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Everything posted by Ironside International
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Close Quarter Battle Mod (CQB-M) [WIP]
Ironside International replied to rye1's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Provided it doesn't conflict MCC has the ability to lock all doors in a general area using on the of the brushes. Also, with MCC or AGM (can't remember which) certain player types can lock doors making for good MP barricaded subject scenarios. Looking forward to seeing this in action, as well as hoping it plays nicely with AGM/CSE -
Iraqi-Syrian Conflict
Ironside International replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice work gentleman, the mod looks pretty impressive. Looking forward to giving this one a try once my desktop is back online. Keep up the great work. -
[eods] explosive ordnance disposal suite
Ironside International replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I am not sure if you have been doing any work on the suit at all, but a thought would be maybe check with Specter who already has a Bomb Suit made that works well (heavy in weight, decent protection which can be improved with body armor), but maybe (if your interested) he might allow for the bombsuit to be implemented into the pack) http://www.armaholic.com/page.php?id=27352 Also, will the backpack come in a variety of colors (tan, coyote, OD, black, etc)? Keep up the great work. -
Authentic Gameplay Modification
Ironside International replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
First off I want to say, we have been highly impressed with this mod, and has greatly enhanced our gameplay on several levels, which led to a full transition over from CSE to AGM. Although we were wondering about one thing, is there any way to change or turn off the tinting, but have the other effects still active? -
Afghan National Army Mod
Ironside International replied to ghostjaeger07's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Massi's has been slowly phasing out due to lack of updates. Much of this has been due to numerous changes by BIS, which I am sure has kept many weapons makers hyper frustrated. Needless to say, Massi just put out a recent update, so I suspect he is back on track, but we will see. Needless to say, I am sure this mod will become much more streamlined as it continues to develops, but we have a good baseline which just needs some testing in game under several situations -
Afghan National Army Mod
Ironside International replied to ghostjaeger07's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Been monitoring your work recently with building mods, congrats on the first release. -
I have run this several times, and I have to say I am highly impressed, definitely going to put this one to use.
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Ironside International [ix2] Ironside International (Ix2) was founded in 2014 by experienced and dedicated players looking to bring a unique experience to the ArmA community. The founders have years of combined experience in organized units, engaging in cooperative, large scale gameplay and occupying billets from general populous trigger puller to leaders of 40+ members. When the time came for a change of pace, they decided to found a unit on total fiction in order to allow the most freedom of operations and development by not being bound to pre-existing Military or organizational guidelines. Thus, Ix2 was born. A 100% fictional Private Military Corporation based unit specializing in full spectrum combat applications. Ironside International (Ix2) is a Arma 3 Private Military Corporation unit focused on mature gameplay and fun without all the drama of adhering to a real military or otherwise unit. By not attempting to simulate an actual unit, we have allowed ourselves to go any direction we'd like regarding contracts, missions, play styles, weapons, equipment, mods, etc. We're a relatively small community and believe in quality over quantity. Most ops are squad based with an emphasis on content. There are opportunities for advancement and promotion, although we firmly believe that once you become a member, you're part of a team and have just as much a voice to be heard as the next guy (or girl). We enjoy a RPG style of play in the sense that we strive for continuity between operations, with rewards and consequences following as we go. For example, if we score a big contract, the reward money may be used to buy us a brand new helicopter or upgraded optics. However, if we drop the ball, we may find ourselves in the hole. We find that this adds much more immersion and a sense of accomplishment and importance to operations rather than getting on line and 'zerging' our way through an objective. Vivere Militare Est WEBSITE: www.ironsideint.com
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Ironside International [Ix2]
Ironside International replied to Ironside International's topic in ARMA 3 - SQUADS AND FANPAGES
Ironside International [ix2] Joint Operations Ironside International (Ix2) has currently updated to a more streamlined and a dynamic versatile environment by adding ALiVE and ALiVE WarRoom. -
(SMA) Specialist Military Arms
Ironside International replied to blazenchamber's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Keep em dirty, when it comes down to it they are only clean for a short time. Ix2 are slowly porting them in due to sounds/models and ballistics from RH. The more realistic the better, keep up the great work. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Ironside International replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am sure they are on it, in the meantime I will give the workaround a try -
Ironside International [Ix2]
Ironside International replied to Ironside International's topic in ARMA 3 - SQUADS AND FANPAGES
Ironside International [ix2] Joint Operations Ironside International (Ix2) is currently looking for other A3 Communities who are looking to enhance their gameplay by running realistic Joint Operations or are looking for an outside community for RP or as an opposition. If interested hit us up on our community forums -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Ironside International replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Been super excited about the past few updates, although the most recent update seemed to have broke being able to spawn CAF Aggressor groups. They still show up in the primary selection, but the groups or individual units no longer show. -
[eods] explosive ordnance disposal suite
