggers. You’ll get 4 options, pick whatever you deem appropriate. Triggers can have as big of an activation area as you’d like, or no area at all, and you can manipulate this with either the transformation tab or the transformation widget.&lt;br /&gt;
&lt;br /&gt;
Add the trigger into your area. Click on it and you’ll see key attributes:&lt;br /&gt;
Variable name assigns it a unique name, shape determines its area, type is regular, guarded, or waypoint skipper (ignore the other ones), activation determines who triggers the activation, type determines how they trigger it, repeatable determines if it can switch back to deactivated, and server only determines if it is only runs on the server.&lt;br /&gt;
&lt;br /&gt;
It also has three code fields: condition, activation, and deactivation. Condition uses this to state that it is using its properties to determine their state, but you can really put any boolean expression in there. Activation is the code that is executed when you activate the trigger.&lt;br /&gt;
&lt;br /&gt;
So, for experiment’s sake, we’ll be using three triggers for objectives: taskTriggerEnemiesCleared, which will fire when all OPFOR in the trigger are dead, taskTriggerSamDestroyed, which will fire when the SAM is destroyed, and&lt;br /&gt;
taskTriggerExfil, which will fire when the other two are completed AND a player reaches the exfil zone.&lt;br /&gt;
The first one is very rudimentary, you can just set it up by switching on server only execution, setting the activation to OPFOR, and setting the type to NOT PRESENT. By default, this trigger should fire the moment you run the mission as is - spawn a random opfor soldier, and it won’t fire.&lt;br /&gt;
&lt;br /&gt;
The second one is a bit trickier. First, create the target that must be destroyed. In our case, it’s a SAM system. Open up its attribute menu, and assign it a variable name such as samTarget. Now, instead of using the standard condition field, remove the this statement and replace it with !alive samTarget. Now the trigger will activate only when samTarget is destroyed. Interestingly enough, this trigger can have a size of 0, as it does not check an area.&lt;br /&gt;
&lt;br /&gt;
Alright, what about taskTriggerExfil? If we just use the standard activation, it will fire even if the prior two objectives are not completed. And we don’t want to have our mission end alert fire when we’re still in progress - you have to consider all edge cases.&lt;br /&gt;
So, we’re going to set the activation values similar to the first one: activation ANY PLAYER, type PRESENT. condition this &amp;amp;&amp;amp; triggerActivated taskTriggerEnemiesCleared &amp;amp;&amp;amp; triggerActivated taskTriggerSamDestroyed.&lt;br /&gt;
Now the trigger will activate only when a player reaches the area, and when the other two triggers are active.&lt;br /&gt;
&lt;br /&gt;
And here we go, now we have all the essential objective triggers for the mission set up.&lt;br /&gt;
&lt;br /&gt;
Consider the multiple ways you can change trigger behavior to account for player behavior, sequence breaking, and, most importantly, calling of code execution.&lt;br /&gt;
&lt;br /&gt;
==Debugging, Errors, and Logs==&lt;br /&gt;
So, an important thing to understand is that during development you’ll see a ton of errors and have to fix a ton of errors. A matter of fact, fixing errors is going to be the majority of your work while making missions. With that in mind it’s best to develop an understanding of what kinds of errors we need to account for while making missions.&lt;br /&gt;
&lt;br /&gt;
So, the first and the most common ones are syntax errors. These are very broad and can happen for a lot of reasons, but it always boils down to something being incorrectly written. They are also the most easily noticed by debugging tools and both the report log which you can access in your arma 3’s appdata records as well as the script debugger. The report logs will be RPT files named after the Arma binary and time you started the game. Eden will also stop you from saving code which has blatant syntax errors in it.&lt;br /&gt;
&lt;br /&gt;
An error similar to syntax errors are invalid type errors. Specific commands and functions may often require specific types of parameters to be declared. Numbers, boolean, string, text, objects, etc. These parameters cannot just be supplanted by a different type, so the code will stop executing and throw an error. You can simply fix this by reworking your code so it does not use incorrect types wherever necessary.&lt;br /&gt;
&lt;br /&gt;
Finally, there is also the worst kind of error you want to face: exceptions. These are by and large the most insidious errors, as they are not created from errors in the literal sense, but instead are caused by deeper mistakes made by the programmer while setting them up. In some cases, these types of errors will not even throw a script error, and will make a piece of code look like it is malfunctioning. The only way to correct these is to extensively handle unwanted parameters, use system chat alerts to notify players and mission makers about errors, and so forth.&lt;br /&gt;
&lt;br /&gt;
Always refer to using your report logs while analyzing errors. It is not unusual that there is extensive documentation about an error, nor that a person has not already ran into it. Thus, the easiest way to handle the fixing of an error is to check your report logs, run the code in a controlled environment, and ideally have someone else look at it.&lt;br /&gt;
&lt;br /&gt;
==FPA Functions - Respawns, safe zones &amp;amp; caching==&lt;br /&gt;
Now, the triggers are very good, but on their own they do very little: we want them to execute some complex thing for us, like management of enemies, respawning of players, and most important of all, preventing the players from slipping their finger during mission prep.&lt;br /&gt;
&lt;br /&gt;
Thankfully Cuel &amp;amp; a good chunk of the modding team has generously provided us with a lot of boilerplate functions, whose purpose is to cover some of these things.&lt;br /&gt;
&lt;br /&gt;
First, we’ll look at respawning. Simple enough. The first thing you need to do is open up init.sqf and initialize the JRM framework using the following line, where the number counts respawns:&lt;br /&gt;
  [0] call fpa_jrm_fnc_init;&lt;br /&gt;
&lt;br /&gt;
Now that the framework has been initialized, place an empty marker on the map where the player staging area is and call it “respawn_west”. Then, inside the objective triggers, you can place a block of code that looks something like this: &lt;br /&gt;
  [&amp;quot;respawn_west&amp;quot;] remoteExec [&amp;quot;fpa_jrm_fnc_forceRespawn&amp;quot;];&lt;br /&gt;
&lt;br /&gt;
Where “respawn_west” can be any marker name of a marker you’ve placed down. Arma 3 uses several default marker names(which you still need to place down in the editor), but ideally what you want to do for respawns which move their positions is to have multiple markers and simply call the respawns to new marker names. So, if we want to respawn players after the target is destroyed, we’d have a “respawn_targetDestroyed” marker, which is then called in the taskTriggerSamDestroyed trigger.&lt;br /&gt;
&lt;br /&gt;
Safe zones are more tricky. You need to create a new trigger and set its values as follows:&lt;br /&gt;
&lt;br /&gt;
Caching, meanwhile, is a unique little thing that serves to freeze and unfreeze temporarily spawned objects in the editor. To an extent it sort of functions like the boilerplate dynamic simulation, but in a way that gives the mission maker more direct control over what is cached and rendered for the players.&lt;br /&gt;
&lt;br /&gt;
That being said, caching enemy units with FPA caching is prone to severe performance reduction if you cache hundreds of AI, They might be not simulated and hidden, yet they still occupy ram and cpu of the server, which needs to sync all of that to each player. Use it sparingly. In the case of our mission, we’ll use it for 2 things: caching 3 foot patrol teams around the objective area, and a truck that we’ve spawned next to the MacGuffin objective.&lt;br /&gt;
&lt;br /&gt;
First, open up the compositions tab and spawn a group of enemy soldiers. In my case, it will be an MSV infantry section. For ease of generating patrol waypoints, you can simply open the F5 Systems assets tab, spawn a CBA Patrol module, sync it to the group leader, then tweak accordingly. Select their group icon, and enable Delete when empty and Headless blacklist. Then select their leader and paste this block of code into his object init field:&lt;br /&gt;
  [group this, &amp;quot;footPatrolNorth&amp;quot;] call fpa_ai_fnc_cache;&lt;br /&gt;
&lt;br /&gt;
Then, create a trigger and stretch it broadly around the area where they will be active. Set their activation as ANY PLAYER, PRESENT, REPEATABLE, SERVER ONLY. In the activation field, add the following value:&lt;br /&gt;
  [&amp;quot;footPatrolNorth&amp;quot;] call fpa_ai_fnc_unCache;&lt;br /&gt;
And in deactivation:&lt;br /&gt;
  [&amp;quot;footPatrolNorth&amp;quot;] call fpa_ai_fnc_cache;&lt;br /&gt;
&lt;br /&gt;
Copy and paste these units and triggers 2 more times and simply rename footPatrolNorth to whatever you see fit. Now you will have small groups of enemies whose simulation disables relative to the nearby presence of players.&lt;br /&gt;
&lt;br /&gt;
Remember that taskTriggerEnemiesCleared which keeps activating? You can fool-proof it by spawning another group inside the trigger and caching them with a trigger of their own. That way it won’t fire before enemies are cleared.&lt;br /&gt;
&lt;br /&gt;
This can also extend to individual units or empty vehicles by simply using this instead:&lt;br /&gt;
  [this, &amp;quot;emptyVehicleCacheExample&amp;quot;] call fpa_ai_fnc_cache;&lt;br /&gt;
&lt;br /&gt;
However, for more optimal use, resort to caching interactive and simulated static or unmanned objects with Dynamic Simulation.&lt;br /&gt;
&lt;br /&gt;
==Custom Functions - Enemy Spawner==&lt;br /&gt;
At this point you might wonder yourself - well, this is all well and good, we have our basic spawning setup with Dynsym and FP Cache, and there's an entire FP Spawn function available in our modpack that can be used anywhere, anytime, and is significantly more aggressive than FP Cache in optimization.&lt;br /&gt;
&lt;br /&gt;
Well, that's great and all. You can absolutely utilize these to construct a functional mission. However, we must also consider how to consistently execute code over and over, where necessary, and where it is not provided by frameworks.&lt;br /&gt;
&lt;br /&gt;
When we have a lot of samey code routines, some which are too complex to cram into the activation field of a trigger, we can consolidate said routines into function files instead. The function system allows us to make more practical, plugin-like coding for our missions.&lt;br /&gt;
&lt;br /&gt;
this begs the question of what do we do when we want to run a bunch of really complicated stuff like loadout manipulation, spawning, auto-logistics, etc?&lt;br /&gt;
&lt;br /&gt;
With that in mind, we’ll focus on something we need a lot in this mission: an enemy group spawner. &lt;br /&gt;
===Class Declaration===&lt;br /&gt;
We’ll set up our function's environment first. Open your description.ext file, and add the following class into it:&lt;br /&gt;
  //Functions&lt;br /&gt;
  class CfgFunctions {&lt;br /&gt;
    class FP {&lt;br /&gt;
      tag = &amp;quot;FP&amp;quot;;&lt;br /&gt;
      class functions {&lt;br /&gt;
        file = &amp;quot;functions&amp;quot;;&lt;br /&gt;
      class spawnGroup;&lt;br /&gt;
      };&lt;br /&gt;
    };&lt;br /&gt;
  };&lt;br /&gt;
&lt;br /&gt;
Then create a folder called “functions” and create a new file in it called fn_spawnGroup.sqf.&lt;br /&gt;
&lt;br /&gt;
This is the most barebones way of setting up a custom function. You’ve declared it in description.ext, and now you have a file which it calls whenever you use FP_fnc_spawnGroup inside mission code.&lt;br /&gt;
&lt;br /&gt;
Next, we’ll need to figure out what our enemy spawner needs to do. Let’s outline it:&lt;br /&gt;
The spawner must accept custom parameters for location and group.&lt;br /&gt;
It must spawn groups only if it is called on the server or the headless client.&lt;br /&gt;
It must correctly orient the group and set their state to a fixed or flexible value if desired.&lt;br /&gt;
Optionally, it should accept a type of waypoint and destination location.&lt;br /&gt;
&lt;br /&gt;
===Function Parameters===&lt;br /&gt;
First, we want to define the parameters for our function. Parameters are the input values of a function, if you’ve ever done math and had to dabble with functions it’s exactly the same but you get to make all of it so you keep it simple and feel way smarter as players.&lt;br /&gt;
So, what do we need for our parameters? It’s quite simple:&lt;br /&gt;
* A spawn marker.&lt;br /&gt;
* Our group’s class path.&lt;br /&gt;
* Their intended behavior / combat state.&lt;br /&gt;
* The squad formation.&lt;br /&gt;
* A destination marker.&lt;br /&gt;
* The type of the waypoint they’re heading towards.&lt;br /&gt;
&lt;br /&gt;
The markers are pretty straightforward, we’ll call them _spawnMarker &amp;amp; _waypointMarker respectively. Why the underscore? It helps us separate private scope variables from global scope variables. If you’re using values that are internal to a block of code, always prefix them with an underscore.&lt;br /&gt;
&lt;br /&gt;
We end up with something that looks like this.&lt;br /&gt;
  params [&lt;br /&gt;
    &amp;quot;_spawnMarker&amp;quot;,&lt;br /&gt;
    &amp;quot;_waypointMarker&amp;quot;&lt;br /&gt;
  ];&lt;br /&gt;
&lt;br /&gt;
_waypointType will act as our parameter for the type we assign to the waypoint. If you look at the BI wiki waypoint commands you’ll notice that you have to assign a waypoint to a group and then assign a type to a said waypoint. But, let's consider something. What if I just don’t wanna use anything? Well, on the params page, it offers us a special way of setting up each parameter we list in our array block:&lt;br /&gt;
&lt;br /&gt;
[variableName, defaultValue, expectedDataTypes]&lt;br /&gt;
&lt;br /&gt;
So what we have here is a block where we realize we can list our parameter name, what we want the default value to be if we don’t list the parameter, and what we want the accepted data type to be. So, if we’re doing it for our waypoint type, we can set the values as follows:&lt;br /&gt;
  [&amp;quot;_waypointType&amp;quot;, &amp;quot;MOVE&amp;quot;, [&amp;quot;&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
And now fully convert our params statement so it looks like this:&lt;br /&gt;
  params [&lt;br /&gt;
    [&amp;quot;_spawnMarker&amp;quot;, &amp;quot;&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_waypointMarker&amp;quot;, &amp;quot;&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_waypointType&amp;quot;, &amp;quot;MOVE&amp;quot;, [&amp;quot;&amp;quot;]]&lt;br /&gt;
  ];&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OK, so that’s our three required values with one value which we assigned as default. What about spawning groups? Well, if we look on the BI wiki, there is an official function which spawns a group for us, called BIS_fnc_spawnGroup. We see it accepts a variety of values to allow a degree of randomization and flavor to the spawned group. We also see it allows us to use a config path of a group to reference the group. With that in mind, if we open the config viewer and look through cfgGroups, continually clicking on subclasses, we’ll eventually reach a group. The path listed is what serves as a path for us.&lt;br /&gt;
First we want to arrange default values so that if we have a scenario where we do not include a unit a default one is picked. For that one we can use the stock CSAT rifle squad. Their class path is ConfigFile &amp;gt;&amp;gt; “East” &amp;gt;&amp;gt; “OPF_F” &amp;gt;&amp;gt; “Infantry” &amp;gt;&amp;gt; “OIA_InfSquad”. These four values will be defined by four string parameters. Only thing that’s left now is the behavior and formation, which if we look at the BI wiki pages we discern that they have clear string inputs for their command, so we can just default them to COMBAT and LINE, and force the AI to use RED as their engagement rule.&lt;br /&gt;
&lt;br /&gt;
With all that in mind, our params and default values will look like this:&lt;br /&gt;
  params [&lt;br /&gt;
    [&amp;quot;_spawnMarker&amp;quot;, &amp;quot;&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_waypointMarker&amp;quot;, &amp;quot;&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_waypointType&amp;quot;, &amp;quot;MOVE&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_side&amp;quot;, &amp;quot;East&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_faction&amp;quot;, &amp;quot;OPF_F&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_category&amp;quot;, &amp;quot;Infantry&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_type&amp;quot;, &amp;quot;OIA_InfSquad&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_behaviour&amp;quot;, &amp;quot;COMBAT&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_formation&amp;quot;, &amp;quot;LINE&amp;quot;, [&amp;quot;&amp;quot;]]&lt;br /&gt;
  ];&lt;br /&gt;
&lt;br /&gt;
===Make a Function do Stuff===&lt;br /&gt;
Now we want to actually make the function do something useful with these parameters. So, let’s focus back on that BIS_fnc_spawnGroup function. If we look at its properties we notice that it has a lot of very nice overrides and optional values. &lt;br /&gt;
&lt;br /&gt;
However, we need to secure our function to not fail if we have a spawn marker that doesn’t exist. That’s done by adding the following if statement immediately after the params:&lt;br /&gt;
&lt;br /&gt;
  if(_spawnMarker == &amp;quot;&amp;quot;) exitWith {};&lt;br /&gt;
&lt;br /&gt;
We now can assign the values from our own params statement into the parameters of the function, but this begs the question of how do we make the config path look good and fit into the file? We can’t just stretch the method to the brim. What we’ll do instead is, we’ll create a private variable called _config which we’ll turn into our config path and use our params in the declaration. It’ll look like this: &lt;br /&gt;
&lt;br /&gt;
== Mission Making Basics for 100% Beginners ==&lt;br /&gt;
 -Figuring out your idea, Fleshing out the details&lt;br /&gt;
 -overview of the file structure&lt;br /&gt;
 -links to good sqf resources&lt;br /&gt;
 -opening other missions to see&lt;br /&gt;
 -caching units &amp;amp; Optimization&lt;br /&gt;
 -setting up briefing&lt;br /&gt;
 -using pictures in briefing and marker triggers&lt;br /&gt;
 -Making Loadouts (Picture guide?)&lt;br /&gt;
 -Making objectives (Multiple Ways)&lt;br /&gt;
 -Respawn systems and how to set them up (Time Based, Objective Based, Rolling Respawn)&lt;br /&gt;
 -Difficulty balancing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using the Template===&lt;br /&gt;
 * [https://github.com/fparma/fparma-coop-template FPArma Template]&lt;br /&gt;
 -how to build off of the template&lt;br /&gt;
&lt;br /&gt;
== Advanced Mission Making ==&lt;br /&gt;
 -Using HC Effectively &amp;amp; Server AI&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=Making_Missions&amp;diff=276</id>
		<title>Making Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=Making_Missions&amp;diff=276"/>
		<updated>2022-04-27T11:39:29Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Making Missions for FPArma=&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''''WORK IN PROGRESS'''''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
===Quick Links:===&lt;br /&gt;
* [https://github.com/fparma FPA Github]&lt;br /&gt;
* [https://community.bistudio.com/wiki/Main_Page Bohemia Wiki]&lt;br /&gt;
&lt;br /&gt;
=Foreword=&lt;br /&gt;
The reason why this mission making tutorial exists is two fold.&lt;br /&gt;
&lt;br /&gt;
The first reason lies in the fact that with the changes of the rules that we’ve imposed over the community, particularly the somewhat stringent testing requirements and commentaries, as well as the paradoxical relaxing of standards for sundays, we’ve effectively caused some degree of confusion on what we consider “sunday-appropriate” and what we consider viable to play at all.&lt;br /&gt;
&lt;br /&gt;
The second reason is that I feel like I’ve personally failed with the original mission making seminar. At its heart the advice given was in good faith, but in the long term I feel like it has given poor directions and not explained enough of mission making in depth to rookie mission makers, relying too much on a rudimentary framework and rudimentary practices, some of which are generally frowned upon nowadays. A particularly big problem was the lack of optimization and an overreliance on zeusing, instead of relying on tougher automation of enemies.&lt;br /&gt;
&lt;br /&gt;
By learning the chapters outlined on this wiki page you will master the skills required to craft a mission that can by all accounts be vetted for the Sunday prime-time slot, or really for any other time slot that you find appropriate or your heart desires. Not only will you create one through these guidelines, but in doing so we will add another mission to the lineup for future play.&lt;br /&gt;
&lt;br /&gt;
=Development environment setup=&lt;br /&gt;
For the purposes of optimal mission making you will need to install a code editor or two. I personally recommend installing:&lt;br /&gt;
Visual Studio Code w/ SQF Language &amp;amp; SQF Wiki extensions https://code.visualstudio.com/&lt;br /&gt;
Further recommended addons for VSCode are:&lt;br /&gt;
https://marketplace.visualstudio.com/items?itemName=Armitxes.sqf&lt;br /&gt;
&lt;br /&gt;
If you are scared by Visual Studio Code you can opt in to use the far more rudimentary Notepad++&lt;br /&gt;
&lt;br /&gt;
After this, you should set this as your launch parameters in Swifty or launcher of choice:&lt;br /&gt;
-noSplash -skipIntro -noPause -showScriptErrors&lt;br /&gt;
&lt;br /&gt;
The ShowScriptErrors flag is essential for any work on mission making. More on that later.&lt;br /&gt;
&lt;br /&gt;
Ensure that you are running in a way that you can easily access the code editors, e.g. windowed or fullscreen windowed. You may also want to turn your settings down to save on performance. &lt;br /&gt;
&lt;br /&gt;
For the power user, you may also download Arma 3 Tools from Steam for tools like Texview, which let you generate .paa images that can be put in the game.&lt;br /&gt;
&lt;br /&gt;
Finally, disable optional / client side mods. This is so we don’t need to mess with removing dependencies our mission file may have assigned further down the line.&lt;br /&gt;
&lt;br /&gt;
With that being said, if all the software is installed, you’re good to go.&lt;br /&gt;
&lt;br /&gt;
=Mission Setup=&lt;br /&gt;
==Eden Editor Basics==&lt;br /&gt;
Click on the editor and load up a map of your choice. It can be any map you’d wish, really. And then AHHH! It’s so scary, my camera is hovering and what is going on?&lt;br /&gt;
&lt;br /&gt;
Don’t worry, let's go through this really quickly. First of all, WASD moves you around. Shift makes you go fast. Right click pans the camera. &lt;br /&gt;
&lt;br /&gt;
Top left covers everything you’ll need. You’ve got:&lt;br /&gt;
* Scenario tab which you use to save load and export the mission.&lt;br /&gt;
* Edit tab, which consolidates the transformation widgets, grid options, object snapping, and asset categories&lt;br /&gt;
* View tab, which toggles UI, map textures, night vision, foliage, labels, and night lamp&lt;br /&gt;
* Tools, which is scary and has the debug console, func viewer, config viewer, and camera&lt;br /&gt;
* Settings, which is just the settings menu really&lt;br /&gt;
* Play, which starts your mission, and&lt;br /&gt;
* Help, which has useful links to the BI wiki.&lt;br /&gt;
&lt;br /&gt;
On the right side, you have the context panel listing a bunch of units. These can be shifted with the function keys or by clicking on them.&lt;br /&gt;
&lt;br /&gt;
Now, pick a side, pick a soldier, and plop him down. Great, you can see him and his collision box, but more importantly… You see his class name. Every object in the game has a class name. You use these while programming. Case sensitive, so don’t mess that up. You can also copy the object's position and even class name in the following menu.&lt;br /&gt;
&lt;br /&gt;
Right click on our guy and you get the pop up menu. Quite a lot of buttons, but you should only focus on a couple.&lt;br /&gt;
* Connect links a guy to a trigger, module, or group.&lt;br /&gt;
* Find in Config directs you to his config class.&lt;br /&gt;
* Edit loadout opens the ACE / vanilla arsenals.&lt;br /&gt;
* Attributes opens the attribute menu.&lt;br /&gt;
* Log is for copying location or class name directly to clipboard.&lt;br /&gt;
&lt;br /&gt;
Open the attribute menu, and hey, you’ve got some pretty good stuff there. You’re going to be staring at this bad boy for the better part of a day.&lt;br /&gt;
&lt;br /&gt;
Let’s cover some of its contents:&lt;br /&gt;
Variable name is the unique name it has assigned&lt;br /&gt;
Init field runs code when object is loaded at start&lt;br /&gt;
Role assigns the unit status and name&lt;br /&gt;
Special states set its dynsim status, as well as if it is simulated or visible, or damage enabled.&lt;br /&gt;
ACE options determine special values, like if the unit is an engineer, a medic, wears handcuffs, etc. You should research these values before putting them to use.&lt;br /&gt;
&lt;br /&gt;
The other properties you do not need to particularly pay attention to. &lt;br /&gt;
&lt;br /&gt;
Select our guy, set his variable as  gameMaster and name him “Zeus”.  Add a game master module from the F5 (module) menu,  set owner as gameMaster. Select “All addons (including unofficial ones)” else you will not see any ZEN or mod modules. Repeat this with #adminLogged and #adminVoted.&lt;br /&gt;
&lt;br /&gt;
== Bohemia Wiki ==&lt;br /&gt;
As stated earlier, the Bohemia Wiki ( https://community.bistudio.com/wiki/Main_Page ) is the most important resource that you will have to utilize throughout all your time spent mission making, modding, and developing content for Arma 3. There is nothing else that gives you such an expansive array of understanding as this wiki. Besides the useful links accessible via homepage, you can also use the search bar to navigate everything you need. One warning tho, this wiki sometimes has bogus information in it, its content populated by mostly players which do not have access to Arma’s engine.&lt;br /&gt;
&lt;br /&gt;
Some useful BI Wiki URLs:&lt;br /&gt;
https://community.bistudio.com/wiki/Category:Scripting_Commands_by_Functionality&lt;br /&gt;
https://community.bistudio.com/wiki/Description.ext&lt;br /&gt;
https://community.bistudio.com/wiki/Multiplayer_Scripting&lt;br /&gt;
https://community.bistudio.com/wiki/Event_Scripts&lt;br /&gt;
https://community.bistudio.com/wiki/Code_Optimisation&lt;br /&gt;
&lt;br /&gt;
==Mission Configuration==&lt;br /&gt;
With your Zeus unit now placed down in the mission, you can freely press ctrl + S to save and thus generate a new mission folder in your working directory. In most cases, the mission directory will be in your other profiles folder, something like this:&lt;br /&gt;
  C:\Users\User\Documents\Arma 3\missions&lt;br /&gt;
&lt;br /&gt;
Or if you have created a new profile in the main menu:&lt;br /&gt;
  C:\Users\User\Documents\Arma 3 - Other Profiles\Name\missions&lt;br /&gt;
&lt;br /&gt;
Open that sucker up and open your mission folder. Inside, you’ll find a lone file, mission.sqm.&lt;br /&gt;
&lt;br /&gt;
Now, mission.sqm contains all the data you generate in the editor, but we do not want to put all data inside the editor. Things like loadouts, objective logic, spawners, and most important of all, mission configuration, should be tweaked and set inside mission files instead.&lt;br /&gt;
Why don’t we want the mission configuration in the sqm? That one is simple, if you intend to make another mission, you can copy paste those configuration files just easily over, no need to go through the whole configuration part in the editor again.&lt;br /&gt;
&lt;br /&gt;
The core vanilla configuration parameters are set inside description.ext. Create a new file called that in the same location as mission.sqm.&lt;br /&gt;
&lt;br /&gt;
While you can see the full list of things you can set in description.ext on the BI wiki, let’s focus on the most rudimentary settings instead:&lt;br /&gt;
&lt;br /&gt;
  //heading&lt;br /&gt;
  class Header {&lt;br /&gt;
    gameType = Coop;&lt;br /&gt;
    minPlayers = 1;&lt;br /&gt;
    maxPlayers = 99;&lt;br /&gt;
  };&lt;br /&gt;
 &lt;br /&gt;
  disabledAI = 1;&lt;br /&gt;
 &lt;br /&gt;
  //title params&lt;br /&gt;
  onLoadName = &amp;quot;Mission loading name&amp;quot;;&lt;br /&gt;
  onLoadMission= &amp;quot;Mission loading description&amp;quot;;&lt;br /&gt;
  briefingName = &amp;quot;Briefing&amp;quot;;&lt;br /&gt;
  author = &amp;quot;Croguy&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
The header (which is optional but is OK to put in there because the server will complain otherwise) sets your game type and player count permitted. disabledAI is a flag which forces AI playable slots to disappear during multiplayer. 0 is disabled and default, 1 is enabled.&lt;br /&gt;
&lt;br /&gt;
Title parameters are used to set your mission name and loading screen information, as well as your authorship.&lt;br /&gt;
&lt;br /&gt;
While these settings are really the most basic values you need, there’s also some others that you should set in as default values in description.ext. They are listed below, add them to your description.ext.&lt;br /&gt;
&lt;br /&gt;
  //MISSION SETTINGS&lt;br /&gt;
  respawnTemplates[] = {&amp;quot;Base&amp;quot;};&lt;br /&gt;
  respawnDelay = 2;&lt;br /&gt;
  respawnDialog = 0;&lt;br /&gt;
  respawnOnStart = 0;&lt;br /&gt;
  respawn = &amp;quot;BASE&amp;quot;;&lt;br /&gt;
  joinUnassigned = 1;&lt;br /&gt;
   &lt;br /&gt;
  //DEBUG&lt;br /&gt;
  enableDebugConsole = 1;&lt;br /&gt;
  enableTargetDebug = 1;&lt;br /&gt;
  allowFunctionsLog = 0;&lt;br /&gt;
   &lt;br /&gt;
  //CLEANUP&lt;br /&gt;
  corpseManagerMode = 1;&lt;br /&gt;
  corpseLimit = 20;&lt;br /&gt;
  corpseRemovalMinTime = 300;&lt;br /&gt;
  corpseRemovalMaxTime = 600;&lt;br /&gt;
   &lt;br /&gt;
  wreckManagerMode = 1;&lt;br /&gt;
  wreckLimit = 10;&lt;br /&gt;
  wreckRemovalMinTime = 300;&lt;br /&gt;
  wreckRemovalMaxTime = 1200;&lt;br /&gt;
&lt;br /&gt;
You can read more about them and their importance on the description.ext page. Another important thing that description.ext allows is the possibility to add new classes. More on that later.&lt;br /&gt;
&lt;br /&gt;
Keep description.ext in your mind throughout this tutorial, as crucial data will be added to it later.&lt;br /&gt;
&lt;br /&gt;
Finally, open up your systems tab and add a Headless Client. Give it a unique variable name HC, and make it playable. This will allow our server’s Headless Client to get into the slot and manage any AI behavior it is required to do. More on that also later.&lt;br /&gt;
&lt;br /&gt;
==CBA Settings==&lt;br /&gt;
So, let's consider the following: description.ext allows you to change the base settings. What about CBA? To put it simply, CBA settings (mostly known as “Addon options”)  allow us to set custom parameters for a ton of user mods, which let’s us tweak fine functionalities within a mission. Specifically, ACE uses it for just about everything, DUI uses it, EM uses it, your mom and dog use it, etc. You can read more about CBA settings on their github page. The world is your oyster with configuring these settings, so let’s make good use of them.&lt;br /&gt;
&lt;br /&gt;
Create a new file called cba_settings.sqf in the same location as mission.sqm and description.ext. Great, we can start adding our customized settings… but, wait, what settings do we have? You can find out these settings through two ways. Either open up eden, open up addon configuration, and hover over the labels of individual settings for whatever mod you’re using, or look them up in their respective mod repositories. For example, ACE documents some of their features and settings on the wiki page.&lt;br /&gt;
You can also export the settings from the Addon settings menu and selectively pick the settings out of that. &lt;br /&gt;
Make sure to not hit save on the CBA settings menu, else all that info will be stored within the mission.sqm and it becomes a nightmare to figure out what you accidentally set.&lt;br /&gt;
&lt;br /&gt;
So, add the settings in, start the mission, and… some of the settings aren’t changed properly. What gives? Well, as it turns out, we have our own server settings to account for. FPA has its own listing of forced and hard-forced CBA settings which can be found on the group’s github page. &lt;br /&gt;
In general just add a force in front of your settings, as it will overwrite the clients settings and in mission set settings set in your mission.sqm. If you see force force in the FPA settings that means that these settings are hard enforced by the server and cannot be overwritten.&lt;br /&gt;
&lt;br /&gt;
So, let's assume that we want to force the server to accept our mission settings. To put it relatively simply, you have to populate your cba_settings file like this:&lt;br /&gt;
  force acex_headless_enabled = false;&lt;br /&gt;
  force ace_medical_fatalDamageSource = 0;&lt;br /&gt;
  force ace_medical_playerDamageThreshold = 1;&lt;br /&gt;
  force ace_medical_statemachine_fatalInjuriesPlayer = 0;&lt;br /&gt;
  force ace_medical_AIDamageThreshold = 1;&lt;br /&gt;
  force ace_map_BFT_Enabled = false;&lt;br /&gt;
  force ace_medical_fractures = 1;&lt;br /&gt;
  force ace_medical_limping = 1;&lt;br /&gt;
&lt;br /&gt;
Now we’ve disabled ACEX headless auto transfer, enabled lethal mode, set all resistances to 1, disabled the cursor grid coordinates, and enabled bone fractures and limping.&lt;br /&gt;
&lt;br /&gt;
== Init files &amp;amp; Locality ==&lt;br /&gt;
There are 3 files which will auto run if present inside of the same folder as mission.sqm on every mission start. They are split up between who runs them. In SP they all run on your machine, but in MP it will only run 2 files per machine. Sometimes it is also good to know in which order these script files are being executed. So the following sub chapters are ordered in the execution order.&lt;br /&gt;
&lt;br /&gt;
===Init.sqf===&lt;br /&gt;
This script runs for everyone who is loading into the mission. This means the server and all players will run this file. The player command word might not be defined just yet, so do not use it here.&lt;br /&gt;
&lt;br /&gt;
===InitPlayerLocal.sqf===&lt;br /&gt;
Only runs for clients (and server if hosted as listen server). Player command word will be defined here, so it is safe to use. Headless client will also execute this file! Make sure to not run things that need an interface on it. You can simply make the HC exit the script by adding &lt;br /&gt;
  if !(hasInterface) exitWith {}; &lt;br /&gt;
at the top of the file. Remember this for later.&lt;br /&gt;
&lt;br /&gt;
===InitServer.sqf===&lt;br /&gt;
Only run by the machine that is hosting the mission, so as the name implies, the server. Do not use the player command here!&lt;br /&gt;
&lt;br /&gt;
===Locality===&lt;br /&gt;
If you are confused about why these have to be separate, let’s have a quick chat about locality.&lt;br /&gt;
&lt;br /&gt;
When a command runs in Arma 3 it will have a different activation and effect locality. The effect of these commands and their propagation can be determined by checking the Multiplayer Scripting page on the BI wiki. But, for a quick example, assume the following:&lt;br /&gt;
&lt;br /&gt;
You have a script using the createVehicle command, and the command is called inside init.sqf. Because the effect of this command is global it influences all devices globally when it runs. Thus, if you have 20 players and the server loading into the mission that same command will be called 21 (or 22, depending if you have an HC) times and more for any join-in-progress players. In this example createVehicle will create some vehicle for all machines, most likely resulting in a firework of explosions as the vehicles are all spawned on the same location.&lt;br /&gt;
&lt;br /&gt;
Equally so, you can revert globally executed code to make it run local to only the device it concerns. An example of this in practice is the FP safezone trigger.&lt;br /&gt;
What might confuse you additionally is the fact that executing particular code will not necessarily have an equal effect. Some commands may only affect devices that they are local to, but not necessarily propagate these changes to other devices.&lt;br /&gt;
&lt;br /&gt;
To make such behavior of local and global scripts fool-proof, consult the client-server target booleans in the BI wiki, and wrap any code that might cause trouble in an if statement. Additionally, take note of where you execute code and the wiki’s locality flags on commands.&lt;br /&gt;
&lt;br /&gt;
=Actually Making The Mission=&lt;br /&gt;
==Planning The Mission==&lt;br /&gt;
So, with the foundation out of the way, now comes the time to plan out a mission for your game. Missions in FPA are typically unique, movie-like experiences, with elaborate backgrounds and complex events which play out in a non-linear fashion, and…&lt;br /&gt;
&lt;br /&gt;
Stop right there. We’re making our first mission here. We just want something quick and dirty where we can all hang out together, shoot some e-soldiers, encounter an unexpected turn of events, and pull out with a good time and all. There’s also an advantage to missions that are small in scope: they’re easy to make, easy to test, easy to balance, and easy on the system. And, you can make them difficult, without straining the players. Taking that into consideration, we’ll make something simple: a mission where the players have to clear an area, destroy a target, and exfiltrate to a location, while enemies attempt to counter-attack them.&lt;br /&gt;
&lt;br /&gt;
So, in this example, I’ll load up Virolahti, and pick Ojala and Lansikyla as my AO. We’re keeping it simple: the players are Finnish special forces which have to clear the two villages of enemies which will act as one task, and also have a task to search and destroy a SAM site which has been stored and concealed in their vicinity. Once both tasks are completed, the players have to get out of dodge by exfiltrating North to the small hamlet of Onnela.&lt;br /&gt;
Open up the assets menu, open the markers tab, and place some down to signify these objectives in a way that makes sense. The map is, for all intents and purposes, the most vital part of any mission: the most players will look at it, the best information can be discerned for it. And, as an added bonus, it lets you plan out the mission.&lt;br /&gt;
&lt;br /&gt;
But, sometimes, for convenience’s sake, you want to plan out that little bit more extra in a way that’s convenient to the mission maker. So, what we’re going to is, we’re going to add some comments sections that are only visible to the mission maker in the editor. Right click on the map, and plop down comments that allow you to plot out what you want where, in fine detail.&lt;br /&gt;
&lt;br /&gt;
And presto, you have a mission and a general scope of the operation.&lt;br /&gt;
&lt;br /&gt;
==Triggers and Logic==&lt;br /&gt;
So, with the foundation out of the way, now comes the question of how the hell do you make some change happen in the game, such as loading enemies or completing tasks?&lt;br /&gt;
&lt;br /&gt;
The easiest way to organize that is to set up triggers. Open up the assets context menu to the right, and press F3 or open triggers. You’ll get 4 options, pick whatever you deem appropriate. Triggers can have as big of an activation area as you’d like, or no area at all, and you can manipulate this with either the transformation tab or the transformation widget.&lt;br /&gt;
&lt;br /&gt;
Add the trigger into your area. Click on it and you’ll see key attributes:&lt;br /&gt;
Variable name assigns it a unique name, shape determines its area, type is regular, guarded, or waypoint skipper (ignore the other ones), activation determines who triggers the activation, type determines how they trigger it, repeatable determines if it can switch back to deactivated, and server only determines if it is only runs on the server.&lt;br /&gt;
&lt;br /&gt;
It also has three code fields: condition, activation, and deactivation. Condition uses this to state that it is using its properties to determine their state, but you can really put any boolean expression in there. Activation is the code that is executed when you activate the trigger.&lt;br /&gt;
&lt;br /&gt;
So, for experiment’s sake, we’ll be using three triggers for objectives: taskTriggerEnemiesCleared, which will fire when all OPFOR in the trigger are dead, taskTriggerSamDestroyed, which will fire when the SAM is destroyed, and&lt;br /&gt;
taskTriggerExfil, which will fire when the other two are completed AND a player reaches the exfil zone.&lt;br /&gt;
The first one is very rudimentary, you can just set it up by switching on server only execution, setting the activation to OPFOR, and setting the type to NOT PRESENT. By default, this trigger should fire the moment you run the mission as is - spawn a random opfor soldier, and it won’t fire.&lt;br /&gt;
&lt;br /&gt;
The second one is a bit trickier. First, create the target that must be destroyed. In our case, it’s a SAM system. Open up its attribute menu, and assign it a variable name such as samTarget. Now, instead of using the standard condition field, remove the this statement and replace it with !alive samTarget. Now the trigger will activate only when samTarget is destroyed. Interestingly enough, this trigger can have a size of 0, as it does not check an area.&lt;br /&gt;
&lt;br /&gt;
Alright, what about taskTriggerExfil? If we just use the standard activation, it will fire even if the prior two objectives are not completed. And we don’t want to have our mission end alert fire when we’re still in progress - you have to consider all edge cases.&lt;br /&gt;
So, we’re going to set the activation values similar to the first one: activation ANY PLAYER, type PRESENT. condition this &amp;amp;&amp;amp; triggerActivated taskTriggerEnemiesCleared &amp;amp;&amp;amp; triggerActivated taskTriggerSamDestroyed.&lt;br /&gt;
Now the trigger will activate only when a player reaches the area, and when the other two triggers are active.&lt;br /&gt;
&lt;br /&gt;
And here we go, now we have all the essential objective triggers for the mission set up.&lt;br /&gt;
&lt;br /&gt;
Consider the multiple ways you can change trigger behavior to account for player behavior, sequence breaking, and, most importantly, calling of code execution.&lt;br /&gt;
&lt;br /&gt;
==Debugging, Errors, and Logs==&lt;br /&gt;
So, an important thing to understand is that during development you’ll see a ton of errors and have to fix a ton of errors. A matter of fact, fixing errors is going to be the majority of your work while making missions. With that in mind it’s best to develop an understanding of what kinds of errors we need to account for while making missions.&lt;br /&gt;
&lt;br /&gt;
So, the first and the most common ones are syntax errors. These are very broad and can happen for a lot of reasons, but it always boils down to something being incorrectly written. They are also the most easily noticed by debugging tools and both the report log which you can access in your arma 3’s appdata records as well as the script debugger. The report logs will be RPT files named after the Arma binary and time you started the game. Eden will also stop you from saving code which has blatant syntax errors in it.&lt;br /&gt;
&lt;br /&gt;
An error similar to syntax errors are invalid type errors. Specific commands and functions may often require specific types of parameters to be declared. Numbers, boolean, string, text, objects, etc. These parameters cannot just be supplanted by a different type, so the code will stop executing and throw an error. You can simply fix this by reworking your code so it does not use incorrect types wherever necessary.&lt;br /&gt;
&lt;br /&gt;
Finally, there is also the worst kind of error you want to face: exceptions. These are by and large the most insidious errors, as they are not created from errors in the literal sense, but instead are caused by deeper mistakes made by the programmer while setting them up. In some cases, these types of errors will not even throw a script error, and will make a piece of code look like it is malfunctioning. The only way to correct these is to extensively handle unwanted parameters, use system chat alerts to notify players and mission makers about errors, and so forth.&lt;br /&gt;
&lt;br /&gt;
Always refer to using your report logs while analyzing errors. It is not unusual that there is extensive documentation about an error, nor that a person has not already ran into it. Thus, the easiest way to handle the fixing of an error is to check your report logs, run the code in a controlled environment, and ideally have someone else look at it.&lt;br /&gt;
&lt;br /&gt;
==FPA Functions - Respawns, safe zones &amp;amp; caching==&lt;br /&gt;
Now, the triggers are very good, but on their own they do very little: we want them to execute some complex thing for us, like management of enemies, respawning of players, and most important of all, preventing the players from slipping their finger during mission prep.&lt;br /&gt;
&lt;br /&gt;
Thankfully Cuel &amp;amp; a good chunk of the modding team has generously provided us with a lot of boilerplate functions, whose purpose is to cover some of these things.&lt;br /&gt;
&lt;br /&gt;
First, we’ll look at respawning. Simple enough. The first thing you need to do is open up init.sqf and initialize the JRM framework using the following line, where the number counts respawns:&lt;br /&gt;
  [0] call fpa_jrm_fnc_init;&lt;br /&gt;
&lt;br /&gt;
Now that the framework has been initialized, place an empty marker on the map where the player staging area is and call it “respawn_west”. Then, inside the objective triggers, you can place a block of code that looks something like this: &lt;br /&gt;
  [&amp;quot;respawn_west&amp;quot;] remoteExec [&amp;quot;fpa_jrm_fnc_forceRespawn&amp;quot;];&lt;br /&gt;
&lt;br /&gt;
Where “respawn_west” can be any marker name of a marker you’ve placed down. Arma 3 uses several default marker names(which you still need to place down in the editor), but ideally what you want to do for respawns which move their positions is to have multiple markers and simply call the respawns to new marker names. So, if we want to respawn players after the target is destroyed, we’d have a “respawn_targetDestroyed” marker, which is then called in the taskTriggerSamDestroyed trigger.&lt;br /&gt;
&lt;br /&gt;
Safe zones are more tricky. You need to create a new trigger and set its values as follows:&lt;br /&gt;
&lt;br /&gt;
Caching, meanwhile, is a unique little thing that serves to freeze and unfreeze temporarily spawned objects in the editor. To an extent it sort of functions like the boilerplate dynamic simulation, but in a way that gives the mission maker more direct control over what is cached and rendered for the players.&lt;br /&gt;
&lt;br /&gt;
That being said, caching enemy units with FPA caching is prone to severe performance reduction if you cache hundreds of AI, They might be not simulated and hidden, yet they still occupy ram and cpu of the server, which needs to sync all of that to each player. Use it sparingly. In the case of our mission, we’ll use it for 2 things: caching 3 foot patrol teams around the objective area, and a truck that we’ve spawned next to the MacGuffin objective.&lt;br /&gt;
&lt;br /&gt;
First, open up the compositions tab and spawn a group of enemy soldiers. In my case, it will be an MSV infantry section. For ease of generating patrol waypoints, you can simply open the F5 Systems assets tab, spawn a CBA Patrol module, sync it to the group leader, then tweak accordingly. Select their group icon, and enable Delete when empty and Headless blacklist. Then select their leader and paste this block of code into his object init field:&lt;br /&gt;
  [group this, &amp;quot;footPatrolNorth&amp;quot;] call fpa_ai_fnc_cache;&lt;br /&gt;
&lt;br /&gt;
Then, create a trigger and stretch it broadly around the area where they will be active. Set their activation as ANY PLAYER, PRESENT, REPEATABLE, SERVER ONLY. In the activation field, add the following value:&lt;br /&gt;
  [&amp;quot;footPatrolNorth&amp;quot;] call fpa_ai_fnc_unCache;&lt;br /&gt;
And in deactivation:&lt;br /&gt;
  [&amp;quot;footPatrolNorth&amp;quot;] call fpa_ai_fnc_cache;&lt;br /&gt;
&lt;br /&gt;
Copy and paste these units and triggers 2 more times and simply rename footPatrolNorth to whatever you see fit. Now you will have small groups of enemies whose simulation disables relative to the nearby presence of players.&lt;br /&gt;
&lt;br /&gt;
Remember that taskTriggerEnemiesCleared which keeps activating? You can fool-proof it by spawning another group inside the trigger and caching them with a trigger of their own. That way it won’t fire before enemies are cleared.&lt;br /&gt;
&lt;br /&gt;
This can also extend to individual units or empty vehicles by simply using this instead:&lt;br /&gt;
  [this, &amp;quot;emptyVehicleCacheExample&amp;quot;] call fpa_ai_fnc_cache;&lt;br /&gt;
&lt;br /&gt;
However, for more optimal use, resort to caching interactive and simulated static or unmanned objects with Dynamic Simulation.&lt;br /&gt;
&lt;br /&gt;
==Custom Functions - Enemy Spawner==&lt;br /&gt;
At this point you might wonder yourself - well, this is all well and good, we have our basic spawning setup with Dynsym and FP Cache, and there's an entire FP Spawn function available in our modpack that can be used anywhere, anytime, and is significantly more aggressive than FP Cache in optimization.&lt;br /&gt;
&lt;br /&gt;
Well, that's great and all. You can absolutely utilize these to construct a functional mission. However, we must also consider how to consistently execute code over and over, where necessary, and where it is not provided by frameworks.&lt;br /&gt;
&lt;br /&gt;
When we have a lot of samey code routines, some which are too complex to cram into the activation field of a trigger, we can consolidate said routines into function files instead. The function system allows us to make more practical, plugin-like coding for our missions.&lt;br /&gt;
&lt;br /&gt;
this begs the question of what do we do when we want to run a bunch of really complicated stuff like loadout manipulation, spawning, auto-logistics, etc?&lt;br /&gt;
&lt;br /&gt;
With that in mind, we’ll focus on something we need a lot in this mission: an enemy group spawner. &lt;br /&gt;
===Class Declaration===&lt;br /&gt;
We’ll set up our function's environment first. Open your description.ext file, and add the following class into it:&lt;br /&gt;
  //Functions&lt;br /&gt;
  class CfgFunctions {&lt;br /&gt;
    class FP {&lt;br /&gt;
      tag = &amp;quot;FP&amp;quot;;&lt;br /&gt;
      class functions {&lt;br /&gt;
        file = &amp;quot;functions&amp;quot;;&lt;br /&gt;
      class spawnGroup;&lt;br /&gt;
      };&lt;br /&gt;
    };&lt;br /&gt;
  };&lt;br /&gt;
&lt;br /&gt;
Then create a folder called “functions” and create a new file in it called fn_spawnGroup.sqf.&lt;br /&gt;
&lt;br /&gt;
This is the most barebones way of setting up a custom function. You’ve declared it in description.ext, and now you have a file which it calls whenever you use FP_fnc_spawnGroup inside mission code.&lt;br /&gt;
&lt;br /&gt;
Next, we’ll need to figure out what our enemy spawner needs to do. Let’s outline it:&lt;br /&gt;
The spawner must accept custom parameters for location and group.&lt;br /&gt;
It must spawn groups only if it is called on the server or the headless client.&lt;br /&gt;
It must correctly orient the group and set their state to a fixed or flexible value if desired.&lt;br /&gt;
Optionally, it should accept a type of waypoint and destination location.&lt;br /&gt;
&lt;br /&gt;
===Function Parameters===&lt;br /&gt;
First, we want to define the parameters for our function. Parameters are the input values of a function, if you’ve ever done math and had to dabble with functions it’s exactly the same but you get to make all of it so you keep it simple and feel way smarter as players.&lt;br /&gt;
So, what do we need for our parameters? It’s quite simple:&lt;br /&gt;
* A spawn marker.&lt;br /&gt;
* Our group’s class path.&lt;br /&gt;
* Their intended behavior / combat state.&lt;br /&gt;
* The squad formation.&lt;br /&gt;
* A destination marker.&lt;br /&gt;
* The type of the waypoint they’re heading towards.&lt;br /&gt;
&lt;br /&gt;
The markers are pretty straightforward, we’ll call them _spawnMarker &amp;amp; _waypointMarker respectively. Why the underscore? It helps us separate private scope variables from global scope variables. If you’re using values that are internal to a block of code, always prefix them with an underscore.&lt;br /&gt;
&lt;br /&gt;
We end up with something that looks like this.&lt;br /&gt;
  params [&lt;br /&gt;
    &amp;quot;_spawnMarker&amp;quot;,&lt;br /&gt;
    &amp;quot;_waypointMarker&amp;quot;&lt;br /&gt;
  ];&lt;br /&gt;
&lt;br /&gt;
_waypointType will act as our parameter for the type we assign to the waypoint. If you look at the BI wiki waypoint commands you’ll notice that you have to assign a waypoint to a group and then assign a type to a said waypoint. But, let's consider something. What if I just don’t wanna use anything? Well, on the params page, it offers us a special way of setting up each parameter we list in our array block:&lt;br /&gt;
&lt;br /&gt;
[variableName, defaultValue, expectedDataTypes]&lt;br /&gt;
&lt;br /&gt;
So what we have here is a block where we realize we can list our parameter name, what we want the default value to be if we don’t list the parameter, and what we want the accepted data type to be. So, if we’re doing it for our waypoint type, we can set the values as follows:&lt;br /&gt;
  [&amp;quot;_waypointType&amp;quot;, &amp;quot;MOVE&amp;quot;, [&amp;quot;&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
And now fully convert our params statement so it looks like this:&lt;br /&gt;
  params [&lt;br /&gt;
    [&amp;quot;_spawnMarker&amp;quot;, &amp;quot;&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_waypointMarker&amp;quot;, &amp;quot;&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_waypointType&amp;quot;, &amp;quot;MOVE&amp;quot;, [&amp;quot;&amp;quot;]]&lt;br /&gt;
  ];&lt;br /&gt;
&lt;br /&gt;
== Mission Making Basics for 100% Beginners ==&lt;br /&gt;
 -Figuring out your idea, Fleshing out the details&lt;br /&gt;
 -overview of the file structure&lt;br /&gt;
 -links to good sqf resources&lt;br /&gt;
 -opening other missions to see&lt;br /&gt;
 -caching units &amp;amp; Optimization&lt;br /&gt;
 -setting up briefing&lt;br /&gt;
 -using pictures in briefing and marker triggers&lt;br /&gt;
 -Making Loadouts (Picture guide?)&lt;br /&gt;
 -Making objectives (Multiple Ways)&lt;br /&gt;
 -Respawn systems and how to set them up (Time Based, Objective Based, Rolling Respawn)&lt;br /&gt;
 -Difficulty balancing&lt;br /&gt;
&lt;br /&gt;
OK, so that’s our three required values with one value which we assigned as default. What about spawning groups? Well, if we look on the BI wiki, there is an official function which spawns a group for us, called BIS_fnc_spawnGroup. We see it accepts a variety of values to allow a degree of randomization and flavor to the spawned group. We also see it allows us to use a config path of a group to reference the group. With that in mind, if we open the config viewer and look through cfgGroups, continually clicking on subclasses, we’ll eventually reach a group. The path listed is what serves as a path for us.&lt;br /&gt;
First we want to arrange default values so that if we have a scenario where we do not include a unit a default one is picked. For that one we can use the stock CSAT rifle squad. Their class path is ConfigFile &amp;gt;&amp;gt; “East” &amp;gt;&amp;gt; “OPF_F” &amp;gt;&amp;gt; “Infantry” &amp;gt;&amp;gt; “OIA_InfSquad”. These four values will be defined by four string parameters. Only thing that’s left now is the behavior and formation, which if we look at the BI wiki pages we discern that they have clear string inputs for their command, so we can just default them to COMBAT and LINE, and force the AI to use RED as their engagement rule.&lt;br /&gt;
&lt;br /&gt;
With all that in mind, our params and default values will look like this:&lt;br /&gt;
  params [&lt;br /&gt;
    [&amp;quot;_spawnMarker&amp;quot;, &amp;quot;&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_waypointMarker&amp;quot;, &amp;quot;&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_waypointType&amp;quot;, &amp;quot;MOVE&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_side&amp;quot;, &amp;quot;East&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_faction&amp;quot;, &amp;quot;OPF_F&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_category&amp;quot;, &amp;quot;Infantry&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_type&amp;quot;, &amp;quot;OIA_InfSquad&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_behaviour&amp;quot;, &amp;quot;COMBAT&amp;quot;, [&amp;quot;&amp;quot;]],&lt;br /&gt;
    [&amp;quot;_formation&amp;quot;, &amp;quot;LINE&amp;quot;, [&amp;quot;&amp;quot;]]&lt;br /&gt;
  ];&lt;br /&gt;
&lt;br /&gt;
===Make a Function do Stuff===&lt;br /&gt;
Now we want to actually make the function do something useful with these parameters. So, let’s focus back on that BIS_fnc_spawnGroup function. If we look at its properties we notice that it has a lot of very nice overrides and optional values. &lt;br /&gt;
&lt;br /&gt;
However, we need to secure our function to not fail if we have a spawn marker that doesn’t exist. That’s done by adding the following if statement immediately after the params:&lt;br /&gt;
&lt;br /&gt;
  if(_spawnMarker == &amp;quot;&amp;quot;) exitWith {};&lt;br /&gt;
&lt;br /&gt;
We now can assign the values from our own params statement into the parameters of the function, but this begs the question of how do we make the config path look good and fit into the file? We can’t just stretch the method to the brim. What we’ll do instead is, we’ll create a private variable called _config which we’ll turn into our config path and use our params in the declaration. It’ll look like this: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using the Template===&lt;br /&gt;
 * [https://github.com/fparma/fparma-coop-template FPArma Template]&lt;br /&gt;
 -how to build off of the template&lt;br /&gt;
&lt;br /&gt;
== Advanced Mission Making ==&lt;br /&gt;
 -Using HC Effectively &amp;amp; Server AI&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=Making_Missions&amp;diff=275</id>
		<title>Making Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=Making_Missions&amp;diff=275"/>
		<updated>2022-04-27T09:29:31Z</updated>

