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Found 53 results

  1. 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
  2. I need a easier way to spawn random units instead of individually pulling all classes from the in game editor and pasting it while adding quotations and commas like this: ["B_mas_med_Army_ENG_F", "B_mas_med_Army_EXP_F", "B_mas_med_Army_GL_F",]. I want to use a script that when called it will pull a random unit from a given side of a given type (infantry, land, air) and spawn them in a group. The group will be filled with random units. I also want it to pull units from mods that I download. I dont want to have to keep updating the script every time I download another unit mod. The mod MMC sandbox has no problem in doing this but I dont know how they did it.
  3. Fly Tanoa Air is a flight SIM-u-LITE scenario with dynamic missions and aircraft features. What's new: (changelog) Steam Workshop Flying aircraft in ArmA III is difficult. It takes a lot of practice. Right when you think you've got it, you realize how much more there is to learn. Just dropping an aircraft into an empty scenario is fine to start but that gets boring and, as a pilot in training, you need something more compelling to keep logging more hours. Fly Tanoa Air provides a fun and re-playable scenario in which to practice your skills. This download is compatible with APEX game version 1.7 and higher Drive Link Download : Fly Tanoa Air 0050 Check out the new mission maker designed with the FTA framework New Live readMe file Check out the [FTA] guidebook, FTA Dev Topic Challenges Features Control Description Images: Videos (new): THANKS to everybody at: Bohemia Forums Check out our Patreon page Ascina Illustration & Design ArmA 3 Nexus mirror Arma Public License No Derivatives (APL-ND)
  4. This page is for discussion of script features in Fly Tanoa Air. Mod page available now. Dev Files Current Version 0042 This download is compatible with APEX game version 1.7 and higher Live readMe [FTA] Guidebook
  5. Vandeanson's Apocalypse - the Mod: A "plug and play" mod that will spawn various sites and AI, fully randomly placed that will be dynamically de and respawning for ongoing survival action! NOTE: This is not a MISSION. This is a dynamic site and event spawner, that runs on top of any mission that you start while the mod is active. It spawns in sites based on player position, terrain and your settings (to change settings, you must edit your mission in Eden Editor - > Settings - > Addon Options). Never again will it be pointless, dull and boring to run around in armas beautiful forrests, just because all the loot and action is stuck in cities and other remains of civilisation! My mod will spawn in bandit camps to raid, small survivor hideouts to find and loot in the deepest forest, crashed helicopters that should definitely be searched before other survivors get there, ferocious packs of wild dogs that will jump you in the dark or animals to hunt for survival. Find a tame horse as a compagnion and tie it up next to your homebase while setting up barricades and boobie traps to fend off attacks against your newly claimed home. Zombies just got deadlier with the infection feature. When getting hit, you might catch a deadly infection that will drain your stamina and lifeforce over time. Stack up on anti virus pills to cure yourself! You will never rest easy, knowing that your steps may be watched from far and the moment you get too comfortable at a place, bandits pick up your trace and hunt you down! VANDEANSONS APOCALYPSE (STEAM DOWNLOAD) INSTALLATION: 1. Subscribe to the mod and activate it and CBA_A3 in the A3 launcher Whenever you start any mission (self made or from steam) , the mod will start to spawn in sites according to the default settings. 2. to adjust VA settings, open the mission you want to edit, or create a new one in Eden Editor, go to Settings -> Addon Options -> select the "VDA" options to see what you can change (there are a lot of options for customisation) 3. NOTE: the plane spawner requires you to place the following markers by default, else the planes spawn in the debug zone: "VD_PlaneMrkr_1,VD_PlaneMrkr_2,VD_PlaneMrkr_3,VD_PlaneMrkr_4". You may add or remove markers. 4. if you play on maps like chernarus, cover the empty terrain with large area markers and name them. enter the area markers name into the field under "VDA -1- General Settings" to blacklist that area from landsite spawns. 5. similar for shipwrecks and boats (cover inland lakes with additional area markers) so the shipwrecks and boats wont spawn in lakes inland. 6. Place your player and play. (Place the gamemaster module to check if the mod is working as ZEUS) FEATURES : - random and automatic position finder for all features. No marker placement needed (see INSTALLATION gor exceptions) - sites de and respawn after a adjustable time and while no player is close - Bandit Camps - Hideouts - Shipwrecks - Crashsites - Tradercamp (custom weapon attachment trader, custom trader for ravage respawn tent backpacks, all ravage traders) - AI Patrols - Animal Spawner (Goats & Sheep, can be gutted and eaten with the Ravage mod) - Spawners for Boats, Planes, Helicopters - Medical Sites - Zombie Infection Script for the RAVAGE mod (change the zombie parent if you want this to apply to other zombie mods) - JBDOG feral dog spawner - DBO Horses spawner (you need to subscribe to this mod separately, if you wish to use the spawn feature) - No Rest! spawner (checks if player stays at a place for too long, if so, might spawn AI hunters ) - loot spawns at all sites - Max Joiners melee weapon mod is automatically included in the loot economy and player equipper. AIs wont spawn with melee weapons however. This requires the max_melee weapons mod. No dependency is created. GENERAL: - dynamic simulation is enabled for all spawned AI and structures. Simulation is enabled based on your view distance settings minus fog, plus scoped view distance to save FPS - automated loot arrays based on active mods (e.g. CUP, RHS,... will be integrated into the features) - option to blacklist items from loot arrays - option to exclude Arma 3 Vanilla and DLC items from loot table - option to exclude various mod sub content (e. g. CUP Uniforms, or IFA3 Backpacks...) - adjustable AI equipper (or option to use Ravage Equipper) - adjustable player equipper (or option to use Ravage Equipper) - CBA_A3 Settings to tune features in Editor while making a mission - possibility to add blacklist area markers for land sites (e.g. Bandit Camps) and coastal sites (e.g. shipwreck and boats) - adjustable spawn ranges and despawn timers - MP compatible to my best knowledge, please report any issues - the default currency is the ravage money, fyi. Without ravage mod active, it will just not spawn without error - adjust the amount of sites/features that at spawn to your needs or disable specific features if you dont like it - plane spawner: the only feature that requires you to place markers, check the CBA3 settings for it. 4 markers are pre defined, you may add as many as you want and place such markers at airfields. All placed markers will be a potential spawn position for planes - This mod creates NO dependency! UPCOMING/PLANNED FEATURES: I have quite a bunch of ideas for new features and plan to improve and extend the mod going forward, no ETA gor such features however. AI Spawner: - AIscavengers that move from house to house in a city and then return to a hideout z nearby to drop off loot, then go back to scavenging - AI spawner in case players spend a lot of time at the e same place (e.g. Looting a city) - chance for AI groups in any feature to be military grade geared, rather than random low quality survivor gear - some sort of simple basebuilding, crafting and ressource gathering feature - a mission generator - optional loot economy (to fill buildings with loot) - option to include heroes survive - option to include zombies & demons (e.g. A ambient Z spawner) - fake underground sites such as bunkers or caves TO DO'S: - not all arrays are automated (automated means, items or structures of active mods are put into category for use in my script) - automate heli, plane, heliwreck, boat arrays based on active mods - automate inventory items REQUIREMENTS : Note that this mod requires CBA3. CUP Terrain Core is also recommended, as some structures from it are used. There is no dependency however. Ravage has been the inspiration for the mod and this mod is made with Ravage in mind. There is however no dependency, you can use the mod with our without Ravage. THANKS: Thanks to all the great guys on the BI forum for their help and advise. With special thanks to George Floros GR, Johnnyboy, Mr H., HazJ, Larrow, pierremgi, Haleks, Grumpyoldman, Gunter Severloh, the Ravage folks, all followers of my topic thread and anyone i might have forgotten right now. HELP TO IMPROVE: Please subscribe, rate and let me know any issue that might occur, I would appreciate receiving any feedback that helps me improve the mod. Cheers VD
  6. EDIT: Please note I have removed the old versions from the workshop and replaced them with a single version which is both SP and MP compatible. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1681681569 Or download from Google Files: https://drive.google.com/file/d/1HyTACnWLHRI556LovNaGVVFOUwnYaqGY/view?usp=sharing Addons: Only CBA required DLC: Apex Features: HETMAN NR6 Edit: Real time AI commanders on both sides . Playability: Single player or CO-OP. Single Player - performance may dip but will improve as the mission goes on. Multiplayer - Dedicated server with support for up to two Headless Clients. Please note: if you die in multiplayer you need to go back to the lobby and select another slot. Not tested on a local host. CSAAF: Fed up with fighting CSAT aliens? Fight CSAAF instead. Switchable Group Map Icons: Turn on or off using the Radio menu (0-0) Optional: Load CBA mod for more detailed group names, some still need to be added TeamSwitch: Press U to switch roles and fight the war from a different perspective. Zeus: TeamSwitch to the Zeus slot and press Y .Watch the war being fought. Please note: using Zeus to add units in multiplayer may cause strange effects. Credits:Rydygier for creating HETMAN and NinjaRider600 for taking it to a whole new level. Revo for 3den Enhanced . Changelog: 29/07/19 End triggers added and lots of tidying up. You can now win the mission by reducing enemy strength to less than 30. Original post: Hello, Im pleased to release the beta of my first mission based on HETMAN NR6 edition. https://steamcommunity.com/id/MACK_MACK_MACK/myworkshopfiles/?appid=107410 There are two versions including a dedicated server compatible version with support for a single headless client as well as a single player version. The headless client is managed via Whertles Headless Script. My aim is using the awesome HETMAN NR6 script to create a real time large scale dynamic battle. Please note my scripting knowledge is virtually non existent and this is my first mission for a dedicated server. I have managed to get it all to work however I suspect there are better methods I could use. Any feedback is appreciated. Please read the description on the workshop page. Best Regards Mack
  7. Would dynamic light and shadows be too hard to implement in Arma 3 at this point? It was added to DayZ SA back in 2016 and would be great for immersion in the Contacts DLC and/or any horror themed mission. Also creates the same amazing immersion that the STALKER games have. Here are some sources and examples: https://trello.com/c/GSZoLFyL/122-dynamic-shadows https://trello-attachments.s3.amazonaws.com/547c4a954dad7ad76b9cb6a1/57c0b25c3f2de7ff0dbedcdb/60e4ce88a2b98d10f607ee302161ec34/Shadows.mp4
