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About AtomicBoy

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  1. AtomicBoy

    3CB Factions

    From You can find group classnames by Start a blank editor mission Press escape --> hit function on the debug console Navigate to CfgGroups and double-click From there you can navigate the different groups for different factions
  2. AtomicBoy

    3CB Factions

    Hello: from the editor of arma3: Put the Takistan Militia or/and Takistan Army units on the map Select them all With the right mouse button click on the units and click on record -> register class on clipboard Paste the content into a document Br. AtomicBoy
  3. AtomicBoy

    RHS Escalation (AFRF and USAF)

    you can used Drongo's Active Protection System with the addons RHS http://www.armaholic.com/page.php?id=34250 br. Atomicboy
  4. Hello, icebreakr, Is it possible to add an airport to the north of the map? Thanks and best regards AtomicBoy
  5. Script Search and rescue combat, or CSAR Inspired by the script: https://forums.bohemia.net/forums/topic/194415-sync-two-waypoints-via-script/ http://www.armaholic.com/forums.php?m=posts&q=29111 in spanish: https://www.ffaamod.es/wiki/ScriptBúsqueda_y_rescate_de_combate,_o_CSAR Description: The combat search and rescue script, or CSAR, is used to rescue a pilot shot down in combat, and in that way, in an air combat mission, it can have an alternate ending with the rescue of that pilot. The script works in the following way: 1.- Once the pilot is on the ground from the radio, the CSAR rescue is requested. 2.- A message tells you to mark the rescue area on the map. 3.- Take out the map and mark on the map, a sign indicates the landing area of the helicopter. 4.- Takeoff of the CSAR helicopter + support aircraft. 5.- When the helicopter is less than 200 meters from the landing area, a green flare indicates the landing point. 6.- Landing the helicopter, the rescue squad is deployed 7.- The pilot is automatically grouped to the rescue squad. 8.- The group enters the helicopter. 9.- Helicopter and support aircraft return to the airport. Syntax / Code / Explanation: Variables to execute the script with The CSAR team, consists of: Rescue helicopter: The helicopter is named: helicoptero_CSAR To create WP in the script, a group is created naming the pilot of the helicopter as the leader of the group: group_helicoptero_CSAR and added at the beginning of the leader: grupo_helicoptero_CSAR = group this; Rescue group: I recommend a group of four soldiers or the number that fits in the helicopter -1 to fit the rescued pilot. The head of the group is named: grupoCSAR To create a group add at the beginning of the leader: grupoCSAR = group this; For the group to appear inside the helicopter, add at the beginning of the leader: {_x assignasCargo helicoptero_CSAR; _x moveinCargo helicoptero_CSAR} forEach units group this; Airplane support group CSAR: Put the plane at the airport from where it will take off. Rename the plane: avion_soporte_CSAR Put fuel to 0 to take off only when the support is requested, add at the beginning: this setfuel 0; To create WP in the script, a group is created