Ironside International replied to monovdd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Continues to look badass. Going through a bunch of testing with it ourselves as we are planning to incorporate PMC Engineers into the unit in the near future. Keep up the great work -
[WIP] Von Quest Industries - EOD System
Ironside International replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
OK, you need to get together with AGM and EODS and get this rock solid. Honestly don't mind running different mods to create some variety for EOD, but at some point they are going to conflict, at which point we are going to need to choose. Better if they they can work in cohesion, but differently for variation. Definitely going to look into this more. Provided it doesn't conflict with AGM (which is a core mod for Ix2, it may end up part of our pack). So far I am completely digging where this is going, far nicer than click and disarm. -
Ironside International [Ix2]
Ironside International replied to Ironside International's topic in ARMA 3 - SQUADS AND FANPAGES
Ironside International [ix2] Recruiting Ironside International (Ix2) is looking to build a second team and HR is now accepting applications for serious players who enjoy open ended, progressive (RP/PvP) gameplay. Each player has their own footlocker which they can personalize based on their earnings. Stop by the forums or our TS. Contracts are currently run on Sat @ 2000 CST -
Northern Ireland Insurgents
Ironside International replied to bravo93's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Guess I was wrong on that one Problem Event Name: APPCRASH Application Name: arma3.exe Application Version: 1.30.127.372 Application Timestamp: 54255879 Fault Module Name: StackHash_d4ee Fault Module Version: 6.1.7601.18247 Fault Module Timestamp: 521ea8e7 Exception Code: c0000374 Exception Offset: 000ce753 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 1033 Additional Information 1: d4ee Additional Information 2: d4ee30f72adb5957b0a900c1e28d6975 Additional Information 3: dfb3 Additional Information 4: dfb3e73836e998d234442868338255e1 Maybe Belfast will make an Arma 3 appearance since it never made it to A2 -
Northern Ireland Insurgents
Ironside International replied to bravo93's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Try it with All In Arma Terrains -
PG Services (PMC)
Ironside International replied to BadHabitz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome to see this being picked up and being worked on again. Getting ready to test the new update. I am not sure if any of these things are in your plans or not, but some things I noticed in the old version that would be awesome if could get fixed. PG Services Body armor seems to provide no level of protection, and are merely visual, these should have a value of 4 Field Medic is not viewed by the game as a medical unit, and does not pick up in game medical perks Field Technician is not viewed by the game as an Engineer or Explosive Specialist class, and does not pick up in game engineer perks. Thanks for picking this up an continuing work on a great mod. -
Northern Ireland Insurgents
Ironside International replied to bravo93's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Run it with the new AIA Terrain, should work -
Northern Ireland Insurgents
Ironside International replied to bravo93's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looking forward to this -
Task Force Arrowhead Radio
Ironside International replied to nkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Doesn't seem to happen here. When I load in I get the TS Plugin Roger Beep. When in mission it tries to set a radio up after which I get the "No Task force radio Deployed on Server" message A test in game gives me directional direct communication, but when I tab for the radio nothing shows up, as well as when I choose caps lock to transmit (Is there any known mods that conflict with TFAR?) -
Task Force Arrowhead Radio
Ironside International replied to nkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Been running into this same issue, we had it working fine then the A3 update happened and we run into the same issue of being able to talk directionally, but no radios. Our rpt file shows the two files are loaded. Before anyone asks if we have it set up properly, the answer is yes. I have installed this several times on several servers, without any issues, as well as installed fresh updates. Has anyone gained any insight on this? -
I did, ended up loading ASR_AI3 right after CBA_A3 and before CAF_AG_1.5 in the command line, works for me now
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Ironside International replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Shay, First off want to say, stellar work on this mod. I have been using it for quite some time as a MCC Controller in my past unit and has really upped the playing field. Over the past week or so I have noticed an issue in regards to the Save MCC (SQM). For one, if I do not place a group down in MCC the Class Groups does not close out, requiring map makers to manually edit the SQM file. Typically not a problem when building a mission, but when actually being used to design the baseline of the map without units the SQM crashes when I merge the files. Second, I have also noticed that Save MCC (SQM) also saves any current markers that are placed on the map via the editor. When I merge the files, it doubles the markers. Here is a example of my Save MCC (SQM) copy version=12; class Mission { addOns[] = {}; addOnsAuto[] = {}; randomSeed = 82263.8; class Intel { resistanceWest=1; resistanceEast=0; startWeather=0.3; startFog=0; startWind=0.3; startWindDir=43.4146; startRain=0; startLightnings=0.00296104; startWaves=0.1; startGust=0.21; forecastWeather=0.3; forecastWind=0.3; forecastWaves=0.1; rainForced=1; lightningsForced=1; wavesForced=1; windForced=1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.0049333; forecastFogDecay=0.0049333; }; class Groups { items= 0; Note the missing } to close out the class class Vehicles { items= 1; class Item0 { position[]={14800.4,0.000770569,16348}; azimut=0.197043; id=0; side= "EMPTY"; vehicle="Land_BagFence_Corner_F"; skill=0.6; offsetY=0.00110435; init=""; }; }; class Markers { items=1; class Item0 { position[]={14896.4,0,16452.3}; name="thismarker"; text="This marker was made in A3 Editor"; markerType="ICON"; type="mil_marker"; colorName="Default"; a=1; b=1; angle=0; }; }; }; class Intro { addOns[] = {}; addOnsAuto[] = {}; randomSeed = 82263.8; class Intel {}; }; class OutroWin { addOns[] = {}; addOnsAuto[] = {}; randomSeed = 82263.8; class Intel {}; }; class OutroLoose { addOns[] = {}; addOnsAuto[] = {}; randomSeed = 82263.8; class Intel {}; }; Note the marker added, although it's already part of the original editor file, therefore creating 2 markers when merging.