  8. https://steamcommunity.com/sharedfiles/filedetails/?id=1737925026 -A scenario built on Drongo’s Area of Operations- 2035 –Tensions are rising between NATO and CSAT. CSAT’s allies, the AAF, occupy the strategic island nation of Malden. A local CIA funded and trained group known as the FIA has been tasked with conducting an insurgency in Malden to weaken the AAF military capability, erode CSAT’s confidence in the AAF and strengthen the case for NATO peacekeeping intervention in Malden. This mission has been built around Drongo’s Area of Operations, a mod which provides a highly customisable dynamic campaign system. Area of Operations generates missions which need to be achieved in order to accumulate victory points to win the campaign. Area of Operations is easy to use and allows anyone with little experience with the Eden Editor to create engaging and fun campaigns. My intention with this scenario is to demonstrate some of the possibilities of Drongo’s mod and give a true sandbox experience where the player has lots of freedom in how they want to play. Drongo is actively working on Area of Operations and I will update this scenario with new releases of AO. Check out Drongos other mods too at https://steamcommunity.com/id/DrongoMods/myworkshopfiles/ and https://www.patreon.com/DrongoMods. Features: Dynamic campaign generated by Drongo’s Area of Operations. 100 points are required to win this campaign. Successfully completing a mission earns you 10 points. Killing an enemy unit earns you 0.5 points. You also have 100 political will points. Failing a mission costs 10 political will points and killing a civilian costs 3 points. Upon reaching 0 political will points the campaign will be a failure. Asymmetric warfare against a superior enemy force. Each task will need to be planned thoroughly with the means of achieving it limited by your imagination. Unit switch – upon death switch to a surviving group member and continue the fight from there. Regular saving is recommended though. Undercover – blend in as a civilian or infiltrate by posing as an enemy soldier. Vehicle-Borne Improvised Explosive Device (VBIED) – A truck bomb is available at the FIA base with the detonator triggered via radio. When destroyed the truck will respawn at base after 10 minutes. Combine this truck with undercover to complete objects and eliminate enemy patrols but be careful of collateral damage. Unit recruitment. Vehicle spawner BI Arsenal – All equipment available so how you play is up to you. Lead a ragtag squad of ill-equipped rebels, a well-armed militia using the latest in CTRG equipment, disguise yourself as a civilian and discreetly plant bombs or use the bomb truck to cause maximum carnage. Optional objectives to capture enemy assets including a helicopter, a jet and tanks (extremely difficult). Future plans: A separate COOP version of this scenario. In extensive SP playtesting I found that the scenario was initially way too difficult due to the incompetence of the friendly AI so I have tweaked it to help offset this disadvantage which includes all items being available through the virtual arsenal and several “captured” AAF vehicles to start with. The COOP version will require players to scavenge for and capture AAF assets (if they want more than the standard FIA assets) and will be generally harder in order to meet the capabilities of a group of human players. An optional objective to assault and capture the USS Freedom thereby enabling cruise missile fire support. Required Addons: Community Base Addons (Armaholic / Steam Workshop) Spyder Addons (Armaholic / Steam Workshop) Drongo’s Area of Operations (Steam Workshop) Recommended Addons: VCOM AI (Armaholic / Steam Workshop) Drongo’s Command Enhancement (Armaholic / Steam Workshop) Drongo’s Air Operations (Armaholic / Steam Workshop) Credits Drongo for the Area of Operations mod upon which this scenario is built. https://www.patreon.com/DrongoMods https://steamcommunity.com/sharedfiles/filedetails/?id=1712007238 SpyderBlack723 for Spyder Addons https://steamcommunity.com/workshop/filedetails/?id=579263829 Incontinentia for Incon Undercover https://forums.bohemia.net/forums/topic/202256-release-incon-undercover-a-comprehensive-undercover-incognito-simulation/ Licence Arma Public License No Derivatives (APL-ND) https://www.bohemia.net/community/licenses/arma-public-license-nd FEEDBACK IS STRONGLY ENCOURAGED. I want to know what you love and what you hate about this mission as I intend on working on it and improving it.
  9. 2nd Battalion Parachute Regiment About Us Sometimes referred to as 2PARA we are a Arma III MILSIM community that believe in having fun while getting the job done. We believe that Military Simulation can be done without certain aspects of the real military such as addressing people by their rank or calling them “Sir”. We aspire to create a fun Milsim environment for new or seasoned Milsim players from around the world, however we are Australian based and look after our Aussie members before our international members as the largest part of our community is Australian. Our Structure Applications are open in all air and ground sections. 2nd Battalion, Parachute Regiment - Alpha Company | Infantry - 1 Section - 2 Section - 3 Section - Bravo Company | Support - Armoured Section - Engineer Section 4th Battalion, Parachute Reserves - Reserves - Recruits No. 2 Squadron - Rotary Section - Fixed Wing Section Requirements: You must be of ages 16+ (unless vouched for by someone currently in the unit) You must have a microphone to be able to join! You need to be respectful to all members. You must have Teamspeak 3 installed. You must have a legit copy of ArmA 3. You must be able to follow orders from superior officers. You must be able to attend our weekly main operation Time Schedules Training Friday at 1800 AEST Operations Main Campaign: Saturday at 1800 AEST Fun op Sunday at 1800 AEST How To Join Us: If you are interested please join our teamspeak and wait in the Waiting For Recruiter channel and a recruiter will be with you shortly. Teamspeak: ts3.bris.wombatserve.rs:10100 Steam Group: https://steamcommunity.com/groups/2ndBattalionParachuteReg ORBAT: https://docs.google.com/spreadsheets/d/10p_V0SNjIOX-zkb1QSv4fxul_z3u2eqzYDUCA2xgwLw/edit?usp=sharing Discord: https://discord.gg/48WVMhC
  10. Hi. So I thought I would add a mission parameter to our Zeus template to allow the Dynamic Groups System to be toggled at mission start. Turns out now I can't disable it. This is what I have right now: The first time I ran the commands in case 1, the dynamic groups system was enabled. However when I restarted the mission (and MP server) with the parameter set to Disabled, I was still able to press the Team Switch button and access the UI. Stumped, I even completely removed the parameter and .sqf file and restarted the game, and it was still on. So I readded the script/param and inserted the Terminate code, yet it still won't disable. It messes with ACE group management, so I'd really like to get this fixed. It's possible I'm missing something simple but I am very confused. Edit: I believe it's a problem within 'mission.sqf' because it happens if I remove all other files. As to where within it I have no clue. Here's a link. I have a workaround (updated code above) but I still don't understand why it's enabling in the first place.
  11. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1618325439 MISSION Russians have invaded the small peaceful island of Malden, and are holding it's citizens captive! Execute missions to weaken the russian presence on the island and set it's citizens free! A randomly generated campaign, execute missions and lead the United States Armed Forces to capture the island of Malden and win the war against the Russian Federation. FEATURES Random AO - One of Malden's cities, the main airport, or the military island base will be selected to attack. Finish one and another is generated. Random Selectable Side Missions - If you want a bit more excitement, you can choose a side mission from the mapboard at base. It will open the map and show you all available missions. Side missions range from diffusing a bomb on your officer, to stealing an enemy supply truck, to finding and rescuing a downed pilot, plus much more. Every time you open the side mission map, there will be different missions at different locations, so if you don't like what's available, just close it and reopen it. Civilian Population and Traffic - There is a heavy civilian presence on Malden, its citizens populate most of the island and are driving cars (shocking!), and walking around everywhere. They aren't hostile to our forces. In fact the reason we are on malden is for them, as the russians have invaded and are making their life a living hell. Recruitable AI - You can recruit AI units from the officer at base. Please allow them a few seconds to get deployed and join your group. If you wish to dismiss a unit, simply walk up to him and select 'Dismiss.' Mobile Respawn - There are 3 mobile respawn vehicles, a 4 door Humvee, an unarmed M113, and an unarmed MRAP. They should have green letters above them saying M.H.Q. 1, 2, or 3. When you die, simply choose which M.H.Q. you wish to respawn on, or just choose to spawn at base. If a M.H.Q. is destroyed, it will respawn at base. Revive - You can be revived by your teammates if you are incapacitated. There is a 5 minute window to be revived before you die. Players can only revive other players, A.I. units do not revive or become incapacitated, they simply die. HALO Jumping - You can HALO Jump by choosing H.A.L.O. Jump from the mapboard at base. You can also choose H.A.L.O. Group to jump with your squad members. CAUTION: if you have joined another players group, it will force ALL GROUP MEMBERS to jump as well! Dynamic Group System - Press the Teamswitch key (Default "U") to open the group menu. Here you can create/disband your own group, invite other players, join or leave another players group. Virtual Arsenal - There is an ammobox at base with virtual arsenal, and all MHQ vehicles are virtual arsenal enabled. You may also call in a supply drop which has virtual arsenal. AVAILABLE SUPPORT (Called with 0-8 on Radio) Supply Drop - An ammobox will drop near you and be marked with green smoke. This box will have virtual arsenal. UAV Recon - Click a location on the map and after the data from the UAV comes in, all hostile and friendly units will be marked for 3 minutes. These markers will not be updated, so be aware units may move around. Artillery, Mortars, Carpet Bomb - Choose one of the 3 from the support menu and click on the map to rain down some good ol' american pop rocks on the enemies. Caution when using in cities, as it may result in lots of civilian casualties, our mission is to protect the civilians, not kill them. Laser Designated Missile - If you have a laser designator, you can call in laser designated missile strikes. 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). Fast Travel Transport Helis - A UH-60 and MH-9 are available to transport you around Malden. When you select the heli you want, it will mark an LZ near your location and head that way. Green smoke will automatically be popped at the LZ when the Heli is near. Once you get in, choose "Give a LZ to the Pilot" and it will head to that location. After a few seconds, the screen will go black and you will fast travel to the location. If at any moment the heli becomes bugged out, choose "Detonate Heli Transport' from your action menu to destroy the heli and make the support available again. Paratroop Reinforcements - Click on the map and a squad will paradrop on your location. After the squad has landed, they will fall under your command (Or your group leader's, if you are in another player's squad). Requires both RHS USAF and AFRF. Credits: DUWS by Kibot. Modified Version by BigShot. EOS script & Occupation mission by BangaBob Civilian scripts by Enigma ATM Airdrop HALO script by PokerTour. Defuse Bomb script by Cobra4v320. Thanks to Kempco for the mapsize script. Thanks to FrankHH for correcting the typos. Thanks to Yumsum, Porte and Phil for all their patience in testing.