by naming the pilot of the plane as the leader of the group: group_avion_CSAR and added at the start of the pilot: grupo_avion_CSAR = group this; Name the pilot player: pilot. Add invisible helipad to the place where the rescue helicopter will take off, naming it as: Base_HQ Add invisible helipad to the place where the CSAR team support aircraft landed, naming it as: aeropuerto_HQ To execute the script from an activator: AXLE A: 0 AXIS B: 0 Activation: Radio Alpha once I presented AL ACT: scripts = [pilot, Base_HQ, helicopter_CSAR] execvm "CSAR.sqf"; If you want to do several times, mark "repeatable". // scripts=[piloto, Base_HQ, helicoptero_CSAR] execvm "CSAR.sqf"; // // // // // private ["_pos","_meters"]; _piloto = _this select 0; _HQ_LZ = _this select 1; _helicoptero = _this select 2; _Zona_LZ_HQ = position _HQ_LZ; //crear marcador Zona aterrizaje LZ-CSAR _marker = createMarker ["Mark1",[0,0,0]]; _marker setMarkerColor "ColorRed"; _marker setMarkerType "hd_destroy"; _marker setMarkerShape "ICON"; _marker setMarkerSize [1,1]; _marker setMarkerText "Zona aterrizaje LZ-CSAR"; //Creando punto de mapa para Zona aterrizaje LZ-CSAR sleep 1; openMap [true, false]; mapclick = true; titleText ["Indica en el mapa la zona de aterrizaje de Helicoptero CSAR","plain down"]; onMapSingleClick "grupo_helicoptero_CSAR move _pos;""Mark1"" setMarkerPos _pos;mapclick = false; onMapSingleClick ''; true; openMap false; "; waitUntil {!mapClick}; _helipuerto = createVehicle ["Land_HelipadEmpty_F", getMarkerPos "Mark1", [], 0, "NONE"]; sleep 2; //añadir wp0 para helicoptero CSAR private _wp = grupo_helicoptero_CSAR addWaypoint [_helipuerto, 0]; _wp setWaypointType "MOVE"; _wp setWaypointBehaviour "CARELESS"; _wp setWaypointCombatMode "GREEN"; _wp setWaypointSpeed "FULL"; _wp setWaypointStatements ["true", "(vehicle this) land 'LAND'"]; //añadir w0 para grupo_avion_CSAR avion_soporte_CSAR setfuel 1; private _wp = grupo_avion_CSAR addWaypoint [_helipuerto, 0]; _wp setWaypointType "MOVE"; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointCombatMode "RED"; _wp setWaypointSpeed "FULL"; _meters = _piloto distance helicoptero_CSAR; waitUntil {_meters = _piloto distance helicoptero_CSAR; _meters < 200; }; _smoke1="G_40mm_SmokeGreen" createvehicle (position _helipuerto); hint format ["Señal de humo señaliza el punto de aterrizaje Helicoptero CSAR"]; waitUntil {sleep 30; ((getPos helicoptero_CSAR) select 2) < 2}; grupoCSAR leaveVehicle helicoptero_CSAR; waitUntil {sleep 5; ({_x in helicoptero_CSAR} count (units grupoCSAR)) isEqualTo 0}; hint format ["Desplegado el grupo de rescate"]; sleep 5; [_piloto] join grupoCSAR; hint format ["Helicoptero ha aterrizado. %1 unete al grupo de rescate",_piloto]; sleep 5; grupoCSAR addVehicle helicoptero_CSAR; hint format ["%1 entra en el helicoptero, ¡¡¡Preparate para el despegue!!!!",_piloto]; sleep 10; deleteMarker "Mark1"; private _wp = grupo_helicoptero_CSAR addWaypoint [_Zona_LZ_HQ, 0]; _wp setWaypointType "MOVE"; _wp setWaypointBehaviour "CARELESS"; _wp setWaypointCombatMode "GREEN"; _wp setWaypointSpeed "FULL"; _wp setWaypointStatements ["true", "(vehicle this) land 'LAND'"]; private _wp = grupo_avion_CSAR addWaypoint [aeropuerto_HQ, 0]; _wp setWaypointType "MOVE"; _wp setWaypointBehaviour "CARELESS"; _wp setWaypointCombatMode "RED"; _wp setWaypointSpeed "FULL"; _wp setWaypointStatements ["true", "(vehicle this) land 'LAND'"]; [_piloto] join grpnull;
