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Found 96 results

  1. Hey Guys, With your support, I would like to present my first mission with editor & scripting. Vanilla: https://steamcommunity.com/sharedfiles/filedetails/?id=1584741265 Add-on Mounted: https://steamcommunity.com/sharedfiles/filedetails/?id=1589674185 Please recommend me more add-ons for better experience. It is a normal assassination/intel-gathering mission, but I tried to flavor it as much as I can. Thank all you guys for helping me out. Some of you have already read my previous post, I'm a total newbie to editing & scripting and it was a great experience for me, trying something that I have never done in my life. Hope you guys enjoy! I also plan to make more missions including Maritime Hostage Rescue and Sea-born Battle-Royale, Mass Evacuation(MEDEVAC/CASEVAC) Operations and I will try to bring up my past experience as a sailor. Mission Info: Operation Primus Pilus(First Spear) Type: Co-op, Infantry, Special Warfare, Vanilla Mission: Assassination, Intelligence Gathering, Infil/Exfil Map: Stratis Avg Play Time: 20-30 min. AI Difficulty: Normal / Many numbers Re-playability: Not so much Mission Back Ground: Hannibal at the Gate DEFSMAC have verified all intelligence(SIGINT, IMINT) indicate an imminent CSAT invasion through OTH(Over-the-Horizon) Amphibious Operations on Altis, led by Admiral Ackbar. Ackbar, a notorious sailor and a strategic mastermind revered by his subordinates, was expected to be heavily protected by at Vaspus. It was just yesterday when the Joint Chiefs of Staff received unconfirmed intelligence on the location of the Admiral at Stratis. With the POTUS approval, CJCS decided to make a bet and dispatched your team to execute all given tasks to delay CSAT offensive. However, this mission is a pre-emtive strike on CSAT which may lead to a global diplomatic dispute. Therefore, should any member of your team be killed or held captive, the government will disavow all knowledge of your actions. May the force be with you :) ===Mounted Add-ons=== === Update Direction === === Patch Note === === Next Mission === === Credits ===
  2. So I'm not sure if this has been asked or what but from searching i haven't found it yet. So here is my question is it possible to add the animation/movement controls of a infantry and apply it to a vehicle like for instance; infantry gets into vehicle and said vehicle is basically a super sized infantry. The reason i ask is because i would like to add mechs/mech-type vehicles and i under stand the basics of coding from some other projects i have worked on for fun. I just kinda wonder/hoping that you would be able to apply the Infantry game controller to a vehicle profile so that it can have Armor/components that can be destroyed and repaired.
  3. The 2.Panzer-Division is a Wehrmacht 'Milsim' unit for Bohemia Interactive's latest title, ArmA III. Our campaign and event operations span the period of the Second World War. Our operations focus on cooperative gameplay. Structure, tactics, and weapons are based on actual military documentation. We strive for a mixture of accuracy and entertainment, and will edit and update areas of the unit as aspects change such as mods and terrains. What we are looking for: - Mature, active, and reliable members. - Applicants interested in utilizing realistic tactics and squad layouts. - Members able to make our weekly events. (Sunday at 8PM GMT+1 till around 10-11PM GMT+1) We offer: - A fun and friendly community of players, without any shouting/screaming Drill Sergeants. - Open recruitment opportunities for various roles within our Infantry. - A continous developing internal campaign, with longterm goals and effects. - A unit lead by people with experience from various realism communities. - An always open Teamspeak ( Adress: 89.163.206.207 ). How to join: Go onto the website and fill out the form under "ENLISTMENT". You will then be contacted on Steam by a leader for an interview. Website Leader SteamProfile Steamgroup Youtube Channel
  4. Squad name: 7th Cavalry Regiment Timezone/location : All US/EU Gamemode preference (eg coop or pvp): Coop/PVP/PVE, Mil-Sim Contact email: My 7th Cavalry Profile Website address: 7th Cavalry Website Short description: The 7th Cavalry Regiment is a military simulation clan primarily focused on Arma 3. The Regiment was founded October 15th, 2002 and remains committed to military simulation today. This means that when you enlist, you will earn your place as a trooper in one of the oldest gaming regiments online. For the majority of people in the CAV, this unit isn't just somewhere to play, it truly is a brotherhood in which all are respected and supported by their brethren. We have over 220+ Active Arma 3 members spread across 1st Batallion. We have three Company's: Alpha, Bravo and Charlie. Alpha contains Fixed & Rotary Wing for Transport and Attack. Bravo consists of Mechanized Infantry, Armor, Cavalry Scouts (Ground Recon) and our Medics. Charlie Company, the tip of the spear, is the main Infantry element, with Airborne Infantry & Heavy Weapons. The 7th Cavalry is best known for their in-depth training schools & courses (over 34 different classes!!!) and our high-attendance, detailed, immersive Operations. Want to learn more? Start your 7th Cav Career today! Click the link and choose your Career path ---> 7th Cavalry's Arma 3 Career Pathway For more info, visit Detailed 7th Cavalry Recruitment Post Language: English Signed, =7Cav=Lucius.M
