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Found 290 results

  1. Introduction In these war torn lands no one cares for common people. The locals fall victim to unpunished bandits who plunder the peasants without mercy and murder the resisting. Inhabitants of this village became so desperate, they decided rather to die in defence than to endure suffering any longer. Still, they are simple folk, not familiar with combat. Therefore they decided to seek help of the ronins, masterless samurai. Namely those of them hungry enough to work for food, because villagers have no any valuables to offer. They found seven volunteers. These dangerous people were feared in the village, but ready to die in defence of the helpless. Without a payment, not expecting any gratitude, without hesitation... Video Details This scenario is simple, quick-to-play MP mode, where players job is to save village from brutal bandits attack. Although it can be played solo, SP even, it is meant for COOP. This is my very first project of such nature, I never made anything MP-focused before and that's exactly why I wanted to create just once something of that kind. The village is picked each play at random from any proper locations found on the map (Altis, although porting to other maps should be very easy). Randomized is also available gear (the content from owned DLCs and loaded mods should be potentially included) and hostiles. Scenario includes several mission parameters, that allow to customize the tactical and enviromental factors from the lobby. Melee mode requires KA Weapons Pack NEW (melee mode will autodisable if mod not present). It should be considered experimental, fun mode, work best in solo gameplay, there may be glitches for non-server players. Rules: 1. Players start inside the safe zone. As long any player is out of the safe zone, the countdown is going to zero. 2. When the countdown is ended, the safe zone is removed and the attacks will begin soon. 3. Players can arm themselves from the boxes located in the center of the safe zone, at the flagpole. 4. Bandits will attack from random directions in random waves. 5. If too many villagers die - the mission is lost. 6. If all samurai are dead - the mission is lost. 7. If all bandits are dead - the mission is won. 8. Civilians will 'shout' about known hostiles near using 3D exclamation mark icon over their heads. Color of the mark indicates how close the enemy is (green - far, yellow - close, red - very close). 9. Player names change colors depending on player's status: dead - dark red; generating noise/speaking - white; incapacitated - purple-red; no ammo - yellow; critical wounds - reddish; serious wounds - purpleish; moderate wounds - blueish; all OK - blue. 10. There's no respawn, only spectating mode after death, but revival is often possible. Porting: Need to be confirmed yet, but seems, that porting is as easy, as changing map name in mission folder name, so for example: SevenSamurai.Altis -> SevenSamurai.Tanoa. Target map should have some "NameVillage" locations with at least 20 enterable buildings in 150 meters radius around. Download Seven Samurai 1.02 (Dropbox) Seven Samurai 1.02 (Steam Workshop) Seven Samurai 1.02 - open folder (Dropbox) The Magnificent Seven spin-off Notes The basic premise is based on Seven Samurai movie by Akira Kurosawa. This project is my humble homage to this movie in fact. I highly recommend to watch this classic, it is great, highly inspiring piece of art and also knowing it helps you feel and tune in better during the gameplay. It may be easy to die in this battle, so remember - do not feel bad about your death. It is anticipated and welcomed. You're a samurai, and this is a good, honorable death, such is your way. Savor such a noble end of life! Credits & licenses Scenario utilizes slightly customized A3 Wounding System - AIS Revive by @Psychobastard. My thanks to: @Gunter Severloh for testing, video overview and some good advices. Katana for melee mode from KA Weapons Pack NEW by KICKASS. Additional sound effects (edited: stereo to mono, normalized, most shortened/cut fragments) from: 1. http://soundbible.com/ By: Mike Koenig, Sound Explorer: Attribution 3.0 license, Vladimir: Public Domain license, man: Sampling Plus 1.0 license; 2. https://www.zapsplat.com By: ZapSplat, Audio Hero, PMSFX: ZapSplat's standard license, Still North Media: CC0 1.0 Universal license. Changelog Terms of Use
  2. Introduction Who in lawless lands will stand up for the weak? Poor mexican village is harassed by brutal banditos. The villagers grow desperate and finally decide to resist. But what chance these poor folk may have against well armed gang of marauders? They weren’t able to buy enough weapons with these very few posessions, they have left. Instead they found seven gunslingers for hire, brave souls ready to defend the poor against the oppression of the wicked. After all – in these lawless lands men are cheaper than guns. Details This scenario is simple, quick-to-play MP mode, where players job is to save village from brutal bandits attack. It is a spin-off of the Seven Samurai scenario. Although it can be played solo, SP even, it is meant for COOP. This is my very first project of such nature, I never made anything MP-focused before and that's exactly why I wanted to create just once something of that kind. The village is picked each play at random from any proper locations found on the map (Altis, although porting to other maps should be very easy). Randomized is also available gear (the content from owned DLCs and loaded mods should be potentially included) and hostiles. Scenario includes several mission parameters, that allow to customize the tactical and enviromental factors from the lobby. Melee mode requires KA Weapons Pack NEW (melee mode will autodisable if mod not present). It should be considered experimental, fun mode, work best in solo gameplay, there may be glitches for non-server players. Rules: 1. Players start inside the safe zone. As long any player is out of the safe zone, the countdown is going to zero. 2. When the countdown is ended, the safe zone is removed and the attacks will begin soon. 3. Players can arm themselves from the boxes located in the center of the safe zone, at the flagpole. 4. Bandits will attack from random directions in random waves. 5. If too many villagers die - the mission is lost. 6. If all Magnificent are dead - the mission is lost. 7. If all bandits are dead - the mission is won. 8. Civilians will 'shout' about known hostiles near using 3D exclamation mark icon over their heads. Color of the mark indicates how close the enemy is (green - far, yellow - close, red - very close). 