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  1. A Squadron, Canadian Special Operations Group Time Zone: Atlantic Time Zone (GMT-3) Group Times: Sat/Sun from 2000-2300 hrs, pending availability. 24/7 access throughout. About us We are a modern SOF unit that operates within a variety of different contemporary environments utilizing the Liberation Rx framework. We were initially comprised of current/former Canadian military members and are now looking to expand our small community. As we host a 24/7 persistent campaign server, operators may join and leave as they like throughout the week. We do NOT offer a role-specific structure, but rather prefer the unique playstyles of each of our operators that's force multiplied by an AI team. This structure is to provide each operator with a feeling that they are contributing to the bigger picture, rather than being solely-focused on small-unit tactics. We also aim for an immersive and realistic environment in our mission contents by providing a realistic Warning Order and on-going narrative with ISR updates to our deployments based on progress made/lost throughout the week. Our end state is in always making sure it a fun and memorable experience for all involved. Ground Assets Squadron Headquarters Assault Element made up of 4 x Troops Support Assets Special Reconnaissance Troop Air Assets Special Operations Aviation Wing (Rotary) Entry Requirements Recruits wishing to join will need to ensure the following min. requirements are met: 15+ (No exceptions) Mature, team-oriented and able to communicate effectively in English Owns a legal copy of Arma 3 with a min. of 20+ hours of Arma 3 experience Must be willing/able to join & communicate via Teamspeak/Discord Able to download & maintain our mod set Able to commit to atleast ONE coordinated sign up per week Selection Application
  2. Example how you add location, into spectator locations tab. This is location in map Altis, under water. ["AddLocation", ["loc1", "Location Name", "Location decription", "\A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\gps_ca.paa", [[15010,6850,-115], [0,0,1], [-0.5,-0.5,-0.3], [0,false]]]] call BIS_fnc_EGSpectator; Adding location using alive player eye position and direction (not spectator view) ["AddLocation", ["loc2", "Location Name", "Location decription", "\A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\gps_ca.paa", [eyePos player, [0,0,1], eyeDirection player, [90,false]]]] call BIS_fnc_EGSpectator; Using last override parameter, you can rotate simple way view direction, it will always look straight horizontally. ... , [90,true]]]] call BIS_fnc_EGSpectator; When not enabling override and setting two previous array to zero, player view not change when teleport to the location. ... , [0,0,0], [0,0,0], [90,false]]]] call BIS_fnc_EGSpectator; If you call ["GetLocations"] call BIS_fnc_EGSpectator; you get list of all locations what have been added. - But notice that, it have one extra parameter at the end. I have not found any useful for that. You may include that parameter in your scripting but it doesn't do anything. [["loc3","Location Name","Location decription","\A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\gps_ca.paa",[[15010,6850,-115],[0,0,1],[-0.5,-0.5,-0.3],[0,false]],[0,false]]]
  3. Who are we: S&C Supply is a provider of Arma 3 modding assets. Our team is comprised of passionate gamers and experienced developers who understand the needs of the modding community. We have worked on the finest arma 3 gear out there, and our assets have been used by many players in the community. What do we offer: We offer a wide range of assets, including weapons, gear, uniforms, and more. All of our assets are carefully designed and tested to ensure that they meet the highest standards of quality and accuracy. We use real-world data and expert knowledge to create assets that are not only visually stunning but also functionally realistic. In addition to library of pre-made assets, we also offer custom asset creation services. Our team of designers and developers can work with you to create unique assets that perfectly fit your mod's theme and style. We use the latest technology and techniques to ensure that your custom assets are optimized for performance and seamlessly integrate with the Arma 3 engine. Our Commitment: At S&C Supply, we are committed to providing our customers with the best possible experience. We offer fast completion competitive pricing, and unparalleled customer support. Our team is always available to answer your questions and provide technical assistance. A list of What we can do: - Uniforms - Vests - Backpacks/Panels - Helmets - Eyepro & Facewear - NVG's - Weapons - Weapon hand animations - Optics - IR/Flash Combos - Grips - Mags - Suppressors - Custom Patches - Texturing - Porting new models So, whether you're starting a new unit or have an existing one, S&C Supply has everything you need to take your Arma 3 Unit to the next level. Visit our discord now to learn more about our products and services, and join the satisfied customers who trust S&C Supply for their Arma 3 modding needs. https://discord.gg/rtsW52BVEP
  4. Hi guys, I want to know if there is a mod already available that allows player B (aka wingman) to physically grab/attach to player A (aka pointman) so that both players can walk synchronously down a hall. I have checked the docs of several mods and looked for the main search terms on the usual sites, engines and this forum, with no luck. I think that, although that feature seems very complex to develop, it would also be really useful in Buddy system heavy environments like CQC or MOUT. Thx.