  12. IndeedPete

    [SP-Campaign] Ice

    - DEVELOPMENT DISCONTINUED - Singleplayer Campaign Ice Version: 0.50 ALPHA Good evening, I would like to use this thread to officially announce my recent project in the Armaverse's splendid singleplayer content. A few of you might have stumbled upon my other projects, namely M.E.R.C.S. or Contention Zone, or my various re-texturing efforts and scripting frameworks. This work here, simply called Ice, is my newest and probably biggest baby since I started its development in the beginning of this year. I have reached a state in which I can share some of the details with you and do a fair shair of shameless marketing. Veterans of M.E.R.C.S. will hopefully find Ice to be a worthy successor, both in terms of gameplay and story. Contrary to my approach in M.E.R.C.S., I will not run a public Alpha as the complexity of Ice outruns the complexity all of my other projects, and I am not able to provide easily upgradable releases where I can iteratively add more missions without having you lose your saved progress. Instead, my plan is to finish a rough version of the playable content and release it in Beta state, hopefully in the first quarter of 2016, for you to evaluate and to attract some of you talented voice actors out there. Thanks for your attention. Let's jump right to the shameless marketing, shall we? Overview Ice introduces a new and snow-swept setting to the Armaverses’s Singleplayer content. Through the course of over thirty missions – featuring story-driven, combined arms action – the player will alternate between three characters, each representing one of the campaign’s major factions; EUROFORCE, CSAT, and Black Star Movement. From this shared perspective, the devastating conflict in the Barents Sea region will be experienced, through the unique lens of its combatants. From infantry encounters, stealth missions, and armoured engagements to strategic planning, base expansion, and casino capitalism, the gameplay boasts an imaginative, diverse and dynamic style where your decisions really matter. Moreover, veterans of Ice’s predecessor, M.E.R.C.S, will find friends and enemies, old and new, in the sprawling tundras and Alpine forests of Helvantis. A BETA release, aiming to attract the attention of talented community voice actors, is targeted for the first quarter of 2016. Story More than a year has passed since the events of M.E.R.C.S and European Armed Forces are back in control of the Mediterranean islands, Altis and Stratis. The British ultra-nationalistic paramilitary group, commonly referred to as the ‘British Knights’, is still at large and intelligence services around the world have lost track of the prototypic fusion power generator they acquired on Altis. As European Armed Forces seek to extend their influence over the Mediterranean and Middle East, an association agreement between the Russian Federation and Canton-Protocol Strategic Alliance Treaty is signed, leading to joint military exercises close to European territories. Already, the fragile peace between the Independent Republic of Helvantis and the Russian Federation is beginning to crumble and now threatens to fall apart completely after the discovery of a valuable chemical element in Helvantian soil, Astatine, in its stable isotope 222. Both Canton-Protocol forces and European reconnaissance teams are converging on the region, eager to confirm the findings and to establish a strategic foothold in Helvantis. But there are others too, who are willing to stake their claims in this geo-political gambit, operating in the upmost secrecy, between the faultlines of warring global powers... Features Story-driven singleplayer campaign, revolving around three playable characters. Strong focus on character development, with a rich and dynamic narrative. Introducing a new and wintry landscape to Arma 3 Fully voice-acted Strategic decisions that affect the path of your characters First and third-person cutscenes Infantry, light vehicle, and armoured gameplay Custom weather effects Custom conversation system Custom shop system, supporting a vast amount of third party content Three custom, re-textured factions Customised HUD enhancements (optional) More than thirty missions (including cutscenes) on four different islands (Altis, Stratis, Chernarus, and Helvantis) Multiple endings Media Gallery on Abload.de. Requirements All official Arma 3 DLCs available on release of this campaign and the Mods listed below. Required Mods This work builds on both community Addons and my work. It therefore requires the installation of the following Mods. EUROFORCE by IndeedPete CSAT Snow Tigers by IndeedPete Black Star Movement by IndeedPete (Already part of this release.) All in Arma Terrain Pack OR Cup Terrains (Base + Chernarus) Helvantis by Animander Supported but Optional Mods Community Base Addons (Must be used with EUROFORCE CBA Extended Eventhandler Support Addon, CSAT Snow Tiger CBA Extended Eventhandler Support Addon, and Black Star Movement CBA Extended Eventhandler Support Addon. All part of their original releases.) Toadie's Weapon Packs (Can be run together with Black Star Movement HLC Replacement Config Addon in order to exchange weapons for the INDEP faction throughout the campaign.) Weapon Packs, Item Packs, and Uniform Packs are supported by the shop system. No guarantees given for not explicitly listed content. Unlisted third party content might affect the balancing. Development Roadmap - Scopes & Features Beta - Voice Actor's Preview (INCOMING) Release Q1/2016 Campaign Completed Test Options Still Active Text-To-Speech Samples as Place-holders Gold Voice Acting Replacing TTS Place-holders Contact You can reach me on the BI-Forums. Or feel free to locate me on social media: Steam Twitter Share your thoughts!
  13. Hi all , Im search a Dynamik Ai script that spawns the Ai arround the player and patrol inside a Radius . I know i can spawn AIS with triggers an let them patrol but i think thats its not a good way to create a Escape scenario on an big map Like Altis . Know anyone a good configurable script ? That's it, Big THX for read ,help and your Time !
  14. COOP/SP mission with dynamic objectives for 1-6 players on the Prei Khmaoch Luong map. Try yourselves as SF team members during Vietnam war period. MISSION LINK: http://steamcommunity.com/sharedfiles/filedetails/?id=959340725 FEATURES: - 3 different type of tasks (search and destroy, search and rescue, patrol)... I hope will be more - Random enemy strength, patrols and objective location every time you start scenario - Revive sytem - Combat support (transport helicopter and arty) - No respawn - Customizable mission parameters (weather, time, arsenal, ai) - Three different SF units (MACV-SOG, SASR and 173rd AB LRRP ) with authentic, custom made arsenal and loadouts - FPS friendly - Whole map mission MODS REQUIRED: - UNSUNG 3.1 http://www.armanam.eu/downloads.html - Prei Khmaoch Luong map http://steamcommunity.com/sharedfiles/filedetails/?id=950966660 - Huey Pack http://steamcommunity.com/sharedfiles/filedetails/?id=370592133&searchtext=huey (cause Unsung Huyes dont work properly with AI) Thanks to all authors of scripts which I used in this mission. Leave feedback in comments and dont forget to rate mission if you like it, thanks. HOW TO LAUNCH THIS SCENARIO 1) subscribe scenario and required mods 2) Launch Arma 3 via launcher, turn on all required mods and launch game with them 3) In game menu choose Multiplayer game =} server browser =} host server(local or internet) =} host server 4) In opend map/missions menu choose map with scenario =} this scenario 5) Choose role, press play 6) Profit... Screenshots:
  15. Dynamic Shipwreck Spawner by Vandeanson After a few weeks people realized that all was lost in Chernarus. With the inland being too dangerous for traveling, many gathered as much supplies as they could, loaded it into their boats and took off into the open sea. Many did not make it through the harsh weather conditions and currents... Nowadays, lucky survivors might still stumble across the rusty remains of such endeavors, washed up along the shores, when wandering along Chernarus coastlines... Showcase Videos: Functions of the script - random selection of wreck placement at any shore (with v. 2.0, it is no longer needed to place markers) - random selection of lootable props to be placed around that markere wreck - the wreck will be deleted after 3600 seconds and the script will loop, starting from scratch How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "shipwreck.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - shipwreck.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> shipwreck.sqf 5. Move the shipwreck.sqf to your mission folder. ========================================= NO MARKERS NEED TO BE PLACED! shipwreck.sqf Dependencies: None except Ravage and CBA (if you want to use the ravage looting system) The script works without mods too. Changelog: v.2: - need for marker placement removed - complete randomization of object placement arround wreck - some clean up
  16. So I have been looking for a new mission for my dedicated server for me and some buddies to play with the RHS Escalation Mission. Loved the similar missions in Arma 2 OA but, Since it is no longer updated, and I have no scripting knowledge, I had a few questions? First would be, All I want is to update the units to the new ones RHS has added, change the map, and the teams, I have a wish to try out the RHS Serb forces, but as this is something not originally created with the mod, I have no Idea what to do? Would this be simple or very complex? Is there a stand-alone tool like ADAM that I could use? At this point, I would even compensate(if that is allowed, or donate) if someone could just edit the mission for me. Just for private use. Any thoughts? :\ Thanks, WZ
  17. This addon requires CBA_A3 What does it do and why? It's a simple mod that adjusts your objectViewDistance dynamically, based on your current field of view. I was frustrated that I had to manually readjust my objectViewDistance when I wanted to observe something that was far away. Note: hint in the top-right part of the screen in the video is just a debugging tool, you won't see it in game. How does it work? It analyzes your current zoom level and adjusts the objectViewDistance based on it. Default zoom (0.933...) is going to render your default objectViewDistance setting, while focused eyesight (default hold right mouse button, 2.8 zoom) is going to increase it a bit, etc. The effect maxes out by setting your objectViewDistance as high as your viewDistance setting is while the zoom reaches 34.98x (12x in-game - default binoculars at full zoom). That means you can see stuff that is really, really far away, which is useful if you're doing anything that requires this perk, be it long ringe sniping or tank-on-tank combat. Transition is as sharp as you want it to be. It's going to be very mild if your oVD is ~= to your total vD, it's going to be very sharp if your oVD is << than your vD. Worried of FPS drops? You shouldn't be. The way ArmA processes objects rendering is related to your FoV. High zoom equals narrow FoV, so despite your objectViewDistance being set as high as your total viewDistance setting is, you shouldn't encounter noticeable framedrops. It goes back to normal when you leave zoomed-in view. I haven't noticed any FPS drops (matter of fact, I've encountered an increase while in optics), but weaker PC platforms *might* encounter FPS drops, especially when the LODs are changing, or when leaving the zoomed in view. Disclaimers This mod is released as-is. I've made it mostly for myself, but I might update it at my own convenience. I have some plans for it, but I can't promise I'll update it regularly. Known issues - cannot edit oVD while in-game, only in menu - oVD setting is stuck at the set level after closing your game while in zoom (dying and then closing should work just fine) Released under GNU-GPL license. Mirrors: Steam Workshop Armaholic WithSix