9. Player names change colors depending on player's status: dead - dark red; generating noise/speaking - white; incapacitated - purple-red; no ammo - yellow; critical wounds - reddish; serious wounds - purpleish; moderate wounds - blueish; all OK - blue. 10. There's no respawn, only spectating mode after death, but revival is often possible. Porting: Need to be confirmed yet, but seems, that porting is as easy, as changing map name in mission folder name, so for example: MagnificentSeven.MCN_HazarKot -> MagnificentSeven.Altis. Target map should have some "NameVillage" locations with at least 9 enterable buildings in 200 meters radius around. Download The Magnificent Seven 1.00 (Dropbox) The Magnificent Seven 1.00 (Steam Workshop) The Magnificent Seven 1.00 - open folder (Dropbox) Original Seven Samurai scenario Requirements Hazar-Kot Valley Optional: Technically below mods are not required to run the scenario, but western-style weaponry, clothes etc. are taken from them. Without weaponry scenario is unplayable in practice, so at least some of them should be loaded, all of them - recommended. CUP Units CUP Weapons IFA3_AIO_LITE Project Infinite Nolosha Pack Western Notes The basic premise is based on The Magnificent Seven movie by John Sturges, which in turn is a remake of Seven Samurai movie by Akira Kurosawa. I highly recommend to watch these classics, knowing them helps you feel and tune in better during the gameplay. Credits & licenses Scenario utilizes slightly customized A3 Wounding System - AIS Revive by @Psychobastard. My thanks to: @Gunter Severloh for testing, video overview and some good advices. Katana for melee mode from KA Weapons Pack NEW by KICKASS. Additional sound effects (edited: stereo to mono, normalized, most shortened/cut fragments) from: 1. http://soundbible.com/ By: Mike Koenig, Sound Explorer: Attribution 3.0 license, Vladimir: Public Domain license, man: Sampling Plus 1.0 license; 2. https://www.zapsplat.com By: ZapSplat, Audio Hero, PMSFX: ZapSplat's standard license, Still North Media: CC0 1.0 Universal license. Terms of Use
  3. I created a mission where you are controlling a Blackfoot gunship. This mission can be played in mutiplayer as well. But there is an issue. After a few minutes (ca 5 - 10min) the Blackfoot gunner starts to experience extreme camera shaking. I did test the mission with a friend and he did send me this: and this: He was the host btw. I did test this again with my and my girlfriends PC and the problem was still there. Does anybody else encouter this Problem?
  4. playityourway

    [A3]Altis JSOC

    Execute Handcrafted SpecOps & AirOps with others and your friends on our custom Framework. Server Info 80+ slots. Public 24/7 Server. 100+ Handcrafted missions. 7 x 8 man SpecOps squads. 9 different Pilot Slots. 8 Opfor Slots for an element of pvp in each mission. Attach Player Driven Support whenever you need it. Custom Map/GPS UI and Operating System. Whitelisted Addons for immersion. No Required Addons for the server. Loads of grief prevention scripts to ensure you have a good time free from griefers. Advanced AI so they really fight back. Watch our Trailer to get a taste of what to expect Basic Info *https://discord.gg/vxkKY9E * Server Location: Germany * All are welcome! * Our website with everything you need to know. http://arma.playityourway.net/ Milsim Players We have designed this server with experienced players in mind, meaning you. One of our goals is to create a place where we can enjoy milsim styled gameplay with immersion and is free from griefing admins/leaders. New Players From in-game and our discord you can find our guides and also join our “Learn how to Arma” voice channel to talk to other players. These players may even join you in- game and help you learn how to do things. http://arma.playityourway.net/learn_how_to_arma/
  5. [COOP] Soldiers of fortune Malden Created by Terrafox Greetings to all! I present to you a scenario for a joint game in the vastness of Malden. In your task, as a unit of the "Soldiers of Fortune" corporation, find out the location of the boss of the hostile group "Terracorp", Sturmbannfuehrer Terrafox, and eliminate him. He moves around the map in any direction in his personal transport. The type of transport is chosen randomly. When Terrafox passes a large settlement, the headquarters informs the players about it by radio. This makes it easier to find, but it is naive to believe that the car will only go on the roads. Oh yes, I almost forgot ... The island is occupied by troops loyal to the Terracorp. Patrols, roadblocks, vehicles - everything that we love so much in Escape - mode. Complete the task, soldier! There will be no reward for failure. =================== This scenario is at the alpha testing stage. Request all questions, comments, suggestions to reflect in this topic, or send to e-mail: fylantrop08@gmail.com. No modifications required. The map is launched on the server [RU] Dimancho Sodliers of fortune. IP: 77.244.78.171 port: 2335 discord: https://discord.gg/6yGYdG
  6. A mission I made (in-pbo credit is for my in-game name :)) There isn't really a particularly plausible story or such; the east-ies have set up all their units in defence of Kavala, where-as west tries to take them on at a significant numerical disadvantage for some surely serious reason, etc. 😛 Personally I've played and tested it on Veteran, so I'd suggest that but other difficulty-levels should work fine. Some things it does and doesn't have It was primarily made to be used for play with a private group of people rather than hosting on a public server but do as you please 😛 (It doesn't really try to do anything on the security front) It supports being run on a dedicated server. It doesn't support JIP. It can technically be played solo (if you can be bothered to team-switch for 6 hours 😄 Unless you're a wizard with AI-management maybe). It has a fairly comprehensive parameter list (there may be a couple that probably look mysterious, that's on purpose 😜). It doesn't really support translation (it does have a stringtable but there's some lacking dev as far as I remember, for that to "just work"). It doesn't rely on any add-ons (vanilla). Editing You'd need to regex the following in mission.sqm before editing it in the game's editor (otherwise the game would remove any such entries altogether, once saving): Search: (\$STR)(\w+)(;) Replace: "@STR$2"$3 (including quotes) Because I'm using the $STR_... way to reference