  5. Hi, I was hoping someone could help me setup a system to add customizations to vehicles (camo nets, bags, tracks, or change the camouflage) in a trigger. I have a mission using the spawn AI module, but I can't find a way to add customizations to vehicles through the spawn ai module, so I figured a trigger would be the next best way. In my mission, the vehicles spawn inside this trigger, and I figure you could have the trigger apply certain presets to them. I tried scripting this myself, but I'm very new to this and got stuck. What i tried was setting the trigger activation to: Any player, not present, repeatable (this is so that if a player drives their vehicle through the trigger it doesn't apply the customizations to their vehicle, only ai vehicles.) My condition field is: this && ({_x isKindOf "O_MBT_02_cannon_F"} count thisList >0); the trigger interval is 2 seconds, and the activation field is: {[ _x,[],["showCamonetHull",1,"showCamonetTurret",1,"showLog",1]] call BIS_fnc_initVehicle;} forEach thisList; I assume something with the condition isn't working, as I'm not really sure how to properly set up that. This was my test version, ideally, it would work for multiple vehicle types, like APCs and tanks. I was also hoping to maybe make it randomize the preset, like have a few presets per vehicle and have it pick one to apply, although, getting it to work at all would be nice. Thanks in advance
  6. Hey, I'm very new to scripting and am having trouble with something. I am making a multiplayer pvp/pve mission, and I want players to be able to call in an arsenal on their position when they need it. So I've used the base game "Supply drop support" to accomplish this, with the "crate init" field using this: ["AmmoboxInit",[_this,true]] call BIS_fnc_arsenal; 0 spawn { sleep 30; }; Now the arsenal bit works perfectly, but I also want the crate to be deleted/destroyed after a set amount of time, to prevent them being everywhere, and also limit players ability to exploit having an arsenal beside them. I've tried a few different methods to do this, and looked online quite a bit, but can't figure it out. Im certain its something small I'm messing it up, but either way i cant figure it out. i've tried putting things like "deleteVehicle _this" and using a "_this setDamage 1" to break or delete the crate, with no luck. the error messages also dont make much sense to me, so any help is appreciated. (In the "sleep" area is where ive been putting the delete commands) As a side note, if anyone could help me easily delete the normal contents of the crate via scripting that would also be appreciated
  7. Hey everyone, I have been looking around for an answer to my question! I am wondering if you can put into say the init file of your mission that always it will give all players present like a huge rating increase, and then say repeat it over and over. I want the players at all time to never ever switch to the sideEnemy or turn into renegades, no matter what happens. Any player who leave and enter. cheers,
  8. Hello, Bohemians. My name is Zeek Halkyr, and I have been involved with Arma 3 for around 7 years at this point. I come to you with the hope that you might be interested in following my adventures in modding. The majority of my time with Arma 3 has been spent in the Eden Editor, and Zeus, fiddling around with units and simulating engagements casually. Because of this, I spend a large portion of my time testing and configuring AI mods such as LAMBS, TCL, VCOM, BCombat, and so on. I have decided to invest time in learning SQF as well as funding the development of an AI mod myself, titled Advanced Squad AI (ASAI). I don't have anything major to say about why this mod will be "the next great thing", but I hope that some people who fiddle around in Zeus like me might get some benefit from it in the future. What is this mod? The mod focus will be on automating squad behavior in an engagement. The aim is to create a mod with: - Reactive squad strategy (a squad will utilize aggressive, defensive or suppressive tactics depending on the enemies strength) - Autonomous squad support (a squad will send/receive supports of many kinds depending on the assets linked to them) - Squad recovery/triage (a squad will recover/re-arm/refuel/repair after an engagement) - Zeus Support (a squad will prioritize Zeus/Scenario waypoints, and take over when engaged or not commanded by the Zeus/Scenario Maker) What isn't this mod? This mod will not: - Be an all in one replacement of ALiVE/HETMAN/Other high command mods. The organization/actions will be done strictly from a squad level of command. - Be a 'super soldier' mod. There may be some modifications to soldier AI, but only with the intent of enforcing squad actions. - Recreate 'realistic' doctrine. This mod will assume that a squad is a autonomous and co-operative entity, and may take actions usually done on a platoon/company level. How will I create the mod? At the moment, I have about 20% of the funding to create a initial demonstration of the mod (with the base features, to expand on as time goes by), I am also learning the SQF necessary to better understand how to approach the development. I am not an experienced SQF developer, however my experience in technical writing and scripting outside of A3 may lend itself to the development of the mod. I simply have a vision I want to achieve, and will try my best to execute it. It may be several months before a demonstration can come out, but I will be updating regularly the status of its development. How can I support the mods development? I am not accepting donations at the time to contribute to the mods development. However, I invite you all to join the discord I have created. I am much active there, and willing to answer any questions you have: https://discord.gg/FdmeBVa6dn I hope you will find an interest in my journey as time goes on, Zeek