  18. I'm currently tring to set up a mission where a player activates an action witch activates a trigger that spawns units in a group. I have done the addAction and it looks like this: this addAction ["Spawn INF", {(_this select 0) setVariable ["GERinf", 2, true];}]; and the condition of the trigger: ((InfTrigGER getVariable ["GERinf", 0]) == 2) But i have trouble with spawning the units. So far i have done this: _group105=createGroup west; _unit2=_group105 createUnit ["fow_s_ger_heer_rifleman", getMarkerPos "GERinfspawn", [], 4, "FORM"]; I'm trying not to use an outside script and basicly only do it from the ingame init. If someone can help that would be awesome :)
  19. Hi guys, MODS: Feel free to edit/amend any links in this article as you see fit; also if you want to shorter the length of the topic with a teaser/read more tag, that's fine. This is my first post here. I have been an avid and loyal player of the BI franchise since early days of Operation Flashpoint. To date, I've written a dozen text and video reviews of various titles in this fine and realistic war simulation family, starting with the original and branching all the way up to ArmA 3. Recently, I've been playing dynamic recon ops multiplayer scenarios with friends on privately hosted servers, and I thought it could be nice to fictionalize and write one of these missions as a short story. I have pasted the full text and images here - the story is also available on my website (among many other ArmA-related articles) - www.dedoimedo.com. I hope you enjoy this, and if this gets traction, I will more than gladly write additional articles detailing thrilling, breathtaking MP scenarios. Cheers, Dedoimedo ===== ArmA 3 War Diaries: Operation Migraine Operation Migraine was supposed to be a short sabotage mission behind enemy lines, designed to disrupt the buildup of NATO forces on the island. The intelligence report indicated the enemy was trying to consolidate its positions around the towns of Athira and Frini, bringing in long-range artillery as well as a significant cargo of ATGM, which would make any offensive by our light armor prohibitive. The army command felt we needed to take the sting out of a rapidly escalating situation, and Operation Migraine was scheduled for the early afternoon hours of June 24th. My team was tasked with this dangerous mission, having undertaken several high-risk assignments in the previous months. We were well familiar with the island's topography, we had a good sense of the terrain, and we were accustomed to the muggy summer heat. The strike force was composed of two main elements the infantry group, led by me, with a select number of operatives skilled in penetration and demolition. Or primary task was to move into Athira, suppress any military presence and confiscate the cargo of anti-tank missiles, suspected to be held at the old cement factory in the northeast part of the town. If we were unable to complete this objective, we would destroy the weapons. Under no circumstances should they remain in enemy hands. Furthermore, we were to seek and destroy any AT units, so that our armor element could advance and support us for the second leg of the operation. Two BTR-60 APCs of the 44th Mechanized Brigade formed the other element of our force, and they would initially remain behind, at Camp Hornbill, waiting for our signal that it was safe to move into Athira. BTR-60 is a fast but lightly skinned vehicle, and it does not provide much protection to either its crew or passengers on the modern battlefield. Sending them into the town without adequate support would be suicide. However, once we secured the town, we could then use their formidable 14.5mm HMG to support our push north into Frini from a safe distance. The main purpose of Operation Migraine was the destruction of a NATO M270 MLRS battery, which would severely threaten our positions across half the island once it'd gone active, but our intel did not have a precise location on the launchers, so we had to recce the ground first. However, we did not have any illusions regarding the town's defense. We knew the enemy had deployed defense in depth, with several concentric rings of barricades and concealed bunkers, and we had to slog past these, before we could secure Frini and destroy the artillery. Maps showing our two objectives, Athira and Frini; notice the bunkers, checkpoints and the minefield. Additionally, the decision to concentrate on the enemy presence in Athira first was based on several key considerations. Theoretically, we could advance across the enemy's entire left flank, and strike either in Athira or Frini, and going against the artillery sounded juicy and appealing. However, Frini was protected by a minefield on the north side, and we would have to cross a low ridge of hills on the west side, which would limit our visibility and leave us exposed to enemy fire, especially the anti-tank teams. If the resistance proved too heavy or we were forced to advanced farther south, we would end up in a pincer. A classic encirclement movement, by ourselves. That would not do. By going against Athira first, we would approach from the southwest, limiting our contact with the foe to only one side. We would also make sure to neutralize the anti-tank threat, allowing our APCs to advance and support the attack. Finally, during the night, the air force had secretly airdropped resupplies east of Athira, so if we needed to stock up on ammo, we could pause briefly and rearm before moving north. With the battle order decided, we initiated phase one, with a stealth approach on foot. We had kitted ourselves with the expectation of heavy contact with enemy infantry, plus the necessary gear to dispatch the artillery. Intel reported no enemy armor or cavalry. I was armed with a Rahim 7.62mm marksman rifle. It's a very reliable piece of weapon, with good accuracy and a solid punch, superior to the SVD, but like its predecessor, it shares the same limited 10-round magazine capacity. However, it uses a dual-purpose riflescope-illumret ACOG, which offers superior visibility in both short- and long-distance engagements. With low, flat, open terrain ahead of us, I stocked up with extra ammo. The rest of my team consisted of another marksman, a sniper, who would move on our exposed flank north and protect against any enemy encroachment, a medic, a machine gunner, a demolition expert, and three anti-tank operatives, two with 127mm Titan launchers, with two missiles each. The armor element included the two BTR-60s with their crews, including also two mechanics, a spare driver for the pinch side of our mission, and a lone combat assistant for whatever they might need. They were apprehensive, and I could sympathize with them. In the past two weeks, we had lost five vehicles to enemy AT units, and they did not relish the charge over open ground, supported by a single special ops squad. One of the two BTR-60 APC used to support Operation Migraine. Just before we set off, HQ informed us we would also enjoy air support. A strike formation would move in, but only on positive identification of the MLRS battery. We did not know the disposition of the enemy AA strength, so there was risk in that, and with the weather threatening to turn into a typical summer thunderstorm, the CAS was a sweet if risky notion. Move in We advanced at a steady pace, using the orchards and vineyards to hide our movement. The first two hours passed in sweltering silence, pierced only by the incessant buzzing of cicada. They say the buzzing frequency correlates to temperature, so if you can count the chirps, you know what the temperature is. We reached the southeast corner of the town without encountering any opposition. There were no civilians about, probably because they knew a military buildup in their area could never be a good thing. The terrain was flat, providing no good vantage points, especially not toward the cement factory. And we needed to scout out the town before moving in. At the outskirts of Athira, we decided on a bold move. A sentry tower, used by friendly forces before the hostilities, stood abandoned merely 500 meters from us, and it could be an excellent jump point for our attack. We discovered, to our delight, that the enemy had not bothered securing the tower or even placing a patrol around it, but we didn't spend too much time wondering. Never once to scorn good fortune, we covered the remaining distance at a crouch. There was always the chance of a trap, but we didn't think the enemy had had enough time to consolidate its position in Athira, let alone prepare any nasty surprises for us. It was the nature of the game, and we were used to operating under adverse conditions with high stakes. Indeed, the tower stood empty. I sent the sniper up, and he took position on the second-story level, aiming toward the main road. Apparently, NATO had decided to concentrate its forces on the east side of the town, probably to minimize suspicion. With flat ground for a good few km west of Athira, vehicle movement may be observed by our recon units, and they intended to keep their preparations hidden until the last moment. At the same time, they could have used the tower to keep an eye on our positions, but for some reason, they did not. It is a tactical question I will never answer. My sniper Ani finally reported enemy presence. An infantry squad on patrol north of us, and another, as we feared, at the cement factory. He had a good shot at the patrol near the road, but he did not have a clear line of sight toward the second group. We left him in the tower, and moved carefully across the road. We were in enemy territory now. Urban settings are dangerous. Enemy fire can come from any direction, and it is very easy to become disoriented and lost in small, unfamiliar towns. We had never operated in Athira before, but we had studied its layout carefully, and we believed we knew what to expect. Still no enemy contact. About a hundred meters from the factory, we hunkered down, and I gave permission to fire. The sniper quickly dispatched of the road patrol. He left the tower and moved farther in. He had already selected his next cover; a two-story unfinished house. He was going to support from the rooftop, where he could suppress any enemy movement from the north. We stormed the factory, keeping formation, covering each other's flanks. Overlapping fire arcs, slow, deliberate movement. The island of Altis is a tricky battlefield. The sun-burned vegetation and rocky ground allows lone gunners to remain unseen. It heavily favors the defenders. But we believed our superior training, the element of surprise, as well as respectable body armor gave us the necessary dose of confidence for this engagement. Contact As we reached the rusty gate into the factory's premise, the enemy opened fire. We were pinned down from two directions, from inside the compound and from the southeast. Luckily, we had the factory's thick perimeter wall to protect us from the worst of it, so we lay down, and started scanning for targets. With good camouflage, you don't look for people; you scan for silhouettes and