the stringtable in mission.sqm ("@STR_..." has been fine for editing and running as server-player but had issues at least when the clients first acquired the mission from server in testing). Asset use Feel free to use any code or asset in there (the musical elements I cannot speak for though, since they're parts or modifications of pre-existing work (sfx are fine though)). Or use/re-release the mission itself in modified ways, etc. It's not all the neatest code though :] Bugs I most likely won't personally bug-fix the remaining things that are broken in there. The core features and actual gameplay shouldn't really have significant issues though. Some examples: The vehicle group "Tiger" can spawn stuck or in a dangerous location despite a light attempt to counter that, if placed to a custom location. The mission-provided UAV stuff doesn't necessarily sync with the UAV-terminal UI. The parameter-driven teamswitch/respawn/death handling can look a little "obvious"/rough. Revival parameters are entirely untested; might work, might not. Download [Updated: 22:28 24.08.2020: v1-03] https://drive.google.com/file/d/1IlY1AVf1WZvjJ4hXOtlBKRZ38ychZ_Ub/view?usp=sharing Hopefully somebody will get some fun out of that 🙂
  7. This is a persistent campain using the Drongo RDC Module, check the mod page for more information about this mod. Note, this mission is builded to be played for 25 player on a dedicated server. Steamworkshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1867605255 Main features and rules Drongo RDC is designed to make dynamic campain progression, so its depend if the player complete or fail the mission on each session, so here a quick description on how the mission work. Ticket management There is 40 ticket for the whole team of player, 1 death = 1 ticket lost, 0 Ticket = mission fail. To avoid any exploit every immobilised player cannot leave the session, he must die or be revived. Custom HQ The player can get all the vehicle faction at base, recruit AI, HALO Jump and fast travel between the FOB and MHQ. AI Management The mission is playable alone (or for low amount of player), so each player can recruit 10 AI max/group at the HQ or FOB. Each AI cost 1 Ticket, they can be dismissed and get back the ticket, they also benefit from the same insta death protection, so they can be revived or revive any player. F.O.B The player side got 3 F.O.B box where the player can recruit AI, rearm, build fortification and get soft vehicle or static weapon. The FOB system is totaly persistent, the box and all the construction made by the player are saved between server restart or new generated mission. Secondary features and credit Unique Class Features -Any squadleader class is able to call C.A.S, Air transport, Ammodrop. -Engineer is able to build sandbag wall, woodplank and pole, so they build nice homemade bunker everywhere on the map. (they must have a toolkit in bag) Dynamic Ai Patrol (AI Spawn Script Pack) All vehicle and soldier type. (enemy and friendly) Dynamic AI Artillery (RYD_FFE Script) AI can handle any artillery piece against enemy player or AI. (RYD_FFE Script) Logistic (by R3F team) -Every object builded at the F.O.B can be moved or loaded in vehicle. -Advanced sling loading is used by default in the mission. Client features -Dynamic View Distance (by TAW) -Mag Repack (by Outlaw) Note on client and server performance I spend some time on optimisation client and server side, so the mission is highly optimised and offer a good framerate for client/server and lag free, more detail below : -Dynamic sim is used on each vehicle spawned at base. -Configured GF Cleaning script, so the player vehicle are not deleted (no bad surprise) -ZBE AI cache Script is used. -Max view distance is 3500m. -Every secondary object like vegetation, box, wreck, trashbin are hidden in town to offer the best framerate client side. Mod compatibility -Any sound or movement mod is recommended. -The mission should be compatible with ACE and TFAR. -The new AI mod LAMBS.danger should be compatible. !!!do not use this AI mod!!! -VCOM AI and TCL will breack the mission so do not use it. (I didn't try with ASR AI)
  8. Squad name:- 61st Cavalry Regiment Timezone/Location : EST Gamemode preference: coop PVP, Zeus Sandbox Website address:http://www.61st-regiment.com/ Short description: The 61st Cavalry Regiment is devoted to recreating how the United States Army operates. We are laid back outside of operations; However, in operations, you are expected to act with respect. We have found a great balance of Realism and Relaxed gaming style in our gameplay and offer it to anyone who may be interested. I have attached the requirements in order to be recruited below for those who are interested. A) Must be the age of 16 or older to join. B) Have at least 20 hours of Arma Gaming time in steam. C) Must Emulate utter professionalism at all times. D) Always understand this is a Video game and to have fun at all times. E) Obey the orders and directive of those in the Chain of Command. (COC) If you have any questions, feel free to join our discord and ask your questions in our New Comers chat. The discord and TS link are on our website. Be sure to watch our Recruitment Video: In game pictures: https://gyazo.com/d122ac61489af266ca6d52722e1dfd18 https://gyazo.com/b2b81112959eb72d60a2247959dff010 https://gyazo.com/50e91638e62022e823e65d31cb8bf005 https://gyazo.com/54587db45598ed106296b0df6753c469 https://gyazo.com/07d86381a08c1bcc9a1be46c0a9d31bf https://gyazo.com/bae86827eb9f9f0401aa720db172048f https://gyazo.com/2833edb80aeadeef3cf19e494736af75 https://gyazo.com/240e0f32f5303eb891dc9104ee4d3640 https://gyazo.com/b2aae903e48138fc8d7c04ba61551278