  9. ApexHunter2481

    Arma 3 High command

    Hello! I hope this is on the right part I was wondering if someone could answer this for me, is there a way that I can move units from my direct squad into a high command unit, while in game? I’m looking at creating a mission where, you can recruit guerrilla units as you go into your direct squad, but I want to make it so that once you have a good few of them, you can have the option to create a new squad out of them under high command? I know normally you need to set high command up in the editor but I couldn’t find anything about swapping units from your squad into their own squad under your high command WHILE in game many thanks James
  10. class CfgWLRequisitionPresets { class MyWLAssetList { class WEST { class Infantry { class B_Soldier_F { cost = 100; requirements[] = {}; }; class rhsusf_usmc_marpat_wd_rifleman_m4 rifleman { coat = 100; requiremments[]={}; }; class CUP_B_US_SpecOps_Medic Medic { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_machinegunner machinegunner { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_sniper_M107 sniper { coat = 100; requiremments[]={}; }; class rhsusf_usmc_recon_marpat_wd_marksman_lite marksman { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_grenadier grenadier { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_riflemanat riflemanat { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_javelin antitank { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_stinger antiaircraft { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_engineer engineer { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_helipilot helipilot { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_crewman crewman { coat = 100; requiremments[]={}; }; rhsusf_airforce_jetpilot jetpilot { coat = 100; requiremments[]={}; }; }; class Vehicles { rhsusf_m1151_usmc_wd Hammer { coat = 100; requiremments[]={}; }; rhsusf_m1151_m2_v3_usmc_wd HammerM2 { coat = 100; requiremments[]={}; }; rhsusf_m1165a1_gmv_m134d_m240_socom_d CombatHammer { coat = 100; requiremments[]={}; }; rhsusf_M1237_M2_usarmy_d M1237 { coat = 100; requiremments[]={}; }; CUP_B_AAV_USMC_TTS AAVP7/A1 { coat = 100; requiremments[]={}; }; rhsusf_stryker_m1132_m2_d EngineerStryker { coat = 100; requiremments[]={}; }; CUP_B_MTVR_USMC Truck { coat = 100; requiremments[]={}; }; CUP_B_MTVR_Ammo_USMC AmmoTrack { coat = 100; requiremments[]={}; }; CUP_B_MTVR_Refuel_USMC RefuelTrack { coat = 100; requiremments[]={}; }; CUP_B_MTVR_Repair_USMC RepairTrack { coat = 100; requiremments[]={}; }; CUP_B_TowingTractor_USMC TowingTractor { coat = 100; requiremments[]={}; }; }; class Aircraft { RHS_MELB_MH6M MH-6M LittleBird { cost = 7500; requirements[] = { "A" }; }; RHS_MELB_AH6M AH-6M LittleBird { cost = 7500; requirements[] = { "A" }; }; RHS_AH1Z AH1Z { cost = 7500; requirements[] = { "A" }; }; CUP_B_AH1_DL_BAF AH1 { cost = 7500; requirements[] = { "A" }; }; CUP_B_UH1Y_MEV_USMC UH-1Y Medic { cost = 7500; requirements[] = { "A" }; }; RHS_UH1Y_d UH1-Y Combat { cost = 7500; requirements[] = { "A" }; }; CUP_B_UH60S_USN MH-60S { cost = 7500; requirements[] = { "A" }; }; CUP_B_MH60L_DAP_4x_US MH-60L Cobat { cost = 7500; requirements[] = { "A" }; }; RHS_CH_47F_10_cargo CH-47F Cargo { cost = 7500; requirements[] = { "A" }; }; RHS_CH_47F_light CH-47F { cost = 7500; requirements[] = { "A" }; }; rhsusf_CH53e_USMC_cargo CH-53E Cargo { cost = 7500; requirements[] = { "A" }; }; rhsusf_CH53E_USMC_GAU21_D CH-53E { cost = 7500; requirements[] = { "A" }; }; CUP_B_MV22_VIV_USMC MV-228 Cargo { cost = 7500; requirements[] = { "A" }; }; CUP_B_MV22_USMC_RAMPGUN MV-228 { cost = 7500; requirements[] = { "A" }; }; USAF_AC130U AC-130 { cost = 7500; requirements[] = { "A" }; }; usaf_kc135 KC-135 Tanker { cost = 7500; requirements[] = { "A" }; }; USAF_C17 C-17 { cost = 7500; requirements[] = { "A" }; }; CUP_B_AH6X_USA AH-6X LittleBird ULB { cost = 7500; requirements[] = { "A" }; }; USAF_MQ9 MQ-9 ULB { cost = 7500; requirements[] = { "A" }; }; USAF_RQ4A RQ-4A ULB { cost = 7500; requirements[] = { "A" }; }; }; class Naval { class O_Boat_Armed_01_hmg_F { cost = 500; requirements[] = { "W" }; }; }; class Gear { CUP_BOX_US_ARMY_Ammo_F { cost = 200; requirements[] = {}; }; CUP_BOX_US_ARMY_Support_F { cost = 200; requirements[] = {}; }; CUP_VABox_USARMY { cost = 200; requirements[] = {}; }; CUP_BOX_US_ARMY_AmmoVeh_F { cost = 200; requirements[] = {}; }; }; class Defences { RHS_M119_D artillery { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_B_M1129_MC_MK19_Woodland MK19Artillery { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_B_M270_HE_USMC M270MLRS { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhsusf_M142_usmc_WD M142HIMARS { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhsusf_m109_usarmy M109A6 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; RHS_M2A3_BUSKIII_wd M2A3 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_B_M1A2SEP_TUSK_II_Woodland_US_Army M1A2 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; }; }; class EAST { class Infantry { CUP_O_RU_Soldier_TL_M_VDV_EMR_V2 Командир звена { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_M_EMR_V2 Стрелок { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Medic_M_EMR_V2 Медик { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Engineer_M_EMR_V2 Инженер { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Exp_M_EMR_V2 Сапер { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_MG_M_EMR_V2 