		<summary type="html">&lt;p&gt;Croguy: /* FPA Functions - Respawns, safe zones &amp;amp; caching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Making Missions for FPArma=&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''''WORK IN PROGRESS'''''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
===Quick Links:===&lt;br /&gt;
* [https://github.com/fparma FPA Github]&lt;br /&gt;
* [https://community.bistudio.com/wiki/Main_Page Bohemia Wiki]&lt;br /&gt;
&lt;br /&gt;
=Foreword=&lt;br /&gt;
The reason why this mission making tutorial exists is two fold.&lt;br /&gt;
&lt;br /&gt;
The first reason lies in the fact that with the changes of the rules that we’ve imposed over the community, particularly the somewhat stringent testing requirements and commentaries, as well as the paradoxical relaxing of standards for sundays, we’ve effectively caused some degree of confusion on what we consider “sunday-appropriate” and what we consider viable to play at all.&lt;br /&gt;
&lt;br /&gt;
The second reason is that I feel like I’ve personally failed with the original mission making seminar. At its heart the advice given was in good faith, but in the long term I feel like it has given poor directions and not explained enough of mission making in depth to rookie mission makers, relying too much on a rudimentary framework and rudimentary practices, some of which are generally frowned upon nowadays. A particularly big problem was the lack of optimization and an overreliance on zeusing, instead of relying on tougher automation of enemies.&lt;br /&gt;
&lt;br /&gt;
By learning the chapters outlined on this wiki page you will master the skills required to craft a mission that can by all accounts be vetted for the Sunday prime-time slot, or really for any other time slot that you find appropriate or your heart desires. Not only will you create one through these guidelines, but in doing so we will add another mission to the lineup for future play.&lt;br /&gt;
&lt;br /&gt;
=Development environment setup=&lt;br /&gt;
For the purposes of optimal mission making you will need to install a code editor or two. I personally recommend installing:&lt;br /&gt;
Visual Studio Code w/ SQF Language &amp;amp; SQF Wiki extensions https://code.visualstudio.com/&lt;br /&gt;
Further recommended addons for VSCode are:&lt;br /&gt;
https://marketplace.visualstudio.com/items?itemName=Armitxes.sqf&lt;br /&gt;
&lt;br /&gt;
If you are scared by Visual Studio Code you can opt in to use the far more rudimentary Notepad++&lt;br /&gt;
&lt;br /&gt;
After this, you should set this as your launch parameters in Swifty or launcher of choice:&lt;br /&gt;
-noSplash -skipIntro -noPause -showScriptErrors&lt;br /&gt;
&lt;br /&gt;
The ShowScriptErrors flag is essential for any work on mission making. More on that later.&lt;br /&gt;
&lt;br /&gt;
Ensure that you are running in a way that you can easily access the code editors, e.g. windowed or fullscreen windowed. You may also want to turn your settings down to save on performance. &lt;br /&gt;
&lt;br /&gt;
For the power user, you may also download Arma 3 Tools from Steam for tools like Texview, which let you generate .paa images that can be put in the game.&lt;br /&gt;
&lt;br /&gt;
Finally, disable optional / client side mods. This is so we don’t need to mess with removing dependencies our mission file may have assigned further down the line.&lt;br /&gt;
&lt;br /&gt;
With that being said, if all the software is installed, you’re good to go.&lt;br /&gt;
&lt;br /&gt;
=Mission Setup=&lt;br /&gt;
==Eden Editor Basics==&lt;br /&gt;
Click on the editor and load up a map of your choice. It can be any map you’d wish, really. And then AHHH! It’s so scary, my camera is hovering and what is going on?&lt;br /&gt;
&lt;br /&gt;
Don’t worry, let's go through this really quickly. First of all, WASD moves you around. Shift makes you go fast. Right click pans the camera. &lt;br /&gt;
&lt;br /&gt;
Top left covers everything you’ll need. You’ve got:&lt;br /&gt;
* Scenario tab which you use to save load and export the mission.&lt;br /&gt;
* Edit tab, which consolidates the transformation widgets, grid options, object snapping, and asset categories&lt;br /&gt;
* View tab, which toggles UI, map textures, night vision, foliage, labels, and night lamp&lt;br /&gt;
* Tools, which is scary and has the debug console, func viewer, config viewer, and camera&lt;br /&gt;
* Settings, which is just the settings menu really&lt;br /&gt;
* Play, which starts your mission, and&lt;br /&gt;
* Help, which has useful links to the BI wiki.&lt;br /&gt;
&lt;br /&gt;
On the right side, you have the context panel listing a bunch of units. These can be shifted with the function keys or by clicking on them.&lt;br /&gt;
&lt;br /&gt;
Now, pick a side, pick a soldier, and plop him down. Great, you can see him and his collision box, but more importantly… You see his class name. Every object in the game has a class name. You use these while programming. Case sensitive, so don’t mess that up. You can also copy the object's position and even class name in the following menu.&lt;br /&gt;
&lt;br /&gt;
Right click on our guy and you get the pop up menu. Quite a lot of buttons, but you should only focus on a couple.&lt;br /&gt;
* Connect links a guy to a trigger, module, or group.&lt;br /&gt;
* Find in Config directs you to his config class.&lt;br /&gt;
* Edit loadout opens the ACE / vanilla arsenals.&lt;br /&gt;
* Attributes opens the attribute menu.&lt;br /&gt;
* Log is for copying location or class name directly to clipboard.&lt;br /&gt;
&lt;br /&gt;
Open the attribute menu, and hey, you’ve got some pretty good stuff there. You’re going to be staring at this bad boy for the better part of a day.&lt;br /&gt;
&lt;br /&gt;
Let’s cover some of its contents:&lt;br /&gt;
Variable name is the unique name it has assigned&lt;br /&gt;
Init field runs code when object is loaded at start&lt;br /&gt;
Role assigns the unit status and name&lt;br /&gt;
Special states set its dynsim status, as well as if it is simulated or visible, or damage enabled.&lt;br /&gt;
ACE options determine special values, like if the unit is an engineer, a medic, wears handcuffs, etc. You should research these values before putting them to use.&lt;br /&gt;
&lt;br /&gt;
The other properties you do not need to particularly pay attention to. &lt;br /&gt;
&lt;br /&gt;
Select our guy, set his variable as  gameMaster and name him “Zeus”.  Add a game master module from the F5 (module) menu,  set owner as gameMaster. Select “All addons (including unofficial ones)” else you will not see any ZEN or mod modules. Repeat this with #adminLogged and #adminVoted.&lt;br /&gt;
&lt;br /&gt;
== Bohemia Wiki ==&lt;br /&gt;
As stated earlier, the Bohemia Wiki ( https://community.bistudio.com/wiki/Main_Page ) is the most important resource that you will have to utilize throughout all your time spent mission making, modding, and developing content for Arma 3. There is nothing else that gives you such an expansive array of understanding as this wiki. Besides the useful links accessible via homepage, you can also use the search bar to navigate everything you need. One warning tho, this wiki sometimes has bogus information in it, its content populated by mostly players which do not have access to Arma’s engine.&lt;br /&gt;
&lt;br /&gt;
Some useful BI Wiki URLs:&lt;br /&gt;
https://community.bistudio.com/wiki/Category:Scripting_Commands_by_Functionality&lt;br /&gt;
https://community.bistudio.com/wiki/Description.ext&lt;br /&gt;
https://community.bistudio.com/wiki/Multiplayer_Scripting&lt;br /&gt;
https://community.bistudio.com/wiki/Event_Scripts&lt;br /&gt;
https://community.bistudio.com/wiki/Code_Optimisation&lt;br /&gt;
&lt;br /&gt;
==Mission Configuration==&lt;br /&gt;
With your Zeus unit now placed down in the mission, you can freely press ctrl + S to save and thus generate a new mission folder in your working directory. In most cases, the mission directory will be in your other profiles folder, something like this:&lt;br /&gt;
  C:\Users\User\Documents\Arma 3\missions&lt;br /&gt;
&lt;br /&gt;
Or if you have created a new profile in the main menu:&lt;br /&gt;
  C:\Users\User\Documents\Arma 3 - Other Profiles\Name\missions&lt;br /&gt;
&lt;br /&gt;
Open that sucker up and open your mission folder. Inside, you’ll find a lone file, mission.sqm.&lt;br /&gt;
&lt;br /&gt;
Now, mission.sqm contains all the data you generate in the editor, but we do not want to put all data inside the editor. Things like loadouts, objective logic, spawners, and most important of all, mission configuration, should be tweaked and set inside mission files instead.&lt;br /&gt;
Why don’t we want the mission configuration in the sqm? That one is simple, if you intend to make another mission, you can copy paste those configuration files just easily over, no need to go through the whole configuration part in the editor again.&lt;br /&gt;
&lt;br /&gt;
The core vanilla configuration parameters are set inside description.ext. Create a new file called that in the same location as mission.sqm.&lt;br /&gt;
&lt;br /&gt;
While you can see the full list of things you can set in description.ext on the BI wiki, let’s focus on the most rudimentary settings instead:&lt;br /&gt;
&lt;br /&gt;
  //heading&lt;br /&gt;
  class Header {&lt;br /&gt;
    gameType = Coop;&lt;br /&gt;
    minPlayers = 1;&lt;br /&gt;
    maxPlayers = 99;&lt;br /&gt;
  };&lt;br /&gt;
 &lt;br /&gt;
  disabledAI = 1;&lt;br /&gt;
 &lt;br /&gt;
  //title params&lt;br /&gt;
  onLoadName = &amp;quot;Mission loading name&amp;quot;;&lt;br /&gt;
  onLoadMission= &amp;quot;Mission loading description&amp;quot;;&lt;br /&gt;
  briefingName = &amp;quot;Briefing&amp;quot;;&lt;br /&gt;
  author = &amp;quot;Croguy&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
The header (which is optional but is OK to put in there because the server will complain otherwise) sets your game type and player count permitted. disabledAI is a flag which forces AI playable slots to disappear during multiplayer. 0 is disabled and default, 1 is enabled.&lt;br /&gt;
&lt;br /&gt;
Title parameters are used to set your mission name and loading screen information, as well as your authorship.&lt;br /&gt;
&lt;br /&gt;
While these settings are really the most basic values you need, there’s also some others that you should set in as default values in description.ext. They are listed below, add them to your description.ext.&lt;br /&gt;
&lt;br /&gt;
  //MISSION SETTINGS&lt;br /&gt;
  respawnTemplates[] = {&amp;quot;Base&amp;quot;};&lt;br /&gt;
  respawnDelay = 2;&lt;br /&gt;
  respawnDialog = 0;&lt;br /&gt;
  respawnOnStart = 0;&lt;br /&gt;
  respawn = &amp;quot;BASE&amp;quot;;&lt;br /&gt;
  joinUnassigned = 1;&lt;br /&gt;
   &lt;br /&gt;
  //DEBUG&lt;br /&gt;
  enableDebugConsole = 1;&lt;br /&gt;
  enableTargetDebug = 1;&lt;br /&gt;
  allowFunctionsLog = 0;&lt;br /&gt;
   &lt;br /&gt;
  //CLEANUP&lt;br /&gt;
  corpseManagerMode = 1;&lt;br /&gt;
  corpseLimit = 20;&lt;br /&gt;
  corpseRemovalMinTime = 300;&lt;br /&gt;
  corpseRemovalMaxTime = 600;&lt;br /&gt;
   &lt;br /&gt;
  wreckManagerMode = 1;&lt;br /&gt;
  wreckLimit = 10;&lt;br /&gt;
  wreckRemovalMinTime = 300;&lt;br /&gt;
  wreckRemovalMaxTime = 1200;&lt;br /&gt;
&lt;br /&gt;
You can read more about them and their importance on the description.ext page. Another important thing that description.ext allows is the possibility to add new classes. More on that later.&lt;br /&gt;
&lt;br /&gt;
Keep description.ext in your mind throughout this tutorial, as crucial data will be added to it later.&lt;br /&gt;
&lt;br /&gt;
Finally, open up your systems tab and add a Headless Client. Give it a unique variable name HC, and make it playable. This will allow our server’s Headless Client to get into the slot and manage any AI behavior it is required to do. More on that also later.&lt;br /&gt;
&lt;br /&gt;
==CBA Settings==&lt;br /&gt;
So, let's consider the following: description.ext allows you to change the base settings. What about CBA? To put it simply, CBA settings (mostly known as “Addon options”)  allow us to set custom parameters for a ton of user mods, which let’s us tweak fine functionalities within a mission. Specifically, ACE uses it for just about everything, DUI uses it, EM uses it, your mom and dog use it, etc. You can read more about CBA settings on their github page. The world is your oyster with configuring these settings, so let’s make good use of them.&lt;br /&gt;
&lt;br /&gt;
Create a new file called cba_settings.sqf in the same location as mission.sqm and description.ext. Great, we can start adding our customized settings… but, wait, what settings do we have? You can find out these settings through two ways. Either open up eden, open up addon configuration, and hover over the labels of individual settings for whatever mod you’re using, or look them up in their respective mod repositories. For example, ACE documents some of their features and settings on the wiki page.&lt;br /&gt;
You can also export the settings from the Addon settings menu and selectively pick the settings out of that. &lt;br /&gt;
Make sure to not hit save on the CBA settings menu, else all that info will be stored within the mission.sqm and it becomes a nightmare to figure out what you accidentally set.&lt;br /&gt;
&lt;br /&gt;
So, add the settings in, start the mission, and… some of the settings aren’t changed properly. What gives? Well, as it turns out, we have our own server settings to account for. FPA has its own listing of forced and hard-forced CBA settings which can be found on the group’s github page. &lt;br /&gt;
In general just add a force in front of your settings, as it will overwrite the clients settings and in mission set settings set in your mission.sqm. If you see force force in the FPA settings that means that these settings are hard enforced by the server and cannot be overwritten.&lt;br /&gt;
&lt;br /&gt;
So, let's assume that we want to force the server to accept our mission settings. To put it relatively simply, you have to populate your cba_settings file like this:&lt;br /&gt;
  force acex_headless_enabled = false;&lt;br /&gt;
  force ace_medical_fatalDamageSource = 0;&lt;br /&gt;
  force ace_medical_playerDamageThreshold = 1;&lt;br /&gt;
  force ace_medical_statemachine_fatalInjuriesPlayer = 0;&lt;br /&gt;
  force ace_medical_AIDamageThreshold = 1;&lt;br /&gt;
  force ace_map_BFT_Enabled = false;&lt;br /&gt;
  force ace_medical_fractures = 1;&lt;br /&gt;
  force ace_medical_limping = 1;&lt;br /&gt;
&lt;br /&gt;
Now we’ve disabled ACEX headless auto transfer, enabled lethal mode, set all resistances to 1, disabled the cursor grid coordinates, and enabled bone fractures and limping.&lt;br /&gt;
&lt;br /&gt;
== Init files &amp;amp; Locality ==&lt;br /&gt;
There are 3 files which will auto run if present inside of the same folder as mission.sqm on every mission start. They are split up between who runs them. In SP they all run on your machine, but in MP it will only run 2 files per machine. Sometimes it is also good to know in which order these script files are being executed. So the following sub chapters are ordered in the execution order.&lt;br /&gt;
&lt;br /&gt;
===Init.sqf===&lt;br /&gt;
This script runs for everyone who is loading into the mission. This means the server and all players will run this file. The player command word might not be defined just yet, so do not use it here.&lt;br /&gt;
&lt;br /&gt;
===InitPlayerLocal.sqf===&lt;br /&gt;
Only runs for clients (and server if hosted as listen server). Player command word will be defined here, so it is safe to use. Headless client will also execute this file! Make sure to not run things that need an interface on it. You can simply make the HC exit the script by adding &lt;br /&gt;
  if !(hasInterface) exitWith {}; &lt;br /&gt;
at the top of the file. Remember this for later.&lt;br /&gt;
&lt;br /&gt;
===InitServer.sqf===&lt;br /&gt;
Only run by the machine that is hosting the mission, so as the name implies, the server. Do not use the player command here!&lt;br /&gt;
&lt;br /&gt;
===Locality===&lt;br /&gt;
If you are confused about why these have to be separate, let’s have a quick chat about locality.&lt;br /&gt;
&lt;br /&gt;
When a command runs in Arma 3 it will have a different activation and effect locality. The effect of these commands and their propagation can be determined by checking the Multiplayer Scripting page on the BI wiki. But, for a quick example, assume the following:&lt;br /&gt;
&lt;br /&gt;
You have a script using the createVehicle command, and the command is called inside init.sqf. Because the effect of this command is global it influences all devices globally when it runs. Thus, if you have 20 players and the server loading into the mission that same command will be called 21 (or 22, depending if you have an HC) times and more for any join-in-progress players. In this example createVehicle will create some vehicle for all machines, most likely resulting in a firework of explosions as the vehicles are all spawned on the same location.&lt;br /&gt;
&lt;br /&gt;
Equally so, you can revert globally executed code to make it run local to only the device it concerns. An example of this in practice is the FP safezone trigger.&lt;br /&gt;
What might confuse you additionally is the fact that executing particular code will not necessarily have an equal effect. Some commands may only affect devices that they are local to, but not necessarily propagate these changes to other devices.&lt;br /&gt;
&lt;br /&gt;
To make such behavior of local and global scripts fool-proof, consult the client-server target booleans in the BI wiki, and wrap any code that might cause trouble in an if statement. Additionally, take note of where you execute code and the wiki’s locality flags on commands.&lt;br /&gt;
&lt;br /&gt;
=Actually Making The Mission=&lt;br /&gt;
==Planning The Mission==&lt;br /&gt;
So, with the foundation out of the way, now comes the time to plan out a mission for your game. Missions in FPA are typically unique, movie-like experiences, with elaborate backgrounds and complex events which play out in a non-linear fashion, and…&lt;br /&gt;
&lt;br /&gt;
Stop right there. We’re making our first mission here. We just want something quick and dirty where we can all hang out together, shoot some e-soldiers, encounter an unexpected turn of events, and pull out with a good time and all. There’s also an advantage to missions that are small in scope: they’re easy to make, easy to test, easy to balance, and easy on the system. And, you can make them difficult, without straining the players. Taking that into consideration, we’ll make something simple: a mission where the players have to clear an area, destroy a target, and exfiltrate to a location, while enemies attempt to counter-attack them.&lt;br /&gt;
&lt;br /&gt;
So, in this example, I’ll load up Virolahti, and pick Ojala and Lansikyla as my AO. We’re keeping it simple: the players are Finnish special forces which have to clear the two villages of enemies which will act as one task, and also have a task to search and destroy a SAM site which has been stored and concealed in their vicinity. Once both tasks are completed, the players have to get out of dodge by exfiltrating North to the small hamlet of Onnela.&lt;br /&gt;
Open up the assets menu, open the markers tab, and place some down to signify these objectives in a way that makes sense. The map is, for all intents and purposes, the most vital part of any mission: the most players will look at it, the best information can be discerned for it. And, as an added bonus, it lets you plan out the mission.&lt;br /&gt;
&lt;br /&gt;
But, sometimes, for convenience’s sake, you want to plan out that little bit more extra in a way that’s convenient to the mission maker. So, what we’re going to is, we’re going to add some comments sections that are only visible to the mission maker in the editor. Right click on the map, and plop down comments that allow you to plot out what you want where, in fine detail.&lt;br /&gt;
&lt;br /&gt;
And presto, you have a mission and a general scope of the operation.&lt;br /&gt;
&lt;br /&gt;
==Triggers and Logic==&lt;br /&gt;
So, with the foundation out of the way, now comes the question of how the hell do you make some change happen in the game, such as loading enemies or completing tasks?&lt;br /&gt;
&lt;br /&gt;
The easiest way to organize that is to set up triggers. Open up the assets context menu to the right, and press F3 or open triggers. You’ll get 4 options, pick whatever you deem appropriate. Triggers can have as big of an activation area as you’d like, or no area at all, and you can manipulate this with either the transformation tab or the transformation widget.&lt;br /&gt;
&lt;br /&gt;
Add the trigger into your area. Click on it and you’ll see key attributes:&lt;br /&gt;
Variable name assigns it a unique name, shape determines its area, type is regular, guarded, or waypoint skipper (ignore the other ones), activation determines who triggers the activation, type determines how they trigger it, repeatable determines if it can switch back to deactivated, and server only determines if it is only runs on the server.&lt;br /&gt;
&lt;br /&gt;
It also has three code fields: condition, activation, and deactivation. Condition uses this to state that it is using its properties to determine their state, but you can really put any boolean expression in there. Activation is the code that is executed when you activate the trigger.&lt;br /&gt;
&lt;br /&gt;
So, for experiment’s sake, we’ll be using three triggers for objectives: taskTriggerEnemiesCleared, which will fire when all OPFOR in the trigger are dead, taskTriggerSamDestroyed, which will fire when the SAM is destroyed, and&lt;br /&gt;
taskTriggerExfil, which will fire when the other two are completed AND a player reaches the exfil zone.&lt;br /&gt;
The first one is very rudimentary, you can just set it up by switching on server only execution, setting the activation to OPFOR, and setting the type to NOT PRESENT. By default, this trigger should fire the moment you run the mission as is - spawn a random opfor soldier, and it won’t fire.&lt;br /&gt;
&lt;br /&gt;
The second one is a bit trickier. First, create the target that must be destroyed. In our case, it’s a SAM system. Open up its attribute menu, and assign it a variable name such as samTarget. Now, instead of using the standard condition field, remove the this statement and replace it with !alive samTarget. Now the trigger will activate only when samTarget is destroyed. Interestingly enough, this trigger can have a size of 0, as it does not check an area.&lt;br /&gt;
&lt;br /&gt;
Alright, what about taskTriggerExfil? If we just use the standard activation, it will fire even if the prior two objectives are not completed. And we don’t want to have our mission end alert fire when we’re still in progress - you have to consider all edge cases.&lt;br /&gt;
So, we’re going to set the activation values similar to the first one: activation ANY PLAYER, type PRESENT. condition this &amp;amp;&amp;amp; triggerActivated taskTriggerEnemiesCleared &amp;amp;&amp;amp; triggerActivated taskTriggerSamDestroyed.&lt;br /&gt;
Now the trigger will activate only when a player reaches the area, and when the other two triggers are active.&lt;br /&gt;
&lt;br /&gt;
And here we go, now we have all the essential objective triggers for the mission set up.&lt;br /&gt;
&lt;br /&gt;
Consider the multiple ways you can change trigger behavior to account for player behavior, sequence breaking, and, most importantly, calling of code execution.&lt;br /&gt;
&lt;br /&gt;
==Debugging, Errors, and Logs==&lt;br /&gt;
So, an important thing to understand is that during development you’ll see a ton of errors and have to fix a ton of errors. A matter of fact, fixing errors is going to be the majority of your work while making missions. With that in mind it’s best to develop an understanding of what kinds of errors we need to account for while making missions.&lt;br /&gt;
&lt;br /&gt;
So, the first and the most common ones are syntax errors. These are very broad and can happen for a lot of reasons, but it always boils down to something being incorrectly written. They are also the most easily noticed by debugging tools and both the report log which you can access in your arma 3’s appdata records as well as the script debugger. The report logs will be RPT files named after the Arma binary and time you started the game. Eden will also stop you from saving code which has blatant syntax errors in it.&lt;br /&gt;
&lt;br /&gt;
An error similar to syntax errors are invalid type errors. Specific commands and functions may often require specific types of parameters to be declared. Numbers, boolean, string, text, objects, etc. These parameters cannot just be supplanted by a different type, so the code will stop executing and throw an error. You can simply fix this by reworking your code so it does not use incorrect types wherever necessary.&lt;br /&gt;
&lt;br /&gt;
Finally, there is also the worst kind of error you want to face: exceptions. These are by and large the most insidious errors, as they are not created from errors in the literal sense, but instead are caused by deeper mistakes made by the programmer while setting them up. In some cases, these types of errors will not even throw a script error, and will make a piece of code look like it is malfunctioning. The only way to correct these is to extensively handle unwanted parameters, use system chat alerts to notify players and mission makers about errors, and so forth.&lt;br /&gt;
&lt;br /&gt;
Always refer to using your report logs while analyzing errors. It is not unusual that there is extensive documentation about an error, nor that a person has not already ran into it. Thus, the easiest way to handle the fixing of an error is to check your report logs, run the code in a controlled environment, and ideally have someone else look at it.&lt;br /&gt;
&lt;br /&gt;
==FPA Functions - Respawns, safe zones &amp;amp; caching==&lt;br /&gt;
Now, the triggers are very good, but on their own they do very little: we want them to execute some complex thing for us, like management of enemies, respawning of players, and most important of all, preventing the players from slipping their finger during mission prep.&lt;br /&gt;
&lt;br /&gt;
Thankfully Cuel &amp;amp; a good chunk of the modding team has generously provided us with a lot of boilerplate functions, whose purpose is to cover some of these things.&lt;br /&gt;
&lt;br /&gt;
First, we’ll look at respawning. Simple enough. The first thing you need to do is open up init.sqf and initialize the JRM framework using the following line, where the number counts respawns:&lt;br /&gt;
  [0] call fpa_jrm_fnc_init;&lt;br /&gt;
&lt;br /&gt;
Now that the framework has been initialized, place an empty marker on the map where the player staging area is and call it “respawn_west”. Then, inside the objective triggers, you can place a block of code that looks something like this: &lt;br /&gt;
  [&amp;quot;respawn_west&amp;quot;] remoteExec [&amp;quot;fpa_jrm_fnc_forceRespawn&amp;quot;];&lt;br /&gt;
&lt;br /&gt;
Where “respawn_west” can be any marker name of a marker you’ve placed down. Arma 3 uses several default marker names(which you still need to place down in the editor), but ideally what you want to do for respawns which move their positions is to have multiple markers and simply call the respawns to new marker names. So, if we want to respawn players after the target is destroyed, we’d have a “respawn_targetDestroyed” marker, which is then called in the taskTriggerSamDestroyed trigger.&lt;br /&gt;
&lt;br /&gt;
Safe zones are more tricky. You need to create a new trigger and set its values as follows:&lt;br /&gt;
&lt;br /&gt;
Caching, meanwhile, is a unique little thing that serves to freeze and unfreeze temporarily spawned objects in the editor. To an extent it sort of functions like the boilerplate dynamic simulation, but in a way that gives the mission maker more direct control over what is cached and rendered for the players.&lt;br /&gt;
&lt;br /&gt;
That being said, caching enemy units with FPA caching is prone to severe performance reduction if you cache hundreds of AI, They might be not simulated and hidden, yet they still occupy ram and cpu of the server, which needs to sync all of that to each player. Use it sparingly. In the case of our mission, we’ll use it for 2 things: caching 3 foot patrol teams around the objective area, and a truck that we’ve spawned next to the MacGuffin objective.&lt;br /&gt;
&lt;br /&gt;
First, open up the compositions tab and spawn a group of enemy soldiers. In my case, it will be an MSV infantry section. For ease of generating patrol waypoints, you can simply open the F5 Systems assets tab, spawn a CBA Patrol module, sync it to the group leader, then tweak accordingly. Select their group icon, and enable Delete when empty and Headless blacklist. Then select their leader and paste this block of code into his object init field:&lt;br /&gt;
  [group this, &amp;quot;footPatrolNorth&amp;quot;] call fpa_ai_fnc_cache;&lt;br /&gt;
&lt;br /&gt;
Then, create a trigger and stretch it broadly around the area where they will be active. Set their activation as ANY PLAYER, PRESENT, REPEATABLE, SERVER ONLY. In the activation field, add the following value:&lt;br /&gt;
  [&amp;quot;footPatrolNorth&amp;quot;] call fpa_ai_fnc_unCache;&lt;br /&gt;
And in deactivation:&lt;br /&gt;
  [&amp;quot;footPatrolNorth&amp;quot;] call fpa_ai_fnc_cache;&lt;br /&gt;
&lt;br /&gt;
Copy and paste these units and triggers 2 more times and simply rename footPatrolNorth to whatever you see fit. Now you will have small groups of enemies whose simulation disables relative to the nearby presence of players.&lt;br /&gt;
&lt;br /&gt;
Remember that taskTriggerEnemiesCleared which keeps activating? You can fool-proof it by spawning another group inside the trigger and caching them with a trigger of their own. That way it won’t fire before enemies are cleared.&lt;br /&gt;
&lt;br /&gt;
This can also extend to individual units or empty vehicles by simply using this instead:&lt;br /&gt;
  [this, &amp;quot;emptyVehicleCacheExample&amp;quot;] call fpa_ai_fnc_cache;&lt;br /&gt;
&lt;br /&gt;
However, for more optimal use, resort to caching interactive and simulated static or unmanned objects with Dynamic Simulation.&lt;br /&gt;
&lt;br /&gt;
== Mission Making Basics for 100% Beginners ==&lt;br /&gt;
 -Figuring out your idea, Fleshing out the details&lt;br /&gt;
 -overview of the file structure&lt;br /&gt;
 -links to good sqf resources&lt;br /&gt;
 -opening other missions to see&lt;br /&gt;
 -caching units &amp;amp; Optimization&lt;br /&gt;
 -setting up briefing&lt;br /&gt;
 -using pictures in briefing and marker triggers&lt;br /&gt;
 -Making Loadouts (Picture guide?)&lt;br /&gt;
 -Making objectives (Multiple Ways)&lt;br /&gt;
 -Respawn systems and how to set them up (Time Based, Objective Based, Rolling Respawn)&lt;br /&gt;
 -Difficulty balancing&lt;br /&gt;
&lt;br /&gt;
===Using the Template===&lt;br /&gt;
 * [https://github.com/fparma/fparma-coop-template FPArma Template]&lt;br /&gt;
 -how to build off of the template&lt;br /&gt;
&lt;br /&gt;
== Advanced Mission Making ==&lt;br /&gt;
 -Using HC Effectively &amp;amp; Server AI&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=Making_Missions&amp;diff=274</id>
		<title>Making Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=Making_Missions&amp;diff=274"/>
		<updated>2022-04-27T08:15:13Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Making Missions for FPArma=&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''''WORK IN PROGRESS'''''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
===Quick Links:===&lt;br /&gt;
* [https://github.com/fparma FPA Github]&lt;br /&gt;
* [https://community.bistudio.com/wiki/Main_Page Bohemia Wiki]&lt;br /&gt;
&lt;br /&gt;
=Foreword=&lt;br /&gt;
The reason why this mission making tutorial exists is two fold.&lt;br /&gt;
&lt;br /&gt;
The first reason lies in the fact that with the changes of the rules that we’ve imposed over the community, particularly the somewhat stringent testing requirements and commentaries, as well as the paradoxical relaxing of standards for sundays, we’ve effectively caused some degree of confusion on what we consider “sunday-appropriate” and what we consider viable to play at all.&lt;br /&gt;
&lt;br /&gt;
The second reason is that I feel like I’ve personally failed with the original mission making seminar. At its heart the advice given was in good faith, but in the long term I feel like it has given poor directions and not explained enough of mission making in depth to rookie mission makers, relying too much on a rudimentary framework and rudimentary practices, some of which are generally frowned upon nowadays. A particularly big problem was the lack of optimization and an overreliance on zeusing, instead of relying on tougher automation of enemies.&lt;br /&gt;
&lt;br /&gt;
By learning the chapters outlined on this wiki page you will master the skills required to craft a mission that can by all accounts be vetted for the Sunday prime-time slot, or really for any other time slot that you find appropriate or your heart desires. Not only will you create one through these guidelines, but in doing so we will add another mission to the lineup for future play.&lt;br /&gt;
&lt;br /&gt;
=Development environment setup=&lt;br /&gt;
For the purposes of optimal mission making you will need to install a code editor or two. I personally recommend installing:&lt;br /&gt;
Visual Studio Code w/ SQF Language &amp;amp; SQF Wiki extensions https://code.visualstudio.com/&lt;br /&gt;
Further recommended addons for VSCode are:&lt;br /&gt;
https://marketplace.visualstudio.com/items?itemName=Armitxes.sqf&lt;br /&gt;
&lt;br /&gt;
If you are scared by Visual Studio Code you can opt in to use the far more rudimentary Notepad++&lt;br /&gt;
&lt;br /&gt;
After this, you should set this as your launch parameters in Swifty or launcher of choice:&lt;br /&gt;
-noSplash -skipIntro -noPause -showScriptErrors&lt;br /&gt;
&lt;br /&gt;
The ShowScriptErrors flag is essential for any work on mission making. More on that later.&lt;br /&gt;
&lt;br /&gt;
Ensure that you are running in a way that you can easily access the code editors, e.g. windowed or fullscreen windowed. You may also want to turn your settings down to save on performance. &lt;br /&gt;
&lt;br /&gt;
For the power user, you may also download Arma 3 Tools from Steam for tools like Texview, which let you generate .paa images that can be put in the game.&lt;br /&gt;
&lt;br /&gt;
Finally, disable optional / client side mods. This is so we don’t need to mess with removing dependencies our mission file may have assigned further down the line.&lt;br /&gt;
&lt;br /&gt;
With that being said, if all the software is installed, you’re good to go.&lt;br /&gt;
&lt;br /&gt;
=Mission Setup=&lt;br /&gt;
==Eden Editor Basics==&lt;br /&gt;
Click on the editor and load up a map of your choice. It can be any map you’d wish, really. And then AHHH! It’s so scary, my camera is hovering and what is going on?&lt;br /&gt;
&lt;br /&gt;
Don’t worry, let's go through this really quickly. First of all, WASD moves you around. Shift makes you go fast. Right click pans the camera. &lt;br /&gt;
&lt;br /&gt;
Top left covers everything you’ll need. You’ve got:&lt;br /&gt;
* Scenario tab which you use to save load and export the mission.&lt;br /&gt;
* Edit tab, which consolidates the transformation widgets, grid options, object snapping, and asset categories&lt;br /&gt;
* View tab, which toggles UI, map textures, night vision, foliage, labels, and night lamp&lt;br /&gt;
* Tools, which is scary and has the debug console, func viewer, config viewer, and camera&lt;br /&gt;
* Settings, which is just the settings menu really&lt;br /&gt;
* Play, which starts your mission, and&lt;br /&gt;
* Help, which has useful links to the BI wiki.&lt;br /&gt;
&lt;br /&gt;
On the right side, you have the context panel listing a bunch of units. These can be shifted with the function keys or by clicking on them.&lt;br /&gt;
&lt;br /&gt;
Now, pick a side, pick a soldier, and plop him down. Great, you can see him and his collision box, but more importantly… You see his class name. Every object in the game has a class name. You use these while programming. Case sensitive, so don’t mess that up. You can also copy the object's position and even class name in the following menu.&lt;br /&gt;
&lt;br /&gt;
Right click on our guy and you get the pop up menu. Quite a lot of buttons, but you should only focus on a couple.&lt;br /&gt;
* Connect links a guy to a trigger, module, or group.&lt;br /&gt;
* Find in Config directs you to his config class.&lt;br /&gt;
* Edit loadout opens the ACE / vanilla arsenals.&lt;br /&gt;
* Attributes opens the attribute menu.&lt;br /&gt;
* Log is for copying location or class name directly to clipboard.&lt;br /&gt;
&lt;br /&gt;
Open the attribute menu, and hey, you’ve got some pretty good stuff there. You’re going to be staring at this bad boy for the better part of a day.&lt;br /&gt;
&lt;br /&gt;
Let’s cover some of its contents:&lt;br /&gt;
Variable name is the unique name it has assigned&lt;br /&gt;
Init field runs code when object is loaded at start&lt;br /&gt;
Role assigns the unit status and name&lt;br /&gt;
Special states set its dynsim status, as well as if it is simulated or visible, or damage enabled.&lt;br /&gt;
ACE options determine special values, like if the unit is an engineer, a medic, wears handcuffs, etc. You should research these values before putting them to use.&lt;br /&gt;
&lt;br /&gt;
The other properties you do not need to particularly pay attention to. &lt;br /&gt;
&lt;br /&gt;
Select our guy, set his variable as  gameMaster and name him “Zeus”.  Add a game master module from the F5 (module) menu,  set owner as gameMaster. Select “All addons (including unofficial ones)” else you will not see any ZEN or mod modules. Repeat this with #adminLogged and #adminVoted.&lt;br /&gt;
&lt;br /&gt;
== Bohemia Wiki ==&lt;br /&gt;
As stated earlier, the Bohemia Wiki ( https://community.bistudio.com/wiki/Main_Page ) is the most important resource that you will have to utilize throughout all your time spent mission making, modding, and developing content for Arma 3. There is nothing else that gives you such an expansive array of understanding as this wiki. Besides the useful links accessible via homepage, you can also use the search bar to navigate everything you need. One warning tho, this wiki sometimes has bogus information in it, its content populated by mostly players which do not have access to Arma’s engine.&lt;br /&gt;
&lt;br /&gt;
Some useful BI Wiki URLs:&lt;br /&gt;
https://community.bistudio.com/wiki/Category:Scripting_Commands_by_Functionality&lt;br /&gt;
https://community.bistudio.com/wiki/Description.ext&lt;br /&gt;
https://community.bistudio.com/wiki/Multiplayer_Scripting&lt;br /&gt;
https://community.bistudio.com/wiki/Event_Scripts&lt;br /&gt;
https://community.bistudio.com/wiki/Code_Optimisation&lt;br /&gt;
&lt;br /&gt;
==Mission Configuration==&lt;br /&gt;
With your Zeus unit now placed down in the mission, you can freely press ctrl + S to save and thus generate a new mission folder in your working directory. In most cases, the mission directory will be in your other profiles folder, something like this:&lt;br /&gt;
  C:\Users\User\Documents\Arma 3\missions&lt;br /&gt;
&lt;br /&gt;
Or if you have created a new profile in the main menu:&lt;br /&gt;
  C:\Users\User\Documents\Arma 3 - Other Profiles\Name\missions&lt;br /&gt;
&lt;br /&gt;
Open that sucker up and open your mission folder. Inside, you’ll find a lone file, mission.sqm.&lt;br /&gt;
&lt;br /&gt;
Now, mission.sqm contains all the data you generate in the editor, but we do not want to put all data inside the editor. Things like loadouts, objective logic, spawners, and most important of all, mission configuration, should be tweaked and set inside mission files instead.&lt;br /&gt;
Why don’t we want the mission configuration in the sqm? That one is simple, if you intend to make another mission, you can copy paste those configuration files just easily over, no need to go through the whole configuration part in the editor again.&lt;br /&gt;
&lt;br /&gt;
The core vanilla configuration parameters are set inside description.ext. Create a new file called that in the same location as mission.sqm.&lt;br /&gt;
&lt;br /&gt;
While you can see the full list of things you can set in description.ext on the BI wiki, let’s focus on the most rudimentary settings instead:&lt;br /&gt;
&lt;br /&gt;
  //heading&lt;br /&gt;
  class Header {&lt;br /&gt;
    gameType = Coop;&lt;br /&gt;
    minPlayers = 1;&lt;br /&gt;
    maxPlayers = 99;&lt;br /&gt;
  };&lt;br /&gt;
 &lt;br /&gt;
  disabledAI = 1;&lt;br /&gt;
 &lt;br /&gt;
  //title params&lt;br /&gt;
  onLoadName = &amp;quot;Mission loading name&amp;quot;;&lt;br /&gt;
  onLoadMission= &amp;quot;Mission loading description&amp;quot;;&lt;br /&gt;
  briefingName = &amp;quot;Briefing&amp;quot;;&lt;br /&gt;
  author = &amp;quot;Croguy&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
The header (which is optional but is OK to put in there because the server will complain otherwise) sets your game type and player count permitted. disabledAI is a flag which forces AI playable slots to disappear during multiplayer. 0 is disabled and default, 1 is enabled.&lt;br /&gt;
&lt;br /&gt;
Title parameters are used to set your mission name and loading screen information, as well as your authorship.&lt;br /&gt;
&lt;br /&gt;
While these settings are really the most basic values you need, there’s also some others that you should set in as default values in description.ext. They are listed below, add them to your description.ext.&lt;br /&gt;
&lt;br /&gt;
  //MISSION SETTINGS&lt;br /&gt;
  respawnTemplates[] = {&amp;quot;Base&amp;quot;};&lt;br /&gt;
  respawnDelay = 2;&lt;br /&gt;
  respawnDialog = 0;&lt;br /&gt;
  respawnOnStart = 0;&lt;br /&gt;
  respawn = &amp;quot;BASE&amp;quot;;&lt;br /&gt;
  joinUnassigned = 1;&lt;br /&gt;
   &lt;br /&gt;
  //DEBUG&lt;br /&gt;
  enableDebugConsole = 1;&lt;br /&gt;
  enableTargetDebug = 1;&lt;br /&gt;
  allowFunctionsLog = 0;&lt;br /&gt;
   &lt;br /&gt;
  //CLEANUP&lt;br /&gt;
  corpseManagerMode = 1;&lt;br /&gt;
  corpseLimit = 20;&lt;br /&gt;
  corpseRemovalMinTime = 300;&lt;br /&gt;
  corpseRemovalMaxTime = 600;&lt;br /&gt;
   &lt;br /&gt;
  wreckManagerMode = 1;&lt;br /&gt;
  wreckLimit = 10;&lt;br /&gt;
  wreckRemovalMinTime = 300;&lt;br /&gt;
  wreckRemovalMaxTime = 1200;&lt;br /&gt;
&lt;br /&gt;
You can read more about them and their importance on the description.ext page. Another important thing that description.ext allows is the possibility to add new classes. More on that later.&lt;br /&gt;
&lt;br /&gt;
Keep description.ext in your mind throughout this tutorial, as crucial data will be added to it later.&lt;br /&gt;
&lt;br /&gt;
Finally, open up your systems tab and add a Headless Client. Give it a unique variable name HC, and make it playable. This will allow our server’s Headless Client to get into the slot and manage any AI behavior it is required to do. More on that also later.&lt;br /&gt;
&lt;br /&gt;
==CBA Settings==&lt;br /&gt;
So, let's consider the following: description.ext allows you to change the base settings. What about CBA? To put it simply, CBA settings (mostly known as “Addon options”)  allow us to set custom parameters for a ton of user mods, which let’s us tweak fine functionalities within a mission. Specifically, ACE uses it for just about everything, DUI uses it, EM uses it, your mom and dog use it, etc. You can read more about CBA settings on their github page. The world is your oyster with configuring these settings, so let’s make good use of them.&lt;br /&gt;
&lt;br /&gt;
Create a new file called cba_settings.sqf in the same location as mission.sqm and description.ext. Great, we can start adding our customized settings… but, wait, what settings do we have? You can find out these settings through two ways. Either open up eden, open up addon configuration, and hover over the labels of individual settings for whatever mod you’re using, or look them up in their respective mod repositories. For example, ACE documents some of their features and settings on the wiki page.&lt;br /&gt;
You can also export the settings from the Addon settings menu and selectively pick the settings out of that. &lt;br /&gt;
Make sure to not hit save on the CBA settings menu, else all that info will be stored within the mission.sqm and it becomes a nightmare to figure out what you accidentally set.&lt;br /&gt;
&lt;br /&gt;
So, add the settings in, start the mission, and… some of the settings aren’t changed properly. What gives? Well, as it turns out, we have our own server settings to account for. FPA has its own listing of forced and hard-forced CBA settings which can be found on the group’s github page. &lt;br /&gt;
In general just add a force in front of your settings, as it will overwrite the clients settings and in mission set settings set in your mission.sqm. If you see force force in the FPA settings that means that these settings are hard enforced by the server and cannot be overwritten.&lt;br /&gt;
&lt;br /&gt;
So, let's assume that we want to force the server to accept our mission settings. To put it relatively simply, you have to populate your cba_settings file like this:&lt;br /&gt;
  force acex_headless_enabled = false;&lt;br /&gt;
  force ace_medical_fatalDamageSource = 0;&lt;br /&gt;
  force ace_medical_playerDamageThreshold = 1;&lt;br /&gt;
  force ace_medical_statemachine_fatalInjuriesPlayer = 0;&lt;br /&gt;
  force ace_medical_AIDamageThreshold = 1;&lt;br /&gt;
  force ace_map_BFT_Enabled = false;&lt;br /&gt;
  force ace_medical_fractures = 1;&lt;br /&gt;
  force ace_medical_limping = 1;&lt;br /&gt;
&lt;br /&gt;
Now we’ve disabled ACEX headless auto transfer, enabled lethal mode, set all resistances to 1, disabled the cursor grid coordinates, and enabled bone fractures and limping.&lt;br /&gt;
&lt;br /&gt;
== Init files &amp;amp; Locality ==&lt;br /&gt;
There are 3 files which will auto run if present inside of the same folder as mission.sqm on every mission start. They are split up between who runs them. In SP they all run on your machine, but in MP it will only run 2 files per machine. Sometimes it is also good to know in which order these script files are being executed. So the following sub chapters are ordered in the execution order.&lt;br /&gt;
&lt;br /&gt;
===Init.sqf===&lt;br /&gt;
This script runs for everyone who is loading into the mission. This means the server and all players will run this file. The player command word might not be defined just yet, so do not use it here.&lt;br /&gt;
&lt;br /&gt;
===InitPlayerLocal.sqf===&lt;br /&gt;
Only runs for clients (and server if hosted as listen server). Player command word will be defined here, so it is safe to use. Headless client will also execute this file! Make sure to not run things that need an interface on it. You can simply make the HC exit the script by adding &lt;br /&gt;
  if !(hasInterface) exitWith {}; &lt;br /&gt;
at the top of the file. Remember this for later.&lt;br /&gt;
&lt;br /&gt;
===InitServer.sqf===&lt;br /&gt;
Only run by the machine that is hosting the mission, so as the name implies, the server. Do not use the player command here!&lt;br /&gt;
&lt;br /&gt;
===Locality===&lt;br /&gt;
If you are confused about why these have to be separate, let’s have a quick chat about locality.&lt;br /&gt;
&lt;br /&gt;
When a command runs in Arma 3 it will have a different activation and effect locality. The effect of these commands and their propagation can be determined by checking the Multiplayer Scripting page on the BI wiki. But, for a quick example, assume the following:&lt;br /&gt;
&lt;br /&gt;
You have a script using the createVehicle command, and the command is called inside init.sqf. Because the effect of this command is global it influences all devices globally when it runs. Thus, if you have 20 players and the server loading into the mission that same command will be called 21 (or 22, depending if you have an HC) times and more for any join-in-progress players. In this example createVehicle will create some vehicle for all machines, most likely resulting in a firework of explosions as the vehicles are all spawned on the same location.&lt;br /&gt;
&lt;br /&gt;
Equally so, you can revert globally executed code to make it run local to only the device it concerns. An example of this in practice is the FP safezone trigger.&lt;br /&gt;
What might confuse you additionally is the fact that executing particular code will not necessarily have an equal effect. Some commands may only affect devices that they are local to, but not necessarily propagate these changes to other devices.&lt;br /&gt;
&lt;br /&gt;
To make such behavior of local and global scripts fool-proof, consult the client-server target booleans in the BI wiki, and wrap any code that might cause trouble in an if statement. Additionally, take note of where you execute code and the wiki’s locality flags on commands.&lt;br /&gt;
&lt;br /&gt;
=Actually Making The Mission=&lt;br /&gt;
==Planning The Mission==&lt;br /&gt;
So, with the foundation out of the way, now comes the time to plan out a mission for your game. Missions in FPA are typically unique, movie-like experiences, with elaborate backgrounds and complex events which play out in a non-linear fashion, and…&lt;br /&gt;
&lt;br /&gt;
Stop right there. We’re making our first mission here. We just want something quick and dirty where we can all hang out together, shoot some e-soldiers, encounter an unexpected turn of events, and pull out with a good time and all. There’s also an advantage to missions that are small in scope: they’re easy to make, easy to test, easy to balance, and easy on the system. And, you can make them difficult, without straining the players. Taking that into consideration, we’ll make something simple: a mission where the players have to clear an area, destroy a target, and exfiltrate to a location, while enemies attempt to counter-attack them.&lt;br /&gt;
&lt;br /&gt;
So, in this example, I’ll load up Virolahti, and pick Ojala and Lansikyla as my AO. We’re keeping it simple: the players are Finnish special forces which have to clear the two villages of enemies which will act as one task, and also have a task to search and destroy a SAM site which has been stored and concealed in their vicinity. Once both tasks are completed, the players have to get out of dodge by exfiltrating North to the small hamlet of Onnela.&lt;br /&gt;
Open up the assets menu, open the markers tab, and place some down to signify these objectives in a way that makes sense. The map is, for all intents and purposes, the most vital part of any mission: the most players will look at it, the best information can be discerned for it. And, as an added bonus, it lets you plan out the mission.&lt;br /&gt;
&lt;br /&gt;
But, sometimes, for convenience’s sake, you want to plan out that little bit more extra in a way that’s convenient to the mission maker. So, what we’re going to is, we’re going to add some comments sections that are only visible to the mission maker in the editor. Right click on the map, and plop down comments that allow you to plot out what you want where, in fine detail.&lt;br /&gt;
&lt;br /&gt;
And presto, you have a mission and a general scope of the operation.&lt;br /&gt;
&lt;br /&gt;
==Triggers and Logic==&lt;br /&gt;
So, with the foundation out of the way, now comes the question of how the hell do you make some change happen in the game, such as loading enemies or completing tasks?&lt;br /&gt;
&lt;br /&gt;
The easiest way to organize that is to set up triggers. Open up the assets context menu to the right, and press F3 or open triggers. You’ll get 4 options, pick whatever you deem appropriate. Triggers can have as big of an activation area as you’d like, or no area at all, and you can manipulate this with either the transformation tab or the transformation widget.&lt;br /&gt;
&lt;br /&gt;
Add the trigger into your area. Click on it and you’ll see key attributes:&lt;br /&gt;
Variable name assigns it a unique name, shape determines its area, type is regular, guarded, or waypoint skipper (ignore the other ones), activation determines who triggers the activation, type determines how they trigger it, repeatable determines if it can switch back to deactivated, and server only determines if it is only runs on the server.&lt;br /&gt;
&lt;br /&gt;
It also has three code fields: condition, activation, and deactivation. Condition uses this to state that it is using its properties to determine their state, but you can really put any boolean expression in there. Activation is the code that is executed when you activate the trigger.&lt;br /&gt;
&lt;br /&gt;
So, for experiment’s sake, we’ll be using three triggers for objectives: taskTriggerEnemiesCleared, which will fire when all OPFOR in the trigger are dead, taskTriggerSamDestroyed, which will fire when the SAM is destroyed, and&lt;br /&gt;
taskTriggerExfil, which will fire when the other two are completed AND a player reaches the exfil zone.&lt;br /&gt;
The first one is very rudimentary, you can just set it up by switching on server only execution, setting the activation to OPFOR, and setting the type to NOT PRESENT. By default, this trigger should fire the moment you run the mission as is - spawn a random opfor soldier, and it won’t fire.&lt;br /&gt;
&lt;br /&gt;
The second one is a bit trickier. First, create the target that must be destroyed. In our case, it’s a SAM system. Open up its attribute menu, and assign it a variable name such as samTarget. Now, instead of using the standard condition field, remove the this statement and replace it with !alive samTarget. Now the trigger will activate only when samTarget is destroyed. Interestingly enough, this trigger can have a size of 0, as it does not check an area.&lt;br /&gt;
&lt;br /&gt;
Alright, what about taskTriggerExfil? If we just use the standard activation, it will fire even if the prior two objectives are not completed. And we don’t want to have our mission end alert fire when we’re still in progress - you have to consider all edge cases.&lt;br /&gt;
So, we’re going to set the activation values similar to the first one: activation ANY PLAYER, type PRESENT. condition this &amp;amp;&amp;amp; triggerActivated taskTriggerEnemiesCleared &amp;amp;&amp;amp; triggerActivated taskTriggerSamDestroyed.&lt;br /&gt;
Now the trigger will activate only when a player reaches the area, and when the other two triggers are active.&lt;br /&gt;
&lt;br /&gt;
And here we go, now we have all the essential objective triggers for the mission set up.&lt;br /&gt;
&lt;br /&gt;
Consider the multiple ways you can change trigger behavior to account for player behavior, sequence breaking, and, most importantly, calling of code execution.&lt;br /&gt;
&lt;br /&gt;
==Debugging, Errors, and Logs==&lt;br /&gt;
So, an important thing to understand is that during development you’ll see a ton of errors and have to fix a ton of errors. A matter of fact, fixing errors is going to be the majority of your work while making missions. With that in mind it’s best to develop an understanding of what kinds of errors we need to account for while making missions.&lt;br /&gt;
&lt;br /&gt;
So, the first and the most common ones are syntax errors. These are very broad and can happen for a lot of reasons, but it always boils down to something being incorrectly written. They are also the most easily noticed by debugging tools and both the report log which you can access in your arma 3’s appdata records as well as the script debugger. The report logs will be RPT files named after the Arma binary and time you started the game. Eden will also stop you from saving code which has blatant syntax errors in it.&lt;br /&gt;
&lt;br /&gt;
An error similar to syntax errors are invalid type errors. Specific commands and functions may often require specific types of parameters to be declared. Numbers, boolean, string, text, objects, etc. These parameters cannot just be supplanted by a different type, so the code will stop executing and throw an error. You can simply fix this by reworking your code so it does not use incorrect types wherever necessary.&lt;br /&gt;
&lt;br /&gt;
Finally, there is also the worst kind of error you want to face: exceptions. These are by and large the most insidious errors, as they are not created from errors in the literal sense, but instead are caused by deeper mistakes made by the programmer while setting them up. In some cases, these types of errors will not even throw a script error, and will make a piece of code look like it is malfunctioning. The only way to correct these is to extensively handle unwanted parameters, use system chat alerts to notify players and mission makers about errors, and so forth.&lt;br /&gt;
&lt;br /&gt;
Always refer to using your report logs while analyzing errors. It is not unusual that there is extensive documentation about an error, nor that a person has not already ran into it. Thus, the easiest way to handle the fixing of an error is to check your report logs, run the code in a controlled environment, and ideally have someone else look at it.&lt;br /&gt;
&lt;br /&gt;
==FPA Functions - Respawns, safe zones &amp;amp; caching==&lt;br /&gt;
&lt;br /&gt;
== Mission Making Basics for 100% Beginners ==&lt;br /&gt;
 -Figuring out your idea, Fleshing out the details&lt;br /&gt;
 -overview of the file structure&lt;br /&gt;
 -links to good sqf resources&lt;br /&gt;
 -opening other missions to see&lt;br /&gt;
 -caching units &amp;amp; Optimization&lt;br /&gt;
 -setting up briefing&lt;br /&gt;
 -using pictures in briefing and marker triggers&lt;br /&gt;
 -Making Loadouts (Picture guide?)&lt;br /&gt;
 -Making objectives (Multiple Ways)&lt;br /&gt;
 -Respawn systems and how to set them up (Time Based, Objective Based, Rolling Respawn)&lt;br /&gt;
 -Difficulty balancing&lt;br /&gt;
&lt;br /&gt;
===Using the Template===&lt;br /&gt;
 * [https://github.com/fparma/fparma-coop-template FPArma Template]&lt;br /&gt;
 -how to build off of the template&lt;br /&gt;
&lt;br /&gt;
== Advanced Mission Making ==&lt;br /&gt;
 -Using HC Effectively &amp;amp; Server AI&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=Making_Missions&amp;diff=273</id>
		<title>Making Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=Making_Missions&amp;diff=273"/>
		<updated>2022-04-26T12:08:16Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Making Missions for FPArma=&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''''WORK IN PROGRESS'''''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
===Quick Links:===&lt;br /&gt;
* [https://github.com/fparma FPA Github]&lt;br /&gt;
* [https://community.bistudio.com/wiki/Main_Page Bohemia Wiki]&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
The reason why this mission making tutorial exists is two fold.&lt;br /&gt;
&lt;br /&gt;
The first reason lies in the fact that with the changes of the rules that we’ve imposed over the community, particularly the somewhat stringent testing requirements and commentaries, as well as the paradoxical relaxing of standards for sundays, we’ve effectively caused some degree of confusion on what we consider “sunday-appropriate” and what we consider viable to play at all.&lt;br /&gt;
&lt;br /&gt;
The second reason is that I feel like I’ve personally failed with the original mission making seminar. At its heart the advice given was in good faith, but in the long term I feel like it has given poor directions and not explained enough of mission making in depth to rookie mission makers, relying too much on a rudimentary framework and rudimentary practices, some of which are generally frowned upon nowadays. A particularly big problem was the lack of optimization and an overreliance on zeusing, instead of relying on tougher automation of enemies.&lt;br /&gt;
&lt;br /&gt;
By learning the chapters outlined on this wiki page you will master the skills required to craft a mission that can by all accounts be vetted for the Sunday prime-time slot, or really for any other time slot that you find appropriate or your heart desires. Not only will you create one through these guidelines, but in doing so we will add another mission to the lineup for future play.&lt;br /&gt;
&lt;br /&gt;
==Development environment setup==&lt;br /&gt;
For the purposes of optimal mission making you will need to install a code editor or two. I personally recommend installing:&lt;br /&gt;
Visual Studio Code w/ SQF Language &amp;amp; SQF Wiki extensions https://code.visualstudio.com/&lt;br /&gt;
Further recommended addons for VSCode are:&lt;br /&gt;
https://marketplace.visualstudio.com/items?itemName=Armitxes.sqf&lt;br /&gt;
&lt;br /&gt;
If you are scared by Visual Studio Code you can opt in to use the far more rudimentary Notepad++&lt;br /&gt;
&lt;br /&gt;
After this, you should set this as your launch parameters in Swifty or launcher of choice:&lt;br /&gt;
-noSplash -skipIntro -noPause -showScriptErrors&lt;br /&gt;
&lt;br /&gt;
The ShowScriptErrors flag is essential for any work on mission making. More on that later.&lt;br /&gt;
&lt;br /&gt;
Ensure that you are running in a way that you can easily access the code editors, e.g. windowed or fullscreen windowed. You may also want to turn your settings down to save on performance. &lt;br /&gt;
&lt;br /&gt;
For the power user, you may also download Arma 3 Tools from Steam for tools like Texview, which let you generate .paa images that can be put in the game.&lt;br /&gt;
&lt;br /&gt;
Finally, disable optional / client side mods. This is so we don’t need to mess with removing dependencies our mission file may have assigned further down the line.&lt;br /&gt;
&lt;br /&gt;
With that being said, if all the software is installed, you’re good to go.&lt;br /&gt;
&lt;br /&gt;
==Eden Editor Basics==&lt;br /&gt;
Click on the editor and load up a map of your choice. It can be any map you’d wish, really. And then AHHH! It’s so scary, my camera is hovering and what is going on?&lt;br /&gt;
&lt;br /&gt;
Don’t worry, let's go through this really quickly. First of all, WASD moves you around. Shift makes you go fast. Right click pans the camera. &lt;br /&gt;
&lt;br /&gt;
Top left covers everything you’ll need. You’ve got:&lt;br /&gt;
* Scenario tab which you use to save load and export the mission.&lt;br /&gt;
* Edit tab, which consolidates the transformation widgets, grid options, object snapping, and asset categories&lt;br /&gt;
* View tab, which toggles UI, map textures, night vision, foliage, labels, and night lamp&lt;br /&gt;
* Tools, which is scary and has the debug console, func viewer, config viewer, and camera&lt;br /&gt;
* Settings, which is just the settings menu really&lt;br /&gt;
* Play, which starts your mission, and&lt;br /&gt;
* Help, which has useful links to the BI wiki.&lt;br /&gt;
&lt;br /&gt;
On the right side, you have the context panel listing a bunch of units. These can be shifted with the function keys or by clicking on them.&lt;br /&gt;
&lt;br /&gt;
Now, pick a side, pick a soldier, and plop him down. Great, you can see him and his collision box, but more importantly… You see his class name. Every object in the game has a class name. You use these while programming. Case sensitive, so don’t mess that up. You can also copy the object's position and even class name in the following menu.&lt;br /&gt;
&lt;br /&gt;
Right click on our guy and you get the pop up menu. Quite a lot of buttons, but you should only focus on a couple.&lt;br /&gt;
* Connect links a guy to a trigger, module, or group.&lt;br /&gt;
* Find in Config directs you to his config class.&lt;br /&gt;
* Edit loadout opens the ACE / vanilla arsenals.&lt;br /&gt;
* Attributes opens the attribute menu.&lt;br /&gt;
* Log is for copying location or class name directly to clipboard.&lt;br /&gt;
&lt;br /&gt;
Open the attribute menu, and hey, you’ve got some pretty good stuff there. You’re going to be staring at this bad boy for the better part of a day.&lt;br /&gt;
&lt;br /&gt;
Let’s cover some of its contents:&lt;br /&gt;
Variable name is the unique name it has assigned&lt;br /&gt;
Init field runs code when object is loaded at start&lt;br /&gt;
Role assigns the unit status and name&lt;br /&gt;
Special states set its dynsim status, as well as if it is simulated or visible, or damage enabled.&lt;br /&gt;
ACE options determine special values, like if the unit is an engineer, a medic, wears handcuffs, etc. You should research these values before putting them to use.&lt;br /&gt;
&lt;br /&gt;
The other properties you do not need to particularly pay attention to. &lt;br /&gt;
&lt;br /&gt;
Select our guy, set his variable as  gameMaster and name him “Zeus”.  Add a game master module from the F5 (module) menu,  set owner as gameMaster. Select “All addons (including unofficial ones)” else you will not see any ZEN or mod modules. Repeat this with #adminLogged and #adminVoted.&lt;br /&gt;
&lt;br /&gt;
== Bohemia Wiki ==&lt;br /&gt;
As stated earlier, the Bohemia Wiki ( https://community.bistudio.com/wiki/Main_Page ) is the most important resource that you will have to utilize throughout all your time spent mission making, modding, and developing content for Arma 3. There is nothing else that gives you such an expansive array of understanding as this wiki. Besides the useful links accessible via homepage, you can also use the search bar to navigate everything you need. One warning tho, this wiki sometimes has bogus information in it, its content populated by mostly players which do not have access to Arma’s engine.&lt;br /&gt;
&lt;br /&gt;
Some useful BI Wiki URLs:&lt;br /&gt;
https://community.bistudio.com/wiki/Category:Scripting_Commands_by_Functionality&lt;br /&gt;
https://community.bistudio.com/wiki/Description.ext&lt;br /&gt;
https://community.bistudio.com/wiki/Multiplayer_Scripting&lt;br /&gt;
https://community.bistudio.com/wiki/Event_Scripts&lt;br /&gt;
https://community.bistudio.com/wiki/Code_Optimisation&lt;br /&gt;
&lt;br /&gt;
==Mission Configuration==&lt;br /&gt;
With your Zeus unit now placed down in the mission, you can freely press ctrl + S to save and thus generate a new mission folder in your working directory. In most cases, the mission directory will be in your other profiles folder, something like this:&lt;br /&gt;
  C:\Users\User\Documents\Arma 3\missions&lt;br /&gt;
&lt;br /&gt;
Or if you have created a new profile in the main menu:&lt;br /&gt;
  C:\Users\User\Documents\Arma 3 - Other Profiles\Name\missions&lt;br /&gt;
&lt;br /&gt;
Open that sucker up and open your mission folder. Inside, you’ll find a lone file, mission.sqm.&lt;br /&gt;
&lt;br /&gt;
Now, mission.sqm contains all the data you generate in the editor, but we do not want to put all data inside the editor. Things like loadouts, objective logic, spawners, and most important of all, mission configuration, should be tweaked and set inside mission files instead.&lt;br /&gt;
Why don’t we want the mission configuration in the sqm? That one is simple, if you intend to make another mission, you can copy paste those configuration files just easily over, no need to go through the whole configuration part in the editor again.&lt;br /&gt;
&lt;br /&gt;
The core vanilla configuration parameters are set inside description.ext. Create a new file called that in the same location as mission.sqm.&lt;br /&gt;
&lt;br /&gt;
While you can see the full list of things you can set in description.ext on the BI wiki, let’s focus on the most rudimentary settings instead:&lt;br /&gt;
&lt;br /&gt;
  //heading&lt;br /&gt;
  class Header {&lt;br /&gt;
    gameType = Coop;&lt;br /&gt;
    minPlayers = 1;&lt;br /&gt;
    maxPlayers = 99;&lt;br /&gt;
  };&lt;br /&gt;
 &lt;br /&gt;
  disabledAI = 1;&lt;br /&gt;
 &lt;br /&gt;
  //title params&lt;br /&gt;
  onLoadName = &amp;quot;Mission loading name&amp;quot;;&lt;br /&gt;
  onLoadMission= &amp;quot;Mission loading description&amp;quot;;&lt;br /&gt;
  briefingName = &amp;quot;Briefing&amp;quot;;&lt;br /&gt;
  author = &amp;quot;Croguy&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
The header (which is optional but is OK to put in there because the server will complain otherwise) sets your game type and player count permitted. disabledAI is a flag which forces AI playable slots to disappear during multiplayer. 0 is disabled and default, 1 is enabled.&lt;br /&gt;
&lt;br /&gt;
Title parameters are used to set your mission name and loading screen information, as well as your authorship.&lt;br /&gt;
&lt;br /&gt;
While these settings are really the most basic values you need, there’s also some others that you should set in as default values in description.ext. They are listed below, add them to your description.ext.&lt;br /&gt;
&lt;br /&gt;
  //MISSION SETTINGS&lt;br /&gt;
  respawnTemplates[] = {&amp;quot;Base&amp;quot;};&lt;br /&gt;
  respawnDelay = 2;&lt;br /&gt;
  respawnDialog = 0;&lt;br /&gt;
  respawnOnStart = 0;&lt;br /&gt;
  respawn = &amp;quot;BASE&amp;quot;;&lt;br /&gt;
  joinUnassigned = 1;&lt;br /&gt;
   &lt;br /&gt;
  //DEBUG&lt;br /&gt;
  enableDebugConsole = 1;&lt;br /&gt;
  enableTargetDebug = 1;&lt;br /&gt;
  allowFunctionsLog = 0;&lt;br /&gt;
   &lt;br /&gt;
  //CLEANUP&lt;br /&gt;
  corpseManagerMode = 1;&lt;br /&gt;
  corpseLimit = 20;&lt;br /&gt;
  corpseRemovalMinTime = 300;&lt;br /&gt;
  corpseRemovalMaxTime = 600;&lt;br /&gt;
   &lt;br /&gt;
  wreckManagerMode = 1;&lt;br /&gt;
  wreckLimit = 10;&lt;br /&gt;
  wreckRemovalMinTime = 300;&lt;br /&gt;
  wreckRemovalMaxTime = 1200;&lt;br /&gt;
&lt;br /&gt;
You can read more about them and their importance on the description.ext page. Another important thing that description.ext allows is the possibility to add new classes. More on that later.&lt;br /&gt;
&lt;br /&gt;
Keep description.ext in your mind throughout this tutorial, as crucial data will be added to it later.&lt;br /&gt;
&lt;br /&gt;
Finally, open up your systems tab and add a Headless Client. Give it a unique variable name HC, and make it playable. This will allow our server’s Headless Client to get into the slot and manage any AI behavior it is required to do. More on that also later.&lt;br /&gt;
&lt;br /&gt;
==CBA Settings==&lt;br /&gt;
So, let's consider the following: description.ext allows you to change the base settings. What about CBA? To put it simply, CBA settings (mostly known as “Addon options”)  allow us to set custom parameters for a ton of user mods, which let’s us tweak fine functionalities within a mission. Specifically, ACE uses it for just about everything, DUI uses it, EM uses it, your mom and dog use it, etc. You can read more about CBA settings on their github page. The world is your oyster with configuring these settings, so let’s make good use of them.&lt;br /&gt;
&lt;br /&gt;
Create a new file called cba_settings.sqf in the same location as mission.sqm and description.ext. Great, we can start adding our customized settings… but, wait, what settings do we have? You can find out these settings through two ways. Either open up eden, open up addon configuration, and hover over the labels of individual settings for whatever mod you’re using, or look them up in their respective mod repositories. For example, ACE documents some of their features and settings on the wiki page.&lt;br /&gt;
You can also export the settings from the Addon settings menu and selectively pick the settings out of that. &lt;br /&gt;
Make sure to not hit save on the CBA settings menu, else all that info will be stored within the mission.sqm and it becomes a nightmare to figure out what you accidentally set.&lt;br /&gt;
&lt;br /&gt;
So, add the settings in, start the mission, and… some of the settings aren’t changed properly. What gives? Well, as it turns out, we have our own server settings to account for. FPA has its own listing of forced and hard-forced CBA settings which can be found on the group’s github page. &lt;br /&gt;
In general just add a force in front of your settings, as it will overwrite the clients settings and in mission set settings set in your mission.sqm. If you see force force in the FPA settings that means that these settings are hard enforced by the server and cannot be overwritten.&lt;br /&gt;
&lt;br /&gt;
So, let's assume that we want to force the server to accept our mission settings. To put it relatively simply, you have to populate your cba_settings file like this:&lt;br /&gt;
  force acex_headless_enabled = false;&lt;br /&gt;
  force ace_medical_fatalDamageSource = 0;&lt;br /&gt;
  force ace_medical_playerDamageThreshold = 1;&lt;br /&gt;
  force ace_medical_statemachine_fatalInjuriesPlayer = 0;&lt;br /&gt;
  force ace_medical_AIDamageThreshold = 1;&lt;br /&gt;
  force ace_map_BFT_Enabled = false;&lt;br /&gt;
  force ace_medical_fractures = 1;&lt;br /&gt;
  force ace_medical_limping = 1;&lt;br /&gt;
&lt;br /&gt;
== Mission Making Basics for 100% Beginners ==&lt;br /&gt;
 -Figuring out your idea, Fleshing out the details&lt;br /&gt;
 -overview of the file structure&lt;br /&gt;
 -links to good sqf resources&lt;br /&gt;
 -opening other missions to see&lt;br /&gt;
 -caching units &amp;amp; Optimization&lt;br /&gt;
 -setting up briefing&lt;br /&gt;
 -using pictures in briefing and marker triggers&lt;br /&gt;
 -Making Loadouts (Picture guide?)&lt;br /&gt;
 -Making objectives (Multiple Ways)&lt;br /&gt;
 -Respawn systems and how to set them up (Time Based, Objective Based, Rolling Respawn)&lt;br /&gt;
 -Difficulty balancing&lt;br /&gt;
&lt;br /&gt;
===Using the Template===&lt;br /&gt;
 * [https://github.com/fparma/fparma-coop-template FPArma Template]&lt;br /&gt;
 -how to build off of the template&lt;br /&gt;
&lt;br /&gt;
== Advanced Mission Making ==&lt;br /&gt;
 -Using HC Effectively &amp;amp; Server AI&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=Making_Missions&amp;diff=272</id>
		<title>Making Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=Making_Missions&amp;diff=272"/>
		<updated>2022-04-26T11:31:31Z</updated>