  6. based on the in spanish, https://www.ffaamod.es/wiki/Script_Target_laser_v2 Description: The script simulates a laser pointer, a trigger that includes the targets to eliminate, marking the units one by one with a laser marker. Eliminate one goal marks the next, up to a maximum of 10 targets. It also works with groups. The weapons that work with the scrpt are the maverick laser, LJDAM, GBU, EGBU. I have not tested it with OPFORCE weapons It consists of two scripts that should go in the mission folder: - The script that marks the targets as laser targets: Target_LASER_V2.sqf - The script that checks for enemy units live and that is invoked from the previous script: findLiveGroundTarget.sqf The variables are from the script, [thislist, time] execVM "Target_LASER_V2.sqf"; are: thislist, check enemy targets in the trigger. time, check time it takes to review a new objective. By default 1, it can be increased to increase the testing times between eliminated targets. Syntax / Code / Explanation: In a zone of the map there is a trigger that encompasses the objective units, in the trigger it should be: as activator: OPFOR Type of activation: PRESENT When activated: script = [thislist, 1] execVM "Target_LASER_V2.sqf"; In the mission folder, you should put the two script: Target_LASER_V2.sqf findLiveGroundTarget.sqf Target_LASER_V2.sqf / Then in your trigger's on act put this: // // // script = [thislist, 1] execVM "Target_LASER_V2.sqf"; // _targetArray = _this select 0; _shellTravelTime = _this select 1; _lazer = 0; _tgtScript = [_targetArray] execVM "findLiveGroundTarget.sqf"; waitUntil {scriptDone _tgtScript}; _target = liveGroundTarget; if (! isNull _target) then { _idx = 0; _shellCount = 10; while {(_idx <_shellCount)} do { _isAlive = alive _target; if (! _ isAlive) then { // Target is dead, find another deletemarker "laserMarker"; deleteVehicle _lazer; _idx = _shellCount; script = [_targetArray, _shellTravelTime] execVM "Target_LASER_V2.sqf"; } else { _targer_marker = createMarker ["laserMarker", [0,0,0]]; _targer_marker setMarkerColor "ColorYellow"; _targer_marker setMarkerShape "icon"; _targer_marker setMarkerSize [1,1]; _targer_marker setMarkerType "mil_destroy"; _targer_marker setMarkerText "LASER TGT POS"; _lazer = "LaserTargetW" createVehicle position _target; _lazer attachto [_target, [0,0,1]]; _targer_marker setMarkerPos getpos _target; sleep _shellTravelTime; }; }; _idx = _idx + 1; }; findLiveGroundTarget.sqf // The original script above works fine, but I've refined it and made it a little "smarter". // // This script will: // // Fire on any enemy ground unit (set in the trigger) that strays into it's target area. // Re-adjust it's aim before each shot. // Does not fire at aircraft. // Acquire a new target if the current target is dead. // Allows for shell transit time before checking if the target is still alive and re-adjusting aim. // // This is a little more complicated than the