  9. First of all, my English is not that good, so... bear with me! 🙂 WELCOME TO ESCAPE FROM CHERTARKOV, HARDCORE EDITION. Well i know that you are going to say... "ah, another Escape mission... another tarkov... and etc" but wait a second, maybe you'll like this mission because so far we have: - Random loot spawn (yeah i know, that's something people already seen, but wait a second, there is some more stuff to see) - The whole chernarus is divided into 3 territory controlled by: 1) Scums (ex ChDKZ, bandits and etc) 2) Nationalists (more professional guys) 3) Russian spec ops (really dangerous guys) and two secret groups: 1) other PMC that will hunt players in location 2) Cultist faction (be careful, they will do bad things to you) WIP still need to change and make them more like a cultist (from now they are using livonia units) - We have a database (Credits goes to gruppe-adler! thanks my dude!) - Money system (again, credits goes to gruppe-adler!) - Shop (gruppe-adler! 🙂 thanks for all scripts you made for us 🙂 ) right now you can only buy stuff. - Random AI spawn (two raids will never be the same, so be careful) - Enhanced AI (ai will dodge, they will act more clever) - AI will talk when they see you, just like in Tarkov, so if you kill them they also make sounds >:D - Random Crashsite script with loot (thanks to GEORGE FLOROS GR! you are the best) - you were killed? no problem! you can watch your friend fight in the raid by using the computer - ACE integration (for shop, money and etc) sorry guys but this mission only works with ace 😞 - ACE campfire (credits to gruppe-adler!) you can make campfire during the night near trees. - Some friendly PMC that will help you, they also spawn randomly around the map during the raid. - Exits back to base, but they are semi random, each time you restart the server the exits will be different. - At the base you can heal for free, just find a mysterius man in bunker. - Hunger and thrist system. - Ambient and combat music (a little bit buggy sometimes but it's work still) - Almost done translating to English (65%) i just made this mission private for my friends but decided to share it with you guys. - Tested on dedicated server - and maybe something else that i forget. To-do list: - Random mini missions? - Some kind of random events? - more "Alive" functions to AI like looting, walking from the town to town. - lonely renegades? - Playing as a random scav with random loot? - PVP mod? - more map support? - Scav junkbox? (scavs will bring sometimes random loot to base if you give them money) - Bunker upgrade system? WARNING WHEN YOU ARE DONE PLAYING FOR TODAY SERVER ADMIN SHOULD USE THIS IN DEBUG CONSOLE 1)to save your loot containers simply execute globally this: [true,2] call grad_persistence_fnc_saveMission;!!!!! i still not sure how to make it work via addaction so i need some advice how to do that. Tips: - To make a campfire use ACE self action menu (ctrl+window) and go to equipment. - To take money from dead AI use ACE action menu (window) - If you are in the safe zone (base) you can put your money into bank account, go to terminal and use ACE action me (window) you'll see deposit money and etc - To trade with Prapor again... use ACE action menu on him (window) - as an admin you can use debug console here is useful commands for now: 1)to save your loot containers simply execute globally this: [true,2] call grad_persistence_fnc_saveMission; 2)to change the weather just simply execute globally this: [] execVM "StartMission.sqf"; it will generate random weather. Requirements: CBA Cup terrain - core Cup weapons Cup units Cup vehicles Kurt's survival system (KSS) ACE Chernarus REDUX LAMBS DANGER (High recommended) Tarkov's vests Escape From Tarkov Backpack's Community Faction Project Recommended: jsrs soundmod + cup support jsrs Enhanced movement HERE IS SOME PICS: Still want to play it? here is the link! https://steamcommunity.com/sharedfiles/filedetails/?id=2115330361 have fun! Credits also goes Twiznak for his kind help, his mission was the main "skeleton" so... this all happened because of his mission 🙂
  10. Greetings all I am pleased to announce: OPERATION EDINBURGH Operation Edinburgh is a coop event with members from multiple units simulating a day long offensive within Arma 3 as the US army there to restore order to the province of Lythium and achieve multiple side objectives, all within a single day. Please note, we are mostly EU based but will accept people from all over. Set within an alternate timeline whereby ISIS remerged in a weakened Afghanistan following their defeat in Syria, we have been sent to push ISIS out of their foothold in the country and defeat them once and for all. With over 100 slots available, and with all manner of roles ranging from squad to company level, as well as roles available within our separate air and recon elements, our team of Zeus’s and event managers hope to create a fun experience for all. We understand that this is an ambitious undertaking and as such this will be a 10-hour long operation! Beginning at 12:00 BST and ending at 22:00 BST on the 30th May. As such you are able to binge the entire session like some of us plan to, drop in and out, get some down/afk time within the barracks, or go on a patrol if your tired of all the action. We have no requirements from you except for the ability to have fun, download mods, and engage in semi-casual milsim. The main mods used are as follows, however the full list is available on our discord: Ace, TFAR, RHS, CTAB, CUP, and a bunch of others. We will be utilising advanced ACE medical settings. https://forms.gle/uPgQxy9EEERqC1iN8 Attendees are also required to be on the discord as this is where all the important announcements, information, and plans will be made. It is also the main forum we have for keeping track of numbers. Signing up using a form provided in the discord is required as it tells us which roles you want. If you rock up on the day with the mods, without having joined the discord or filled out the form, we don't mind as long as you stick to squad/unit you have been assigned and are on ts, however do not expect to have any of the important roles, and if you are using one which has been reserved for another person we will ask you to switch. Additionally we are currently running a game of anti stasi on our server and ts when the server is not being used for testing. As such the server might be used for testing sometimes however, but most of the time it will be running anti stasi games or mini ops which you are welcome to join through our discord, teamspeak, and Arma server all available below. Operation planning will be conducted before hand in meetings on ts in the days leading up to the ops amongst those who have been given leadership roles, having signed up using the forms on our discord. However, as with any plan we expect that we will have to improvise on the actual day. So, come join the fun using the links below which you can use to apply for all the various roles available and see more details if you are unsure: Discord: https://discord.gg/squ24r6 Server IP: 51.89.235.152:2317 TS IP: 188.40.166.148:10013 Or alternatively you could message me or reply to this thread if you have any questions and can't be arsed to to do that.
  11. Good day all, I have an upcoming deployment and am curious if the people I work with ( we all have the game) are able to host a offline server and play while we are away. thanks in advance.
