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Found 639 results

  1. 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
  2. Revolution is a next generation, fast-paced, open source gamemode and framework for Life type roleplaying missions in Arma 3. --- Revolution as a gamemode has been inspired by Chernarus Life: Revolution gamemode from Arma 2. Revolution started in 2012 as a passion project of a couple of Finnish Arma players who had fallen in love with the gamemode and essentially dedicated their whole free time to it, enjoying it vastly. As rookie developers, they failed to deliver such a complex and large framework, leading to their competitor, Altis Life eventually conquering the Armaverse in 2014. The developer team still wanted to deliver a vastly different experience from Altis Life that would remind the relatively fast paced and completely dynamic nature of Chernarus Life: Revolution or Urban Life in Takistan back in the Arma 2 days. They tried to develop the framework multiple times, but all attempts failed due to monetary constraints, issues with developer group dynamics, health issues or real life events that forced us to quit our passion project. --- --- This time it's different. We've learned from our previous mistakes each time, and we're able to deliver the gamemode much more likely this time thanks to the gained experience. --- --- We want to share the amazing feeling and memorable moments that we had in Chernarus Life: Revolution with as many players as possible. That's why we've decided to make the framework open source and allow monetization of the framework for communities approved on Bohemia's Server Monetization list to allow communities to pay their bills to run the community efficiently. --- --- If you're interested in the gamemode and want to affect its development or just to follow our progress, make sure to join our official Discord! --- --- Best regards, Ezcoo Revolution Developer
  3. 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?
  4. 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.
  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 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.
  7. 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???
  8. 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!
  9. 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.
  10. 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!
  11. How do I go about reporting them? I have proof. 1. Location he was glitched under. https://steamcommunity.com/sharedfiles/filedetails/?id=2398113469 2. Killed by him as he popped out the ground. https://steamcommunity.com/sharedfiles/filedetails/?id=2398112845 3. He's not denying it here. https://steamcommunity.com/sharedfiles/filedetails/?id=2398112113 4. Gloating about his exploiting. (All you had to do was bring a specific round of ammo to kill me under ground where I would'nt be spotted if you didn't scan the area.) LOL! https://steamcommunity.com/sharedfiles/filedetails/?id=2398114055
  12. Hello all this mod gives you access to a modular trench system that is standalone and will work with any other mod. All Pieces are abled to be walked on. These are tested in MP and work fine on any terrain. Current Pieces: 2 Trench Middle Sections/Half Variants 1 Trench End Variant 1 Foxhole 1 Manable Bunker Images: Last Update 4/20/2021 Download Steam Workshop Google Drive Armaholic How to find? Trenches - In Eden or Zues go to Empty and search for "Trench" or "Foxhole". Bunker - Search in Blufor Bunker (Eden). Search in Empty Bunker (Zeus) Compatible with ACE/GRAD Trenches
  13. 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.
  14. 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!
  15. Hi! I want to make a Artwork but i dont know how i can make tracers. Can someone help me 🙂
  16. Size: 5120x5120 Hello everyone, I'm currently working on a "small" terrain based on the city of Haditha (Al-Anbar Governorate, Iraq), which is situated next to the Euphrates river. It features real (?) elevation data and satellite imagery, a little portion of the Euphrates river, various small villages and the city centre. Haditha is currently very wip and I don't know when it'll be finished, but I surely know that it will, somehow. I'm trying to make this terrain as realistic as possible and, possibly, decent enough to be hosted on the holy site of Armaholic so... feel free to criticize my work, suggestions are always welcomed. Thanks: - I would like to thank mr. Delta Hawk for his magnificent, classic units that inspire me a lot and keep me constantly focused on Iraq related stuff. P.S. This discussion is wip too so better pics and information will be posted in the future... stay focused. These were the only pictures available.