one above, but it makes for smarter AI artillery. // // There is a new variable you'll pass in from the trigger for shell transit time. What is the force of the artillery piece to wait for the shell to arrive at the target before checking to see if it's still alive. You'll need to tinker around with this number to get it right for the range and artillery piece. Or just set it to one second and let it fire immediately after it // reloads like before. // // This involves 2 scripts. I wanted to break the functionality for finding live ground targets into another script so it could be used for mortars (or anything else). // // This one I called "findLiveGroundTarget.sqf" " // nul = [thislist] execVM "findLiveGroundTarget.sqf"; // script = [thislist] execVM "findLiveGroundTarget.sqf"; _targetArray = _this select 0; // Reset the global variable to null // to make sure we start fresh every check. liveGroundTarget = objNull; _idx = 0; _targetCount = count _targetArray; while {(_idx <_targetCount)} do { _someTarget = _targetArray select _idx; _isAlive = alive _someTarget; if (isTouchingGround _someTarget && _isAlive) then { // live ground target found, get out of the loop liveGroundTarget = _someTarget; _idx = _targetCount; }; _idx = _idx +1; };
  7. Hello leecarter, I ask you permission to post a laser assignment script in the forum that uses your "findLiveGroundTarget.sqf" script, indicating that the script is from your creation. BR. AtomicBot
  8. AtomicBoy

    Eurofighter Typhoon AWS

    Thanks for your work and effort, it is a great addons and now much more... AtomicBoy VIVA ESPAÑA
  9. Please, Spanish Air Force EF-18 M Ala 12, Base Aérea de Torrejón de Ardoz (Madrid). Ala 15, Base Aérea de Zaragoza (Zaragoza). Ala 46, Base Aérea de Gando (Gran Canaria). https://es.wikipedia.org/wiki/McDonnell_Douglas_EF-18_Hornet#EF-18M Br, Atomic Boy
  10. hi, Icebreakr , can you indicate the names of the airports of the map? I have counted two: one to the south and an improvised zone to the northeast. It is to land on one or the other according to the mission. BR. Atomic Boy Hi, After several tests with the instruction plane1 assignToAirport 0, plane1 assignToAirport 1, ... the southern airport is the only functional one. BR Atomic Boy
  11. AtomicBoy

    Eurofighter Typhoon AWS

    Hello, Congratulations for the addons, congratulations for updating it. Have you thought about making the skin of the Spanish air force? Greetings and thank you. AtomicBoy
  12. Hi all, The forums on the website https://www.ffaamod.es/ have disappeared. What happened? BR. Atomic Boy
  13. Hi, inform you that the Fire For Effect addon has been updated: The God of War - smart & simple AI artillery Br. AtomicBoy VIVA ESPAÑA
