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monyetswa

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Everything posted by monyetswa

  1. monyetswa

    German Assault Addons - Army

    I love your work Marseille77. Thank you for continuing these projects. Since I know you are still updating these, there is an issue I always wanted to bring up; its in one of your German Weapon Packs, with "kpfs_weapons.pbo". It somehow breaks the default A2 satchel charge placement. With ACE2 you can place a satchel using their "self-interaction key" but in vanilla CO, if you try to place a satchel using the action scroll menu, player will kneel, but no satchel is placed.
  2. I love the "Tyria" faction idea. Looking forward to how you will equip them. I wonder are you going to add a "Tiraq"? or maybe "Republic of Itaq"? Then you can make "ISIT". There is also the Ardistan faction, which I was hoping would eventually get some expansion further than the basic TKA reskins but that project is long dead. Just some thoughts. Keep up the nice work.
  3. I'm having a lot of fun with these addons. There is one issue I'll bring up. I believe its "dialog.pbo" that gives a me "Picture Text not Found" error, when I bring up the inventory (G) for the first time in game. What exactly does this pbo do?
  4. monyetswa

    [CAMP/SP] Syria: Battle for Homs

    Very nice work. Thanks for posting it here. Did you use a custom terrain in this campaign?
  5. Nice! I can finally simulate invasion of my house! Did you include any of the US / NATO Kaserns and training bases? Ansbach Schweinfurt Vilseck Graf Hohenfels etc. ?
  6. One issue I am getting: No entry 'bin\congif.bin/CfgFactionClasses.A2C_PL'. It has to do with the Polish OPFOR Faction, which does not appear in the OPFOR editor list. Repro, in editor click to add unit, select OPFOR, no entry appears. Any ideas what I am missing?
  7. monyetswa

    HETMAN - Artificial Leader

    Wow, thanks for the quick fix. Now, just to be clear. If I have: RydHQC_Order = "DEFEND"; and RydHQC_NObj = 5; LeaderHQC will move himself and his group to RydHQC_Obj4 ? Do I understand correctly by assuming that my empty trigger "RydHQC_Obj1" corresponds to "RydHQC_DefFront1 = ["S",""];" and thus, defending groups should be facing south at this trigger? Does LeaderHQC's group face South East or West? Given that I have: RydHQC_DefFrontL = ["S","E"]; //Leader's Defenders facing South East RydHQC_DefFront1 = ["S",""]; //1st perimeter facing South RydHQC_DefFront2 = ["E",""]; //2nd perimeter facing East RydHQC_DefFront3 = ["N",""]; //3rd perimeter facing North RydHQC_DefFront4 = ["W",""]; //4th perimeter facing West Or does HAL automatically assign perimeters without using the RydHQC_Objs locations at all?
  8. monyetswa

    Arma 2 - Game Spy Petition

    I play with an international community, most of whom can't afford top line PCs and ArmA 2 Free has been our solution to years of fun. We must have made at least 700 missions that run on A2 Free alone. A2 Free was the reason I payed for CO. Its sad to see a game (not even 5 years old) get pushed off servers. Will sign and spread petition. Best of luck.
  9. monyetswa

    HETMAN - Artificial Leader

    I'm having a bit of a problem getting HAL 1.11 to initialize for leaderHQs other than 'A'. Scenario: I have 2 NATO platoon size groups assaulting an IND (friendly to OPFOR) battalion size group in forced DEFEND mode. - LeaderHQ(A) will initialize just fine, the 'HAL 1.11 is here' greeting appears, debug markers appear, and orders are issued properly. - LeaderHQB sees the greeting only sometimes, he appears on the dbgmon (with Moral : % data), but his debug markers do not appear and no orders are issued. - LeaderHQC does not see the greeting, does not appear on the dbgmon list, markers do not appear, and does not issue orders. Playing as any INDFOR will produce these results. Checklist: [x]Units on map named LeaderHQ, LeaderHQB, LeaderHQC. [x]RydHQ_Obj1 through 4 for A, B ,and C teams. [x]Proper syntax in init.sqf. (checked with Squint) [x]Spellcheck on RydHQ config variables. [x]SubSync on with units synced to each LeaderHQ [x]Have run the mission for 10+ minutes, HAL initializes for 'A' after 17 seconds. Never for 'C'. [ ]Only LeaderHQ(A) has Sec1/2 objectives, but I think they are optional? I can't give you a proper repro mission folder at the moment (at work) but I can show you my init and mission files: init.sqf mission.sqm This is a very trimmed down version of the mission and produces the same results. It is called "HAL_Testing.Altis". The mission uses the ADDON version of HAL 1.11, CBA_A3 beta5, and the latest version of ArmAIII for steam. Sorry in advance if its something obvious.
  10. monyetswa