sudden movement. Peripheral vision becomes critical. The enemy was confused, because they soon abandoned cover. Perhaps they thought they had the superior numbers, or maybe they weren't completely sure who they were fighting, but I had my first target in my sights. I was using the scope, out to 200 meters. These seemed to be paratroopers, hardy, well-trained soldiers. Lightly armored, though. The 7.62mm round has superior ballistics, and it will bring down anyone. Hugging the factory wall, temporarily ignoring the force inside, we moved east, firing at our right flank. Reaching a T-junction at the southeast corner, we turned left, again using the wall to minimize our exposure. Within just a few meters, we came in contact with a large enemy force. These weren't paratroopers. These were ordinary troops, busy unloading crates of missiles from a HEMTT parked farther down the road. We had found our cache of ATGM, as well as a whole platoon of soldiers. We opened deadly fire, kneeling among the bushes and weeds that overgrew the sides of the access road to the abandoned factory. Our machine gunner, Zabad, took position on the hot asphalt and ripped a deadly salvo into the enemy men with his trusty Zafir, scattering them. I could see sparks flying off the truck, and I had to warm him not to damage the vehicle. We had the goal of stealing this lovely cache, and it would be a shame if we, rather than the enemy, ruined the chances of completing that part of our mission. The enemy beat a retreat into the factory. I lobbed a frag over the wall. A dull thud, followed by a rain of dust and paint. Meanwhile, the paratroopers on our right were getting more aggressive. They had good cover among the ruined, shelled houses, and they were firing at us with all they had. We were lucky the east side of the town was in a slight depression, so they only had a limited view of our position, and most of their bullets overshot. As long as we stayed low, we were relatively safe. But then we crept up on a bunker. The intel reports mentioned a whole bunch of them, but they weren't all marked on maps, and camouflage nets foiled aerial surveillance attempts. I realized we were getting pulled into a trap. We would soon have enemy attacking us on three sides, and we still didn't even know the size and strength of the force inside the factory. The truck suddenly became an anchor point and a shield, despite the paradoxical quantity of high explosive it carried. But we believed the enemy wouldn't deliberately try to set it off, and for the moment, it obscured the view to the bunker, and vice versa. I had to decide. Storm the bunker or fight CQB inside the factory, with the paratroopers at our back. I felt we should extricate ourselves rather than knot in deeper. East it is then. We had to silence the bunker first, regroup at the outskirts of the town, eliminate the paratroopers so we had no one at our back, and only then take care of the remains of the enemy force inside the factory. Besides, they were probably badly trained in combat, or at least, not as good as the paras, so they became our lowest priority. In the worst case, if the task proved too hot to handle, we'd move farther east, toward our resupply point. Meanwhile, Ani had moved again. He couldn't see us anymore, and he needed a better position to help us stave off the attacks. Risking it, he legged for the factory, and took a position close to the T junction, where he could cover the south side of the town. Closer to the bunker, our machine gunner sneaked under the truck and started firing at the camo netting, suppressing the defenders. It was a brutal staccato of rounds, ripping the sandbags into a hail. We rushed into the prickly, thorny grass field and charged the bunker, tossing grenades. The netting stopped them, and they slid down harmlessly, exploding on the wrong side of the sandbags. But the steady fire had unnerved the enemy, and they had left their cover. Four men. They stood no chance against our concentrated effort. We took our first casualty when Rezi, the demo expert fell to the ground, hit from somewhere behind us. The sniper was doing his best to protect our team, but it turned out, the enemy had not one, but two checkpoints at the southeast exit, both manned by paratroopers, and they were doing their best to stop us. With the bunker out of action, we could now focus on clearing the second threat. The enemy was tenacious, but it was Ani who saved us. He singlehandedly stopped the enemy, and gave us the chance to regroup. Rezi had been shot through the Kevlar and through the shoulder. It didn't look good. Khoram, the medic was busy binding the wound, but he believed Rezi would need plasma and evacuation back to base. Once we had the truck in our hands, we would drive him back to camp. First, we needed to secure the factory. In we moved, Khoram and Ani still on the other safe side of the wall. The factory yard was a textbook example of neglect. Rubbish, exposed piping, nasty, sharp edges to old, bent metal, chokeweed and broken concrete, sun-bleached walls that wept rust. Hiding there were enemy soldiers, badly bruised from the earlier encounter. But still quite sneaky and deadly. They were waiting for us, of course. Again, they fired from two directions, their teams having split and taken the west and south corner of the factory, so they had a good, solid 90-degree coverage of our approach. With bullets zinging all around us, we burrowed past the narrow entrance and hit the ground. The ample rubbish became a dear friend, protecting us from the withering barrage. We took positions behind small, dilapidated office buildings, trying to assess the enemy strength. I had Camp Hornbill in my ear. They were asking, Have the AT teams been neutralized yet? Can Butters move in? Not yet. But I was kind of looking forward to the friendly rumble of their ancient V8s and the rattly hiss of the KPV machine gun. It's never fun fighting in close quarters. But we were well trained, and we did not buckle under pressure. Fear was a distant emotion that would come to bear in a dark, repetitive dream. But first, we had to live through this battle. You learn to disassociate your feeling, you learn to become mechanical about it. The more you train, the more you fight, the more natural it becomes. Machine before animal. The survival instinct is to flee. The machine instruction is to fight. And so we fought. Soon enough, I realized the enemy did not have a clear picture of the situation. They probably believed the paratroopers were still active, so they thinned their south flank and concentrated their fire from around the main factory building. This allowed half my team to slink behind the old conveyor and attack them from the side. At this point, I was also acutely counting the minutes spent in this engagement. The Frini battalion may decide to send in reinforcements. We would be in a very tough position if they struck hard south and cut off our escape. It would also completely jeopardize the support element. That would mean we would have to retreat deeper into enemy territory, and rally around our resupply point. Perhaps we would have sufficient ammunition to last till nightfall, but then the enemy just might decide to test their new artillery and obliterate us with cluster bomblets. Just about at the lower end of the MLRS range. Too risky. We had to take control of the factory fast, send the sniper to the roof of the main building and make sure there was no enemy coming from the north. If that happened, we would abandon the main objective and retreat. We would then go for a brute-force contingency. Regroup at Camp Hornbill, saddle up onto the BTRs, and attack from the west route, mines and low visibility and all. Or let HQ decide on a more sensible approach. Not my call. The gamble paid off. We had the remaining survivors pinned down at the northwest corner of the factory, and soon, a ghostly silence descended on the compound. The air smelled of hot dust. But we had secured our first objective. Once the fighting died out, we carefully examined the factory. Even though the enemy did not have much time to consolidate its position, there are always risks when you take over an emplacement. In this case, we did not feel nervous, because NATO had intended to use the factory as its base of operations, and they had been actively unloading missiles when we struck. That usually meant no mines or other nasty surprises. Still, we combed every building, every floor, and once satisfied we had the compound under full control, we focused on our next step. Intelligence gathering. We found a map inside one of the offices, and it did show what we needed the position of the artillery battery and the minefield to the northwest. The defense rings around Frini were not marked, though, and it was likely the enemy moved them often, or it was still busy digging in. I deployed my men just outside the factory, covering the north-south road from Frini to Athira. They had ample rockets and missiles, and they could stop any armored advance. At the same time, Ani was up there on the roof, looking over the rushes to the north. He couldn't see the rings of enemy bunkers and checkpoints, he had a fairly obstructed view of the hills to the left, the road, and the nearby 200-300 meters stretch of land on the outskirts of Athira. That would do for now. The other marksman in my team, Rongan, volunteered to move up the road, so he could cover the hillside better. Ani agreed, and Rongan split from the rest of us, hauling it through the fields. All in all, our position at Athira seemed secure, and there was no more fighting for the time being. It was time to call in the cavalry. But we did it prudently. Butter A advanced first, beating a trail through the fields in a shallow southerly arc toward Athira. Butter B would stay in reserve, and always mindful of enemy missiles from our still vulnerable left flank, it followed half way and took a defensive position in an orchard just near the southwest entrance to the town. The gunner trained the turret southeast, leaving the north to Ani and Rongan. There was still some small risk of an odd paratrooper hiding among the ruins. Butter A and the weapons truck, once we had it driving to base, retracing the route the APC had just taken, would be exposed as they crossed the town without close infantry support. I also had a tough call to make. Rezi needed evacuation, so he would go with the truck. Not the best of medevacs, but it would have to do. I could not spare anyone from my team to escort him, especially not Khoram. Rezi would also leave his charges and explosives behind, in case we needed them. Butter A rumbled into position around 1730 hours, even as the thick clouds moved in over the island, threatening with a fat, oily summer rain. We breathed in relief, as well as we could breathe the syrupy air, when we heard its gasoline engine moan and chug. It followed our path and stopped astride the HEMTT. The two mechanics and the driver hopped out, reloading the crates back onto the pallets. There were about 20 missiles on the ground, and they needed to go back into the truck. Once the truck was ready to roll, Rezi stumbled into the cabin, under the watchful eye of our worried medic. One of the mechanics agreed to go with them, to provide support if needed. The other guy remained with the BTR, looking exhausted after all the lugging work. Frini stayed put. Sending a truck without armored support was risky. Very risky. But so was driving a loud, noisy, smelly APC through the fields back and forth. Each journey