  12. Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1979428795 MISSION Survive each wave of enemies, that gets harder and harder each wave. Vehicles and snipers spawn in the later rounds. Earn cash from killing enemies that you can spend on upgrading your base, pop-a-perks or support. If you die, you can't respawn until the end of the wave. If all players die, the wave is lost and resets. FEATURES Customize your game with parameters Choose to fight against the AAF (Default), CSAT, NATO, FIA, Syndikat or RHS Russians. virtual arsenal (unlocked at wave 3) revive, spectator custom base and arena unlockable support (UAV recon, laser guided missile, mortars, artillery, carpet bombing) custom level system and base unlocks enemy body armor and vehicles level up each wave enemy helicopters spawn with snipers on benches weather and time changes every few waves (customizable) custom music and sounds SUPPORT Laser Designated Missile - If you have a laser designator, you can call in laser designated missile strikes after wave 15. You must keep your laser designator on the target until the missile strikes. (There might currently be a bug that removes the missile if you turn the designator off). Artillery, Mortars, Carpet Bomb - Choose one of the 3 from the support menu and click on the map to rain down fire from above. UAV Recon - All hostile units will be marked for the remainer of the round. These markers will update every few seconds to track enemy movement. Rearm - Reapplies last loadout that was equiped when arsenal was closed. Invisibility - Makes enemies ignore you until the timer expires. God Mode - Makes you immune to damage until the timer expires. POP-A-PERC SHOOTER PERC - Lowers weapon sway and recoil. Located near the box at spawn. CLUTCH PERC - Speeds up how fast you revive teammates. Located near the hospital. SPEED PERC - Increases your movement speed. Located on the ground near the main tower. BEAST PERC - Increase how much damage you can take. Located at the top of the main tower. TIME CYCLE (Default of 3 waves per level but customizable) Morning Noon Evening Night Night (Dark) Morning WAVE UNLOCKS Wave 2 - Heal (Support Menu) Wave 3 - Virtual Arsenal Wave 4 - Rearm (Support Menu) Wave 7 - UAV Recon (Support Menu) Wave 8 - Medical Healing Building Wave 9 - Invisibility (Support Menu) Wave 10 - God Mode (Support Menu) Wave 11 - Mortars Wave 15 - Laser Guided Missile Wave 17 - APC at base Wave 20 - Artillery Wave 23 - Tank at base Wave 25 - Carpet Bombs CREDITS HUGE thanks to @Larrowfor help with heli waypoints and the support menu prices. Also a huge thanks to @killzone_kid for help with the action for buying towers. Big shouts out to Daxx for the arena compositions Thanks @austin_medic and @lsd for their composition packs Thanks @shukofor the random position script Thanks @kibot for the support scripts from DUWS Thanks @wogz187 and @pierremgi for help on the forums Big thanks to Phil, Bruno and Porte for all their patience during testing. Custom images, sounds and music by @JR Nova. REQUIREMENTS None but choosing an enemy faction of RHS Russians requires RHS AFRF and GREF BUGS Sometimes an AI group will spawn and not move. If this happens, either you can use the UAV to find and kill them or use the action on the debug laptop at base to advance the level. No cash reward from destroying vehicles sometimes. NOTE: You don't get the bonus for completing the wave if you advance with the debug laptop. CUSTOM FACTIONS To use custom factions, open classNames.sqf and scroll down to "case (6)". You'll need to enter the classnames for enemy clothes, armor, weapons & vehicles. You can add as many items as you want or one, but the arrays can't be left empty or there will be errors. WANT TO HELP? Github repo: https://github.com/novakoda/Alamo Could use some help with adding GUI and any features, suggestions, code optimization, etc.
  13. Unique Selling Point: Semi/Casual Economy Based PMC for a bit of fun Public 24/7 Liberation Server // Modded Private 24/7 Ops/Open Server (Alive) Overview: TNL is a multi-plurplex PMC rising from the ground. A fun economy based PMC with a casual touch with a hardcore feeling. By this I mean casual as in not much effort required to put in unless you want to progress and hardcore feeling as in nothing is given on a plate, you lose something its gone. Think of it like a more complex PMC-themed Antistasi with an AI Zeus for more engaging and hardcore missions. A bit more about what we offer members: Besides having an exclusive private server, you will have access to a teamspeak server, training, ranks, leadership and staff opportunities, and more. We have a complex hierarchy of really friendly and experienced staff to make sure there's structure and we understand life comes first. We want everyone to have fun while playing intense missions in a casual and helpful environment. Operations: Dynamic, you will have assets based all over from guarding areas to assaulting or patrols. You don't know what to expect. (Alive Based). No Zeus as Zeus's at the moment are hard to find that are very good at balanced game-play. This is an easy option with less resource allocated. About the Leader: "I have developed milsims, helped milsims progress. Unfortunately work can be a big implicit to myself and having the energy to build and develop. This is where good staff come in."-PredatorMw2 Supportive Roles: Air, Armoured, FSG? Yes, but for that one you must unfortunately take training as these assets cost a lot of money, a shiny F35B is around 87 million. Progressional Routes: Training, Ranks, Weaponry, Staff Opportunities, Leadership. Anything you want we can probably offer. Goals: By Q3 we want at least 30 + active members around all facilities. We want to challenge the Arma 3 market to date again and create a home and hub for all players. Cheers for reading and get involved below: Discord: https://discord.gg/99TWQ83 (WE ARE STILL A SMALL UNIT GROWING PLEASE NOTE THAT)