Пулемётчик { coat = 100; requiremments[]={}; }; CUP_O_RU_Sniper_M_EMR Разведчик { coat = 100; requiremments[]={}; }; CUP_O_RU_Sniper_KSVK_M_EMR Сапер { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_AT_M_EMR_V2 Гранатомедчик { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_AA_M_EMR_V2 Ракетчик ПВО { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_HAT_M_EMR_V2 Противотанковый стрелок { coat = 100; requiremments[]={}; }; CUP_O_RU_Pilot_M_EMR Пилот { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Crew_M_EMR_V2 Член экипажа { coat = 100; requiremments[]={}; }; rhs_pilot Пилот самолёта { coat = 100; requiremments[]={}; }; }; class Vehicles { CUP_O_TowingTractor_RU Тягач { coat = 100; requiremments[]={}; }; CUP_O_UAZ_AMB_RU уаз Медецинский { coat = 100; requiremments[]={}; }; CUP_O_UAZ_MG_RU Уаз ДШКМ { coat = 100; requiremments[]={}; }; CUP_O_GAZ_Vodnik_AGS_RU Водник { coat = 100; requiremments[]={}; }; rhs_tigr_vv Газ-233011 { coat = 100; requiremments[]={}; }; rhs_tigr_m_vv Газ-233114 { coat = 100; requiremments[]={}; }; rhs_tigr_sts_vv Газ-233014 { coat = 100; requiremments[]={}; }; rhs_kamaz5350_vv Камаз-5350 { coat = 100; requiremments[]={}; }; rhs_kamaz5350_ammo_vv Камаз-5350 Патроны { coat = 100; requiremments[]={}; }; CUP_O_Kamaz_Repair_RU Камаз-5350 Ремонт { coat = 100; requiremments[]={}; }; CUP_O_Kamaz_Refuel_RU Камаз-5350 Топливо { coat = 100; requiremments[]={}; }; RHS_Ural_Zu23_VV_01 Урал-4320 Зенитка { coat = 100; requiremments[]={}; }; O_Truck_03_device_F Буря Устройство { coat = 100; requiremments[]={}; }; }; class Aircraft { RHS_Mi8mt_Cargo_vvsc Ми-8МТ Транспортный { cost = 7500; requirements[] = { "A" }; }; RHS_Mi8mt_vvs Ми-8МТ { cost = 7500; requirements[] = { "A" }; }; RHS_Mi8MTV3_heavy_vvs Ми-8МТ Тяжелый { cost = 7500; requirements[] = { "A" }; }; rhs_ka60_grey Ка-60 { cost = 7500; requirements[] = { "A" }; }; CUP_O_Ka60_Grey_RU Ка-60 Штурмовой { cost = 7500; requirements[] = { "A" }; }; RHS_Mi24V_vvs Ми-24В { cost = 7500; requirements[] = { "A" }; }; CUP_O_Mi24_Mk4_CSAT_T Ми-24 Суперхинд { cost = 7500; requirements[] = { "A" }; }; rhs_mi28n_vvsc Ми-28Н { cost = 7500; requirements[] = { "A" }; }; RHS_Ka52_vvs Ка-52 { cost = 7500; requirements[] = { "A" }; }; CUP_O_Ka50_DL_RU Ка-50 Черная Акула { cost = 7500; requirements[] = { "A" }; }; OWP_MI26ps Ми-26Т Пассажирский { cost = 7500; requirements[] = { "A" }; }; OWP_MI26md Ми-26ТМК Медкомплекс { cost = 7500; requirements[] = { "A" }; }; OWP_MI26cg Ми-26Т Грузовой { cost = 7500; requirements[] = { "A" }; }; OWP_MI26fl Ми-26ТЗ Заправщик { cost = 7500; requirements[] = { "A" }; }; CUP_O_Pchela1T_RU БПЛА Пчела-1Т { cost = 7500; requirements[] = { "A" }; }; CUP_O_AN2_TK Анотонов Ан-2 { cost = 7500; requirements[] = { "A" }; }; CUP_O_C47_SLA Ли-2 { cost = 7500; requirements[] = { "A" }; }; CUP_O_C130J_Cargo_TKA С-130J Грузовой { cost = 7500; requirements[] = { "A" }; }; RHS_TU95MS_vvs_old Ту-95МС6 { cost = 7500; requirements[] = { "A" }; }; Antonov225 Анотонов АН-225 { cost = 7500; requirements[] = { "A" }; }; }; class Gear { CUP_BOX_RU_Ammo_F Базовые патроны РФ { coat = 100; requiremments[]={}; }; CUP_BOX_RU_Support_F Потдержка РФ { coat = 100; requiremments[]={}; }; CUP_VABox_RU Арсенал РФ { coat = 100; requiremments[]={}; }; CUP_BOX_RU_AmmoVeh_F Боеприпасы для техники РФ { coat = 100; requiremments[]={}; }; }; class Defences { rhs_2b14_82mm_vdv Поднос { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; RHS_ZU23_VDV ЗУ-23-2 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_D30_vdv 2А18М { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_prv13_turret_vpvo ПРВ-13 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_p37_turret_vpvo П-37 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_bmd4ma_vdv БМД-4М ДБ { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_bmp3mera_msv БМП-3 ДБ { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_bmp2d_vv БМП-2Д { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_brm1k_vv БРМ-1К { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_O_BTR80_CAMO_RU БТР-80 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_btr80a_vdv БТР-80А { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_O_BTR90_RU БТР-90 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t15_tv Т-15 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_sprut_vdv 2С25 Спрут { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t80uk Т-80УК { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t90sab_tv Т-90СА { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t90sm_tv Т-90СМ { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t14_tv Т-14 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; RHS_BM21_VV_01 БМ-21 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_2s1_at_tv 2С1 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_2s3_at_tv 2С3М1 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_9k79_B 9П129-1М { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_zsu234_aa ЗСУ-23-4 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_O_2S6_RU 2С6 Тунгуска { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; }; }; }; };
