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Found 49 results

  1. ๐—• ๐—ฆ ๐—ฃ is a Single player Whole map Persistent Scenario and a Virtual Combat Simulation Environment ![/h1] ๐—ฃ๐—ฒ๐—ฟ๐˜€๐—ถ๐˜€๐˜๐—ฒ๐—ป๐˜ ๐— ๐—ฎ๐˜€๐˜€๐—ถ๐˜ƒ๐—ฒ [๐—–๐—ง๐—œ] Operation involving different Installations and settlements across the Island, Take advantage of Full access of Modern Military Arsenal, Prepare your Forces and Assign your Support Elements, Capture Enemy Positions or Defend your Lines, Along with Fully Persistent Vehicles, Infantry Groups, and Fortifications, [*]๐—ฃ๐—ฒ๐—ฟ๐˜€๐—ถ๐˜€๐˜๐—ฒ๐—ป๐˜ ๐—š๐—ฟ๐—ผ๐˜‚๐—ฝ๐˜€ (๐—š๐—ฟ๐—ผ๐˜‚๐—ฝ๐˜€ ๐˜„๐—ถ๐˜๐—ต๐—ถ๐—ป ๐Ÿฑ๐Ÿฌ๐Ÿฌ๐—บ ๐—ฅ๐—ฎ๐—ฑ๐—ถ๐˜‚๐˜€ ๐—ผ๐—ณ ๐—ฎ๐—ป๐˜† ๐—™๐—ข๐—•) [*]๐—ฃ๐—ฒ๐—ฟ๐˜€๐—ถ๐˜€๐˜๐—ฒ๐—ป๐˜ ๐—ฉ๐—ฒ๐—ต๐—ถ๐—ฐ๐—น๐—ฒ'๐˜€ ๐—”๐—บ๐—บ๐—ผ, ๐—ณ๐˜‚๐—ฒ๐—น ๐—ฎ๐—ป๐—ฑ ๐——๐—ฎ๐—บ๐—ฎ๐—ด๐—ฒ [*]๐—ฃ๐—ฒ๐—ฟ๐˜€๐—ถ๐˜€๐˜๐—ฒ๐—ป๐˜ ๐—™๐—ข๐—•๐˜€, ๐—™๐—ผ๐—ฟ๐˜๐—ถ๐—ณ๐—ถ๐—ฐ๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ ๐—ฎ๐—ป๐—ฑ ๐—ฆ๐˜๐—ฎ๐˜๐—ถ๐—ฐ ๐—ช๐—ฒ๐—ฎ๐—ฝ๐—ผ๐—ป๐˜€ [*]๐—ฃ๐—ฒ๐—ฟ๐˜€๐—ถ๐˜€๐˜๐—ฒ๐—ป๐˜ ๐—ฅ๐—ฒ๐˜„๐—ฎ๐—ฟ๐—ฑ \ ๐—ฅ๐—ฒ๐˜€๐—ผ๐˜‚๐—ฟ๐—ฐ๐—ฒ ๐—ฆ๐˜†๐˜€๐˜๐—ฒ๐—บ [*]๐—ฃ๐—ฒ๐—ฟ๐˜€๐—ถ๐˜€๐˜๐—ฒ๐—ป๐˜ ๐—ฅ๐—ฒ๐—ฝ๐˜‚๐˜๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—ฆ๐˜†๐˜€๐˜๐—ฒ๐—บ ๐—ฃ๐—น๐—ฎ๐˜†๐—ฎ๐—ฏ๐—น๐—ฒ ๐—จ๐—ป๐—ถ๐˜๐˜€ all over Your Army So you can Play any role You like in the middle of a Fire Fight and Lead others Simultaneously, as Every Unit you Switch to, will Become Group Leader and HC Leader after 10 seconds, and if a group Leader Died another squad member will become playable so you can keep the pace of the fight , [*]๐—”๐—น๐—น ๐—š๐—ฟ๐—ผ๐˜‚๐—ฝ ๐—Ÿ๐—ฒ๐—ฎ๐—ฑ๐—ฒ๐—ฟ๐˜€ ๐—ฎ๐—ฟ๐—ฒ ๐—ฝ๐—น๐—ฎ๐˜†๐—ฎ๐—ฏ๐—น๐—ฒ [*]๐—”๐—น๐—น ๐—–๐—ฟ๐—ฒ๐˜„๐—ฒ๐—ฑ ๐—ฉ๐—ฒ๐—ต๐—ถ๐—ฐ๐—น๐—ฒ ๐—š๐˜‚๐—ป๐—ป๐—ฒ๐—ฟ๐˜€ ๐—ฎ๐—ป๐—ฑ ๐——๐—ฟ๐—ถ๐˜ƒ๐—ฒ๐—ฟ๐˜€ ๐—ฎ๐—ฟ๐—ฒ ๐—ฝ๐—น๐—ฎ๐˜†๐—ฎ๐—ฏ๐—น๐—ฒ [*]๐—”๐—น๐—น ๐—ฃ๐—ถ๐—น๐—ผ๐˜๐˜€ ๐—ฎ๐—ป๐—ฑ ๐——๐—ผ๐—ผ๐—ฟ ๐—š๐˜‚๐—ป๐—ป๐—ฒ๐—ฟ๐˜€ ๐—ฎ๐—ฟ๐—ฒ ๐—ฝ๐—น๐—ฎ๐˜†๐—ฎ๐—ฏ๐—น๐—ฒ ๐—ฃ๐—ฒ๐—ฟ๐˜€๐—ถ๐˜€๐˜๐—ฒ๐—ป๐˜ ๐—•๐—ฎ๐˜€๐—ฒ ๐—•๐˜‚๐—ถ๐—น๐—ฑ๐—ถ๐—ป๐—ด to Construct FOBs, Fortifications, Watch posts, Roadblocks, Recon Camps, and Static Manned Weapons Thanks to R3F Creation Factory (Thanks to R3F team) , You can Use ZEUS or R3F or ALiVE Logistics actions to move and Edit Objects , [*]๐—•๐—ฎ๐˜€๐—ฒ ๐—•๐˜‚๐—ถ๐—น๐—ฑ๐—ถ๐—ป๐—ด ๐—”๐˜€๐˜€๐—ฒ๐˜๐˜€ ๐—ฎ๐˜ ๐—™๐—ข๐—•๐˜€ ๐—ฎ๐—ป๐—ฑ ๐— ๐—ง๐—ฉ๐—ฅ ๐˜๐—ฟ๐˜‚๐—ฐ๐—ธ๐˜€ [*]๐—ฃ๐˜‚๐—ฟ๐—ฐ๐—ต๐—ฎ๐˜€๐—ฒ ๐—š๐—ฟ๐—ผ๐˜‚๐—ฝ๐˜€ ๐—ฎ๐—ป๐—ฑ ๐—ฉ๐—ฒ๐—ต๐—ถ๐—ฐ๐—น๐—ฒ๐˜€ (๐—Ÿ๐—ฎ๐—ป๐—ฑ, ๐—”๐—ถ๐—ฟ, ๐—ฆ๐—ฒ๐—ฎ) ๐—ฎ๐˜ ๐—™๐—ข๐—•๐˜€ [*]๐—ฆ๐—ฎ๐˜๐—ฒ๐—น๐—น๐—ถ๐˜๐—ฒ ๐—”๐—ฐ๐—ฐ๐—ฒ๐˜€๐˜€ ๐—ฎ๐˜ ๐˜๐—ต๐—ฒ ๐—™๐—ข๐—•๐˜€ [*]๐—จ๐—ป๐—น๐—ผ๐—ฐ๐—ธ ๐—ก๐—ฒ๐˜„ ๐—”๐˜€๐˜€๐—ฒ๐˜๐˜€ ๐—–๐—ฎ๐—ฝ๐˜๐˜‚๐—ฟ๐—ถ๐—ป๐—ด ๐—”๐—ถ๐—ฟ๐—ฝ๐—ผ๐—ฟ๐˜๐˜€ ๐—ฎ๐—ป๐—ฑ ๐— ๐—ถ๐—น๐—ถ๐˜๐—ฎ๐—ฟ๐˜† ๐—”๐—ถ๐—ฟ๐—ฝ๐—ผ๐—ฟ๐˜๐˜€ ๐—ฃ๐—ฒ๐—ฟ๐˜€๐—ถ๐˜€๐˜๐—ฒ๐—ป๐˜ ๐—œ๐—ป๐˜๐—ฒ๐—น ๐—ฆ๐˜†๐˜€๐˜๐—ฒ๐—บ to Recon the Battlefield and Gather Intel on Enemy Positions to Plan your Next move, by Hacking Laptops, Searching Officers, Interrogating Surrendered Enemies, Investigate Local Civilians or attend Scout and Intel Missions, ๐—ฆ๐—บ๐—ฎ๐—ฟ๐˜ ๐—˜๐—ป๐—ฒ๐—บ๐˜† ๐—–๐—ผ๐—บ๐—บ๐—ฎ๐—ป๐—ฑ๐—ฒ๐—ฟ and cunning hostile forces who react as Patrols, QRFs and Assaults, Resulting in Destroying your FOBs and Recapturing their Lost Regions ,Random Enemy Forces on Duty, at Day and Night So plan your operations wisely. Watch out for Civilian Casualties or Harming Their Properties as it will Rise Tensions Among Local militia, ๐—–๐—ผ๐—ผ๐—น ๐—™๐—ฒ๐—ฎ๐˜๐˜‚๐—ฟ๐—ฒ๐˜€ [*]๐—ฃ๐˜‚๐—ฟ๐—ฐ๐—ต๐—ฎ๐˜€๐—ฒ ๐—ฆ๐˜‚๐—ฝ๐—ฝ๐—น๐—ถ๐—ฒ๐˜€ ๐—ฎ๐—ป๐—ฑ ๐—ฝ๐—ฎ๐—ฟ๐—ฎ๐—ฑ๐—ฟ๐—ผ๐—ฝ ๐˜๐—ต๐—ฒ๐—บ (๐—ฏ๐˜† ๐—ข๐—ณ๐—ณ๐—ถ๐—ฐ๐—ฒ๐—ฟ) [*]๐—›๐—”๐—Ÿ๐—ข ๐—๐˜‚๐—บ๐—ฝ ๐—ฝ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ ๐—š๐—ฟ๐—ผ๐˜‚๐—ฝ ๐—ฎ๐˜€ ๐˜๐—ต๐—ฒ๐—ถ๐—ฟ ๐—ฃ๐—น๐—ฎ๐—ป๐—ฒ ๐—ฅ๐—ฒ๐—ฎ๐—ฐ๐—ต๐—ฒ๐˜€ ๐Ÿฏ๐Ÿฑ๐Ÿฌ๐Ÿฌ๐—บ ๐—›๐—ฒ๐—ถ๐—ด๐—ต๐˜ (๐—ฏ๐˜† ๐—ฆ๐—ข๐—™ ๐˜‚๐—ป๐—ถ๐˜๐˜€) [*]๐—ฆ๐˜๐—ถ๐—ฐ๐—ธ ๐—˜๐˜…๐—ฝ๐—น๐—ผ๐˜€๐—ถ๐˜ƒ๐—ฒ๐˜€ ๐˜๐—ผ ๐—ฉ๐—ฒ๐—ต๐—ถ๐—ฐ๐—น๐—ฒ๐˜€ ๐—ฎ๐—ป๐—ฑ ๐—•๐—ผ๐—ฎ๐˜๐˜€ (๐—ฏ๐˜† ๐—ฆ๐—ข๐—™ ๐˜‚๐—ป๐—ถ๐˜๐˜€) [*]๐—–๐—น๐—ถ๐—บ๐—ฏ ๐—ฅ๐—ฎ๐—ฑ๐—ถ๐—ผ๐—ง๐—ผ๐˜„๐—ฒ๐—ฟ๐˜€ ๐˜๐—ผ ๐—ฝ๐—น๐—ฎ๐—ป๐˜ ๐—•๐˜‚๐—ด ๐—ฎ๐—ป๐—ฑ ๐—Ÿ๐—ผ๐—ฐ๐—ฎ๐˜๐—ฒ ๐—˜๐—ป๐—ฒ๐—บ๐˜† ๐—™๐—ผ๐—ฟ๐—ฐ๐—ฒ๐˜€ Support Us so We can Release Other Branches of B S P in Quality and as soon as posible! [ DONATE ] ๐— ๐—จ๐—ฆ๐—ง ๐—ฅ๐—˜๐—”๐—— : โš ๏ธ If you want to Save and Exit or Reset and Exit Mission Use the Action from FOB Command Console (The TV on the Tripod), Otherwise you WILL encounter issues, โš ๏ธ FOBs Must be placed within 500 Meters radius of the Airport to Have New Assets Available for you and THIS also Provide you Regular Resource Production, If you want to Do Real Damage capture a Military Airport, โš ๏ธ If you want to save a Vehicle, Either get in and out of it or Move it via Zeus, Objects