    Polish Armed Forces Mod

    This is looking very promising. Just a favor to ask, if you don't mind in the future adding the Unit classnames to the classlists, that would help me out a lot as I plan to use these in Rydygier's HAL custom configs. Otherwise, thanks for publishing the weapons' classlists!
  11. The whole situation itself seems just like a poorly written interpretation of the ArmA storylines. I wouldn't hold back from making whatever creative missions you can think of, but I would NOT release them due to the butthurt they might cause. There is also not many terrains that look like Krimea. Maybe this great Zernovo terrain can pass for inland Ukraine.
  12. monyetswa

    Ukraine General

    Having bases there already with ~20k+ troops stationed at them sort of helps out the deployment process.
  13. monyetswa

    Ukraine General

    Just thought I would share a fairly neutral Ukrainian source for Live Updates on the events (update every 10 mins or so). vesti.ua - Chronicle of Events Its in Russian Language, but easily understandable with google translate or simple browser translators. So far they have published non-opinionated reports about the events themselves, and always link their sources so you can tell who is trying to indoctrinate you. In my opinion they are the most reliable source of un-biased info at this point.
  14. Please forgive the MASSIVE amount of autism you are about to read: A few months ago my ArmA buddies and I started working on such a map to include ALL official and user made maps, and several unit / faction addons as well. Here is a quick render that I have at the moment: Armaverse (161 kB) Some Notes: - Region placed just NE of the Caspian Sea, taking out a chunk of Kazakhstan - The notches in on the bottom right scale are for 50 km each - Each map was drawn based on its in game dimensions - We used the map posted by Harzach as a base to extend the rest - Sahrani is in the Atlantic Ocean aparantly, but we put it in here just for fun - Capraia is next to Italy, but put here for the sake of potential wars - The creator of "Tropica" says its off the coast of East Africa, but we put it in here - Islands / regions were grouped based on their geography and language of labels on the maps - The Nations are all linked to specific community unit addons, The germanic ones in the east are based off Marseille77's addons, for example - Midland Islands (Ovaron) are based off the CLSA Midland Coalition faction - The cities of Atyrau, Qarauba, Zhanibek, and Saykhin are reak Kazakh cities. Use them for Geolocation reference. - We are lacking some great user-made places such as Vietnam, Tanziania, Kellu, etc. because we couldnt really fit them in an autistically pleasing way. Feel free to use any of these ideas for your project
  15. Why don't you want to just use waypoints to direct them then? You maybe want something more dynamic or rather you want total control of teams' locations? There is also an addon / script called HAL that is not very difficult to set up. It will give the enemy an AI HC that dynamically moves into an objective area that you set up with a simple empty trigger. He also tries to flank you and usually kicks my ass in HC strategy.
  16. monyetswa

    HETMAN - Artificial Leader

    This is amazing. It must had taken weeks to think of all of this and implement it. Top cheers to you. But now as I understand it better, problems during the load screen only come from topography? Could objects placement, such as buildings, bunkers, fortifications, "Warfare" objects etc. perhaps have an effect on BB study of the map, causing the CPU choke? I tried for hours to find the exact problem, but obviously repeated freezing of the computer is not something I wanted to go through 100 times. As I mentioned, when I trimmed down each of my 6 LeaderHQ forces by about 80%, this map-study stage passed easily, making me to believe that something I deleted on the map allowed the CPU to process smoothly. I will get back to the issue after some further testing.
  17. monyetswa

