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ARMA 3 Addon Request Thread

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I was wondering if anyone here knows where to find a BTR-152 (the 6x6, unlike its smaller 4x4 counterpart, the BTR-40, which is everywhere) that isn't from UNSUNG, if it even exists.BTR-152_armoured_transporterr_at_Sinshei

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los angeles class sub for cold war special ops. even if its just a prop and doesnt move/fire.

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I would love to use old terrains like:

Tilos: Greek Island ( Beta )

https://steamcommunity.com/sharedfiles/filedetails/?id=375720350

or

CMM_Aristartis

https://steamcommunity.com/sharedfiles/filedetails/?id=543288811

 

but the SkyBox is broken because it was not updated after the SkyBox-Update/graphical update.

 

It would be great to have a mod that would loaded beside these terrains and fix this issue by pointing to the new SkyBox/Terrain Parent.

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On 7/25/2022 at 11:09 PM, mikuinstallgentoo said:

a weapon mod for the Kalashnikov MR1 Svch Chukavin rifle

I see a mod of such already exists, but it requires two dependencies that takes well over a gigabyte of space. I really like the weapon, and I already have stuff in blender I'd like for it to pose and use as a prop with so I think I'll try and model it anyways (which will be a lighter version on the disk space). Still clueless as to porting weapons into arma 3, but pretty certain I can make a lighter weight version. 

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Hi!
I'd love to see a mechanics & recovery mod.

In the vanilla all you have to do is come close to the damaged vehicle and it magically fixed. In ACE there are spare wheels / tracks. but that's it! no mechanic specialist needed, no tools needed, no spare parts needed.

This situation is far from the real-life, when you see trucks with parts, repair vehicles, tools and mechanics around the damaged vehicles.

 

I don't know how to model or script, only texturing, and have a lot of knowlege in this subject.

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4 hours ago, omer_d said:

Hi!
I'd love to see a mechanics & recovery mod.

In the vanilla all you have to do is come close to the damaged vehicle and it magically fixed. In ACE there are spare wheels / tracks. but that's it! no mechanic specialist needed, no tools needed, no spare parts needed.

This situation is far from the real-life, when you see trucks with parts, repair vehicles, tools and mechanics around the damaged vehicles.

 

I don't know how to model or script, only texturing, and have a lot of knowlege in this subject.

ACE does have a conffable time-to-do for pretty much every action, and you can conf the requirements for even changing out tires.

 

Also: ACE will have a tire patching feature, believed to be done for 3.16.0: https://github.com/acemod/ACE3/pull/8835

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7 minutes ago, rautamiekka said:

ACE does have a conffable time-to-do for pretty much every action, and you can conf the requirements for even changing out tires.

 

Also: ACE will have a tire patching feature, believed to be done for 3.16.0: https://github.com/acemod/ACE3/pull/8835

Tires yes, Tracks yes, but that's it. no engine replacing, no spare parts, even a broken windshield can be repair with a magic glue or something...

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I would love a mod that will basically take the ammo that an AI uses and basically add that back to its inventory, like when it uses a magazine/UGL round or whatever, it will appear in its inventory to replace it

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is there a MOD for

 

Multiple Waypoint Marker

 

like the custom waypoint (Lshft+LMB)

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Hello! I'm wondering if anyone has the addon that added in Umbrella style vehicles, the addon name on the forums here is called the umbrella corporation mini faction mod and it was on steam, but was taken down as I believe the author's account got deleted. If anyone downloaded them possibly, let me know please and thank you as I really enjoyed using the vehicles for umbrella ops. 

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I know this is a long shot, but is anyone willing to do (or already have) a desert/jungle retexture mod for these CQBR Mod 0 guns?

 

https://steamcommunity.com/sharedfiles/filedetails/?id=1976152942

 

I'm not savvy on retextures, so I'm not sure how helpful it is, but it seems like you could use a lot (or all?) of the M4A1 PIP desert (or jungle) textures that are already part of RHS.

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Dear community,

 

 Is there any modder willing to make the Italian WW2 “Lightning” division unit which fought in Egypt?

 

They allegedly fought bravely and were respected by Romell and the Brits.

 

As can be seen below, they also had very unique smg magazine carrying vests.