too will persist Either by moving via Zeus or by R3F or ALiVE Logistics, (Vehicles conditions and Ammo will be Saved) โš ๏ธ If you Want to add Vehicle to ALiVE Combat support Tablet select Officer go Near the Vehicle and Assign Support Role, And when you want to Exit Remember not to Save the Support Vehicles / Assets, โš ๏ธ You can Move Surrendered Enemies into FOB and get Rewarded, You can Move Supply Boxes into FOB and get more Resources, ๐—ฆ๐—ฝ๐—ฒ๐—ฐ๐—ถ๐—ฎ๐—น ๐—ง๐—ต๐—ฎ๐—ป๐—ธ๐˜€ ๐˜๐—ผ : ๐Ÿคour well known Friend SpyderBlack723 for His support on Many Vital Aspects of this Content and Scripts and all Community collaboraters and Members Which I learned many from, ๐ŸคStealthstick and Zooloo75 for their Great Explosives Script https://www.armaholic.com/page.php?id=21645 ๐ŸคR3F Team for their Logistics mod https://steamcommunity.com/sharedfiles/filedetails/?id=943729835 ๐ŸคLarrow for his Great Composition Spawning Scripts https://forums.bohemia.net/forums/topic/191902-eden-composition-spawning/ ๐ŸคGeorge Floros for his Cargo Supply Drop Script https://www.armaholic.com/page.php?id=33812 ๐Ÿคfriznit and ALiVE Team for their Great mod and Support https://steamcommunity.com/sharedfiles/filedetails/?id=620260972 ๐ŸคThe Main idea of the Mission is from LIBERATION thanks to GreuhZbug and Wyqer https://steamcommunity.com/sharedfiles/filedetails/?id=878714108&searchtext=liberation ๐—• ๐—ฆ ๐—ฃ | ๐—–๐—ผ๐—ป๐˜ƒ๐—ฒ๐—ป๐˜๐—ถ๐—ผ๐—ป๐—ฎ๐—น ๐—ข๐—ฝ๐—ฒ๐—ฟ๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€ | ๐—”๐—น๐˜๐—ถ๐˜€
  2. Howdy folks... This is the SUMMER version of my GHOST RECON: WINTER WILDLANDS This is an open-world dynamic SINGLE PLAYER mini-campaign, sand-box style with multiple objectives with TOTAL freedom on how to execute the tasks. Main story-driven and SIDE missions tasks, with mini-games, quests, intels searches, sectors clearing, search-and-destroy enemy weapons, drugs, and money caches, and a massive manhunt. Play as you wish: Be a shadow of death or wreak havoc with the firepower of "USS Freedom" carrier support. The Campaign is packed with features like: -Randomly placed MAIN TASKS, so every new game is different -GUI-selectable AI Ghost Recon teammates, from worldwide Tier 1 operators. -GUI-operable heli CAS and TRANSPORT. -Scuba and SVD map-selectable insertion. -Immersive player & AI teammates HALO jump, with HALO-gear swap, free-to move inside the plane, and red/green lights effects. -CRUISE MISSILES support with custom made "lock-on" HUD, target description, and a confirm target command. -Cluster bombs air-strike support. -Supply and vehicle drop with sound fx. -Boat services from the carrier deck. -AI auto revive -Enhanced briefing and tasks overview And some other fun stuff scattered around the island. Th๏ปฟis is a BETA version, so feel free (actually I encourage you) to report bugs and problems. Many, MANY thanks to all the community that helped along the way, but a special thanks goes to: ๏ปฟ - @Dร„Z for the AWESOME GUI he made for me - @crazy mike for the Al๏ปฟtis WINTER 2035 Terrain - @rickoshay for the awesome HALO and Hose clearing scripts and extensive help with the scuba script. - @pierremgi for the AI revive script, HUD creation. - @johnnyboy and @Magirot for the "sink the trawler" script - @GEORGE FLOROS GR for the supply drop script - @Grumpy Old Man for the carpet bombing script. Not to forget: Leopard20, Grezvany13 Lou Montana ansin11 IR0NSIGHT R3vo Connor And anyone else always ready to help us mission maker, and the truly inspiring HUNTER SIX CAMPAIGN. SORRY if by any chance I left somebody out, but it' 3.45 AM and I'm getting tired...LOL. Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=2312555701 NEEDED MODS: CBA CUP Community Faction Projects. CUP terrain core NOTE: Some MODs have their own dependencies. Please, do NOT upload the mission somewhere else without asking permission. All the content it's free to use for anyone that wants to de-PBO the mission and get pieces of it, as long as you give credit to me and/or to script authors. HOPE you'll enjoy playing as much as I enjoy making it, and feel free to give feedback, report bugs, or any other issue. ps: READ THE BRIEFING!!!! The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. This software is not an official add-on or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2018 Zagor64bz rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  3. I was wondering if anyone knew of any updated ones that use some of the new features or that are more refined. I am using PVT Petes version right now, but the AI becomes unstable with alive... Any help would be greatly appreciated!
