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Found 680 results

  1. Heroic slovniacs An Arma 3 CO-OP scenario. Heroic slovniacs trailer: What's this? Takistanian milita has taken a Takistanian army airport, the Takistanian army has requested the help of the Russian army to retrieve that airport. Three soldiers and a Su-25 were sent in order to assist (or more likely do all the job by themselves) retrieving that airport, but are met with a strong resistance due to the fact that the Takistanian milita acquired a huge amount of equipment from the same airport. The mission theme is Close air support (Su-25) that is guided by the help of the three soldiers on the ground, so 4 players. Download from Steam Workshop: Normal version or ACE version. Player slots: Squad leader. Marksman\Enginner. AT soldier. Pilot. I also have an ACE version, which replaces the Marksman with a medic. Pros: I have spent 350 hours on this mission, I hope it will be great enough! Cinematics! (they suck because Arma 3 cinematics suck). Voice acting! (for the commander, it will give you PTSD). Random events (that will kill you, such as a minefield). Long mission (depends if you keep bullshiting or not). Unlock ground vehicles as you progress, making you stronger. Thanks to LAMBS mod, the AI can actually outsmart you by miles, so be careful. Multiple respawn points to save traveling times. Music player (that randomly plays music every 10 mins). The commander welcomes players who connect, and whines when a player disconnects (who the ♥♥♥♥ cares remove this point idiot). There is no acting in this mission, you play however you want and unlock vehicles (ground vehicles) as you play through the mission, as long as your play-style is not about you being a complete idiot, you will pass. At least you can feel that the world is a bit more "alive" than other missions. Cons: The Intro is quite long (7 mins) but that's because I wanted to lay out information in a better way (btw the intro is not boring). Since I wanted the performance to be good (and this mission is so large that I pushed Arma 3 to its boundaries) I had to make it so that the hosting computer (whether it's a player or a dedicated server) take the weight of the scripts and units, so only the host will suffer from a poor performance (if his PC is older than 2018) while the rest of the players will have no problems in performance :), so not a huge con really. Last part of the mission might be heavy on the hosting PC, but you can always quit, since that part makes %10 of the mission anyway. 13 mods (19 if ACE) (most are light weight) so that you can experience the full experience without AI being dumb etc etc. Other stuff: I have became a no life making these missions, and thank to all the people who helped me (even slightly) who are mentioned in the end of the mission, I hope you will give this mission a try, since it doesn't require a huge number of players (3 players are acceptable, 2 players will cause the guy on the ground to eat huge metric tons of organic ♥♥♥♥). Also, I hope Digger won't traumatize you for life. Download from Steam Workshop: Normal version or ACE version. Report any glitch in the comments (below) or I will call out targets for the pilot to annihilate.
  2. Vincent Richard

    Project France WW2

    France WW2 is a project that aims to integrate into Arma 3 French vehicles dating from the Second World War (during the Battle of France in 1940). We have almost all the 3D models made of the land vehicles from that time with the uniforms as well. We just need the integration to be done, that's why we are looking for people who know how to develop / integrate vehicles on Arma 3. In a second time, we are looking for 3D artists and historical advisors to bring their knowledge. If you are interested or you want more information, contact me in PM. France WW2 est un projet qui a pour but d'intégrer dans Arma 3 des véhicules français datant de la Seconde Guerre Mondiale (durant la Bataille de France en 1940). Nous avons quasiment tous les modèles 3D fait des véhicules terrestres datant de l'époque avec les uniformes en plus. Il nous manque juste l'intégration à faire, c'est pour cela que nous recherchons des personnes s'y connaissant en Developpement / Intégration de véhicules sur Arma 3. Dans un second temps, nous recherchons des artistes 3D et des Conseillers historique pour apporter leurs connaissances. Si vous êtes intéressé ou que vous désirez plus d'informations, contactez moi en MP.