		<summary type="html">&lt;p&gt;Croguy: /* Mission Configuration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Making Missions for FPArma=&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''''WORK IN PROGRESS'''''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
===Quick Links:===&lt;br /&gt;
* [https://github.com/fparma FPA Github]&lt;br /&gt;
* [https://community.bistudio.com/wiki/Main_Page Bohemia Wiki]&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
The reason why this mission making tutorial exists is two fold.&lt;br /&gt;
&lt;br /&gt;
The first reason lies in the fact that with the changes of the rules that we’ve imposed over the community, particularly the somewhat stringent testing requirements and commentaries, as well as the paradoxical relaxing of standards for sundays, we’ve effectively caused some degree of confusion on what we consider “sunday-appropriate” and what we consider viable to play at all.&lt;br /&gt;
&lt;br /&gt;
The second reason is that I feel like I’ve personally failed with the original mission making seminar. At its heart the advice given was in good faith, but in the long term I feel like it has given poor directions and not explained enough of mission making in depth to rookie mission makers, relying too much on a rudimentary framework and rudimentary practices, some of which are generally frowned upon nowadays. A particularly big problem was the lack of optimization and an overreliance on zeusing, instead of relying on tougher automation of enemies.&lt;br /&gt;
&lt;br /&gt;
By learning the chapters outlined on this wiki page you will master the skills required to craft a mission that can by all accounts be vetted for the Sunday prime-time slot, or really for any other time slot that you find appropriate or your heart desires. Not only will you create one through these guidelines, but in doing so we will add another mission to the lineup for future play.&lt;br /&gt;
&lt;br /&gt;
==Development environment setup==&lt;br /&gt;
For the purposes of optimal mission making you will need to install a code editor or two. I personally recommend installing:&lt;br /&gt;
Visual Studio Code w/ SQF Language &amp;amp; SQF Wiki extensions https://code.visualstudio.com/&lt;br /&gt;
Further recommended addons for VSCode are:&lt;br /&gt;
https://marketplace.visualstudio.com/items?itemName=Armitxes.sqf&lt;br /&gt;
&lt;br /&gt;
If you are scared by Visual Studio Code you can opt in to use the far more rudimentary Notepad++&lt;br /&gt;
&lt;br /&gt;
After this, you should set this as your launch parameters in Swifty or launcher of choice:&lt;br /&gt;
-noSplash -skipIntro -noPause -showScriptErrors&lt;br /&gt;
&lt;br /&gt;
The ShowScriptErrors flag is essential for any work on mission making. More on that later.&lt;br /&gt;
&lt;br /&gt;
Ensure that you are running in a way that you can easily access the code editors, e.g. windowed or fullscreen windowed. You may also want to turn your settings down to save on performance. &lt;br /&gt;
&lt;br /&gt;
For the power user, you may also download Arma 3 Tools from Steam for tools like Texview, which let you generate .paa images that can be put in the game.&lt;br /&gt;
&lt;br /&gt;
Finally, disable optional / client side mods. This is so we don’t need to mess with removing dependencies our mission file may have assigned further down the line.&lt;br /&gt;
&lt;br /&gt;
With that being said, if all the software is installed, you’re good to go.&lt;br /&gt;
&lt;br /&gt;
==Eden Editor Basics==&lt;br /&gt;
Click on the editor and load up a map of your choice. It can be any map you’d wish, really. And then AHHH! It’s so scary, my camera is hovering and what is going on?&lt;br /&gt;
&lt;br /&gt;
Don’t worry, let's go through this really quickly. First of all, WASD moves you around. Shift makes you go fast. Right click pans the camera. &lt;br /&gt;
&lt;br /&gt;
Top left covers everything you’ll need. You’ve got:&lt;br /&gt;
* Scenario tab which you use to save load and export the mission.&lt;br /&gt;
* Edit tab, which consolidates the transformation widgets, grid options, object snapping, and asset categories&lt;br /&gt;
* View tab, which toggles UI, map textures, night vision, foliage, labels, and night lamp&lt;br /&gt;
* Tools, which is scary and has the debug console, func viewer, config viewer, and camera&lt;br /&gt;
* Settings, which is just the settings menu really&lt;br /&gt;
* Play, which starts your mission, and&lt;br /&gt;
* Help, which has useful links to the BI wiki.&lt;br /&gt;
&lt;br /&gt;
On the right side, you have the context panel listing a bunch of units. These can be shifted with the function keys or by clicking on them.&lt;br /&gt;
&lt;br /&gt;
Now, pick a side, pick a soldier, and plop him down. Great, you can see him and his collision box, but more importantly… You see his class name. Every object in the game has a class name. You use these while programming. Case sensitive, so don’t mess that up. You can also copy the object's position and even class name in the following menu.&lt;br /&gt;
&lt;br /&gt;
Right click on our guy and you get the pop up menu. Quite a lot of buttons, but you should only focus on a couple.&lt;br /&gt;
* Connect links a guy to a trigger, module, or group.&lt;br /&gt;
* Find in Config directs you to his config class.&lt;br /&gt;
* Edit loadout opens the ACE / vanilla arsenals.&lt;br /&gt;
* Attributes opens the attribute menu.&lt;br /&gt;
* Log is for copying location or class name directly to clipboard.&lt;br /&gt;
&lt;br /&gt;
Open the attribute menu, and hey, you’ve got some pretty good stuff there. You’re going to be staring at this bad boy for the better part of a day.&lt;br /&gt;
&lt;br /&gt;
Let’s cover some of its contents:&lt;br /&gt;
Variable name is the unique name it has assigned&lt;br /&gt;
Init field runs code when object is loaded at start&lt;br /&gt;
Role assigns the unit status and name&lt;br /&gt;
Special states set its dynsim status, as well as if it is simulated or visible, or damage enabled.&lt;br /&gt;
ACE options determine special values, like if the unit is an engineer, a medic, wears handcuffs, etc. You should research these values before putting them to use.&lt;br /&gt;
&lt;br /&gt;
The other properties you do not need to particularly pay attention to. &lt;br /&gt;
&lt;br /&gt;
Select our guy, set his variable as  gameMaster and name him “Zeus”.  Add a game master module from the F5 (module) menu,  set owner as gameMaster. Select “All addons (including unofficial ones)” else you will not see any ZEN or mod modules. Repeat this with #adminLogged and #adminVoted.&lt;br /&gt;
&lt;br /&gt;
== Bohemia Wiki ==&lt;br /&gt;
As stated earlier, the Bohemia Wiki ( https://community.bistudio.com/wiki/Main_Page ) is the most important resource that you will have to utilize throughout all your time spent mission making, modding, and developing content for Arma 3. There is nothing else that gives you such an expansive array of understanding as this wiki. Besides the useful links accessible via homepage, you can also use the search bar to navigate everything you need. One warning tho, this wiki sometimes has bogus information in it, its content populated by mostly players which do not have access to Arma’s engine.&lt;br /&gt;
&lt;br /&gt;
Some useful BI Wiki URLs:&lt;br /&gt;
https://community.bistudio.com/wiki/Category:Scripting_Commands_by_Functionality&lt;br /&gt;
https://community.bistudio.com/wiki/Description.ext&lt;br /&gt;
https://community.bistudio.com/wiki/Multiplayer_Scripting&lt;br /&gt;
https://community.bistudio.com/wiki/Event_Scripts&lt;br /&gt;
https://community.bistudio.com/wiki/Code_Optimisation&lt;br /&gt;
&lt;br /&gt;
==Mission Configuration==&lt;br /&gt;
With your Zeus unit now placed down in the mission, you can freely press ctrl + S to save and thus generate a new mission folder in your working directory. In most cases, the mission directory will be in your other profiles folder, something like this:&lt;br /&gt;
  C:\Users\User\Documents\Arma 3\missions&lt;br /&gt;
&lt;br /&gt;
Or if you have created a new profile in the main menu:&lt;br /&gt;
  C:\Users\User\Documents\Arma 3 - Other Profiles\Name\missions&lt;br /&gt;
&lt;br /&gt;
Open that sucker up and open your mission folder. Inside, you’ll find a lone file, mission.sqm.&lt;br /&gt;
&lt;br /&gt;
Now, mission.sqm contains all the data you generate in the editor, but we do not want to put all data inside the editor. Things like loadouts, objective logic, spawners, and most important of all, mission configuration, should be tweaked and set inside mission files instead.&lt;br /&gt;
Why don’t we want the mission configuration in the sqm? That one is simple, if you intend to make another mission, you can copy paste those configuration files just easily over, no need to go through the whole configuration part in the editor again.&lt;br /&gt;
&lt;br /&gt;
The core vanilla configuration parameters are set inside description.ext. Create a new file called that in the same location as mission.sqm.&lt;br /&gt;
&lt;br /&gt;
While you can see the full list of things you can set in description.ext on the BI wiki, let’s focus on the most rudimentary settings instead:&lt;br /&gt;
&lt;br /&gt;
  //heading&lt;br /&gt;
  class Header {&lt;br /&gt;
    gameType = Coop;&lt;br /&gt;
    minPlayers = 1;&lt;br /&gt;
    maxPlayers = 99;&lt;br /&gt;
  };&lt;br /&gt;
 &lt;br /&gt;
  disabledAI = 1;&lt;br /&gt;
 &lt;br /&gt;
  //title params&lt;br /&gt;
  onLoadName = &amp;quot;Mission loading name&amp;quot;;&lt;br /&gt;
  onLoadMission= &amp;quot;Mission loading description&amp;quot;;&lt;br /&gt;
  briefingName = &amp;quot;Briefing&amp;quot;;&lt;br /&gt;
  author = &amp;quot;Croguy&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
The header (which is optional but is OK to put in there because the server will complain otherwise) sets your game type and player count permitted. disabledAI is a flag which forces AI playable slots to disappear during multiplayer. 0 is disabled and default, 1 is enabled.&lt;br /&gt;
&lt;br /&gt;
Title parameters are used to set your mission name and loading screen information, as well as your authorship.&lt;br /&gt;
&lt;br /&gt;
While these settings are really the most basic values you need, there’s also some others that you should set in as default values in description.ext. They are listed below, add them to your description.ext.&lt;br /&gt;
&lt;br /&gt;
  //MISSION SETTINGS&lt;br /&gt;
  respawnTemplates[] = {&amp;quot;Base&amp;quot;};&lt;br /&gt;
  respawnDelay = 2;&lt;br /&gt;
  respawnDialog = 0;&lt;br /&gt;
  respawnOnStart = 0;&lt;br /&gt;
  respawn = &amp;quot;BASE&amp;quot;;&lt;br /&gt;
  joinUnassigned = 1;&lt;br /&gt;
   &lt;br /&gt;
  //DEBUG&lt;br /&gt;
  enableDebugConsole = 1;&lt;br /&gt;
  enableTargetDebug = 1;&lt;br /&gt;
  allowFunctionsLog = 0;&lt;br /&gt;
   &lt;br /&gt;
  //CLEANUP&lt;br /&gt;
  corpseManagerMode = 1;&lt;br /&gt;
  corpseLimit = 20;&lt;br /&gt;
  corpseRemovalMinTime = 300;&lt;br /&gt;
  corpseRemovalMaxTime = 600;&lt;br /&gt;
   &lt;br /&gt;
  wreckManagerMode = 1;&lt;br /&gt;
  wreckLimit = 10;&lt;br /&gt;
  wreckRemovalMinTime = 300;&lt;br /&gt;
  wreckRemovalMaxTime = 1200;&lt;br /&gt;
&lt;br /&gt;
You can read more about them and their importance on the description.ext page. Another important thing that description.ext allows is the possibility to add new classes. More on that later.&lt;br /&gt;
&lt;br /&gt;
Keep description.ext in your mind throughout this tutorial, as crucial data will be added to it later.&lt;br /&gt;
&lt;br /&gt;
Finally, open up your systems tab and add a Headless Client. Give it a unique variable name HC, and make it playable. This will allow our server’s Headless Client to get into the slot and manage any AI behavior it is required to do. More on that also later.&lt;br /&gt;
&lt;br /&gt;
== Mission Making Basics for 100% Beginners ==&lt;br /&gt;
 -Figuring out your idea, Fleshing out the details&lt;br /&gt;
 -overview of the file structure&lt;br /&gt;
 -links to good sqf resources&lt;br /&gt;
 -opening other missions to see&lt;br /&gt;
 -caching units &amp;amp; Optimization&lt;br /&gt;
 -setting up briefing&lt;br /&gt;
 -using pictures in briefing and marker triggers&lt;br /&gt;
 -Making Loadouts (Picture guide?)&lt;br /&gt;
 -Making objectives (Multiple Ways)&lt;br /&gt;
 -Respawn systems and how to set them up (Time Based, Objective Based, Rolling Respawn)&lt;br /&gt;
 -Difficulty balancing&lt;br /&gt;
&lt;br /&gt;
===Using the Template===&lt;br /&gt;
 * [https://github.com/fparma/fparma-coop-template FPArma Template]&lt;br /&gt;
 -how to build off of the template&lt;br /&gt;
&lt;br /&gt;
== Advanced Mission Making ==&lt;br /&gt;
 -Using HC Effectively &amp;amp; Server AI&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=Making_Missions&amp;diff=271</id>
		<title>Making Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=Making_Missions&amp;diff=271"/>
		<updated>2022-04-26T11:30:56Z</updated>