  11. Hi All, please see the details below. What we are looking for: We are looking for two open minded team members, with healthy egos with: One who wants to join us on our Australian/New Zealand Friday evening event which is hosted at 2100 AEST AND One who wants to join us on our American Saturday (CST) which is hosted at 2000 CST Who we are: We are a tight knit group of former seasoned realism unit members (20 years cumulative) and casual Arma Players (easily 5000+ hours cumulative) that have been running for a little while now, we pride ourselves in running a group that is very casual outside of ArmA 3, but fairly serious within ArmA 3. We have modeled ourselves around the CAG/ACE/Delta Force/1stSFOD, and in honesty is a result of liking their mission set & equipment, which also plays well into ArmA. We do not use ranks, but rather use titles to designate member obligations/accountability, i.e Team Leaders responsible for getting their team on to events, HQ members responsible for coordinating Team Leads and mission makers, but never at the cost of the life blood, which is the general member base. We are a zero bull/toxicity group, that encourages new and senior members to mix and collaborate with one another, we do not want to run a gossip group, and we also promote a zero obligation policy for general members, meaning even if you join, and while we would like to see you at all events that your team is assigned to, we do not hold against you if you cannot make it, and even if you need time away for an extended period of time, we support that as long as you communicate with us. We offer two event days on alternating fornights, this is because we have a mix of Australian's and American's within the group, one event is Aus based time hosted on Friday evenings AEST, and the other event is US based Saturday evenings CST, both events are broken into teams of 4 members, with tag alongs typically rounding it to about 6 - 8 members per event, even if you are part of the Friday team you are welcome to the Saturday event (and vice versa). We have taken reasonable strides to research and understand what we can about the CAG, and not making the error that many groups do which is confusing the CAG (or whatever name it goes by at the time) with SF/ODA, which is also a pet hate of ours in general. Of course we will never get it perfect but we are confident in our offerings around the space, for how we wish to run it in ArmA. How to join and what happens next: There is no formal training pipeline, but we do have a variety tactics and procedures that we have developed, and teach to the new guys, we function more off assumed knowledge, and the success or failure of a group member is down to their ego and their ability to learn and improve. But to get through the door you, all you have to do is... 1) Express interest ArmA 3 units page: https://units.arma3.com/unit/cag6 2) Join our Discord (our primary platform outside of ArmA 3, we use Teamspeak 3 on event days but not as a place to hangout): https://discord.gg/HuvEPrxBpv 3) Download our mods (we do use a few, primarily ACE, ACRE, RHS, a variety of SOF Equipment mods, and Quality of life mods that makes you feel a little more operator): Our ArmA 3 Modlist HTML is stored on our Discord, so once you are on there you will be provided access to it 4) Get on and get intergrated with the guys and play: Simple enough once you are processed, introduce yourself and come join us, you will also need to download teamspeak 3, as we use ACRE, but teamspeak details will be provided once you are processed, and any of our members can help out. Summary: So as a general member what are your commitments? - Ideally show up to your team events as much as possible (only two a month), but know it's okay if life comes first at times. - Be willing to play in ArmA 3 in a serious and almost milsim way in terms of tactics and equipment (but without all the admin and outside of event day training headaches). - Be willing to be part of a very casual group outside of ArmA 3, thick skin required, and a good (if not warped) sense of humour. - Be willing to download our mods, get on our Discord, and join Teamspeak 3 on event days. Beyond that... If this place sounds like a place for you come and reach out, while we are only looking for two members at this time, we will never say no to more (within reason), and it doesn't matter if you are new to ArmA or a veteran we will teach you our ropes, but be warned even though we are casual group outside of ArmA, we do expect each member to get with the standard in ArmA, and to abide by our standard, we are forever growing, and refining our processes too, so having an open mind is important. And don't forget. At the front however, we pride ourselves in the way we play ArmA, and the fact most of our members make friends for life (for as corny as that reads), but we do not believe in white anting, and rather collaboration and support, if this sounds like a place for you, come join our Discord and we will take it from there. Thanks. CAG TF6 HQ
  12. Hi there, I'm attempting to unhide a layer that I have previously hidden using the following code in the mission init.sqf, with "layer_checkpointwest" being my layer: { _x hideObjectGlobal true; } forEach (getMissionLayerEntities "layer_checkpointwest" select 0); I want to unhide everything in this layer at some point later on in the mission. Originally I had it set up in an addAction for a Zeus player to trigger: zeus1 addAction ["4. Unhide Checkpoint Ambush Scene", {{_x hideObjectGlobal false;} forEach (getMissionLayerEntities "layer_checkpointwest" select 0);}, nil, 1.5, false, true, "", "true", 3]; For SP and locally hosted MP this works fine, however on a dedicated server nothing seems to happen. I am thinking it's something to do with the way hideObjectGlobal needs to be called on the server - but even using a trigger to remoteExec a script > "[] remoteExec ["unhidecheckpoint.sqf", 2, false];" with essentially the opposite of the init.sqf code doesn't seem to work either. I've been reading so much on this and I don't feel like I'm fully understanding what I'm missing! Any help or advice with this is much appreciated.
