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Found 676 results

  1. The 28th Combined Arms Division ArmA Unit & Community The 28th Combined Arms Division’s main goal is to provide a positive experience for all, regardless of skill or experience. We are primarily an ArmA unit but we have grown to become a community of close knit friends and colleagues. Our leadership staff, active and retired, have spent hours creating an organized and fun environment for you to enjoy and experience MILSIM. We are a light infantry based unit, with armor and aviation supporting assets to help us complete the mission on the ground. Under steady leadership and systems established based on facts rather than personal interpretation, all unit decisions are made impartially and follow a standardized process. We have combat veterans and enlisted members from real life armed forces currently rostered who work to help develop leadership skills within our community. Application and Entry into the 28th Join our Discord linked at the bottom. Upon entry you will be greeted by a recruiter who will lead you through our induction process, which includes creating an account on our website, filling out an application form, completing a meeting in our TeamSpeak with your recruiter, and finally, completing Initial Entry Training at one of our scheduled times. Once these steps are completed, you are officially recognized as a member of the 28th Combined Arms Division and are free to specialize with specific training. Upon application and acceptance into the unit, members are required to complete 4 operations as an enlisted 11B Infantryman. Upon completion of 4 operations as an Infantryman, the member may request to transfer and train into our other specialized MOS’ listed below. Why do we require you to enter as 11B (Infantryman)? We use this system to streamline members into our more advanced MOS’. Spending 4 operations at minimum as 11B proves that you want to be integrated into the community, as well as providing you with the knowledge of our unit at the most basic but most important level. This system builds prestige within our specialized MOS’, as well as raising the base skill level of our radio operators, pilots, armored crewmembers and medics.If you choose to remain 11B, there is lots of opportunity for growth into leadership positions to help the unit and yourself grow as a leader. The 28th Combined Arms Division Consists of the Following MOS’: Infantryman (11B) After 4 operations as Infantry the following MOS’ open up to you, provided they don’t have a waiting list already: Bradley Crewman (19K) JFSS - Forward Observer (13F) Combat Medic Specialist - Utilizing KAT Medical (68W) Rotary Wing Aviator (153A) Flight Medic - Utilizing KAT Medical (68W-F2) We currently have 160+ people rostered and receive 40-50 members in attendance for main operations. We hang out in our teamspeak and play many different games together outside of operation times. Deployment Operations: Our main operations on Wednesday, Friday and Sunday consist of a persistent storyline throughout the course of 2-3 months to simulate deployments to various areas around the globe. Deployment patches can be found on the website linked below! Main Operations: Our Wednesday operations will vary on terrain and story, as we use these scheduled days to provide a different and refreshing experience outside of our deployment storyline. Operation and Training Schedule: Monday: N/A, subject to extra events Tuesday: Initial Entry Training @ 4PM EST Wednesday: Main Operation @ 7PM EST Thursday: Initial Entry Training @ 4PM EST Friday: Deployment Operation @ 7PM EST Saturday: N/A, subject to extra events Sunday: Deployment Operation @ 7PM EST Our load-in time for Operation Nights is 6:30PM EST with the Operation beginning at 7PM EST. Our Requirements: Working microphone and ability to communicate clearly. Speak and understand English. At least 16 years of age. Be able to commit to 50% attendance. (6 ops per month). Legal copy of ArmA 3. No VAC Bans on record. No DLC required. If this interests you, feel free to join our discord at: https://discord.gg/Deqf5wX Feel free to take a look around our website: https://www.28thcad.org/
  2. Sean Newberry

    First Armored Division

    Come join the First Armored Division, we currently have 12 people, but pull in the corp 30-40 in events and drills! We have many mos, everything from motorized rifleman to a helicopter gunner. We primarily focused on land fighting but will have the occasional apache in missions. There is no age limit, only requirement is to have arma 3 and speak ok english. https://discord.gg/NsUyQXjQ4z To join copy and paste this link into your browser and accept the invite.