    HETMAN - Artificial Leader

    I noticed the same thing, and it was something that happened in HAC as well, for certain missions. My guesses are: - You're playing as a SpecFor on LeaderHQB (They rarely get any missions right away) - You forgot or mistyped RydHQB_Obj1 through 4. - Not sure how this works in HAL, but you can try a shorter resettime for A and B, RydHQ_ResetTime = 60; I'm confused about the "cycles" , as read in the manual. But its strange like you said that while playing on Leader-A , Leader-B will activate just fine, according to Debugs. It was similar in my case I will try to get a repro mission. Another issue I want to discuss is the size of MASSIVE HAL battles. In one particular mission I had about 600 units under 2 Big Bosses. As the big bosses activated, I got froze on the "Big Boss studies the map" stage. I trimmed it down to 300 units and this stage passed. So I'm wondering, does Big Boss get stuck with just too much volume of units? or was there a particular unit (or unit config) that would break Big Boss study -stage? What happens exactly during the Big Boss studies the map stage?
  18. I have a unitplay which executes perfectly in Mission mode via a Trigger (OPFOR Present in their initial positions). I want this movement to be played in the Intro, so I copied everything from Mission mode into the intro, same positions, same trigger, etc. I set up a still camera and call my first scene, expecting to see the unitplay action, but it never triggers. I have tried: -renaming everything (i thought, maybe a conflict between Into and Mission modes -using every possible trigger imaginable. -typing the unitplay codes from the .sqs and .sqf files directly into the trigger -using execVM, exec, and compile preprocessFile on my "path.sqf" of the unitplay sequence Nothing seems to trigger the unitplay. Is it impossible to use this function in Intro/Outro mode? ---------- Post added at 04:59 AM ---------- Previous post was at 04:52 AM ---------- Just to give a more detailed idea, here is what i have: INIT.SQF MyPath = compile preprocessFile "path.sqf"; PATH.SQF Path1 = [the huge movement data]; [spurdo1, Path1] spawn BIS_fnc_UnitPlay; on the Intro mode Map i have my vehicle, spurdo1, and my camera set. then i have a trigger: rec = [] spawn Mypath; the trigger goes when there are OPFOR present on the map, which there is, so it triggers. It works in mission mode, doesnt in Intro mode.
  19. monyetswa