  5. Who are we? Remaining together for more than a decade, the 242nd has defined itself as a mature, dynamic, and decisively stable community. We value skill and success over flash and paperwork, always seeking to improve ourselves against both AI and human opponents. Join us to participate in our vision of an aggressive, agile and hard-hitting team of teachers. Over the 10 years for which our community has stood the test of time, we've avoided the drama that has claimed the legacies of so many other clans. We've chosen to eschew the flashy "sir-yes-sir" and useless "Training courses", unnecessary paperwork, over complicated or poorly done missions of the typical arma experience, and have instead chosen to challenge ourselves to succeed in the game, raising the bar in how we can apply both individual and team skillsets. Gameplay Loop Ranks are dropped at the slot in screen. If the unit leader ends up as a fireteam member of the team you lead, then he follows your orders. Training allows people to specialize and focus their gameplay, but you'll be expected to master all of the basic weapons and roles of an infantryman first and foremost. In any given session, expect to play the role you're given, but also expect to be given many roles over a session. You might start your first mission as a grenadier, but end the night having flown a helicopter, lead a fireteam, or driven an IFV. Agility and skill are the cornerstones of what the 242nd is about. ArmA is a game of vast possibilities, and while we follow stringent procedures for organization, we embrace these possibilities. Expect a great deal of time without a magnified scope. Our missions are rarely if ever Zeus curated. Our mission makers painstakingly craft different experiences using the Eden editor. This allows us to maintain peak server performance while well as truly rich and interesting scenarios. These missions have a real failure point, and tons of replay value. Expect to see yourself and your unit lose on occasion. Expect to come together with your team and discuss what went wrong and how we can improve. Expect your contributions to matter. Don't expect it to be easy. Joining Process You can either opt for an interview by joining us on teamspeak and contacting the leader, CPT. Helios, or any NCO, or you can drop an application on our website and we'll get back to you very shortly. Once accetped, you'll go through a no-strings attached application process. You'll download the mods, and play with us in our operations as a fireteam member. If you don't want training, you don't have to take it yet. If, at the end of two weeks we find that we're not suited for each other, then the process stops there. For most people who walk through the doors, that's where the fun begins. Unit Servers Teamspeak 3: 242nightstalkers.teamspeak3.com Website: 242nightstalkers.US Discord: https://discord.gg/bpM6yU Clan Link: Application Link Public Server: 72.5.195.222:2314 Operations Server: 72.5.195.222:2302 Owner Steam: When the Day Breaks (CPT. Helios)
  6. OPERATION BOLD SWEEP BY 1-506Ranger and JoeBeast STEAM LINK: OPERATION BOLD SWEEP Do you love the Unsung Mod? Then you're going to love this mission on Prei Khmaoch Luong! This mission was inspired by this video: The Stoner Machinegun: A Navy Seal Remembers I've task organized a Seal Team based on LDCR Walsh's descriptions and loosely based the missions off of the operations he describes. Notes for SP/MP: READ THE MAP BRIEFING ADMIN You must play in the Team Leader position. The mission uses AIS Revive. You will have one non-playable AI unit medic that you can order to revive other playable slot AI team members, or Players. All of the playable slot AI will try to revive YOU if you are incapacitated, but it is not a 100% guarantee they will get to you if in contact. The playable slot AI will respawn in place after the revive period of AIS has run out. DO NOT LEAVE any playable slot AI teammates behind as ALL must be present for the final extract...if you make it that far. Also, only the Team Leader and RTO can call for resupply via 0-0 Bravo. HALO to re-enter the battle if needed is via ATM-Airdrop, pick your drop zone carefully, or you will get busted up in the trees and be right back at the respawn having to listen to CSM Grissom - again! To Play in SP: Multiplayer > Server Browser > Host Server > Host=LAN > HOST SERVER || Select Map (Prei Khmaoch Luong) and Mission (OFG_SP_BOLD_SWEEP > Start Known Issue Workaround Arma being Arma, playable slot AI may get stuck in buildings on this map. The Team Leader slot can use Radio 0-0-6 (Golf) to turn ON AI Fast Regroup if AI are more than 50 meters away and stuck. Once regrouped make sure to use Radio 0-0-7 (Foxtrot) turn OFF AI Fast Regroup. SITUATION Enemy Forces: Heavy VC and NVA presence in the AO as they guard the main supply route into the South along the Cambodian border. Expect the enemy to conduct robust patrol operations, man fixed sites, run local intelligence gathering and possible corrdinated attacks on Friendly units. Friendly Forces: USMC and other Seal units are currently operating in the AO. MISSION Sandman, your Seal Team will conduct various special operations in order to interdict all VC and NVA activities in the AO. Operations: *Movement to Contact: React to Near Ambush React to Far Ambush Prepare Hasty Ambush Break Contact React to Indirect Fire *Conduct Raid *Collect Intelligence *Destroy Cache Site *Conduct Link Up operation *Conduct River Boat operation *Conduct Overwatch and Support by Fire *Conduct Demolition operation *Conduct Deliberate Ambush *Perform Resupply *Hasty Extraction Recommended Client Side Mods: Enhanced Soundscape https://steamcommunity.com/sharedfiles/filedetails/?id=825179978 Enhanced Movement https://steamcommunity.com/sharedfiles/filedetails/?id=333310405 No Weapon Sway https://steamcommunity.com/sharedfiles/filedetails/?id=570118882 Scripts: ArmaPhronk - CRS and Earplugs Neko-Arrow - Air Drop, Mortars and Supply Pokertour - ATM Airdrop Psycho - AIS Revive Quicksilver - QS icons Kronzy - UPS Voice Actors from OS Tactical: Scout.ks - Striker Smith - CSM Grisson Papernut - Viking Like - Subscribe on Steam!