  3. Hey, everyone, I've played Arma 3 for about 1500 hrs and the issue has just cropped up now. About 2 days ago, I launched Arma and all the Audio, Video, Controls, Profile and Unit settings were back at their default. I also got the "New to Arma?" and other startup info about the DLC's screens when reaching the Main Menu. Additionally, my profile config document in my "Arma 3 Other Profiles" folder is drastically changed, no longer displaying information at the start, about my profile, and instead about my control settings, audio and visuals, and most recent servers, with profile options such as head type and voice, nowhere to be found. Hope a fix can be found for this, as it's a bit tedious having to rebind my controls and reset my visuals everytime I want to play the game. Thanks.
  4. Arma Project – is a player community that was created for hosting team-based tactical games that imitate real-life armed conflicts through the use of modern technical means. The project aims to achieve interesting, tactically coordinated plays of already created missions. One life per mission, first-person only, no bots, realistic camouflage, armament and vehicles. Main event – Arma Project Games (APG) runs on Fridays and Saturdays from 21:00 Moscow time (GMT+3). Games run on their own assembly of mods for ArmA 2 Operation Arrowhead, based on Advanced Combat Environment 2 (Complicates ballistics, adds many weapons, equipment, artillery, etc.), many additional islands (Napf, Winter Cherno and Vostok, Caribou, Emita, Fallujah, Fata , Isla Duala, Franken, Zernovo, Isola Di Capraia, Lingor, Celle, Panthera, Queshkibrul, Sahrani, Thirsk, Spritzisland, etc.), many additional mods (RHS, weapons, vehicles, uniforms, various features, etc.), and also a radio exchange mod. The game on the project is very different from vanilla ArmA 2, adding realism, simulator and complicated model of ballistics / weapons / equipment. Arma Project Games (APG) There are 2-3 missions for 100-220 slots; confrontation between two sides (red and blue), which consist of 3-8 detachments with their own commanders and structures; the parties prepare in advance for the mission: they plan their actions, arrangement, tasks, etc. Each mission takes between 30 minutes and 2.5 hours. TeamSpeak: ts.armaproject.ru It was originally a Russian community, but recently we present the English version of the ArmaProject! Translated information about the project, game installation, short rules, Steam guide and community, forum interface and home page. Przewodnik dla początku gry na polskim (Polish guide) An non-Russian section of the forum has been created for communication. TeamSpeak has translators to answer questions and guide you through the game. We look forward to new players and your feedback!
  5. InsanityGamer

    Satchels Only

    If i wanted to make a script that requires a satchel to be placed on a radio tower to destroy it, what would be a method i could use? Basically im trying to make it so players cant just shoot it with CAS or Artillery. someone has to physically walk up and place a satchel on the tower to blow it up.
  6. [104TH] Timberwolves Server requirements - The [104th] Timberwolves Modpack: https://cdn.discordapp.com/attachments/587094903834804245/757185447737819237/Arma_3_Preset_Timberwolves_104th_Standard.html - Discord - Teamspeak 3 General Description The 104th Timberwolves is a Semi-realism Arma 3 unit. It was made by a close-knit group of friends spanning over a decade. Our aim is to provide an interactive story in a militaristic environment. Campaigns and scenarios written by the players themselves and the choices made by squads in the heat of battle. We run a few mods to make Arma 3 more immersive and enjoyable to play. Several of which are aimed at promoting the idea of Semi-Realism. Such as things like ACE Medical, slightly altered to make it much more tolerant and forgiving. ACE Ballistics, to put more depth and enjoyment into sniping/marksman and add the fundamentals of actual spotters. TFAR, for the use of functional radios through Teamspeak 3. Occasionally we use Discord voice for our non-primary operations. But, TFAR is used more often than not. Our goal is to make our operations as immersive as possible without impeding on the stress-free environment we strive so hard to maintain. We do expect every player to think of a primary role in a unit, as well as a secondary role to be played consistently. We do however promote the idea of people learning to focus on as many roles as they’d like, so that roles can be filled at any point depending on what is needed for any operation run on the server. Although, anything other than the two is completely up to the player themselves. Campaign events are generally held every Sunday afternoon at 5 PM Eastern Time. As well as several events throughout the week at 9 PM Eastern Time such as, but not limited to: combat patrols, unit training, individual training, custom events, et cetera. Our aim is to have a wide array of options on varying days of the week to ensure that we can fit most if not all of everyone’s schedules. Attendance is never mandatory, but is always appreciated. We put as much thought into how we get into the AO as we do in the operations themselves. Generally believing the fun is just as much in the journey we take together as the destination we reach. Our goal is to simply play a game with a bunch of friends, enjoy the story and develop a growing community of close friends to enjoy it together with us. Because the goal of a game at the end of the day is to always have fun. If you aren’t having fun, then it’s not a game. So please, come join us on The 104th Timberwolves server and have fun with us. We would love to have you. Photographs from the [104th] Timberwolves server Contact Information Discord link: https://discord.gg/NA7Q27z
  7. Mister GTX

    Field Tent Doors

    Hi Community, Since Contact came out I was walking around and looking at the placement of objects in the Campaign. In the second mission you get called to a tent which is open on one side and closed on the other one and I would like to do that. Sadly I haven't found a way yet (you can only hide or unhide both doors but not a single one [actually at the decon-tent you can close only 1 door]) Thx in Advance!