		<summary type="html">&lt;p&gt;Croguy: added segment of MM guidebook&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Making Missions for FPArma=&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;'''''WORK IN PROGRESS'''''&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
===Quick Links:===&lt;br /&gt;
* [https://github.com/fparma FPA Github]&lt;br /&gt;
* [https://community.bistudio.com/wiki/Main_Page Bohemia Wiki]&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
The reason why this mission making tutorial exists is two fold.&lt;br /&gt;
&lt;br /&gt;
The first reason lies in the fact that with the changes of the rules that we’ve imposed over the community, particularly the somewhat stringent testing requirements and commentaries, as well as the paradoxical relaxing of standards for sundays, we’ve effectively caused some degree of confusion on what we consider “sunday-appropriate” and what we consider viable to play at all.&lt;br /&gt;
&lt;br /&gt;
The second reason is that I feel like I’ve personally failed with the original mission making seminar. At its heart the advice given was in good faith, but in the long term I feel like it has given poor directions and not explained enough of mission making in depth to rookie mission makers, relying too much on a rudimentary framework and rudimentary practices, some of which are generally frowned upon nowadays. A particularly big problem was the lack of optimization and an overreliance on zeusing, instead of relying on tougher automation of enemies.&lt;br /&gt;
&lt;br /&gt;
By learning the chapters outlined on this wiki page you will master the skills required to craft a mission that can by all accounts be vetted for the Sunday prime-time slot, or really for any other time slot that you find appropriate or your heart desires. Not only will you create one through these guidelines, but in doing so we will add another mission to the lineup for future play.&lt;br /&gt;
&lt;br /&gt;
==Development environment setup==&lt;br /&gt;
For the purposes of optimal mission making you will need to install a code editor or two. I personally recommend installing:&lt;br /&gt;
Visual Studio Code w/ SQF Language &amp;amp; SQF Wiki extensions https://code.visualstudio.com/&lt;br /&gt;
Further recommended addons for VSCode are:&lt;br /&gt;
https://marketplace.visualstudio.com/items?itemName=Armitxes.sqf&lt;br /&gt;
&lt;br /&gt;
If you are scared by Visual Studio Code you can opt in to use the far more rudimentary Notepad++&lt;br /&gt;
&lt;br /&gt;
After this, you should set this as your launch parameters in Swifty or launcher of choice:&lt;br /&gt;
-noSplash -skipIntro -noPause -showScriptErrors&lt;br /&gt;
&lt;br /&gt;
The ShowScriptErrors flag is essential for any work on mission making. More on that later.&lt;br /&gt;
&lt;br /&gt;
Ensure that you are running in a way that you can easily access the code editors, e.g. windowed or fullscreen windowed. You may also want to turn your settings down to save on performance. &lt;br /&gt;
&lt;br /&gt;
For the power user, you may also download Arma 3 Tools from Steam for tools like Texview, which let you generate .paa images that can be put in the game.&lt;br /&gt;
&lt;br /&gt;
Finally, disable optional / client side mods. This is so we don’t need to mess with removing dependencies our mission file may have assigned further down the line.&lt;br /&gt;
&lt;br /&gt;
With that being said, if all the software is installed, you’re good to go.&lt;br /&gt;
&lt;br /&gt;
==Eden Editor Basics==&lt;br /&gt;
Click on the editor and load up a map of your choice. It can be any map you’d wish, really. And then AHHH! It’s so scary, my camera is hovering and what is going on?&lt;br /&gt;
&lt;br /&gt;
Don’t worry, let's go through this really quickly. First of all, WASD moves you around. Shift makes you go fast. Right click pans the camera. &lt;br /&gt;
&lt;br /&gt;
Top left covers everything you’ll need. You’ve got:&lt;br /&gt;
* Scenario tab which you use to save load and export the mission.&lt;br /&gt;
* Edit tab, which consolidates the transformation widgets, grid options, object snapping, and asset categories&lt;br /&gt;
* View tab, which toggles UI, map textures, night vision, foliage, labels, and night lamp&lt;br /&gt;
* Tools, which is scary and has the debug console, func viewer, config viewer, and camera&lt;br /&gt;
* Settings, which is just the settings menu really&lt;br /&gt;
* Play, which starts your mission, and&lt;br /&gt;
* Help, which has useful links to the BI wiki.&lt;br /&gt;
&lt;br /&gt;
On the right side, you have the context panel listing a bunch of units. These can be shifted with the function keys or by clicking on them.&lt;br /&gt;
&lt;br /&gt;
Now, pick a side, pick a soldier, and plop him down. Great, you can see him and his collision box, but more importantly… You see his class name. Every object in the game has a class name. You use these while programming. Case sensitive, so don’t mess that up. You can also copy the object's position and even class name in the following menu.&lt;br /&gt;
&lt;br /&gt;
Right click on our guy and you get the pop up menu. Quite a lot of buttons, but you should only focus on a couple.&lt;br /&gt;
* Connect links a guy to a trigger, module, or group.&lt;br /&gt;
* Find in Config directs you to his config class.&lt;br /&gt;
* Edit loadout opens the ACE / vanilla arsenals.&lt;br /&gt;
* Attributes opens the attribute menu.&lt;br /&gt;
* Log is for copying location or class name directly to clipboard.&lt;br /&gt;
&lt;br /&gt;
Open the attribute menu, and hey, you’ve got some pretty good stuff there. You’re going to be staring at this bad boy for the better part of a day.&lt;br /&gt;
&lt;br /&gt;
Let’s cover some of its contents:&lt;br /&gt;
Variable name is the unique name it has assigned&lt;br /&gt;
Init field runs code when object is loaded at start&lt;br /&gt;
Role assigns the unit status and name&lt;br /&gt;
Special states set its dynsim status, as well as if it is simulated or visible, or damage enabled.&lt;br /&gt;
ACE options determine special values, like if the unit is an engineer, a medic, wears handcuffs, etc. You should research these values before putting them to use.&lt;br /&gt;
&lt;br /&gt;
The other properties you do not need to particularly pay attention to. &lt;br /&gt;
&lt;br /&gt;
Select our guy, set his variable as  gameMaster and name him “Zeus”.  Add a game master module from the F5 (module) menu,  set owner as gameMaster. Select “All addons (including unofficial ones)” else you will not see any ZEN or mod modules. Repeat this with #adminLogged and #adminVoted.&lt;br /&gt;
&lt;br /&gt;
== Bohemia Wiki ==&lt;br /&gt;
As stated earlier, the Bohemia Wiki ( https://community.bistudio.com/wiki/Main_Page ) is the most important resource that you will have to utilize throughout all your time spent mission making, modding, and developing content for Arma 3. There is nothing else that gives you such an expansive array of understanding as this wiki. Besides the useful links accessible via homepage, you can also use the search bar to navigate everything you need. One warning tho, this wiki sometimes has bogus information in it, its content populated by mostly players which do not have access to Arma’s engine.&lt;br /&gt;
&lt;br /&gt;
Some useful BI Wiki URLs:&lt;br /&gt;
https://community.bistudio.com/wiki/Category:Scripting_Commands_by_Functionality&lt;br /&gt;
https://community.bistudio.com/wiki/Description.ext&lt;br /&gt;
https://community.bistudio.com/wiki/Multiplayer_Scripting&lt;br /&gt;
https://community.bistudio.com/wiki/Event_Scripts&lt;br /&gt;
https://community.bistudio.com/wiki/Code_Optimisation&lt;br /&gt;
&lt;br /&gt;
==Mission Configuration==&lt;br /&gt;
With your Zeus unit now placed down in the mission, you can freely press ctrl + S to save and thus generate a new mission folder in your working directory. In most cases, the mission directory will be in your other profiles folder, something like this:&lt;br /&gt;
  C:\Users\User\Documents\Arma 3\missions&lt;br /&gt;
&lt;br /&gt;
Or if you have created a new profile in the main menu:&lt;br /&gt;
  C:\Users\User\Documents\Arma 3 - Other Profiles\Name\missions&lt;br /&gt;
&lt;br /&gt;
Open that sucker up and open your mission folder. Inside, you’ll find a lone file, mission.sqm.&lt;br /&gt;
&lt;br /&gt;
Now, mission.sqm contains all the data you generate in the editor, but we do not want to put all data inside the editor. Things like loadouts, objective logic, spawners, and most important of all, mission configuration, should be tweaked and set inside mission files instead.&lt;br /&gt;
Why don’t we want the mission configuration in the sqm? That one is simple, if you intend to make another mission, you can copy paste those configuration files just easily over, no need to go through the whole configuration part in the editor again.&lt;br /&gt;
&lt;br /&gt;
The core vanilla configuration parameters are set inside description.ext. Create a new file called that in the same location as mission.sqm.&lt;br /&gt;
&lt;br /&gt;
While you can see the full list of things you can set in description.ext on the BI wiki, let’s focus on the most rudimentary settings instead:&lt;br /&gt;
&lt;br /&gt;
  //heading&lt;br /&gt;
  class Header {&lt;br /&gt;
    gameType = Coop;&lt;br /&gt;
    minPlayers = 1;&lt;br /&gt;
    maxPlayers = 99;&lt;br /&gt;
  };&lt;br /&gt;
 &lt;br /&gt;
  disabledAI = 1;&lt;br /&gt;
 &lt;br /&gt;
  //title params&lt;br /&gt;
  onLoadName = &amp;quot;Mission loading name&amp;quot;;&lt;br /&gt;
  onLoadMission= &amp;quot;Mission loading description&amp;quot;;&lt;br /&gt;
  briefingName = &amp;quot;Briefing&amp;quot;;&lt;br /&gt;
  author = &amp;quot;Croguy&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
The header (which is optional but is OK to put in there because the server will complain otherwise) sets your game type and player count permitted. disabledAI is a flag which forces AI playable slots to disappear during multiplayer. 0 is disabled and default, 1 is enabled.&lt;br /&gt;
&lt;br /&gt;
Title parameters are used to set your mission name and loading screen information, as well as your authorship.&lt;br /&gt;
&lt;br /&gt;
While these settings are really the most basic values you need, there’s also some others that you should set in as default values in description.ext. They are listed below, add them to your description.ext.&lt;br /&gt;
&lt;br /&gt;
  //MISSION SETTINGS&lt;br /&gt;
  respawnTemplates[] = {&amp;quot;Base&amp;quot;};&lt;br /&gt;
  respawnDelay = 2;&lt;br /&gt;
  respawnDialog = 0;&lt;br /&gt;
  respawnOnStart = 0;&lt;br /&gt;
  respawn = &amp;quot;BASE&amp;quot;;&lt;br /&gt;
  joinUnassigned = 1;&lt;br /&gt;
   &lt;br /&gt;
  //DEBUG&lt;br /&gt;
  enableDebugConsole = 1;&lt;br /&gt;
  enableTargetDebug = 1;&lt;br /&gt;
  allowFunctionsLog = 0;&lt;br /&gt;
   &lt;br /&gt;
  //CLEANUP&lt;br /&gt;
  corpseManagerMode = 1;&lt;br /&gt;
  corpseLimit = 20;&lt;br /&gt;
  corpseRemovalMinTime = 300;&lt;br /&gt;
  corpseRemovalMaxTime = 600;&lt;br /&gt;
   &lt;br /&gt;
  wreckManagerMode = 1;&lt;br /&gt;
  wreckLimit = 10;&lt;br /&gt;
  wreckRemovalMinTime = 300;&lt;br /&gt;
  wreckRemovalMaxTime = 1200;  &lt;br /&gt;
&lt;br /&gt;
== Mission Making Basics for 100% Beginners ==&lt;br /&gt;
 -Figuring out your idea, Fleshing out the details&lt;br /&gt;
 -overview of the file structure&lt;br /&gt;
 -links to good sqf resources&lt;br /&gt;
 -opening other missions to see&lt;br /&gt;
 -caching units &amp;amp; Optimization&lt;br /&gt;
 -setting up briefing&lt;br /&gt;
 -using pictures in briefing and marker triggers&lt;br /&gt;
 -Making Loadouts (Picture guide?)&lt;br /&gt;
 -Making objectives (Multiple Ways)&lt;br /&gt;
 -Respawn systems and how to set them up (Time Based, Objective Based, Rolling Respawn)&lt;br /&gt;
 -Difficulty balancing&lt;br /&gt;
&lt;br /&gt;
===Using the Template===&lt;br /&gt;
 * [https://github.com/fparma/fparma-coop-template FPArma Template]&lt;br /&gt;
 -how to build off of the template&lt;br /&gt;
&lt;br /&gt;
== Advanced Mission Making ==&lt;br /&gt;
 -Using HC Effectively &amp;amp; Server AI&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=251</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=251"/>
		<updated>2019-10-08T21:22:50Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* A two group Rifle Platoon.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and optional context-sensitive support specialists.&lt;br /&gt;
* Everyone is outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Platoon, Squad and Team Leader is to be outfitted with at least a 148 UHF Radio.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1024px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These seven-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - The ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - De-mining &amp;amp; EOD''' - A flexible team equipped and tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
[[File:Platoon_team.jpg|256px|thumb|right|A Platoon Team in the field. In this example, the two Officers are adjoined by a Drone Operator and a Medic.]]&lt;br /&gt;
The Platoon Team forms the Structure's brain, the central leadership element, and acts as a general purpose battlefield support group. It is formed out of various officers and typically single person specialist units which cannot conduct combat operations on their own, but bear the means to extensively provide support to the actual regular forces engaging in battle during a mission. Due to this core function of the Platoon Team, per the structure's standards, it's almost always imperative that the Platoon Team is fully staffed for the duration of the mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
Typically, a Platoon Team does not bear its own radio network call sign. By default it is referred to as ''Platoon'', although depending on either the Mission Maker's or the Leader's discretion, a Platoon Team can assume a unique and specific non-NATO alphabet call sign and have troops refer to them that way, to distinct from Platoon as a collective and the Leadership as a specific group within the Structure.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Platoon_inventory.jpg|200px|thumb|right|Special equipment an Officer may have. Note the extra radios and HuntIR kit.]]&lt;br /&gt;
The Platoon Team's responsibilities in Operations are:&lt;br /&gt;
* Forming a general operational plan for other units to follow.&lt;br /&gt;
* Issuing direct orders and control in the midst of battle.&lt;br /&gt;
* Establishing coordination between combat groups.&lt;br /&gt;
* Collecting battlefield intelligence and sending it through to other players.&lt;br /&gt;
* Maintaining a rear echelon general support network, such as basic fire support and logistics.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Besides that, it is also important to note that out of all the Core Platoon units, the Platoon Team is by far the most flexible unit that can be altered to the mission's demands. Its stock four-man composition can be increased to a five-man or even a six-man composition, and all but two units(the Leader and the 2IC) can be swapped for a different type of a support unit. The Mission Maker should take this into account while  forming the Platoon Team's roster.&lt;br /&gt;
The Platoon Team's ''base composition'' is as follows:&lt;br /&gt;
* '''Platoon Leader''' - The head honcho decision making officer. His situational knowledge, organization skills, and authority make him the most important man in the platoon.&lt;br /&gt;
* '''Second-In-Command''' - The 2IC as They are called provide additional consultation, handling of specialized units, and act as a backup Platoon Leader.&lt;br /&gt;
* '''UAV Operator''' - A single specialist, equipped with a UAV terminal. He can connect to an existing drone or assemble his own from a backpack.&lt;br /&gt;
* '''Platoon Medic''' - A standard Medic attache, whose goal is to keep the Team alive without the help of a Squad Medic. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Again, do take notice that this does not have to be the only kind of a roster the Platoon Team may have in the field. Consider implementing some replacements such as the following: &lt;br /&gt;
* Platoon Pilot, for an Air-Mobile centric mission&lt;br /&gt;
* Mortar Team for providing indirect fire support&lt;br /&gt;
* IFV crew for driving an armored Command Vehicle&lt;br /&gt;
* Etc.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== 7-man Rifle Squad ==&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|A seven-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Auto-riflemen.]]&lt;br /&gt;
[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Auto-rifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
The Rifle Squads are the meat and potatoes of the Core Platoon, and the base group which allows it to conduct combat operations and make it through. As such, the Infantry troops composing the Rifle Squads are the most numerous force deployed at any time; Between 16 and 24 people are required to form a full roster of three seven-man Rifle Squads! And such a number is highly necessary no matter how you look at it; Their numerical strength amplifies the amount of ground the Core Platoon can cover, and the losses sustained by fighting are offset by the number of troops that comprise them.&amp;lt;br/&amp;gt;&lt;br /&gt;
While Rifle squads may not always have the capacity to fend off every attacker, they typically pack their own logistics and defensive as well as fire capabilities that allow them to sustain a reliable offensive. This is played particularly by the structure of a rifle squad's ''fire team''.&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
The Rifle Squad is further split into two corresponding '''Fire Teams''' of equal size and typically equal properties, depending on strength. If the standard squad structure is to be taken into account, then it would also bear a few standard units. Here are a few examples:&lt;br /&gt;
* '''Team Leader''' - Typically the Fire Team's Leader is either the Squad Leader or the Team Leader working under the Squad Leader. They usually brandish long distance communication devices, advanced navigation equipment, and some kind of surveillance and combat edge that makes them function as a standalone unit. This is typically shown in the form of a HuntIR system, a grenade launcher, and signal devices like colored smoke, flares, and chem-lights.&lt;br /&gt;
* '''Rifleman(AT)''' - A meat and potatoes boot on the ground. Equipped with a stock generic assault rifle and typically a single-shot light anti-tank weapon, the Riflemen effectively add extra meat, guns, and buffer to their Fire Teams. And they can blow up armored vehicles. Pretty big plus.&lt;br /&gt;
* '''Auto-rifleman''' - Similar to the rifleman, but instead the Auto-rifleman utilizes a squad automatic weapon or a light machine gun to effectively suppress the enemy with high volume of automatic fire. They lug a bigger main gun than the rifleman, but not as many bells and whistles as the other troops. Without an auto-rifleman however, executing fire and movement becomes highly problematic.&lt;br /&gt;
* '''Support Unit''' - Due to the stock seven-man squad structure, you will typically end up in a scenario where your support unit of choice will either be a '''Medic''' or an '''Ammo Bearer'''. Their functions are exactly what it says in their name: medics carry large amounts of medical gear meant for dedicated healing of injured, and ammo bearers restock riflemen and auto-riflemen with ammunition. These two act to prolong the effective longevity of a team, and by extension the squad, in combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep in mind, though, that assembling a fire team is highly situational and dynamic. The squad leader can decide, on a whim, to restructure the Fire Teams in such a way to allow the Rifle Squad to execute ''combat maneuvers'' much more appropriately on a case by case basis. Due to this, the players can decide on multiple Squad structuring methods, with some examples shown below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Commander !! Fire Team 1 !! Fire Team 2&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Squad Leader || Team Leader, Auto-rifleman, Ammo Bearer || Team Leader, Auto-rifleman, Medic&lt;br /&gt;
|-&lt;br /&gt;
| Light Infantry || Squad Leader || Team Leader, Marksman, Ammo Bearer || Team Leader, Marksman, Medic&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Infantry || Squad Leader || Team Leader, Rifleman (AT), Auto-rifleman || Team Leader, Rifleman(AT), Auto-rifleman&lt;br /&gt;
|-&lt;br /&gt;
| Mechanized Infantry || Squad Leader || Vehicle Leader, Crewman, Crewman || Team Leader, Rifleman (AT), Medic&lt;br /&gt;
|}&lt;br /&gt;
Again, it is important to state that these are not the only exclusive structures a Squad can be folded into. Always consult one another among the squad and assess your situation before determining how to separate your fire teams. Don't forget that sometimes pieces of the group may be altered according to the mission maker's needs and desires, as is per standards of flexibility in the template. A Rifleman(AT) may be changed into an Ammo Bearer to allow the squad to rearm both auto-riflemen simultaneously, and also to carry more spare ammunition on the field.&amp;lt;br/&amp;gt;&lt;br /&gt;
An additional thing to consider when crafting a rifle squad is '''likelihood of survival'''. If the mission is often configured in a fashion where supplies are abundant or lethal encounters are happening consistently, then it might even be wiser for the mission maker to simply exclude ammo bearers and medics from the equation. It is an important thing to consider when crafting a mission.&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
The '''Delta Squad - Weapons Squad''' is a supplemental and third squad attached to the infantry platoon. Unlike a regular Rifle Squad however, the Weapons Squad isn't inherently built for all purpose combat - They're instead deploying specialized heavy weaponry in battle to provide maximum support and offensive capabilities to the rest of the platoon when on foot.&amp;lt;br/&amp;gt;&lt;br /&gt;
It is important to note that just like the other infantry squads, there is a degree of flexibility when it comes to configuring Delta Weapons Squad as well.&amp;lt;br/&amp;gt;&lt;br /&gt;
A common issue that is often exclusive to the Weapons Squad is their often overburdened load-out. It's highly recommended to utilize a vehicle whenever possible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Commander !! Fire Team 1 !! Fire Team 2&lt;br /&gt;
|-&lt;br /&gt;
| General-purpose Support || Squad Leader || Team Leader, AT Specialist, AT Assistant || Team Leader, Machine-gunner, Ammo Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Tank Hunters || Squad Leader || Team Leader, Marksman, Ammo Bearer || Team Leader, Marksman, Medic&lt;br /&gt;
|-&lt;br /&gt;
| Fire Support || Squad Leader || Team Leader, Rifleman (AT), Autorifleman || Team Leader, Rifleman(AT), Autorifleman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=250</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=250"/>
		<updated>2019-10-08T20:53:54Z</updated>

		<summary type="html">&lt;p&gt;Croguy: updated for 2TL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* A two group Rifle Platoon.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and optional context-sensitive support specialists.&lt;br /&gt;
* Everyone is outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Platoon, Squad and Team Leader is to be outfitted with at least a 148 UHF Radio.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1024px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These seven-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - The ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Demining &amp;amp; EOD''' - A flexible team equipped and tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
[[File:Platoon_team.jpg|256px|thumb|right|A Platoon Team in the field. In this example, the two Officers are adjoined by a Drone Operator and a Medic.]]&lt;br /&gt;
The Platoon Team forms the Structure's brain, the central leadership element, and acts as a general purpose battlefield support group. It is formed out of various officers and typically single person specialist units which cannot conduct combat operations on their own, but bear the means to extensively provide support to the actual regular forces engaging in battle during a mission. Due to this core function of the Platoon Team, per the structure's standards, it's almost always imperative that the Platoon Team is fully staffed for the duration of the mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
Typically, a Platoon Team does not bear its own radio network call sign. By default it is referred to as ''Platoon'', although depending on either the Mission Maker's or the Leader's discretion, a Platoon Team can assume a unique and specific non-NATO alphabet call sign and have troops refer to them that way, to distinct from Platoon as a collective and the Leadership as a specific group within the Structure.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Platoon_inventory.jpg|200px|thumb|right|Special equipment an Officer may have. Note the extra radios and HuntIR kit.]]&lt;br /&gt;
The Platoon Team's responsibilities in Operations are:&lt;br /&gt;
* Forming a general operational plan for other units to follow.&lt;br /&gt;
* Issuing direct orders and control in the midst of battle.&lt;br /&gt;
* Establishing coordination between combat groups.&lt;br /&gt;
* Collecting battlefield intelligence and sending it through to other players.&lt;br /&gt;
* Maintaining a rear echelon general support network, such as basic fire support and logistics.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Besides that, it is also important to note that out of all the Core Platoon units, the Platoon Team is by far the most flexible unit that can be altered to the mission's demands. Its stock four-man composition can be increased to a five-man or even a six-man composition, and all but two units(the Leader and the 2IC) can be swapped for a different type of a support unit. The Mission Maker should take this into account while  forming the Platoon Team's roster.&lt;br /&gt;
The Platoon Team's ''base composition'' is as follows:&lt;br /&gt;
* '''Platoon Leader''' - The head honcho decision making officer. His situational knowledge, organization skills, and authority make him the most important man in the platoon.&lt;br /&gt;
* '''Second-In-Command''' - The 2IC as They are called provide additional consultation, handling of specialized units, and act as a backup Platoon Leader.&lt;br /&gt;
* '''UAV Operator''' - A single specialist, equipped with a UAV terminal. He can connect to an existing drone or assemble his own from a backpack.&lt;br /&gt;
* '''Platoon Medic''' - A standard Medic attache, whose goal is to keep the Team alive without the help of a Squad Medic. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Again, do take notice that this does not have to be the only kind of a roster the Platoon Team may have in the field. Consider implementing some replacements such as the following: &lt;br /&gt;
* Platoon Pilot, for an Air-Mobile centric mission&lt;br /&gt;
* Mortar Team for providing indirect fire support&lt;br /&gt;
* IFV crew for driving an armored Command Vehicle&lt;br /&gt;
* Etc.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== 7-man Rifle Squad ==&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|A seven-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
The Rifle Squads are the meat and potatoes of the Core Platoon, and the base group which allows it to conduct combat operations and make it through. As such, the Infantry troops composing the Rifle Squads are the most numerous force deployed at any time; Between 16 and 24 people are required to form a full roster of three seven-man Rifle Squads! And such a number is highly necessary no matter how you look at it; Their numerical strength amplifies the amount of ground the Core Platoon can cover, and the losses sustained by fighting are offset by the number of troops that comprise them.&amp;lt;br/&amp;gt;&lt;br /&gt;
While Rifle squads may not always have the capacity to fend off every attacker, they typically pack their own logistics and defensive as well as fire capabilities that allow them to sustain a reliable offensive. This is played particularly by the structure of a rifle squad's ''fire team''.&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
The Rifle Squad is further split into two corresponding '''Fire Teams''' of equal size and typically equal properties, depending on strength. If the standard squad structure is to be taken into account, then it would also bear a few standard units. Here are a few examples:&lt;br /&gt;
* '''Team Leader''' - Typically the Fire Team's Leader is either the Squad Leader or the Team Leader working under the Squad Leader. They usually brandish long distance communication devices, advanced navigation equipment, and some kind of surveillance and combat edge that makes them function as a standalone unit. This is typically shown in the form of a HuntIR system, a grenade launcher, and signal devices like colored smoke, flares, and chem-lights.&lt;br /&gt;
* '''Rifleman(AT)''' - A meat and potatoes boot on the ground. Equipped with a stock generic assault rifle and typically a single-shot light anti-tank weapon, the Riflemen effectively add extra meat, guns, and buffer to their Fire Teams. And they can blow up armored vehicles. Pretty big plus.&lt;br /&gt;
* '''Autorifleman''' - Similar to the rifleman, but instead the Autorifleman utilizes a squad automatic weapon or a light machine gun to effectively suppress the enemy with high volume of automatic fire. They lug a bigger main gun than the rifleman, but not as many bells and whistles as the other troops. Without an autorifleman however, executing fire and movement becomes highly problematic.&lt;br /&gt;
* '''Support Unit''' - Due to the stock seven-man squad structure, you will typically end up in a scenario where your support unit of choice will either be a '''Medic''' or an '''Ammo Bearer'''. Their functions are exactly what it says in their name: medics carry large amounts of medical gear meant for dedicated healing of injured, and ammo bearers restock riflemen and autoriflemen with ammunition. These two act to prolong the effective longevity of a team, and by extension the squad, in combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep in mind, though, that assembling a fire team is highly situational and dynamic. The squad leader can decide, on a whim, to restructure the Fire Teams in such a way to allow the Rifle Squad to execute ''combat maneuvers'' much more appropriately on a case by case basis. Due to this, the players can decide on multiple Squad structuring methods, with some examples shown below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Commander !! Fire Team 1 !! Fire Team 2&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Squad Leader || Team Leader, Autorifleman, Ammo Bearer || Team Leader, Autorifleman, Medic&lt;br /&gt;
|-&lt;br /&gt;
| Light Infantry || Squad Leader || Team Leader, Marksman, Ammo Bearer || Team Leader, Marksman, Medic&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Infantry || Squad Leader || Team Leader, Rifleman (AT), Autorifleman || Team Leader, Rifleman(AT), Autorifleman&lt;br /&gt;
|-&lt;br /&gt;
| Mechanized Infantry || Squad Leader || Vehicle Leader, Crewman, Crewman || Team Leader, Rifleman (AT), Medic&lt;br /&gt;
|}&lt;br /&gt;
Again, it is important to state that these are not the only exclusive structures a Squad can be folded into. Always consult one another among the squad and assess your situation before determining how to separate your fire teams. Don't forget that sometimes pieces of the group may be altered according to the mission maker's needs and desires, as is per standards of flexibility in the template. A Rifleman(AT) may be changed into an Ammo Bearer to allow the squad to rearm both auto-riflemen simultaneously, and also to carry more spare ammunition on the field.&amp;lt;br/&amp;gt;&lt;br /&gt;
An additional thing to consider when crafting a rifle squad is '''likelihood of survival'''. If the mission is often configured in a fashion where supplies are abundant or lethal encounters are happening consistently, then it might even be wiser for the mission maker to simply exclude ammo bearers and medics from the equation. It is an important thing to consider when crafting a mission.&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
The '''Delta Squad - Weapons Squad''' is a supplemental and third squad attached to the infantry platoon. Unlike a regular Rifle Squad however, the Weapons Squad isn't inherently built for all purpose combat - They're instead deploying specialized heavy weaponry in battle to provide maximum support and offensive capabilities to the rest of the platoon when on foot.&amp;lt;br/&amp;gt;&lt;br /&gt;
It is important to note that just like the other infantry squads, there is a degree of flexibility when it comes to configuring Delta Weapons Squad as well.&amp;lt;br/&amp;gt;&lt;br /&gt;
A common issue that is often exclusive to the Weapons Squad is their often overburdened loadout. It's highly recommended to utilize a vehicle whenever possible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Commander !! Fire Team 1 !! Fire Team 2&lt;br /&gt;
|-&lt;br /&gt;
| Mixed support || Squad Leader, Medic, AT Specialist, AT Assistant || Team Leader, Marksman, Machinegunner, Assistant Machinegunner&lt;br /&gt;
|-&lt;br /&gt;
| Tank Hunters || Squad Leader, Medic, AT Specialist, AT Assistant || Team Leader, AT Assistant, AT Specialist, AT Assistant&lt;br /&gt;
|-&lt;br /&gt;
|  Fire Support Squad || Squad Leader, Medic,Machinegunner, Assistant Machinegunner&lt;br /&gt;
|| Team Leader, Marksman, Machinegunner, Assistant Machinegunner&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=246</id>
		<title>How to Lead &amp; be a good NCO or Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=246"/>
		<updated>2019-09-20T23:10:00Z</updated>

