Author: master246c

  • Arma 3 Overthrow — Persistent Campaign Operations

    The Arma 3 Overthrow environment is a persistent community campaign that combines Linux server administration with mod maintenance, save protection, custom mission work, headless-client support, and performance analysis.

    Community server operations · Campaign currently offline

    Persistent campaigns raise the cost of careless changes because player progress has value. My operating approach emphasizes backing up the active save, identifying the exact mission and profile in use, making one reversible change at a time, and checking runtime logs after a restart instead of assuming that a successful file copy proves the server is healthy.

    The technical work has included Steam Workshop maintenance, signature validation, protected-addon handling, custom mission packaging, performance monitoring, headless-client locality, and diagnosis of errors that only appear during live simulation. Static validation is useful, but it is kept separate from an actual in-game test.

    This project has strengthened my ability to work through layered failures. A connection problem can come from a game build, a mismatched mod, a signature, a startup parameter, a mission template, or an operational mistake. Preserving evidence and testing the least disruptive explanation first makes the repair process faster and safer.

    Capabilities demonstrated

    • Linux and SteamCMD operations
    • Save protection and rollback planning
    • Workshop and signature management
    • SQF mission packaging
    • Logs, monitoring, and headless clients

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  • Attack on Chevron of Everon — Arma Reforger Development

    Attack on Chevron of Everon Oil Corporation is an Arma Reforger persistent-war project built around territory, logistics, and a moving battle line. The current release is a minimum-playable test foundation rather than a claim that the entire campaign design is finished.

    Minimum playable build · Active development and player testing

    Development has included Enfusion scripting, visible oil cargo, simultaneous oil and supply loading, Workshop publishing, dedicated-server deployment, script-mismatch troubleshooting, and repeated changes based on actual player testing. One of the clearest lessons has been that a feature is not complete merely because it works while stationary: cargo also has to remain stable, synchronize correctly, and behave safely when the vehicle moves.

    The intended economy separates oil for armored and armed vehicles and aviation from supplies used for everything else. United States and Soviet forces begin on opposite sides of Everon and advance through highway objectives and oil facilities toward the server-run COE faction at the airfield. The longer campaign is designed to end in total domination with one faction standing.

    Planned systems include persistent statistics and roleplay groups by faction, elimination-only faction switching, and distinct roleplay identities for conventional units, volunteers, private military companies, security firms, gangs, or cartels aligned with the respective governments. COE is intended to function as one server-run company-backed irregular faction rather than a collection of separate player organizations.

    Capabilities demonstrated

    • Enfusion scripting and debugging
    • Workshop release management
    • Dedicated-server deployment
    • Gameplay economy and logistics design
    • Live player-test iteration

    Player-facing documentation and current system status are maintained in the GXA Frontline Wiki.


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  • Global X Authority — Community Infrastructure and Operations

    Global X Authority is the operating and community brand behind my Arma Reforger and Arma 3 environments. It brings together server administration, releases, documentation, branding, player support, and long-term experimentation with persistent multiplayer systems.

    Active · Community infrastructure and operations

    The work includes Linux server administration, mod and dependency management, deployment planning, log review, performance troubleshooting, public documentation, and player-facing support. Because campaign saves and live communities are involved, changes need to be reversible and verified rather than treated like disposable test data.

    GXA is currently a community-server operation rather than a commercial hosting provider. The immediate goal is to make the servers understandable and dependable: clear setup instructions, honest project status, visible service information, and a practical place for players to report problems.

    This project connects technical operations with community judgment. A server can be technically online and still be difficult to join, poorly documented, or unplayable because one system is broken. Treating the entire player journey as the product has made GXA a useful real-world environment for learning deployment, support, communication, and iteration.

    Capabilities demonstrated

    • Linux server administration
    • Release and dependency management
    • Documentation and player support
    • Monitoring and troubleshooting
    • Community operations

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