  8. Hello all, My question is what will the future for ArmA look like? Will we go back to proper military simulation? A2/A2OA or will we stick with the sandbox? A3 Don't get me wrong I love and support what ArmA 3 has become I love it in some way the thing that killed it for me was ArmA 3 "Contact" and the fact that its all future based....not enough Takistan....I sometimes feel that ArmA became a meme because of PSYSIN I love his content but now it's all about life servers...the mill sim side is slowly dying off and only the elite groups are left. if you're a mill sim guy I highly recommend that you try ArmA 2: Army of the Czech Republic...I wish they would make some DLC like that for ArmA 3. I am asking these questions because I found ArmA 2 and A2OA to be much better for my self, A3 is great the mods are better in some way but it just does not have the proper military simulation vibe to it(Sorry if you're a life server person). I am sorry if I am not clear English is not my first language, sorry if this is a repost this is just something I've been worried about as we move on with ArmA and its DLC's. Love you all, stay safe, Luke.
  9. Hey there, I've been trying to create my own mission in the ArmA III Eden Editor, in which a special forces team is meant to take out a terrorist cell, and to add a little more of a realistic atmosphere I created an ambient civilian presence in a town that is central to the mission. My plan is to implement a condition in which the player loses the game if they kill any civilians. However, when the civilians spawn in, they all have these purple identifiers over their heads and not only does it make the screen look busy and crowded, but it becomes too easy for the player to distinguish between civ and terrorist. Does anybody know how to get rid of these? (I'm new to the ArmA III Editor so I'm literally learning as I go so apologies if this is some simple process I should've been able to figure out.) Thanks!
  10. Hey everyone 😀 Im making a mission and im wanting the AI to shout when firing at eachother. I have the sounds i want to use, im wanting each side to have certain phrases they will shout at eachother when firing weapons (like battle cries) but i only want them to shout only when firing. im only wanting certian AI on each side to shout stuff not all the ai. there is a video on youtube that has something similar to what im wanting - he made a script that made the ai shout stuff when shooting but he didnt give any instructions. Also on the same note im also wanting to know how to add music to cars, so that when we are travelling the radio is playing. im also wanting one of the ai to 'sing' whist in the car.so basically we get in start driving, the radio plays and one of the ai sings then when we reach a certain spot the ai stops singing and the radio turns off. (can this be done with waypoints or connected to them so that certain sounds be played when you reach certain spots and stop when you reach others?) thank you for any help given its much appreciated 😘
  11. I created a mission in the Eden Editor and I wanted to add a little script which is going to allow me to access the virtual Arsenal in anytime I want, anywhere through the scroll wheel, and another little script which is going to disable the fatigue system and thus I could have infinite stamina. Here is the code:(the file is saved in the mission folder[Documents]) Init.sqf player addAction ["Aresenal", {["Open",true] spawn BIS_fnc_arsenal;}]; player enableFatigue False; player addEventHandler ["Respawn", {player enableFatigue false}]; So here is my problem, the script works just great in the editor when I test the mission. but when I try to host a server[not a dedicated server] It doesn't work. I'm not really good at ArmA3 scripting I'll be so happy if someone could just tell me what code should I use and where do I need to put it. I'll be happy if someone could help me, thanks...