		<summary type="html">&lt;p&gt;Croguy: /* High Intel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leading in the context of FPA is an issue that we deal with on a mission-to-mission basis. There are plenty of operations where it is absolutely necessary for the players to organize as a group, and a hierarchy, that will cooperate to achieve mission goals. This is a certain fact regardless of the seriousness of the mission, or whenever it is a Sunday or a non-Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within this page the basic outlines of Squad and Platoon Leader behavior will be described and demonstrated via practical examples. Keep in mind that the concept of leadership is very dynamic and requires a thorough understanding of warfare, something that, despite us playing a video game, must always be considered. Arma is, regardless of what people say, still trying to emulate modern conflicts, and as such it requires modern approaches to warfare.&amp;lt;br/&amp;gt;&lt;br /&gt;
== Team-to-Team Coordination ==&lt;br /&gt;
The core of every military organization is a squad. This group, regardless of how big it is, acts as the most numerous and the most basic formation that are then further supervised and organized into bigger elements, like platoons, companies, special forces, etc. However, commanding an entire squad for an individual NCO is not an easy task, as a result of the responsibilities the squad leader has to bear. As a result of this, squads are further subdivided into '''teams'''.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the context of FPA, our squads are almost always divided into precisely two teams, with some exceptions. These teams are typically commanded by two '''Team Leaders''', one of which may be the squad leader as well, though that is always subject to change depending on the context of the mission, especially if it's not a Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== What a Team Leader does ===&lt;br /&gt;
Team Leaders, or TL for short, enjoy a special privilege that is not available to other NCOs and Officers, and that's the ability to exert authority and fight in a battle without the need to know the bigger picture. A TL as a result of this has a much lower burden of obligations compared to an individual squad leader or an officer, or a specialist.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The TL always has at least 2 people under his command, but sometimes it is possible to have even more. These people should traditionally be assigned during the planning phase or in an ''ad hoc'' fashion during the course of a mission. This is necessary as individual teams are the most likely to suffer casualties, and circumstantially may have to divide or consolidate themselves to achieve proper coordination. That way, TLs can properly issue out effective orders to their subordinates without fracturing the squad as a whole.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How to utilize Team Leaders ===&lt;br /&gt;
As a benefit stemming from their lack of deeper knowledge about the situation in the mission, TLs have the ability to increase their immediate tactical knowledge by focusing on only the situations relevant to their individual squad and the specific team they're leading. As such, some actions can be effectively undertaken by them:&lt;br /&gt;
* '''Reacting to threats.''' A TL that keeps his team cautious and keeps track of what's ahead can easily respond to any threat, and due to the small nature of a team, this makes it easier for them to form an offensive or defensive response.&lt;br /&gt;
* '''Holding Bases of Fire.''' An effective BOF is one which a team detects and utilizes efficiently. TLs can seek these BOFs and coordinate with the other team(s) in their squad as a means of pouring more fire into the enemy.&lt;br /&gt;
* '''Maneuvering.''' A TL can easily commander a team or squad vehicle, or organize movement on foot through what they find ideal terrain pertaining to their situation. They can also execute bounding maneuvers on an individual basis, or with other teams.&lt;br /&gt;
* '''Completing lesser tasks.''' A Squad Leader can assign a task to a team pertaining to a specific issue. Perhaps a house needs to be occupied or a position has to be entrenched. On that basis, the TL collects his team together and organizes the action independent of their squad leader's input, managing only a portion of the squad, but much more effectively.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Squad-To-Squad Coordination ==&lt;br /&gt;
Nobody likes a Squad Leader(SL) that doesn't keep good tabs on the situation or refuses to get involved with deep problems. As a person of leading authority on the ground, you're tasked with deciding the fate of an entire group of people during a single operation. Of course, in the consequences of a video game, there is no problem if you perish, but the stakes are high and you don't want to give your riflemen a quick death.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There is however an art to decisively lead in combat, and that lies in proper coordination with other squads. The coverage of a squad is particularly small when only one cover a singular objective, limiting your intel, field of influence, volume of fire, and the ability to deal with the enemy. A big aspect of this revolves around the ability of the SL to minimize his responsibility on micromanaging individual squad members, relying more on giving people tactical information sourced from other units, and sending their information back to other units.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Squad Leaders and Subordinates ===&lt;br /&gt;
The troops subordinate to an SL, the squad's riflemen and TLs, need to have a degree of independence to perform properly in fighting circumstances. The act of micromanagement over individual troops on every single basis causes considerable friction and puts the troops at odds with the squad leader, and also making them more dependent on the squad leader's decision making.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Generally, there are a couple of things that a SLs need to consider when interacting with their squad:&lt;br /&gt;
* '''Designate tasks.''' An easy way to utilize your squad members to their fullest extent and to give them something to do is to assign them small tasks as a squad leader. By generally ordering individuals or an entire team to complete something that is in particular need of completing. Even just sending them out to dig a trench at a particular position will distract them from any mischief.&lt;br /&gt;
* '''Consult the riflemen.''' There are often situations where additional input from troops can help you make the right decision. Be constructive and ask the squad members to help you on whatever issue might arise. After all, multiple heads are better than one, and relying on your own orders, especially when there's massive opposition to it from the side of the squad members, is not good for the squad.&lt;br /&gt;
* '''Don't micro too hard.''' Combat wears people out and you can't always assume that people will maintain perfect pacing in a warzone. Expecting them to be on the edge and with sticks up their ass 100% of the time is often too much. Especially in the case of downtime, discouraging squaddies from talking to each other and occupying themselves when there's no orders is frowned upon and can cause lots of friction.&lt;br /&gt;
=== Squads in a Wider Context ===&lt;br /&gt;
Of course, a big advantage that SLs have is the ability to sidestep the chain-of-command and communicate with each other on issues. In general, ''squads should ensure that they are cooperating on achieving objectives as much as possible, whenever possible.'' Even if you have a situation where you may be operating on orders of a higher officer force, always ensure that you have at least one squad with you.&amp;lt;br/&amp;gt;&lt;br /&gt;
To achieve this, you may want to consider some of the following:&lt;br /&gt;
* '''Attach your squad to a lone squad.''' Sometimes individual objectives may be tackled by only one squad or less. Attempt to hail them and divert your efforts into reinforcing them.&lt;br /&gt;
* '''Send and respond to emergency calls.''' Very often you might wind up biting off more than you can chew. To resolve this, simply attempt to disengage and call for support. There are many cases where a single squad can't handle a combat scenario.&lt;br /&gt;
* '''Stick close and maneuver together.''' The typical maximum range for every rifleman is around 300 meters. On that principle you can define a radius within which a single squad can put fire down. On that principle, you can also mutually coordinate squads. By keeping them apart and yet close together, you can create a perfect killing field while also not bunching up individual squads. Of course, effective range reduces depending on the environment and the conditions you're facing. Bad weather and urban environments require you to be even closer than usual in order to not get lost and cause friendly fires.&lt;br /&gt;
* '''Share intel.''' Intel is the key to survival. This is thus very self explanatory: If you ignore sending vital information to other squads, especially when it's of their concern, they will risk their lives.&lt;br /&gt;
== Planning an Operation ==&lt;br /&gt;
The core to every success in an Arma mission is good planning. The AI might be stupid, exploits might exist, the difficulty may be light, but good coordination and good organization of the platoon is what makes us tick. As such, the Platoon Leader's (PL) role is to plan out the way a mission will be conducted, in accordance to intelligence, limitations, strengths and weaknesses, compositions, terrains, and, most importantly, the need to preserve vital objectives that can be failed, as well as the lives of everyone deployed on a mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Of course, there are multiple scenarios to consider as well. Players may get involved in infantry-only or combined arms or air-mobile missions. Sometimes, they may rely on &lt;br /&gt;
To do this is not simple. It requires a lot of forethought, knowledge of how to assemble infantry, how to utilize assets, and how to read the map. However, there are a few useful pointers whenever you assemble a plan.&lt;br /&gt;
* '''Never convoy.''' Ever. Convoying is only utilized in low intensity COIN scenarios where you cannot guarantee a constant threat, and as a means of rapid transit in non-combat conditions. Convoying through a front-line makes you a shooting gallery for the enemy military, particularly if you're trying to break through their lines. Issues include negatives like being unable to see what's in front of you and behind you, only being able to inaccurately engage targets, getting stuck in bottlenecks or where there's a blockade or a destroyed vehicle ahead of you.&lt;br /&gt;
* '''Plan out general movement patterns.''' Requiring the friendly units to adhere to a very micromanaged behavior can lead to particularly clumsy and inefficient behavior from all units involved. Try to refer them to individual waypoints and staging areas rather than having them to adhere to a strict route. Use that only as a measure of last resort.&lt;br /&gt;
* '''Prepare to attack before you attack.''' The biggest mistake you can make is drive into the enemy without dismounting all the infantry prior to an engagement. The more ground you cover, the more guns you have, the less people are seated, the more firepower there is. Ensure that you determine when infantry units should dismount from their transports if you have them.&lt;br /&gt;
* '''Use support assets tactically.''' A key tenant of combined arms is tactical deployment of support assets. CAS aircraft, armored vehicles, heavy weapons and similar additions to the platoon have to fight targets in sync with the regular forces.&lt;br /&gt;
* '''Survey low-intel areas.''' Be careful behind enemy lines where you have no intel. An ambush may be waiting for you in any corner. You can prevent massive losses by sending advance search parties and surveying all points of interest in an area prior to entering it. Finding high points and areas which are poorly visible to defenders, but easy to traverse, are ideal for avoiding these kinds of problems.&lt;br /&gt;
* '''Relegate authority.''' In certain cases, you may encounter a situation in which you do not have the ability to keep control of every single military unit as a platoon commander.&lt;br /&gt;
* '''Utilize phase lines.''' Phase lines are arbitrary or physically determined lines of advance that can be utilized by friendly forces as a means of synchronizing their movement. The general principle behind their operation is to By establishing a phase line within the battle space, you can &lt;br /&gt;
* '''Consider the terrain.''' How poor is the visibility? Do you have a close-range high ground? Are you defending inside or outside of your base? There are many negative and positive factors that you can determine by just checking what situation you're inside of. Always consider utilizing the terrain to your best advantage -- even if you're pushed all the way back to your base camp, you can still find a way to structure your defenses in a way that is tactically sound.&lt;br /&gt;
== C3I ==&lt;br /&gt;
C3I, or ''Command, Control, Comms, and Intel'' is a key system utilized by modern military organizations as a means of evaluating multiple aspects of a combat situation. The purpose behind it is combining the abilities prevalent within officer and squad leader authority, the ability to command units, transfer radio orders and information, as well as collect intel relevant to the war scenario you find yourself inside of. These components are then formed into cohesive information which is transferred up and down the chain of command.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The key aspect of C3I is the immediate transfer of information and changing of orders based upon intel collected in the field. To ensure that information gathering works adequately, all units need to consider reporting key information to the highest possible degree, and utilize the best available technology they have available to acquire said information. These are typically formed through surveillance drones, advanced thermal imaging, recon infantry, fixed wing surveillance, scout vehicles, and the like. These tools are used by soldiers to collect intel, which is then directed to the command network via radio. The officers in charge change the situation depending on this newly collected intel, and  tweak the situation on an operational level to accommodate the plan to the new information that's been gathered.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Of course, a key way to determine your intel situation is by means of determining how intense your intel actually is. For purposes of denoting this information, we've determined several ways of evaluating operational intel, separated into three categories.&lt;br /&gt;
=== Low Intel ===&lt;br /&gt;
Low intel situations are determined by the following factors:&lt;br /&gt;
* Few information about enemy compositions.&lt;br /&gt;
* Little to no information about locations of the enemy.&lt;br /&gt;
* Low quality intel-gathering equipment (no binoculars, long range optics, long range radios, etc.)&lt;br /&gt;
* Lacking support in surveillance and recon assets.&lt;br /&gt;
In low intel environments you have to consider that every position can host possible heavy resistance. In that scenario, the best course of action is to work the area of operations on a case-by case basis. Locations and objectives are scouted slowly and carefully, and a plan is formed as more intel is gathered. This kind of lacking intel typically requires the most time to gather, and can bring the pace of any mission to a crawl. However, to ensure minimal friendly casualties and a successful completion of objectives, a slow pace has to be undertaken.&lt;br /&gt;
=== Medium Intel ===&lt;br /&gt;
Medium intel situations are determined by the following factors:&lt;br /&gt;
* Moderate but partially inaccurate information about the enemy and their disposition compared to us.&lt;br /&gt;
* Knowingly outdated intelligence with an assumed estimate and prediction.&lt;br /&gt;
* A relevant knowledge of enemy compositions that allows the leadership to outline their force in some areas.&lt;br /&gt;
* Information about specific occupied positions, like towns, structures, fortifications, points of interest, etc.&lt;br /&gt;
Medium level intel is the most common one that the platoon will receive during missions. Inaccurate information should be considered and adequately compensated for every time a plan is divulged by exercising caution and reconnaissance. This effort is best augmented with an assorted array of surveillance tools, such as observational or attack helicopters, scout vehicles, recon infantry, drone surveillance, and optical tools. &lt;br /&gt;
=== High Intel ===&lt;br /&gt;
High-quality intel encompasses all information that we are known to be exact. In some scenarios, the platoon may know exact enemy forces operating in an area, their patrol routes, their precise force compositions, as well as possess pre-existing visual imagery depicting what their positions may look like.&amp;lt;br/&amp;gt;&lt;br /&gt;
In a high-intel environment, an approach may be treated more lax. As more information is acquired, keeping your guard up is not as mandatory as it has to be, and  equally so attention can be focused in areas where intelligence is lower.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
However, one has to account for the deceptive nature of high intel.&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=245</id>
		<title>How to Lead &amp; be a good NCO or Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=245"/>
		<updated>2019-09-20T22:41:40Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leading in the context of FPA is an issue that we deal with on a mission-to-mission basis. There are plenty of operations where it is absolutely necessary for the players to organize as a group, and a hierarchy, that will cooperate to achieve mission goals. This is a certain fact regardless of the seriousness of the mission, or whenever it is a Sunday or a non-Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within this page the basic outlines of Squad and Platoon Leader behavior will be described and demonstrated via practical examples. Keep in mind that the concept of leadership is very dynamic and requires a thorough understanding of warfare, something that, despite us playing a video game, must always be considered. Arma is, regardless of what people say, still trying to emulate modern conflicts, and as such it requires modern approaches to warfare.&amp;lt;br/&amp;gt;&lt;br /&gt;
== Team-to-Team Coordination ==&lt;br /&gt;
The core of every military organization is a squad. This group, regardless of how big it is, acts as the most numerous and the most basic formation that are then further supervised and organized into bigger elements, like platoons, companies, special forces, etc. However, commanding an entire squad for an individual NCO is not an easy task, as a result of the responsibilities the squad leader has to bear. As a result of this, squads are further subdivided into '''teams'''.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the context of FPA, our squads are almost always divided into precisely two teams, with some exceptions. These teams are typically commanded by two '''Team Leaders''', one of which may be the squad leader as well, though that is always subject to change depending on the context of the mission, especially if it's not a Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== What a Team Leader does ===&lt;br /&gt;
Team Leaders, or TL for short, enjoy a special privilege that is not available to other NCOs and Officers, and that's the ability to exert authority and fight in a battle without the need to know the bigger picture. A TL as a result of this has a much lower burden of obligations compared to an individual squad leader or an officer, or a specialist.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The TL always has at least 2 people under his command, but sometimes it is possible to have even more. These people should traditionally be assigned during the planning phase or in an ''ad hoc'' fashion during the course of a mission. This is necessary as individual teams are the most likely to suffer casualties, and circumstantially may have to divide or consolidate themselves to achieve proper coordination. That way, TLs can properly issue out effective orders to their subordinates without fracturing the squad as a whole.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How to utilize Team Leaders ===&lt;br /&gt;
As a benefit stemming from their lack of deeper knowledge about the situation in the mission, TLs have the ability to increase their immediate tactical knowledge by focusing on only the situations relevant to their individual squad and the specific team they're leading. As such, some actions can be effectively undertaken by them:&lt;br /&gt;
* '''Reacting to threats.''' A TL that keeps his team cautious and keeps track of what's ahead can easily respond to any threat, and due to the small nature of a team, this makes it easier for them to form an offensive or defensive response.&lt;br /&gt;
* '''Holding Bases of Fire.''' An effective BOF is one which a team detects and utilizes efficiently. TLs can seek these BOFs and coordinate with the other team(s) in their squad as a means of pouring more fire into the enemy.&lt;br /&gt;
* '''Maneuvering.''' A TL can easily commander a team or squad vehicle, or organize movement on foot through what they find ideal terrain pertaining to their situation. They can also execute bounding maneuvers on an individual basis, or with other teams.&lt;br /&gt;
* '''Completing lesser tasks.''' A Squad Leader can assign a task to a team pertaining to a specific issue. Perhaps a house needs to be occupied or a position has to be entrenched. On that basis, the TL collects his team together and organizes the action independent of their squad leader's input, managing only a portion of the squad, but much more effectively.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Squad-To-Squad Coordination ==&lt;br /&gt;
Nobody likes a Squad Leader(SL) that doesn't keep good tabs on the situation or refuses to get involved with deep problems. As a person of leading authority on the ground, you're tasked with deciding the fate of an entire group of people during a single operation. Of course, in the consequences of a video game, there is no problem if you perish, but the stakes are high and you don't want to give your riflemen a quick death.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There is however an art to decisively lead in combat, and that lies in proper coordination with other squads. The coverage of a squad is particularly small when only one cover a singular objective, limiting your intel, field of influence, volume of fire, and the ability to deal with the enemy. A big aspect of this revolves around the ability of the SL to minimize his responsibility on micromanaging individual squad members, relying more on giving people tactical information sourced from other units, and sending their information back to other units.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Squad Leaders and Subordinates ===&lt;br /&gt;
The troops subordinate to an SL, the squad's riflemen and TLs, need to have a degree of independence to perform properly in fighting circumstances. The act of micromanagement over individual troops on every single basis causes considerable friction and puts the troops at odds with the squad leader, and also making them more dependent on the squad leader's decision making.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Generally, there are a couple of things that a SLs need to consider when interacting with their squad:&lt;br /&gt;
* '''Designate tasks.''' An easy way to utilize your squad members to their fullest extent and to give them something to do is to assign them small tasks as a squad leader. By generally ordering individuals or an entire team to complete something that is in particular need of completing. Even just sending them out to dig a trench at a particular position will distract them from any mischief.&lt;br /&gt;
* '''Consult the riflemen.''' There are often situations where additional input from troops can help you make the right decision. Be constructive and ask the squad members to help you on whatever issue might arise. After all, multiple heads are better than one, and relying on your own orders, especially when there's massive opposition to it from the side of the squad members, is not good for the squad.&lt;br /&gt;
* '''Don't micro too hard.''' Combat wears people out and you can't always assume that people will maintain perfect pacing in a warzone. Expecting them to be on the edge and with sticks up their ass 100% of the time is often too much. Especially in the case of downtime, discouraging squaddies from talking to each other and occupying themselves when there's no orders is frowned upon and can cause lots of friction.&lt;br /&gt;
=== Squads in a Wider Context ===&lt;br /&gt;
Of course, a big advantage that SLs have is the ability to sidestep the chain-of-command and communicate with each other on issues. In general, ''squads should ensure that they are cooperating on achieving objectives as much as possible, whenever possible.'' Even if you have a situation where you may be operating on orders of a higher officer force, always ensure that you have at least one squad with you.&amp;lt;br/&amp;gt;&lt;br /&gt;
To achieve this, you may want to consider some of the following:&lt;br /&gt;
* '''Attach your squad to a lone squad.''' Sometimes individual objectives may be tackled by only one squad or less. Attempt to hail them and divert your efforts into reinforcing them.&lt;br /&gt;
* '''Send and respond to emergency calls.''' Very often you might wind up biting off more than you can chew. To resolve this, simply attempt to disengage and call for support. There are many cases where a single squad can't handle a combat scenario.&lt;br /&gt;
* '''Stick close and maneuver together.''' The typical maximum range for every rifleman is around 300 meters. On that principle you can define a radius within which a single squad can put fire down. On that principle, you can also mutually coordinate squads. By keeping them apart and yet close together, you can create a perfect killing field while also not bunching up individual squads. Of course, effective range reduces depending on the environment and the conditions you're facing. Bad weather and urban environments require you to be even closer than usual in order to not get lost and cause friendly fires.&lt;br /&gt;
* '''Share intel.''' Intel is the key to survival. This is thus very self explanatory: If you ignore sending vital information to other squads, especially when it's of their concern, they will risk their lives.&lt;br /&gt;
== Planning an Operation ==&lt;br /&gt;
The core to every success in an Arma mission is good planning. The AI might be stupid, exploits might exist, the difficulty may be light, but good coordination and good organization of the platoon is what makes us tick. As such, the Platoon Leader's (PL) role is to plan out the way a mission will be conducted, in accordance to intelligence, limitations, strengths and weaknesses, compositions, terrains, and, most importantly, the need to preserve vital objectives that can be failed, as well as the lives of everyone deployed on a mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Of course, there are multiple scenarios to consider as well. Players may get involved in infantry-only or combined arms or air-mobile missions. Sometimes, they may rely on &lt;br /&gt;
To do this is not simple. It requires a lot of forethought, knowledge of how to assemble infantry, how to utilize assets, and how to read the map. However, there are a few useful pointers whenever you assemble a plan.&lt;br /&gt;
* '''Never convoy.''' Ever. Convoying is only utilized in low intensity COIN scenarios where you cannot guarantee a constant threat, and as a means of rapid transit in non-combat conditions. Convoying through a front-line makes you a shooting gallery for the enemy military, particularly if you're trying to break through their lines. Issues include negatives like being unable to see what's in front of you and behind you, only being able to inaccurately engage targets, getting stuck in bottlenecks or where there's a blockade or a destroyed vehicle ahead of you.&lt;br /&gt;
* '''Plan out general movement patterns.''' Requiring the friendly units to adhere to a very micromanaged behavior can lead to particularly clumsy and inefficient behavior from all units involved. Try to refer them to individual waypoints and staging areas rather than having them to adhere to a strict route. Use that only as a measure of last resort.&lt;br /&gt;
* '''Prepare to attack before you attack.''' The biggest mistake you can make is drive into the enemy without dismounting all the infantry prior to an engagement. The more ground you cover, the more guns you have, the less people are seated, the more firepower there is. Ensure that you determine when infantry units should dismount from their transports if you have them.&lt;br /&gt;
* '''Use support assets tactically.''' A key tenant of combined arms is tactical deployment of support assets. CAS aircraft, armored vehicles, heavy weapons and similar additions to the platoon have to fight targets in sync with the regular forces.&lt;br /&gt;
* '''Survey low-intel areas.''' Be careful behind enemy lines where you have no intel. An ambush may be waiting for you in any corner. You can prevent massive losses by sending advance search parties and surveying all points of interest in an area prior to entering it. Finding high points and areas which are poorly visible to defenders, but easy to traverse, are ideal for avoiding these kinds of problems.&lt;br /&gt;
* '''Relegate authority.''' In certain cases, you may encounter a situation in which you do not have the ability to keep control of every single military unit as a platoon commander.&lt;br /&gt;
* '''Utilize phase lines.''' Phase lines are arbitrary or physically determined lines of advance that can be utilized by friendly forces as a means of synchronizing their movement. The general principle behind their operation is to By establishing a phase line within the battle space, you can &lt;br /&gt;
* '''Consider the terrain.''' How poor is the visibility? Do you have a close-range high ground? Are you defending inside or outside of your base? There are many negative and positive factors that you can determine by just checking what situation you're inside of. Always consider utilizing the terrain to your best advantage -- even if you're pushed all the way back to your base camp, you can still find a way to structure your defenses in a way that is tactically sound.&lt;br /&gt;
== C3I ==&lt;br /&gt;
C3I, or ''Command, Control, Comms, and Intel'' is a key system utilized by modern military organizations as a means of evaluating multiple aspects of a combat situation. The purpose behind it is combining the abilities prevalent within officer and squad leader authority, the ability to command units, transfer radio orders and information, as well as collect intel relevant to the war scenario you find yourself inside of. These components are then formed into cohesive information which is transferred up and down the chain of command.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The key aspect of C3I is the immediate transfer of information and changing of orders based upon intel collected in the field. To ensure that information gathering works adequately, all units need to consider reporting key information to the highest possible degree, and utilize the best available technology they have available to acquire said information. These are typically formed through surveillance drones, advanced thermal imaging, recon infantry, fixed wing surveillance, scout vehicles, and the like. These tools are used by soldiers to collect intel, which is then directed to the command network via radio. The officers in charge change the situation depending on this newly collected intel, and  tweak the situation on an operational level to accommodate the plan to the new information that's been gathered.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Of course, a key way to determine your intel situation is by means of determining how intense your intel actually is. For purposes of denoting this information, we've determined several ways of evaluating operational intel, separated into three categories.&lt;br /&gt;
=== Low Intel ===&lt;br /&gt;
Low intel situations are determined by the following factors:&lt;br /&gt;
* Few information about enemy compositions.&lt;br /&gt;
* Little to no information about locations of the enemy.&lt;br /&gt;
* Low quality intel-gathering equipment (no binoculars, long range optics, long range radios, etc.)&lt;br /&gt;
* Lacking support in surveillance and recon assets.&lt;br /&gt;
In low intel environments you have to consider that every position can host possible heavy resistance. In that scenario, the best course of action is to work the area of operations on a case-by case basis. Locations and objectives are scouted slowly and carefully, and a plan is formed as more intel is gathered. This kind of lacking intel typically requires the most time to gather, and can bring the pace of any mission to a crawl. However, to ensure minimal friendly casualties and a successful completion of objectives, a slow pace has to be undertaken.&lt;br /&gt;
=== Medium Intel ===&lt;br /&gt;
Medium intel situations are determined by the following factors:&lt;br /&gt;
* Moderate but partially inaccurate information about the enemy and their disposition compared to us.&lt;br /&gt;
* Knowingly outdated intelligence with an assumed estimate and prediction.&lt;br /&gt;
* A relevant knowledge of enemy compositions that allows the leadership to outline their force in some areas.&lt;br /&gt;
* Information about specific occupied positions, like towns, structures, fortifications, points of interest, etc.&lt;br /&gt;
Medium level intel is the most common one that the platoon will receive during missions. Inaccurate information should be considered and adequately compensated for every time a plan is divulged by exercising caution and reconnaissance. This effort is best augmented with an assorted array of surveillance tools, such as observational or attack helicopters, scout vehicles, recon infantry, drone surveillance, and optical tools. &lt;br /&gt;
=== High Intel ===&lt;br /&gt;
High-quality intel encompasses all information that we are known to be exact. In some scenarios, the platoon may know exact enemy forces operating in an area, their patrol routes, their precise force compositions, as well as possess pre-existing visual imagery depicting what their positions may look like.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=244</id>
		<title>How to Lead &amp; be a good NCO or Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=244"/>
		<updated>2019-09-20T22:38:44Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leading in the context of FPA is an issue that we deal with on a mission-to-mission basis. There are plenty of operations where it is absolutely necessary for the players to organize as a group, and a hierarchy, that will cooperate to achieve mission goals. This is a certain fact regardless of the seriousness of the mission, or whenever it is a Sunday or a non-Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within this page the basic outlines of Squad and Platoon Leader behavior will be described and demonstrated via practical examples. Keep in mind that the concept of leadership is very dynamic and requires a thorough understanding of warfare, something that, despite us playing a video game, must always be considered. Arma is, regardless of what people say, still trying to emulate modern conflicts, and as such it requires modern approaches to warfare.&amp;lt;br/&amp;gt;&lt;br /&gt;
== Team-to-Team Coordination ==&lt;br /&gt;
The core of every military organization is a squad. This group, regardless of how big it is, acts as the most numerous and the most basic formation that are then further supervised and organized into bigger elements, like platoons, companies, special forces, etc. However, commanding an entire squad for an individual NCO is not an easy task, as a result of the responsibilities the squad leader has to bear. As a result of this, squads are further subdivided into '''teams'''.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the context of FPA, our squads are almost always divided into precisely two teams, with some exceptions. These teams are typically commanded by two '''Team Leaders''', one of which may be the squad leader as well, though that is always subject to change depending on the context of the mission, especially if it's not a Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== What a Team Leader does ===&lt;br /&gt;
Team Leaders, or TL for short, enjoy a special privilege that is not available to other NCOs and Officers, and that's the ability to exert authority and fight in a battle without the need to know the bigger picture. A TL as a result of this has a much lower burden of obligations compared to an individual squad leader or an officer, or a specialist.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The TL always has at least 2 people under his command, but sometimes it is possible to have even more. These people should traditionally be assigned during the planning phase or in an ''ad hoc'' fashion during the course of a mission. This is necessary as individual teams are the most likely to suffer casualties, and circumstantially may have to divide or consolidate themselves to achieve proper coordination. That way, TLs can properly issue out effective orders to their subordinates without fracturing the squad as a whole.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How to utilize Team Leaders ===&lt;br /&gt;
As a benefit stemming from their lack of deeper knowledge about the situation in the mission, TLs have the ability to increase their immediate tactical knowledge by focusing on only the situations relevant to their individual squad and the specific team they're leading. As such, some actions can be effectively undertaken by them:&lt;br /&gt;
* '''Reacting to threats.''' A TL that keeps his team cautious and keeps track of what's ahead can easily respond to any threat, and due to the small nature of a team, this makes it easier for them to form an offensive or defensive response.&lt;br /&gt;
* '''Holding Bases of Fire.''' An effective BOF is one which a team detects and utilizes efficiently. TLs can seek these BOFs and coordinate with the other team(s) in their squad as a means of pouring more fire into the enemy.&lt;br /&gt;
* '''Maneuvering.''' A TL can easily commander a team or squad vehicle, or organize movement on foot through what they find ideal terrain pertaining to their situation. They can also execute bounding maneuvers on an individual basis, or with other teams.&lt;br /&gt;
* '''Completing lesser tasks.''' A Squad Leader can assign a task to a team pertaining to a specific issue. Perhaps a house needs to be occupied or a position has to be entrenched. On that basis, the TL collects his team together and organizes the action independent of their squad leader's input, managing only a portion of the squad, but much more effectively.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Squad-To-Squad Coordination ==&lt;br /&gt;
Nobody likes a Squad Leader(SL) that doesn't keep good tabs on the situation or refuses to get involved with deep problems. As a person of leading authority on the ground, you're tasked with deciding the fate of an entire group of people during a single operation. Of course, in the consequences of a video game, there is no problem if you perish, but the stakes are high and you don't want to give your riflemen a quick death.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There is however an art to decisively lead in combat, and that lies in proper coordination with other squads. The coverage of a squad is particularly small when only one cover a singular objective, limiting your intel, field of influence, volume of fire, and the ability to deal with the enemy. A big aspect of this revolves around the ability of the SL to minimize his responsibility on micromanaging individual squad members, relying more on giving people tactical information sourced from other units, and sending their information back to other units.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Squad Leaders and Subordinates ===&lt;br /&gt;
The troops subordinate to an SL, the squad's riflemen and TLs, need to have a degree of independence to perform properly in fighting circumstances. The act of micromanagement over individual troops on every single basis causes considerable friction and puts the troops at odds with the squad leader, and also making them more dependent on the squad leader's decision making.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Generally, there are a couple of things that a SLs need to consider when interacting with their squad:&lt;br /&gt;
* '''Designate tasks.''' An easy way to utilize your squad members to their fullest extent and to give them something to do is to assign them small tasks as a squad leader. By generally ordering individuals or an entire team to complete something that is in particular need of completing. Even just sending them out to dig a trench at a particular position will distract them from any mischief.&lt;br /&gt;
* '''Consult the riflemen.''' There are often situations where additional input from troops can help you make the right decision. Be constructive and ask the squad members to help you on whatever issue might arise. After all, multiple heads are better than one, and relying on your own orders, especially when there's massive opposition to it from the side of the squad members, is not good for the squad.&lt;br /&gt;
* '''Don't micro too hard.''' Combat wears people out and you can't always assume that people will maintain perfect pacing in a warzone. Expecting them to be on the edge and with sticks up their ass 100% of the time is often too much. Especially in the case of downtime, discouraging squaddies from talking to each other and occupying themselves when there's no orders is frowned upon and can cause lots of friction.&lt;br /&gt;
=== Squads in a Wider Context ===&lt;br /&gt;
Of course, a big advantage that SLs have is the ability to sidestep the chain-of-command and communicate with each other on issues. In general, ''squads should ensure that they are cooperating on achieving objectives as much as possible, whenever possible.'' Even if you have a situation where you may be operating on orders of a higher officer force, always ensure that you have at least one squad with you.&amp;lt;br/&amp;gt;&lt;br /&gt;
To achieve this, you may want to consider some of the following:&lt;br /&gt;
* '''Attach your squad to a lone squad.''' Sometimes individual objectives may be tackled by only one squad or less. Attempt to hail them and divert your efforts into reinforcing them.&lt;br /&gt;
* '''Send and respond to emergency calls.''' Very often you might wind up biting off more than you can chew. To resolve this, simply attempt to disengage and call for support. There are many cases where a single squad can't handle a combat scenario.&lt;br /&gt;
* '''Stick close and maneuver together.''' The typical maximum range for every rifleman is around 300 meters. On that principle you can define a radius within which a single squad can put fire down. On that principle, you can also mutually coordinate squads. By keeping them apart and yet close together, you can create a perfect killing field while also not bunching up individual squads. Of course, effective range reduces depending on the environment and the conditions you're facing. Bad weather and urban environments require you to be even closer than usual in order to not get lost and cause friendly fires.&lt;br /&gt;
* '''Share intel.''' Intel is the key to survival. This is thus very self explanatory: If you ignore sending vital information to other squads, especially when it's of their concern, they will risk their lives.&lt;br /&gt;
== Planning an Operation ==&lt;br /&gt;
The core to every success in an Arma mission is good planning. The AI might be stupid, exploits might exist, the difficulty may be light, but good coordination and good organization of the platoon is what makes us tick. As such, the Platoon Leader's (PL) role is to plan out the way a mission will be conducted, in accordance to intelligence, limitations, strengths and weaknesses, compositions, terrains, and, most importantly, the need to preserve vital objectives that can be failed, as well as the lives of everyone deployed on a mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Of course, there are multiple scenarios to consider as well. Players may get involved in infantry-only or combined arms or air-mobile missions. Sometimes, they may rely on &lt;br /&gt;
To do this is not simple. It requires a lot of forethought, knowledge of how to assemble infantry, how to utilize assets, and how to read the map. However, there are a few useful pointers whenever you assemble a plan.&lt;br /&gt;
* '''Never convoy.''' Ever. Convoying is only utilized in low intensity COIN scenarios where you cannot guarantee a constant threat, and as a means of rapid transit in non-combat conditions. Convoying through a front-line makes you a shooting gallery for the enemy military, particularly if you're trying to break through their lines. Issues include negatives like being unable to see what's in front of you and behind you, only being able to inaccurately engage targets, getting stuck in bottlenecks or where there's a blockade or a destroyed vehicle ahead of you.&lt;br /&gt;
* '''Plan out general movement patterns.''' Requiring the friendly units to adhere to a very micromanaged behavior can lead to particularly clumsy and inefficient behavior from all units involved. Try to refer them to individual waypoints and staging areas rather than having them to adhere to a strict route. Use that only as a measure of last resort.&lt;br /&gt;
* '''Prepare to attack before you attack.''' The biggest mistake you can make is drive into the enemy without dismounting all the infantry prior to an engagement. The more ground you cover, the more guns you have, the less people are seated, the more firepower there is. Ensure that you determine when infantry units should dismount from their transports if you have them.&lt;br /&gt;
* '''Use support assets tactically.''' A key tenant of combined arms is tactical deployment of support assets. CAS aircraft, armored vehicles, heavy weapons and similar additions to the platoon have to fight targets in sync with the regular forces.&lt;br /&gt;
* '''Survey low-intel areas.''' Be careful behind enemy lines where you have no intel. An ambush may be waiting for you in any corner. You can prevent massive losses by sending advance search parties and surveying all points of interest in an area prior to entering it. Finding high points and areas which are poorly visible to defenders, but easy to traverse, are ideal for avoiding these kinds of problems.&lt;br /&gt;
* '''Relegate authority.''' In certain cases, you may encounter a situation in which you do not have the ability to keep control of every single military unit as a platoon commander.&lt;br /&gt;
* '''Utilize phase lines.''' Phase lines are arbitrary or physically determined lines of advance that can be utilized by friendly forces as a means of synchronizing their movement. The general principle behind their operation is to By establishing a phase line within the battle space, you can &lt;br /&gt;
* '''Consider the terrain.''' How poor is the visibility? Do you have a close-range high ground? Are you defending inside or outside of your base? There are many negative and positive factors that you can determine by just checking what situation you're inside of. Always consider utilizing the terrain to your best advantage -- even if you're pushed all the way back to your base camp, you can still find a way to structure your defenses in a way that is tactically sound.&lt;br /&gt;
== C3I ==&lt;br /&gt;
C3I, or ''Command, Control, Comms, and Intel'' is a key system utilized by modern military organizations as a means of evaluating multiple aspects of a combat situation. The purpose behind it is combining the abilities prevalent within officer and squad leader authority, the ability to command units, transfer radio orders and information, as well as collect intel relevant to the war scenario you find yourself inside of. These components are then formed into cohesive information which is transferred up and down the chain of command.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The key aspect of C3I is the immediate transfer of information and changing of orders based upon intel collected in the field. To ensure that information gathering works adequately, all units need to consider reporting key information to the highest possible degree, and utilize the best available technology they have available to acquire said information. These are typically formed through surveillance drones, advanced thermal imaging, recon infantry, fixed wing surveillance, scout vehicles, and the like. These tools are used by soldiers to collect intel, which is then directed to the command network via radio. The officers in charge change the situation depending on this newly collected intel, and  tweak the situation on an operational level to accommodate the plan to the new information that's been gathered.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Of course, a key way to determine your intel situation is by means of determining how intense your intel actually is. For purposes of denoting this information, we've determined several ways of evaluating operational intel, separated into three categories.&lt;br /&gt;
=== Low Intel ===&lt;br /&gt;
Low intel situations are determined by the following factors:&lt;br /&gt;
* Few information about enemy compositions.&lt;br /&gt;
* Little to no information about locations of the enemy.&lt;br /&gt;
* Low quality intel-gathering equipment (no binoculars, long range optics, long range radios, etc.)&lt;br /&gt;
* Lacking support in surveillance and recon assets.&lt;br /&gt;
In low intel environments you have to consider that every position can host possible heavy resistance. In that scenario, the best course of action is to work the area of operations on a case-by case basis. Locations and objectives are scouted slowly and carefully, and a plan is formed as more intel is gathered. This kind of lacking intel typically requires the most time to gather, and can bring the pace of any mission to a crawl. However, to ensure minimal friendly casualties and a successful completion of objectives, a slow pace has to be undertaken.&lt;br /&gt;
=== Medium Intel ===&lt;br /&gt;
Medium intel situations are determined by the following factors:&lt;br /&gt;
* Moderate but partially inaccurate information about the enemy and their disposition compared to us.&lt;br /&gt;
* Knowingly outdated intelligence with an assumed estimate and prediction.&lt;br /&gt;
* A relevant knowledge of enemy compositions that allows the leadership to outline their force in some areas.&lt;br /&gt;
* Information about specific occupied positions, like towns, structures, fortifications, points of interest, etc.&lt;br /&gt;
Medium level intel is the most common one that the platoon will receive during missions. Inaccurate information should be considered and adequately compensated for every time a plan is divulged by exercising caution and reconnaissance. This effort is best augmented with an assorted array of surveillance tools, such as observational or attack helicopters, scout vehicles, recon infantry, drone surveillance, and optical tools. &lt;br /&gt;
=== High Intel ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=243</id>
		<title>How to Lead &amp; be a good NCO or Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=243"/>
		<updated>2019-09-20T22:34:34Z</updated>