  13. Hi, I'm trying to make a scenario which involves the Irish Air Corps and I was wondering if there was any mods for the CN-235 or anything that looks similar. Thanks.
  14. Hello everyone, Im new to editing missions, so i'm strugling with 3 addons that i downloaded from the steam workshop, in the editor when i add few modded flags and save the mission, put the mission the mpmission file and start the server, when i join it says "Error Loading Mission", also theses 3 mods are added as required mods but when joining the server they appear as optionnal and all other mods work perfecly and are categorized as required, and if i go back to the editor and i delete the modded flags entities, save the mission and put the mission in the mpmission file, the server work perfectly, so why theses 3 mods are categorised as optionnal when i put them as required by the server. Thanks to anyone who help me. Addons i'm talking about http://steamcommunity.com/sharedfiles/filedetails/?id=2576006559 https://steamcommunity.com/sharedfiles/filedetails/?id=2474961310 https://steamcommunity.com/sharedfiles/filedetails/?id=2764329011
  15. Good morning! I was just wondering if there's a script to hide objects and make them reappear, using another object as an interactable? In this image, I'd like the green console on the right to have an interactable menu that will be able to "deactivate-" aka hide- the red bridge. How would I go about doing this? Any and all help will be appreciated, Thanks!
  16. I dont know what im doing wrong here, i followed a video step by step and can't get it to read the CONFIG file, the .bat works and launches the server but thats as far as i can get. Heres the 2 files i have. (the mods that are there are just there for testing) "arma 3 server.bat" @echo off "E:\SteamLibrary\steamapps\common\Arma 3 Server\arma3server_x64.exe" "-profiles=E:\SteamLibrary\steamapps\common\Arma 3 Server" "mod=@CBA_A3;@CUP Units;@CUP Weapons;" -congfig="E:\SteamLibrary\steamapps\common\Arma 3 Server\CONFIG_server.cfg" -port=2302 -world=empty "CONFIG_server.cfg" // // server.cfg // // comments are written with "//" in front of them. // NOTE: More parameters and details are available at http://community.bistudio.com/wiki/server.cfg // STEAM PORTS (not needed anymore, it is +1 +2 to gameport) // steamPort = 8766; // default 8766, needs to be unique if multiple servers are on the same box // steamQueryPort = 27015; // default 27016, needs to be unique if multiple servers are on the same box // GENERAL SETTINGS hostname = "Omega stuff"; // Name of the server displayed in the public server list password = "8520"; // Password required to join the server (remove // at start of line to enable) passwordAdmin = "Admin"; // Password to login as admin. Open the chat and type: #login password maxPlayers = 10; // Maximum amount of players, including headless clients. Anybody who joins the server is considered a player, regardless of their role or team. persistent = 1; // If set to 1, missions will continue to run after all players have disconnected; required if you want to use the -autoInit startup parameter upnp = 1; // upnp // VOICE CHAT disableVoN = 0; // If set to 1, voice chat will be disabled vonCodecQuality = 10; // Supports range 1-30, the higher the better sound quality, the more bandwidth consumption: // 1-10 is 8kHz (narrowband) // 11-20 is 16kHz (wideband) // 21-30 is 32kHz (ultrawideband) // VOTING voteMissionPlayers = 1; // Minimum number of players required before displaying the mission selection screen, if you have not already selected a mission in this config voteThreshold = 0.33; // Percentage (0.00 to 1.00) of players needed to vote something into effect, for example an admin or a new mission. Set to 9999 to disable voting. allowedVoteCmds[] = // Voting commands allowed to players { // {command, preinit, postinit, threshold} - specifying a threshold value will override "voteThreshold" for that command {"admin", false, false}, // vote admin {"kick", false, true, 0.51}, // vote kick {"missions", false, false}, // mission change {"mission", false, false}, // mission selection {"restart", false, false}, // mission restart {"reassign", false, false} // mission restart with roles unassigned }; // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed, but can be used to increase the delay before other messages motd[] = { "Welcome to My Arma 3 Server", "Discord: discord.somewhere.com", "TeamSpeak: ts.somewhere.com", "Website: www.example.com" }; motdInterval = 5; // Number of seconds between each message // LOGGING timeStampFormat = "short"; // Timestamp format used in the server RPT logs. Possible values are "none" (default), "short", "full" logFile = "server_console.log"; // Server console output filename // SECURITY BattlEye = 1; // If set to 1, BattlEye Anti-Cheat will be enabled on the server (default: 1, recommended: 1) verifySignatures = 2; // If set to 2, players with unknown or unsigned mods won't be allowed join (default: 0, recommended: 2) kickDuplicate = 1; // If set to 1, players with an ID that is identical to another player will be kicked (recommended: 1) allowedFilePatching = 1; // Prevents clients with filePatching enabled from joining the server // (0 = block filePatching, 1 = allow headless clients, 2 = allow all) (default: 0, recommended: 1) // FILE EXTENSIONS // only allow files with those extensions to be loaded via loadFile command (since Arma 3 v1.20) allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files with those extensions to be loaded via preprocessFile / preprocessFileLineNumbers commands (since Arma 3 v1.20) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files and URLs with those extensions to be loaded via htmlLoad command (since Arma 3 v1.28) allowedHTMLLoadExtensions[] = {"htm","html","php","xml","txt"}; // EVENT SCRIPTS - see http://community.bistudio.com/wiki/ArmA:_Server_Side_Scripting onUserConnected = ""; // command to run when a player connects onUserDisconnected = ""; // command to run when a player disconnects doubleIdDetected = ""; // command to run if a player has the same ID as another player in the server onUnsignedData = "kick (_this select 0)"; // command to run if a player has unsigned files onHackedData = "kick (_this select 0)"; // command to run if a player has tampered files // HEADLESS CLIENT headlessClients[] = {"127.0.0.1"}; // list of IP addresses allowed to connect using headless clients; example: {"127.0.0.1", "192.168.1.100"}; localClient[] = {"127.0.0.1"}; // list of IP addresses to which are granted unlimited bandwidth; example: {"127.0.0.1", "192.168.1.100"};
  17. Hello! I'm trying to add ORBAT marker into my mission. It's alright on map, but after clicking on marker I get this (screenshot). As you can see, the icons here are extremely small and I can't zoom it. I would appreciate if you can help me.