 
Thanks,

Gideon

https://www.google.com/search?q=184th+Paratroopers+Division+"Nembo"&kgmid=/m/05s_jqj&ved=0EOTpBwgAKAAwAA&source=.lens.button&tbm=isch&hl=en&gl=US#imgrc=tV13ODAr-mUJKM

  • Like 1

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Hello community,  I've found a wreck of blue van in eden editor(can be spotted on Altis also) which has no functioning model for it( it's called "Land_Wreck_Van_F" in editor). I really want to see it brought back to life but lack the skills or knowledge on how to do so. I will provide the link to google drive with pictures of this van. https://drive.google.com/drive/folders/1QzrdjPJLmDRzE2Yh6qyN2J4VRsUH3AfP?usp=drive_link

 

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Hello folks 

 

I tried, with the help of a very kind person on this forum, to figure out how to make my own very simple mod. Unfortunately, I have a small pea brain and couldn’t wrap my head around it despite my best effort. 
 

What I want to do is just change the default camouflage coefficient value for “man” in the game globally to 2.5 instead of 1. I don’t want to change the values for any vehicles or do anything else. 
 

If anybody is interested in slapping this together for me, I’ll send you $200 on PayPal or Cash App (Venmo doesn’t like my card)

 

It’s super odd watching two groups of AI just stare at each other on flat, unobstructed terrain from 300m apart xD

 

With the camo coefficient cranked up, they regularly spot each other between 500-1,000+ meters the same way that you as a human player do. I understand that this may cause some undesirable effects and I’m aware this can be achieved with init scripts and 3den enhanced but those aren’t available to me when I want to play DRO/ other community made missions as far as I’m aware

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1 hour ago, CarlSaganT3 said:

Hello folks 

 

I tried, with the help of a very kind person on this forum, to figure out how to make my own very simple mod. Unfortunately, I have a small pea brain and couldn’t wrap my head around it despite my best effort. 
 

What I want to do is just change the default camouflage coefficient value for “man” in the game globally to 2.5 instead of 1. I don’t want to change the values for any vehicles or do anything else. 
 

If anybody is interested in slapping this together for me, I’ll send you $200 on PayPal or Cash App (Venmo doesn’t like my card)

 

It’s super odd watching two groups of AI just stare at each other on flat, unobstructed terrain from 300m apart xD

 

With the camo coefficient cranked up, they regularly spot each other between 500-1,000+ meters the same way that you as a human player do. I understand that this may cause some undesirable effects and I’m aware this can be achieved with init scripts and 3den enhanced but those aren’t available to me when I want to play DRO/ other community made missions as far as I’m aware

You could enable the debug console or use a Zeus module to execute this code on the Server (in the case of the Zeus module you need to use the Global option, but it won't be a problem regardless of Player count). Untested, but I don't see why it wouldn't work:

if (isServer) then {
    {
        if (
            _x isKindOf 'Man' && {_x getUnitTrait 'camouflageCoef' isNotEqualTo 2.5}
        ) then {
            _x setUnitTrait ['camouflageCoef', 2.5];
        };
    } forEach allUnits;

    addMissionEventHandler [
        'EntityCreated',
        {
            params ['_entity'];
            if (
                _entity isKindOf 'Man' && {_entity getUnitTrait 'camouflageCoef' isNotEqualTo 2.5}
            ) then {
                _entity setUnitTrait ['camouflageCoef', 2.5];
            };
        }
    ];
};

Note:

1) A mod or even the mission could modify the coef later, I know the TCGM Octocamo_Suit functions by this very command, changing 3 coefs on-the-fly. There was another mod but I can't recall what.

2) The coef ain't monitored, so if it changes for any reason, it won't be changed back. Likely not happening often, though.

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1 hour ago, rautamiekka said:

You could enable the debug console or use a Zeus module to execute this code on the Server (in the case of the Zeus module you need to use the Global option, but it won't be a problem regardless of Player count). Untested, but I don't see why it wouldn't work:


if (isServer) then {
    {
        if (
            _x isKindOf 'Man' && {_x getUnitTrait 'camouflageCoef' isNotEqualTo 2.5}
        ) then {
            _x setUnitTrait ['camouflageCoef', 2.5];
        };
    } forEach allUnits;

    addMissionEventHandler [
        'EntityCreated',
        {
            params ['_entity'];
            if (
                _entity isKindOf 'Man' && {_entity getUnitTrait 'camouflageCoef' isNotEqualTo 2.5}
            ) then {
                _entity setUnitTrait ['camouflageCoef', 2.5];
            };
        }
    ];
};

Note:

1) A mod or even the mission could modify the coef later, I know the TCGM Octocamo_Suit functions by this very command, changing 3 coefs on-the-fly. There was another mod but I can't recall what.