  12. Hey, I cant figure out with which Bohemia account my steam account is linked so I want to delete that so I can link my steam account to my new bohemia account. I CANT find any answers in the existing posts to this topic. I Know that there are more posts about this topic but none of them has a actual answer. Thank you!
  13. Hello everyone. I need help on how I can manage to animate a headgear, in this case a helmet. So what i’m trying to do is to make the face part rotate and then to slide to a given position. I have these axis called: face_open_stage1_axis face_slide_axis mask. Everything works fine in OB but when I pack it, it gives me a lot of warning. But no error. And when i test it ingame the helpmet is betwen the characters legs. I figured that the problem is that I don't know where to put the selection of the bone in the model.cfg. I tried a lot of things but no results. When I pack everything without the face_open selection inside the bone list it works great ingame. Picture 1 = Selections. Picture 2 = Memory Lod. Config.cpp Model.Cfg
  14. Hello! I am making a mission with addons. My main idea for the scripting is to have 2-3 airplanes in formation fly over the AO and having a ZSU fire around the airplanes, maybe ocassionaly taking one down. I want these airplanes and ZSU fire to go every 10-15 minutes or so to create ambiance for the soldiers on the ground. If anyone has any solutions/scripts for this I'd be happy to know! Kind regards// Ender from Zeus Community
  15. Whenever I try to start up Arma 3 Samples from steam or directly from the folder it just gives me a CMD prompt for a split second then it closes. Any help would be greatly appreciated.
  16. Story This is a script that I wrote a few weeks ago for a friend. It's supposed to let AI's with specific backpack's deploy static weapons automatically in a combat. You can link specific backpacks with specific static weapons multiple times. This script doesn't work, if the AI is in a combat mode all the time or if the AI never gets to be in a combat mode. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun. Content It is a single ~80Code-Line-Big Script to let AI's with specific backpack's deploy static weapons automatically in a combat. Purpose The aim of this script is to make it easier to implement a universal script, which makes a combat with AI more interesting. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Examples nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"],["B_Bergen_hex_F","B_GMG_01_high_F"],["B_Bergen_tna_F","O_GMG_01_high_F"]] execVM "HandleAutoDeploy.sqf"; All 3 examples are possible, because there is no limit for the amount of parameters.
  17. Spooky Skeletons Hey everyone! Here is a joke mission I made for a Halloween video I made it specifically for Halloween and is short. But it has a fun surprise at the end of it. You and your squad are dispatched to go explore a gruesome crime scene - but it turns out to be more than anyone bargained for. https://www.dropbox.com/s/edld3r01x6c2tf5/SpookySkeleton.Malden.zip?dl=0 Again, this is more or less a joke mission. If you want to surprise your friends, tell them it's a Cop simulator.
  18. Hi i have a doubt about a script to move the USS Liberty (static ship)... Are any script guide or something to make it work? Like to free move as a vehicle. I found this on reddit but the publisher said that is works "fine" in SP but in Mp didn't work (I test it and he is right), he said that may be it could be fix doing... that was 2 years ago, someone could tell me how to do that to fix this error? just imagine the possibilities in multiplayer with a movable USS Liberty 😎 . ·Link (reddit post): ·Link (files): https://github.com/Keithenneu/arma_moving_ships
  19. Hello, does anyone know how to create the Zeus modules for the Zeus of Arma 3 Vanilla. I knwo how to create the modules for EDEN, but I don't see nothing for Zeus Modules https://community.bistudio.com/wiki/Modules Thx.