  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. shadowhunter123

    Project Livonia

    WELCOME TO: Ladies and Gents! I present to you the newly re-textured/added assets to the LDF Faction in-anticipation for the upcoming Contact DLC. Hope you all enjoy! DOWNLOAD: PROJECT LIVONIA (ALL IN ONE) Version 1.0 CH-49 MOHAWK DOWNLOAD: Livonian CH-49 Mohawk Version 2.0 (New Texture Update) F-149 Gryf Bajeczny DOWNLOAD: Livonian F-149 Gryf Version 2.0 OT-12 Czar DOWNLOAD: Livonian OT-12 Czar Version 1.0 AWC-304 Nyx DOWNLOAD: Livonian AWC-304 Nyx Version 1.0 MBT-31 Leopard DOWNLOAD: MBT-31 Leopard Version 2.0 (New Texture Update) Pandur II DOWNLOAD: Pandur II Version 1.0 (Newly Released) What's inside: CH-49 Mohawk LDF Camo Livery (Standard Military) Aircraft Grey Livery (Rescue) Dark Green Livery (Night Operations, Air Interdiction Patrols) Ranger Livery ( Air Interdiction Patrols, Local Law Enforcement) Rescue Livery (Emergency Rescue) F-149 Gryf LDF Camo Livery (Standard Military) *Updated* Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) OT-12 Czar LDF Camo Livery (Standard Military) Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) White Livery (Whatever you want it to be.) Ranger Livery (Forest Ranger Livery) AWC-304 Nyx LDF Camo Livery (Standard Military) Autocannon Configuration (Anti-Infantry) Anti-Tank Configuration (Anti-Armor Operations) Anti-Air Configuration (Anti-Air Operations) Recon/Radar Configuration (Recon/Surveillance Operations) MBT-31 Leopard LDF Camo Livery (Standard Military) Pandur II (IFV) LDF Camo Livery (Standard Military) Add-on Locations: Mohawk: INDEP > LDF > Helicopters > CH-49 Mohawk Gryphon: INDEP > LDF > Planes > F-149 Gryf Bajeczny Czar: INDEP > LDF > Planes > OT-12 Czar Nyx: INDEP > LDF > Tanks > AWC 304 (Autocannon, AT, Recon) Nyx (AA): INDEP > LDF > Anti-Air > AWC 304 (AA) Leopard: INDEP > LDF > Tanks > MBT-31 Leopard Pandur: INDEP > LDF > APC > Pandur II *Optional liveries can be found in the livery editor.* LDF Fighter Pilot: INDEP > LDF > Men > Fighter Pilot REQUIREMENTS: You MUST have purchased the Contact DLC. (All mods PR: Livonia releases use Contact Assets) Gryphon MAY require Jets DLC. Czar MAY require Apex DLC. Nyx MAY require Tanks DLC. Message of Thanks: A big shout-out to all of you who helped me out on Reddit and the Bi-Forums (Mug Runcher) for making this possible! Looking forward to bringing you more content in the future! If you haven't already, please don't forget to like and leave a comment! Would love to hear the feedback.
  19. Frontline is a PvP mod that brings the same structured teamwork orientated gameplay found in games such as Project Reality, Squad and the Tactical Battlefield mod back to Arma 3. The aim is to create a set of realistic game mechanics and systems that puts the responsibility on the players to play as a team to win. The majority of the features of the mod will be very familiar to players of the aforementioned games/mods. Roles and squads Commander features and command structure Rally points and forward outposts Weapon re-balance, smoke and particle rework Defensive structures construction Vehicles and assets become available at specific player numbers. Medical system Custom suppression effects Squad radar Spotting system Heavily modified and enforced TFAR version 3D Interaction (Easier door opening, ladders and more) Vehicle Maintenance Freakishly simple 2-clicks-from-vanilla-arma-to-being-screamed-at-by-your--squadleader launcher. Excellent performance relative to other game-modes that have large player numbers Smooth and polished interface and systems AI fighters only for when the server is waiting for actual players to join But why is it called Frontline? Because we fight on the Frontline! Gone are the days of fighting over arbitrary buildings and locations, now territory is king. You decide what locations are tactically relevant the whole battlefield is your playground. Push the Frontline by taking and holding ground, the team with the most territory bleeds the other of tickets, the more territory the faster the bleed. The Frontline constantly updates and flows with the shape of the battle forces the teams to play together, communicate and fight in a realistic manner. Flank enemy squads to cut them off from reinforcement and supply, probe for undefended gaps in the Frontline and breakthrough. Timelapse 40x speed of a battle (youtube) Typical reaction of a player seeing the frontline for the first time At the moment the mod is played in conjunction with either RHS or Iron Front mods . The only place to play it is on the server run by the development team (this will change as the player-base expands). The mod and it's dependencies are available on steam workshop. If