  3. Dragoncree

    Arma 3 Halo Milsim Unit

    The 11th Shock Trooper Battalion is a brand-new Halo ODST Arma 3 unit. Hello ladies and gentlemen we are the 11th shock trooper battalion based in US eastern time with Operations and FTX running every Saturday at 8:30 est. We have just recently been formed so we are a small-time unit looking to recruit new blood into our community. 11th STB prides itself on creating a fun and enjoyable space to enjoy Arma 3 and the halo mods that come with it. The campaigns we will run will be story driven with complex and engaging story lines but if you are less concerned with that and more game play, we do boost a creative mission builder team with dedicated people who put hours of there time and energy into breathing life into complex and interesting layout to test your skills. The skills you will be learning include: Assault: Main form of Anti Vehicle and Anti Air for ODST ground forces Support: Your Auto-rifleman class utilizing LMGS and HMGS Marksman: Long range designated sharpshooter Urban: Your breacher and room clearer Medic: Combat lifesaver RTO: Voice for ODST ground forces Rotary: Rotary air vehicle training Fixed: Fixed Wing air vehicle Training times are set to the squad leaders’ preference. We are looking to hold at least 3 to 4 events a month with an attendance of 20 people at the moment. The 11th STB is are open to any and all no matter you level of experience with Arma and use a heavy Milsim style play with some roleplaying. Our discord and information to our community can be found here on our discord https://discord.gg/2Y72X4MvBh
  4. Hi all, I have created a short piece of code that makes the Curator Editing Area follow the Curator player around the map. I have four potential Curator players (BLUFOR_Player001 to BLUFOR_Player004) who all have the exact same code linked to them except for their names and Curator Editing Area code. Each of the four BLUFOR Curator players are not created on map initialisation. Instead, I wanted the player unit to be created when a player decides to play that role. I initially had my script in the init.sqf, however, when testing, I would get errors saying that the other BLUFOR Curators did not exist (because I was only playing as BLUFOR_Player001). What I am wondering is how/where do I place my script so that it is added to every new BLUFOR player when they join the game (It must be unique to them, see below).
  5. This script adds every unit placed, by one of the four BLUFOR Curators, to every BLUFOR Curator on the map. I was wondering how I would make it so that this script would add Curator-placed units to all allied Curators on the map. For example, if I had three teams, who are all enemies, (BLUFOR, OPFOR and Independent) and each team has three players (ZeusBLUFOR001_Curator for BLUFOR, ZeusOPFOR001_Curator for OPFOR and so on). How would I add these players to a "group" which can then be used in the above script to add each placed unit by one of the players to all their allies? Do I need to create three arrays and add the Curators (so if I plan to create or remove Curators, I can adjust appropriately), and if so, how? Something like: Array 1 - Curator_west Array 2 - Curator_east Array 3 - Curator_independent Then I was hoping I could write: Then addCuratorEditableObjects to the Curators which are in their associated array (group).
  6. What is this mod? This mod was created to satisfy our need of any sort of progression in our COOP group. The mod is inspired by the RPG-like passive skill system in Escape From Tarkov, although much simpler. We wanted to create a progression system that would give players something to work towards, independent of the mission, a system to reward playtime and gameplay. This mod is primarily intended for units and groups that play coop missions. This mod is not intended for public PvP gamemodes. Although it will work, abusing the system can be easy so it is not recommended. DOWNLOAD LINK How does it work? This mod is client-side (for now). It works by tracking player's actions trough events, and saving their progress. IMPORTANT Note: Effects of progression are applied in real time, but for performance reasons, they're only saved upon death or when the Progression menu is opened. The Player will always have an action in their action menu called "Progression menu" which will open the menu that shows all of your progression. In this menu you can see the progress of your passive skills, as well as acquire rank promotions and combat traits. Combat traits are a part of vanilla Arma, but they're normally linked to the selected character that you're playing (I.e. Combat Life Saver has the "Medic" trait). Our system tracks all score gained by the player. The score is used as a currency when you're acquiring combat traits or a rank promotion. Acquiring a combat trait while you already have one or more, will heavily increase it's price. Higher ranked players get discounts on combat traits. Here's a table of costs for rank promotions: Passive skills Our passive skills are Recoil control, Sway control and Strength. Recoil control is a self explanatory skill. It is leveled over a long period of time by firing any handheld weapons. Sway control is your character's ability to keep the gun steady while aiming. It is normally leveled by performing certain actions such as resting or deploying your weapon. Like recoil control, this skill is also leveled over a very long period of time. Strength affects your character's ability to carry heavy gear, and it's impact on stamina. Higher level strength will allow you to carry more gear without decreasing your stamina as much. Passive leveling of this skill is super slow, much slower than the other two skills. The best way to level strength is by having a workout. You can do this trough the Progression menu.