  18. Hello there. Arma 3 Preset Generator is an open source web app that allows you to create, share, customize and download launcher presets based on a list of steam workshop IDs provided via URL. You can find the source on github (github.com/a-sync/arma3pregen) and continuously deployed instances at arma3pregen.cloudno.de and arma3pregen.devs.space. (check below for usage examples) Features preset sharing made effortless 💚 optional mods can be customized on a simple UI on the fly outputs standard Arma 3 Launcher preset files remembers previously selected optional mods URL format All the preset information (preset name, mods/collections, DLCs, optional flags) is stored in the app URL's query string component. Additional information is loaded through various steam APIs but the steam workshop is considered the single source of truth. Preset Name Custom preset name / file name can be appended to the URL after `?`. Only alphanumeric characters + `_` is allowed. If the preset name is set, the ID list must be separated with `=`. ID list Comma `,` separated list of IDs evaluated from left to right in order. Appended to the URL after `?` or `=`. Mods inherit the optional flag from collections but the last state in order affecting a mod takes precendece when rendering the UI. (see example C4G RHS KotH) This means that you can override the optional flags of certain items in collections to extend or restrict them. In other words it allows you to mix and combine existing collections and mods to customize the required and optional mods in any way you like. The selected optional mods are remembered client side in relation to the preset name. You should also take advantage of the workshop collection feature and create permanent links with workshop IDs pointing to the currently used required and optional collections. (see examples FNF and FNF WW2) Optional mods Append or prepend a `*` to flag an ID optional. Workshop IDs (collection, mod) Only numbers and the optional `*` prefix/suffix is allowed. DLC IDs Items starting with `!` are added to the preset as DLC/CDLC AppIDs. Only numbers and the optional `*` prefix/suffix is allowed. Local mod IDs Items starting with `@` are added to the preset as local mods. Only alphanumeric characters + `_` and the optional `*` prefix/suffix is allowed. Examples FNF: https://arma3pregen.devs.space/?FNF=1551644814,1551648858* FNF WW2: arma3pregen.devs.space/?FNF_WW2=1769913157,2120184260* 77th JSOC: arma3pregen.devs.space/?77th_JSOC=2829455808* C4G RHS KotH: arma3pregen.devs.space/?C4G_RHS_KotH=1290398866,*861133494,*945476727,*1180534892,*1180533757 Custom: arma3pregen.devs.space/?My_Custom_Vietnam_Modlist_2022q2=!1227700,450814997,463939057,@my_local_mod,*333310405,*@optional_local_mod,*!288520 glhf
  19. I want to delete folder where Arma stores the saves replay campaign missions.I know the saves folder C:\Users\<username>\Documents\Arma 3\Saved\a3\Missions_F_EPA\Campaign But I am afraid that delete the important files in the game will cause the game to be corrupted. I want to know the folder C:\Users\<username>\Documents\Arma 3 what are the important files that if deleted will cause the game to be corrupted.