  7. Unit Introduction TFK is recruiting new members for Friday and Saturday evening events. We are a semi realistic milsim unit, which means we strive for realism and discipline during events, but do not require perfect military communication and lingo to be used. We currently have a roster of about 60 people and you can expect about 15-20 people per event not including the zeus (who controls the mission and AI movements, for those unfamiliar). We are seeking able bodied soldiers who are mature and able to learn. We do muliple different themed campaigns with interesting focuses and changing stories that are affected by performance and decisions made on the op. Each campaign can last anywhere between two and four months depending on our feedback. We will be starting a US Army campaign in Esbekistan on 6/8/2018 where we will be conducting anti-terrorism operations. In the past we have done PMC, WW2, Vietnam, Russian Special Forces, and many others. We are a modded community, however, all our mods are easily available on a Steam list (see below) and are updated for your convienence, just have to subscribe and it will all be downloaded. If your interested add me and send me a message. Training will be given to all, so inexpierience with our mod list or game can be worked out. All recruits will be brought into Teamspeak and given a brief interview before having the option to do Basic then, or some other time that they are able. Further, optionional information to follow below. (Including op times, promotion guide, what we cover in basic and other information). Regards, Cpl. Axelyoder In addition to Infantry we are primarily recruiting for Armor. We have only two slots filled and are looking for a total number of at least 3 full vehicle crews, so we are looking for drivers, commanders and gunners. Air also still has some slots open. Event Days Monday - Officer/NCO Staff Meeting - 9:00 P.M. EST Tuesday - No Event Currently Scheduled Wednesday - No Event Currently Scheduled Thursday - No Event Currently Scheduled Friday - Task Force Kronos Op - 9:00 EST, Main Op - 10:00 P.M. EST Saturday - Task Force Kronos Mini Op - 9:00 EST, Main Op - 10:00 P.M. EST Sunday - No Event Currently Scheduled Steam Mod List https://steamcommunity.com/app/107410/discussions/10/1696048879957029140/ TFK Modern By: Xgames48 Official Arma Page Our Arma official arma units page allows all members to have TFK arm badge and vehicle emblem in game and on any server https://units.arma3.com/unit/taskforcekronos Promotions Guide COs: All of the COs listed so far have been here for many years. So if you ever want to be a CO it’s going to take time and extreme dedication. NCOs: The initial promotion from a ranker rank to an NCO rank is based on attendance, community activity, leadership skills, and whether the person has a history of taking events seriously and assisting new members. Ranker: Normally promotions in the ranker ranks is based on event attendance and overall unit based skill. Recruit: To complete the Recruit rank you will have to go through basic training. Some things covered in Basic Buddy System- You are responsible for our buddy. Stacking and Breaching Buildings Explanation of how to use Task Force Radio. How to use Short Range How to use Long Range Do not shoot a non threatening Contact. Only open fire if the contact poses a threat to you or a friendly. Clearing Weapon jams Fire Orders Rules of Engagement (ROE) Reports Contact Report- “ Contact, Barening, Distance, Describe, Any Add Ons.” Sitrep- Ammo Casualties (give any information on dead or wounded) Equipment(give any information on Vehicles or emplacements). Ace Medical system ACE Providing First Aid to yourself Providing First Aid to others Morphine, Epinephrin, and bloodbag usages Basic Formations Wedge- most used formation Diamond- forms a diamond Column and variants- A line... essentially Want to join? Questions? Join us! Teamspeak; tfk.ts.nfoservers.com Or, Add me on Steam https://steamcommunity.com/profiles/76561198083316072/
  8. I'm not particularly here to big up the use of WASD instead of ESDF. I'm just wondering how many other do so and if they have any issues. But as a point of interest I see the advantages of ESDF as: The 'F' key has a pip on it (as does the 'J' key and '5' key on the num-pad), so you can rest your hand on the keyboard feel the pip and know your hand is in the right place. Any touch typist would already know this. The little finger now be use to operate the QAZ keys (as well as Shift, Caps and Tab) - I like using 'A' for reload. The obvious main disadvantage is you are having to manage the keys all the time but in the past (when I played other games) no 2 games had the same set of keys (aside from movement) so you always have to do some key management. S
  9. OPERATION SLOW SUNRISE by 1-506Ranger and JoeBeast Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1393274510 Mission Information: Want to go for a ride with the Rangers? Here's your chance! This isn't a mission in the classical sense. More of a showcase of the 75th Ranger Regiment v1.1 mod with some of the RHS loadouts I've used in my personal missions. The motivation to create this was the renewed work being done by Siege-A and Company to update this mod (as well as the upcoming UnderSiege Gear & Uniforms). The Ranger teams are programmed to conduct 2 small, lightning-fast type raids, insertion/extraction via little bird with artillery smoke screen, power outage, etc. The playable slots are for a static commander meant to be a placeholder to "watch" the action unfold via Zeus or spectator mode, and playable slots for each team member role - not including the Team Leader whom you will follow. Try out each loadout and just have some fun with it. The mission plays through in about 15 minutes. Want to see this expanded into a full up SP/MP scenario? Post your ideas - you never know, or break open the mission and configure it for larger scale play yourself. Just make sure to give credit to all the mod and script contributors! Although tested on a dedi, this is not meant for MP in its current state, it's really meant for SP via the MP server browser/LAN route: Multiplayer > Server Browser > Host Server > Host=LAN > HOST SERVER || Select Map (Alits) and Mission > Start Known Bugs: About 3/4 of the way through the mission you will get hit with this pop-up: No entry bin\config.bin/RadioProtocolRUS/SentCovering. This little friend crept up right after the Tanks DLC launched and I believe it is due to a conflict with RHS; just click through it and the mission continues. Also, when boarding helicopters, make sure you let your primadonna AI squadmates board first, you will still have a seat, they are just very particular and sometimes don't like to get in if you've already got the "good" seats ;) Mod List (current releases from Steam Workshop as of 6/6/2018): 75th Ranger Regiment Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1171952244 ace Steam http://steamcommunity.com/sharedfiles/filedetails/?id=463939057 ACE Compat - RH Accessories Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1362468389 ACE Compat - RHS Armed Forces of the Russian Federation Steam http://steamcommunity.com/sharedfiles/filedetails/?id=773131200 ACE Compat - RHS United States Armed Forces Steam http://steamcommunity.com/sharedfiles/filedetails/?id=773125288 CBA_A3 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 L3-GPNVG18 Panoramic Night Vision Steam http://steamcommunity.com/sharedfiles/filedetails/?id=313041182 RH Accessories v1.06 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1362297234 RHSAFRF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843425103 RHSUSAF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843577117 Special thanks to all the mod makers and these great script writers: DayZ Medic ArmaPhronk Big Wilk Pirin