		<summary type="html">&lt;p&gt;Croguy: /* Medium Intel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leading in the context of FPA is an issue that we deal with on a mission-to-mission basis. There are plenty of operations where it is absolutely necessary for the players to organize as a group, and a hierarchy, that will cooperate to achieve mission goals. This is a certain fact regardless of the seriousness of the mission, or whenever it is a Sunday or a non-Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within this page the basic outlines of Squad and Platoon Leader behavior will be described and demonstrated via practical examples. Keep in mind that the concept of leadership is very dynamic and requires a thorough understanding of warfare, something that, despite us playing a video game, must always be considered. Arma is, regardless of what people say, still trying to emulate modern conflicts, and as such it requires modern approaches to warfare.&amp;lt;br/&amp;gt;&lt;br /&gt;
== Team-to-Team Coordination ==&lt;br /&gt;
The core of every military organization is a squad. This group, regardless of how big it is, acts as the most numerous and the most basic formation that are then further supervised and organized into bigger elements, like platoons, companies, special forces, etc. However, commanding an entire squad for an individual NCO is not an easy task, as a result of the responsibilities the squad leader has to bear. As a result of this, squads are further subdivided into '''teams'''.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the context of FPA, our squads are almost always divided into precisely two teams, with some exceptions. These teams are typically commanded by two '''Team Leaders''', one of which may be the squad leader as well, though that is always subject to change depending on the context of the mission, especially if it's not a Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== What a Team Leader does ===&lt;br /&gt;
Team Leaders, or TL for short, enjoy a special privilege that is not available to other NCOs and Officers, and that's the ability to exert authority and fight in a battle without the need to know the bigger picture. A TL as a result of this has a much lower burden of obligations compared to an individual squad leader or an officer, or a specialist.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The TL always has at least 2 people under his command, but sometimes it is possible to have even more. These people should traditionally be assigned during the planning phase or in an ''ad hoc'' fashion during the course of a mission. This is necessary as individual teams are the most likely to suffer casualties, and circumstantially may have to divide or consolidate themselves to achieve proper coordination. That way, TLs can properly issue out effective orders to their subordinates without fracturing the squad as a whole.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How to utilize Team Leaders ===&lt;br /&gt;
As a benefit stemming from their lack of deeper knowledge about the situation in the mission, TLs have the ability to increase their immediate tactical knowledge by focusing on only the situations relevant to their individual squad and the specific team they're leading. As such, some actions can be effectively undertaken by them:&lt;br /&gt;
* '''Reacting to threats.''' A TL that keeps his team cautious and keeps track of what's ahead can easily respond to any threat, and due to the small nature of a team, this makes it easier for them to form an offensive or defensive response.&lt;br /&gt;
* '''Holding Bases of Fire.''' An effective BOF is one which a team detects and utilizes efficiently. TLs can seek these BOFs and coordinate with the other team(s) in their squad as a means of pouring more fire into the enemy.&lt;br /&gt;
* '''Maneuvering.''' A TL can easily commander a team or squad vehicle, or organize movement on foot through what they find ideal terrain pertaining to their situation. They can also execute bounding maneuvers on an individual basis, or with other teams.&lt;br /&gt;
* '''Completing lesser tasks.''' A Squad Leader can assign a task to a team pertaining to a specific issue. Perhaps a house needs to be occupied or a position has to be entrenched. On that basis, the TL collects his team together and organizes the action independent of their squad leader's input, managing only a portion of the squad, but much more effectively.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Squad-To-Squad Coordination ==&lt;br /&gt;
Nobody likes a Squad Leader(SL) that doesn't keep good tabs on the situation or refuses to get involved with deep problems. As a person of leading authority on the ground, you're tasked with deciding the fate of an entire group of people during a single operation. Of course, in the consequences of a video game, there is no problem if you perish, but the stakes are high and you don't want to give your riflemen a quick death.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There is however an art to decisively lead in combat, and that lies in proper coordination with other squads. The coverage of a squad is particularly small when only one cover a singular objective, limiting your intel, field of influence, volume of fire, and the ability to deal with the enemy. A big aspect of this revolves around the ability of the SL to minimize his responsibility on micromanaging individual squad members, relying more on giving people tactical information sourced from other units, and sending their information back to other units.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Squad Leaders and Subordinates ===&lt;br /&gt;
The troops subordinate to an SL, the squad's riflemen and TLs, need to have a degree of independence to perform properly in fighting circumstances. The act of micromanagement over individual troops on every single basis causes considerable friction and puts the troops at odds with the squad leader, and also making them more dependent on the squad leader's decision making.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Generally, there are a couple of things that a SLs need to consider when interacting with their squad:&lt;br /&gt;
* '''Designate tasks.''' An easy way to utilize your squad members to their fullest extent and to give them something to do is to assign them small tasks as a squad leader. By generally ordering individuals or an entire team to complete something that is in particular need of completing. Even just sending them out to dig a trench at a particular position will distract them from any mischief.&lt;br /&gt;
* '''Consult the riflemen.''' There are often situations where additional input from troops can help you make the right decision. Be constructive and ask the squad members to help you on whatever issue might arise. After all, multiple heads are better than one, and relying on your own orders, especially when there's massive opposition to it from the side of the squad members, is not good for the squad.&lt;br /&gt;
* '''Don't micro too hard.''' Combat wears people out and you can't always assume that people will maintain perfect pacing in a warzone. Expecting them to be on the edge and with sticks up their ass 100% of the time is often too much. Especially in the case of downtime, discouraging squaddies from talking to each other and occupying themselves when there's no orders is frowned upon and can cause lots of friction.&lt;br /&gt;
=== Squads in a Wider Context ===&lt;br /&gt;
Of course, a big advantage that SLs have is the ability to sidestep the chain-of-command and communicate with each other on issues. In general, ''squads should ensure that they are cooperating on achieving objectives as much as possible, whenever possible.'' Even if you have a situation where you may be operating on orders of a higher officer force, always ensure that you have at least one squad with you.&amp;lt;br/&amp;gt;&lt;br /&gt;
To achieve this, you may want to consider some of the following:&lt;br /&gt;
* '''Attach your squad to a lone squad.''' Sometimes individual objectives may be tackled by only one squad or less. Attempt to hail them and divert your efforts into reinforcing them.&lt;br /&gt;
* '''Send and respond to emergency calls.''' Very often you might wind up biting off more than you can chew. To resolve this, simply attempt to disengage and call for support. There are many cases where a single squad can't handle a combat scenario.&lt;br /&gt;
* '''Stick close and maneuver together.''' The typical maximum range for every rifleman is around 300 meters. On that principle you can define a radius within which a single squad can put fire down. On that principle, you can also mutually coordinate squads. By keeping them apart and yet close together, you can create a perfect killing field while also not bunching up individual squads. Of course, effective range reduces depending on the environment and the conditions you're facing. Bad weather and urban environments require you to be even closer than usual in order to not get lost and cause friendly fires.&lt;br /&gt;
* '''Share intel.''' Intel is the key to survival. This is thus very self explanatory: If you ignore sending vital information to other squads, especially when it's of their concern, they will risk their lives.&lt;br /&gt;
== Planning an Operation ==&lt;br /&gt;
The core to every success in an Arma mission is good planning. The AI might be stupid, exploits might exist, the difficulty may be light, but good coordination and good organization of the platoon is what makes us tick. As such, the Platoon Leader's (PL) role is to plan out the way a mission will be conducted, in accordance to intelligence, limitations, strengths and weaknesses, compositions, terrains, and, most importantly, the need to preserve vital objectives that can be failed, as well as the lives of everyone deployed on a mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Of course, there are multiple scenarios to consider as well. Players may get involved in infantry-only or combined arms or air-mobile missions. Sometimes, they may rely on &lt;br /&gt;
To do this is not simple. It requires a lot of forethought, knowledge of how to assemble infantry, how to utilize assets, and how to read the map. However, there are a few useful pointers whenever you assemble a plan.&lt;br /&gt;
* '''Never convoy.''' Ever. Convoying is only utilized in low intensity COIN scenarios where you cannot guarantee a constant threat, and as a means of rapid transit in non-combat conditions. Convoying through a front-line makes you a shooting gallery for the enemy military, particularly if you're trying to break through their lines. Issues include negatives like being unable to see what's in front of you and behind you, only being able to inaccurately engage targets, getting stuck in bottlenecks or where there's a blockade or a destroyed vehicle ahead of you.&lt;br /&gt;
* '''Plan out general movement patterns.''' Requiring the friendly units to adhere to a very micromanaged behavior can lead to particularly clumsy and inefficient behavior from all units involved. Try to refer them to individual waypoints and staging areas rather than having them to adhere to a strict route. Use that only as a measure of last resort.&lt;br /&gt;
* '''Prepare to attack before you attack.''' The biggest mistake you can make is drive into the enemy without dismounting all the infantry prior to an engagement. The more ground you cover, the more guns you have, the less people are seated, the more firepower there is. Ensure that you determine when infantry units should dismount from their transports if you have them.&lt;br /&gt;
* '''Use support assets tactically.''' A key tenant of combined arms is tactical deployment of support assets. CAS aircraft, armored vehicles, heavy weapons and similar additions to the platoon have to fight targets in sync with the regular forces.&lt;br /&gt;
* '''Survey low-intel areas.''' Be careful behind enemy lines where you have no intel. An ambush may be waiting for you in any corner. You can prevent massive losses by sending advance search parties and surveying all points of interest in an area prior to entering it. Finding high points and areas which are poorly visible to defenders, but easy to traverse, are ideal for avoiding these kinds of problems.&lt;br /&gt;
* '''Relegate authority.''' In certain cases, you may encounter a situation in which you do not have the ability to keep control of every single military unit as a platoon commander.&lt;br /&gt;
* '''Utilize phase lines.''' Phase lines are arbitrary or physically determined lines of advance that can be utilized by friendly forces as a means of synchronizing their movement. The general principle behind their operation is to By establishing a phase line within the battle space, you can &lt;br /&gt;
* '''Consider the terrain.''' How poor is the visibility? Do you have a close-range high ground? Are you defending inside or outside of your base? There are many negative and positive factors that you can determine by just checking what situation you're inside of. Always consider utilizing the terrain to your best advantage -- even if you're pushed all the way back to your base camp, you can still find a way to structure your defenses in a way that is tactically sound.&lt;br /&gt;
== C3I ==&lt;br /&gt;
C3I, or ''Command, Control, Comms, and Intel'' is a key system utilized by modern military organizations as a means of evaluating multiple aspects of a combat situation. The purpose behind it is combining the abilities prevalent within officer and squad leader authority, the ability to command units, transfer radio orders and information, as well as collect intel relevant to the war scenario you find yourself inside of. These components are then formed into cohesive information which is transferred up and down the chain of command.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The key aspect of C3I is the immediate transfer of information and changing of orders based upon intel collected in the field. To ensure that information gathering works adequately, all units need to consider reporting key information to the highest possible degree, and utilize the best available technology they have available to acquire said information. These are typically formed through surveillance drones, advanced thermal imaging, recon infantry, fixed wing surveillance, scout vehicles, and the like. These tools are used by soldiers to collect intel, which is then directed to the command network via radio. The officers in charge change the situation depending on this newly collected intel, and  tweak the situation on an operational level to accommodate the plan to the new information that's been gathered.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Of course, a key way to determine your intel situation is by means of determining how intense your intel actually is. For purposes of denoting this information, we've determined several ways of evaluating operational intel, separated into three categories.&lt;br /&gt;
=== Low Intel ===&lt;br /&gt;
Low intel situations are determined by the following factors:&lt;br /&gt;
* Few information about enemy compositions.&lt;br /&gt;
* Little to no information about locations of the enemy.&lt;br /&gt;
* Low quality intel-gathering equipment (no binoculars, long range optics, long range radios, etc.)&lt;br /&gt;
* Lacking support in surveillance and recon assets.&lt;br /&gt;
In low intel environments you have to consider that every position can host possible heavy resistance. In that scenario, the best course of action is to work the area of operations on a case-by case basis. Locations and objectives are scouted slowly and carefully, and a plan is formed as more intel is gathered. This kind of lacking intel typically requires the most time to gather, and can bring the pace of any mission to a crawl. However, to ensure minimal friendly casualties and a successful completion of objectives, a slow pace has to be undertaken.&lt;br /&gt;
=== Medium Intel ===&lt;br /&gt;
Medium intel situations are determined by the following factors:&lt;br /&gt;
* Moderate but partially inaccurate information about the enemy and their disposition compared to us.&lt;br /&gt;
* Knowingly outdated intelligence with an assumed estimate and prediction.&lt;br /&gt;
* A relevant knowledge of enemy compositions that allows the leadership to outline their force in some areas.&lt;br /&gt;
* Information about specific occupied positions, like towns, structures, fortifications, points of interest, etc.&lt;br /&gt;
&lt;br /&gt;
=== High Intel ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=239</id>
		<title>How to Lead &amp; be a good NCO or Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=239"/>
		<updated>2019-07-20T20:38:58Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leading in the context of FPA is an issue that we deal with on a mission-to-mission basis. There are plenty of operations where it is absolutely necessary for the players to organize as a group, and a hierarchy, that will cooperate to achieve mission goals. This is a certain fact regardless of the seriousness of the mission, or whenever it is a Sunday or a non-Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within this page the basic outlines of Squad and Platoon Leader behavior will be described and demonstrated via practical examples. Keep in mind that the concept of leadership is very dynamic and requires a thorough understanding of warfare, something that, despite us playing a video game, must always be considered. Arma is, regardless of what people say, still trying to emulate modern conflicts, and as such it requires modern approaches to warfare.&amp;lt;br/&amp;gt;&lt;br /&gt;
== Team-to-Team Coordination ==&lt;br /&gt;
The core of every military organization is a squad. This group, regardless of how big it is, acts as the most numerous and the most basic formation that are then further supervised and organized into bigger elements, like platoons, companies, special forces, etc. However, commanding an entire squad for an individual NCO is not an easy task, as a result of the responsibilities the squad leader has to bear. As a result of this, squads are further subdivided into '''teams'''.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the context of FPA, our squads are almost always divided into precisely two teams, with some exceptions. These teams are typically commanded by two '''Team Leaders''', one of which may be the squad leader as well, though that is always subject to change depending on the context of the mission, especially if it's not a Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== What a Team Leader does ===&lt;br /&gt;
Team Leaders, or TL for short, enjoy a special privilege that is not available to other NCOs and Officers, and that's the ability to exert authority and fight in a battle without the need to know the bigger picture. A TL as a result of this has a much lower burden of obligations compared to an individual squad leader or an officer, or a specialist.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The TL always has at least 2 people under his command, but sometimes it is possible to have even more. These people should traditionally be assigned during the planning phase or in an ''ad hoc'' fashion during the course of a mission. This is necessary as individual teams are the most likely to suffer casualties, and circumstantially may have to divide or consolidate themselves to achieve proper coordination. That way, TLs can properly issue out effective orders to their subordinates without fracturing the squad as a whole.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How to utilize Team Leaders ===&lt;br /&gt;
As a benefit stemming from their lack of deeper knowledge about the situation in the mission, TLs have the ability to increase their immediate tactical knowledge by focusing on only the situations relevant to their individual squad and the specific team they're leading. As such, some actions can be effectively undertaken by them:&lt;br /&gt;
* '''Reacting to threats.''' A TL that keeps his team cautious and keeps track of what's ahead can easily respond to any threat, and due to the small nature of a team, this makes it easier for them to form an offensive or defensive response.&lt;br /&gt;
* '''Holding Bases of Fire.''' An effective BOF is one which a team detects and utilizes efficiently. TLs can seek these BOFs and coordinate with the other team(s) in their squad as a means of pouring more fire into the enemy.&lt;br /&gt;
* '''Maneuvering.''' A TL can easily commander a team or squad vehicle, or organize movement on foot through what they find ideal terrain pertaining to their situation. They can also execute bounding maneuvers on an individual basis, or with other teams.&lt;br /&gt;
* '''Completing lesser tasks.''' A Squad Leader can assign a task to a team pertaining to a specific issue. Perhaps a house needs to be occupied or a position has to be entrenched. On that basis, the TL collects his team together and organizes the action independent of their squad leader's input, managing only a portion of the squad, but much more effectively.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Squad-To-Squad Coordination ==&lt;br /&gt;
Nobody likes a Squad Leader(SL) that doesn't keep good tabs on the situation or refuses to get involved with deep problems. As a person of leading authority on the ground, you're tasked with deciding the fate of an entire group of people during a single operation. Of course, in the consequences of a video game, there is no problem if you perish, but the stakes are high and you don't want to give your riflemen a quick death.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There is however an art to decisively lead in combat, and that lies in proper coordination with other squads. The coverage of a squad is particularly small when only one cover a singular objective, limiting your intel, field of influence, volume of fire, and the ability to deal with the enemy. A big aspect of this revolves around the ability of the SL to minimize his responsibility on micromanaging individual squad members, relying more on giving people tactical information sourced from other units, and sending their information back to other units.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Squad Leaders and Subordinates ===&lt;br /&gt;
The troops subordinate to an SL, the squad's riflemen and TLs, need to have a degree of independence to perform properly in fighting circumstances. The act of micromanagement over individual troops on every single basis causes considerable friction and puts the troops at odds with the squad leader, and also making them more dependent on the squad leader's decision making.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Generally, there are a couple of things that a SLs need to consider when interacting with their squad:&lt;br /&gt;
* '''Designate tasks.''' An easy way to utilize your squad members to their fullest extent and to give them something to do is to assign them small tasks as a squad leader. By generally ordering individuals or an entire team to complete something that is in particular need of completing. Even just sending them out to dig a trench at a particular position will distract them from any mischief.&lt;br /&gt;
* '''Consult the riflemen.''' There are often situations where additional input from troops can help you make the right decision. Be constructive and ask the squad members to help you on whatever issue might arise. After all, multiple heads are better than one, and relying on your own orders, especially when there's massive opposition to it from the side of the squad members, is not good for the squad.&lt;br /&gt;
* '''Don't micro too hard.''' Combat wears people out and you can't always assume that people will maintain perfect pacing in a warzone. Expecting them to be on the edge and with sticks up their ass 100% of the time is often too much. Especially in the case of downtime, discouraging squaddies from talking to each other and occupying themselves when there's no orders is frowned upon and can cause lots of friction.&lt;br /&gt;
=== Squads in a Wider Context ===&lt;br /&gt;
Of course, a big advantage that SLs have is the ability to sidestep the chain-of-command and communicate with each other on issues. In general, ''squads should ensure that they are cooperating on achieving objectives as much as possible, whenever possible.'' Even if you have a situation where you may be operating on orders of a higher officer force, always ensure that you have at least one squad with you.&amp;lt;br/&amp;gt;&lt;br /&gt;
To achieve this, you may want to consider some of the following:&lt;br /&gt;
* '''Attach your squad to a lone squad.''' Sometimes individual objectives may be tackled by only one squad or less. Attempt to hail them and divert your efforts into reinforcing them.&lt;br /&gt;
* '''Send and respond to emergency calls.''' Very often you might wind up biting off more than you can chew. To resolve this, simply attempt to disengage and call for support. There are many cases where a single squad can't handle a combat scenario.&lt;br /&gt;
* '''Stick close and maneuver together.''' The typical maximum range for every rifleman is around 300 meters. On that principle you can define a radius within which a single squad can put fire down. On that principle, you can also mutually coordinate squads. By keeping them apart and yet close together, you can create a perfect killing field while also not bunching up individual squads. Of course, effective range reduces depending on the environment and the conditions you're facing. Bad weather and urban environments require you to be even closer than usual in order to not get lost and cause friendly fires.&lt;br /&gt;
* '''Share intel.''' Intel is the key to survival. This is thus very self explanatory: If you ignore sending vital information to other squads, especially when it's of their concern, they will risk their lives.&lt;br /&gt;
== Planning an Operation ==&lt;br /&gt;
The core to every success in an Arma mission is good planning. The AI might be stupid, exploits might exist, the difficulty may be light, but good coordination and good organization of the platoon is what makes us tick. As such, the Platoon Leader's (PL) role is to plan out the way a mission will be conducted, in accordance to intelligence, limitations, strengths and weaknesses, compositions, terrains, and, most importantly, the need to preserve vital objectives that can be failed, as well as the lives of everyone deployed on a mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Of course, there are multiple scenarios to consider as well. Players may get involved in infantry-only or combined arms or air-mobile missions. Sometimes, they may rely on &lt;br /&gt;
To do this is not simple. It requires a lot of forethought, knowledge of how to assemble infantry, how to utilize assets, and how to read the map. However, there are a few useful pointers whenever you assemble a plan.&lt;br /&gt;
* '''Never convoy.''' Ever. Convoying is only utilized in low intensity COIN scenarios where you cannot guarantee a constant threat, and as a means of rapid transit in non-combat conditions. Convoying through a front-line makes you a shooting gallery for the enemy military, particularly if you're trying to break through their lines. Issues include negatives like being unable to see what's in front of you and behind you, only being able to inaccurately engage targets, getting stuck in bottlenecks or where there's a blockade or a destroyed vehicle ahead of you.&lt;br /&gt;
* '''Plan out general movement patterns.''' Requiring the friendly units to adhere to a very micromanaged behavior can lead to particularly clumsy and inefficient behavior from all units involved. Try to refer them to individual waypoints and staging areas rather than having them to adhere to a strict route. Use that only as a measure of last resort.&lt;br /&gt;
* '''Prepare to attack before you attack.''' The biggest mistake you can make is drive into the enemy without dismounting all the infantry prior to an engagement. The more ground you cover, the more guns you have, the less people are seated, the more firepower there is. Ensure that you determine when infantry units should dismount from their transports if you have them.&lt;br /&gt;
* '''Use support assets tactically.''' A key tenant of combined arms is tactical deployment of support assets. CAS aircraft, armored vehicles, heavy weapons and similar additions to the platoon have to fight targets in sync with the regular forces.&lt;br /&gt;
* '''Survey low-intel areas.''' Be careful behind enemy lines where you have no intel. An ambush may be waiting for you in any corner. You can prevent massive losses by sending advance search parties and surveying all points of interest in an area prior to entering it. Finding high points and areas which are poorly visible to defenders, but easy to traverse, are ideal for avoiding these kinds of problems.&lt;br /&gt;
* '''Relegate authority.''' In certain cases, you may encounter a situation in which you do not have the ability to keep control of every single military unit as a platoon commander.&lt;br /&gt;
* '''Utilize phase lines.''' Phase lines are arbitrary or physically determined lines of advance that can be utilized by friendly forces as a means of synchronizing their movement. The general principle behind their operation is to By establishing a phase line within the battle space, you can &lt;br /&gt;
* '''Consider the terrain.''' How poor is the visibility? Do you have a close-range high ground? Are you defending inside or outside of your base? There are many negative and positive factors that you can determine by just checking what situation you're inside of. Always consider utilizing the terrain to your best advantage -- even if you're pushed all the way back to your base camp, you can still find a way to structure your defenses in a way that is tactically sound.&lt;br /&gt;
== C3I ==&lt;br /&gt;
C3I, or ''Command, Control, Comms, and Intel'' is a key system utilized by modern military organizations as a means of evaluating multiple aspects of a combat situation. The purpose behind it is combining the abilities prevalent within officer and squad leader authority, the ability to command units, transfer radio orders and information, as well as collect intel relevant to the war scenario you find yourself inside of. These components are then formed into cohesive information which is transferred up and down the chain of command.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The key aspect of C3I is the immediate transfer of information and changing of orders based upon intel collected in the field. To ensure that information gathering works adequately, all units need to consider reporting key information to the highest possible degree, and utilize the best available technology they have available to acquire said information. These are typically formed through surveillance drones, advanced thermal imaging, recon infantry, fixed wing surveillance, scout vehicles, and the like. These tools are used by soldiers to collect intel, which is then directed to the command network via radio. The officers in charge change the situation depending on this newly collected intel, and  tweak the situation on an operational level to accommodate the plan to the new information that's been gathered.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Of course, a key way to determine your intel situation is by means of determining how intense your intel actually is. For purposes of denoting this information, we've determined several ways of evaluating operational intel, separated into three categories.&lt;br /&gt;
=== Low Intel ===&lt;br /&gt;
Low intel situations are determined by the following factors:&lt;br /&gt;
* Few information about enemy compositions.&lt;br /&gt;
* Little to no information about locations of the enemy.&lt;br /&gt;
* Low quality intel-gathering equipment (no binoculars, long range optics, long range radios, etc.)&lt;br /&gt;
* Lacking support in surveillance and recon assets.&lt;br /&gt;
In low intel environments you have to consider that every position can host possible heavy resistance. In that scenario, the best course of action is to work the area of operations on a case-by case basis. Locations and objectives are scouted slowly and carefully, and a plan is formed as more intel is gathered. This kind of lacking intel typically requires the most time to gather, and can bring the pace of any mission to a crawl. However, to ensure minimal friendly casualties and a successful completion of objectives, a slow pace has to be undertaken.&lt;br /&gt;
=== Medium Intel ===&lt;br /&gt;
Medium intel situations are determined by the following factors:&lt;br /&gt;
* Moderate but partially inaccurate information about the enemy and their disposition compared to us. &lt;br /&gt;
&lt;br /&gt;
=== High Intel ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=238</id>
		<title>How to Lead &amp; be a good NCO or Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=238"/>
		<updated>2019-07-20T17:17:58Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leading in the context of FPA is an issue that we deal with on a mission-to-mission basis. There are plenty of operations where it is absolutely necessary for the players to organize as a group, and a hierarchy, that will cooperate to achieve mission goals. This is a certain fact regardless of the seriousness of the mission, or whenever it is a Sunday or a non-Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within this page the basic outlines of Squad and Platoon Leader behavior will be described and demonstrated via practical examples. Keep in mind that the concept of leadership is very dynamic and requires a thorough understanding of warfare, something that, despite us playing a video game, must always be considered. Arma is, regardless of what people say, still trying to emulate modern conflicts, and as such it requires modern approaches to warfare.&amp;lt;br/&amp;gt;&lt;br /&gt;
== Team-to-Team Coordination ==&lt;br /&gt;
The core of every military organization is a squad. This group, regardless of how big it is, acts as the most numerous and the most basic formation that are then further supervised and organized into bigger elements, like platoons, companies, special forces, etc. However, commanding an entire squad for an individual NCO is not an easy task, as a result of the responsibilities the squad leader has to bear. As a result of this, squads are further subdivided into '''teams'''.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the context of FPA, our squads are almost always divided into precisely two teams, with some exceptions. These teams are typically commanded by two '''Team Leaders''', one of which may be the squad leader as well, though that is always subject to change depending on the context of the mission, especially if it's not a Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== What a Team Leader does ===&lt;br /&gt;
Team Leaders, or TL for short, enjoy a special privilege that is not available to other NCOs and Officers, and that's the ability to exert authority and fight in a battle without the need to know the bigger picture. A TL as a result of this has a much lower burden of obligations compared to an individual squad leader or an officer, or a specialist.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The TL always has at least 2 people under his command, but sometimes it is possible to have even more. These people should traditionally be assigned during the planning phase or in an ''ad hoc'' fashion during the course of a mission. This is necessary as individual teams are the most likely to suffer casualties, and circumstantially may have to divide or consolidate themselves to achieve proper coordination. That way, TLs can properly issue out effective orders to their subordinates without fracturing the squad as a whole.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How to utilize Team Leaders ===&lt;br /&gt;
As a benefit stemming from their lack of deeper knowledge about the situation in the mission, TLs have the ability to increase their immediate tactical knowledge by focusing on only the situations relevant to their individual squad and the specific team they're leading. As such, some actions can be effectively undertaken by them:&lt;br /&gt;
* '''Reacting to threats.''' A TL that keeps his team cautious and keeps track of what's ahead can easily respond to any threat, and due to the small nature of a team, this makes it easier for them to form an offensive or defensive response.&lt;br /&gt;
* '''Holding Bases of Fire.''' An effective BOF is one which a team detects and utilizes efficiently. TLs can seek these BOFs and coordinate with the other team(s) in their squad as a means of pouring more fire into the enemy.&lt;br /&gt;
* '''Maneuvering.''' A TL can easily commander a team or squad vehicle, or organize movement on foot through what they find ideal terrain pertaining to their situation. They can also execute bounding maneuvers on an individual basis, or with other teams.&lt;br /&gt;
* '''Completing lesser tasks.''' A Squad Leader can assign a task to a team pertaining to a specific issue. Perhaps a house needs to be occupied or a position has to be entrenched. On that basis, the TL collects his team together and organizes the action independent of their squad leader's input, managing only a portion of the squad, but much more effectively.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Squad-To-Squad Coordination ==&lt;br /&gt;
Nobody likes a Squad Leader(SL) that doesn't keep good tabs on the situation or refuses to get involved with deep problems. As a person of leading authority on the ground, you're tasked with deciding the fate of an entire group of people during a single operation. Of course, in the consequences of a video game, there is no problem if you perish, but the stakes are high and you don't want to give your riflemen a quick death.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There is however an art to decisively lead in combat, and that lies in proper coordination with other squads. The coverage of a squad is particularly small when only one cover a singular objective, limiting your intel, field of influence, volume of fire, and the ability to deal with the enemy. A big aspect of this revolves around the ability of the SL to minimize his responsibility on micromanaging individual squad members, relying more on giving people tactical information sourced from other units, and sending their information back to other units.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Squad Leaders and Subordinates ===&lt;br /&gt;
The troops subordinate to an SL, the squad's riflemen and TLs, need to have a degree of independence to perform properly in fighting circumstances. The act of micromanagement over individual troops on every single basis causes considerable friction and puts the troops at odds with the squad leader, and also making them more dependent on the squad leader's decision making.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Generally, there are a couple of things that a SLs need to consider when interacting with their squad:&lt;br /&gt;
* '''Designate tasks.''' An easy way to utilize your squad members to their fullest extent and to give them something to do is to assign them small tasks as a squad leader. By generally ordering individuals or an entire team to complete something that is in particular need of completing. Even just sending them out to dig a trench at a particular position will distract them from any mischief.&lt;br /&gt;
* '''Consult the riflemen.''' There are often situations where additional input from troops can help you make the right decision. Be constructive and ask the squad members to help you on whatever issue might arise. After all, multiple heads are better than one, and relying on your own orders, especially when there's massive opposition to it from the side of the squad members, is not good for the squad.&lt;br /&gt;
* '''Don't micro too hard.''' Combat wears people out and you can't always assume that people will maintain perfect pacing in a warzone. Expecting them to be on the edge and with sticks up their ass 100% of the time is often too much. Especially in the case of downtime, discouraging squaddies from talking to each other and occupying themselves when there's no orders is frowned upon and can cause lots of friction.&lt;br /&gt;
=== Squads in a Wider Context ===&lt;br /&gt;
Of course, a big advantage that SLs have is the ability to sidestep the chain-of-command and communicate with each other on issues. In general, ''squads should ensure that they are cooperating on achieving objectives as much as possible, whenever possible.'' Even if you have a situation where you may be operating on orders of a higher officer force, always ensure that you have at least one squad with you.&amp;lt;br/&amp;gt;&lt;br /&gt;
To achieve this, you may want to consider some of the following:&lt;br /&gt;
* '''Attach your squad to a lone squad.''' Sometimes individual objectives may be tackled by only one squad or less. Attempt to hail them and divert your efforts into reinforcing them.&lt;br /&gt;
* '''Send and respond to emergency calls.''' Very often you might wind up biting off more than you can chew. To resolve this, simply attempt to disengage and call for support. There are many cases where a single squad can't handle a combat scenario.&lt;br /&gt;
* '''Stick close and maneuver together.''' The typical maximum range for every rifleman is around 300 meters. On that principle you can define a radius within which a single squad can put fire down. On that principle, you can also mutually coordinate squads. By keeping them apart and yet close together, you can create a perfect killing field while also not bunching up individual squads. Of course, effective range reduces depending on the environment and the conditions you're facing. Bad weather and urban environments require you to be even closer than usual in order to not get lost and cause friendly fires.&lt;br /&gt;
* '''Share intel.''' Intel is the key to survival. This is thus very self explanatory: If you ignore sending vital information to other squads, especially when it's of their concern, they will risk their lives.&lt;br /&gt;
== Planning an Operation ==&lt;br /&gt;
The core to every success in an Arma mission is good planning. The AI might be stupid, exploits might exist, the difficulty may be light, but good coordination and good organization of the platoon is what makes us tick. As such, the Platoon Leader's (PL) role is to plan out the way a mission will be conducted, in accordance to intelligence, limitations, strengths and weaknesses, compositions, terrains, and, most importantly, the need to preserve vital objectives that can be failed, as well as the lives of everyone deployed on a mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Of course, there are multiple scenarios to consider as well. Players may get involved in infantry-only or combined arms or air-mobile missions. Sometimes, they may rely on &lt;br /&gt;
To do this is not simple. It requires a lot of forethought, knowledge of how to assemble infantry, how to utilize assets, and how to read the map. However, there are a few useful pointers whenever you assemble a plan.&lt;br /&gt;
* '''Never convoy.''' Ever. Convoying is only utilized in low intensity COIN scenarios where you cannot guarantee a constant threat, and as a means of rapid transit in non-combat conditions. Convoying through a front-line makes you a shooting gallery for the enemy military, particularly if you're trying to break through their lines. Issues include negatives like being unable to see what's in front of you and behind you, only being able to inaccurately engage targets, getting stuck in bottlenecks or where there's a blockade or a destroyed vehicle ahead of you.&lt;br /&gt;
* '''Plan out general movement patterns.''' Requiring the friendly units to adhere to a very micromanaged behavior can lead to particularly clumsy and inefficient behavior from all units involved. Try to refer them to individual waypoints and staging areas rather than having them to adhere to a strict route. Use that only as a measure of last resort.&lt;br /&gt;
* '''Prepare to attack before you attack.''' The biggest mistake you can make is drive into the enemy without dismounting all the infantry prior to an engagement. The more ground you cover, the more guns you have, the less people are seated, the more firepower there is. Ensure that you determine when infantry units should dismount from their transports if you have them.&lt;br /&gt;
* '''Use support assets tactically.''' A key tenant of combined arms is tactical deployment of support assets. CAS aircraft, armored vehicles, heavy weapons and similar additions to the platoon have to fight targets in sync with the regular forces.&lt;br /&gt;
* '''Survey low-intel areas.''' Be careful behind enemy lines where you have no intel. An ambush may be waiting for you in any corner. You can prevent massive losses by sending advance search parties and surveying all points of interest in an area prior to entering it. Finding high points and areas which are poorly visible to defenders, but easy to traverse, are ideal for avoiding these kinds of problems.&lt;br /&gt;
* '''Relegate authority.''' In certain cases, you may encounter a situation in which you do not have the ability to keep control of every single military unit as a platoon commander.&lt;br /&gt;
* '''Consider the terrain.''' How poor is the visibility? Do you have a close-range high ground? Are you defending inside or outside of your base? There are many negative and positive factors that you can determine by just checking what situation you're inside of. Always consider utilizing the terrain to your best advantage -- even if you're pushed all the way back to your base camp, you can still find a way to structure your defenses in a way that is tactically sound.&lt;br /&gt;
== C3I ==&lt;br /&gt;
C3I, or ''Command, Control, Comms, and Intel'' is a key system utilized by modern military organizations as a means of evaluating multiple aspects of a combat situation.&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=237</id>
		<title>How to Lead &amp; be a good NCO or Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=237"/>
		<updated>2019-07-20T13:57:42Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leading in the context of FPA is an issue that we deal with on a mission-to-mission basis. There are plenty of operations where it is absolutely necessary for the players to organize as a group, and a hierarchy, that will cooperate to achieve mission goals. This is a certain fact regardless of the seriousness of the mission, or whenever it is a Sunday or a non-Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within this page the basic outlines of Squad and Platoon Leader behavior will be described and demonstrated via practical examples. Keep in mind that the concept of leadership is very dynamic and requires a thorough understanding of warfare, something that, despite us playing a video game, must always be considered. Arma is, regardless of what people say, still trying to emulate modern conflicts, and as such it requires modern approaches to warfare.&amp;lt;br/&amp;gt;&lt;br /&gt;
== Team-to-Team Coordination ==&lt;br /&gt;
The core of every military organization is a squad. This group, regardless of how big it is, acts as the most numerous and the most basic formation that are then further supervised and organized into bigger elements, like platoons, companies, special forces, etc. However, commanding an entire squad for an individual NCO is not an easy task, as a result of the responsibilities the squad leader has to bear. As a result of this, squads are further subdivided into '''teams'''.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the context of FPA, our squads are almost always divided into precisely two teams, with some exceptions. These teams are typically commanded by two '''Team Leaders''', one of which may be the squad leader as well, though that is always subject to change depending on the context of the mission, especially if it's not a Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== What a Team Leader does ===&lt;br /&gt;
Team Leaders, or TL for short, enjoy a special privilege that is not available to other NCOs and Officers, and that's the ability to exert authority and fight in a battle without the need to know the bigger picture. A TL as a result of this has a much lower burden of obligations compared to an individual squad leader or an officer, or a specialist.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The TL always has at least 2 people under his command, but sometimes it is possible to have even more. These people should traditionally be assigned during the planning phase or in an ''ad hoc'' fashion during the course of a mission. This is necessary as individual teams are the most likely to suffer casualties, and circumstantially may have to divide or consolidate themselves to achieve proper coordination. That way, TLs can properly issue out effective orders to their subordinates without fracturing the squad as a whole.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How to utilize Team Leaders ===&lt;br /&gt;
As a benefit stemming from their lack of deeper knowledge about the situation in the mission, TLs have the ability to increase their immediate tactical knowledge by focusing on only the situations relevant to their individual squad and the specific team they're leading. As such, some actions can be effectively undertaken by them:&lt;br /&gt;
* '''Reacting to threats.''' A TL that keeps his team cautious and keeps track of what's ahead can easily respond to any threat, and due to the small nature of a team, this makes it easier for them to form an offensive or defensive response.&lt;br /&gt;
* '''Holding Bases of Fire.''' An effective BOF is one which a team detects and utilizes efficiently. TLs can seek these BOFs and coordinate with the other team(s) in their squad as a means of pouring more fire into the enemy.&lt;br /&gt;
* '''Maneuvering.''' A TL can easily commander a team or squad vehicle, or organize movement on foot through what they find ideal terrain pertaining to their situation. They can also execute bounding maneuvers on an individual basis, or with other teams.&lt;br /&gt;
* '''Completing lesser tasks.''' A Squad Leader can assign a task to a team pertaining to a specific issue. Perhaps a house needs to be occupied or a position has to be entrenched. On that basis, the TL collects his team together and organizes the action independent of their squad leader's input, managing only a portion of the squad, but much more effectively.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Squad-To-Squad Coordination ==&lt;br /&gt;
Nobody likes a Squad Leader(SL) that doesn't keep good tabs on the situation or refuses to get involved with deep problems. As a person of leading authority on the ground, you're tasked with deciding the fate of an entire group of people during a single operation. Of course, in the consequences of a video game, there is no problem if you perish, but the stakes are high and you don't want to give your riflemen a quick death.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There is however an art to decisively lead in combat, and that lies in proper coordination with other squads. The coverage of a squad is particularly small when only one cover a singular objective, limiting your intel, field of influence, volume of fire, and the ability to deal with the enemy. A big aspect of this revolves around the ability of the SL to minimize his responsibility on micromanaging individual squad members, relying more on giving people tactical information sourced from other units, and sending their information back to other units.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Squad Leaders and Subordinates ===&lt;br /&gt;
The troops subordinate to an SL, the squad's riflemen and TLs, need to have a degree of independence to perform properly in fighting circumstances. The act of micromanagement over individual troops on every single basis causes considerable friction and puts the troops at odds with the squad leader, and also making them more dependent on the squad leader's decision making.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Generally, there are a couple of things that a SLs need to consider when interacting with their squad:&lt;br /&gt;
* '''Designate tasks.''' An easy way to utilize your squad members to their fullest extent and to give them something to do is to assign them small tasks as a squad leader. By generally ordering individuals or an entire team to complete something that is in particular need of completing. Even just sending them out to dig a trench at a particular position will distract them from any mischief.&lt;br /&gt;
* '''Consult the riflemen.''' There are often situations where additional input from troops can help you make the right decision. Be constructive and ask the squad members to help you on whatever issue might arise. After all, multiple heads are better than one, and relying on your own orders, especially when there's massive opposition to it from the side of the squad members, is not good for the squad.&lt;br /&gt;
* '''Don't micro too hard.''' Combat wears people out and you can't always assume that people will maintain perfect pacing in a warzone. Expecting them to be on the edge and with sticks up their ass 100% of the time is often too much. Especially in the case of downtime, discouraging squaddies from talking to each other and occupying themselves when there's no orders is frowned upon.&lt;br /&gt;
=== Squads in a Wider Context ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=236</id>
		<title>How to Lead &amp; be a good NCO or Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=236"/>
		<updated>2019-07-20T05:58:41Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leading in the context of FPA is an issue that we deal with on a mission-to-mission basis. There are plenty of operations where it is absolutely necessary for the players to organize as a group, and a hierarchy, that will cooperate to achieve mission goals. This is a certain fact regardless of the seriousness of the mission, or whenever it is a Sunday or a non-Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within this page the basic outlines of Squad and Platoon Leader behavior will be described and demonstrated via practical examples. Keep in mind that the concept of leadership is very dynamic and requires a thorough understanding of warfare, something that, despite us playing a video game, must always be considered. Arma is, regardless of what people say, still trying to emulate modern conflicts, and as such it requires modern approaches to warfare.&amp;lt;br/&amp;gt;&lt;br /&gt;
== Team-to-Team Coordination ==&lt;br /&gt;
The core of every military organization is a squad. This group, regardless of how big it is, acts as the most numerous and the most basic formation that are then further supervised and organized into bigger elements, like platoons, companies, special forces, etc. However, commanding an entire squad for an individual NCO is not an easy task, as a result of the responsibilities the squad leader has to bear. As a result of this, squads are further subdivided into '''teams'''.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the context of FPA, our squads are almost always divided into precisely two teams, with some exceptions. These teams are typically commanded by two '''Team Leaders''', one of which may be the squad leader as well, though that is always subject to change depending on the context of the mission, especially if it's not a Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== What a Team Leader does ===&lt;br /&gt;
Team Leaders, or TL for short, enjoy a special privilege that is not available to other NCOs and Officers, and that's the ability to exert authority and fight in a battle without the need to know the bigger picture. A TL as a result of this has a much lower burden of obligations compared to an individual squad leader or an officer, or a specialist.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The TL always has at least 2 people under his command, but sometimes it is possible to have even more. These people should traditionally be assigned during the planning phase or in an ''ad hoc'' fashion during the course of a mission. This is necessary as individual teams are the most likely to suffer casualties, and circumstantially may have to divide or consolidate themselves to achieve proper coordination. That way, TLs can properly issue out effective orders to their subordinates without fracturing the squad as a whole.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How to utilize Team Leaders ===&lt;br /&gt;
As a benefit stemming from their lack of deeper knowledge about the situation in the mission, TLs have the ability to increase their immediate tactical knowledge by focusing on only the situations relevant to their individual squad and the specific team they're leading. As such, some actions can be effectively undertaken by them:&lt;br /&gt;
* '''Reacting to threats.''' A TL that keeps his team cautious and keeps track of what's ahead can easily respond to any threat, and due to the small nature of a team, this makes it easier for them to form an offensive or defensive response.&lt;br /&gt;
* '''Holding Bases of Fire.''' An effective BOF is one which a team detects and utilizes efficiently. TLs can seek these BOFs and coordinate with the other team(s) in their squad as a means of pouring more fire into the enemy.&lt;br /&gt;
* '''Maneuvering.''' A TL can easily commander a team or squad vehicle, or organize movement on foot through what they find ideal terrain pertaining to their situation. They can also execute bounding maneuvers on an individual basis, or with other teams.&lt;br /&gt;
* '''Completing lesser tasks.''' A Squad Leader can assign a task to a team pertaining to a specific issue. Perhaps a house needs to be occupied or a position has to be entrenched. On that basis, the TL collects his team together and organizes the action independent of their squad leader's input, managing only a portion of the squad, but much more effectively.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Squad-To-Squad Coordination ==&lt;br /&gt;
Nobody likes a Squad Leader(SL) that doesn't keep good tabs on the situation or refuses to get involved with deep problems. As a person of leading authority on the ground, you're tasked with deciding the fate of an entire group of people during a single operation. Of course, in the consequences of a video game, there is no problem if you perish, but the stakes are high and you don't want to give your riflemen a quick death.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
There is however an art to decisively lead in combat, and that lies in proper coordination with other squads. The coverage of a squad is particularly small when only one cover a singular objective, limiting your intel, field of influence, volume of fire, and the ability to deal with the enemy.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=235</id>
		<title>How to Lead &amp; be a good NCO or Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=235"/>
		<updated>2019-07-19T23:36:35Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leading in the context of FPA is an issue that we deal with on a mission-to-mission basis. There are plenty of operations where it is absolutely necessary for the players to organize as a group, and a hierarchy, that will cooperate to achieve mission goals. This is a certain fact regardless of the seriousness of the mission, or whenever it is a Sunday or a non-Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within this page the basic outlines of Squad and Platoon Leader behavior will be described and demonstrated via practical examples. Keep in mind that the concept of leadership is very dynamic and requires a thorough understanding of warfare, something that, despite us playing a video game, must always be considered. Arma is, regardless of what people say, still trying to emulate modern conflicts, and as such it requires modern approaches to warfare.&amp;lt;br/&amp;gt;&lt;br /&gt;
== Team-to-Team Coordination ==&lt;br /&gt;
The core of every military organization is a squad. This group, regardless of how big it is, acts as the most numerous and the most basic formation that are then further supervised and organized into bigger elements, like platoons, companies, special forces, etc. However, commanding an entire squad for an individual NCO is not an easy task, as a result of the responsibilities the squad leader has to bear. As a result of this, squads are further subdivided into '''teams'''.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the context of FPA, our squads are almost always divided into precisely two teams, with some exceptions. These teams are typically commanded by two '''Team Leaders''', one of which may be the squad leader as well, though that is always subject to change depending on the context of the mission, especially if it's not a Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== What a Team Leader does ===&lt;br /&gt;
Team Leaders, or TL for short, enjoy a special privilege that is not available to other NCOs and Officers, and that's the ability to exert authority and fight in a battle without the need to know the bigger picture. A TL as a result of this has a much lower burden of obligations compared to an individual squad leader or an officer, or a specialist.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The TL always has at least 2 people under his command, but sometimes it is possible to have even more. These people should traditionally be assigned during the planning phase or in an ''ad hoc'' fashion during the course of a mission. This is necessary as individual teams are the most likely to suffer casualties, and circumstantially may have to divide or consolidate themselves to achieve proper coordination. That way, TLs can properly issue out effective orders to their subordinates without fracturing the squad as a whole.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How to utilize Team Leaders ===&lt;br /&gt;
As a benefit stemming from their lack of deeper knowledge about the situation in the mission, TLs have the ability to increase their immediate tactical knowledge by focusing on only the situations relevant to their individual squad and the specific team they're leading. As such, some actions can be effectively undertaken by them:&lt;br /&gt;
* '''Reacting to threats.''' A TL that keeps his team cautious and keeps track of what's ahead can easily respond to any threat, and due to the small nature of a team, this makes it easier for them to form an offensive or defensive response.&lt;br /&gt;
* '''Holding Bases of Fire.''' An effective BOF is one which a team detects and utilizes efficiently. TLs can seek these BOFs and coordinate with the other team(s) in their squad as a means of pouring more fire into the enemy.&lt;br /&gt;
* '''Maneuvering.''' A TL can easily commander a team or squad vehicle, or organize movement on foot through what they find ideal terrain pertaining to their situation. They can also execute bounding maneuvers on an individual basis, or with other teams.&lt;br /&gt;
* '''Completing lesser tasks.''' A Squad Leader can assign a task to a team pertaining to a specific issue. Perhaps a house needs to be occupied or a position has to be entrenched. On that basis, the TL collects his team together and organizes the action independent of their squad leader's input, managing only a portion of the squad, but much more effectively.&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=234</id>
		<title>How to Lead &amp; be a good NCO or Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=234"/>
		<updated>2019-07-18T23:35:38Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leading in the context of FPA is an issue that we deal with on a mission-to-mission basis. There are plenty of operations where it is absolutely necessary for the players to organize as a group, and a hierarchy, that will cooperate to achieve mission goals. This is a certain fact regardless of the seriousness of the mission, or whenever it is a Sunday or a non-Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within this page the basic outlines of Squad and Platoon Leader behavior will be described and demonstrated via practical examples. Keep in mind that the concept of leadership is very dynamic and requires a thorough understanding of warfare, something that, despite us playing a video game, must always be considered. Arma is, regardless of what people say, still trying to emulate modern conflicts, and as such it requires modern approaches to warfare.&amp;lt;br/&amp;gt;&lt;br /&gt;
== Team-to-Team Coordination ==&lt;br /&gt;
The core of every military organization is a squad. This group, regardless of how big it is, acts as the most numerous and the most basic formation that are then further supervised and organized into bigger elements, like platoons, companies, special forces, etc. However, commanding an entire squad for an individual NCO is not an easy task, as a result of the responsibilities the squad leader has to bear. As a result of this, squads are further subdivided into '''teams'''.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
In the context of FPA, our squads are almost always divided into precisely two teams, with some exceptions. These teams are typically commanded by two '''Team Leaders''', one of which may be the squad leader as well, though that is always subject to change depending on the context of the mission, especially if it's not a Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
=== What a Team Leader does ===&lt;br /&gt;
Team Leaders, or TL for short, enjoy a special privilege that is not available to other NCOs and Officers, and that's the ability to exert authority and fight in a battle without the need to know the bigger picture. A TL as a result of this has a much lower burden of obligations compared to an individual squad leader or an officer, or a specialist.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The TL always has at least 2 people under his command, but sometimes it is possible to have even more. These people should traditionally be assigned during the planning phase or in an ''ad hoc'' fashion during the course of a mission. This is necessary as individual teams are the most likely to suffer casualties, and circumstantially may have to divide or consolidate themselves to achieve proper coordination. That way, TLs can properly issue out effective orders to their subordinates without fracturing the squad as a whole.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== How to utilize Team Leaders ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=233</id>
		<title>How to Lead &amp; be a good NCO or Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=How_to_Lead_%26_be_a_good_NCO_or_Officer&amp;diff=233"/>
		<updated>2019-07-17T15:59:21Z</updated>

		<summary type="html">&lt;p&gt;Croguy: added basic parts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leading in the context of FPA is an issue that we deal with on a mission-to-mission basis. There are plenty of operations where it is absolutely necessary for the players to organize as a group, and a hierarchy, that will cooperate to achieve mission goals. This is a certain fact regardless of the seriousness of the mission, or whenever it is a Sunday or a non-Sunday mission.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within this page the basic outlines of Squad and Platoon Leader behavior will be described and demonstrated via practical examples. Keep in mind that the concept of leadership is very dynamic and requires a thorough understanding of warfare, something that, despite us playing a video game, must always be considered. Arma is, regardless of what people say, still trying to emulate modern conflicts, and as such it requires modern approaches to warfare.&amp;lt;br/&amp;gt;&lt;br /&gt;
== Team-to-Team Coordination ==&lt;br /&gt;
The core of every military organization is a squad. This group, regardless of how big it is, acts as the most numerous and the most basic formation that are then further supervised and organized into bigger elements, like platoons, companies, special forces, etc. However, commanding an entire squad for an individual NCO is not an easy task, as a result of the responsibilities the squad leader has to bear. As a result of this, squads are further subdivided into '''teams'''.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the context of FPA, our squads are almost always divided into precisely two teams, with some exceptions.&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Wiki&amp;diff=231</id>
		<title>FPArma Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Wiki&amp;diff=231"/>
		<updated>2019-07-17T14:20:30Z</updated>

		<summary type="html">&lt;p&gt;Croguy: /* Articles of importance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the FPArma Wiki.&lt;br /&gt;
&lt;br /&gt;
This wiki is still slowly being set up but you can check out the categories and articles already.&lt;br /&gt;
&lt;br /&gt;
==Quick Links==&lt;br /&gt;
* [https://discord.gg/WYZjqPB Discord]&lt;br /&gt;
* [http://fparma.herokuapp.com/ Heroku (Signups)]&lt;br /&gt;
* Teamspeak: prfn.se&lt;br /&gt;
* [http://steamcommunity.com/groups/FPARMA Steam Group]&lt;br /&gt;
* [https://units.arma3.com/unit/fparma Arma Unit]&lt;br /&gt;
* [https://github.com/fparma Github]&lt;br /&gt;
&lt;br /&gt;
== Articles of importance ==&lt;br /&gt;
&lt;br /&gt;
* [[About_FPArma|What FPArma is about]]&lt;br /&gt;
* [[Swifty|Setting up your game (Using Swifty)]]&lt;br /&gt;
* [[Using Medical]]&lt;br /&gt;
* [[Radios &amp;amp; Communication]]&lt;br /&gt;
* [[FPArma Platoon Structure]]&lt;br /&gt;
* [[Logistics in FPArma]]&lt;br /&gt;
* [[How to Lead &amp;amp; be a good NCO or Officer]]&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Systems !! Gear Concepts !! Troubleshooting &amp;amp; Help !! Development&lt;br /&gt;
|-&lt;br /&gt;
| [[RPG-7]] || [[Stadiametric_rangefinding|Stadiametric rangefinding]] || [[Swifty]] || [[Making Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[FGM-148 Javelin]] || [[Mines and Explosives]] || [[Arma3 Performance Binary]] || [[Mission Issues]]&lt;br /&gt;
|-&lt;br /&gt;
| || [[Manual artillery targeting]] || [[Radios &amp;amp; Communication#Troubleshooting_Acre|ACRE Radios]] || [[PBO Files &amp;amp; Structure]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
&lt;br /&gt;
If you are a contributor and have issues or questions with editing articles, please consult the [https://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Wiki&amp;diff=220</id>
		<title>FPArma Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Wiki&amp;diff=220"/>
		<updated>2018-08-28T12:01:10Z</updated>

		<summary type="html">&lt;p&gt;Croguy: /* Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the FPArma Wiki.&lt;br /&gt;
&lt;br /&gt;
This wiki is still slowly being set up but you can check out the categories and articles already.&lt;br /&gt;
&lt;br /&gt;
==Quick Links==&lt;br /&gt;
* [https://discord.gg/WYZjqPB Discord]&lt;br /&gt;
* [http://fparma.herokuapp.com/ Heroku (Signups)]&lt;br /&gt;
* Teamspeak: prfn.se&lt;br /&gt;
* [http://steamcommunity.com/groups/FPARMA Steam Group]&lt;br /&gt;
* [https://units.arma3.com/unit/fparma Arma Unit]&lt;br /&gt;
* [https://github.com/fparma Github]&lt;br /&gt;
&lt;br /&gt;
== Articles of importance ==&lt;br /&gt;
&lt;br /&gt;
* [[About_FPArma|What FPArma is about]]&lt;br /&gt;
* [[Swifty|Setting up your game (Using Swifty)]]&lt;br /&gt;
* [[Using Medical]]&lt;br /&gt;
* [[Radios &amp;amp; Communication]]&lt;br /&gt;
* [[FPArma Platoon Structure]]&lt;br /&gt;
* [[Logistics in FPArma]]&lt;br /&gt;
* [[Tactical Warfare]]&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Systems !! Gear Concepts !! Troubleshooting &amp;amp; Help !! Development&lt;br /&gt;
|-&lt;br /&gt;
| [[RPG-7]] || [[Stadiametric_rangefinding|Stadiametric rangefinding]] || [[Swifty]] || [[Making Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[FGM-148 Javelin]] || [[Mines and Explosives]] || [[Arma3 Performance Binary]] || [[Mission Issues]]&lt;br /&gt;
|-&lt;br /&gt;
| || [[Manual artillery targeting]] || [[Radios &amp;amp; Communication#Troubleshooting_Acre|ACRE Radios]] || [[PBO Files &amp;amp; Structure]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
&lt;br /&gt;
If you are a contributor and have issues or questions with editing articles, please consult the [https://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=207</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=207"/>
		<updated>2018-05-10T08:12:39Z</updated>