  4. I've been working on a script the last few days with the aim of spawning an enemy blackfish, having it fly to the nearest player, loiter, and start killing everything in sight. I'm making this for a CTI mission where the players are able to respawn, therefore, I want this thing to be an absolute terror for ground forces until it's destroyed. I've tried several things to make this happen. I've tried: 1) Setting the camouflage coefficient of every unit in the mission to "1", 2) Revealing all units to the pilot/group leader, 3) Setting the groups' skills to 1 4) Separating pilot and crew, where the pilot is set to careless and the crew is set to "Terminator" (a separate issue with this occurred where the gunners/crew group would reset its behavior to "hold fire/defend" even though they were set in the script to combat mode "RED". Unable to resolve that issue, I've abandoned separating the groups. Further, even when set back to RED, it isn't any more effective than having them all in one group. The pilot maintains the proper holding pattern either way. 5) Creating a Seek And Destroy waypoint for the gunner/crew group after separating them from the pilot. 6) Trying to add a "human sensor" to the radar, which is apparently a thing in Arma. https://community.bistudio.com/wiki/Arma_3_Sensors 7) Finally I tried setting unit state to "Aware" to see if they would enter "COMBAT" on their own when spotting an enemy, but they will not unless an enemy vehicle is present, and after the vehicle is destroyed, they usually lose all interest in Infantry. This leads me to believe that they, for the most part, just can't see the infantry on the ground, despite my attempts to make them see. Tanoa is the map I'm using for my mission so the buildings/trees/ground clutter is probably hiding most of the targets from the gunners. Here's the script so far in a mostly working configuration where the plane will spawn, fly to the nearest player, and loiter indefinitely, possibly taking occasional shots at very exposed infantry and vehicles. __________________________________________________________________________________________________________________________________________________ // Spawn a Blackfish to loiter around player and kill any enemies. _plane = createVehicle [(["B_T_VTOL_01_armed_F"] call BIS_fnc_selectRandom), [11567.8,3199.6,0], [], 0, "FLY"]; This spawns the blackfish itself with the variable name _plane _plane addEventHandler ["Fired",{ (_this select 0) setVehicleAmmo 1 This allows it to have infinite ammo }]; _pilotguy = [[0,0,0], WEST, ["B_Fighter_Pilot_F","B_Fighter_Pilot_F","B_Fighter_Pilot_F","B_Fighter_Pilot_F"],[],[],[],[],[],232] call BIS_fnc_spawnGroup; ((units _pilotguy) select 0) moveInDriver _plane; ((units _pilotguy) select 1) moveInAny _plane; ((units _pilotguy) select 2) moveInAny _plane; ((units _pilotguy) select 3) moveInAny _plane; ((units _pilotguy) select 0) setSkill ["spotDistance", 1]; ((units _pilotguy) select 0) setSkill ["spotTime", 1]; This chunk spawns the crew, forces it into the vehicle, and sets their skills and combat mode. group variable name is _pilotguy ((units _pilotguy) select 0) setSkill ["commanding", 1]; ((units _pilotguy) select 0) setSkill ["aimingShake", 1]; ((units _pilotguy) select 0) setSkill ["aimingSpeed", 1]; _pilotguy setCombatMode "RED"; _pilotguy setBehaviour "COMBAT"; private _markerPos = getPos leader _pilotguy; private _playerList = allPlayers apply {[_markerPos distanceSqr _x, _x]}; This bit sets up the "nearest player" part _playerList sort true; private _closestPlayer = (_playerList select 0) param [1, objNull]; _wpcas = _pilotguy addWaypoint [getPos _closestPlayer, 50]; _wpcas setWaypointType "LOITER"; _wpcas setWaypointLoiterRadius 900; _wpcas setWaypointLoiterType "CIRCLE_L"; _wpcas setWaypointBehaviour "COMBAT"; This sets up the waypoint with various specifications, possibly redundant to set the combat mode here as well _wpcas setWaypointCombatMode "RED"; _plane flyInHeight 300; _plane forceSpeed 60; _pilotguy allowFleeing 0; {(driver _plane) reveal [_x,4]} forEach allPlayers; revealing all players might be redundant with revealing all units {(driver _plane) reveal [_x, 4]}foreach allUnits; while {alive _pilotguy} do { {(_x) foreach allUnits setUnitTrait ["camouflageCoef", 1]}; the goal of this line is to have the units' coefficient revert to normal after the blackfish is destroyed sleep 10; _________________________________________________________________________________________________________________________________________________ Thanks in advance for any help.
  5. SLS Modpack We have a brand new server currently open to the public! On a normal day we run the KPliberation mode, but we often make events for anyone to attend! These events can range from a milsim type operation to something a little more fun like a STALKER theme. (Definitely planned and in the works now by me.) If you wish to attend these events, simply join our discord server and we will soon have an event signup channel. Currently we only have Altis, but don't fret, we are working CUP maps into our rotation! This will take time and we will slowly be rolling them in one at a time as we are only two people. We use ACRE2 so please connect to our teamspeak server upon joining, the server rules are posted on the discord, so please give those a read! We don't mind if you join just to read those and leave afterwards. Teamspeak: 172.93.102.138:9002
  6. CTI player IF

    TZK CTI MOD/MPMissions

    (Latest version: 4.0.3.01) Hello everyone. This is a mod and missions about CTI, naming TZK, which is developed basing on crCTI (ver 1.0) of XR missions, the irparaZ-@RES2C3C8. I optimized the design of CTI basing on personal comprehension about CTI, added many practical functions (e.g. "join" system, which allow players passing their members to other groups, and "Artillery Module", etc) and fixed discovered bugs. Since TZK_2.00, inspired by the "SE", a modified mission version basing on TZK_1.10, the author added some units and upgrade items. And since TZK_2.12 the 2.01 Arma:Resistance is applied, which allows the author to design some MP-stable visual effects, edit strings, precisely check units ammunition, design radio channel as an enhancement of the action list, etc. There're some designs not widely accept by players. For example, many EU ppls complained that in TZK AA are too strong and the game is "world of tank", but CHN ppls are mostly opposite, they think plane too strong. And many other ppls who don't often play mod-required CTI but prefer vanilla game. Idecoupled mostly scripts and EventHandlers from the mod and move them into MPMissions in version 2.12, and this can reduce the difficulty transplanting TZK design into vanilla game. Since TZK_4.0.0 I designed the modified TZK mission for mod mfcti and totalYugoWar, which remain mostly TZK mission design but link to units of mfcti/Yugo mod. Those missions are for 1.99 ACWA and don't require 2.01 ArmA:R. And they require an extra TZK critical addon: TZK_Objects.pbo, because TZK still remain many application of UserActions, which must be edited in the addon. UserActions (UA, for short) has radius and condition parameters although it doesn't pass the "caller", thus mostly it works better than addAction. Mostly EventHandlers can be found in "Common\InitVehicle.sqs", and in those "EH" or "Effect" subfolders. I recommend editors to place EH in mission scripts but not in AddOns except for there're many removeEventHandler in the mission script. In OFP the index managing of EH is bad, and in this case we should better place many EH in the definition of the object class but not add them in-game. TZK applied 2.01 Arma Resistance by [4RTech], many settings require new engine and don't fit 1.99 ACWA. 2.01 Arma Resistance by [4RTech] is very useful for CTI. Details will be posted below when the author have free time. If someone wish to modify TZK for 1.99 ACWA, those missions for mfcti/Yugo are recommend since, as mentioned above, they're for 1.99 ACWA and thus modified to remove 2.01 commands. (Actually, if [4RTech] make addAction so functional as listed in BIKI, I'll be glad to decouple UserActions and recover the addAction. The addAction and addEventHandler is applied well in XR mission, which thus owning good independence and requiring a light MOD. But addAction is really insufficient.) Download: Project TZK on github. A document of 2.12 new features. 4.0.0 introductions (in this topic).