attracted unnecessary attention, and we could never be sure there wasn't an UAV in the air, using its thermal cameras to detect vehicles. A lone truck wasn't going to make anyone too suspicious, especially since one was expected to be seen in the vicinity of Athira. A proper armored column would make everyone suspicious. Besides, with Butter B covering the main roads, and the effective range of about 3,000 meters for the KPV machine gun, we could somewhat protect the truck until it exited the theater of operations. A while later, Camp Hornbill reported the payload had been secured, and that Rezi was waiting for evacuation by a helicopter. The camp medic had administered an infusion, and he seemed to be in a stable condition. Khoram didn't look convinced. Details of Operation Migraine, the push into Athira: 1) The sniper takes position while the rest of the team advanced toward the factory 2) Enemy forces engaged, with strong enemy resistance from the south and east 3) The enemy bunker and the paratroopers have been suppressed, Butter A is called to support (thin red arrow) 4) The team secures the factory while the wounded demo expert and the weapons cache are taken back to the base; Butter A moves to support the right flank. Frini At 1800 hours, we resumed our operation, feeling very confident. Our losses so far, if they can be classified as such, were light, we still had ample ammo, and we weren't too tired. We were focused and morale was high. We believed we were well prepared for the second leg of our mission. But the ferocity of the NATO resistance surprised us. They hit us hard, from multiple directions, as soon as we left the factory. Our intel had been flawed. The enemy did not just have concentric rings of bunkers as part of its defense-in-depth strategy. It had a bloody fortress. The intel had severely underestimated the number of troops and the strength of enemy positions. Concealed from view by undulating terrain and long stretches of tall, marshy cattail were half a dozen entrenched pillboxes and hardened checkpoints. Aware of our earlier attack and having had sufficient time to prepare, the enemy troops moved aggressively against us, trying to outflank us. The enfilade was particularly strong on the northeast. We halted our advance and hunkered down behind concrete drainage pipes left outside the compound, probably part of a construction project disrupted by the war. Meanwhile, Butter A moved in to support us, firing the KPV. It was suppressive fire, laid down through the thicket and rushes. We were frustrated that we didn't have a clear view. Butter A moves in to suppress enemy fire while we take a defensive position outside the factory. The pressure on our right flank slowly died, so we left the factory and began a slow advance through the field. Now, we used the terrain to mask our progress, keeping low. We knew there could still be enemy to the right, but the battle had shifted to the left. Rongan reported a large force of enemy infantry moving to intercept. They were stationed in the foothills, and they were now trying to reach the main road, to block us. I didn't know if Butter B could see the enemy, but the 14.5mm HMG to the south was silent. Butter A joined us, keeping the northeast side secure. We couldn't just focus on repelling the enemy. We had to locate the enemy artillery, too. That would determine our approach. At the moment, it seemed we had to go straight for Frini. To the east, the chain of pillboxes was a death trap it also meant we would not be able to retreat or rearm at the resupply point. The west and north were threatened by massive enemy presence. If the odds turned out too great against us, we would regroup at the factory, and then extract to the south west. We covered about half a kilometer in 30 minutes. Butter A advanced slowly, using the low, hand-built stone walls that demarked the arable plots for cover. It wasn't easy, but we had the initiative. We were shaping the course of the battle, and the enemy seemed to be reacting. Ani, Rongan and I were busy using our scopes to spot and mark enemy positions, and half way down to the main road from the factory, we finally saw the prize; the MLRS were located on the hill west of the town. It was a good location. There was a low, flat depression just off the peak, where the tracked vehicles fit in snugly. The position was covered in camouflage and surrounded by HESCO gabions on three sides. I called HQ and requested the promised air strike. They informed me the package was on its way, ETA 15 minutes. We resumed our slow progress. Half the team would advance while the rest provided cover and suppression. Zabad, our machine gunner, was busy, delayed tracers kicking clouts of dirt in the distance. Rongan was picking off individual soldiers slinking through the tall, parched grass, and they still have not pinpointed his whereabouts. Ani was moving down the road, so he could have a better view of Frini. The sound of jet engines announced the arrival of the To-201 Shirka before we could see it. The aircraft flew in low, from the southwest, and it dropped precision munition on the artillery battery. Alas, the bombs hit the gabions, raising one hell of a dust cloud, but there didn't seem to be any extensive damage, and certainly no secondary explosions. The Shirka veered to the north-north-west, exiting the theater, dropping flares. Two lines of silver fumes streaked up from somewhere in the town, chasing the aircraft's heat signature. Luckily, the plane escaped unscathed, but we knew there wouldn't be any follow-up passes. The enemy had strong AA in Frini, and we would have to handle the task ourselves. With the BTR-60 as their shield, the Titan operators Nowar and Himi moved to engage. The artillery was at the far end of their effective range, about 1,500 meters. They fired, but once again, the bastions took punishment. Second volley, same story. Damn. The MLRS were undamaged. The enemy had prepared a top-notch defensive position. The ATGM activity incensed the foe. The return fire came in stronger, more concentrated, and the first group of the enemy infantry had crossed the road, and was moving toward us. They had the vegetation to mask them, and neither Rongan nor Ani could engage them. Butter A advanced a further 200 meters, to stop the enemy and got hit. The rocket slammed into its left side, crippling its wheels. The rubber and the paint caught fire, and we knew the vehicle was completely out of action. Zabad emptied an entire box of ammo as we crawled forward, trying to get the crew out of the burning APC. It wasn't a pretty sight, and now, we were taking heavy casualties. The mechanic was dazed but didn't seem injured. The driver and the gunner were in a bad shape. Nowar and Himi helped drag the wounded back toward the factory. They would need evacuation, but we needed support. Should Butter B move in, or drive into Athira and get the crew? Acrid smoke veiled up, obscuring the view. The stench of burning fuel and scorched grass made my eyes water. We were also down in firepower, as half the team was busy helping the injured. The enemy was advancing. Rongan reported heavy fire in his direction. He was pinned down. But he had a plan. There was a small sentry tower to the left side of the road, and if we could reach it, we would have a superior firing position, and we could stave off any enemy progress across a full 180-degree arc, west to east. This meant Zabad and I would have to charge. Ani alone had to seek out the tank-killer teams. The enemy had missiles out there, and that meant we couldn't risk any more armor until they were taken out of action. I was surprised to see Khoram crawl back. He shook his head. His help would not be needed at the factory. We had two dead. The mechanic remained behind at the factory. He was somewhat disoriented, his ears ringing, but he seemed stable enough to sit down and hug a rifle to his chest. Butter B kept pestering me, anxious to move, all too aware of the danger. I wanted to hear the KPV rattle again, but not at the expense of three more lives inside that steamy metal hull. We were also risking our skins, but we had much better chances than an old APC. Butter A on fire after it has been by an RPG, with the lost of two of its crew. We had to ignore the east flank completely. Whatever enemy was left there would have to wait. The cattails were a double-edged sword, and the same way they thwarted our effort to clear out the pillboxes, they would obscure us from the enemy. With the enemy's barrage directed SSE, they couldn't really move, or they would get in a cross fire. Some small luck there. We charged, across open ground. I went first, Zabad shooting the Zafir in long, sustained bursts. Rongan was swearing into his mic. He was down to his last two magazines. I still had nine left. Crawling through the grass, we moved north. Frini loomed ahead, ruined buildings, barbed wire, and a hive of soldiers rushing among covers. So many of them. I extended the bipods on the scalding road surface, and began shooting. We had only about 300 meters to the town, now. Ani was behind me, Rongan to my left. Khoram, Nowar and Himi were lurking to the right. Zabad was supporting from a creeper-covered wall, shooting into Frini. The last member of my squad Semdi had an Alamut pack strapped to his back, and he was kneeling at Zabad's side, watching for any vehicles. He still had not fired his rockets, and from our current position, we could not see the MLRS. Time crept, and the rain started. It was a downpour. Everything turned greasy and muddy in seconds, and I had a fine patina of brown muck all over my fatigues. Breathing became difficult, like sucking honey with a straw. The smell of nature intensified, sudden and alien, like a punch to the nose. "Enemy truck," Semdi warned over the comms, already arming his RPG-42. At the town's south entrance, another HEMTT had moved in, and it was unloading troops. Reinforcements. Not good. Zabad moved his aim, blasting the infantry, forcing them to take cover behind the barricade. The Alamut whooshed, and a rocket slammed into the truck, setting it afire. It wouldn't bring our men back, but it did even out the odds a little. Rongan was down to his last few rounds. I had two magazines left. The weight of enemy fire had lessened, and there weren't so many men moving through those ruins anymore. It was hard confirming kills as bodies tumbled behind debris, but I believe I shot at least a dozen. Rongan moved toward the sentry tower. He tossed a grenade, and with satisfaction, we watched a body tumble down the ladder. There was another dead enemy below. Rongan informed us he was going to use the NATO MX 6.5 mm now, so we should confirm his presence before we fired. Zabad and Himi were out of ammo, as well. We crept forward. I was salvaging my bullets, aiming carefully, making it count. The battle impulse calls for unrestrained fire, but years of hard training call for the opposite action. You act against your instincts, and it's a difficult thing to do when someone is trying to kill you. Rongan was in the tower now, bunkered down, firing to the north, turning the hill slopes into a killing ground. I reached the nearest corpse of a NATO operative. My loyal Rahim had done its job, now I had to salvage a new weapon from the foe. This one had an underslung 40mm grenade launcher, and there were still five HE rounds in the man's harness. I loaded them up one by one and fired at the nearest row of houses in Frini, some 200 meters out. The hollow blasts were the only sound as the enemy fire