  10. What is our unit? The Essex Regiment is a Second World War UK based unit that attempts to recreate a realistic portrayal of the British military during the mid 20th century period. We are a serious milsim, meaning that when on operations, members should be serious and follow designated procedures. The Essex Regiment focuses mainly on conventional warfare, meaning most missions will be lively and kinetic. Occasionally we may also perform counter-insurgencies and other less conventional operations. The Essex Regiment uses a rank system based on the British Army during the Second World War period. In our unit, players will receive promotions and commendations based on their merit and dedication with the unit and not solely based on their role. This means that members will be rewarded for their capability, knowledge and time devoted to the unit. Who is our unit based on? We are based on the Essex Regiment. It fought during many of the different campaigns throughout the Second World War. From the battle of France in 1940 until the fall of Germany in 1945. Our unit won't strictly follow all the campaigns followed by the Essex Regiment as we feel that campaigns such as Norway and Burma and others set in the final days of Empire will allow for differentiation in combat and environment. However the unit will try to stick as close as possible while keeping game-play fun and engaging and will undertake campaigns in a chronological order of events mirroring the events of the Second World War and its immediate aftermath. When do we play? We have two events a week. We conduct exercises and training on thursdays at 2000 GMT (in summer this changes to GMT+1) and operations on sunday at 2000 GMT (again changing to GMT+1 in Summer). How can I join? If you're interested in joining our unit, you must be of 16 years of age or above. If you are below 16, it is possible that you may still join the unit but you must have a mature attitude. The interview process will take a bit longer as your place in the unit will be discussed with other interviewers. Be aware that if you are caught lying about your age after being accepted into the unit, you will be removed from the unit. To join our unit, feel free to add and message one of our officers (As indicated in our Steam Group) or alternatively come chat to us in our team-speak or Discord: Teamspeak: 95.172.92.113:9990 Discord: https://discord.gg/YbXg49h Steam Group: http://steamcommunity.com/groups/Essex_Regiment Once you've shown interest in joining our unit, you will be asked to attend an interview at a time that is convenient for you. In this interview, you will be asked a variety of questions including your age, any previous Arma experience and questions about yourself. Don't be discouraged by this interview process as it is more to find out more about you and where we think you would fit best. Once the interview process is complete and you have shown promise, you will be accepted into the unit. You will be invited into the Steam group and be able to join the Essex Regiment in all its operations and other activities.
  11. MGI ENHANCED TURRET Last update 09/05/2018 Hi all, Here is a little script allowing AI gunners to fire HE shells on infantry. I hoped Tank DLC will improve some AI features about targeting and ammo firing possibilities, but it seems not. So, running this script makes gunners load some accurate shells to fire with cannon. It's complementary to MGs. On the other hand, I tried to overwrite the targeting engine as far as the present BI one consider a team leader more dangerous than an AT soldier... The result is disastrous, of course. I gave up with this idea. If it's easy to choose the best threat to be shot, it's impossible to override the engine to order the gunner to watch, aim, fire at the chosen target. Engine has its own life... as usual, commands do nothing persistent (working) on that. parameters: none (at this time) Script can be added in init.sqf or initServer.sqf 0=[] spawn { while {true} do { uiSleep 4; _allCannonVehicles = vehicles select {local _x && isNil {_x getVariable "admitVeh"} && !(_x isKindOf "WeaponHolderSimulated") && (getText (configfile >> "CfgVehicles" >> typeOf _x >> "editorSubcategory") in ["EdSubcat_APCs","EdSubcat_Tanks","EdSubcat_Artillery"])}; { _x setVariable ["admitVeh",true,true]; _x spawn { params [["_tk",objNull],["_tgt",objNull]]; private _wpnTrt = _tk weaponsTurret [0]; private _cannon = (_wpnTrt select {getText (configfile >> "CfgWeapons" >> _x >> "nameSound") == "cannon"}) select 0; if (isnil "_cannon") then {_cannon = ""}; if (_cannon != "") then { _cannonMags = getArray (configFile >> "cfgweapons" >> _cannon >> "magazines"); _cannonReloadTime = getNumber (configfile >> "CfgWeapons" >> _cannon >> "magazineReloadTime"); _magsDetail = magazinesAmmo _tk; _magsDetail apply { _class = (configfile >> "CfgAmmo" >>getText (configfile >> "CfgMagazines" >> _x select 0 >> "ammo") >> "aiAmmoUsageFlags"); _usage = if (istext _class) then [{(getText _class) splitString " + "},{[str(getNumber _class)]}]; _x pushback _usage;_x }; while {alive (_tk turretUnit [0])} do { _gunner = _tk turretUnit [0]; if (!((_tk targets [true,700]) isEqualTo []) && !isPlayer _gunner) then { _tgts = (_tk targets [true,700]) apply {[_tk aimedAtTarget [_x],_x]}; _tgts sort false; _tgt = _tgts select 0 select 1; _magsDetail = _magsDetail select {(_x select 1) > 0}; if (((_tgt isKindOf "landVehicle") or (_tgt isKindOf "CAManBase" && diag_tickTime mod 30 <= 6)) && _tk currentWeaponTurret [0] != str _cannon) then { _tk selectWeaponTurret [_cannon,[0]] }; call { if (_tgt isKindOf "landVehicle" && !(_tgt isKindOf "car")) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("512" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (secondaryWeapon _tgt != "" && diag_tickTime mod 30 <= 6) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("64" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags && !(_tk getVariable ["loaded64",false])) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (_tgt isKindOf "landVehicle") exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("128" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (_tgt isKindOf "CAManBase" && diag_tickTime mod 30 <= 6) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("64" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; }; uiSleep _cannonReloadTime; } else { uiSleep 2; }; }; }; }; } forEach _allCannonVehicles; }; }; Feedback welcome.