  7. I have been developing a mission initially based off of wasteland with strong database support. It is setup to be an exclusive mission with mod supprt and persistent player data including player level and ai levels with the ability to equip any gear. It has a ton of features to make game play easier and address Arma's bugs. It also includes an economy, and many many features. The CTI component is hex based, where you fight for every piece of ground, and the ai responds to your every move. Your levels and gear are saved between sessions, you can join any slot and it will reload your position, gear etc. Separate data for east and west. I would like to really put the effort into this, and maybe use monetization to support wounded veterans and their families in Canada, the US or UK with some partners. At the very least I would like to cover server cost. I need help in improving my gui's and other aesthetics as theses are not as good as they could be. MAP in Zeus - Columns are ai capture forces, many units are simulated and cached while not in play. UI for editing AI loadouts Buy vehicles in any friendly city. Player menu accesses funds, special items, stores, custom paint jobs, squad management. Arsenal for selecting custom load outs, these can be saved and given to ai as well. In game map from west perspective with fog of war. Custom painted truck using in game paint system, demonstrating additional vehicle options to assist game play, including tow ropes. Running a convoy of captured vehicles Defending La Trinite
  8. Introduction GBS is a small group of mature players, based in Norway We play mostly Coop and cti missions. GBS has its own dedicated Server and TeamSpeak server. We are looking for players who play ArmA 3 on a regular basis. Contact: Pm Haknor Website address: https://units.arma3.com/unit/gbsnet Discord: https://discord.gg/5U3y5dz Teamspeak: gbs.songleitet.no
  9. Welcome to the server: [Co-op - TDM] Capture Malden Dynamic Insurgency IP: 212.129.62.69:2322 This server opposes three factions. -The rebels OPFOR FIA -The rebels INDEPENDENT SYNDIKAT Which divide Malden from North to South, as well as : - BLUFOR NATO forces Who seek to capture the least military base on the island. These three armed forces are run by the AI, which fights day and night. It's up to you to take part in the fight, in the faction you want, each with a different Gameplay. Indeed, The BLUFOR NATO, whose main base is in the NORTH EAST of Malden, are numerous, well equipped, have varied means of transport but will only venture into civilian areas for the purpose of achieving military objectives. They have logistics to strengthen their troops of 100 groups when they are in difficulty. The OPFOR FIA own NORD Malden. Their equipment is lightweight and allows them to move quickly. They are geographically close to BLUFOR NATO and are therefore quickly subject to clashes. Nevertheless their very mountainous sector allows them to hide and evolve undercover to capture civilian areas. They will then establish recruitment camps to expand their ranks, caches weapons and other premises with terrorist vocations. The North of Malden offers a zone less wide than the SOUTH, consequently a territory more simple to control. Once the necessary forces are recruited, they will try to attack military objectives strategically. The INDEPENDENT SYNDICAT are south of Malden, it is a vast territory hard to control. Rather flat, offering villages, towns, countryside and forests. Their equipment is slightly heavier so they can make firing shots covering a good distance. Their objectives are broader, they seek to capture the most civilian and military areas and will also establish their recruiting facilities and others. Their movements are often uncovered and require more thought. They are close to one of the main objectives of BLUFOR NATO. So you can take part in an asymmetrical Gameplay where the AI will surprise you by using improvised explosive devices in vehicles, suicide man, etc. Or to reinforce NATO military troops and capture the whole island. It's your choice, team or lone wolf. Three armories offering equipment specific to each territory are visible on the map. You can manage the supply of other players by controlling these points. Using the Tablet available in those armories, you will be able to recruit soldiers, send them patrol or fight to capture areas that interest you. -------- MODS: The server requires the following two mods downloadable quickly from Arma launcher. @CBA @ALiVE To do this, search for the server via the following IP in the ARMA 3 Launcher on Steam. 212.129.62.69 2322 or by typing " Capture Malden " Then when you log in, the launcher will offer to download these two mods. Remember to chose the same slot every time you connect to the server after saving with PLAYER EXIT button. ------- I wish you a good game, and do not hesitate to make your impressions, criticisms, proposals. Cheers.
  10. Field of war (Formerly known as GcCTI) FOW is AI commander led CTI mission which creates a dynamic battlefield for the players to play on. Player can help the AI to capture towns or go solo and fight wherever he wants to help the team to win Current version: 0.9.13 This mission is WIP but can already be played. Main Features (So far): AI commander Buys new units (both air/land) and assign them to defend or attack Uses special units such as airborne to attack the enemy Uses aircraft and AA units to establish air superiority on occupied territory Sends close air support to help friendly forces attacking Sends scouts to recon enemy occupied areas (ground forces or plane) Builds new FOBs (bases) by sending engineer truck or helicopter Calls artillery strikes Moves ambulance to attack so that players may respawn in them Three different AI com types: Rusher, Turtle, Balanced Buys headquarters units so support forces on the field HQ also works as respawning point Does research to make better weapons and vehicles available Assigns patrols around owned places Player Can buy equipment (In bases, HQs) Can buy vehicles and men (In bases) Can call artillery strikes (If artillery available) Can call close air support (CAS) Can be revived by AI or player medics Can call reinforcements by air or sea Can call airlift helicopter (To transport player via air) Can call ordnance crate drop Can call vehicle drop Can request ambulance to be sent near enemy location Sees a kill feed Can use maintance in friendly base to refuel, rearm and repair vehicle Gain money periodically from places of same side and from kills Gain XP from kills (either team member kills (less XP) or own kills) Has a limit on how many men can the player control. Increasing in rank through XP allows higher men control limit Can take control of friendly forces if rank is high enough Needs a radio for remote actions (Optional feature) Has to eat and drink to survive (Optional feature) Gains trait points on leveling up which can be used to activate useful traits AI groups Intelligent unit spawning system to allow large military operations with minimal lag If vehicles get stuck to something they are moved to nearest road by script. This helps them to arrive at destination If squad leader loses his ability to walk he's healed after the battle is over so that the squad can move at normal speed Groups report how they are doing via radio (text) Group who's icon is blinking is currently talking via radio AI groups gain skill from kills (Stars shown on cursor hover on) AI units have morale value (Shown on hover over) AI units have to be near the HQ or FOB to receive morale bonus The AI may try to ambush the player by positioning them self at windows The AI is scripted to engage targets behind cover (If they know the location) Some other features (So far): Recon unit's are not only highly skilled but have special ability to detect enemy forces from greater range than regular units The resistance has bunker and sandbag defenses in their occupied towns Even AI is shot down he may still get up and fight! Throw a smoke to show air lift it's landing zone Total 5 different type of reinforcements of which 2 are over sea and 3 over air 2 types of close air support Helicopter or plane Select either predefined or random starting position for army Be aware of shooting civilians as this will reduce town money income Supply trucks travel between towns increasing the condition (Recovering town income) Air supply helicopter flies between bases giving money to the side on each landing Air supply helicopter travels between bases giving money for the army (And creating nice ambient air traffic) Enemy locations are hidden in start and must be searched out AI places mines on town roads to defend the town Airfields under your army's control can be used to buy airplanes Instead of fleeing the enemies surrender if hostile forces are near (Shooting surrendered enemies gives no money) Aircraft carriers Side missions, player can do different kind of small missions for money Various startup parameters (Nearly 30) to setup your game Notes on parameters: At 100% max locations attacked at a time is 3 And max attackers at a time is 6 Mods required: Either IFA3, Unsung, Apex, CUP or RHS Bugs: Sometimes the civilian module will throw an error, this is being investigated Starting dedicated server and joining it may take a while before the mission is loaded Sometimes respawn position is weird but works at next respawn While in respawn dialog there can be error messages (But doesn't seem to be a problem?) To play: Download the FoW mod and mission you wish to play Activate the mod and start the mission of your choosing Play as multiplayer to enable respawning Try running the mission on dedicated server environment for better performance. You can setup dedicated server on your PC with the TADS tool Important: When playing with new version check your lobby parameters that everything is setup correctly Mod Download Missions available for download: https://steamcommunity.com/workshop/filedetails/?id=1757695005 Alternative non-steam downloads: The mod: https://drive.google.com/file/d/1rt7IJ7r_xECDlMBlQvIqtLj5avgfSzjy/view?usp=sharing Missions: https://drive.google.com/file/d/1QtNj-RUSRocx0oGJwxMwLEtPL7DsAi-M/view?usp=sharing (Rarely needs updating) Optimization guide: Toggling some parameters off (under the performance section) can help to rise the FPS It's best to tweak the multiplier parameters for different units to have lesser units on map. Such as maximum "battle groups", "support groups", "defenders" and most importantly "maximum locations attacked at a time" which has most impact on how many units there are on map at a time. Also try playing on smaller map or set the full map parameter to no Play in small map if experiencing lag! (If you have ideas for this mission please post them) Beta testers: I'm also looking for beta testers so if there's anyone willing please let me know :) Have fun!