pretty much died away. The enemy's defense was buckling, and there was no one moving among the debris anymore. Combat often starts and ends suddenly. Silence, thunder, silence. It seemed that way now. There was nothing coming at us anymore, not from the northwest, nor from the town. With half the team armed with enemy ordnance, we moved into Frini. It was then that our right flank woke up with renewed violence. They were hiding in the houses and in the fields. Rifle shots rang as enemy operatives fired through windows. Fighting out in the open and in an urban setting are two different things. Gunfire sounds are pretty underwhelming when there's sufficient space for the vibrations to dissipate. It's an orchestra of chaos with walls and buildings for the noise to rebound and echo. You cannot be sure where the enemy is shooting from, and town cleaning is a painful, nerve-wrecking business. But as bruised and battered as we were, we had the initiative. We had secured Athira, and we had advanced into Frini. The destruction of the APC and the casualties we've taken had not stopped us, and we had the upper hand in this engagement. Morale has an exponential curve. And we were riding it. We consolidated at the fork of the rural road leading into the orchards to the southeast, and started pounding the enemy pillboxes. We had a clear view now, and the enemy's attack faltered. There was still a team of soldiers harassing us from behind a grove of olive trees, but they were not organized, and their fire wasn't coordinated. We called in Butter B to help us finish off the resistance. The crew drove straight north and took a position just below the artillery emplacement, covering the hills and the nearby town area. With the APC covering our backs, we could fully focus on mopping up the east side. Still, it was no game. A bullet grazed my leg, and Nowar was hit by shrapnel from a grenade. We both sat down while Khoram bound our wounds. Rongan and Ani were with us, the sniper armed with his pistol for close engagements. The rifles still occasionally cracked from behind one of the low orchard walls, and there was a dull ring of gunshots from a building somewhere to our left, but it felt like blind fire. The 14.5mm KPV roared twice, sending the entire town shuddering with its deep rattle. Zabad, lugging an American machine gun, lay down near the last house facing east and sprayed the orchards. Back to the action, I moved across the road, knelt down and took aim. An enemy soldier showed his face. It was enough. We followed the side road into Frini and stopped at the junction near the church. Khoram, Rongan and Ani moved toward the artillery. I led the rest farther up. Sporadic fire surged up. The other half of the team reported being fired at, and that they had taken shelter within a few meters from the MLRS. Butter B rumbled about, but it did not advance into the narrow streets. While we were quite confident there weren't any anti-tank teams left, we couldn't fully rule out the possibility. A slow vehicle, forced to follow in between buildings with insufficient room to train its gun either to the sides or vertically presented an excellent target. Either way, we saw this as a diversion, so we rushed to silence the remaining defenders. We had to be careful, because we did not know if there were any civilians around, and we couldn't shoot blindly or toss grenades through windows. We found the enemy. One of the soldiers was hiding on the second floor of a house. We couldn't really approach without dashing the entire length of an alley. I couldn't see anyone else in the house, so I gave the order. Semdi fired a second RPG. There was a dazzling flash where the rocket struck, and then a huge cloud of dust billowed out of the window. No more bullets came from there. We were out in the open again. Rongan directed us toward the last NATO pocket. A last squad, situated in a cluster of semi-finished houses just near a large olive grove. We were going to attack them from behind, but we had to make sure our own men wouldnt mistake us for the enemy. I called in twice over the comms before we advanced. The three operatives lowered their weapons for a few moments and waited. The foe never saw us. It was a turkey shoot. And then, truly and completely, Frini was silent, apart from the burpy drone of the BTR's V8 engine. Plastered in rain and muck, we reached the artillery battery. The airstrike and the missiles had scored some damage, after all. One of the vehicles sported a black, sticky smear on its side, possibly fuel or engine lubricants from ruptured seals. It had probably been disabled, and no sane crewman would dare use its rockets now. The other two seemed largely intact, but they had been peppered with debris. Objective accomplished. Almost. We had to destroy these damn things. I called HQ, to inquire about the general situation. They reported that radio chatter indicated enemy reinforcements en route to Frini, but they would not reach the town before nightfall. We had time to complete our job and extract in a safe manner. We placed the explosive under each vehicle and onto the launcher pods. We trailed the detonation cables a good 180 meters from the artillery site, and hid behind a building before setting them off, and not before informing both HQ and the mechanic at the factory that the fireworks were about to start. The explosion was tremendous. Breath fled my lungs as a blast of hot air swept through Frini, shattering windows, and disturbing a small whirlwind of wet, oily muck. The secondary explosions were equally impressive as heat and fire cooked off the rockets in the launcher pods. Butter B waited just up the road, sputtering fumes into the softening evening rain, waiting for us to load up. I did not relish stepping into a cramped, cauldron-hot APC after all this fighting, but it was better than legging it back through the mud. We didn't have the strength to walk to the base, and we surely didn't want to be caught in the field when the NATO reinforcements arrived. It was a shame to abandon both towns, but we didn't have any illusions about our strength or preparedness to keep them. The enemy had made that mistake by rushing forward, without consolidating its positions properly. We must not do the same. Our task was to prevent exactly that, and we had. There would be more muggy summer days to resume this war. Details of operation, the push to Frini: 1) The team leaves the factory and advanced toward the town, under heavy fire from both the left and right flank 2) Butter A is hit by a rocket, and two crewmen lost 3) With a marksman and a sniper covering the south approach into Frini, we succeed in overcoming the enemy defenses 4) The team split into two groups; one half takes charge of securing the artillery position, the other half is tasked with clearing the leftovers of the enemy defenses on the east side of the town 5) With the flanks secured, the remaining enemy soldiers are encircled and eliminated; Butter B (thin red arrow) moves into position to extract the troops. Butter B retreated the same way it had come. At the factory, we loaded up our dead and the mechanic. The lad had recovered somewhat and was relieved to see us again. With a last look at the charred, smoking remains of the second BTR, he stepped into the miasma. There was no talking as we rode back to safety. It wasn't a long journey, but the notion of so many men trapped in a tin box never inspired any great speeches. I had deliberately avoided asking command about Rezi's health. If he lived, awesome. But if he died, that would not have been good news for the men while fighting. One of the things we had learned over the years is to look forward. If you focused on the bullets that missed you rather than the ones that were going to hit you, you'd make for a very poor special forces operative. This kind of fatalism may look brutal, but it is sanity when you deal with death on a daily basis. Indeed, it was another day, another gruesome mission. We had ended this one with victory on our hands. With a bleary sunset in our eyes, we reached camp. By late evening, it was as if our mission had never taken place. NATO troops had seized Athira and Frini again. The army command was already planning the next offensive, a much bigger, less covert one this time. Not for us. We would be sent somewhere else on the island, where discretion was needed and impossible odds were on offer. Rezi didn't make it in the end. The rest of us mourned our friend, bunched our shoulders and prepared for the next engagement. That's war for you. ===== Original story: https://www.dedoimedo.com/games/arma3-war-diaries-operation-migraine.html
  20. caliban55

    The long watch

    Mission summary: Mission name: The long watch Mission type: Coop combat patrol Maximum player number: 14 Supported world island(s): Malden 2035, Tanoa, etc. Features: Virtual Arsenal Dynamic Groups Auto-scaling of enemy troop strenght with connected player numbers Medical and revive system Mission parameters changeable for servers Description: The long watch is a ArmA 3 combat patrol mission which mainly puts the focus on infantry combat and teamwork. A dynamic mission assignment is generated for the players to complete (for example, destroy something, download, support, scout, etc.). The next step is for the players to reach the exfil point to finish the mission. You can create a dynamic group by pressing the U key and invite players to your group, or join an existing group. The default medical and revive system is enabled, you will need a medikit or field aid kit to revive a downed team member, medics have a massive speed modifier to revive. Some mission types will have civilians present, so be carefull what you shoot at. Killing civilians can result in a mission failure. The mission requires players to work together to complete the mission. You can test the mission on our server and I will also add the mission file to my Steam Workshop and Play with Six repository. Please leave any feedback here, if you want to . Server IP:Port 74.201.57.33:2312 Steam Workshop link for Malden 2035 version: The long watch Malden 2035 Steam Workshop link for Altis version: The long watch Altis Steam Workshop link for Tanoa version: The long watch Tanoa
  21. Hello all, I am curious as to how I would go about adding players dynamically to a cfg orbat group. The config is defined in the description.ext, but I am still confused as to how I would add new players that are joining to this group. Thanks! Reference to ORBAT: ORBAT_Viewer
  22. kenoxite

    CCE2 beta 7.x series