  14. Hello, I'm working on a upcoming mission in which the player should be injured (Limping in the beginning until you find a FAK). The limping works by itself if I reduce health to 50%. The mission is cooperative and I must include revive. I enabled revive to all players in the attributes, but suddenly after adding revive; then the limping is non-existent. I'd be more than happy to hear a solution for this. Thanks in advance! 🙂
  15. RALLY UP! Rally Up is a set of random local/short missions made for small groups. CORE FEATURES : Short missions for your squad. Completely random based game play. (No two missions will be the same). Local tasks, less transportation usage. Decentralized spawn point. Missions that encourage discovery. MISSIONS : - Rallyup, Ambush, Assassinate, Defend, Overwatch, Payday, Relocate, Rescue, Search, Support, and Surveillance ADDITIONAL FEATURES : Utilizing new BIS task features. Squad up with random requested AI. New locations types (Explore unknown areas of Altas). Dynamic mission and squad names. Designed mod free but not mod incompatible. Reward missions with Arsenal. DOWNLOAD : UPDATED 2015 10 11 Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=540777252 Armaholic mirror: Rally Up Co-x "I’d like to share with the community my random missions. I’ve always loved the random missions generators like Patrol Ops, SecOps, DUWS and others. The basic idea is to create a bunch of short missions that can be played for an hour or two. I started coding my own in hopes of learning the ARMA language and also to brushing up on my other programming projects." Come play @ 8.6.15.232:2302
  16. 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
  17. Author: JTS Introduction Open world post-apocalyptic cooperative mission with a story line. This is the continuation of Virus X - Scientists & Virus X - Antidote. Search for food, ammo and weapons to survive. The nights are dark and the weather is hostile Description August 15, 2028. 5 years have passed since the last stalkers made their way to Chernarus to find their comrade who survived after being bitten by an infected. The survivor was rescued and successfully delivered to the military base of the Russian Federation, which is located near Chernorussia. Everyone hoped that he was an antidote that would help to destroy this aggressive virus. However, the blood of the survivor could not destroy the virus, but only weakened it. The military created a special fluid that was sprayed with helicopters all over the island. Now, most infected people are weak and move very slowly. But most importantly that this fluid destroyed the most dangerous type of infected - demons. So now at night you can move much safer. Not long time ago a group of soldiers on their special mission found secret documents about patient zero, who was the source of the virus. It revealed that patient zero was transported several times from hospital to hospital at the time of the outbreak. A group of experienced stalkers who work with the military and have been in infected Chernarus more than once have been tasked with finding a patient zero and taking blood samples for research as well as collecting all data about patient zero and leave Chernarus Features - Inventory (Virus X - Antidote, modified) - Dynamic weather - Day/Night cycle - Toxic rain, which depends on the weather - Story scenes - Extended car driving (Camera shake when driving. The strength depends on speed and what type of surface you drive) - Visual task-waiting function (Task starts when all players are in the task area) - Custom task system - Highly modified 'ravage' settings - Custom loot system (Virus X - Antidote, modified) - SP & MP compatible - Compatible with JIP - Save-game support - Push object function - Ability to drop an item from inventory (Virus X - Antidote) - Post-soviet color correction - 2 localizations: English & Russian - Random start-location Notes - Not working on dedicated server - In ARMA 3, loading mission from a save does not happen the way you think - Correct way to load saved game: Go to lobby (Here you see players in slots), go back to mission list (Here you can see and select island), select Virus X - Patient Zero and press 'Continue' button - Incorrect way to load saved game: Go to lobby (Here you see players in slots), press 'Continue' button - Use correct way to load the game from a save. Otherwise you may get the slots lost - Use J button to to open tasks - There are 2 actions when you loot objects: First is from ravage mod, called ' Search' and second is Virus X, called 'Inspect'. So don't forget to check if this action is available - It is recommended to enable music in your game settings - Read briefing carefully - NOT COMPATIBLE WITH ACE and other mods, which change the behaviour of AI (like ACE) - Be sure you disable all not needed mods before you start the mission (Mission will be disabled if using prohibited mods) - To avoid problems, it is recommended to run the mods in a specific order (See steam workshop) - Recommended monitor settings: 1920x1080, 16:9 - Recommended In-Game UI settings: (UI Size: Normal) - Be careful when pushing objects. Arma doesn't like when you play with its physics - Don't forget to save the game before leaving the mission - If host-player die - the mission will be failed - If you're a client and you got killed, it is better to load saved game. Otherwise the slot is lost - You can't save the game when you , for example: Driving a car, in a story scene or toxic rain is in process - 3 players in cooperative mode - Sometimes, when you load the saved game - an error may appear. This is some kind of protection against the uknown wind bug that happen on Chernarus. Just follow the instructions and you're good to go Credits & thanks Urban (Mission testing) LinkinPunk (Script testing) ALIAScartoons (Monsoon script, Tornado script) Asaayu (Abandoned Roads script) Screenshots Requirements - CBA A3 - CUP Terrains - Core - CUP Terrains - Maps - CUP Weapons - CUP Units - CUP Vehicles - Ravage - PLP Containers - MrSanchez' Headlamps Download (Steam workshop) Download (Armaholic) (Recommended)