  11. Hello, i'm a regular player of Zeus on multiplayer, and i've seen the series grow over the years(ARMA 2, ARMA 2 OA, ARMA 3, etc) During ARMA 2, Warfare/CTI was probably my favorite gamemode. I was wondering, could there be modules and objects in place for the zeus to utilize, in order to construct a similar scenario to that of CTI/Warfare like in ARMA 2 with ease? More specifically, I was thinking about features like such: in-game place-able marketplace for players to purchase new vehicles, weapons, and ammo, etc on the field(This will allow players to provide for themselves instead of relying on zeus to always add items) -in-game currency automatically rewarded to players for killing enemies, completing objectives, etc(Required mechanic for the above) Ability for teams to vote a single player as commander to allow the construction of friendly structures such as possible FOBs(new respawn points by choice of the players) Module for Zeus to occupy a town with selected enemy forces of choice. Anything else that makes sense These were some of the additions I thought of, any suggestions are appreciated. Why did I suggest these changes? I feel like the Zeus, currently, is a little handicapped in some aspects. To supply players with non-default class weapons and equipment, Zeus must place down dozens of crates to allow players to have variety or simply find the gun that the players want(Why not just have it all in one Virtual Arsenal type of system) Also, i'm aware that there are vehicles respawns, but they have been known to crash the game for the Zeus, and sometimes players don't necessarily need the same vehicle continuously. Minimizing unnecessary clutter is obviously ideal for performance. I feel like some of these additions would help lighten the load on any Zeus just starting out as well. Because I feel like some of these things should be automated; and players should be able to have a bit more freedom without relying on the Zeus all the time.
  12. [SP/MP] OPFOR KP Liberation - Project Opfor / RHS Changes Made After looking at all the liberation missions it became clear that there where hardly any OPFOR sided liberation missions out their, compared to the orignal one, so we decided to deliver an OPFOR experience to liberation by making a Kp Liberation based on the OPFOR faction. So what we have done here is take Kp Liberation and change all the factions around to make it so you are able to play as the OPFOR faction, with out having to do anything, below is just a few of the main changes. We have used Project opfor as part of the base gear that will be used by the other factions. -Playable OPFOR faction. RHS AFRF (VDV/MSV) -Changed BLUFOR faction. Project OPFOR (Islamic State) -Changed GUER faction. Project OPFOR (Sahrani) -Changed the enemy marker colours to blue. -Changed spawn point marker to match OPFOR faction. -The friendly side is now OPFOR. -Added a extra tutorial page to help people. -OPFOR Medical vehicles changes. -Changed all factions to match new sides. -Fixed exploding choppers on the Ship. This mission will support other mods. If there is demmand a public server can be setup. Overview of the mission The area has fallen to the enemy, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the area. - Experience a massive โ€œCapture the Islandโ€ campaign involving a large range of different settlements across the entire area. - Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps. - Purchase both infantry and vehicles (both ground and air) using three different types of physical resources; supplies, ammunition and fuel. - Build the FOB of your dreams with an in-game "what you see is what you get" system. - Play within an immersive engine that not only punishes you for civilian casualty but diversely reacts in turn. - Combat aggressive and cunning hostile forces who react and adapt to your actions. - Monitor and work alongside, or against, independent guerrilla forces. - Learn that every window is a threat thanks to the custom urban combat AI. - Accomplish meaningful secondary objectives that will benefit your progression. - Never lose your progress with the built-in server-side save system. Statistics / Different on each map Capitals: 10 Cities: 68 Military: 26 Factories: 24 Radiotower: 22 Total Sectors: 147 Below you can look though the maps in the steam workshop. OPFOR Chernarus KP Liberation : OPFOR Altis KP Liberation : OPFOR Sahrani KP Liberation : More still to come. ----------------------------------------------------------------------------------------------------------- Understanding Markers Capitals: There are several larger or important cities in the region. When all are under friendly control, you'll most certainly have beaten back the enemy to a point where they cannot re-establish control. This is your primary objective. They are very well defended and you'll have to deal with a very high chance of enemy reinforcements or counter attacks. Cities: Generally small to medium-sized cities. Factories: Across the region you will find civilian factories under enemy control. Capture these, as they only need a storage area and can then produce the three resources. As such they are a very strategic first target! Military Bases: Home to large amounts of highly equipped enemy forces, these installations are heavily defended and will require large and well co-ordinated assaults if you have any hope in capturing them. While capturing enemy bases you'll prove that your operation is progressing in a promising way, therefore you'll unlock some heavier assets. Radio Towers (RT): When under enemy control, RT will be used to call in reinforcements when a nearby sector is attacked by our own forces. The reaction time will depend on the distance between the tower and the sector. When under friendly control, the towers will give useful map intel on hostile troop movements in the vicinity by intercepting their radio communications. ----------------------------------------------------------------------------------------------------------- Credits: -Creator: Zbug -Primary Editor: Wyqer -Secondary Editor: Luacs - Cross over This mission is under the Arma Public Licence (APL)
  13. [SP/MP] OPFOR KP Liberation - Project Opfor / RHS Changes Made After looking at all the liberation missions it became clear that there where hardly any OPFOR sided liberation missions out their, compared to the orignal one, so we decided to deliver an OPFOR experience to liberation by making a Kp Liberation based on the OPFOR faction. So what we have done here is take Kp Liberation and change all the factions around to make it so you are able to play as the OPFOR faction, with out having to do anything, below is just a few of the main changes. We have used Project opfor as part of the base gear that will be used by the other factions. -Playable OPFOR faction. RHS AFRF (VDV/MSV) -Changed BLUFOR faction. Project OPFOR (Islamic State) -Changed GUER faction. Project OPFOR (Sahrani) -Changed the enemy marker colours to blue. -Changed spawn point marker to match OPFOR faction. -The friendly side is now OPFOR. -Added a extra tutorial page to help people. -OPFOR Medical vehicles changes. -Changed all factions to match new sides. -Fixed exploding choppers on the Ship. This mission will support other mods. If there is demmand a public server can be setup. Overview of the mission The area has fallen to the enemy, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the area. - Experience a massive โ€œCapture the Islandโ€ campaign involving a large range of different settlements across the entire area. - Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps. - Purchase both infantry and vehicles (both ground and air) using three different types of physical resources; supplies, ammunition and fuel. - Build the FOB of your dreams with an in-game "what you see is what you get" system. - Play within an immersive engine that not only punishes you for civilian casualty but diversely reacts in turn. - Combat aggressive and cunning hostile forces who react and adapt to your actions. - Monitor and work alongside, or against, independent guerrilla forces. - Learn that every window is a threat thanks to the custom urban combat AI. - Accomplish meaningful secondary objectives that will benefit your progression. - Never lose your progress with the built-in server-side save system. Statistics / Different on each map Capitals: 10 Cities: 68 Military: 26 Factories: 24 Radiotower: 22 Total Sectors: 147 Below you can look though the maps in the steam workshop. OPFOR Chernarus KP Liberation : OPFOR Altis KP Liberation : OPFOR Sahrani KP Liberation : OPFOR Tanoa KP Liberation OPFOR Takistan KP Liberation OPFOR Lythium KP Liberation More still to come. ----------------------------------------------------------------------------------------------------------- Understanding Markers Capitals: There are several larger or important cities in the region. When all are under friendly control, you'll most certainly have beaten back the enemy to a point where they cannot re-establish control. This is your primary objective. They are very well defended and you'll have to deal with a very high chance of enemy reinforcements or counter attacks. Cities: Generally small to medium-sized cities. Factories: Across the region you will find civilian factories under enemy control. Capture these, as they only need a storage area and can then produce the three resources. As such they are a very strategic first target! Military Bases: Home to large amounts of highly equipped enemy forces, these installations are heavily defended and will require large and well co-ordinated assaults if you have any hope in capturing them. While capturing enemy bases you'll prove that your operation is progressing in a promising way, therefore you'll unlock some heavier assets. Radio Towers (RT): When under enemy control, RT will be used to call in reinforcements when a nearby sector is attacked by our own forces. The reaction time will depend on the distance between the tower and the sector. When under friendly control, the towers will give useful map intel on hostile troop movements in the vicinity by intercepting their radio communications. ----------------------------------------------------------------------------------------------------------- Credits: -Creator: Zbug -Primary Editor: Wyqer -Secondary Editor: Luacs - Cross over This mission is under the Arma Public Licence (APL)