you have any problems installing please use the launcher we made. It's idiot proof. The steam workshop is there because people wanted it, and it works just fine, but we will only support/help people installing with the launcher. Details of the launcher in the second post of this thread and you can get it on the website. The server also uses CUP terrains, Kunduz and some custom terrains that are all in the mod pack delivered by the launcher. Teamspeak is mandatory because of the mod-integrated Task Force Radio, but even if you don't have TS, the launcher will help you install teamspeak, take care of all the TFR plugins, open the frontline teamspeak, put you in the right channel, open TrackIR if you have it, launch Arma, put you into the server, and make you a nice cup of tea just the way you like it.) We have a website here frontline-mod.com but nearly all interaction with/between the community is on the discord On the discord we discuss feedback, trash-talk and organize events and playing times. We play at specific times, we don't yet have the player-base to have spontaneous games so we set specific game nights to get bigger games with more players and combined assets unlocked. So yes the server is empty most of the time, and no that does not mean the mod is dead. Come to the discord to find the time of the next fight, but right now it is every Wednesday (RHS), Saturday (RHS) and Sunday (Iron Front) at 1800GMT. Some background on the development: The mod has been in development for several years now, starting with a sub-section of the dev team that developed Tactical Battlefield. The SQF coding is built on top of the framework made by the AAW team. The tech behind the Frontline itself is something entirely unique to this mod. A whole Python extension framework has been built from scratch just to be able to execute our Python code on the server that takes care of "capturing" the terrain and computes a realistic frontline based on the situation in the AO. On a side note: we're quite proud of how we implemented it. In fact, we're so proud of our ingenious tricks used that we're currently (early 2018) going to Python conferences and giving talks about the gamemode. Its pretty cool stuff and as the bonus of fantastic performance.
  20. 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 😁
  21. 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.
  22. 4th Marine Raider Battalion Realism Unit The 4th Marine Raider Battalion Realism Unit, aka 4th MRB, is a realism unit in the Arma 3 community. We simulate a fictional unit within the Marine Special Operations Command (MARSOC) of the United States Marine Corps (USMC) and United States Special Operations Command (USSOCOM). The 4th MRB is structured and organized identical to a real life MARSOC battalion, with attached supporting USSOCOM units. The 4th MRB was founded by long-serving members of a different Arma 3 realism unit which emulates another real life United States Marine Corps Unit. The 4th MRB attempts to maintain the discipline, professionalism, and esprit de corps of real US Marine special operators. The fun and excitement members of this unit enjoy is the result of the difficult and challenging operations we are asked to perform and in developing skills and unique tactics commonly practiced by special operators within the special operations community. These typically include (though are not limited to) direct action missions, special reconnaissance, foreign internal defense, counter-insurgency, unconventional warfare, maritime interdiction, counter-narco terrorism, hostage rescue, preparation of the environment, security force assistance, gas & oil platform operations, and special clandestine operations. Based out of Marine Camp Currin, Bozacaada, Turkey - the unit currently consists 4th Marine Raider Battalion, 4th Marine Raider Support Battalion, and associated SOCOM supporting elements from 160th Special Operations Aviation Regiment (Airborne) and 27th Special Operations Group, 27th Special Operations Wing. The 4th MRB is an immersion-orientated, role-playing realism unit. By considering an application you have similar interests. Training or Combat Patrols: Weekly - every Tuesday 1900 US Central Time Full Operations: Twice monthly - first & third Sunday 1900 US Central Time Website: 4thmrb.net Forums: 4thmrb.net/forums TeamSpeak: 107.191.99.156:8550 (pw: 4thmrb) YouTube: youtube.com/c/4thmrbnet Arma 3 Units: units.arma3.com/unit/4thmrb Steam: steamcommunity.com/groups/4thmrb
  23. 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
  24. 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
  25. 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
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