  12. Add-on for WW4 Extended, an unofficial expansion for WW4 v2.5 (by Sanctuary) Requirements WW4 v2.5 by Sanctuary WW4 Extended v1.0 or greater (both infantry and bundled vehicles) Download v1.1 - https://www.mediafire.com/download/6w738syn3o2mgdg/WW4EXT_CW_v11.zip OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_CW_v11.zip Hotfix - https://www.mediafire.com/download/eozc382t51oe4v1/WW4EXT_CW_v111_mission.zip Cold War is now also bundled in the new WW4 Extended installer. You can find download links here if you want an automated, no hassle, way to install all this. Manual installation Shortcut method Delete any previous installation of this expansion (by deleting the WW4EXT_CW folder) Decompress the zip file and place the WW4EXT_CW folder inside your ARMA Cold War Assault one. Create a shortcut of the ColdWarAssault.exe file. Right click on the new shortcut and click on Properties. In the Properties window add the following line in the Target text field, just after the path to ColdWarAssault.exe : -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH;WW4EXT_CW; Use the new shortcut to launch the game. Steam method If you don't want to use shortcuts and use the Steam version: Delete any previous installation of this expansion (by deleting the WW4EXT_CW folder) Decompress the zip file and place the WW4EXT_CW folder inside your ARMA Cold War Assault one . In your games list right click on Arma: Cold War Assault and select Properties. In the Properties window click on the SET LAUNCH OPTIONS... button. Write this in the text field: -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH;WW4EXT_CW; Click OK. Click Close. Click Play. If you want to skip the OFP intro you can add -nosplash before the -mod line, like this: -nosplash -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH;WW4EXT_CW; Editor Categories You can find the units and vehicles in: West WW4 EXT/US Cold War/Rifle WW4 EXT/US Cold War/Recon WW4 EXT/US Cold War/SOF WW4 EXT/US Cold War/SOF/Rangers WW4 EXT/US Cold War/Vehicles WW4 EXT/US Cold War/SOF/Vehicles East WW4 EXT/Soviet Cold War/Rifle WW4 EXT/Soviet Cold War/Spetsnaz WW4 EXT/Soviet Cold War/Vehicles Resistance WW4 EXT/Guerrilla Cold War WW4 EXT/Guerrilla Cold War/Vehicles You can also find pre-made groups with those units in the GROUPS (F2) window. Changelog Credits Sanctuary (WW4!) krzychuzokecia (help on several aspects for v1 release) Apocalypse83 (feedback and testing)
  13. 10th Armoured Cavalry Brigade As a combined arms unit the 10th Armoured Cavalry Brigade possess four distinct elements that undertake different actions against the enemy. 10th ACB gameplay is developed thoughtfully, so — Infantry, Armour, Artillery, Air, Logistics must work in concert to achieve the Commander's Intent of each mission. Our unit main weekly event takes place on Saturdays between 9:15pm EST – 11:30pm EST, with almost daily more stuff going on throughout the week aswell. We welcome all experience levels into our unit and place an emphasis on continued training, learning, and leadership development. We require that members of our unit are active at operations and weekly training events as much as they can. If you are interested in learning more about us, but are not quite ready to apply as a recruit, we recommend you come to our teamspeak server **(ts3.10thacb.com)** and talk with one of our members. To apply simply go to our website **(http://www.10thacb.com)**. **Basic requirements for joining our group:** * Must be 21 years old (18+ is also accepted) * Must be willing to attend a 3-hour basic training class within 30 days of joining. * Must be willing to commit to playing regularly. We don’t expect or require you to attend every event we hold, but we do expect you to be as active as you can and to stay in touch with your unit so we can plan. * Must be a team player and check your ego at the door. **Our current needs:** * 11B Infantry man [highly needed] * 68W Medical personal [needed] * 19B Armour crew [highly needed] * Rotary Pilots [needed] * Fixed Wing Pilots [Not needed] * 13B Artillery personnel [needed] **Other Links** * Mod pack - http://steamcommunity.com/sharedfiles/filedetails/?id=1206976808 * Arma 3 Units Page - https://units.arma3.com/unit/10thacb If you have any more questions feel free to message me! SSG Brook J-1 Recruitment Chief 10th ACB
  14. Now after the Tanks DLC, am making a pure OPFOR tank mission, meaning no hostile infantry. I made an infinite spawn of enemy tanks. The problem: The infantry that ejects from a disabled tank, often runs away and survives. And it stacks up. And stacks up. And stacks up. And crashes/lags the server. My solution is to make all BLUFOR infantry get detected via an eventhandler, then get the "CARELESS" stat assigned so they dont run around, and then give them a waypoint into a hidden place where players cannot see them, for example the edge of the map. There will be a trigger, which loops and deletes every blufor unit that enters it. My question: How do i create an eventhandler (has to work with JIPing players), that gives all Blufor infantry which isnt in a vehicle a waypoint and the CARELESS behaviour. Also, how do i create a black hole trigger, that eats blufor and only blufor? Just putting in "BLUFOR present" and making it repeatable might not work, as it might get stuck due to blufor still being present and not reactivating the trigger.