  14. To increase the number of forward observer when using the VCom artillery (Replaced by "Fire For Effect") you can modify the file FFE.sqf add the following list: if (isNil ("RydFFE_FOClass")) then {RydFFE_FOClass = [ "i_spotter_f", "o_spotter_f", "b_spotter_f", "o_recon_jtac_f", "b_recon_jtac_f", "i_sniper_f", "o_sniper_f", "b_sniper_f", "i_soldier_m_f", "o_soldier_m_f", "b_g_soldier_m_f", "b_soldier_m_f", "o_recon_m_f", "b_recon_m_f", "o_soldieru_m_f", "i_uav_01_f", "i_uav_02_cas_f", "i_uav_02_f", "o_uav_01_f", "o_uav_02_cas_f", "o_uav_02_f", "b_uav_01_f", "b_uav_02_cas_f", "b_uav_02_f", "rksla3_uav_watchkeeper_uk", "ad_oh58d", "FR2035_UGV_01_rcws_F", "FR2035_UAV_01_F", "B_UAV_02_JF", "B_UAV_02_CAS_JF", "JF_UGV_01_F", "JF_UGV_01_rcws_F", "FR2035_UGV_01_F", "CUP_O_TK_Soldier_SL", "CUP_O_TK_SpecOps_TL", "CUP_I_RACS_SL_wdl", "CUP_I_RACS_SL", "CUP_I_RACS_SL_Mech", "CUP_I_RACS_SL_Urban", "CUP_I_RACS_RoyalCommand", "CUP_I_RACS_RoyalGuard", "CUP_I_RACS_RoyalMarksman", "CUP_B_AH6X_USA", "CUP_B_USMC_DYN_MQ9", "CUP_O_RUS_Soldier_TL", "CUP_O_RUS_Soldier_GL", "CUP_O_RUS_Soldier_Marksman", "CUP_O_RUS_SpecOps_Scout", "CUP_O_RUS_SpecOps", "CUP_O_RUS_SpecOps_SD", "ffaa_ea_reaper", "ffaa_et_searcherIII", "ffaa_brilat_jefe_peloton", "ffaa_brilat_jefe_escuadra", "ffaa_brilat_jefe_peloton_ds", "ffaa_brilat_jefe_escuadra_ds", "ffaa_brilat_observer", "ffaa_brilat_observador_ds", "ffaa_et_moe_lider", "ffaa_et_moe_lider_ds", "ffaa_bripac_jefe_peloton_ds", "ffaa_bripac_jefe_peloton", "ffaa_bripac_jefe_escuadra_ds", "ffaa_bripac_jefe_escuadra", "FIR_A10C_OS", "I_RUS_SSO_Squad_Leader_01", "I_RUS_Recon_01", "LOP_TKA_Infantry_SL", "LOP_TKA_Infantry_TL", "LOP_RACS_Infantry_SL", "LOP_RACS_Infantry_TL", "min_rf_spetsnaz_desert_TL", "min_rf_spetsnaz_TL", "PLA_UAV_01", "vme_CH4B", "O_T_UAV_04_CAS_F", "O_mas_vdv_soldier_JTAC_F", "O_mas_vdv_soldier_JTAC_F_p", "O_mas_vdv_soldier_JTAC_F_d", "O_mas_rul_recon_JTAC_F_gc", "O_mas_rul_recon_JTAC_F", "O_mas_rul_recon_JTAC_F_bw", "O_mas_rul_recon_JTAC_F_dp", "O_mas_rul_recon_TL_F", "B_CTRG_Soldier_JTAC_tna_F", "B_mas_fra_recon_JTAC_F_ca", "B_mas_fra_recon_JTAC_F", "B_mas_fra_recon_JTAC_F_jp", "B_mas_fra_recon_JTAC_F_da", "B_mas_usl_recon_JTAC_F", "B_mas_ger_recon_JTAC_F_ca", "B_mas_usl_recon_JTAC_F_ca", "B_mas_ger_recon_JTAC_F", "B_mas_ger_recon_JTAC_F_jp", "B_mas_ger_recon_JTAC_F_da", "B_mas_usl_recon_JTAC_F_fr", "B_mas_usl_recon_JTAC_F_da", "B_mas_usl_recon_JTAC_F_hc", "B_mas_usl_recon_JTAC_F_jp", "B_mas_usl_recon_JTAC_F_bw", "rhsusf_army_ocp_jfo", "rhsusf_army_ocp_teamleader", "rhsusf_army_ocp_squadleader", "rhsusf_army_ocp_officer", "rhsusf_usmc_recon_marpat_d_officer", "rhsusf_usmc_recon_marpat_d_teamleader", "rhsusf_usmc_recon_marpat_d_teamleader_fast", "rhsusf_usmc_recon_marpat_d_teamleader_lite", "rhsusf_usmc_lar_marpat_d_teamleader", "rhsusf_usmc_lar_marpat_d_squadleader", "rhsusf_usmc_marpat_d_teamleader", "rhsusf_usmc_marpat_d_squadleader", "rhsusf_usmc_marpat_d_officer", "rhsusf_usmc_marpat_d_jfo", "rhsusf_usmc_marpat_wd_jfo", "rhsusf_socom_marsoc_jfo", "min_rf_pchela_1t", "rhs_pchela1t_vvsc", "rhs_pchela1t_vvs", "rhs_vmf_flora_sergeant", "rhs_vmf_flora_junior_sergeant", "rhs_prp3_vv", "rhs_prp3_msv", "rhs_prp3_tv", "rhs_prp3_vdv", "rhs_vdv_des_sergeant", "rhs_vdv_des_junior_sergeant", "rhs_msv_junior_sergeant", "rhs_msv_sergeant", "rhs_msv_emr_sergeant", "rhs_msv_emr_junior_sergeant", "RHS_M2A32", "RHS_M2A3_BUSKI", "RHS_M2A3_BUSKIII", "TACP_MRAP_gmg", "TACP_MRAP_hmg", "UK3CB_BAF_Officer_MTP", "UK3CB_BAF_RO_MTP", "UK3CB_BAF_FAC_MTP", "UK3CB_BAF_MFC_MTP_RM", "USAF_MQ9", "USAF_RQ4A", "UA_Team_Leader_old", "MIA_Team_Leader", "NGU_Team_Leader", "SBU_Team_Leader