    HAC custom configs

    Thank you much for these, Sixt. Heres another one. It includes: Lennard's Takistani Army - DPM Reskins PRACS Takistani Extension Someguywho's Middle Eastern Rebels and some extra TKA and TK Locals stuff from ACE mod addons; all labled appropriately. //----------------------RHQ CONFIG------------------------ //-----------Lennard's TKA DPM Reskin (LEN DPM)----------- //----------PRACS Takistani Extensions (PRACS TK)-------- //---------Someguywho's Middle Eastern Rebels (MER)------- //-----------ACE mod TKA and TKL addons (ACE TK)---------- RHQ_SpecFor = [ //LEN DPM "TK_Special_Forces", //DPM SF "TK_Special_Forces_TL", //DPM SF TL "TK_Special_Forces_MG" //DPM SF MG ]; RHQ_Recon = [ ]; RHQ_FO = [ ]; RHQ_Snipers = [ //MER "MER_Soldier_Sniper" //Mer Sniper ]; RHQ_ATInf = [ //MER "MER_Soldier_AT", //Mer AT "Offroad_SPG9_MER", //Mer Offroad SPG9 //ACE TKA "ACE_TK_Soldier_2B14_G", //2B13G "ACE_TK_Soldier_KonkursG", //KonkursG "ACE_TK_Soldier_RPOM" //RPOM ]; RHQ_AAInf = [ //PRACS TK "PRACS_TK_SA13", //SA13 "PRACS_Sa6_TK", //SA6 "PRACS_TK_SA8", //SA8 "PRACS_TK_Ural_SAM", //TKA Ural Sam "PRACS_GUE_Ural_SAM", //TKL Ural Sam //MER "MER_Soldier_AA", //Mer AA "Ural_ZU23_MER", //Mer Ural ZU-23 //ACE TKA "ZSU_TK_EP1", //Shilka "ACE_BRDM2_SA9_TK" //BRDM-SA9 ]; RHQ_Inf = [ //LEN DPM "TK_Soldier", //DPM Soldier "TK_Soldier_GL", //DPM GL "TK_Soldier_B", //DPM B "TK_Soldier_AAT", //DPM AAT "TK_Soldier_AMG", //DPM AMG "TK_Soldier_LAT", //DPM LAT "TK_Soldier_AT", //DPM AT "TK_Soldier_HAT", //DPM HAT "TK_Soldier_AA", //DPM AA "TK_Soldier_Engineer", //DPM Engineer "TK_Soldier_MG", //DPM MG "TK_Soldier_AR", //DPM AR "TK_Soldier_Medic", //DPM Medic "TK_Soldier_SL", //DPM SL "TK_Soldier_Officer", //DPM Officer "TK_Soldier_Night_1", //DPM Night1 "TK_Soldier_Night_2", //DPM Night2 "TK_Soldier_TWS", //DPM TWS "TK_Soldier_Crew", //DPM Crew "TK_Soldier_Pilot", //DPM Pilot "TK_Special_Forces", //DPM SF "TK_Special_Forces_TL", //DPM SF TL "TK_Special_Forces_MG", //DPM SF MG "TK_Aziz", //DPM Aziz "TK_Commander", //DPM Commander //MER "MER_Soldier_AA", //Mer AA "MER_Soldier_TL", //Mer TL "MER_Soldier_SL", //Mer SL "MER_Soldier_MG", //Mer MG "MER_Soldier_Sniper", //Mer Sniper "MER_Soldier_AT", //Mer AT "MER_Soldier_GL", //Mer GL "MER_Soldier", //Mer Rifleman "MER_Bonesetter", //Mer Bonesetter "MER_Warlord", //Mer Warlord "MER_Soldier_Crew", //Mer Crew //ACE TK "ACE_TK_Soldier_2B14_AB", //2B13AB "ACE_TK_Soldier_2B14_AG", //2B13AG "ACE_TK_Soldier_2B14_G", //2B13G "ACE_TK_Soldier_KonkursAG", //KonkursAG "ACE_TK_Soldier_KonkursG", //KonkursG "ACE_TK_Soldier_RPOM", //RPOM "ACE_TK_INS_Soldier_AKM_EP1", //TKRM Rifleman "ACE_TK_INS_Soldier_AKMS_EP1", //TKRM Rifleman //OA Units - just incase "TK_GUE_Soldier_AR_EP1", //Soldier TKL "TK_Commander_EP1", //Commander TKA "TK_Soldier_Crew_EP1", //Crew TKA "TK_Special_Forces_TL_EP1", //SF TL TKA "TK_Special_Forces_EP1", //SF TKA "TK_Aziz_EP1", //Aziz TKA "TK_INS_Warlord_EP1", //Warlord TKRM "TK_GUE_Warlord_EP1", //Warlord TKL "TK_Soldier_Pilot_EP1", //Pilot TKA "TK_Soldier_SL_EP1", //Soldier TKA "TK_Soldier_MG_EP1", //Soldier TKA "TK_Soldier_AT_EP1", //Soldier TKA "TK_Soldier_GL_EP1", //Soldier TKA "TK_Soldier_LAT_EP1", //Soldier TKA "TK_Soldier_AAT_EP1", //Soldier TKA "TK_Soldier_AMG_EP1", //Soldier TKA "TK_Soldier_EP1", //Soldier TKA "TK_Special_Forces_MG_EP1", //SF MG TKA "TK_INS_Soldier_EP1", //Soldier TKRM "TK_GUE_Soldier_EP1", //Soldier TKL "TK_INS_Soldier_TL_EP1", //Soldier TKRM "TK_GUE_Soldier_HAT_EP1", //Soldier TKL "TK_GUE_Soldier_MG_EP1", //Soldier TKL "TK_GUE_Soldier_AT_EP1", //Soldier TKL "TK_GUE_Soldier_4_EP1", //Soldier TKL "TK_GUE_Soldier_2_EP1", //Soldier TKL "TK_INS_Soldier_MG_EP1", //Soldier TKL "TK_INS_Soldier_AT_EP1", //Soldier TKRM "TK_INS_Soldier_4_EP1", //Soldier TKRM "TK_INS_Soldier_3_EP1", //Soldier TKRM "TK_GUE_Soldier_TL_EP1", //Soldier TKL "TK_INS_Soldier_2_EP1", //Soldier TKRM "TK_GUE_Soldier_Sniper_EP1", //Soldier TKL "TK_GUE_Soldier_3_EP1", //Soldier TKL "TK_INS_Soldier_AA_EP1" //Soldier TKRM ]; RHQ_Art = [ //PRACS TK "PRACS_2s1_TK", //2s1 "PRACS_TK_D20", //D-20 //MER "2b14_82mm_MER", //Podnos //ACE TK "ACE_2b14_82mm", //Podnos "2b14_82mm_TK_INS_EP1" //TKRM Podnos ]; RHQ_HArmor = [ //PRACS TK "PRACS_TK_T80B", //T-80B //MER "T55_MER", //Mer T-55 //ACE TK "T55_TK_GUE_EP1", //TKL T-55 "T55_TK_EP1" //TKA T-55 ]; RHQ_MArmor = [ //PRACS TK "PRACS_TK_BMP1", //BMP-1 "PRACS_TK_Type63", //Type63 //MER "BMP2_MER", //Mer BMP-2 //ACR TK "BVP1_TK_GUE_ACR", //BVP-1 TKL "BVP1_TK_ACR" //BVP-1 TKA ]; RHQ_LArmor = [ //PRACS TK "PRACS_TK_BMP1", //BMP-1 "PRACS_TK_MTLB", //MTLB "PRACS_TK_MTLB_APC", //MTLB APC "PRACS_TK_SA13", //SA13 "PRACS_Sa6_TK", //SA6 "PRACS_TK_SA8", //SA8 "PRACS_TK_T80B", //T-80B "PRACS_TK_Type63", //Type63 //MER ARMORED "BMP2_MER", //Mer BMP-2 //ACE TK "ACE_BRDM2_SA9_TK", //BRDM-SA9 "ACE_BTR70_TK", //BTR-70 "BTR60_TK_EP1", //BTR-60 "ZSU_TK_EP1", //Shilka "BVP1_TK_ACR", //BVP1 "M113_TK_EP1", //M113 "BVP1_TK_GUE_ACR" //BVP-1 ]; RHQ_LarmorAT = [ ]; RHQ_Cars = [ //PRACS TK "PRACS_TK_LandRover", //TKA LR "PRACS_TK_Ural_SAM", //TKA Ural SAM "PRACS_TK_Ural", //TKA Ural "PRACS_TK_Ural_Open", //TKA Ural Open "PRACS_GUE_Ural_SAM", //TKL Ural SAM //MER CARS "Pickup_PK_MER", //Mer Pickup PK "Offroad_DSHKM_MER", //Mer Offroad DSHKM "Offroad_SPG9_MER", //Mer Offroad