2) The coef ain't monitored, so if it changes for any reason, it won't be changed back. Likely not happening often, though.

Oh wow! 
I didn’t realize how much could be done with the debug console 😮

 

Thanks a ton! I just did a quick test and it seems to be working 🙂

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12 hours ago, CarlSaganT3 said:

Oh wow! 
I didn’t realize how much could be done with the debug console 😮

 

Thanks a ton! I just did a quick test and it seems to be working 🙂

Glad to hear.

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Hello, I'm searching a mod but can't find it anymore, i know it's a "gore mod" where if u shoot on the head it can explode (with a 12.7 or more), and also if u shoot somebody with a RPG or else, or run over it with a armored vehicle, it can "explode" and only let a huge blood mark on the ground. I found mods like Bloodlust but it don't make this effect and an other one where you can make the decapitation effect but it dosn't make all the thing like explode ppl with a rocket. Somebody can help me pls ?

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A suggestion I would give is to create the simple body armor that resembles this Chinese Type 04B and will have two variants. One that has a chest rig that resembles the Tactical Chest Rig from Apex DLC and another will have the Pioneer M23, Like the one from Arma 2. The two variants will have a green, olive, tan and black textures. Overall quality should be comparable to Vanilla Arma 3 in terms of texture and mesh.

 

Vest - https://fareastmilsim.com/pla-equipment

 

Rig 01 - https://armedassault.fandom.com/wiki/Tactical_Chest_Rig

 

Rig 02 - https://steamcommunity.com/sharedfiles/filedetails/?id=1180280065&searchtext=chest+rig

 

While creating factions with Alive, it annoys me to not be able to equip some what accurate body armors that many lesser known militaries utilize today. A mod with these would really help out alot!

Edited by HAZ_75
Forgot to Link

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Ive got a few suggestions for some cold war era vehicles that don't get much attention.

 

The M-1009 CUCV (Basically an version of the CUCV but with an Cab)

The M-561 Gamma Goat 6x6 Semi Amphibious https://en.wikipedia.org/wiki/Gama_Goat

ASU-57, Soviet Air Dropped Assault Gun https://en.wikipedia.org/wiki/ASU-57 (would be great to use something other than an BMD)

ASU-85 another air dropped Assault Gun https://en.wikipedia.org/wiki/ASU-85

BTR-D air dropped multi purposed APC https://en.wikipedia.org/wiki/BTR-D

The GAZ-66B, an air dropped version of an GAZ-66 Truck https://en.wikipedia.org/wiki/GAZ-66

BAV-485 (Soviet Copy of the DUWK) https://en.wikipedia.org/wiki/BAV_485

M-1010 CUCV (Ambulance Version of The M-1xxx CUCV)

M-1031 CUCV (an basic utility version of the CUCV could be used as an repair vehicle)

M-880 CUCV (the earlier Dodge CUCV)

M-886 CUCV (Dodge CUCV Ambulance)

M-887 CUCV (Dodge CUCV Maintenance)

Cadillac Gage Ranger (Built on an Dodge Truck Chassis this armored vehicle was used by USAF Security Forces for base defense and patrols, it was in service from 1979 to the 2000)

An T-62 Tank, and Variants (it would be great to see an actual T-62 in game) (Obr-1960, Objeckt-166K(command), TO-62(Flamethrower), Obr-1975 (with laser rangefinder), T-62M, T-62M Obr-2020, T-62MV Obr-2022)

An BRDM-1 (Armed, an Command Variant, one with AT-1 Snapper ATGMs, one with AT-3 Sagger ATGMs)

BTR-60P Command Variant

BTR-60P mortar carrier.

Communications Versions of The BTR-60

 

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On 9/8/2023 at 6:38 PM, Ralebol5 said:

Hello, I'm searching a mod but can't find it anymore, i know it's a "gore mod" where if u shoot on the head it can explode (with a 12.7 or more), and also if u shoot somebody with a RPG or else, or run over it with a armored vehicle, it can "explode" and only let a huge blood mark on the ground. I found mods like Bloodlust but it don't make this effect and an other one where you can make the decapitation effect but it dosn't make all the thing like explode ppl with a rocket. Somebody can help me pls ?

im pretty sure thats blood lust

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