  15. Welcome to the 22nd JSOC "Ironhorse" - a fresh, Arma 3 milsim community, now open for recruitment. The 22nd JSOC Realism Unit was founded in January of 2018 by a group of veteran ArmA Realism members who felt like they could create an environment that was reliable, trustworthy, and friendly. The primary focus of the 22nd is on utilizing real to life tactics, techniques, protocol, and communication, while keeping it fun and friendly at the same time. We have Detachments anywhere from Infantry, Rotary, Fixed-Wing, PJ's, CIA, Armoured, and more! At its core, a realism unit is a role-playing unit. We strive to promote an immersive and professional environment for members to role-play in by providing a unique and structured military experience. When in-game, members are expected to act as if they are on a foreign battlefield or in a domestic training environment. For these reasons, the minimum age to join the 22nd is 17 years old, with a probationary period for those younger. The goal of the unit is to always balance the realism with fun. If members are not enjoying the experience, then there is no point in the unit existing. When there comes a point at which a decision between the two has to be made, we always have to remember that this is a game and we are here for entertainment, and we may from time to time err on the side of fun. ZEUS: We have active storytellers and mission planners to put together full missions from scratch. Alive Module: This mod has been carefully edited and tweaked to ensure an immersive experience in the world. Now, towns have AI civilians and OPFOR that will spawn and generate opinions of our unit while deployed in that area. Civilian casualties will only hurt public relations, and may even force more locals to join the enemy side and ambush us during patrols! NOW RECRUITING FOR: 22nd Infantry "Warlander" 22nd Armoured Division DEVGRU S.O.G. ISA (Intelligence Support Activity) Pilots (Rotary and Fixed Wing) Marines (May be coming soon!) We span across multiple maps and write a dynamic and engaging storyline to push our operations ahead. Think you can write storylines for an engaging military experience? We'd love to have you! We are also recruiting those who specialize in basic training! If you're interested or have any questions, then feel free to join our TS and message Director Shifty, Captain Ashen, SGT Hildar, or SGT Knight! See you in the battlefield, recruits! TS Info: 45.63.67.150:8543 Website: https://22ndjsoc.com MODLIST: Modlist
  16. 2nd Battalion , 8th Marines Regiment / 2nd MAW What is 2nd Battalion , 8th Marines Regiment - Arma 3 Milsim Unit? 2nd Battalion , 8th Marines Regiment - Arma 3 Milsim Unit is an Arma III Military Simulation unit based off the United States Marine Corps. As a Military Simulation, we strive to use teamwork and tactics used in the real world in Arma III. We are all here for one common goal: To enjoy the Milsim aspect of Arma III, while maintaining a fun factor for everybody. Training's What training will I undergo? We currently require all new members to undergo the Interview. Then you would go to Infantry Training Battalion (Recruit Training, School Of Infantry, Or Flight School) Selection consists of learning the basics of our mods, how procedures go, and other basic information. Current Open Billets 0311 Rifleman HM-8404 Hospital Corpsman 2nd MAW Is Currently Recruiting: Pilots (Rotary) Co-Pilots (Rotary) Command Staff Positions are Open What is required to join? Must be 14 years of age Speak English Be able to download mods Attend our required operations on Saturdays at 8:00PM EST Own valid copy of Arma III Not be a member of another unit Enthusiasm! Interested? Our teamspeak: 69.250.170.91:9984
  17. DESCRIPTION: This addon pack will add the Waffen SS to your IFA3 LITE mod. RELEASE DATE: 24-Dec-16 UPDATE: 17-JUN-17 LATEST VERSION: v1.02 AUTHOR: Lennard ----------------------------------------------------------------------------------------------------------- 1. Waffen SS: This addon will add reskinned units from IFA3 to your game to resemble the Waffen SS. It includes units from the early campaigns up until the later stages of the war. Also winter units are included. SCREENSHOTS: CHANGELOG: v1.02 - Fixed IFA3 compatibility. v1.01 - Added ZEUS compatibility. - Added Officer's cap normal map. - Corrected displayname U_LEN_SS_SecLeader. - Seperated config from data PBO. v1,0 - Initial release on Steam Workshop KNOWN BUGS/ISSUES: None known at the moment. CLASSNAMES: CREDITS: BIS - Arma 3 game AWAR - Iron Front Liberation 1944 game & original textures Tounushi - Camo patterns El Tyranos & Kju - IFA3 team EULA: By downloading this content you agree with the following: - The addon shall in no way be modified or repackaged, unless permission is given by the original author. - No responsibility can be claimed on the original author for (im)possible damage to your system/game that may be caused by installation of this addon. - You may not use this addon for any commercial or military training purposes. - The use of Swastikas is strictly for historical purposes and is not intended to promote fascism, nazi ideology, imperialism and whatsoever. ----------------------------------------------------------------------------------------------------------- REQUIREMENTS: Arma 3 Iron Front in Arma 3 LITE DOWNLOADS: LEN_IFA3_SS_V1.02 (Mediafire) Steam workshop Mirrors are welcome! Have fun!
  18. Hello Folks, this is my "new" Mission created for MP Dedicated Clan Server environment. its supporting several Mods and have lots of adjustable functions. Like: Group Manager with ranking (choose your No.1) Invite players to your Group Pre define existing Groups Kick players from your group Request joining a Group Predefine Keys for easy access the Group manager Create own persistent Groups Team Color Management a.m.m. Combat Support: Artillery support with: accurat Laser Guided Rounds a.m. Transport support with: Pickup Landing Rope insertion CAS Support with: Napalm, accurat simulated laser guided JDam and GBU! Predefine Keys for easy access Combat support a.m.m. Civilian interactions Ask for enemy locations Try to communicate and stay polite Trigger Missions by speak to civilians up to 3 missions per group at one time cancel missions in group manager (see above) Task Creator in Main base: Available Tasks: Kill Officer. Destroy Weapon Cache. Wipe Enemy Convoi Find Intel Free Hostages Deploy Communications Download Data Destroy AA or Arty Defend City (WIP) + Main Mission + Clear Area! Special Roles in seperate Slots Pilot (Air support Roles) Logistic (support your friends) EOD (Defuse Mines or IED´s) Engineer (Repair vehicles) Leaders (Manage your Team) Medics (heal 4 times faster) Restrict Arsenal (Parameter) [Configurable Whitelist Files for every Role!] Restrict CAS (Parameter) Restrict (only Pilots can Fly) (Parameter) GPS MAP Force Tracking (Parameter) Revive System (Parameter) ACE3 Supported Mission Environment (Parameter) Choosable Startloadouts for: Vanilla (Tropic/MTP) RHSUS (D/W) R3F(D/W) 3CB(D/MTP/W) BWMOD (D/W) FFAA (D/W) (or choose Random automaticly) Coosable Base Vehicle Sets: RHS,Jack French,3CB,BWMod,FFAA Mod (or choose Random automaticly) Own Logistic System with many Features... Multiple Headless Client Support FPS Optimized Mission! Dedicated Server KIT for Download Find your way to Free the Map! Read the Briefing (ger/eng) REQUIRED MODS (works without Mods too!) ACE3 + ACE Compatibility Mods Supported Maps STEAM WORKSHOP FTP SERVER MISSION FILES (latest Versions) Dedicated Server Starter Kit POST BUGS HERE PLEASE!