  7. In its simplest form, is to add/remove the ability for different curators to interact with man/unmanned vehicles. Let us say that the FIA player (BLUFOR) has placed a turret in the trees for an ambush on the AAF player (Independent). While the turret is controlled by the FIA player, the AAF player is unable to interact with it in curator mode. As soon as the FIA unit manning the turret dies (or is told to leave it), the turret can now be accessed by all curators on the map while they are in curator mode (e.g. moved, deleted…). If the AAF player decides that he wants to man the turret, while controlled by the AAF player, no other curator can interact with it while they are in curator mode. In simplest terms, an unmanned vehicle is shown to all curators with the yellow circle in-game. Once the vehicle’s ownership has changed, it no longer shows up to all curators until it is empty again. I have put together the start of the script, but my knowledge of scripting is limited (still learning really). Was wondering if anyone could give me a hand/advice?
  8. What I am trying to do is create a flag capturing system using the BIS_fnc_holdActionAdd. So I am currently testing to see if, while playing as an FIA BLUFOR unit, I can take an AAF flag down from a flagpole and swap it with an FIA flag. I am hoping I can get the animation of the flag coming down the pole, then once it has reached the bottom, swap with an FIA flag, then rise back up the pole, all while using the hold action button. If the unit lets go of the action button, the flag goes back to the top as if nothing has changed. If the flag is already an FIA flag, then the hold action button should not appear. This should be the same if I am playing an AFF Independent unit, except it is only FIA flags that can be captured. I currently have the hold action working, I am just not sure about how to use the BIS_fnc_animateFlag to move the flag down, swap it, then move it back up to the top.
  9. brotherreaper

    Reserved Slots;

    I followed the guide provided in one of the threads on how to set up reserved slots. I just need ONE reserved slot for ZEUS for admins only. But I don't want it to be #adminlogged or an npc. I trying to set up a virtual entity as Zeus (interface only). My problem lies on who can access the slot. I set up the allowedIDs.txt and put my steam ID in there but it still continuously kicks me out of the slot. the server has -filePatching enabled to 1. Where am i messing up at???
  10. Hello! I would like to play the S.O.G Prairie Fire coop campaign together with my friends on our dedicated server and not on public servers or a self-hosted game. With the Apex coop campaign you only have to enter the missions in the server.cfg. Here is an example: class Missions { class TestMission01 { template = MP_Marksmen_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission02 { template = MP_End_Game_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission03 { template = MP_End_Game_02.Altis; difficulty = "veteran"; class Params {}; }; class TestMission04 { template = MP_End_Game_03.Altis; difficulty = "veteran"; class Params {}; }; }; another example: class MPMissions { class Apex { briefingName = $STR_A3_CoopCampaignName; class EXP_m01 { briefingName = $STR_A3_exp_m01_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m01.tanoa"; }; class EXP_m02 { briefingName = $STR_A3_exp_m02_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m02.tanoa"; }; class EXP_m03 { briefingName = $STR_A3_exp_m03_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m03.tanoa"; }; }; }; But how do I do it now with the S.O.G missions? Can someone send me a template for the server.cfg? I am looking forward to help!
  11. I'm editing a exfil but I can't figure out how to make a task appear after all 3 objectives are finished. I want it to be invisible until after all 3 objectives are finished.
  12. I am getting this error constantly while playing. It has made it impossible to play on coop campaing multiplayer. I can to play 5 minutes max on this mode. The error was different each time. This one just a example. it point differents files each time. I have tried to play single player campaing and this was the error... Please can someone help me about? Thanks everone. Cutter.
  13. Hey guys, i got a problem wich drives me crazy. Since 30 minutes i got a bug in my eden editor, wich prevents me from scrolling up & down through the asset lists (left&right side) with the arrow keys I have thousands of objects and scrolling with mouse drives me crazy. If i'm using the arrow keys to scroll down the "play scenario" button gets highlighted instead scrolling down the asset list. Also if I click on an asset, a unit for example on the right it get's instantly bound to my mouse cursor to place it in the level, before that I had to drag&drop the unit wich i prefer. Was this caused by accidentally pressing a key-combo or what can i do to reset it to normal behavior? Please, i need help!
  14. I have loaded CUP Terrains, CUP Vehicles and CUP Units on my Arma 3 server. But whenever I want to load the mods crash the server. The RAM consumption then breaks down from 2.5GB to 0.6 GB and the server is no longer to be found in the server browser. I once unloaded all my other mods and just loaded the CUP mods and it happens the same thing. But with my other mods, the server works. Only the CUP mods don't work. I did everything right. I put the mod folders in the /arma3 directory on the server and placed the keys from the keys folder of the mods in the keys folder on the server. But it doesn't work. why? Can someone help me? Because we need CUP on the server. I also want to load RHSUSAF on the server but I'm afraid that the same thing happened with CUP. Can who help me? If who needs the log files so he will tell me. I rented my server from Nitrado. Thx.