SPG9 "V3S_Open_MER", //Mer V3S "Ural_ZU23_MER", //Mer Ural ZU-23 //ACE TK (or anything else just incase) "UralSalvage_TK_EP1", //Ural Salvage TKA "UralSupply_TK_EP1", //Ural Supply TKA "Pickup_PK_TK_GUE_EP1", //Pickup PK TKL "LandRover_MG_TK_INS_EP1", //LR MG TKRM "Offroad_DSHKM_TK_GUE_EP1", //Pickup DSHKM TKL "BTR40_MG_TK_GUE_EP1", //BTR-40 MG TKL "BTR40_TK_INS_EP1", //BTR-40 TKRM "V3S_TK_GUE_EP1", //V3S TKL "V3S_Open_TK_EP1", //V3S Open TKA "V3S_TK_EP1", //V3S TKA "LandRover_SPG9_TK_EP1", //LR SPG9 TKA "LandRover_MG_TK_EP1", //LR MG TKA "Ural_ZU23_TK_EP1", //Ural ZU-23 TKA "LandRover_SPG9_TK_INS_EP1", //LR SPG9 TKRM "UralCivil" //Ural ]; RHQ_Air = [ //PRACS TK "PRACS_TK_Mi24_P", //Mi-24P "PRACS_TK_Mi24_V", //Mi-24V "PRACS_TK_Mi17_R", //Mi-17R "PRACS_TK_MiG21", //MiG-21 "PRACS_TK_MiG21_AG", //MiG-21 "PRACS_TK_Su22", //SU-22 "PRACS_TK_Su22_BMB", //SU-22 "PRACS_TK_Su22_IND", //SU-22 "PRACS_TK_Su22_MSL", //SU-22 "PRACS_TK_Su22_STA", //SU-22 "PRACS_TK_Su24Fencer", //SU-24 "PRACS_TK_Su24Fencer_GBU", //SU-24 "PRACS_TK_Su24Fencer_STK", //SU-24 "PRACS_TK_Su25_LD", //SU-25 "PRACS_TK_Su25_GBU", //SU-25 "PRACS_TK_Su25_MSL", //SU-25 "PRACS_GUE_Mi17_R", //TKL Mi-17R //ACE TK "ACE_L39_TK_FAB250", //L39 FAB250 "Mi24_D_TK_EP1", //Mi-24D "UH1H_TK_GUE_EP1", //UH-1H TKL "Mi17_TK_EP1", //Mi-17 TKA "An2_TK_EP1", //AN-2 TKA "UH1H_TK_EP1" //UH-1H TKA ]; RHQ_NCAir = [ //ACE TK "An2_TK_EP1" //AN-2 TKA ]; RHQ_BAir = [ //PRACS TK "PRACS_TK_Su22_BMB", //SU-22 "PRACS_TK_Su24Fencer", //SU-24 "PRACS_TK_Su24Fencer_GBU", //SU-24 "PRACS_TK_Su24Fencer_STK", //SU-24 "PRACS_TK_Su25_MSL" //SU-25 ]; RHQ_RAir = [ //PRACS TK "PRACS_TK_Su22", //SU-22 //ACE TK "An2_TK_EP1", //AN-2 TKA "UH1H_TK_EP1" //UH-1H TKA ]; RHQ_Naval = [ ]; RHQ_Static = [ //PRACS TK "PRACS_TK_D20", //D-20 "PRACS_TK_S60", //S-60 "PRACS_TK_Sa2", //SA-2 "PRACS_TK_ZPU4", //ZPU-4 //MER "DSHKM_MER", //DSHKM "DSHkM_Mini_TriPod_MER", //DSHKM Mini tripod "2b14_82mm_MER", //Podnos "SPG9_MER", //SPG9 "ZU23_MER", //ZU-23 //ACE TK "ACE_2b14_82mm", //Podnos TKA "ACE_Konkurs_TK", //Konkurs TKA "WarfareBMGNest_PK_TK_GUE_EP1", //PK Bunker TKL "ZU23_TK_EP1" //ZU-23 TKA ]; RHQ_StaticAA = [ //PRACS TK "PRACS_TK_S60", //S-60 "PRACS_TK_Sa2", //SA-2 "PRACS_TK_ZPU4", //ZPU-4 //MER "ZU23_MER", //ZU-23 //ACE TK "ZU23_TK_EP1" //ZU-23 TKA ]; RHQ_StaticAT = [ //PRACS TK "PRACS_TK_D20", //D-20 //MER "SPG9_MER", //SPG9 //TKA STATIC "ACE_Konkurs_TK" //Konkurs TKA ]; RHQ_Support = [ //ACE TK "V3S_Reammo_TK_GUE_EP1", //V3S Ammo TKL "V3S_Salvage_TK_GUE_EP1", //V3S Salvage TKL "V3S_Refuel_TK_GUE_EP1", //V3S Fuel TKL "V3S_Repair_TK_GUE_EP1", //V3S Repair TKL "V3S_Supply_TK_GUE_EP1", //V3S Supply TKL "UralRefuel_TK_EP1", //Ural Fuel TKA "UralRepair_TK_EP1", //Ural Repair TKA "M113Ambul_TK_EP1", //M113 Med TKA "UralSalvage_TK_EP1", //Ural Salvage TKA "UralSupply_TK_EP1", //Ural Suppply TKA "UralReammo_TK_EP1", //Ural Ammo TKA "ACE_UralReammo_RU" //Ural Ammo RU just incase! ]; RHQ_Med = [ //ACE TK "M113Ambul_TK_EP1" //M113 Med TKA ]; RHQ_Ammo = [ //ACE TK "V3S_Reammo_TK_GUE_EP1", //V3S Ammo TKL "UralReammo_TK_EP1", //Ural Ammo TKA "ACE_UralReammo_RU" //Ural Ammo RU ]; RHQ_Fuel = [ //ACE TK "V3S_Refuel_TK_GUE_EP1", //V3S Fuel TKL "UralRefuel_TK_EP1" //V3S Fuel TKA ]; RHQ_Rep = [ //ACE TK "V3S_Repair_TK_GUE_EP1", //V3S Repair TKL "UralRepair_TK_EP1" //Ural Repair TKA ]; RHQ_Cargo = [ //PRACS TK "PRACS_TK_LandRover", //LR "PRACS_TK_Ural", //Ural "PRACS_TK_Ural_Open", //Ural Open "PRACS_TK_MTLB_APC", //MTLB APC "PRACS_TK_Type63", //Type63 //MER "V3S_Open_MER", //Mer V3S //ACE TK "ACE_BTR70_TK", //BTR-70 "BVP1_TK_ACR", //BVP1 "M113_TK_EP1", //M113 "V3S_Salvage_TK_GUE_EP1", //V3S TKL "V3S_Supply_TK_GUE_EP1", //V3S TKL "UralCivil", //Ural "BVP1_TK_GUE_ACR" //BVP-1 TKL ]; RHQ_NCCargo = [ //PRACS TK "PRACS_TK_LandRover", //LR "PRACS_TK_Ural", //Ural "PRACS_TK_Ural_Open", //Ural Open //MER "V3S_Open_MER", //Mer V3S //ACE TK "UralCivil" //Ural ]; RHQ_Crew = [ //TKA DPM "TK_Soldier_Crew", //DPM Crew "TK_Soldier_Pilot", //DPM Pilot //MER "MER_Soldier_Crew" //Mer Crew ];
  20. I'm sure a 10x10 map of the Stanley peninsula wouldnt be too hard to pull off
  21. This is looking amazing. I cannot wait to start my invasion of Bamberg :cool: regards from Oberpfalz
  22. Just want to say that theres still interest in this project, and any update with new uniforms / equipment and especially karzeghistanis would be VERY much appreciated. Good work so far.
  23. monyetswa

    HETMAN - Artificial Leader

    >explosion at 4:02 >guy crawling across the road at 4:16 >driving without front wheel "lol what seems the problem officer" at 6:31 >pickup balance on back wheel at 8:27 >pickup half underground 8:51 >ATV gang leader gets run over by wild 1 wheeled pickup at 9:16 I laughed hard.
  24. monyetswa

    CSLA Studio - A3 WIP

    Another crazy idea: >Arma 3 taking place in 2035 >Due to economic difficulties in the 2020s, Czech Rep. and Slovak Rep. decide to reform Czechoslovakia in 2033 >Modernized ÄŒSLA gets reinstated as the main defence force, just in time to remove kebabs I love the 90s too, but this could give you some chance for great creative autism.
  25. monyetswa

    CSLA Studio - A3 WIP

    Just an idea. Deploy CSLA on Altis to help break the Arma3 devs out of Prison :cool:
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