  20. Hello all, and thank you for taking the time. I have been looking around plenty on the forums and on threads about scripts and mods, there are a lot of nice content out there - all similar to what I am looking for to some extent, but not fully. This is why I wanted to create a thread and throw my question out there, as I am looking for something like a script with specific functions; I am making something like a cops and robbers mission for my friends to enjoy on MP and dedicated server, one side will be police and one side will be bad guys. Wondering if there is a script out there that when a police is in close proximity to one of the bad guys, it plays a surrender animation on the bad guy, as if the person has been grabbed and caught after trying to run away or get away from the police! Cheers, saddle
  21. Hello everyone! Welcome to the CSAT ReTexture Thread! What is this? - This is a project of mine I started working on couple of months back, but due to recent improvements, I've decided to take a next step and started uploading things onto the workshop. - It includes different camoed variants of all the vehicles located within CSAT and some objects of some importance, such as camo nets, IR masking tents and tents. About: - First started as a small project, if you can even call it a project, repainting the Tempest (KamaZ Typhoon) vehicles. The video above was the showcase I made for it. At first, they looked really good, I just kept driving around Altis, Stratis and Malden, sometimes for hours. And then it hit me in the head "Why not do it for all the vehicles?". And here we are. - What this addon does is, well, basically adds different textures to already existing CSAT vehicles and objects for different terrains. We're not just talking about one specific color on these vehicles, this is all Hexed, includes 3 different colors per each camo variant, which takes time to properly select each piece and paint, if starting from scratch. - For now, it only contains CSAT Winter, CSAT Desert and CSAT Black Ops variant. Future groups, such as CSAT Urban, CSAT Woodland and CSAT Marines will be added once I'm done with the first three groups I'm currently working on. ( Lack of time.) What now? - Currently working on vehicles and objects. I am in need of templates, so I'm making them on my own. Some templates were used from ArmA 3 Samples, but that only goes for the VTOL and most likely, future content (such as the Spetsnaz gear). - Infantry gear and weapons will be the next step after I'm done with vehicles. - Step after that? There's always a chance of combining static weaponry with these vehicles. Would be nice to have a Tempest roaming around with S-750 or Radar in the back. - Most of the templates are done (over 80%), just a couple more remaining. After that, it will be much easier to focus on the rest of the groups. ( Vehicle templates will be uploaded on Google Drive for others to use and create content of their own, once I re-organize the layers properly. Currently a mess.) It took a lot of hours to make these templates, hopefully worth it. - If there are any problems with the mod or if you do encounter something strange, please feel free to contact me either via this thread or Steam Workshop, where the mod was first uploaded. Download: Steam Workshop Armaholic Liscence: This mod is licensed under a Creative Commons Attribution-NonCommercial NoDerivatives 4.0 International License. You may not use this on monetized servers, it is forbidden. You may not reupload this mod on Steam or any other sites. Changelog Feel free to contact me on Steam or Twitter. Discord server will be created soon. Social sites: - Twitter - Steam Please do enjoy, more to come! 🙂
  22. I have setup a Mobile HQ where a trigger spawned vehicle can be interacted with via addAction and be set as an infantry spawn point. However, doing so seems to create a respawn marker on the map: Example . Is there any way to remove this from the map or make it invisible? For context, I am calling in a BIS_fnc_addRespawnPosition via a script from an addAction that looks like this: params ["_target", "_caller", "_id", "_args"]; [ side _caller, _target, "MHQ" ] call BIS_fnc_addRespawnPosition; [(_this select 0) removeaction (_this select 2)]; I don't have a clue as to how to proceed from here in hiding that respawn marker. Any help would be amazing, ty!!!