  14. BECTI Benny / Sari / LE CUP Edition The Mission Explained BECTI is a Conquer The Island game mode based on the old school OFP MFCTI from Arma 2 where two teams composed of Players or AI and you fight AI for the control of an island in a power struggle with towns and bases. The commander is the leader of your side, voted in at the start of each round. Only he may build the base and set the income distribution. The commander is the only one which is able to perform upgrades and assign orders to AI. Towns need to be captured and held by your side. To capture a town, you simply have to stand next to Central Depot while no enemy is around. But watch out! The town occupation may try to defend it! Survive by holding camps within the town to spawn from until capture. The generated income and the defending units may vary depending on a town's size. Funds are mainly earned by capturing town and salvaging wrecks but killing enemies will also reward you with a bounty bonus. These funds may be used to purchase units and gear. Parameters allows you to play with a different setup all the time, nearly everything can be changed (AI, base, environment, economy, gameplay, module, respawn, towns...). As the fights goes on, different assets may appear such as: HQ: The HQ is the commander's main toy. Once destroyed, a side may no longer build factories so move it wisely! Repair trucks: Repair trucks may be used by anyone to buy and place defensive structure but they can also be used to repair and build factories. FOB may be deployed from it upon request! Ammo trucks: The ammo truck act as mobile resupply point for both infantry and vehicles. The gear and the service menu may be accessed from it. Salvage trucks: Salvage trucks may be used to gain a certain cash amount from vehicle wrecks (You get 50% of the bounty, the rest is split among the other units). Independent trucks may also be purchased by commander. Forward operating base: Those special structures may be built from Repair Truck and may act as a mobile respawn/resupply point. Note that they are limited in a way that only X of them may be placed at a time. They can be dismantled by using the Repair Truck contextual menu. Respawn: Whenever the player dies, he/she may choose to respawn at a FOB (if near) or at a factory built by the commander. The player may choose to respawn in one of his AI units if near (note that you get the AI's gear upon respawn). Revive will be possible in future versions. Air/Sea Lifting: Roads are unsafe? Why not lift the HQ by the air or by the sea? SDV can hook wrecks underwater (HQ recovery!) Command Center: Are you far from the base? Have you forgotten to buy a vehicle? Then this structure is meant for you! The Command Center increase the purchase range and allows the use of custom assets such as Units Cam and Sat Cam.The mission is also Composed of multiple menu (GUI) like: Purchase Menu: This menu allows the player to reinforce his/her own squad with units/vehicles. The commander may purchase units to other groups. Gear Menu: Thanks to the Barracks, FOB and Ammo Trucks the player may swap his gear on the fly (nb vest/uniform don't have any valid gear manipulation commands atm) Orders Menu: The orders menu allows the commander to change the orders assigned to his/her teams. Some may need to to take town X while other have to take and hold town Y. AI Micro Menu: By default, the engine gives a basic AI management regarding AI in one's group. This menu extends this management allowing the leader to plan/use custom orders for his/her AI such as patrol/take towns (Some orders like move or patrol can be queued) Service Menu: This menu is used to perform utility/resupply actions on units and vehicles (heal, repair, rearm...) Upgrade Menu: The commander has to perform upgrades in order to improve it's side assets (better units, better loadouts...) Units Camera: When a Command Center is available, the units camera become available allowing the monitoring of other groups members. Satellite Camera: When a Command Center is available and when this asset is upgraded, one may use the Sat cam in order to find enemy whereabouts. ------------------------------------------------------------------------------------------------------------------------------------- The orignal BECTI is made by benny then Sari Updated and added things to BECTI to make it better and now with the help from a friend we are aiming to do as many as we can. Most of my BECTI map's are compatible with the CUP mods, you will be able to use the weapons and vehicles in CUP and more. I am also going to get a server up with these missions but for now the server is only ruining the non CUP version. IP: 31.214.159.54:2302 Host Name: -{GOL}- Public [CBA_A3, ACE3, ACEX, TFR, CUPMaps] ------------------------------------------------------------------------------------------------------------------------------------- My Workshop files Click to browse all my steam workshop files for Arma 3 ------------------------------------------------------------------------------------------------------------------------------------- How do I play? To find the mission host a LAN match and youll see it under chernarus or move the file to your single player mission folder. Turn up difficulty for the opposing team to be able to capture places. Optional Mods Project BECTI also added scripts to the mission so that other mods that are not REQUIRED are still supported by the factory,equipment menu etc. Built in mods: -Fast Rope & Field Repair -Simple ear plugs -ZetaCargo FAQ ? How is this different to the KP and other type of CTI game modes ? Why dont you play and find out, well the main similarly it has is that you have to capture the island and thats about it, every thing form the UI to the base building, it is different. I believe this version of BECTI Is a more to the point and gives you more freedom to build up your base. Link to the legend him self vvv
  15. I would like to invite you to our new Warfare server. Classic CTI from Arma 2 with RHS+ mods. Stable FPS and good staff. Discord: https://discord.gg/vxHjWAC Server name: Old'n good Warfare hosted by Net_2 Server IP: 151.80.47.25 Server Port: 2302
  16. Greetings to the World !! I'm very happy to present you my own version of [GREUH] Zbug Liberation, ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- ARMA-3 Liberation - RX Based on version 0.924 Features: * Personal Progression * Personal Economy * Personal Vehicles (can be abandoned) * R3F Logistic (can tow vehicles and load item) * LARs (Larrow) Arsenal (Customisable Arsenal) * pSiKO AI Revive Addon (AI revive SP/MP) * DALE Dynamic Aircraft Loadout * Taru pod manager * AirDrop * TK Protect + AutoBAN * Dynamic Sides Missions * Extra Action keys: Hearplug, Always Run, etc.. * Magazine Repack * Robust Unstuck AI/Player * Robust Air Taxi Service * AI follow you when Redeploy/HALO jump * Extended Air Support (Taxi, Air drop, etc...) * A virtual Garage + Repaint Menu * Vehicles Cargo & Inventory saved on server * Keep/recover your AI in game, even if your client restart (crash/ reboot) in MP * Wildlife Manager * A dog to help you ๐Ÿ˜‰ * Support Squad * And much, much more ! * RP oriented with ranking system based on player action automatic permission granting (build/tank/air) unlocking arsenal/units according to rank send or receive Ammo from players * Dynamic Sides Missions * Special Missions * lots of performance fix / update * Admin Menu (unban/ammo/score/teleport/skiptime/God/spawn obj) * MULTI 6 - English, French, German, Spanish, Russian, Chinesesimp Help for missing translation is welcome ! User Actions Keys: (UserAction nยฐ10) Weapon to back (UserAction nยฐ11) Always run (UserAction nยฐ12) Toggle earplugs (UserAction nยฐ13) Toggle HUD (UserAction nยฐ14) Take Screenshot (game engine) This mission is designed to avoid the need for a commander, even at first boot, proper rights management, and player permissions are automatically granted. Most of the important options can be configured via the "Settings" menu Zeus mode can be used when your are both admin of the server and logged as Commander. Have Fun ! ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- Engine and map available for: * Altis * Malden * Stratis (Air Carrier) * Tanoa * Enoch with CUP Terrain: * Chernarus (+ Winter) * Takistan * Sarahni * Sarahni South * Utes * Virolahti 7 (vt7) * Isla Duala with GlobalMobilization * Wefer Lingen with Operation Trebuchet * Iberius Take a look at : github : https://github.com/tbox1911/Liberation-RX Download Mission: Altis : https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Altis.pbo Malden : https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Malden.pbo Stratis : https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Stratis.pbo Tanoa : https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Tanoa.pbo Enoch: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Enoch.pbo CUP Terrains Chernarus: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Chernarus.pbo Chernarus(winter): https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Chernarus_Winter.pbo Takistan: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Takistan.pbo Sarahni: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Sara.pbo Sarahni Lite: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Saralite.pbo Utes: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Utes.pbo Others: Virolahti7: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.vt7.pbo Isla Duala: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Isladuala3.pbo WeferLingen (summer): https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.gm_weferlingen_summer.pbo WeferLingen (winter): https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.gm_weferlingen_winter.pbo OPTRE Iberius: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.OPTRE_iberius.pbo Red Edition: Altis: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX_Red.Altis.pbo Arma3 Official Server A3Serv : arma.liberation-rx.fr Thank you pSiKO
  17. Long awaited and your definitive guide into being a BOSS COMM in Capture the Island, the TRUE Arma experience. Enjoy! -SS