		<summary type="html">&lt;p&gt;Croguy: /* Weapons Squad */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* A two group Rifle Platoon.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone is outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Platoon, Squad and Team Leader is to be outfitted with at least a 148 UHF Radio.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1024px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Demining &amp;amp; EOD''' - A flexible team equipped and tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
[[File:Platoon_team.jpg|256px|thumb|right|A Platoon Team in the field. In this example, the two Officers are adjoined by a Drone Operator and a Medic.]]&lt;br /&gt;
The Platoon Team forms the Structure's brain, the central leadership element, and acts as a general purpose battlefield support group. It is formed out of various officers and typically single person specialist units which cannot conduct combat operations on their own, but bear the means to extensively provide support to the actual regular forces engaging in battle during a mission. Due to this core function of the Platoon Team, per the structure's standards, it's almost always imperative that the Platoon Team is fully staffed for the duration of the mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
Typically, a Platoon Team does not bear its own radio network call sign. By default it is referred to as ''Platoon'', although depending on either the Mission Maker's or the Leader's discretion, a Platoon Team can assume a unique and specific non-NATO alphabet call sign and have troops refer to them that way, to distinct from Platoon as a collective and the Leadership as a specific group within the Structure.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Platoon_inventory.jpg|200px|thumb|right|Special equipment an Officer may have. Note the extra radios and HuntIR kit.]]&lt;br /&gt;
The Platoon Team's responsibilities in Operations are:&lt;br /&gt;
* Forming a general operational plan for other units to follow.&lt;br /&gt;
* Issuing direct orders and control in the midst of battle.&lt;br /&gt;
* Establishing coordination between combat groups.&lt;br /&gt;
* Collecting battlefield intelligence and sending it through to other players.&lt;br /&gt;
* Maintaining a rear echelon general support network, such as basic fire support and logistics.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Besides that, it is also important to note that out of all the Core Platoon units, the Platoon Team is by far the most flexible unit that can be altered to the mission's demands. Its stock four-man composition can be increased to a five-man or even a six-man composition, and all but two units(the Leader and the 2IC) can be swapped for a different type of a support unit. The Mission Maker should take this into account while  forming the Platoon Team's roster.&lt;br /&gt;
The Platoon Team's ''base composition'' is as follows:&lt;br /&gt;
* '''Platoon Leader''' - The head honcho decision making officer. His situational knowledge, organization skills, and authority make him the most important man in the platoon.&lt;br /&gt;
* '''Second-In-Command''' - The 2IC as They are called provide additional consultation, handling of specialized units, and act as a backup Platoon Leader.&lt;br /&gt;
* '''UAV Operator''' - A single specialist, equipped with a UAV terminal. He can connect to an existing drone or assemble his own from a backpack.&lt;br /&gt;
* '''Platoon Medic''' - A standard Medic attache, whose goal is to keep the Team alive without the help of a Squad Medic. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Again, do take notice that this does not have to be the only kind of a roster the Platoon Team may have in the field. Consider implementing some replacements such as the following: &lt;br /&gt;
* Platoon Pilot, for an Air-Mobile centric mission&lt;br /&gt;
* Mortar Team for providing indirect fire support&lt;br /&gt;
* IFV crew for driving an armored Command Vehicle&lt;br /&gt;
* Etc.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
The Rifle Squads are the meat and potatoes of the Core Platoon, and the base group which allows it to conduct combat operations and make it through. As such, the Infantry troops composing the Rifle Squads are the most numerous force deployed at any time; Between 16 and 24 people are required to form a full roster of three eight-man Rifle Squads! And such a number is highly necessary no matter how you look at it; Their numerical strength amplifies the amount of ground the Core Platoon can cover, and the losses sustained by fighting are offset by the number of troops that comprise them.&amp;lt;br/&amp;gt;&lt;br /&gt;
While Rifle squads may not always have the capacity to fend off every attacker, they typically pack their own logistics and defensive as well as fire capabilities that allow them to sustain a reliable offensive. This is played particularly by the structure of a rifle squad's ''fire team''.&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
The Rifle Squad is further split into two corresponding '''Fire Teams''' of equal size and typically equal properties, depending on strength. If the standard squad structure is to be taken into account, then the fire team would be composed of the following units:&lt;br /&gt;
* '''Team Leader''' - Typically the Fire Team's Leader is either the Squad Leader or the Team Leader working under the Squad Leader. They usually brandish long distance communication devices, advanced navigation equipment, and some kind of surveillance and combat edge that makes them function as a standalone unit. This is typically shown in the form of a HuntIR system, a grenade launcher, and signal devices like colored smoke, flares, and chem-lights.&lt;br /&gt;
* '''Rifleman(AT)''' - A meat and potatoes boot on the ground. Equipped with a stock generic assault rifle and typically a single-shot light anti-tank weapon, the Riflemen effectively add extra meat, guns, and buffer to their Fire Teams. And they can blow up armored vehicles. Pretty big plus.&lt;br /&gt;
* '''Autorifleman''' - Similar to the rifleman, but instead the Autorifleman utilizes a squad automatic weapon or a light machine gun to effectively suppress the enemy with high volume of automatic fire. They lug a bigger main gun than the rifleman, but not as many bells and whistles as the other troops. Without an autorifleman however, executing fire and movement becomes highly problematic.&lt;br /&gt;
* '''Support Unit''' - Due to the stock eight-man squad structure, you will typically end up in a scenario where your support unit of choice will either be a '''Medic''' or an '''Ammo Bearer'''. Their functions are exactly what it says in their name: medics carry large amounts of medical gear meant for dedicated healing of injured, and ammo bearers restock riflemen and autoriflemen with ammunition. These two act to prolong the effective longevity of a team, and by extension the squad, in combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep in mind, though, that assembling a fire team is highly situational and dynamic. The squad leader can decide, on a whim, to restructure the Fire Teams in such a way to allow the Rifle Squad to execute ''combat maneuvers'' much more appropriately on a case by case basis. Due to this, the players can decide on multiple Squad structuring methods, with some examples shown below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Fire Team 1 !! Fire Team 2&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Squad Leader, Rifleman, Autorifleman, Medic || Team Leader, Rifleman, Autorifleman, Ammo Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Support-and-Attack separated || Squad Leader, Autorifleman, Autorifleman, Ammo Bearer || Team Leader, Rifleman, Rifleman, Medic&lt;br /&gt;
|-&lt;br /&gt;
| Firepower-oriented support team || Squad Leader, Team Leader, Autorifleman, Ammo Bearer || Rifleman, Rifleman, Autorifleman, Medic&lt;br /&gt;
|}&lt;br /&gt;
Again, it is important to state that these are not the only exclusive structures a Squad can be folded into. Always consult one another among the squad and assess your situation before determining how to separate your fire teams.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don't forget that sometimes pieces of the group may be altered according to the mission maker's needs and desires, as is per standards of flexibility in the template. A Rifleman(AT) may be changed into an Ammo Bearer to allow the squad to rearm both auto-riflemen simultaneously, and also to carry more spare ammunition on the field.&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
The '''Delta Squad - Weapons Squad''' is a supplemental and third squad attached to the infantry platoon. Unlike a regular Rifle Squad however, the Weapons Squad isn't inherently built for all purpose combat - They're instead deploying specialized heavy weaponry in battle to provide maximum support and offensive capabilities to the rest of the platoon when on foot.&amp;lt;br/&amp;gt;&lt;br /&gt;
It is important to note that just like the other infantry squads, there is a degree of flexibility when it comes to configuring Delta Weapons Squad as well.&amp;lt;br/&amp;gt;&lt;br /&gt;
A common issue that is often exclusive to the Weapons Squad is their often overburdened loadout. It's highly recommended to utilize a vehicle whenever possible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Fire Team 1 !! Fire Team 2&lt;br /&gt;
|-&lt;br /&gt;
| Mixed support || Squad Leader, Medic, AT Specialist, AT Assistant || Team Leader, Marksman, Machinegunner, Assistant Machinegunner&lt;br /&gt;
|-&lt;br /&gt;
| Tank Hunters || Squad Leader, Medic, AT Specialist, AT Assistant || Team Leader, AT Assistant, AT Specialist, AT Assistant&lt;br /&gt;
|-&lt;br /&gt;
|  Fire Support Squad || Squad Leader, Medic,Machinegunner, Assistant Machinegunner&lt;br /&gt;
|| Team Leader, Marksman, Machinegunner, Assistant Machinegunner&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=206</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=206"/>
		<updated>2018-05-10T08:02:39Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* A two group Rifle Platoon.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone is outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Platoon, Squad and Team Leader is to be outfitted with at least a 148 UHF Radio.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1024px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Demining &amp;amp; EOD''' - A flexible team equipped and tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
[[File:Platoon_team.jpg|256px|thumb|right|A Platoon Team in the field. In this example, the two Officers are adjoined by a Drone Operator and a Medic.]]&lt;br /&gt;
The Platoon Team forms the Structure's brain, the central leadership element, and acts as a general purpose battlefield support group. It is formed out of various officers and typically single person specialist units which cannot conduct combat operations on their own, but bear the means to extensively provide support to the actual regular forces engaging in battle during a mission. Due to this core function of the Platoon Team, per the structure's standards, it's almost always imperative that the Platoon Team is fully staffed for the duration of the mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
Typically, a Platoon Team does not bear its own radio network call sign. By default it is referred to as ''Platoon'', although depending on either the Mission Maker's or the Leader's discretion, a Platoon Team can assume a unique and specific non-NATO alphabet call sign and have troops refer to them that way, to distinct from Platoon as a collective and the Leadership as a specific group within the Structure.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Platoon_inventory.jpg|200px|thumb|right|Special equipment an Officer may have. Note the extra radios and HuntIR kit.]]&lt;br /&gt;
The Platoon Team's responsibilities in Operations are:&lt;br /&gt;
* Forming a general operational plan for other units to follow.&lt;br /&gt;
* Issuing direct orders and control in the midst of battle.&lt;br /&gt;
* Establishing coordination between combat groups.&lt;br /&gt;
* Collecting battlefield intelligence and sending it through to other players.&lt;br /&gt;
* Maintaining a rear echelon general support network, such as basic fire support and logistics.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Besides that, it is also important to note that out of all the Core Platoon units, the Platoon Team is by far the most flexible unit that can be altered to the mission's demands. Its stock four-man composition can be increased to a five-man or even a six-man composition, and all but two units(the Leader and the 2IC) can be swapped for a different type of a support unit. The Mission Maker should take this into account while  forming the Platoon Team's roster.&lt;br /&gt;
The Platoon Team's ''base composition'' is as follows:&lt;br /&gt;
* '''Platoon Leader''' - The head honcho decision making officer. His situational knowledge, organization skills, and authority make him the most important man in the platoon.&lt;br /&gt;
* '''Second-In-Command''' - The 2IC as They are called provide additional consultation, handling of specialized units, and act as a backup Platoon Leader.&lt;br /&gt;
* '''UAV Operator''' - A single specialist, equipped with a UAV terminal. He can connect to an existing drone or assemble his own from a backpack.&lt;br /&gt;
* '''Platoon Medic''' - A standard Medic attache, whose goal is to keep the Team alive without the help of a Squad Medic. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Again, do take notice that this does not have to be the only kind of a roster the Platoon Team may have in the field. Consider implementing some replacements such as the following: &lt;br /&gt;
* Platoon Pilot, for an Air-Mobile centric mission&lt;br /&gt;
* Mortar Team for providing indirect fire support&lt;br /&gt;
* IFV crew for driving an armored Command Vehicle&lt;br /&gt;
* Etc.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
The Rifle Squads are the meat and potatoes of the Core Platoon, and the base group which allows it to conduct combat operations and make it through. As such, the Infantry troops composing the Rifle Squads are the most numerous force deployed at any time; Between 16 and 24 people are required to form a full roster of three eight-man Rifle Squads! And such a number is highly necessary no matter how you look at it; Their numerical strength amplifies the amount of ground the Core Platoon can cover, and the losses sustained by fighting are offset by the number of troops that comprise them.&amp;lt;br/&amp;gt;&lt;br /&gt;
While Rifle squads may not always have the capacity to fend off every attacker, they typically pack their own logistics and defensive as well as fire capabilities that allow them to sustain a reliable offensive. This is played particularly by the structure of a rifle squad's ''fire team''.&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
The Rifle Squad is further split into two corresponding '''Fire Teams''' of equal size and typically equal properties, depending on strength. If the standard squad structure is to be taken into account, then the fire team would be composed of the following units:&lt;br /&gt;
* '''Team Leader''' - Typically the Fire Team's Leader is either the Squad Leader or the Team Leader working under the Squad Leader. They usually brandish long distance communication devices, advanced navigation equipment, and some kind of surveillance and combat edge that makes them function as a standalone unit. This is typically shown in the form of a HuntIR system, a grenade launcher, and signal devices like colored smoke, flares, and chem-lights.&lt;br /&gt;
* '''Rifleman(AT)''' - A meat and potatoes boot on the ground. Equipped with a stock generic assault rifle and typically a single-shot light anti-tank weapon, the Riflemen effectively add extra meat, guns, and buffer to their Fire Teams. And they can blow up armored vehicles. Pretty big plus.&lt;br /&gt;
* '''Autorifleman''' - Similar to the rifleman, but instead the Autorifleman utilizes a squad automatic weapon or a light machine gun to effectively suppress the enemy with high volume of automatic fire. They lug a bigger main gun than the rifleman, but not as many bells and whistles as the other troops. Without an autorifleman however, executing fire and movement becomes highly problematic.&lt;br /&gt;
* '''Support Unit''' - Due to the stock eight-man squad structure, you will typically end up in a scenario where your support unit of choice will either be a '''Medic''' or an '''Ammo Bearer'''. Their functions are exactly what it says in their name: medics carry large amounts of medical gear meant for dedicated healing of injured, and ammo bearers restock riflemen and autoriflemen with ammunition. These two act to prolong the effective longevity of a team, and by extension the squad, in combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep in mind, though, that assembling a fire team is highly situational and dynamic. The squad leader can decide, on a whim, to restructure the Fire Teams in such a way to allow the Rifle Squad to execute ''combat maneuvers'' much more appropriately on a case by case basis. Due to this, the players can decide on multiple Squad structuring methods, with some examples shown below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Fire Team 1 !! Fire Team 2&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Squad Leader, Rifleman, Autorifleman, Medic || Team Leader, Rifleman, Autorifleman, Ammo Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Support-and-Attack separated || Squad Leader, Autorifleman, Autorifleman, Ammo Bearer || Team Leader, Rifleman, Rifleman, Medic&lt;br /&gt;
|-&lt;br /&gt;
| Firepower-oriented support team || Squad Leader, Team Leader, Autorifleman, Ammo Bearer || Rifleman, Rifleman, Autorifleman, Medic&lt;br /&gt;
|}&lt;br /&gt;
Again, it is important to state that these are not the only exclusive structures a Squad can be folded into. Always consult one another among the squad and assess your situation before determining how to separate your fire teams.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don't forget that sometimes pieces of the group may be altered according to the mission maker's needs and desires, as is per standards of flexibility in the template. A Rifleman(AT) may be changed into an Ammo Bearer to allow the squad to rearm both auto-riflemen simultaneously, and also to carry more spare ammunition on the field.&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
The '''Delta Squad - Weapons Squad''' is a supplemental and third squad attached to the infantry platoon. Unlike a regular Rifle Squad however, the Weapons Squad isn't inherently built for all purpose combat - They're instead deploying specialized heavy weaponry in battle to provide maximum support and offensive capabilities to the rest of the platoon when on foot.&amp;lt;br/&amp;gt;&lt;br /&gt;
It is important to note that just like the other infantry squads, there is a degree of flexibility when it comes to configuring Delta Weapons Squad as well.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Fire Team 1 !! Fire Team 2&lt;br /&gt;
|-&lt;br /&gt;
| Mixed support || Squad Leader, Medic, AT Specialist, AT Assistant || Team Leader, Marksman, Machinegunner, Assistant Machinegunner&lt;br /&gt;
|-&lt;br /&gt;
| Tank Hunters || Squad Leader, Medic, AT Specialist, AT Assistant || Team Leader, AT Assistant, AT Specialist, AT Assistant&lt;br /&gt;
|-&lt;br /&gt;
|  Fire Support Squad || Squad Leader, Medic,Machinegunner, Assistant Machinegunner&lt;br /&gt;
|| Team Leader, Marksman, Machinegunner, Assistant Machinegunner&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=176</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=176"/>
		<updated>2018-04-03T11:25:41Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* A two group Rifle Platoon.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone is outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Platoon, Squad and Team Leader is to be outfitted with at least a 148 UHF Radio.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1024px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Demining &amp;amp; EOD''' - A flexible team equipped and tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
[[File:Platoon_team.jpg|256px|thumb|right|A Platoon Team in the field. In this example, the two Officers are adjoined by a Drone Operator and a Medic.]]&lt;br /&gt;
The Platoon Team forms the Structure's brain, the central leadership element, and acts as a general purpose battlefield support group. It is formed out of various officers and typically single person specialist units which cannot conduct combat operations on their own, but bear the means to extensively provide support to the actual regular forces engaging in battle during a mission. Due to this core function of the Platoon Team, per the structure's standards, it's almost always imperative that the Platoon Team is fully staffed for the duration of the mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
Typically, a Platoon Team does not bear its own radio network call sign. By default it is referred to as ''Platoon'', although depending on either the Mission Maker's or the Leader's discretion, a Platoon Team can assume a unique and specific non-NATO alphabet call sign and have troops refer to them that way, to distinct from Platoon as a collective and the Leadership as a specific group within the Structure.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Platoon_inventory.jpg|200px|thumb|right|Special equipment an Officer may have. Note the extra radios and HuntIR kit.]]&lt;br /&gt;
The Platoon Team's responsibilities in Operations are:&lt;br /&gt;
* Forming a general operational plan for other units to follow.&lt;br /&gt;
* Issuing direct orders and control in the midst of battle.&lt;br /&gt;
* Establishing coordination between combat groups.&lt;br /&gt;
* Collecting battlefield intelligence and sending it through to other players.&lt;br /&gt;
* Maintaining a rear echelon general support network, such as basic fire support and logistics.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Besides that, it is also important to note that out of all the Core Platoon units, the Platoon Team is by far the most flexible unit that can be altered to the mission's demands. Its stock four-man composition can be increased to a five-man or even a six-man composition, and all but two units(the Leader and the 2IC) can be swapped for a different type of a support unit. The Mission Maker should take this into account while  forming the Platoon Team's roster.&lt;br /&gt;
The Platoon Team's ''base composition'' is as follows:&lt;br /&gt;
* '''Platoon Leader''' - The head honcho decision making officer. His situational knowledge, organization skills, and authority make him the most important man in the platoon.&lt;br /&gt;
* '''Second-In-Command''' - The 2IC as They are called provide additional consultation, handling of specialized units, and act as a backup Platoon Leader.&lt;br /&gt;
* '''UAV Operator''' - A single specialist, equipped with a UAV terminal. He can connect to an existing drone or assemble his own from a backpack.&lt;br /&gt;
* '''Platoon Medic''' - A standard Medic attache, whose goal is to keep the Team alive without the help of a Squad Medic. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Again, do take notice that this does not have to be the only kind of a roster the Platoon Team may have in the field. Consider implementing some replacements such as the following: &lt;br /&gt;
* Platoon Pilot, for an Air-Mobile centric mission&lt;br /&gt;
* Mortar Team for providing indirect fire support&lt;br /&gt;
* IFV crew for driving an armored Command Vehicle&lt;br /&gt;
* Etc.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
The Rifle Squads are the meat and potatoes of the Core Platoon, and the base group which allows it to conduct combat operations and make it through. As such, the Infantry troops composing the Rifle Squads are the most numerous force deployed at any time; Between 16 and 24 people are required to form a full roster of three eight-man Rifle Squads! And such a number is highly necessary no matter how you look at it; Their numerical strength amplifies the amount of ground the Core Platoon can cover, and the losses sustained by fighting are offset by the number of troops that comprise them.&amp;lt;br/&amp;gt;&lt;br /&gt;
While Rifle squads may not always have the capacity to fend off every attacker, they typically pack their own logistics and defensive as well as fire capabilities that allow them to sustain a reliable offensive. This is played particularly by the structure of a rifle squad's ''fire team''.&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
The Rifle Squad is further split into two corresponding '''Fire Teams''' of equal size and typically equal properties, depending on strength. If the standard squad structure is to be taken into account, then the fire team would be composed of the following units:&lt;br /&gt;
* '''Team Leader''' - Typically the Fire Team's Leader is either the Squad Leader or the Team Leader working under the Squad Leader. They usually brandish long distance communication devices, advanced navigation equipment, and some kind of surveillance and combat edge that makes them function as a standalone unit. This is typically shown in the form of a HuntIR system, a grenade launcher, and signal devices like colored smoke, flares, and chem-lights.&lt;br /&gt;
* '''Rifleman(AT)''' - A meat and potatoes boot on the ground. Equipped with a stock generic assault rifle and typically a single-shot light anti-tank weapon, the Riflemen effectively add extra meat, guns, and buffer to their Fire Teams. And they can blow up armored vehicles. Pretty big plus.&lt;br /&gt;
* '''Autorifleman''' - Similar to the rifleman, but instead the Autorifleman utilizes a squad automatic weapon or a light machine gun to effectively suppress the enemy with high volume of automatic fire. They lug a bigger main gun than the rifleman, but not as many bells and whistles as the other troops. Without an autorifleman however, executing fire and movement becomes highly problematic.&lt;br /&gt;
* '''Support Unit''' - Due to the stock eight-man squad structure, you will typically end up in a scenario where your support unit of choice will either be a '''Medic''' or an '''Ammo Bearer'''. Their functions are exactly what it says in their name: medics carry large amounts of medical gear meant for dedicated healing of injured, and ammo bearers restock riflemen and autoriflemen with ammunition. These two act to prolong the effective longevity of a team, and by extension the squad, in combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep in mind, though, that assembling a fire team is highly situational and dynamic. The squad leader can decide, on a whim, to restructure the Fire Teams in such a way to allow the Rifle Squad to execute ''combat maneuvers'' much more appropriately on a case by case basis. Due to this, the players can decide on multiple Squad structuring methods, with some examples shown below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Fire Team 1 !! Fire Team 2&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Squad Leader, Rifleman, Autorifleman, Medic || Team Leader, Rifleman, Autorifleman, Ammo Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Support-and-Attack separated || Squad Leader, Autorifleman, Autorifleman, Ammo Bearer || Team Leader, Rifleman, Rifleman, Medic&lt;br /&gt;
|-&lt;br /&gt;
| Firepower-oriented support team || Squad Leader, Team Leader, Autorifleman, Ammo Bearer || Rifleman, Rifleman, Autorifleman, Medic&lt;br /&gt;
|}&lt;br /&gt;
Again, it is important to state that these are not the only exclusive structures a Squad can be folded into. Always consult one another among the squad and assess your situation before determining how to separate your fire teams.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don't forget that sometimes pieces of the group may be altered according to the mission maker's needs and desires, as is per standards of flexibility in the template. A Rifleman(AT) may be changed into an Ammo Bearer to allow the squad to rearm both auto-riflemen simultaneously, and also to carry more spare ammunition on the field.&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
The '''Delta Squad - Weapons Squad''' is a supplemental and third squad attached to the infantry platoon. Unlike a regular Rifle Squad however, the Weapons Squad isn't inherently built for all purpose combat - They're instead deploying specialized heavy weaponry in battle to provide maximum support and offensive capabilities to the rest of the platoon when on foot.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=175</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=175"/>
		<updated>2018-04-03T09:44:11Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* A two group Rifle Platoon.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone is outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Platoon, Squad and Team Leader is to be outfitted with at least a 148 UHF Radio.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1024px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Demining &amp;amp; EOD''' - A flexible team equipped and tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
[[File:Platoon_team.jpg|256px|thumb|right|A Platoon Team in the field. In this example, the two Officers are adjoined by a Drone Operator and a Medic.]]&lt;br /&gt;
The Platoon Team forms the Structure's brain, the central leadership element, and acts as a general purpose battlefield support group. It is formed out of various officers and typically single person specialist units which cannot conduct combat operations on their own, but bear the means to extensively provide support to the actual regular forces engaging in battle during a mission. Due to this core function of the Platoon Team, per the structure's standards, it's almost always imperative that the Platoon Team is fully staffed for the duration of the mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
Typically, a Platoon Team does not bear its own radio network call sign. By default it is referred to as ''Platoon'', although depending on either the Mission Maker's or the Leader's discretion, a Platoon Team can assume a unique and specific non-NATO alphabet call sign and have troops refer to them that way, to distinct from Platoon as a collective and the Leadership as a specific group within the Structure.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Platoon_inventory.jpg|200px|thumb|right|Special equipment an Officer may have. Note the extra radios and HuntIR kit.]]&lt;br /&gt;
The Platoon Team's responsibilities in Operations are:&lt;br /&gt;
* Forming a general operational plan for other units to follow.&lt;br /&gt;
* Issuing direct orders and control in the midst of battle.&lt;br /&gt;
* Establishing coordination between combat groups.&lt;br /&gt;
* Collecting battlefield intelligence and sending it through to other players.&lt;br /&gt;
* Maintaining a rear echelon general support network, such as basic fire support and logistics.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Besides that, it is also important to note that out of all the Core Platoon units, the Platoon Team is by far the most flexible unit that can be altered to the mission's demands. Its stock four-man composition can be increased to a five-man or even a six-man composition, and all but two units(the Leader and the 2IC) can be swapped for a different type of a support unit. The Mission Maker should take this into account while  forming the Platoon Team's roster.&lt;br /&gt;
The Platoon Team's ''base composition'' is as follows:&lt;br /&gt;
* '''Platoon Leader''' - The head honcho decision making officer. His situational knowledge, organization skills, and authority make him the most important man in the platoon.&lt;br /&gt;
* '''Second-In-Command''' - The 2IC as They are called provide additional consultation, handling of specialized units, and act as a backup Platoon Leader.&lt;br /&gt;
* '''UAV Operator''' - A single specialist, equipped with a UAV terminal. He can connect to an existing drone or assemble his own from a backpack.&lt;br /&gt;
* '''Platoon Medic''' - A standard Medic attache, whose goal is to keep the Team alive without the help of a Squad Medic. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Again, do take notice that this does not have to be the only kind of a roster the Platoon Team may have in the field. Consider implementing some replacements such as the following: &lt;br /&gt;
* Platoon Pilot, for an Air-Mobile centric mission&lt;br /&gt;
* Mortar Team for providing indirect fire support&lt;br /&gt;
* IFV crew for driving an armored Command Vehicle&lt;br /&gt;
* Etc.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
The Rifle Squads are the meat and potatoes of the Core Platoon, and the base group which allows it to conduct combat operations and make it through. As such, the Infantry troops composing the Rifle Squads are the most numerous force deployed at any time; Between 16 and 24 people are required to form a full roster of three eight-man Rifle Squads! And such a number is highly necessary no matter how you look at it; Their numerical strength amplifies the amount of ground the Core Platoon can cover, and the losses sustained by fighting are offset by the number of troops that comprise them.&amp;lt;br/&amp;gt;&lt;br /&gt;
While Rifle squads may not always have the capacity to fend off every attacker, they typically pack their own logistics and defensive as well as fire capabilities that allow them to sustain a reliable offensive. This is played particularly by the structure of a rifle squad's ''fire team''.&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
The Rifle Squad is further split into two corresponding '''Fire Teams''' of equal size and typically equal properties, depending on strength. If the standard squad structure is to be taken into account, then the fire team would be composed of the following units:&lt;br /&gt;
* '''Team Leader''' - Typically the Fire Team's Leader is either the Squad Leader or the Team Leader working under the Squad Leader. They usually brandish long distance communication devices, advanced navigation equipment, and some kind of surveillance and combat edge that makes them function as a standalone unit. This is typically shown in the form of a HuntIR system, a grenade launcher, and signal devices like colored smoke, flares, and chem-lights.&lt;br /&gt;
* '''Rifleman(AT)''' - A meat and potatoes boot on the ground. Equipped with a stock generic assault rifle and typically a single-shot light anti-tank weapon, the Riflemen effectively add extra meat, guns, and buffer to their Fire Teams. And they can blow up armored vehicles. Pretty big plus.&lt;br /&gt;
* '''Autorifleman''' - Similar to the rifleman, but instead the Autorifleman utilizes a squad automatic weapon or a light machine gun to effectively suppress the enemy with high volume of automatic fire. They lug a bigger main gun than the rifleman, but not as many bells and whistles as the other troops. Without an autorifleman however, executing fire and movement becomes highly problematic.&lt;br /&gt;
* '''Support Unit''' - Due to the stock eight-man squad structure, you will typically end up in a scenario where your support unit of choice will either be a '''Medic''' or an '''Ammo Bearer'''. Their functions are exactly what it says in their name: medics carry large amounts of medical gear meant for dedicated healing of injured, and ammo bearers restock riflemen and autoriflemen with ammunition. These two act to prolong the effective longevity of a team, and by extension the squad, in combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep in mind, though, that assembling a fire team is highly situational and dynamic. The squad leader can decide, on a whim, to restructure the Fire Teams in such a way to allow the Rifle Squad to execute ''combat maneuvers'' much more appropriately on a case by case basis. Due to this, the players can decide on multiple Squad structuring methods, with some examples shown below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Fire Team 1 !! Fire Team 2&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Squad Leader, Rifleman, Autorifleman, Medic || Team Leader, Rifleman, Autorifleman, Ammo Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Support-and-Attack separated || Squad Leader, Autorifleman, Autorifleman, Ammo Bearer || Team Leader, Rifleman, Rifleman, Medic&lt;br /&gt;
|-&lt;br /&gt;
| Firepower-oriented support team || Squad Leader, Team Leader, Autorifleman, Ammo Bearer || Rifleman, Rifleman, Autorifleman, Medic&lt;br /&gt;
|}&lt;br /&gt;
Again, it is important to state that these are not the only exclusive structures a Squad can be folded into. Always consult one another among the squad and assess your situation before determining how to separate your fire teams.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don't forget that sometimes pieces of the group may be altered according to the mission maker's needs and desires, as is per standards of flexibility in the template. A Rifleman(AT) may be changed into an Ammo Bearer to allow the squad to rearm both auto-riflemen simultaneously, and also to carry more spare ammunition on the field.&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=174</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=174"/>
		<updated>2018-02-28T23:54:39Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* A two group Rifle Platoon.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone is outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Platoon, Squad and Team Leader is to be outfitted with at least a 148 UHF Radio.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1024px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Demining &amp;amp; EOD''' - A flexible team equipped and tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
[[File:Platoon_team.jpg|256px|thumb|right|A Platoon Team in the field. In this example, the two Officers are adjoined by a Drone Operator and a Medic.]]&lt;br /&gt;
The Platoon Team forms the Structure's brain, the central leadership element, and acts as a general purpose battlefield support group. It is formed out of various officers and typically single person specialist units which cannot conduct combat operations on their own, but bear the means to extensively provide support to the actual regular forces engaging in battle during a mission. Due to this core function of the Platoon Team, per the structure's standards, it's almost always imperative that the Platoon Team is fully staffed for the duration of the mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
Typically, a Platoon Team does not bear its own radio network call sign. By default it is referred to as ''Platoon'', although depending on either the Mission Maker's or the Leader's discretion, a Platoon Team can assume a unique and specific non-NATO alphabet call sign and have troops refer to them that way, to distinct from Platoon as a collective and the Leadership as a specific group within the Structure.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Platoon_inventory.jpg|200px|thumb|right|Special equipment an Officer may have. Note the extra radios and HuntIR kit.]]&lt;br /&gt;
The Platoon Team's responsibilities in Operations are:&lt;br /&gt;
* Forming a general operational plan for other units to follow.&lt;br /&gt;
* Issuing direct orders and control in the midst of battle.&lt;br /&gt;
* Establishing coordination between combat groups.&lt;br /&gt;
* Collecting battlefield intelligence and sending it through to other players.&lt;br /&gt;
* Maintaining a rear echelon general support network, such as basic fire support and logistics.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Besides that, it is also important to note that out of all the Core Platoon units, the Platoon Team is by far the most flexible unit that can be altered to the mission's demands. Its stock four-man composition can be increased to a five-man or even a six-man composition, and all but two units(the Leader and the 2IC) can be swapped for a different type of a support unit. The Mission Maker should take this into account while  forming the Platoon Team's roster.&lt;br /&gt;
The Platoon Team's ''base composition'' is as follows:&lt;br /&gt;
* '''Platoon Leader''' - The head honcho decision making officer. His situational knowledge, organization skills, and authority make him the most important man in the platoon.&lt;br /&gt;
* '''Second-In-Command''' - The 2IC as They are called provide additional consultation, handling of specialized units, and act as a backup Platoon Leader.&lt;br /&gt;
* '''UAV Operator''' - A single specialist, equipped with a UAV terminal. He can connect to an existing drone or assemble his own from a backpack.&lt;br /&gt;
* '''Platoon Medic''' - A standard Medic attache, whose goal is to keep the Team alive without the help of a Squad Medic. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Again, do take notice that this does not have to be the only kind of a roster the Platoon Team may have in the field. Consider implementing some replacements such as the following: &lt;br /&gt;
* Platoon Pilot, for an Air-Mobile centric mission&lt;br /&gt;
* Mortar Team for providing indirect fire support&lt;br /&gt;
* IFV crew for driving an armored Command Vehicle&lt;br /&gt;
* Etc.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
The Rifle Squads are the meat and potatoes of the Core Platoon, and the base group which allows it to conduct combat operations and make it through. As such, the Infantry troops composing the Rifle Squads are the most numerous force deployed at any time; Between 16 and 24 people are required to form a full roster of three eight-man Rifle Squads! And such a number is highly necessary no matter how you look at it; Their numerical strength amplifies the amount of ground the Core Platoon can cover, and the losses sustained by fighting are offset by the number of troops that comprise them.&amp;lt;br/&amp;gt;&lt;br /&gt;
While Rifle squads may not always have the capacity to fend off every attacker, they typically pack their own logistics and defensive as well as fire capabilities that allow them to sustain a reliable offensive. This is played particularly by the structure of a rifle squad's ''fire team''.&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
The Rifle Squad is further split into two corresponding '''Fire Teams''' of equal size and typically equal properties, depending on strength. If the standard squad structure is to be taken into account, then the fire team would be composed of the following units:&lt;br /&gt;
* '''Team Leader''' - Typically the Fire Team's Leader is either the Squad Leader or the Team Leader working under the Squad Leader. They usually brandish long distance communication devices, advanced navigation equipment, and some kind of surveillance and combat edge that makes them function as a standalone unit. This is typically shown in the form of a HuntIR system, a grenade launcher, and signal devices like colored smoke, flares, and chem-lights.&lt;br /&gt;
* '''Rifleman(AT)''' - A meat and potatoes boot on the ground. Equipped with a stock generic assault rifle and typically a single-shot light anti-tank weapon, the Riflemen effectively add extra meat, guns, and buffer to their Fire Teams. And they can blow up armored vehicles. Pretty big plus.&lt;br /&gt;
* '''Autorifleman''' - Similar to the rifleman, but instead the Autorifleman utilizes a squad automatic weapon or a light machine gun to effectively suppress the enemy with high volume of automatic fire. They lug a bigger main gun than the rifleman, but not as many bells and whistles as the other troops. Without an autorifleman however, executing fire and movement becomes highly problematic.&lt;br /&gt;
* '''Support Unit''' - Due to the stock eight-man squad structure, you will typically end up in a scenario where your support unit of choice will either be a '''Medic''' or an '''Ammo Bearer'''. Their functions are exactly what it says in their name: medics carry large amounts of medical gear meant for dedicated healing of injured, and ammo bearers restock riflemen and autoriflemen with ammunition. These two act to prolong the effective longevity of a team, and by extension the squad, in combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep in mind, though, that assembling a fire team is highly situational and dynamic. The squad leader can decide, on a whim, to restructure the Fire Teams in such a way to allow the Rifle Squad to execute ''combat maneuvers'' much more appropriately on a case by case basis. Due to this, the players can decide on multiple Squad structuring methods, with some examples shown below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Fire Team 1 !! Fire Team 2&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Squad Leader, Rifleman, Autorifleman, Medic || Team Leader, Rifleman, Autorifleman, Ammo Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Support-and-Attack separated || Squad Leader, Autorifleman, Autorifleman, Ammo Bearer || Team Leader, Rifleman, Rifleman, Medic&lt;br /&gt;
|-&lt;br /&gt;
| Firepower-oriented support team || Squad Leader, Team Leader, Autorifleman, Ammo Bearer || Rifleman, Rifleman, Autorifleman, Medic&lt;br /&gt;
|}&lt;br /&gt;
Again, it is important to state that these are not the only exclusive structures a Squad can be folded into. Always consult one another among the squad and assess your situation before determining how to separate your fire teams.&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=173</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=173"/>
		<updated>2018-02-28T23:52:23Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* A two group Rifle Platoon.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone is outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Squad and Team Leader is to be outfitted with at least a 148 UHF Radio, and Platoon and Wildcard Support shall use the 117 Backpack Radio for long distance special communication.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1024px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Demining &amp;amp; EOD''' - A flexible team equipped and tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
[[File:Platoon_team.jpg|256px|thumb|right|A Platoon Team in the field. In this example, the two Officers are adjoined by a Drone Operator and a Medic.]]&lt;br /&gt;
The Platoon Team forms the Structure's brain, the central leadership element, and acts as a general purpose battlefield support group. It is formed out of various officers and typically single person specialist units which cannot conduct combat operations on their own, but bear the means to extensively provide support to the actual regular forces engaging in battle during a mission. Due to this core function of the Platoon Team, per the structure's standards, it's almost always imperative that the Platoon Team is fully staffed for the duration of the mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
Typically, a Platoon Team does not bear its own radio network call sign. By default it is referred to as ''Platoon'', although depending on either the Mission Maker's or the Leader's discretion, a Platoon Team can assume a unique and specific non-NATO alphabet call sign and have troops refer to them that way, to distinct from Platoon as a collective and the Leadership as a specific group within the Structure.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Platoon_inventory.jpg|200px|thumb|right|Special equipment an Officer may have. Note the extra radios and HuntIR kit.]]&lt;br /&gt;
The Platoon Team's responsibilities in Operations are:&lt;br /&gt;
* Forming a general operational plan for other units to follow.&lt;br /&gt;
* Issuing direct orders and control in the midst of battle.&lt;br /&gt;
* Establishing coordination between combat groups.&lt;br /&gt;
* Collecting battlefield intelligence and sending it through to other players.&lt;br /&gt;
* Maintaining a rear echelon general support network, such as basic fire support and logistics.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Besides that, it is also important to note that out of all the Core Platoon units, the Platoon Team is by far the most flexible unit that can be altered to the mission's demands. Its stock four-man composition can be increased to a five-man or even a six-man composition, and all but two units(the Leader and the 2IC) can be swapped for a different type of a support unit. The Mission Maker should take this into account while  forming the Platoon Team's roster.&lt;br /&gt;
The Platoon Team's ''base composition'' is as follows:&lt;br /&gt;
* '''Platoon Leader''' - The head honcho decision making officer. His situational knowledge, organization skills, and authority make him the most important man in the platoon.&lt;br /&gt;
* '''Second-In-Command''' - The 2IC as They are called provide additional consultation, handling of specialized units, and act as a backup Platoon Leader.&lt;br /&gt;
* '''UAV Operator''' - A single specialist, equipped with a UAV terminal. He can connect to an existing drone or assemble his own from a backpack.&lt;br /&gt;
* '''Platoon Medic''' - A standard Medic attache, whose goal is to keep the Team alive without the help of a Squad Medic. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Again, do take notice that this does not have to be the only kind of a roster the Platoon Team may have in the field. Consider implementing some replacements such as the following: &lt;br /&gt;
* Platoon Pilot, for an Air-Mobile centric mission&lt;br /&gt;
* Mortar Team for providing indirect fire support&lt;br /&gt;
* IFV crew for driving an armored Command Vehicle&lt;br /&gt;
* Etc.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
The Rifle Squads are the meat and potatoes of the Core Platoon, and the base group which allows it to conduct combat operations and make it through. As such, the Infantry troops composing the Rifle Squads are the most numerous force deployed at any time; Between 16 and 24 people are required to form a full roster of three eight-man Rifle Squads! And such a number is highly necessary no matter how you look at it; Their numerical strength amplifies the amount of ground the Core Platoon can cover, and the losses sustained by fighting are offset by the number of troops that comprise them.&amp;lt;br/&amp;gt;&lt;br /&gt;
While Rifle squads may not always have the capacity to fend off every attacker, they typically pack their own logistics and defensive as well as fire capabilities that allow them to sustain a reliable offensive. This is played particularly by the structure of a rifle squad's ''fire team''.&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
The Rifle Squad is further split into two corresponding '''Fire Teams''' of equal size and typically equal properties, depending on strength. If the standard squad structure is to be taken into account, then the fire team would be composed of the following units:&lt;br /&gt;
* '''Team Leader''' - Typically the Fire Team's Leader is either the Squad Leader or the Team Leader working under the Squad Leader. They usually brandish long distance communication devices, advanced navigation equipment, and some kind of surveillance and combat edge that makes them function as a standalone unit. This is typically shown in the form of a HuntIR system, a grenade launcher, and signal devices like colored smoke, flares, and chem-lights.&lt;br /&gt;
* '''Rifleman(AT)''' - A meat and potatoes boot on the ground. Equipped with a stock generic assault rifle and typically a single-shot light anti-tank weapon, the Riflemen effectively add extra meat, guns, and buffer to their Fire Teams. And they can blow up armored vehicles. Pretty big plus.&lt;br /&gt;
* '''Autorifleman''' - Similar to the rifleman, but instead the Autorifleman utilizes a squad automatic weapon or a light machine gun to effectively suppress the enemy with high volume of automatic fire. They lug a bigger main gun than the rifleman, but not as many bells and whistles as the other troops. Without an autorifleman however, executing fire and movement becomes highly problematic.&lt;br /&gt;
* '''Support Unit''' - Due to the stock eight-man squad structure, you will typically end up in a scenario where your support unit of choice will either be a '''Medic''' or an '''Ammo Bearer'''. Their functions are exactly what it says in their name: medics carry large amounts of medical gear meant for dedicated healing of injured, and ammo bearers restock riflemen and autoriflemen with ammunition. These two act to prolong the effective longevity of a team, and by extension the squad, in combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep in mind, though, that assembling a fire team is highly situational and dynamic. The squad leader can decide, on a whim, to restructure the Fire Teams in such a way to allow the Rifle Squad to execute ''combat maneuvers'' much more appropriately on a case by case basis. Due to this, the players can decide on multiple Squad structuring methods, with some examples shown below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Fire Team 1 !! Fire Team 2&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Squad Leader, Rifleman, Autorifleman, Medic || Team Leader, Rifleman, Autorifleman, Ammo Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Support-and-Attack separated || Squad Leader, Autorifleman, Autorifleman, Ammo Bearer || Team Leader, Rifleman, Rifleman, Medic&lt;br /&gt;
|-&lt;br /&gt;
| Firepower-oriented support team || Squad Leader, Team Leader, Autorifleman, Ammo Bearer || Rifleman, Rifleman, Autorifleman, Medic&lt;br /&gt;
|}&lt;br /&gt;
Again, it is important to state that these are not the only exclusive structures a Squad can be folded into. Always consult one another among the squad and assess your situation before determining how to separate your fire teams.&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=172</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=172"/>
		<updated>2017-12-19T16:21:48Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* At least two 8-man maximum Rifle Squads roughly adhering to the roster.&lt;br /&gt;
* A Single 8-man Weapons Squad.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone is outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Squad and Team Leader is to be outfitted with at least a 148 UHF Radio, and Platoon and Wildcard Support shall use the 117 Backpack Radio for long distance special communication.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1024px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Demining &amp;amp; EOD''' - A flexible team equipped and tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
[[File:Platoon_team.jpg|256px|thumb|right|A Platoon Team in the field. In this example, the two Officers are adjoined by a Drone Operator and a Medic.]]&lt;br /&gt;
The Platoon Team forms the Structure's brain, the central leadership element, and acts as a general purpose battlefield support group. It is formed out of various officers and typically single person specialist units which cannot conduct combat operations on their own, but bear the means to extensively provide support to the actual regular forces engaging in battle during a mission. Due to this core function of the Platoon Team, per the structure's standards, it's almost always imperative that the Platoon Team is fully staffed for the duration of the mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
Typically, a Platoon Team does not bear its own radio network call sign. By default it is referred to as ''Platoon'', although depending on either the Mission Maker's or the Leader's discretion, a Platoon Team can assume a unique and specific non-NATO alphabet call sign and have troops refer to them that way, to distinct from Platoon as a collective and the Leadership as a specific group within the Structure.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Platoon_inventory.jpg|200px|thumb|right|Special equipment an Officer may have. Note the extra radios and HuntIR kit.]]&lt;br /&gt;
The Platoon Team's responsibilities in Operations are:&lt;br /&gt;
* Forming a general operational plan for other units to follow.&lt;br /&gt;
* Issuing direct orders and control in the midst of battle.&lt;br /&gt;
* Establishing coordination between combat groups.&lt;br /&gt;
* Collecting battlefield intelligence and sending it through to other players.&lt;br /&gt;
* Maintaining a rear echelon general support network, such as basic fire support and logistics.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Besides that, it is also important to note that out of all the Core Platoon units, the Platoon Team is by far the most flexible unit that can be altered to the mission's demands. Its stock four-man composition can be increased to a five-man or even a six-man composition, and all but two units(the Leader and the 2IC) can be swapped for a different type of a support unit. The Mission Maker should take this into account while  forming the Platoon Team's roster.&lt;br /&gt;
The Platoon Team's ''base composition'' is as follows:&lt;br /&gt;
* '''Platoon Leader''' - The head honcho decision making officer. His situational knowledge, organization skills, and authority make him the most important man in the platoon.&lt;br /&gt;
* '''Second-In-Command''' - The 2IC as They are called provide additional consultation, handling of specialized units, and act as a backup Platoon Leader.&lt;br /&gt;
* '''UAV Operator''' - A single specialist, equipped with a UAV terminal. He can connect to an existing drone or assemble his own from a backpack.&lt;br /&gt;
* '''Platoon Medic''' - A standard Medic attache, whose goal is to keep the Team alive without the help of a Squad Medic. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Again, do take notice that this does not have to be the only kind of a roster the Platoon Team may have in the field. Consider implementing some replacements such as the following: &lt;br /&gt;
* Platoon Pilot, for an Air-Mobile centric mission&lt;br /&gt;
* Mortar Team for providing indirect fire support&lt;br /&gt;
* IFV crew for driving an armored Command Vehicle&lt;br /&gt;
* Etc.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
The Rifle Squads are the meat and potatoes of the Core Platoon, and the base group which allows it to conduct combat operations and make it through. As such, the Infantry troops composing the Rifle Squads are the most numerous force deployed at any time; Between 16 and 24 people are required to form a full roster of three eight-man Rifle Squads! And such a number is highly necessary no matter how you look at it; Their numerical strength amplifies the amount of ground the Core Platoon can cover, and the losses sustained by fighting are offset by the number of troops that comprise them.&amp;lt;br/&amp;gt;&lt;br /&gt;
While Rifle squads may not always have the capacity to fend off every attacker, they typically pack their own logistics and defensive as well as fire capabilities that allow them to sustain a reliable offensive. This is played particularly by the structure of a rifle squad's ''fire team''.&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
The Rifle Squad is further split into two corresponding '''Fire Teams''' of equal size and typically equal properties, depending on strength. If the standard squad structure is to be taken into account, then the fire team would be composed of the following units:&lt;br /&gt;
* '''Team Leader''' - Typically the Fire Team's Leader is either the Squad Leader or the Team Leader working under the Squad Leader. They usually brandish long distance communication devices, advanced navigation equipment, and some kind of surveillance and combat edge that makes them function as a standalone unit. This is typically shown in the form of a HuntIR system, a grenade launcher, and signal devices like colored smoke, flares, and chem-lights.&lt;br /&gt;
* '''Rifleman(AT)''' - A meat and potatoes boot on the ground. Equipped with a stock generic assault rifle and typically a single-shot light anti-tank weapon, the Riflemen effectively add extra meat, guns, and buffer to their Fire Teams. And they can blow up armored vehicles. Pretty big plus.&lt;br /&gt;
* '''Autorifleman''' - Similar to the rifleman, but instead the Autorifleman utilizes a squad automatic weapon or a light machine gun to effectively suppress the enemy with high volume of automatic fire. They lug a bigger main gun than the rifleman, but not as many bells and whistles as the other troops. Without an autorifleman however, executing fire and movement becomes highly problematic.&lt;br /&gt;
* '''Support Unit''' - Due to the stock eight-man squad structure, you will typically end up in a scenario where your support unit of choice will either be a '''Medic''' or an '''Ammo Bearer'''. Their functions are exactly what it says in their name: medics carry large amounts of medical gear meant for dedicated healing of injured, and ammo bearers restock riflemen and autoriflemen with ammunition. These two act to prolong the effective longevity of a team, and by extension the squad, in combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep in mind, though, that assembling a fire team is highly situational and dynamic. The squad leader can decide, on a whim, to restructure the Fire Teams in such a way to allow the Rifle Squad to execute ''combat maneuvers'' much more appropriately on a case by case basis. Due to this, the players can decide on multiple Squad structuring methods, with some examples shown below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Fire Team 1 !! Fire Team 2&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Squad Leader, Rifleman, Autorifleman, Medic || Team Leader, Rifleman, Autorifleman, Ammo Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Support-and-Attack separated || Squad Leader, Autorifleman, Autorifleman, Ammo Bearer || Team Leader, Rifleman, Rifleman, Medic&lt;br /&gt;
|-&lt;br /&gt;
| Firepower-oriented support team || Squad Leader, Team Leader, Autorifleman, Ammo Bearer || Rifleman, Rifleman, Autorifleman, Medic&lt;br /&gt;
|}&lt;br /&gt;
Again, it is important to state that these are not the only exclusive structures a Squad can be folded into. Always consult one another among the squad and assess your situation before determining how to separate your fire teams.&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=171</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=171"/>
		<updated>2017-12-19T16:18:04Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* At least two 8-man maximum Rifle Squads roughly adhering to the roster.&lt;br /&gt;
* A Single 8-man Weapons Squad.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone is outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Squad and Team Leader is to be outfitted with at least a 148 UHF Radio, and Platoon and Wildcard Support shall use the 117 Backpack Radio for long distance special communication.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1024px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Demining &amp;amp; EOD''' - A flexible team equipped and tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
[[File:Platoon_team.jpg|256px|thumb|right|A Platoon Team in the field. In this example, the two Officers are adjoined by a Drone Operator and a Medic.]]&lt;br /&gt;
The Platoon Team forms the Structure's brain, the central leadership element, and acts as a general purpose battlefield support group. It is formed out of various officers and typically single person specialist units which cannot conduct combat operations on their own, but bear the means to extensively provide support to the actual regular forces engaging in battle during a mission. Due to this core function of the Platoon Team, per the structure's standards, it's almost always imperative that the Platoon Team is fully staffed for the duration of the mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
Typically, a Platoon Team does not bear its own radio network call sign. By default it is referred to as ''Platoon'', although depending on either the Mission Maker's or the Leader's discretion, a Platoon Team can assume a unique and specific non-NATO alphabet call sign and have troops refer to them that way, to distinct from Platoon as a collective and the Leadership as a specific group within the Structure.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Platoon_inventory.jpg|200px|thumb|right|Special equipment an Officer may have. Note the extra radios and HuntIR kit.]]&lt;br /&gt;
The Platoon Team's responsibilities in Operations are:&lt;br /&gt;
* Forming a general operational plan for other units to follow.&lt;br /&gt;
* Issuing direct orders and control in the midst of battle.&lt;br /&gt;
* Establishing coordination between combat groups.&lt;br /&gt;
* Collecting battlefield intelligence and sending it through to other players.&lt;br /&gt;
* Maintaining a rear echelon general support network, such as basic fire support and logistics.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Besides that, it is also important to note that out of all the Core Platoon units, the Platoon Team is by far the most flexible unit that can be altered to the mission's demands. Its stock four-man composition can be increased to a five-man or even a six-man composition, and all but two units(the Leader and the 2IC) can be swapped for a different type of a support unit. The Mission Maker should take this into account while  forming the Platoon Team's roster.&lt;br /&gt;
The Platoon Team's ''base composition'' is as follows:&lt;br /&gt;
* '''Platoon Leader''' - The head honcho decision making officer. His situational knowledge, organization skills, and authority make him the most important man in the platoon.&lt;br /&gt;
* '''Second-In-Command''' - The 2IC as They are called provide additional consultation, handling of specialized units, and act as a backup Platoon Leader.&lt;br /&gt;
* '''UAV Operator''' - A single specialist, equipped with a UAV terminal. He can connect to an existing drone or assemble his own from a backpack.&lt;br /&gt;
* '''Platoon Medic''' - A standard Medic attache, whose goal is to keep the Team alive without the help of a Squad Medic. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Again, do take notice that this does not have to be the only kind of a roster the Platoon Team may have in the field. Consider implementing some replacements such as the following: &lt;br /&gt;
* Platoon Pilot, for an Air-Mobile centric mission&lt;br /&gt;
* Mortar Team for providing indirect fire support&lt;br /&gt;
* IFV crew for driving an armored Command Vehicle&lt;br /&gt;
* Etc.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
The Rifle Squads are the meat and potatoes of the Core Platoon, and the base group which allows it to conduct combat operations and make it through. As such, the Infantry troops composing the Rifle Squads are the most numerous force deployed at any time; Between 16 and 24 people are required to form a full roster of three eight-man Rifle Squads! And such a number is highly necessary no matter how you look at it; Their numerical strength amplifies the amount of ground the Core Platoon can cover, and the losses sustained by fighting are offset by the number of troops that comprise them.&amp;lt;br/&amp;gt;&lt;br /&gt;
While Rifle squads may not always have the capacity to fend off every attacker, they typically pack their own logistics and defensive as well as fire capabilities that allow them to sustain a reliable offensive. This is played particularly by the structure of a rifle squad's ''fire team''.&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
The Rifle Squad is further split into two corresponding '''Fire Teams''' of equal size and typically equal properties, depending on strength. If the standard squad structure is to be taken into account, then the fire team would be composed of the following units:&lt;br /&gt;
* '''Team Leader''' - Typically the Fire Team's Leader is either the Squad Leader or the Team Leader working under the Squad Leader. They usually brandish long distance communication devices, advanced navigation equipment, and some kind of surveillance and combat edge that makes them function as a standalone unit. This is typically shown in the form of a HuntIR system, a grenade launcher, and signal devices like colored smoke, flares, and chem-lights.&lt;br /&gt;
* '''Rifleman(AT)''' - A meat and potatoes boot on the ground. Equipped with a stock generic assault rifle and typically a single-shot light anti-tank weapon, the Riflemen effectively add extra meat, guns, and buffer to their Fire Teams. And they can blow up armored vehicles. Pretty big plus.&lt;br /&gt;
* '''Autorifleman''' - Similar to the rifleman, but instead the Autorifleman utilizes a squad automatic weapon or a light machine gun to effectively suppress the enemy with high volume of automatic fire. They lug a bigger main gun than the rifleman, but not as many bells and whistles as the other troops. Without an autorifleman however, executing fire and movement becomes highly problematic.&lt;br /&gt;
* '''Support Unit''' - Due to the stock eight-man squad structure, you will typically end up in a scenario where your support unit of choice will either be a '''Medic''' or an '''Ammo Bearer'''. Their functions are exactly what it says in their name: medics carry large amounts of medical gear meant for dedicated healing of injured, and ammo bearers restock riflemen and autoriflemen with ammunition. These two act to prolong the effective longevity of a team, and by extension the squad, in combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep in mind, though, that assembling a fire team is highly situational and dynamic. The squad leader can decide, on a whim, to restructure the Fire Teams in such a way to allow the Rifle Squad to execute ''combat maneuvers'' much more appropriately on a case by case basis. Due to this, the players can decide on multiple Squad structuring methods, with some examples shown below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Fire Team 1 !! Fire Team 2&lt;br /&gt;
|-&lt;br /&gt;
| Balanced || Squad Leader, Rifleman, Autorifleman, Medic || Team Leader, Rifleman, Autorifleman, Ammo Bearer&lt;br /&gt;
|-&lt;br /&gt;
| Support-and-Attack separated || Squad Leader, Autorifleman, Autorifleman, Ammo Bearer || Team Leader, Rifleman, Rifleman, Medic&lt;br /&gt;
|-&lt;br /&gt;
| Firepower-oriented support team || Squad Leader, Team Leader, Autorifleman, Ammo Bearer || Rifleman, Rifleman, Autorifleman, Medic&lt;br /&gt;
|}&lt;br /&gt;
Again, it is important to state that these are not the only exclusive structures a Squad can be folded into. Always consult one another among the squad and assess your situation before determining how to separate your fire teams.&lt;br /&gt;
[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=170</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=170"/>
		<updated>2017-12-19T15:59:36Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* At least two 8-man maximum Rifle Squads roughly adhering to the roster.&lt;br /&gt;
* A Single 8-man Weapons Squad.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone is outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Squad and Team Leader is to be outfitted with at least a 148 UHF Radio, and Platoon and Wildcard Support shall use the 117 Backpack Radio for long distance special communication.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1024px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Demining &amp;amp; EOD''' - A flexible team equipped and tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
[[File:Platoon_team.jpg|256px|thumb|right|A Platoon Team in the field. In this example, the two Officers are adjoined by a Drone Operator and a Medic.]]&lt;br /&gt;
The Platoon Team forms the Structure's brain, the central leadership element, and acts as a general purpose battlefield support group. It is formed out of various officers and typically single person specialist units which cannot conduct combat operations on their own, but bear the means to extensively provide support to the actual regular forces engaging in battle during a mission. Due to this core function of the Platoon Team, per the structure's standards, it's almost always imperative that the Platoon Team is fully staffed for the duration of the mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
Typically, a Platoon Team does not bear its own radio network call sign. By default it is referred to as ''Platoon'', although depending on either the Mission Maker's or the Leader's discretion, a Platoon Team can assume a unique and specific non-NATO alphabet call sign and have troops refer to them that way, to distinct from Platoon as a collective and the Leadership as a specific group within the Structure.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Platoon_inventory.jpg|200px|thumb|right|Special equipment an Officer may have. Note the extra radios and HuntIR kit.]]&lt;br /&gt;
The Platoon Team's responsibilities in Operations are:&lt;br /&gt;
* Forming a general operational plan for other units to follow.&lt;br /&gt;
* Issuing direct orders and control in the midst of battle.&lt;br /&gt;
* Establishing coordination between combat groups.&lt;br /&gt;
* Collecting battlefield intelligence and sending it through to other players.&lt;br /&gt;
* Maintaining a rear echelon general support network, such as basic fire support and logistics.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Besides that, it is also important to note that out of all the Core Platoon units, the Platoon Team is by far the most flexible unit that can be altered to the mission's demands. Its stock four-man composition can be increased to a five-man or even a six-man composition, and all but two units(the Leader and the 2IC) can be swapped for a different type of a support unit. The Mission Maker should take this into account while  forming the Platoon Team's roster.&lt;br /&gt;
The Platoon Team's ''base composition'' is as follows:&lt;br /&gt;
* '''Platoon Leader''' - The head honcho decision making officer. His situational knowledge, organization skills, and authority make him the most important man in the platoon.&lt;br /&gt;
* '''Second-In-Command''' - The 2IC as They are called provide additional consultation, handling of specialized units, and act as a backup Platoon Leader.&lt;br /&gt;
* '''UAV Operator''' - A single specialist, equipped with a UAV terminal. He can connect to an existing drone or assemble his own from a backpack.&lt;br /&gt;
* '''Platoon Medic''' - A standard Medic attache, whose goal is to keep the Team alive without the help of a Squad Medic. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Again, do take notice that this does not have to be the only kind of a roster the Platoon Team may have in the field. Consider implementing some replacements such as the following: &lt;br /&gt;
* Platoon Pilot, for an Air-Mobile centric mission&lt;br /&gt;
* Mortar Team for providing indirect fire support&lt;br /&gt;
* IFV crew for driving an armored Command Vehicle&lt;br /&gt;
* Etc.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
The Rifle Squads are the meat and potatoes of the Core Platoon, and the base group which allows it to conduct combat operations and make it through. As such, the Infantry troops composing the Rifle Squads are the most numerous force deployed at any time; Between 16 and 24 people are required to form a full roster of three eight-man Rifle Squads! And such a number is highly necessary no matter how you look at it; Their numerical strength amplifies the amount of ground the Core Platoon can cover, and the losses sustained by fighting are offset by the number of troops that comprise them.&amp;lt;br/&amp;gt;&lt;br /&gt;
While Rifle squads may not always have the capacity to fend off every attacker, they typically pack their own logistics and defensive as well as fire capabilities that allow them to sustain a reliable offensive. This is played particularly by the structure of a rifle squad's ''fire team''.&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
The Rifle Squad is further split into two corresponding '''Fire Teams''' of equal size and typically equal properties, depending on strength. If the standard squad structure is to be taken into account, then the fire team would be composed of the following units:&lt;br /&gt;
* '''Team Leader''' - Typically the Fire Team's Leader is either the Squad Leader or the Team Leader working under the Squad Leader. They usually brandish long distance communication devices, advanced navigation equipment, and some kind of surveillance and combat edge that makes them function as a standalone unit. This is typically shown in the form of a HuntIR system, a grenade launcher, and signal devices like colored smoke, flares, and chem-lights.&lt;br /&gt;
* '''Rifleman(AT)''' - A meat and potatoes boot on the ground. Equipped with a stock generic assault rifle and typically a single-shot light anti-tank weapon, the Riflemen effectively add extra meat, guns, and buffer to their Fire Teams. And they can blow up armored vehicles. Pretty big plus.&lt;br /&gt;
* '''Autorifleman''' - Similar to the rifleman, but instead the Autorifleman utilizes a squad automatic weapon or a light machine gun to effectively suppress the enemy with high volume of automatic fire. They lug a bigger main gun than the rifleman, but not as many bells and whistles as the other troops. Without an autorifleman however, executing fire and movement becomes highly problematic.&lt;br /&gt;
* '''Support Unit''' - Due to the stock eight-man squad structure, you will typically end up in a scenario where your support unit of choice will either be a '''Medic''' or an '''Ammo Bearer'''. Their functions are exactly what it says in their name: medics carry large amounts of medical gear meant for dedicated healing of injured, and ammo bearers restock riflemen and autoriflemen with ammunition. These two act to prolong the effective longevity of a team, and by extension the squad, in combat.&lt;br /&gt;
[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=169</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=169"/>
		<updated>2017-12-06T14:33:47Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* At least two 8-man maximum Rifle Squads roughly adhering to the roster.&lt;br /&gt;
* A Single 8-man Weapons Squad.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone is outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Squad and Team Leader is to be outfitted with at least a 148 UHF Radio, and Platoon and Wildcard Support shall use the 117 Backpack Radio for long distance special communication.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1024px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Demining &amp;amp; EOD''' - A flexible team equipped and tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
[[File:Platoon_team.jpg|256px|thumb|right|A Platoon Team in the field. In this example, the two Officers are adjoined by a Drone Operator and a Medic.]]&lt;br /&gt;
The Platoon Team forms the Structure's brain, the central leadership element, and acts as a general purpose battlefield support group. It is formed out of various officers and typically single person specialist units which cannot conduct combat operations on their own, but bear the means to extensively provide support to the actual regular forces engaging in battle during a mission. Due to this core function of the Platoon Team, per the structure's standards, it's almost always imperative that the Platoon Team is fully staffed for the duration of the mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
Typically, a Platoon Team does not bear its own radio network call sign. By default it is referred to as ''Platoon'', although depending on either the Mission Maker's or the Leader's discretion, a Platoon Team can assume a unique and specific non-NATO alphabet call sign and have troops refer to them that way, to distinct from Platoon as a collective and the Leadership as a specific group within the Structure.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Platoon_inventory.jpg|200px|thumb|right|Special equipment an Officer may have. Note the extra radios and HuntIR kit.]]&lt;br /&gt;
The Platoon Team's responsibilities in Operations are:&lt;br /&gt;
* Forming a general operational plan for other units to follow.&lt;br /&gt;
* Issuing direct orders and control in the midst of battle.&lt;br /&gt;
* Establishing coordination between combat groups.&lt;br /&gt;
* Collecting battlefield intelligence and sending it through to other players.&lt;br /&gt;
* Maintaining a rear echelon general support network, such as basic fire support and logistics.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Besides that, it is also important to note that out of all the Core Platoon units, the Platoon Team is by far the most flexible unit that can be altered to the mission's demands. Its stock four-man composition can be increased to a five-man or even a six-man composition, and all but two units(the Leader and the 2IC) can be swapped for a different type of a support unit. The Mission Maker should take this into account while  forming the Platoon Team's roster.&lt;br /&gt;
The Platoon Team's ''base composition'' is as follows:&lt;br /&gt;
* '''Platoon Leader''' - The head honcho decision making officer. His situational knowledge, organization skills, and authority make him the most important man in the platoon.&lt;br /&gt;
* '''Second-In-Command''' - The 2IC as They are called provide additional consultation, handling of specialized units, and act as a backup Platoon Leader.&lt;br /&gt;
* '''UAV Operator''' - A single specialist, equipped with a UAV terminal. He can connect to an existing drone or assemble his own from a backpack.&lt;br /&gt;
* '''Platoon Medic''' - A standard Medic attache, whose goal is to keep the Team alive without the help of a Squad Medic. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Again, do take notice that this does not have to be the only kind of a roster the Platoon Team may have in the field. Consider implementing some replacements such as the following: &lt;br /&gt;
* Platoon Pilot, for an Air-Mobile centric mission&lt;br /&gt;
* Mortar Team for providing indirect fire support&lt;br /&gt;
* IFV crew for driving an armored Command Vehicle&lt;br /&gt;
* Etc.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
The Rifle Squads are the meat and potatoes of the Core Platoon, and the base group which allows it to conduct combat operations and make it through. As such, the Infantry troops composing the Rifle Squads are the most numerous force deployed at any time; Between 16 and 24 people are required to form a full roster of three eight-man Rifle Squads! And such a number is highly necessary no matter how you look at it; Their numerical strength amplifies the amount of ground the Core Platoon can cover, and the losses sustained by fighting are offset by the number of troops that comprise them.&amp;lt;br/&amp;gt;&lt;br /&gt;
While Rifle squads may not always have the capacity to fend off every attacker, they typically pack their own logistics and defensive as well as fire capabilities that allow them to sustain a reliable offensive. This is played particularly by the structure of a rifle squad's ''fire team''.&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
The Rifle Squad is further split into two corresponding '''Fire Teams''' of equal size and typically equal properties, depending on strength. &lt;br /&gt;
[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=168</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=168"/>
		<updated>2017-11-04T22:24:16Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* At least two 8-man maximum Rifle Squads roughly adhering to the roster.&lt;br /&gt;
* A Single 8-man Weapons Squad.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone is outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Squad and Team Leader is to be outfitted with at least a 148 UHF Radio, and Platoon and Wildcard Support shall use the 117 Backpack Radio for long distance special communication.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1024px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Demining &amp;amp; EOD''' - A flexible team equipped and tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
[[File:Platoon_team.jpg|256px|thumb|right|A Platoon Team in the field. In this example, the two Officers are adjoined by a Drone Operator and a Medic.]]&lt;br /&gt;
The Platoon Team forms the Structure's brain, the central leadership element, and acts as a general purpose battlefield support group. It is formed out of various officers and typically single person specialist units which cannot conduct combat operations on their own, but bear the means to extensively provide support to the actual regular forces engaging in battle during a mission. Due to this core function of the Platoon Team, per the structure's standards, it's almost always imperative that the Platoon Team is fully staffed for the duration of the mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
Typically, a Platoon Team does not bear its own radio network call sign. By default it is referred to as ''Platoon'', although depending on either the Mission Maker's or the Leader's discretion, a Platoon Team can assume a unique and specific non-NATO alphabet call sign and have troops refer to them that way, to distinct from Platoon as a collective and the Leadership as a specific group within the Structure.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Platoon_inventory.jpg|200px|thumb|right|Special equipment an Officer may have. Note the extra radios and HuntIR kit.]]&lt;br /&gt;
The Platoon Team's responsibilities in Operations are:&lt;br /&gt;
* Forming a general operational plan for other units to follow.&lt;br /&gt;
* Issuing direct orders and control in the midst of battle.&lt;br /&gt;
* Establishing coordination between combat groups.&lt;br /&gt;
* Collecting battlefield intelligence and sending it through to other players.&lt;br /&gt;
* Maintaining a rear echelon general support network, such as basic fire support and logistics.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Besides that, it is also important to note that out of all the Core Platoon units, the Platoon Team is by far the most flexible unit that can be altered to the mission's demands. Its stock four-man composition can be increased to a five-man or even a six-man composition, and all but two units(the Leader and the 2IC) can be swapped for a different type of a support unit. The Mission Maker should take this into account while  forming the Platoon Team's roster.&lt;br /&gt;
The Platoon Team's ''base composition'' is as follows:&lt;br /&gt;
* '''Platoon Leader''' - The head honcho decision making officer. His situational knowledge, organization skills, and authority make him the most important man in the platoon.&lt;br /&gt;
* '''Second-In-Command''' - The 2IC as They are called provide additional consultation, handling of specialized units, and act as a backup Platoon Leader.&lt;br /&gt;
* '''UAV Operator''' - A single specialist, equipped with a UAV terminal. He can connect to an existing drone or assemble his own from a backpack.&lt;br /&gt;
* '''Platoon Medic''' - A standard Medic attache, whose goal is to keep the Team alive without the help of a Squad Medic. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Again, do take notice that this does not have to be the only kind of a roster the Platoon Team may have in the field. Consider implementing some replacements such as the following: &lt;br /&gt;
* Platoon Pilot, for an Air-Mobile centric mission&lt;br /&gt;
* Mortar Team for providing indirect fire support&lt;br /&gt;
* IFV crew for driving an armored Command Vehicle&lt;br /&gt;
* Etc.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
The Rifle Squads are the meat and potatoes of the Core Platoon, and the base group which allows it to conduct combat operations and make it through. As such, the Infantry troops composing the Rifle Squads are the most numerous force deployed at any time; Between 16 and 24 people are required to form a full roster of three eight-man Rifle Squads! And such a number is highly necessary no matter how you look at it; Their numerical strength amplifies the amount of ground the rifle can cover, and the losses sustained by fighting are offset by the number of troops that comprise them.&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
&amp;lt;br/&amp;gt;[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=167</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=167"/>
		<updated>2017-11-03T15:03:47Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* At least two 8-man maximum Rifle Squads roughly adhering to the roster.&lt;br /&gt;
* A Single 8-man Weapons Squad.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone is outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Squad and Team Leader is to be outfitted with at least a 148 UHF Radio, and Platoon and Wildcard Support shall use the 117 Backpack Radio for long distance special communication.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1024px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Demining &amp;amp; EOD''' - A flexible team equipped and tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
[[File:Platoon_team.jpg|256px|thumb|right|A Platoon Team in the field. In this example, the two Officers are adjoined by a Drone Operator and a Medic.]]&lt;br /&gt;
The Platoon Team forms the Structure's brain, the central leadership element, and acts as a general purpose battlefield support group. It is formed out of various officers and typically single person specialist units which cannot conduct combat operations on their own, but bear the means to extensively provide support to the actual regular forces engaging in battle during a mission. Due to this core function of the Platoon Team, per the structure's standards, it's almost always imperative that the Platoon Team is fully staffed for the duration of the mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
Typically, a Platoon Team does not bear its own radio network call sign. By default it is referred to as ''Platoon'', although depending on either the Mission Maker's or the Leader's discretion, a Platoon Team can assume a unique and specific non-NATO alphabet call sign and have troops refer to them that way, to distinct from Platoon as a collective and the Leadership as a specific group within the Structure.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Platoon_inventory.jpg|200px|thumb|right|Special equipment an Officer may have. Note the extra radios and HuntIR kit.]]&lt;br /&gt;
The Platoon Team's responsibilities in Operations are:&lt;br /&gt;
* Forming a general operational plan for other units to follow.&lt;br /&gt;
* Issuing direct orders and control in the midst of battle.&lt;br /&gt;
* Establishing coordination between combat groups.&lt;br /&gt;
* Collecting battlefield intelligence and sending it through to other players.&lt;br /&gt;
* Maintaining a rear echelon general support network, such as basic fire support and logistics.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Besides that, it is also important to note that out of all the Core Platoon units, the Platoon Team is by far the most flexible unit that can be altered to the mission's demands. Its stock four-man composition can be increased to a five-man or even a six-man composition, and all but two units(the Leader and the 2IC) can be swapped for a different type of a support unit. The Mission Maker should take this into account while  forming the Platoon Team's roster.&lt;br /&gt;
The Platoon Team's ''base composition'' is as follows:&lt;br /&gt;
* '''Platoon Leader''' - The head honcho decision making officer. His situational knowledge, organization skills, and authority make him the most important man in the platoon.&lt;br /&gt;
* '''Second-In-Command''' - The 2IC as They are called provide additional consultation, handling of specialized units, and act as a backup Platoon Leader.&lt;br /&gt;
* '''UAV Operator''' - A single specialist, equipped with a UAV terminal. He can connect to an existing drone or assemble his own from a backpack.&lt;br /&gt;
* '''Platoon Medic''' - A standard Medic attache, whose goal is to keep the Team alive without the help of a Squad Medic. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Again, do take notice that this does not have to be the only kind of a roster the Platoon Team may have in the field. Consider implementing some replacements such as the following: A Platoon Pilot, a Mortar Team, a Command IFV Crew, and so forth. It really depends on what fits best for the mission.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
The Rifle Squads are the meat and potatoes of the Core Platoon, and the base group which allows it to conduct combat operations and make it through. As such, the Infantry troops composing the Rifle Squads are the most numerous force deployed at any time; Between 16 and 24 people are required to form a full roster of three eight-man Rifle Squads! And such a number is highly necessary no matter how you look at it; Their numerical strength amplifies the amount of ground the rifle can cover, and the losses sustained by fighting are offset by the number of troops that comprise them.&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
&amp;lt;br/&amp;gt;[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=166</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=166"/>
		<updated>2017-11-03T14:12:59Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* At least two 8-man maximum Rifle Squads roughly adhering to the roster.&lt;br /&gt;
* A Single 8-man Weapons Squad.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Squad and Team Leader outfitted with at least a 148 UHF Radio, and Platoon and Wildcard Support using the 117 Backpack Radio for long distance special communication.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1024px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Ordnance Disposal''' - A flexible team tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
[[File:Platoon_team.jpg|256px|thumb|right|A Platoon Team in the field. In this example, the two Officers are adjoined by a Drone Operator and a Medic.]]&lt;br /&gt;
The Platoon Team forms the Structure's brain, the central leadership element, and acts as a general purpose battlefield support group. It is formed out of various officers and typically single person specialist units which cannot conduct combat operations on their own, but bear the means to extensively provide support to the actual regular forces engaging in battle during a mission. Due to this core function of the Platoon Team, per the structure's standards, it's almost always imperative that the Platoon Team is fully staffed for the duration of the mission.&amp;lt;br/&amp;gt;&lt;br /&gt;
Typically, a Platoon Team does not bear its own radio network call sign. By default it is referred to as ''Platoon'', although depending on either the Mission Maker's or the Leader's discretion, a Platoon Team can assume a unique and specific non-NATO alphabet call sign and have troops refer to them that way, to distinct from Platoon as a collective and the Leadership as a specific group within the Structure.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Platoon_inventory.jpg|200px|thumb|right|Special equipment an Officer may have. Note the extra radios and HuntIR kit.]]&lt;br /&gt;
The Platoon Team's responsibilities in Operations are:&lt;br /&gt;
* Forming a general operational plan for other units to follow.&lt;br /&gt;
* Issuing direct orders and control in the midst of battle.&lt;br /&gt;
* Establishing coordination between combat groups.&lt;br /&gt;
* Collecting battlefield intelligence and sending it through to other players.&lt;br /&gt;
* Maintaining a rear echelon general support network, such as basic fire support and logistics.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Besides that, it is also important to note that out of all the Core Platoon units, the Platoon Team is by far the most flexible unit that can be altered to the mission's demands. Its stock four-man composition can be increased to a five-man or even a six-man composition, and all but two units(the Leader and the 2IC) can be swapped for a different type of a support unit. The Mission Maker should take this into account while  &lt;br /&gt;
The Platoon Team's ''base composition'' is as follows:&lt;br /&gt;
* '''Platoon Leader''' - The head honcho decision making officer. His situational knowledge, organization skills, and authority make him the most important man in the platoon.&lt;br /&gt;
* '''Second-In-Command''' - The 2IC as They are called provide additional consultation, handling of specialized units, and act as a backup Platoon Leader.&lt;br /&gt;
* '''UAV Operator''' - A single specialist, equipped with a UAV terminal. He can connect to an existing drone or assemble his own from a backpack.&lt;br /&gt;
* '''Platoon Medic''' - A standard Medic attache, whose goal is to keep the Team alive without the help of a Squad Medic. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Again, do take notice that this does not have to be the only kind of a roster the Platoon Team may have in the field. Consider implementing some replacements such as the following: A Platoon Pilot, a Mortar Team, a Command IFV Crew, and so forth. It really depends on what fits best for the mission.&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
&amp;lt;br/&amp;gt;[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=File:Platoon_inventory.jpg&amp;diff=165</id>
		<title>File:Platoon inventory.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=File:Platoon_inventory.jpg&amp;diff=165"/>
		<updated>2017-11-03T13:25:56Z</updated>