  23. Hi. Anyone know how to make these animated/clickable markers on the map..? Like in arma 2 warfare for example where you select respawn location. I don't know where to start with it Never dealt with it before
  24. Click Here to read the same information in google docs: CLICK HERE Development Status: Early Development We are currently recruiting more developers and staff if you think you have what it takes to join The Fallen team join our discord and sign up. What is fallen? Brief Game mode description Arma 3 The Fallen is a PvE / PvP game mode inspired by Tom Clancy's The Division being developed by the Arma 3 The Fallen team. It is set in a fictional city using Midtown Manhattan's city road layout, in the aftermath of a virus escaping a lab; the player, also known as an agent employed by the United States armed forces, is tasked with helping to try to fight to take back the city from enemy ai factions and combat criminal activity in its wake. The Fallen is structured with elements of role-playing games, as well as cooperative and player versus player online multiplayer, there are no cars or transport; the only way of getting around is by foot. Gameplay Arma 3 The Fallen is an action role-playing game (RPG) mode set in an open world mid-crisis city with destructible environments that can be freely explored by the players. The player's mission is to restore order by gearing up and fighting the factions trying to take over the city. The player can carry three weapons, and explosives like sticky bombs and mines and handheld throwables to fight against enemies, The game mode is played from a third-person perspective. As players progress, they earn Fallen Credits. They can use this in-game currency to buy weapons and gear, and use the Credits to learn perks. You can progress through tier levels to get better perks. The player's gear is categorized into seven levels of rarity and commonality: worn, standard, specialized, superior, high-end, gear set items or the rarer exotic items. Gear can be either bought with credits at the vendors, or found as in-game loot, or crafted from gathered blueprints. There are 3 perk tier categories these are Medical, Security, and Tech. By battling AI and players, completing tasks and objectives this grants the player credits which the player can spend to gain access to new perks and more XP meaning they can fight harder and better AI and higher perk tiered and level players easier, the higher your player level the more chance you have of getting better gear, guns and rarities.The game mode features a dynamic weather system which may bring benefits or disadvantages to players. For instance, storms and mist can hinder a player's visibility and make aiming difficult. The game will also feature a day-night cycle which can change the aggressiveness of the ai in the game. PVE The core gameplay of The fallen is Player vs Environment. The Agents will go against AI Factions. These Factions are split into Tier systems of how dangerous they are (1 is the easiest). Each faction has identifiable gear and items on them and different factions will give you various loot and monetary rewards for killing them. All factions will immediately be hostile towards the player upon seeing them. Some of the AI factions will require help from friends due to number or difficulty. There are 2 player hubs and 7 safe houses throughout the world, these are where you will get missions. Missions are the best way to get rewards and content and give you the highest chances of rewards as you are helping the populace The main hub is where you will respawn when you die and is considered to be the central hub of the world, often most missions will send you through or back here, the hub is a good location to talk to players and try and set up a group. Groups We have no player factions, every player is a part of the Agency, instead, players can form groups, these groups are run by their group leader and it is up to them what tasks and areas they operate in. PVP/Dark Agents In the Fallen zone agents can decide to go rogue otherwise known as going dark. This is the PvP element of the game mode. These agents are marked on the map and can be killed for a reward but also kill other players for their gear and gain the reward. Dark agents are the most extreme and dangerous ways of getting rewards and gear and are one of the hardest methods on the server for gaining gear. Fallen Zone The Fallen zone is where the virus first spread and is the most hit area, thus this area is extremely dangerous. At Fallen Zone 9 Also known as FZ-9 of the Fallen zone is the lab where the virus was created and is one of the most dangerous locations in the game. A Lot of equipment and people were left in this zone as the military tried to gain a foothold and stop the spread of the virus. This area is where a lot of high-end weapons were left behind when the military fell back beyond the quarantine wall because of the increased violence and infection rates in this area. Specialist equipment must be worn to even enter the Fallen zone... Better quality items can be found within the Fallen Zone, but are considered "contaminated"; contaminated loot can be stolen by other players and must be flown out via helicopter in order for them to be available to the player after they leave the Fallen Zone. Players can be accompanied by other friendly agents, however, anyone can turn against each other at any moment, this is called going dark. Players credits may drop if they die too often in the zone. Backstory The year is 2020 a supervirus escaped a lab when there was a massive gas leak leading to an explosion; most of the specimens were contained or were killed by the scorching heat of the flames...but this supervirus escaped the flames through survivors using their bodies as a trojan horse and incubator to