", "SOF_Team_Leader", "BGU_Team_Leader", "UA_Pack_B_UAV_01_F", "UA_Pack_B_UAV_02_F", "UA_Pack_B_UAV_02_CAS_F", "UA_Pack_B_UGV_01_F", "UA_Pack_B_UGV_01_rcws_F", "B_UAV_02_JF", "B_UAV_02_CAS_JF", "JF_UGV_01_F", "JF_UGV_01_rcws_F", "FR2035_UAV_01_F", "FR2035_UGV_01_F", "FR2035_UGV_01_rcws_F", "REV1_RPIMA_DA", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_B", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_J", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_O", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_P", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_V", "R3F_EQUIP_BLUFOR_DA_P", "R3F_EQUIP_BLUFOR_DA_V", "R3F_EQUIP_BLUFOR_DA_O", "R3F_EQUIP_BLUFOR_DA_J", "R3F_EQUIP_BLUFOR_DA_B", "min_rf_soldier_desert_TL", "min_rf_soldier_desert_SL", "min_rf_recon_desert_TL", "min_rf_spetsnaz_desert_TL", "CFP_B_ILIDF_MQ_9Reaper_01" ]}; I've tried it and it works without problems From PDF manual of fire for effect RydFFE_FO ([])- if this array is set as not empty (even with objNull), limited spotting mode becomes active, so only members of groups, which names are inside this array or which leaders are of proper class (see below), will have ability of spotting targets for batteries. By default, in unlimited spotting mode, each unit of same side, as battery, or allied excluding civilians, will transmit known enemy coordinates to the battery; RydFFE_FOClass (["i_spotter_f","o_spotter_f", "b_spotter_f", "o_recon_jtac_f", "b_recon_jtac_f", "i_sniper_f", "o_sniper_f", "b_sniper_f", "i_soldier_m_f", "o_soldier_m_f", "b_g_soldier_m_f", "b_soldier_m_f", "o_recon_m_f", "b_recon_m_f", "o_soldieru_m_f", "i_uav_01_f", "i_uav_02_cas_f", "i_uav_02_f", "o_uav_01_f", "o_uav_02_cas_f", "o_uav_02_f", "b_uav_01_f", "b_uav_02_cas_f", "b_uav_02_f"]) This would be the previous list to not modify the file FFE.sqf RydFFE_FO (["i_spotter_f", "o_spotter_f", "b_spotter_f", "o_recon_jtac_f", "b_recon_jtac_f", "i_sniper_f", "o_sniper_f", "b_sniper_f", "i_soldier_m_f", "o_soldier_m_f", "b_g_soldier_m_f", "b_soldier_m_f", "o_recon_m_f", "b_recon_m_f", "o_soldieru_m_f", "i_uav_01_f", "i_uav_02_cas_f", "i_uav_02_f", "o_uav_01_f", "o_uav_02_cas_f", "o_uav_02_f", "b_uav_01_f", "b_uav_02_cas_f", "b_uav_02_f", "rksla3_uav_watchkeeper_uk", "ad_oh58d", "FR2035_UGV_01_rcws_F", "FR2035_UAV_01_F", "B_UAV_02_JF", "B_UAV_02_CAS_JF", "JF_UGV_01_F", "JF_UGV_01_rcws_F", "FR2035_UGV_01_F", "CUP_O_TK_Soldier_SL", "CUP_O_TK_SpecOps_TL", "CUP_I_RACS_SL_wdl", "CUP_I_RACS_SL", "CUP_I_RACS_SL_Mech", "CUP_I_RACS_SL_Urban", "CUP_I_RACS_RoyalCommand", "CUP_I_RACS_RoyalGuard", "CUP_I_RACS_RoyalMarksman", "CUP_B_AH6X_USA", "CUP_B_USMC_DYN_MQ9", "CUP_O_RUS_Soldier_TL", "CUP_O_RUS_Soldier_GL", "CUP_O_RUS_Soldier_Marksman", "CUP_O_RUS_SpecOps_Scout", "CUP_O_RUS_SpecOps", "CUP_O_RUS_SpecOps_SD", "ffaa_ea_reaper", "ffaa_et_searcherIII", "ffaa_brilat_jefe_peloton", "ffaa_brilat_jefe_escuadra", "ffaa_brilat_jefe_peloton_ds", "ffaa_brilat_jefe_escuadra_ds", "ffaa_brilat_observer", "ffaa_brilat_observador_ds", "ffaa_et_moe_lider", "ffaa_et_moe_lider_ds", "ffaa_bripac_jefe_peloton_ds", "ffaa_bripac_jefe_peloton", "ffaa_bripac_jefe_escuadra_ds", "ffaa_bripac_jefe_escuadra", "FIR_A10C_OS", "I_RUS_SSO_Squad_Leader_01", "I_RUS_Recon_01", "LOP_TKA_Infantry_SL", "LOP_TKA_Infantry_TL", "LOP_RACS_Infantry_SL", "LOP_RACS_Infantry_TL", "min_rf_spetsnaz_desert_TL", "min_rf_spetsnaz_TL", "PLA_UAV_01", "vme_CH4B", "O_T_UAV_04_CAS_F", "O_mas_vdv_soldier_JTAC_F", "O_mas_vdv_soldier_JTAC_F_p", "O_mas_vdv_soldier_JTAC_F_d", "O_mas_rul_recon_JTAC_F_gc", "O_mas_rul_recon_JTAC_F", "O_mas_rul_recon_JTAC_F_bw", "O_mas_rul_recon_JTAC_F_dp", "O_mas_rul_recon_TL_F", "B_CTRG_Soldier_JTAC_tna_F", "B_mas_fra_recon_JTAC_F_ca", "B_mas_fra_recon_JTAC_F", "B_mas_fra_recon_JTAC_F_jp", "B_mas_fra_recon_JTAC_F_da", "B_mas_usl_recon_JTAC_F", "B_mas_ger_recon_JTAC_F_ca", "B_mas_usl_recon_JTAC_F_ca", "B_mas_ger_recon_JTAC_F", "B_mas_ger_recon_JTAC_F_jp", "B_mas_ger_recon_JTAC_F_da", "B_mas_usl_recon_JTAC_F_fr", "B_mas_usl_recon_JTAC_F_da", "B_mas_usl_recon_JTAC_F_hc", "B_mas_usl_recon_JTAC_F_jp", "B_mas_usl_recon_JTAC_F_bw", "rhsusf_army_ocp_jfo", "rhsusf_army_ocp_teamleader", "rhsusf_army_ocp_squadleader", "rhsusf_army_ocp_officer", "rhsusf_usmc_recon_marpat_d_officer", "rhsusf_usmc_recon_marpat_d_teamleader", "rhsusf_usmc_recon_marpat_d_teamleader_fast", "rhsusf_usmc_recon_marpat_d_teamleader_lite", "rhsusf_usmc_lar_marpat_d_teamleader", "rhsusf_usmc_lar_marpat_d_squadleader", "rhsusf_usmc_marpat_d_teamleader", "rhsusf_usmc_marpat_d_squadleader", "rhsusf_usmc_marpat_d_officer", "rhsusf_usmc_marpat_d_jfo", "rhsusf_usmc_marpat_wd_jfo", "rhsusf_socom_marsoc_jfo", "min_rf_pchela_1t", "rhs_pchela1t_vvsc", "rhs_pchela1t_vvs", "rhs_vmf_flora_sergeant", "rhs_vmf_flora_junior_sergeant", "rhs_prp3_vv", "rhs_prp3_msv", "rhs_prp3_tv", "rhs_prp3_vdv", "rhs_vdv_des_sergeant", "rhs_vdv_des_junior_sergeant", "rhs_msv_junior_sergeant", "rhs_msv_sergeant", "rhs_msv_emr_sergeant", "rhs_msv_emr_junior_sergeant", "RHS_M2A32", "RHS_M2A3_BUSKI", "RHS_M2A3_BUSKIII", "TACP_MRAP_gmg", "TACP_MRAP_hmg", "UK3CB_BAF_Officer_MTP", "UK3CB_BAF_RO_MTP", "UK3CB_BAF_FAC_MTP", "UK3CB_BAF_MFC_MTP_RM", "USAF_MQ9", "USAF_RQ4A", "UA_Team_Leader_old", "MIA_Team_Leader", "NGU_Team_Leader", "SBU_Team_Leader", "SOF_Team_Leader", "BGU_Team_Leader", "UA_Pack_B_UAV_01_F", "UA_Pack_B_UAV_02_F", "UA_Pack_B_UAV_02_CAS_F", "UA_Pack_B_UGV_01_F", "UA_Pack_B_UGV_01_rcws_F", "B_UAV_02_JF", "B_UAV_02_CAS_JF", "JF_UGV_01_F", "JF_UGV_01_rcws_F", "FR2035_UAV_01_F", "FR2035_UGV_01_F", "FR2035_UGV_01_rcws_F", "REV1_RPIMA_DA", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_B", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_J", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_O", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_P", "R3F_FANTASSIN_SOUSOFF_BLUFOR_DA_V", "R3F_EQUIP_BLUFOR_DA_P", "R3F_EQUIP_BLUFOR_DA_V", "R3F_EQUIP_BLUFOR_DA_O", "R3F_EQUIP_BLUFOR_DA_J", "R3F_EQUIP_BLUFOR_DA_B", "min_rf_soldier_desert_TL", "min_rf_soldier_desert_SL", "min_rf_recon_desert_TL", "min_rf_spetsnaz_desert_TL", "CFP_B_ILIDF_MQ_9Reaper_01"]) BR VIVA ESPAÑA AtomicBoy
  15. hello, when you take the ARMA3 with the Vcom AI 3.1 Update mod, the following message appears: "script vcom \ Functions \ VCM_CBASetting.sqf not found." After reviewing the addon, the script exists but the error comes out. Br, AtomicBoy