  18. The Dogs of War, are a small but growing unit of mature players, who seek for a semi-realistic mil-sim experience. Our missions are carefully designed by our founder and constantly fine-tuned and developed as we make our path through them. We play at the moment KP Liberation Lythium, because we all love that a lot. Right now we are about 8-10 regulars and we are looking for you if you: - Enjoy ARMA3 - own ARMA3 and all DLC - are able to participate in game nights once a week (GMT +1) - are a communicative person - be respectful What we bring: - self-made missions. All members of the unit are heartily invited to bring their ideas for future missions and feedback to the current mission. - own TeamSpeak Server - own dedicated Root server - Amazon S3 mod host server (as well as a formidable sync-tool, that automates mod setup and keeps the mods used up to date) - our servers are all based in Germany. - it`s fine if you are already a member of another unit or clan. We will not ask you to be exclusive. The more experience and networking, the better. - We encourage the use of our Discord group and our clansweb page. hooah! Feel free to send us your application. After an application is sent, you'll go straight to a Trial Member status. That will stay for a month. After that, we look together if you and we fit. We like to play like a Mil-Sim. But with the needed portion of fun. if you like please join on Friday night to our public event. all necessary information you can find here: https://docs.google.com/document/d/1fJgAnm_2tILiGXrbw-gTXnNfLrEuRkK8zgKsUPZDP7k/edit?usp=sharing
  19. We would like to invite as much player as we can to play on Friday night a nice round of KP Liberation Lythium. If you like to join, follow the link https://docs.google.com/document/d/1fJgAnm_2tILiGXrbw-gTXnNfLrEuRkK8zgKsUPZDP7k/edit?usp=sharing
  20. Looking for players who want to do COOP missions, like Liberation, Invade and Annex, and CTI. we run our own server, have a dedicated group of people who love to play Arma. We do play other games too, were not Arma 100% of the time, but if you're looking for a fun group to play with that tries to be Mil Sim at heart. hit us up on our group page 321st Special Tactics Squadron page on Steam, or me personally at Papa Bear 321st.
  21. Go to : Liberation RX for all details !
  22. Codename Tower is a capture the island mission with a twist of tower defence The CSAT has taken control of the whole island, you job is to lead the people in rebellion and take back their land. To do this you must scavenge equipment from abandoned military bases and from the enemy and recruit volunteers and mercanaries to your side. This mission is still WIP and bugs may occur. Also not every feature is implemented yet. Currently this is a single player mission, but is played as multiplayer due to the respawning Features (currently in game): Fight the enemy over towns By capturing towns you gain more resources (money, recruits) Loot gear from enemy and from abandoned bases Find abandoned vehicles and fix them Defend your base against enemy attacks Use zeus to build defences for your base Recruit volunteers and mercanaries to your side Arm your men via ingame gui (must be in your base) Your AI soldiers gain better skills on the kills they make Fast travel Equipment shop Notes: Use medical vehicles for respawning point (And respawn tents from equipment shop) To loot equipment from abandoned bases you must have a truck capable of loading the weapon containers and bring them back to your base Everytime you capture new town the enemy's equipment is automatically added to your equipment pool in your base You can rearm, repair and refuel found vehicles by found ammo, repair and fuel vehicles Fast travel speed depends on the mounted vehicle's speed You will get warning when enemy is going to attack your starting base You loose if enemy is able to capture your starting base No win triggers yet Version: 0.9.4 beta Download: Steam workshop Videos: Gearing up: Some gameplay: Check the official site for polls! armagc.blogspot.com
  23. fn_Quiksilver

    Apex Framework

    ArmA 3 Apex Framework Version - 1.1.9 (20/10/2020) Compatibility - A3 2.00 Download (Github) Support (Discord) Email - armacombatgroup <at> gmail Documentation (Github) Donate (Patreon) Enjoy ______________________________________________ Terrains: Altis Tanoa Malden 2035 Livonia Mission Types: Invade & Annex: Apex Edition. Classic I&A style mode. Sector Control. Domination-style Sector Control mode. Campaign. Insurgency-style campaign mode. Custom. Disable the objectives and use the integrated systems (including advanced Zeus systems) to support your own custom content. Gameplay: Edited Raw Features: Advanced AI behaviors: suppressive fire, building clearance, logistics & helicopter use, dynamic close air support & mortar support, regrouping, automated medics, vehicle repair, demolitions, house/building suppressive fire, stance adjustment, inter-squad communications, evasive behavior, attack & defend routines, tactical commander, organic intel gathering to decide where to commit soldiers & resources. tracer rounds to make battlefield more visceral, custom jungle spawning & patrol routines built for Tanoa. Ambient civilians and wildlife. Custom wildlife and civilians at missions, using high-performance techniques to ensure they don't reduce FPS. Geo-typical dynamic weather. Weather for Altis/Stratis/Malden taken from Lemnos data, Tanoa weather taken from Fiji data. Persistent and full yearly cycle. Storm simulation & fog reduction. Dynamic day/night cycle. Accelerated nights, accelerated noon, slowed down at dawn & dusk. Cinematic AO lighting on dark nights. Persistent and full yearly cycle. Dynamic missions. Players can create tasks and objectives for each other. Recruitable AI. Players can recruit AI to help with the fight, either as engineers, fire support, fully integrated automated medics, etc.. Wide range of enemy weapons. Enemies use a wider array of weapons that those defined in config. 70+ custom player interactions. Intuitive and custom player interactions using the action menu (familiar to veterans and newbies alike). NEW! Custom In-Game Role Selection Menu System. Change role or faction without aborting to the lobby. Custom menu system. Menu system supporting custom buttons, player options and link buttons to your community website. Full difficulty scaling by player population. Dynamic AI difficulty. New and interactive side missions. Custom Zeus systems. Keybindings (numpad) to support on-the-fly Zeus missions, including garrison, patrol, attack, suppressive fire, player revive, unit incapacitation, and hunting/stalking logic. Custom Virtual Arsenal. Use either the custom whitelist or blacklist to set up what gear your players have access to. Custom medical system. An intuitive and simple medical system for public server play, not buggy! Revive, stabilise, medevac, carry, drag, load, unload, ambulances, field hospitals, AI revive. Custom MOUT operations. urban warfare AOs for Tanoa & Altis. Player damage modeling. Dynamic damage modeling to make playing against AI more fun. Admin tools. Admin tool menu with a range of options for moderators, admins and developers, including a custom dev terminal. Anti-cheat. A proven anticheat custom-fitted into the mission, caught about 30 cheaters on the development server over 16 months. Anti-troll. A system to resist and counter common forms of griefing. Restart schedule. A custom restart schedule built into the mission to provide graceful restarts, reminding players which server they are on and time-until-restart. Helmet-cam live feed. Players at base can watch a live feed of operations. Enemy capture. Capture enemies and imprison them. Blue Force Tracker. High detail blue force tracker system with dozens of configurations, including custom enemy info on the map display. Earplugs. Squad radar HUD. Visibility & View Distance menu. Magazine repack. Backpack locking. Parajump backpack-to-chest. Explosives charge 'attach to surface'. Gameplay Leaderboards. Track transport pilot effectiveness, top medics and other objective-based metrics. Semi-persistent (weekly ladder). Dynamic Simulation. Server-side dynamic simulation and client-side optional dynamic simulation to improve FPS and performance. Logistics, Towing, Hauling & Mounting, Carrying & Dragging. Custom system to facilitate towing, and mounting of static weapons to suitable vehicles. Also linked directly to ingame Vehicle-in-Vehicle system for seamless logistics. Enhanced Slingload rope controls. Adjust rope length during flight and seamlessly attach Taru pods to Taru helicopters with simple controls. Active Protection System for armored vehicles. Based on Israeli "Trophy" and Russian "Afghanit" systems. Forward Operating Bases. Forward operating bases built directly into the framework, with logistics tasks, respawn tickets, vehicle respawns, ... Aircraft Carrier (USS Freedom). Dynamic aircraft carrier can be toggled on and off with a mission parameter, spawns at random locations, fully supported with vehicle respawns, player respawns, optional defensive turrets, and field hospital mechanics. Destroyer (USS Liberty). Dynamic destroyer can be toggled on and off with a mission parameter, spawns at random locations, fully supported with vehicle respawns, player respawns, optional defensive turrets, optional naval artillery, and field hospital mechanics. 40+ Custom object compositions. Many missions spawn custom scenes to add a fresh and replayable element to the missions. Custom vehicle & uniform skins. A variety of custom and realistic military skins created for this framework. Monetization solutions. Servers cost money, so we have put in solutions to reward players for donating. Custom cosmetics system for patches, uniforms and vehicle skins, and whitelisted lobby roles. Monetization license. You may use this framework on monetized servers. Highly polished. Considerable time spent polishing and ironing out bugs and rough edges, a necessary part of professional development missing from many other mission offers. Performance. Surprisingly high FPS (both client & server) for the amount of action going on, smooth and doesn't stutter. Change Log: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/documentation/_Change Log.txt Mods supported: Blastcore Edited (standalone) by Opticalsnare JSRS soundmod by LordJarhead Mods integrated: Advanced Rappelling by duda Mag Repack Custom skins (third party designers): A sample of the vehicle & uniform skins that come as a separate content pack for use with the framework, purchased from third-party designers. Notes: Do not use AI mods like VCOM and ASR. There is an AI system built directly into the framework. Youtube development channel: https://www.youtube.com/user/QuiksiIver/videos License: Monetization permitted APL-SA (you have permission to modify and publish the modified version for others to download/use).