		<summary type="html">&lt;p&gt;Croguy: Special equipment used by the platoon leader. Note the presence of a backpack radio, enhanced navigation and signal equipment, and a HuntIR launcher kit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Special equipment used by the platoon leader. Note the presence of a backpack radio, enhanced navigation and signal equipment, and a HuntIR launcher kit.&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=File:Platoon_team.jpg&amp;diff=164</id>
		<title>File:Platoon team.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=File:Platoon_team.jpg&amp;diff=164"/>
		<updated>2017-11-03T12:56:44Z</updated>

		<summary type="html">&lt;p&gt;Croguy: The stock platoon team, composed of two officers(Leader and 2IC), a UAV Operator(w/ Darter in foreground), and a Medic.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The stock platoon team, composed of two officers(Leader and 2IC), a UAV Operator(w/ Darter in foreground), and a Medic.&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=163</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=163"/>
		<updated>2017-11-02T20:22:18Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* At least two 8-man maximum Rifle Squads roughly adhering to the roster.&lt;br /&gt;
* A Single 8-man Weapons Squad.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Squad and Team Leader outfitted with at least a 148 UHF Radio, and Platoon and Wildcard Support using the 117 Backpack Radio for long distance special communication.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1280px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Ordnance Disposal''' - A flexible team tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
&amp;lt;br/&amp;gt;[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
[[File:Weapons squad.jpg|480px|thumb|right|The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=File:Weapons_squad.jpg&amp;diff=162</id>
		<title>File:Weapons squad.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=File:Weapons_squad.jpg&amp;diff=162"/>
		<updated>2017-11-02T20:21:04Z</updated>

		<summary type="html">&lt;p&gt;Croguy: The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Delta Weapons Squad engaged in combat. Note the special weapons utilized by its members, such as the ATGM Launcher and the GP Machine gun.&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=161</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=161"/>
		<updated>2017-11-02T20:01:55Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* At least two 8-man maximum Rifle Squads roughly adhering to the roster.&lt;br /&gt;
* A Single 8-man Weapons Squad.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Squad and Team Leader outfitted with at least a 148 UHF Radio, and Platoon and Wildcard Support using the 117 Backpack Radio for long distance special communication.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1280px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Ordnance Disposal''' - A flexible team tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
&amp;lt;br/&amp;gt;[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=160</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=160"/>
		<updated>2017-11-02T20:00:10Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* At least two 8-man maximum Rifle Squads roughly adhering to the roster.&lt;br /&gt;
* A Single 8-man Weapons Squad.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Squad and Team Leader outfitted with at least a 148 UHF Radio, and Platoon and Wildcard Support using the 117 Backpack Radio for long distance special communication.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1280px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Ordnance Disposal''' - A flexible team tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
&amp;lt;br/&amp;gt;[[File:Rifle team.jpg|256px|thumb|right|A standard four-man Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team. Its men answer to their Team Leader and coordinate with the other fire team in attacks and defense.]]&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=File:Rifle_team.jpg&amp;diff=159</id>
		<title>File:Rifle team.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=File:Rifle_team.jpg&amp;diff=159"/>
		<updated>2017-11-02T19:57:14Z</updated>

		<summary type="html">&lt;p&gt;Croguy: A standard Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A standard Fire Team created from one half of a Rifle Squad. This one is composed of a Team Leader, a Medic, a Rifleman (AT), and an Autorifleman. In function, it would be identical to the other Fire Team.&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=158</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=158"/>
		<updated>2017-11-02T19:52:54Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* At least two 8-man maximum Rifle Squads roughly adhering to the roster.&lt;br /&gt;
* A Single 8-man Weapons Squad.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Squad and Team Leader outfitted with at least a 148 UHF Radio, and Platoon and Wildcard Support using the 117 Backpack Radio for long distance special communication.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1280px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Ordnance Disposal''' - A flexible team tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Rifle squad.png|480px|thumb|right|An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.]]&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=157</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=157"/>
		<updated>2017-11-02T19:47:45Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* At least two 8-man maximum Rifle Squads roughly adhering to the roster.&lt;br /&gt;
* A Single 8-man Weapons Squad.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Squad and Team Leader outfitted with at least a 148 UHF Radio, and Platoon and Wildcard Support using the 117 Backpack Radio for long distance special communication.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1280px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Ordnance Disposal''' - A flexible team tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Jet Aircraft''' - An airplane pilot, typically manning a close-air support or a multi-role fixed-wing jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Platoon Team ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Rifle Squad ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Fire Team ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Weapons Squad ==&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
== Wildcard Teams ==&lt;br /&gt;
=== Kilo - Logi &amp;amp; Engineer ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Sierra - IFV ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Hotel - Tank ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Lima - Helicopter ===&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
=== Whiskey - Jet ===&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=156</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=156"/>
		<updated>2017-11-02T19:30:15Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* At least two 8-man maximum Rifle Squads roughly adhering to the roster.&lt;br /&gt;
* A Single 8-man Weapons Squad.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Squad and Team Leader outfitted with at least a 148 UHF Radio, and Platoon and Wildcard Support using the 117 Backpack Radio for long distance special communication.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1280px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Core Platoon&amp;quot; itself is formed out of several groups.&lt;br /&gt;
* '''Platoon Team''' - The leadership group. They contain officers which carry out coordination, orders, and operational level planning.&lt;br /&gt;
* '''Rifle Squads''' - The core maneuver and combat groups, dubbed ''Alpha, Bravo, and Charlie''. These eight-man, two-team infantry squads form the basis of our engagements.&lt;br /&gt;
* '''Weapons Squad''' - ''Delta'' Special Weapons Squad is equipped to destroy the enemy's heavy combat vehicles and suppress their defenses or counter-attacks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Additionally, upon the Mission Maker's discretion, a single or multiple '''Wildcard Teams''' will be attached to the Core Platoon. The Wildcards are specialists which are not mandatory but can be of explicit usefulness to the efforts of the players during the mission. Do note that some of these teams are created in an ''ad hoc'' fashion; they will not always be present in the FP Template, and thus it is the Mission Maker's responsibility to create them himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here are a few examples of Wildcard teams:&amp;lt;br/&amp;gt;&lt;br /&gt;
* '''Golf - Gunship''' - Two-man crew which pilots a single gunship helicopter, which provides close-air-support to the infantry.&lt;br /&gt;
* '''Hotel - Tank''' - Three-man tank crew. They control a main battle tank. 'Nuff said.&lt;br /&gt;
* '''Kilo - Logistics &amp;amp; Engineering''' - A three-man team which conducts refueling, rearming, repairing, and demolitions. They can also establish FARPs and FOBs for longer missions.&lt;br /&gt;
* '''Lima - Helicopter''' - Two-man crew which pilots a single helicopter, typically of the Utility kind.&lt;br /&gt;
* '''Romeo - Recon''' - Four or five-man foot recce team, typically tasked with deep operations inside enemy territory. The special snowflakes of the infantry. &lt;br /&gt;
* '''Oscar - Ordnance Disposal''' - A flexible team tasked with large-scale de-mining and explosive ordnance disposal. &lt;br /&gt;
* '''Sierra - IFV''' - Three-man crew commandeering a mechanized combat vehicle, primarily acting as direct support and transport of infantry in the midst of battle.&lt;br /&gt;
* '''Mike - Artillery''' - Three to Five-man artillery specialist team which can cover everything from mortars to self-propelled artillery guns.&lt;br /&gt;
* '''Whiskey - Airplane''' - An airplane pilot, typically manning a close-air support or a multi-role jet plane, like an A-10 or a Black Wasp.&lt;br /&gt;
* '''X-Ray - Anti-Aircraft''' - A typically two man crew which controls an anti-aircraft defense system, typically a SPAAG or a missile carrier, for shooting down jets and gunships.&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=File:Rifle_squad.png&amp;diff=155</id>
		<title>File:Rifle squad.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=File:Rifle_squad.png&amp;diff=155"/>
		<updated>2017-11-02T19:29:18Z</updated>

		<summary type="html">&lt;p&gt;Croguy: An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An eight-man rifle squad, per FP Platoon Structure. It's composed of two team leaders(one of which is a squad leader), an Ammo Bearer, a Medic, two Riflemen with AT Launchers, and two Autoriflemen.&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=154</id>
		<title>FPArma Platoon Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Platoon_Structure&amp;diff=154"/>
		<updated>2017-11-02T14:48:17Z</updated>

		<summary type="html">&lt;p&gt;Croguy: Created page with &amp;quot;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''FPArma Platoon''' is a new standardized composition whose primary purpose is to instill a permanent albeit flexible structure to our Sunday missions. It's been designed to provide utmost efficiency and coordination of movement, fire support, and enemy suppression and disposal in infantry warfare with the least required amount of troops, while also retaining a degree of flexibility and discretion which the Mission Maker can utilize to add his own particular spin on the template. It's highly recommended that, for that reason explicitly, people download and familiarize themselves with the new FP Template available on the GitHub. '''''The template itself does not have to be used.''''' It's only essential that Sunday missions adhere to the new Platoon structure as much as possible.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
With the new roster implemented, a degree of ''minimal requirements'' is now needed for your new missions. This is done to enforce the new Platoon Structure as well as we can possibly do it. &amp;lt;br/&amp;gt;The minimal requirements are as follows:&lt;br /&gt;
* At least two 8-man maximum Rifle Squads roughly adhering to the roster.&lt;br /&gt;
* A Single 8-man Weapons Squad.&lt;br /&gt;
* A Platoon team with a Leader, a Second-in-Command, and context-sensitive support troops.&lt;br /&gt;
* Everyone outfitted with a 343 PR Radio.&lt;br /&gt;
* Every Squad and Team Leader outfitted with at least a 148 UHF Radio, and Platoon and Wildcard Support using the 117 Backpack Radio for long distance special communication.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Infantry platoon.png|1280px|thumb|center|A typical infantry platoon. Totaling 36 people, it is composed of three rifle squads(A-B-C), a weapons squad(D), and the Platoon Team.]]&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=File:Infantry_platoon.png&amp;diff=153</id>
		<title>File:Infantry platoon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=File:Infantry_platoon.png&amp;diff=153"/>
		<updated>2017-11-01T17:10:32Z</updated>

		<summary type="html">&lt;p&gt;Croguy: The core of the combat infantry force of the new platoon roster. Totaling 36 people, it's split into three Rifle Squads of eight people(Alpha, Bravo, Charlie), a Weapons Squad(Delta), and a Platoon Team.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The core of the combat infantry force of the new platoon roster. Totaling 36 people, it's split into three Rifle Squads of eight people(Alpha, Bravo, Charlie), a Weapons Squad(Delta), and a Platoon Team.&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=Tactical_Warfare&amp;diff=152</id>
		<title>Tactical Warfare</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=Tactical_Warfare&amp;diff=152"/>
		<updated>2017-11-01T00:19:39Z</updated>

		<summary type="html">&lt;p&gt;Croguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Tactical Warfare''' encompasses the science and art of forming, organizing, and deploying combat groups in a way to achieve ''victory'' over the enemy forces. While in theory they encompass the creation of plans and maneuvers necessary to complete an objective, in the context of FPArma they are an extension of the strategic and operational levels of war present within the context of individual missions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As such, to us, Tactical Warfare is the most applied and demanding of the components necessary towards achieving victory. For the most part, the application of tactics in missions is done on an individual, squad, and platoon level, but very rarely with the cooperation of a higher force.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of course, it is important to not constrain yourself by the passage of time when implementing these concept into your leadership. Quality leading consunes time, and being cautious and patient in a three hour operation is better than being hasty and death prone in a two hour mission. &amp;lt;br/&amp;gt;&lt;br /&gt;
== Pre-Planning ==&lt;br /&gt;
In the pre-planning stage, a period of time is devoted to assessing extant provided intelligence as per higher bodies and then formulating a '''basic plan of actions''' which will guide the troops through combat and objectives. &amp;lt;br/&amp;gt;&lt;br /&gt;
In our case, ''the (non-commissioned)officers leading the troops for the duration of the mission'' read the data provided by the ''Mission Maker'' and form a basis for the plan. This data can be provided textually in briefing dossiers enclosed within missions, visually through videos, photographs, and maps, and verbally through supplemental context. &amp;lt;br/&amp;gt;Once all information is provided and taken into account, a ''plan'' can be formed. The plan at the start of the mission should avoid complexity and be primarily focused on ensuring operational functionality, that is, making out the overarching plan of the mission which can be easily understood and explain to the lowest ranking troops without delving into micromanagement. &amp;lt;br/&amp;gt;&lt;br /&gt;
Some recommendations are as follows:&lt;br /&gt;
* For the ''regular forces,'' do not micromanage movement of individual squads during the planning phase. This railroading can cause unelastic behavior which will be difficult to control or adjust in operations.&lt;br /&gt;
* Note down locations of interest and excessive danger in order to ensure the exercising of caution by all units in the Area of Operations.&lt;br /&gt;
* Outline situational conditions. Rules like avoiding damage, civilian areas, and certain roads should be presented if needed.&lt;br /&gt;
* Establish references for coordinating. Phase lines, timers, rally points, and the like permit you to pace your troops in unison.&lt;br /&gt;
&lt;br /&gt;
== Approach on Target ==&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
&lt;br /&gt;
=== Offensive ===&lt;br /&gt;
&lt;br /&gt;
=== Defensive ===&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Keeping Sync&amp;quot; and Re-Thinking Your Strategy==&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
	<entry>
		<id>https://wiki.fparma.com//index.php?title=FPArma_Wiki&amp;diff=151</id>
		<title>FPArma Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.fparma.com//index.php?title=FPArma_Wiki&amp;diff=151"/>
		<updated>2017-10-29T22:17:49Z</updated>

		<summary type="html">&lt;p&gt;Croguy: /* Articles of importance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the FPArma Wiki.&lt;br /&gt;
&lt;br /&gt;
This wiki is still slowly being set up but you can check out the categories and articles already.&lt;br /&gt;
&lt;br /&gt;
== Articles of importance ==&lt;br /&gt;
&lt;br /&gt;
* [[About_FPArma|What FPArma is about]]&lt;br /&gt;
* [[FPArma Platoon Structure]]&lt;br /&gt;
* [[Logistics in FPArma]]&lt;br /&gt;
* [[Tactical Warfare]]&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Systems !! Gear Concepts !! Troubleshooting &amp;amp; Help !! Development&lt;br /&gt;
|-&lt;br /&gt;
| [[RPG-7]] || [[Stadiametric_rangefinding|Stadiametric rangefinding]] || [[Swifty]] || [[PBO Files &amp;amp; Structure]]&lt;br /&gt;
|-&lt;br /&gt;
| [[FGM-148 Javelin]] || [[Mines and Explosives]] || [[Arma3 Performance Binary]] || [[Mission Issues]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
&lt;br /&gt;
If you are a contributor and have issues or questions with editing articles, please consult the [https://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;/div&gt;</summary>
		<author><name>Croguy</name></author>
	</entry>
</feed>