  19. QuiveringT

    Wave Defense

    You have been left behind. Your vehicle was destroyed and you barely escaped with your life. Now CSAT is coming for you from all sides. Search the abandoned house for supplies to survive 5 waves of CSAT attacks. Then you have to make it to the chopper. Featuring original music! Download on the Steam Workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=1214321608
  20. • Who are we? 4th Infantry Regiment, 1st Battalion are a developing ArmA 3 community who follow the layout and style of present day United States Army by using a varying set of mods to enhance our experience and create a realistic environment. Our community is made up of like-minded individuals, who wish to play ArmA 3 together in a well-structured and professional environment. • What do we do? We stick as closely, as is realistically possible in ArmA 3, to the United States Army in our layout, procedure and play-style. This includes our training, operations and administration. Our goal is to provide members with a well-structured, professional and enjoyable experience which they will want to return to each time. • When do we play? We host a variety of events, although our main event is hosted on Friday, and Saturday we get on the server at 7:00 EST and begin at 8:00 EST. We host a third event on Sundays, Where we do Troop Training, We get on the server at 3:00 EST and again, begin at 3:45 EST. • What positions are open? Infantry: Rifleman, AT Rifleman, Automatic Rifleman, Grenadier Rifleman, and NCO Positions. 16th CAB (opening soon) Pilot, Door Gunner, Copilot, Crewman, Emergency Medical Team. 75th Rangers (Invitation Only) Special Forces Operator • What are the requirements? Understand Chain of Command Understand rank comes under experience, training, and time being in the Milsim. Be mature Own a working valid copy of ArmA 3. Own a working Microphone. • How do I join or make enquiries? Teamspeak: http://ts27.gameservers.com:9175
  21. =kct=blackmamba

    NLMARSOF V2.185

    Changelog V2.185 Added : BluForce model M81/Multicam uniform/Groups (4 man Specialist teams), Added : BluForce model Survival Divers M81/Multicam, Added : CombatLifeSafer armpatches, Changed : Amphibious Groups (Drivers can abandon ship and evade). Changelog V2.17 Added : Apex Dependancy, Added : Vehicle in vehicle compatibility, Added : F-35 "Joint Strike Fighter" "Made by Olli Koskelainen", Added : Mali Mission "Multicam" Units, Uniforms, Helmets and Backpacks, Added : Expansion.pbo (Readme in optional folder), Added : extra names to names.hpp, Added : UN vest + Helmet, Added : Additional Ammo types to the HK-MP5, Added : Light Machinegunner to all groups, Added : Anti-Air Operator to all groups, Added : AA-AmmoBearer to al groups, Added : Small amount of weapons/ammo to CH-47F in case of emergency, Changed : Ammo crate model, Changed : Ammo crates inventory updated, Changed : Vehicle Inventory (Standardized all vehicles inventory with current weapons/ammo), Changed : cfgGroups extended, Changed : M-Squadron Coverall color/exposure, Changed : Infantry weapons to new Apex update "HK416/417's", Changed : Vehicles color/exposure (A3 Apex update), Changed : Equipment color/exposure, Changed : LandRover's Cargo positions (FVV), Changed : Mod's Logo + visibillity increased, Changed : Nomex Coveralls ui Icons, Changed : AmmoBags Loadout (Camouflaged bags and Single color bags have slightly different loadouts due to the M-Squadron's HK-MP5's), Changed : CH-47F Freedom of movement in cargo during flight (switch seats), Changed : Much more that i forgot to document, Fixed : Carrera Goggles class inherit (glass), Fixed : CH-47F Advanced Flight Model, Fixed : CH-47F Damper issue, Fixed : CH-47F Rear wheel steering (disabled for now), Fixed : AT soldiers can handle their NLAW in a responsible way now, it is given back to them, Fixed : Carrera Goggles class inherit, Fixed : Nomex coverall's arm patch flickering over distance, Removed : CH-47F Walkable Hull (blocked 50% of downwash) see no reason to maintain it with current vehicle in cargo setup, Removed : Dependancy's RH_M4 and RH_acc, Removed : Some Duplicates. ChangeLog V2.16 Added : SH-14D ACE3 Fastrope compatibility, Added : CH-47F ACE3 Fastrope Compatibility, Added : CH-47F ACE3 Cargospace Compatibility, Added : C-130 ACE3 Cargospace Compatibility, Added : CH-47F Roadway Lod (walkable hull) not in flight, Added : CH-47F "Gray" (new paint scheme), Added : CH-47F Window Whiper on middle window, Added : C-130 Hercules, Added : LandRover (GS), Added : LandRover (WIMIK), Fixed : SH-14D Weight decreased, Fixed : CH-47F Weight increased, Fixed : CH-47F Altimeter, Fixed : CH-47F Ramp (hight difference when ramp was open), Fixed : CH-47F Ramp "ServoSound" synchronized with ramp speed, Fixed : CH-47F rotorblur color Correction, Fixed : CH-47F and SH-14D External textures, Fixed : CH-47F and SH-14D SMDI layers (slight color differences), Fixed : CH-47F SlingLoad Weight distribution, Fixed : CH-47F Co-pilot more privileges (Pilot Controls), Removed : Infantry (Opfor Models), Changed : Mountain Leaders to Infantry, Changed : CH-47F Increased Fording depth, Changed : CH-47F RotorBlades texture, Changed : SH-14D Sound Startup sequence, Changed : SH-14D Sound Engine "Pitch" decreased (no more wasp on steroids), Changed : All Vehicles (UN paint schemes) Latest color scheme (Mali Mission ?), Changed : Mountainleaders uniform national flag size reduced + relocated, Changed : Infantry Names random (Dutch Names), Changed : Mountainleaders uniform Camouflage (increased exposure), Changed : Fennek Vehicle woodland Retextured, Changed : M81/DCU Backpacks and helmet Camo sizes equalized. ----------------------- Credits and thank u's : ----------------------- ------------------------------------------------------------------------------------------------------ Bohemia Interactive Studio's, http://www.bistudio.com ------------------------------------------------------------------------------------------------------ F-35 JSF •Olli Koskelainen http://www.armaholic.com/page.php?id=27151------------------------------------------------------------------------------------------------------ Cargo hooks from the MH47 made by konyo.. thanks. •Konyo ------------------------------------------------------------------------------------------------------Balaclava's used in this modification are property of the following individuals •Kiory •Surpher •Pomigit "balaclava Expanded Modification". ------------------------------------------------------------------------------------------------------ Nomex Coveralls •Cinco ------------------------------------------------------------------------------------------------------ Agusta Westlang Lynx SH-14D Helicopter, •Delta Gamer ------------------------------------------------------------------------------------------------------ Steam Primary link : https://steamcommunity.com/sharedfiles/filedetails/?id=537377053&searchtext=