  15. Hi! I want to make a Artwork but i dont know how i can make tracers. Can someone help me 🙂
  16. GERESHK OUTSKIRTS Authors: Me, Myself and I About Gereshk: Gereshk, is a town in Grishk District in Helmand province on the Helmand River in Afghanistan, some 120 km (75 mi) northwest of Kandahar, at 817 metres (2,680 ft) altitude. Upstream lies the Kajaki Dam which diverts water to the Boghra Irrigation Canal, an essential infrastructure for the region's crops. Gereshk Dam is also nearby. Gereshk was originally built around a fort on the east bank of the river but was later rebuilt on the west. Gereshk has a population of about 48,546 and has a hospital and a school of engineering which was built back in 1957. Grishk is located on the important transport route known as Highway 1, which was built during the time of the Soviet–Afghan War. This route links Farah Province in the west and to Kandahar Province in the east. As part of Operation Moshtarak the British Army and Afghan workers are constructing Route Trident, a road that will eventually connect Gereshk with the provincial capital of Lashkar Gah. Gereshk is also the southern terminus of Route 611. The area is irrigated by the Helmand and Arghandab Valley Authority. Why Gereshk? I chose Gereshk because i have plenty of photos from there in 2008/2009, also because my father was there together with the Czech, Danish, American and British contingent. All were dislocated in FOB PRICE. Over time, the base grew to MOB PRICE (Main Operating Base), and with the withdrawal of most of the contingents, the base was transferred to the hands of the Afghan National Army. The town of Gereshk is close to the Camp Bastion/Camp Shorabak (that time the biggest UK's base in the overseas), so the base that was near the town served as temporary stop for convoys and patrols heading through the Helmand valley/Green zone to Kandahar or other nearby bases and outposts. What you can look forward to? I hope that my skills are enough on the high level that i will be able to present you and give you another of a lot of great maps. BUT what will be different? The main difference between other terrains and maps and Gereshk will be sense for detail and real-looking bases as like as it is in real life. There will be some more outposts/checkpoints near the Highway 1. The infrastucture in the town like hospital, school, market, provincial authorities offices, police station, streets with houses, streetlamps, voltage poles etc. and fields with farms and villages. Imagine everything what belongs to this part of the world. Btw I already made a FOB Price base template and its already in the Armaverse, but the new base will be partly different because in recent time i know how to do a few things better and smarter then in the past. Estimate time of release? Who knows...maybe in half a year, maybe in one year, maybe in two years. We will see how the work on this project will go and if there will be any major problems. Thank you guys for patience and your trust!
  17. Greetings! I wanted HMDs for the West German helicopters from Global Mobilization, so I've made a small compatibility patch for Kimi's HMDs Mod. I was going to keep this as an in-house mod for my group, but I figured there's more than a few people that might find this useful. Adds HMDs for the following GM helicopters: West Germany, - CH-53G - CH-53GS - VBH-1 - VBH-1A1 - VBH-1A1 Swooper - PAH-1 - PAH-1A1 I don't intend on adding the East German or Polish helicopters, but I may if it is requested. This is my first mod release for ArmA 3, so please if anything isn't working correctly (especially MP functionality, as I haven't been able to test that yet) let me know! Thanks to, - Kimi, HMDs Mod - Vertexmacht, Global Mobilization - Bohemia Interactive, for obvious reasons... Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2446018592
  18. Hello! Usually I'm not finding help on forums, but this time I just don't know what to do. I'm playing Arma on mods like Immersed weather snow effects , and another with snow , but i have problem because always when I'm saving , leaving game and try to play again on the save ,the menu of mod doesn't show , so i can't change weather options and turn on snow. I really need help because I'm playing with friends on zeus and the snow effects really add a lot of fun to the game . Sorry for bad english but I'm from Poland 😁
  19. This spawns a loudspeaker at the Altis Terminal trader that plays music up to 350 meters. Sound is 3D so it is louder outside buildings and gets harder to hear farther away you move from the speaker. The location of the loudspeaker can be changed in the LoudSpeaker.sqf by using editor to get all the necessary cordinates and plugging them into the correct locations. If you understand code you can add your own sound files by adding necessary information into the playList.hpp and LoudSpeaker.sqf then adding in .ogg sound into music folder. Songs are chosen randomly but the same song is heard by everyone in the area. If you join and do not hear a song playing you will have to wait about 5 minutes before you hear the music becuase the current song was remote executed before you joined and since you were not on you cant hear it but when the next song starts you will hear it because you were connected when server remote executed it for you to hear. this applies also if you dissconnect and rejoing you will have to wait for next song to start hearing the music. Need support feel free to contact Crito at our discord https://discord.gg/WEFzqPa You can get the script here https://github.com/Crito-VanaheimServers/Crito-s-Loudspeaker This is not a final copy it will be improved upon over time. First improvement in works is the way it is activated.