  20. What are we about? Evergreen is an Arma 3 group focusing on realistic near-future operations as seen from the perspective of a private military contractor. We strive to maintain an enjoyable balance between realism and fun in our operations, with roleplay strongly encouraged. What is Evergreen? Evergreen Technology and Defense is a private defense contractor headquartered in Columbus, Ohio and with branch offices in San Diego, CA and Charlotte, NC. A subsidiary of ETS Holdings, Evergreen provides security, intelligence, and research solutions for defense and other industry clients across the globe. Our goal is to provide a high return on investment by identifying, meeting, and exceeding our clients’ security, training, and consulting expectations. How we play We encourage roleplay within realistic contemporary and near-future operations from the point of view of a private military company , entering into a dark world of failed nation-states and wealthy special interest groups willing to do anything to see their goals achieved. Narratively, Evergreen employs professional and experienced operators from many Western nations and vetted former members of host/partner nations military and police forces. An expectation of professionalism is expected in your conduct as a part of Evergreen, but we do not throw rank or expect anyone to render courtesy based on assumed superiority. Evergreen uses an internally developed force structure in its Ground Combat Elements based around highly flexible ten-man formations known as Troops, comprised of two fireteams of Critical Skills Operators, overseen by a senior operator and an attached systems technician supporting the team by means of unmanned aerial systems equipped with precision munitions. Every Ground Combat Element is made up of three such Troops and led by an Element Lead and his Operational Advisor. We carry out our activities against AI-controlled hostile forces augmented by a Zeus game master. When we play Official operations will be conducted on the 1st and 3rd Saturday of every month from 19:45 to 22:00-22:30 CST. How to join If you are; - 17 or older - own a legal copy of Arma 3 APEX - Speak fluent English - have a functional headset/mic and TeamSpeak 3 - are available for at least one, preferably both, monthly official operations then contact us for next steps by email at: evergreenpmcgaming@gmail.com
  21. So, as the title states My unit is hosting its own server through GTX Gaming, and honestly I love it. Upon seeing almost every non-unit player getting turned away I investigated and found that if you use "Setup Mods and Join" it is activating mods from the "additional and Suggested" tab. Our unit has an HTML modlist file so no one inside was having an issue. I've double-checked, and triple-checked and never found these files even installed on the server. I cannot figure out how to remove them. Any help would be greatly appreciated. To sum it up, my question is, is there a way to edit the mods that appear in the Recommended/additional mods tab? PS. I've talked to GTX Gaming and they confirmed I do have my start.bat configured correctly.
  22. So I’m new to coding in general and thought I’d try out scripting in arma 3, I have written code but it does not do as intended. And I don’t even know if I’m using the right commands, I’m done trying to rack my brain scouring BI script command list and random YouTube videos if anyone know how to achieve this please post it here or reference me to where I can get help. so here’s what I want to do: 1. Give variable name in Eden editor. 2. Get variable name given in Eden editor for reference in script as a “class”. 3. Use variable name “class” to run a specific script. plot example: Object (unit) variable name given in editor = Assault //in script code to get the variable name of “This” unit. code to check if the variable name is equal to a specific class name. code that executes another code if the check returns true. if you have any insight on how to achieve this or even close to it please reply
  23. PMC Ukraine Mariupol v0.3 for ArmA 3. A very large realistic real world data terrain. Official PMC Ukraine Mariupol Homepage. Changelog PMC Ukraine Mariupol Changelog. Dev Diary PMC Ukraine Mariupol Dev Diary. Screenshots PMC Ukraine Mariupol Screenshots. Download from PMC Tactical ArmA 3 Downloads.
  24. Good day all, I've recently had an interest in sound modding for Arma 3, though after looking through a few examples and giving it my best go for a few hours I've decided that I am in a bit over my head and could use some community help. My knowledge base of Arma's coding language is beginner level at best so please assume that I have no idea what you're talking about before you start throwing pseudo code at me. What I'm trying to accomplish: I wanted to start out easy and make a simple mod that replaces the AR15 reloading sounds for RHSUSAF, as well as have the ability to expand on this concept as I learn. What I have so far: 1x Addon with the following contents: - Addons folder - MyMod.PBO - bin file (config) - Sound Folder config code: class CfgPatches { class New_RHS_Reloads { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "rhsusf_weapons" }; version="1"; projectName="New_RHS_Reloads"; author="Drummershocked"; }; }; class CfgAddons { class PreloadAddons { class CONFIG_SOUNDS_CLASS { list[]= { "New_RHS_Reloads" }; }; }; }; class CfgWeapons { class Rifle_Base_F; // External class reference class rhs_weap_m4_Base: Rifle_Base_F { reloadMagazineSound[]= "\Sounds\Reloads\M4_reload.ogg", 1, 1, 15 }; Issues that I'm having: I'm not gonna lie folks... It straight up doesn't work, game doesn't throw me any errors and my sound doesn't play when reloading any of the RHS AR15 type weapons. If there is some sort of in-game debug console I'm not sure how to access it either. What I am asking for: Any sort of guidance is welcome. Thank you all in advance!
  25. Introduction: The 1st Special Forces Operational Detachment–Delta (1st SFOD-D), commonly referred to as Delta Force, Combat Applications Group (CAG), "The Unit", or within JSOC as Task Force Green, is a special operations force of the United States Army, under the operational control of the Joint Special Operations Command. The unit's missions primarily involve counter-terrorism, hostage rescue, direct action, and special reconnaissance, often against high-value targets. We aim to replicate the operations conducted by D Squadron. An elite squadron of the famous Combat Applications Group What we offer: Immersive Tier One gameplay. Friendly & Enjoyable community. A fully custom modpack that focuses on authentic gear and reasonable storage size. A Dedicated TeamSpeak and Game server that hosts fun operations such as Liberation and Antistazi on night where Unit mandatory operations are not being hosted. When do we play? - Our Arma 3 Mandatory Operations are hosted every Sunday at 1900 GMT | 1400 EST Requirements to Join: You must be 17 years old or older upon the date of your application You must be fluent in speaking, writing, and understanding English You must have a working microphone and Teamspeak 3 installed You must be able to attend weekly operations on Sundays @ 1400EST | 1900BST You must not currently be in another ARMA 3 unit with conflicting op/training time if applying to be an operator How do I Join? Join our Discord by clicking here and following the instructions in our #how-to-join channel. Will be looking forward to meeting you soon!
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