ravage through the host’s body, through the flames and into the city population, this supervirus was phage and antibiotic-resistant and ravaged through the population of the city within 14 hrs of infecting patient zero of this viral epidemic, this supervirus was highly infectious and caused symptoms of coughing, sneezing, sweating, viral rash and major respiratory problems leading to lung collapsation. The supervirus was known as the Neo-Virus named after the lab called Neo Virology Laboratories that was based in the part of the city we now call the fallen zone, this virus caused widespread chaos, and the city was placed under quarantine. The U.S. Government activated sleeper agents in the population, they are tasked with restoring order in the city. They combat criminal groups, such as the Rioters, common street thugs who generally want to take advantage of the quarantine, and the Cleaners these are insane City Sanitation workers who wield flamethrowers and believe everyone is infected, You even fight blacked agents who have gone insane after witnessing the chaos and destruction caused during the breakdown of order following the initial outbreak. You also can fight an ai faction called "Darked Suppressors" (DS) that were originally the front line against the darkness that swallowed this fallen city, a blacked private military company that was abandoned by the government during the evacuation, and are now hostile to it. A Fallen Zone is a place that has been left behind and fallen into chaos. This is where the lab was and there is evidence of the damage and how badly the supervirus hit this area of the city, the government walled this part of the city off as a last-ditch effort to keep the infection contained, It’s your job to survive and help the city get back on its feet, will you be the hero or turn your back on your people.. let’s find out! Factions During the short period of this disaster, groups have formed into factions. Most factions within the zone are enemy factions but some factions are friendly or neutral to our cause and will help us during firefights or even give us supply, shelter and gear. Civilians You will have AI civilians walking around the map, some may have missions so make sure to go up to them and check as they have good rewards. Enemy Factions The following are the most prevalent enemy factions, these are the ones that are the most dangerous to us or we know where they are. Cleaners The cleaners are an enemy faction that wants to kill the virus by burning everything...but they believe everyone is infected and won't stop at anything to burn everyone and everyone to death! Darkness Suppressors ( DS ) "Darked Suppressors" (DS) that were originally the front line against the darkness that swallowed this fallen city, a blacked private military company that was abandoned by the government during the evacuation, and are now hostile to it. Looters Looters are AI that attacks people for their loot, they only care about their own survival in this world and will do anything they can to benefit themselves for a higher chance of survival. Dark Agents Dark agents are an ai faction of Agents that have gone dark and are now trying to gain power in the city. More factions to be added! Connection Information Discord
  25. I do like to introduce a mod created by me to improve the performance or to use unused resources. This has been combined with the render/view distance. The Ideo behind this is: What about having constantly 60 FPS and a good render/view distance? Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1516607781 Google Drive: https://drive.google.com/open?id=14SoIsXYNSXmUt0ABsgh3-9FAUFt7NCuc Well, let's say this mod is what you are looking for because of... 1st great view distance in air, 2nd high fps in cities like Kavala, 3rd greater view distance on hills or mountains, 4th balanced object render distance, 5th easy transitions from ground to air, like get on a helicopter without changing view distance manually This mod is all about performance and efficiency !ATTENTION! Using Vsync may cause a lower render distance Server Key is included! If you like this mod pay tribute by leaving a comment and vote/rate! I would be very grateful for feedback to keep improvement high! How to use the "Normal Mode" and change settings: 1. Start Arma 3 with this mod loaded. 2. Open the Video Settings Main Menu. 3. Set View Distance as your minimum render distance. 4. Set your prefered fps into the shadow distance field (only active when in Max Performance Mode) Your render distance is: On foot = inserted value In Ground Vehicle = inserted value * 1.5 In Air = inserted value * 2 In addition to this, your altitude above sea level is taken into account. To enter Max Performance Mode: Set the Object Render Distance to 500 If your View Distance is set to 500, set View Distance to 501. Check that Object Render Distance is still at 500! What is the "Max Performance Mode"? It allows you to define a minimum view distance for phases, on Foot, in Vehicle or in Air. This mode removes the factors 1.5 for Ground vehicles and 2.0 for Air. To enter it look at "To enter Max Performance Mode". Here is a video that shows mission test with the mod running in Max Performance Mode. Note for the mission: This is a heavily ai based mission, that holds up to 64 human player slots. In this mission are 200 friendly additional units facing thousands of rebels (Opfor and Independent). In a range of 700 meters, each (1400 km in total) are 300 to 400 Units minimum. Change Log: Update 27.09.2018 13:35 CET + Added FPS Settings for Max Performance Mode (Instructions at "How to use" section in the description!) Update 19.09.2018 20:10 CET * Improved rendering + Added a Max Performance Mode + Added adjustment via Arma 3 Render Settings Menu
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