    Hi all, I've been given approval by Drongo69/TacRod to publish a fixed version of his CCE2 beta 7 template. ABOUT COIN COOP ENGINE 2 Your goal is to succeed in the COIN operation by hindering all resistance activity in the area. To do so, you will be assigned a range of missions. The countryside is crawling with resistance squads and camps. As you complete missions and kill enemies, you may requisition additional vehicles and troops. ABOUT THE DIFFERENT VERSIONS In this thread you'll find two iterations of the original CCE2 created by Drongo69. The first one is beta 7.1.x, which doesn't change anything from the original CCE2 releases and is only focused on fixing bugs. The second one is beta 7.2 onwards, which uses the fixes from beta 7.1 and expands CCE2 with new features and gameplay changes. So, it's up to you to decide which version to use. If you want oldschool CCE2 then pick 7.1. If you want more stuff pick 7.2. You can find more info about CCE2 in the threads of old CCE versions by Drongo69, such as this: http://forums.bistudio.com/showthread.php?98846-CCE2-for-Operation-Enduring-Freedom -- CCE2 BETA 7.1.1 REQUIRED ADDONS - CoC Unified Artillery (if you use CWA you'll also need to apply this fix) This update includes the following fixes: beta 7.1.1 - Enemy unit won't be seen mounted in crashed chopper anymore (in CCE\Mission\RecoverIntel.sqs) - Convoy groups will enter ActionLoop if the vehicle is destroyed OR can't move (in CCE\Mission\ManageConvoy.sqs) beta 7.1 - Added check to control amount of CAP groups spawned, so it doesn't spawn so many that there's no room for mission groups or custom enemy units. (in mission editor, CCE\Misc\sideCount.sqf, CCE\StartCCE2.sqs, CCE\CAP\SpawnSquad.sqs and CCE\CAP\SpawnVehicles.sqs) - Enemy groups spawned in missions should be removed properly now once a new mission is requested (in CCE\Misc\CleanUp.sqs) - Fixed destroyed vehicle counter (in CCE\Units\KilledEnemyConvoyVehicle.sqs) - Fixed serveral problems in CAP\spawnsquad.sqs and CAP\spawnsquad2.sqs - Fixed "simultaneous mission" bug which was causing the spawn of tons of enemy mission groups and targets in the same one mission (in CCE\Mission\requestMission.sqs) - Fixed mission target counter displaying wrong count after aborting a mission (in Mission\MissionMonitorGroup.sqs) - Convoy destination marker now isn't visible once the Convoy mission ends or is aborted (in Mission\MissionOver.sqs) - Rescue mission should be aborted properly now, deleting the unit to be rescued (in Mission\rescue.sqs, Mission\rescueAI.sqs and Mission\MissionOver.sqs) - Fixed being able to abort missions when there weren't any, which caused the next requested mission to auto-abort on start (in CCE\Client\AbortMission.sqs) - Added check to spawning scripts, so they stop running if the leader is dead while the script is still forming the squad. (in CCE\CAP\SpawnSquad2.sqs and CCE\CAP\SpawnVehicles2.sqs) - Fixed counter of enemy units killed in the Search and Destroy mission. Previously the mission needed 1 more kill than it was asking for (in CCE\Mission\SnD.sqs) - Fixed artillery units being added to global array without checking if they were already in the artillery vehicles. (in CCE\Add\artillery.sqs) - Chance of enemy groups spawning over water greatly reduced (in CCE\Misc\overwater.sqf, CCE\StartCCE2.sqs, CCE\CAP\StartPatrol.sqs, CCE\Mission\MissionLocation.sqs and CCE\Mission\ConvoyDestination.sqs) - Added missing CoC markers (in mission editor) - Cost of CAS and Airstrikes is now displayed when requesting them (in CCE\Support\StartCAS.sqs and CCE\Support\StartAirstrike.sqs) - Blowing up the chopper after recovering the intel won't tag you as "enemy" and be killed by your teammates anymore (in CCE\Mission\RecoverIntel.sqs) - Fixed weather not following the values set in DefineMission.sqs (in CCE\Server\Weather.sqs and CCE\Client\Weather.sqs) I think those are all the bugs in the beta 7 version that needed fixing. Note that I mean fixing bugs (broken stuff), not gameplay issues (like mission X being too hard or whatever). For the latter, read below. To apply the fixes over your mission just copy/paste the CCE directory over your that of your mission (make a backup first, just in case), then tweak DefineMission.sqs and DefineUnits.sqs accordingly (or copy the content of the CCE dir but those two files to avoid having to re-tweak). Then copy the trigger in the middle of the map in the mission editor to your mission or create a new one yourself with the settings: Axis a and Axis b about 8000 both (adjust depending on the size of your island, but it has to cover every single unit), Activation: anybody, Once (so, no repeat), Condition: CCE_Ready, On Activation: CCE_All = thislist DOWNLOAD CCE2 beta 7.1.1 Template: http://www.mediafire.com/download.php?zzs9vwrp73huuyg -- CCE2 BETA 7.2.3 This version of CCE2 expands on the original, fixing bugs and adding new features and gameplay changes. REQUIRED ADDONS - CoC Unified Artillery (if you use CWA you'll also need to apply this fix) These below aren't actually needed, but heavily recommended: - SNYSptPack.pbo (from SP/MP support pack) - for the rope and rappel anims - DrongosToolkitVoices.pbo (a modified version from Drongo's Toolkit), ECP_DSAI.pbo and ECP_DSAI_2.pbo (from ECP and its patch) - to activate DSAI - BN_tracer.pbo (BN880 version) - to see the tracers OTHER - FWATCH - to be able to show the personal menu with a key press - HIGHLY RECOMMENDED NEW FEATURES - New mission: Liberate Hostage - Helicopter insertions and extractions: The insertion types available are normal (by landing), fast rope, paradrop and HALO - Informer: There's a local informer in the camp that might know the approximate location of active camps, for a price. (additions in CCE\Informant, CCE\CAP\CampBossAI.sqs, CCE\Client\Start.sqs) - Equipment automatically assigned to players on (re)spawn (starting gear can be edited at CCE\respawnGear.sqs) - Disband: You can disband any of your units. When doing so, those units will be able to be recruited by any player. They'll be removed after a few minutes (in CCE\disband) - Reorder Unit(s): You can now send any unit or units to the end of your group formation. This way you can now, for instance, easily sort the big gaps in formations when units die or by having vehicles in the middle or the start of your group. (in CCE\reorder) - Reinforce: You can access the Reinforce menu from anywhere - Request Airdrop (CWA ONLY): Players can request vehicles and ammo crates to be airdropped to a specific location, for an increased fee. Only works for CWA. It's automatically deactivated for OFP servers. - Rearm: Players can now rearm the whole squad with their standard equipment. They'll keep radios and NV goggles given by the player, though. - civPopulate is now integrated into CCE2, in a modified version that works in MP. This allows to populate all the towns (and any other desired area) with civs, while actually using just a handful of civ units. It also features traffic, but only while playing in SP. For the full changelog refer to the readme in the /docs directory. BETA 7.2.3 MISSIONS WW4 Lead a Special Forces squad in your mission to hinder resistance activity in southern Everon. REQUIRED ADDONS - WW4 v2.5 For the rest of addons needed refer to the ones listed in the beta 7.2.3 template FEATURES PARTICULAR TO THIS MISSION - Modular Weapon System (MWS): You'll be able to apply different modules to your weapon on the fly. You can find this feature in the actions menu. CREDITS - Sanctuary, for WW4 DOWNLOAD MISSION CCE2 BETA 7.2.3 - WW4: http://www.mediafire.com/download.php?y906t32eneyvisa WW4 - MAPFACT's RUCKSACK Same mission as above, but with rucksacks. REQUIRED ADDONS - WW4 v2.5 - MAPFACT's Rucksack - WW4 DOWNLOAD MISSION CCE2 BETA 7.2.3 - WW4, MAPFACT's Rucksack: http://www.mediafire.com/download.php?p705mgcxa9ranm0 -- EXTRA Modified DrongosToolkitVoices.pbo While you can use the default DrongosToolkitVoices.pbo found in Drongo's Toolkit it is recommended that you use this version instead. I edited the sound levels so they are like those found in ECP. Previously, all were set to 1, the maximum level, and it was hard to tell the distance from you of the yelling enemies as they all sounded like they were a few meters ahead. Now this issue should have been solved. DOWNLOAD MODIFIED DrongosToolkitVoices.pbo: http://www.mediafire.com/download.php?kiro3zbgvgkv6cz -- CREDITS - Drongo 6-9. Because, you know, CCE2. Props to the man. - Blip, for his Multi Rappel scripts - snYpir, for SNYSptPack.pbo and overwater.sqf - David Berka, for helidrop.sqs (renamed to airdrop.sqs) - toadlife (Real Halo scripts and shuffle.sqf) - Backoff (createunit2.sqf) - Liquid_Silence (distancepos3d.sqf) - General Barron (nearestobj.sqf) - Tophe of Östgöta Ops (randomBuildingPos.sqf) - weasello (rndPosInRadius.sqf) - Igor Drukov (getrelpos.sqf) - bn880 (sortbubble.sqf, tracers) - Faguss (FWATCH) - The BAS team, for the river crossing and helo rotor wash scripts (permission obtained through Ebud) - The VTE team, for the mist script (permission obtained through Snake Man) - Sanctuary, for the sandstorm script (used with permission) - The people who still maintain OFPR.info, OFPEC.com and the other few sites that still host OFP stuff. You are a very important part of why OFP is still alive. - All the rest of modders, scripters, modellers, forumites and contributors in general to OFP, those still active and those who left. None of my stuff would have been released without your work, guidance and tools. So, a big thank you to you all. - Anything else not credited was created by either Drongo69 or kenoxite
  23. Hi! I've been around since OFP, playing online since 2010 at Hotshots. I very much enjoyed Benny's CTI, I enjoy exploring the vast and beautiful Arma worlds and I'm a vet, thus I'd like to combine these aspects onto a semi-serious CTI immersion for single players (just due to lack of my MP scripting experience, but if the interested person is more into that...) Over the last year, I have tried several different approaches and community AI scripts to create a decent SP CTI. The concept is solid, the core element has been written and tested, so now its about putting some horsepower onto the road. If you - are a CTI enthusiast - like to develop a dynamic SP experience for Arma 3 - are not into survival/zombie/life, preferably also with mil background - have at least beginner coding skills - can spare some hours a week to contribute Feel free to ask and respond in this thread, contact me by PM or by Skype (look for ZeroG, am using the same avatar). Best regards, ZeroG
  24. I was fiddling with automated script generation of ACD and was trying to improvise the method to addAction to the objects as it created them but despite no error logged the objects have no action added to them. Is this to be expected from a SimpleObject? It's also worth mentioning that I've put the code in init.sqf which could not produce the best results perhaps. private ["_objects","_object","_data"]; _data = [ ["a3\supplies_f_heli\cargonets\cargonet_01_ammo_f.p3d", [7897.9,17631.1,167.943], [[-0.927911,-0.3698,0.0472062],[0.0173306,0.0837,0.99634]],0], ["a3\supplies_f_heli\cargonets\cargonet_01_ammo_f.p3d", [7894.37,17623.2,168.52], [[0.567657,-0.823121,-0.0154131],[0.0213262,-0.00401339,0.999765]],1] ]; _objects = []; { _object = createSimpleObject [(_x select 0), (ASLToAGL(_x select 1))]; _object setVectorDirAndUp (_x select 2); _object setPosASL (_x select 1); _object addAction ["Virtual Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; _objects pushBack _object; } forEach _data; _objects;
  25. Hey guys! How are you doing? Well, I've been working on this mission for another group and I'm trying to make something really different out of it... Well, basically the mission starts with BLUFOR (conventional infantry) performing a ground assault on OPFOR, the missions is a COOP. The guy asking for the mission asked me to create a respawn, but the thing is, I'm not a big fan of respawns, so I don't use them on my group missions, therefore, I don't understand nothing about them. What I want to do basically is: #1) Respawn will be available only after OBJETIVE A has been taken by BLUFOR #2) Players respawning will respawn as a different unit (paratrooper) freefalling in a predetermined area I have no idea where to start from, actually I don't even know it this is possible. To make things easier, my #1 objective is not a priority, as long as #2 is possible. Thanks in advance!
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