  18. I made this ages ago. Neglected to upload it to the workshop somehow. Its a remake of the brilliant BIS Tac Ops mission of the same name - so perhaps a massive spoiler alert if you haven't played through the DLC campaign. It is not a like for like facsimile, and the story is adjusted to be a continuation of At What Cost. Having said that you don't need to own any DLC. All the assets used I believe are platform assets. The mission was created for zeus-community using 2600K's fork of the F3 Framework which means that its packed full of features and parameters to play with such as weather, ZGM module for admin, safe start, JIP, drop in drop out radio channels, You don't need 61 people - I've left the AI slots open, so you could run this 'full' with as few as 8 people all the way up to 61. The mission briefing is laid out below. It is up to whoever takes the Commander slot to come up with a plan. Subcribe at the Steam Workshop Page. SITUATION The AAF has begun its crack down on the population of Altis. Your Company is assembled from civilians and a portion of the Altis Armed Forces who refuse to take part following the disgusting treatment of IDAP volunteers and the bombing of Zaros a few months ago. A local AAF militia force has fortified Galati and is using its check points to tax and harass the movement of goods, civilians and aid. We just got word of an IDAP supply convoy that has been prevented from moving north to Abdera. If we could secure this the treasure inside could easily keep our forces supplied for a couple of months. OBJECTIVES Take Galati and liberate the blockaded aid convoy. Ensure casualties are kept below (parameter selectable) percent. SPECIAL TASKS Galati is protected by three Check Points - Golf, Hotel and India. The town's garrison will likely call reinforcements from Sytra and Athira at the first sign of attack. If we were to assault and hold Hotel and India we could use the defences there to hold off any counter attacks from the AAF armored platoon at Athira and Syrta's mechanised forces. Once safe on the flanks we'll be able to move on the town, eliminate every last one of those bastards and call in our reserves to move the supplies later once the fighting has stopped. FRIENDLY FORCES Commander at your disposal you have: COMMAND GROUP A 2IC - keep him as your medic or put him in charge of a thing. 1st and 2nd Platoon Commanders - If you so wish to divide your forces these roles may be very useful. I would recommend that you use the extended Radio Channels to allow distinct leadership roles or groups to communicate without jamming the airwaves. Are your IFVs all moving together? Have the Command element in charge of them and the Vic Commanders all join a channel together. Are Alpha and Bravo moving together and supporting one-another and moving with one of the IFVs? Have their executive officer and SLS in a common channel. Need an intercom between Vic and Squad? - Put a squad member in charge of comms with the vic and hop on the channel. You could also give the mortar team a direct link to an assigned person in charge of calling fire missions in the Company or each platoon, squad or fire team. Remember that utilising these channels makes the yellow CO channel a way of address all Command elements and may mean talking over another radio channel in use. Another top tip is to record who is on which channel on the map for easy reference should someone need to get in touch and temporarily join the correct channel. RECON Romeo and Juliet - two 2 man teams with quad-bikes for deployment. Each team has a small supply of explosives for sabotage and a limited supply of .408 ammo for very long range engagements. Note they start away from the main force. INFANTRY Alpha, Bravo, Charlie and Delta - four 10 man squads of varying competence and ability. To get about they have a variety of unarmed re-purposed vics ranging from off-roads and 4WDs to trucks and vans. AFV-4 GORGON IFV1, 2 and 3. - When our men left the AAF they brought with them their tax payer funded tools! The three Gorgons are distinguished from their AAF counterparts by their camouflage. Each IFV has a cargo capacity of 8 men so use them as impromptu transports as well as infantry support. Remember these things are glass cannons. They, like the infantry, need cover and concealment in order to last the rounds. SUPPORT Mike - Mortar and Vehicle Rearm. Use the mortar team as a back of house resupply and support contingent. Their vic will also rearm our IFVs. ENEMY FORCES The AAF still have many recruits and some commanders have seen the benefits of becoming local warlords. Expect heavy resistance in the town and QRFS to come from the East and West to support the check points and Galati.
  19. ANZACSAS Steven

    COOP 1-6 Save The Platoon !!

    COOP 1-6 Save The Platoon !! Link - ://steamcommunity.com/sharedfiles/filedetails/?id=1696372535 -See Steam page for Pic- Here is a port of my "Save The Platoon" Mp mission from Arma 2 to Arma 3. This is a Ground Defence/Close Air Support mission.Players have to Save The Platoon from being overrun. Designed to be easily edited and read. If clans/groups would like to edit the mission to use mods etc just add the clan or mod tag in name. - Overview - - U.S troops are in contact with a large force.Unable to extricate themselves,Close and intense Air Support is their only chance for survival. - Factions - - U.S Vs CSAT. - Features - - Dynamic load outs for aircraft. - Custom Weather and Time of day Params at start of mission. - Increase or Decrease your view distance and Terrain Detail During Mission. - Vehicles Respawn. - Assets Available - - A-164 Wipeout. - F/A-181 Blackwasp II. - Intel - - Estimated Enemy Strength is Strong.Approx Battalion strength. - Objective - - Support ground forces in contact and save the platoon!! If you like this mission please hit the rate button with a thumbs up.:) All feedback welcome. Have fun.:) Steve. - Mod Versions - - BWI Mod T-6/PC-6. https://steamcommunity.com/sharedfiles/filedetails/?id=1921404732 - F/A-18 Super Hornet Mod. https://steamcommunity.com/sharedfiles/filedetails/?id=1921958131 -Panavia Tornado GR4 https://steamcommunity.com/sharedfiles/filedetails/?id=1928190945&searchtext= - Credits - - Mission By ANZACSAS Steve. - GOM_fnc_aircraftLoadout V1.341 made by Grumpy Old Man 17-5-20172. - Dynamic Gfx settings scripts by Bryan "Tonic" Boardwine.