  20. 21st Nova Corps About us:The 21st Nova Corps, also known as the Galactic Marines, was a prominent military unit of clone troopers noted for their unique armor and relentlessness in combat. The corps served in the Grand Army of the Galactic Republic as part of the 4th Sector Army under the leadership of Jedi General Ki-Adi-Mundi and Marshal Commander CC-1138 "Bacara." Prior to the conclusion of the Clone Wars, the marines fought Separatist Alliance droid forces in the Mygeeto Campaign where they received Order 66, causing Mundi's men to betray and kill him on the battlefield. We are currently looking for officers and lower. We have specializations in EOD Tech, Ghost Company, Field medic, Pilots and more to come. Requirements/Rules: Must read and agree to all Unit rules Age Requirement: 16+ Years old. Valid Arma 3 copy TeamSpeak Discord Must have mic Be a team player no lone wolf status No lying No screaming No blue on blue Follow all rules Schedule: Monday 20:00cst Tuesday 20:00cst Wednesday 20:00cst Thursday 20:00cst Friday 20:00cst Saturday 20:00cst Sunday 20:00cst XO contact email: tentastashgaming@gmail.com Unit Overview: As a corps of the Grand Army of the Republic, the 21st Nova Corps consisted of 36,864 troopers divided into sixteen regiments.The Galactic Marines were under the command of Jedi General Ki-Adi-Mundi and Marshal Commander CC-1138 "Bacara" and were attached to the 4th Sector Army. Mundi personally led a squad of Galactic Marines during the assault on Mygeeto. Equipment and vehiclesClone troopers assigned to the 21st Nova Corps were considered to be of exceptional conditioning and discipline, and were trained to operate in hostile environments, such as fungal clouds to pure vacuum environments.In the field, the corps would use the DC-15A blaster rifle and the DC-15A blaster. Along with their infantry forces, the unit also utilized UT-ATs in combat. https://discord.gg/gmbtH6HA58 Unit Link:https://units.arma3.com/unit/21stnovacorp
  21. Hello, i need help every time when i will start the Buldozer it says: Configuration file was not found. But there is a configuration file. I try to uninstall und reinstall the buldozer but i doesnt help. https://gyazo.com/a665d61d216714d3bfde668885b5e187 https://gyazo.com/c2ae26c92d8fed2a548cbddcb09eb62d https://gyazo.com/eeadbce809f9d5592ab996d4e6d031a6 I would be happy if someone could help me
  22. Hello, PBO Viewer is an open-source project to interact with PBO files. It is a substitute for the old Pbo Manager that everyone knows. Moreover, PBO Viewer is the only cross-platform PBO tool with a graphic interface. A CLI interface is also available. Features: Cross-platform support: works on Linux, macOS, and Windows thanks to .Net 5 No dependencies needed, everything is shipped in the .zip PBO pack / unpack Add file or folder, delete file or folder, rename file or folder, copy file or folder, and open file directly in a PBO File Explorer graphic interface Windows integration (right-click menu, double click to open a PBO file) This project uses a modified version of PBO Sharp: https://github.com/Paton7/PBOSharp You can find the project here on GitHub: https://github.com/SteezCram/PboViewer The binaries are here: https://github.com/SteezCram/PboViewer/releases I hope you will enjoy my project. You can open an issue, start it if you like it or create a pull request to improve it! SteezCram
  23. I Have A Scenario For A Map Chernarus 2035 with nearly all the top Right Side Complete... and iam seeing if anyone knows how can i make the scenario upload to workshop into a mod and not show as a Scenario. Thanks
  24. Updated: 17-FEB-2021 Discord: https://discord.gg/BB7N7CpkvH Teamspeak: A3 CIT Steam: https://steamcommunity.com/groups/CobraIT Unit Page: https://units.arma3.com/unit/cobraintervention Prerequisites: At least the age of 18 years old. Must own required DLC for operations, such as Apex and Contact. Willingness to install operation-related modifications to the game. Do not worry! We accept: People already in other units, we are a relaxed community. People willing to joke around and have fun in our relaxed environment. Willingness to vibe and chill with our unit! Operation Schedule: Monday - 9:00 PM CDT Wednesday - 9:00 PM CDT Friday - 9:00 PM CDT Other days may be hosted on but will be notified on short notice. About Cobra Intervention Cobra Intervention