I'm usually heavily opinionated when it comes to mission suggestions but as you see they are just thoughts and ideas that you can choose to use or ignore, I don't mean to sound as though your mission is not good.
How can i do this please ?
To make it so that the player can deactivate the alarm if he searches for it. Within the condition field of your trigger which detects the player or his group and sounds the alarm, add a variable such as "alarmon"to the already existing condition. Then...in the Init.sqs declare that variable true "alarmon = true". Now create a trigger in the location where you would like the switch to be, with a radius like 1 meter or so, activated by the player only, Condition: this and alarmon, Onactivation: player addaction ["Deactivate alarm","cutalarm.sqs"]. Create a script called cutalarm.sqs and within it write this..
alarmon = false
That will make the action appear only when the player is standing in front of the throwswitch. And give the player the option to turn it off or leave it on. If you prefer to have it inside the raised tower you could do it in a couple of ways. #1 setposition an object of your choice in the tower and add the action to it. Although it is attached to the object it may still activate while the player is below it on the ground.
The other way is to add another condition to the trigger that detects the height of the player i.e.
(player modelToWorld (GetPos player)) select 2 >= (objectname modelToWorld (GetPos objectname)) select 2
that will ensure that the player is within the radius of the activating trigger and at the same height as the objectname.
You could also have an object say the sound so if it is destroyed, it will also silence the alarm...i.e insert one of those lightpoles with a speaker and name it alarmspeaker and rather than play the sound file have alarmspeaker say the sound file.
And as another suggestion....you could add another trigger which sends another response squad if the trigger stays active for a certain amount of time. My first thought was to silence the alarm as soon as I heard it.
my thoughts were:
1) The player starts at this island because he monitors the guard's numbers, behaviour etc.. He also believes that the POWs are in very poor condition and need some first aid and rest at his camp.
2) He doesn't move directly to the mainland as this would be the most assumed escape route by the enemy.
Well, it's your mission. But I would recommend adding something within the notes to help explain it such as....We were able to evade the patrols and return to the southern island until the frenzy calmed. We departed from that location under cover of darkness and barely made it to the mainland before the boat run out of fuel
-This Intro is needed to give Arma some milliseconds to delete your dead AI ("deletevehicle"), otherwise you first see their dead bodys and then see them disappearing. And this way, the dead AIs are not displayed in the roster (what is it called) on the screen bottom.
I understand. But perhaps you could make the camera productive by perhaps showing an objective or nearby patrol in relative position to the player?
Take a look at my introduction ("About the campaign") - you need to care for weapons and ammos, and, one main feature is to transfer them to the next mission (weaponpool). You may find some satchels in Hunapu...
I considered this and though I appreciate the strictness of having to manage your weapons, it would be a better idea for you to insert some additional ammo somewhere for several reasons...perhaps my aim as a retired veteran is not what it used to be or worse yet, I drive my truck into a patrol which blows my surplus to smithereens. In any case, adding a weapons crate within the confines of the Eponia compound is realistic. Besides, you could always be creative in it's placement.
I attempted the mission after Eponia. I left my guys at the start point because thats all they are good for really(Arma AI) and took the truck myself up the mountain until I encountered a patrol. I ran them over, pulled over and cleared the area and then moved on up the mountain on foot, leaving my truck at the edge of the woods off the road out of harms way. Half way up the hill I'm about to remove the BMP threat with my launcher when they start shooting at my empty truck. I didn't think much of it because it was empty due to the fact that I had loaded all my weapons and ammo into one of the other trucks in the third mission only to be given the ural that I took that was empty, and not having the ammo truck that I retrieved from mission four, I was left with no surplus so I didnt care if it was blown up. Anyways, they destroyed it and the mission ended. Then I could not restart because I'm guessing it saved that data and every time I retried it would end the mission because the truck was dead?
If keeping the truck alive is an objective for that mission, then I missed it.