  20. Direct download : https://drive.google.com/open?id=1XqYe2BydiXoGRWNWDPY2cjtTz7-67KPj Steamworkshop : https://steamcommunity.com/sharedfiles/filedetails/?id=1711959480 !!! Mission for dedicated server!!! Video exemple : Description of the game mode : Sandbox game mode with the CSATs, the base of the mission is quite simple, enemy occupied areas (NATO) are generated randomly, once the secure area a new one will be generated randomly. Incidentally there is a small playable NATO team (5 slot) to oppose an additional resistance, thus creating more difficult and unforeseen situations. Configuration of the mission : CSAT : -Main base or all CSAT vehicles are available. -Recruitment of up to 10 AI per player. -Vehicle maintenance area. -Aircraft Configuration Zone (Pylon custom). -3 box F.O.B (fortification construction, static weapon, light vehicles, AI recruitment, arsenal, respawn point), note that the F.O.B are brand so that opposing players can know where they are located, in order to create conflicts around the F.O.B CSAT. -HALO Jump. NATO : -Rudimentary post, only light vehicles and light helo are available (transport, combat), heavy vehicles will need to be requisitioned from NATO IA. -Recruitment of up to 10 AI per player. -1 F.O.B crate (fortification construction, static weapon, light vehicles, AI recruitment, arsenal, respawn point), take note that the NATO F.O.B will be invisible in order to give an advantage to NATO players who are 4 times fewer in number. Globale content : -Approximately 80 operating areas. -Dynamic IA activity that adapts to the actions of players such as setting up mortar camps, S.A.M, land and air patrol. The zones where the AI are setting up installations are not indicated on the map, so as NATO gradually tries to block you with barrage shots or to defeat any air action. -Engineers can build sandbagwall (need a tool kit in inventory). -Zeus interface for server admin. -The group leaders of each faction have the automatic support (C.A.S, transport, ammunition drop). -Cleaning system (performance manager) every hour empty vehicles, body, stuff on the ground are removed to keep good server/client performance over the long term, players will be notified 2 minutes before the cleaning sequence. Script : !!! Be careful not to use the modes already included in the mission !!! -!!! NRE Earplug !!! -!!! Outlaw mag repack !!! -!!! Advanced sling loading !!! -!!! TAW view distance !!! -!!! AIS medical system !!! -!!! ZBE Cache !!! -Bon recruit unit -AI spawn script pack -R3F logistic -Virtual vehicle spawner
  21. TFM Missions Presents TFM: TERRORIST HUNT Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1914183097 TheFerretMaster Missions presents ArmA 3: TFM: Terrorist Hunt, a simple dynamic CQB game mode with a highly original name. This scenario simply lets you select a building, fill it full of enemies, then go kill them. No modifications are required and, due to the customisation and simplicity, this game mode is compatible with all/almost all modifications. The mission is fully customisable, easy to port to new islands, change enemy AI or limit player equipment. Features: Simple scenario, pick a building, pick the number of enemies, start location and time of day - then go clear the building. Mission automatically resets, allowing you to pick a new building and start again. After each building is clear, mission gives you performance data such as mission time and number of shots. Easily customisable, allowing you to use any mod with TFM: Terrorist Hunt Can be ported to new islands in less than a minute If you want to port TFM: Terrorist Hunt to new islands, change the enemy AI or limit the arsenal selections, watch this video to learn how: Changelog: v1.1 Improved location placement to make each come from a different direction Stopped box/satellite dish mating rituals
  22. Hello everyone, hello community! 🙂 I am about to start testing a new multiplayer style. A new type to me, of course - sector control. I have a tutorial video of how to create such a mission. - inside this video you can see that a sector module has been created, synchronized to a trigger which represents the capture area - it is easy to set x numbers of such areas with modules and triggers to cover the whole map or a larger area, for example, with the option to choose the percentage of presence in order to retake it - let's say I want to create 10 such areas. I need a script that checkes if: example 1: more than 50% of them are taken by one side or another (which means 6 in my case), OR example 2: all of them are taken by one side or another. I think it will be easier to check the second condition, but I am not sure because it won't be easy to hold off all 9 sectors under your control while trying to retake the last one. You will need to place a lot of AIs around them or have a lot of teammates playing with you with proper good skills. So, after all, we need a script for one of these options to be checked, or may be you can mention and add another one as a better solution. In this case, do I need to name the modules OR the triggers and what would the script look like? When a condition is fulfilled it should end the scenario - for example if you play for the BLUFOR (west) or OPFOR (east) and you win or you loose, such a condition can be checked in order to end the scenario. I hope you get the idea. It will be interesting if there's additional condition to make the game longer in a win-loose ratio, let's say 2:1 or 3:2 rounds won for one of the teams. I wonder if this can be done... Thank you in advance and cheers! 🙂
  23. ========================================= Squad name: 1st Force Recon Delta Company Timezone/location : Europe (Timezone CEST) Gamemode preference (eg coop or pvp): COOP, PVE, PVP, FUNOPS Contact email: None Website address: https://discord.gg/U9BdcRN Short description: The 1st Force Recon Delta Company is a semi/serious milsim made up of Arma 3 veterans/newbies. If you are interested in joining check out our Discord for more info, and add one of the Admins/Mods. Language: EN =========================================
  24. Who we are? The Task Force Hornet is an ArmA 3 MilSim Clan established in 2016. We experience with our motivated members in missions realistic virtual military simulation and distinguish ourselves by the cohesion as a community, our discipline and the application of real military tactics in ArmA. Despite our military hierarchical structure, we always have a human, friendly and sympathetic atmosphere. What do we offer? Training With us you can expect a compact and realistic basic training in which all the necessary basics are taught to survive in a simulated operation. In addition, we offer various modules to train you competently for use with all conceivable weapon systems. Operations Weekly events are the basic building block next to the training courses. Here high-quality and historical missions are served by our mission builders on a silver platter. We do not limit ourselves to a certain country or a unit, despite the USMC, but let ourselves be surprised again and again. From a guerilla fighter in Brazil, to a Russian large-scale offensive, to observing a target for days on end, everything is there. Campaign Our mission builders constantly deepen immersion through large-scale, dynamic campaigns. Every step, every shot and every decision counts as to what the end of the campaign will be, and we want to communicate how serious decisions can be throughout history. Buddy system You're new to Arma? No problem, with our buddy system you will immediately be assigned an experienced player who will help you with advice and knowledge and answer all your questions satisfactorily. Sloting System In our community you can choose your own role for each mission and campaign, there are no binding slots. This gives you the opportunity to experience each role in a different environment of comrades and to quickly integrate yourself into the clan. What do we assume? 1. minimum age of 18 years (exception possible) 2. ArmA 3 with Apex extension 3. reliable and conscientious participation in missions and training modules How can you contact us? Website: https://task-force-hornet.de/ Application: task-force-hornet.de/informationen/ Teamspeak: ts.task-force-hornet.de
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