Team, formerly known as the 95th Reconnaissance Unit, started as an Arma 2 MILSIM unit in late 2015. The 95th's ambition was to be a serious MILSIM group with expansive and competitive grounds, but later went solitary and merged into a PMC known as Cobra Intervention Team. No longer a strict MILSIM unit, Cobra Intervention relaxed their attitude and became more-so of a semi-serious versatile private military corporation. What We Do Cobra Intervention is a relaxed group that focuses on performing realistic military simulation on terrorist hunting, liberating maps, and even doing simple tasks such as doing roadblocks. We do not prioritize any particular part of the world or map, as our ambitions are vast across many areas. However, our latest campaign has been liberating Altis from intensive CSAT control. Our Team Our ranking structure follows a hybrid between a traditional Army ranking structure and a hand-created PMC ranking structure. With a lenient form of hierarchy, we start all recruits off in basic training where they will be designated a role during operations. Don't worry, though! If you have the expertise, you will be assigned accordingly based on your expertise. However, we will try to diversify your skillset and try to make you versatile in any designated role. Upon completing basic training, you will be given your designation and ranked as a Private. Ranking Up Ranking up is as simple as engaging, interacting, and performing in duties! We acknowledge the ones who participate! Accepting Officers We are, also, accepting divisionary officers and squadron leaders to help guide our new recruits to success! Join the Discord for more information on what positions are available. How To Join Joining is as simple as joining our Discord! We will be able to assist you in your endeavor to serve alongside our unit.
  25. The 81st Marine Air-Ground Task Force (MAGTF) is made up of two different units who merged into a single one. There is the 11th Marine Expeditionary Unit, the large main force of the unit, and then there is Force Reconnaissance who are smaller than the 11th MEU but conduct special missions. In order to join you must be: Professional and mature approach to duties. Team-oriented yet self-reliant. Open to challenges and an endless drive for perfection and excellence. Be at least 13+ years old. (exceptions can be made if maturity is shown) Keen to learn new things. Have a working microphone. 11th Marine Expeditionary Unit The 11th MEU is the backbone of the unit. They make up the majority of the unit. Infantry operate using HMMWVs with mounted weaponry such as M2s and MK19s but also work together with the aviation section to complete their objective. There are a variety of roles for the infantry placed into several squads that are divided into three fire teams and a command team each. Force Reconnaissance The reconnaissance element conducts special operations that require a small specialized force. Their organization and equipment varies depending on operation and how many personnel they have at their disposal. Aviation The aviation section is one of the most important parts of the unit, they work together with the infantry in operations to accomplish the mission at hand. They do tasks such as reconnaissance, close air support and transport. https://discord.com/invite/vBMPWAmtMx Schedule February - 20th Operation February - 27th Operation March 6th - Operation March 13th - BCT/Training March 20th - Off Week March 27th - Operation Schedule will be updated further ahead. Additional information Discord: https://discord.com/invite/vBMPWAmtMx Teamspeak: 11thMEU.teamspeak.de Modlist: https://steamcommunity.com/sharedfiles/filedetails/?id=2360299074 Modloader: https://steamcommunity.com/sharedfiles/filedetails/?id=2383359126 Infantry commander: Capt A. King https://steamcommunity.com/profiles/76561198014850816 Aviation commander: 1stLt A. Cully https://steamcommunity.com/id/117222466487613 11th MEU Platoon commander: GySgt E. Myderizi https://steamcommunity.com/profiles/76561198376958758 11th MEU Platoon Sergeant: SSgt E. Henriksson https://steamcommunity.com/id/eHenriksson/ 11th MEU First squad leader: Sgt A. Simek https://steamcommunity.com/profiles/76561198846003823 11th MEU Second squad leader: Sgt M. Biggs https://steamcommunity.com/id/SgtMBiggs/
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