  24. Nightwolf2112

    Arma 3 Liberation Variations

    Hello Bohemia, Over the last week I have been working on the KillaPotatoes Liberation Gamemode made available here: I am using the most current edition of v9.60 and converted the mission to allow for both a Vietnam and Halo based missions. Vietnam: Halo: Each mission profile is set to be persistant and challenging with all mods required on the steam workshop page posted and links on how to get mods. I don't have access to a dedicated server of my own but I have tested the missions as best I could through LAN hosting. Please take a look at them and let me know what you guys think and if there are any bugs/glitches with the mission. *DISCLAIMER: I am in no way a member of the KP Community nor any of the mod communities who created such awesome modifications for ARMA. All rights go to the appropriate owners and I do not claim ownership of anything other than the basis of just porting of the information. Let me know if there are any issues that must be addressed via PM please. Thank you*
  25. GEORGE FLOROS GR

    Zombie Survival Course

    by GEORGE FLOROS [GR] Description: Survive - Loot and Clear the Areas. 31 Different Enemy Faction. Fight VS Zombies or NPCS.Supporting almost EVERY map (ArmA 1/2/3). Gameplay with a lot of options (MODULAR environment). Features: Respawn VCOM AI Psycho's aid system JIP compatible Game Mode selection 31 Different Enemy Faction Supporting almost EVERY map (ArmA 1/2/3) Long lasting Gameplay with a lot of options And much more Installation: Place the mission file in the MPmissions folder inside your Arma 3 installation. Your ArmA3 installation should be in yoursteamfolder/steamapps/common - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Usage: Recommended and/or optional addons and mods to use with Zombie Survival Course: Heros Survive http://www.armaholic.com/page.php?id=31161 CUP Terrains Complete http://www.armaholic.com/page.php?id=30045 CUP Weapons http://www.armaholic.com/page.php?id=27489 CUP Units http://www.armaholic.com/page.php?id=29301 CUP Vehicles http://www.armaholic.com/page.php?id=29716 RHSUSAF http://www.armaholic.com/page.php?id=27149 RHSAFRF http://www.armaholic.com/page.php?id=27150 RHSGREF http://www.armaholic.com/page.php?id=30998 Operation: TREBUCHET http://www.armaholic.com/page.php?id=28614 Notes: It is supporting almost EVERY map ! (ArmA 1/2/3) , just by changing the name on the end of the mission name like : Zombie_Survival_Course.Stratis to : Zombie_Survival_Course.Tanoa 3 Game modes to choose A. Clear Area , ( Suggested for Zombies ) B. Clear Area + Destroy Communication tower ( Suggested for NPCS ) C. Capture + Hold Area ( Only for NPCS ) It is possible even to play with Virtual Arsenal available , if you enable it from the Extra Mission options . The Loot spawn system from Heros Survive is DISABLED . The Loot Script by BangaBob will be running instead + it works on any map . To Check + test the spawn of the items , there is also an option on the parameters , on the Loot Probability , to Enable Debug Weapon = 0 Magazines = 1 Items + Heros Survive items = 2 Vests = 3 Backpacks = 4 Heros Survive items = 5 2 extra pics to see the spawn of the items Select your desired Environment There is included in the selections , also Loot for , Community Upgrade Project [ CUP ] to activate it you must have the certain addon [ Weapons + Units + Vehicles] . For changes , go to the mission parameters . Your Selections may have effect on the performance , check more the parameters settings. If you want to enable the Heros Survive (SURVIVAL mode) , enable from the parameters and also you MUST have enable this addon , in order to play this mode! If the Survival mode is enabled , you will see on the right side the survival icons . Every time you are starting the mission , the starting position will be on random. If it stops generating objectives , then you should restart the mission. - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Credits & Thanks: A3 Wounding System Script by [TcB]-Psycho- =BTC=_TK_punishment Script by BTC Giallustio TAW view Distance v1.4 Script by Tonic AI HALO Jump Script by cobra4v320 Heros Survive Scripts by heros Loot system Script by BangaBob Advanced Rappelling Script by Duda Advanced Urban Rappelling Script by Duda Advanced Towing - Script by Duda NRE Earplugs Script by NemesisRE VCOM AI Driving Script by Genesis92x Vcom AI 2.81 Script by Genesis92x Mag Repack Script by Outlawled Monsoon Script by aliascartoons Snow Storm Script by aliascartoons Real Weather by code34 Generic Dust Particles Script by Goon Generic Snowstorm Particles Script by Goon Situational Music Script by DemoCore Addon-Free Stat Save System [BETA] by Stealthstick/Zooloo75 Randomly generated roadside IED's by brians200 Engima's Civilians Script by Engima Engima's Traffic Script by Engima findSafePos Script by Joris-Jan van't Land taskPatrol Script by Joris-Jan van't Land Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.3 Added Headshot + Killfeed Script v2.0 Optimize Unit Spawn distance , for Roaming Selections Optimize for Suiside Bombers Spawn Minor fixes v2.2 Downgraded A3 Wounding System Script by [TcB]-Psycho- to 15102016 ,because of errors v2.1 Optimized Unit Spawn for Roaming Selections Updated A3 Wounding System Script by [TcB]-Psycho- to v24062017 Added Suiside Bombers (civilians) v2.0 added options for: Civilians , Vanilla / APEX or CUP Civilian traffic , Vanilla / APEX or CUP ( vehicles ) Ambient life , Vanilla ( animals ) Roaming ZOMBIES Roaming NPCS ,Vanilla / APEX / CUP / RHS Roaming NPCS vehicles ,Vanilla / APEX / CUP / RHS / TREBUCHET Weapon Jamming Vehicle Crew Display Killing Civilias feed AI chatter Ambient Radio Chatter BIS_sandstorm v1.2 Minor fix (error with Ryanzombies) v1.1 Fixed some issue with Zombies and Demons classnames Added compability with , Operation : TREBUCHET v1.0 - Zombies and Demons Forum topic: - BI forums - Armaholic forums Armaholic Zombie Survival Course v2.3
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