  22. [I wasn't sure if i should put this here or in the general A3 topic, decided to put it here as it pertained to Tanks DLC. Apologies if this is the wrong place.] The infantry-vehicle balance in Arma 3 has been very-all-or-nothing since the start. The situation improved slightly with Apex and the introduction of the RPG7 and open turret LSVs, however the situation remains undesirable. Let us walk through the issue in steps. On the vehicle side, the problem is: CROWS turrets mean that MRAPs, IFVs, APCs all need to be dealt with an AT rocket, as crew can't be shot out of the turret. Vehicles can drive by at high speed, and still locate and shoot players accurately An AI vehicle can very accurately locate the person who fired even a single bullet at it, making attempts of disabling CROWS turrets by shooting at them very dangerous. Given all these factors, it's only really viable to use LSVs and off roads and not expect people to die random arbitrary deaths. Of course, the AAF is missing such a vehicle. i.e. to quote a fellow community member, "I think Humvees, M113s, and Vodniks are more critical right now than carl gustavs [for the infantry game]". With Tanks DLC the expectation on the vehicle side is mostly limited to introduction of new tanks (and hopefully a more readable damage/armour model), so of course open turret M113s, BRDMs and vodniks seem out of the question. That brings me to the infantry side of the equation. On the infantry side, the way in which we traditionally have run our Platoons is with: a R(AT) being Light AT(LAT) integral to each infantry squad, expected to take care of everything up to and including wheeled IFVs/APCs at close to medium range. For tracked IFVs (and in emergencies, tanks) or for multiple IFV class vehicles, we have a dedicated Medium AT (MAT) team. To handle tanks, we use a Heavy AT (HAT) team. To quote another community member, in Arma 2 the setup went like this: Now the situation is really weird: RPG7 is the only Light AT asset available. Thematically doesn't fit NATO and CTRG, and I'd expect the AAF and CSAT to at least use more types of rounds (especially CSAT, if the argument were to be made that AAF has NATO stuff). PCML is on the heavier side of LAT, but has a medium range fire and forget system. It makes a dedicated Medium AT semi redundant if given to Rifleman (AT) units. While at times desirable, this limits the ability for us mission makers to provide NATO/CTRG/AAF with something lighter for use within fire teams. Regular infantry get a weapon with 500m range and fairly reliable accuracy and thus the only distinction between LAT and MAT becomes the amount of ammo carried about. The PCML thematically feels strange being a weapon system with a fancy fire and forget, yet having less punch than the RPG42. RPG-42 is a pretty powerful round and qualifies as MAT. One could argue that being a dumbfire projectile balances it out (and thus can be given to R(AT) units), however this brings two issues. First, it can take out a tracked IFV/APC in a couple of shots out to 500m, which fills the MAT role pretty well. The second issue is the same as with the PCML - the difference between LAT and MAT boils down to ammo count. Titan AT lies squarely in the HAT category. So in effect, for NATO/CSAT/AAF/CTRG there are only two kinds of AT depending on your categorization: LAT and HAT, or MAT and HAT. FIA and Syndikat manage to avoid this issue by having RPG7s for LAT and RPG42 for MAT. One could suggest that RPG7s be used for CSAT LAT too, but then we're at the point where FIA, CSAT and Syndikat have the same AT weapons, which can be thematically jarring. So what are the solutions to this? Well it's tricky without suggesting production of new assets but: The easy way: Introduce more variants of warheads. RPG7/RPG42/PCML could all use things like tandem warhead rounds, etc. The harder way: Introduce the AT4 and increase the lethality of the PCML (or at least, introduce a heavier round to avoid breaking the campaign ;) ). This lets us give LAT to AAF/NATO, while giving MAT a stronger warhead with the PCML. Introduce the Carl Gustav you guys have lying around unfinished https://www.artstation.com/artwork/5V03E . It'll let us differentiate the AAF more from NATO, i.e. AAF MAT could use Carl Gustav while NATO uses PCML. Introduce heavier warheads for both the RPG7 and RPG42. Sights like the PGO-7 could be introduced too, This will allow us to give FIA/Syndikat/CSAT a standard warhead for use as LAT while the heavier one as MAT (or indeed, HAT). That's all i have to suggest for now. Would be great to have any of this implemented with Tanks, since the last few years making missions has been at times quite frustrating because of the limitations within which we've had to work. Arma's issue with combined arms is less "needs more tanks", but more to do with needing a nice smooth infantry-vehicle interface when it comes to balance. p.s. Would be great to get the M4A1 too, AAF spec ops would be a thing then :P EDIT: Seems the Carl Gustav and M4A1 were taken down, but here's a screenshot of the discord embed. https://imgur.com/AjfgKgy
  23. 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
  24. 7th Armoured Divsion With roots in the War Thunder Community 7th Armoured are looking to branch out into Arma and create a historically accurate unit based on the famous Desert Rats using combined arms tactics. We've picked two units that served together historically and are looking to form a Platoon of the 1st Rifle Brigade (Mechanised Infantry) and a Troop of 5th Royal Tank Regiment utilising period equipment, structures, and tactics. We already have a solid player base, server complete with mods, and teamspeak but are looking to fill our ranks with like minded gamers to allow us to organise full scale missions with German WW2 milsim units from within the community. As a milsim unit we are aiming to be quite structured but have always prided ourselves on our relaxed and friendly nature so we hope to find a good balance. If you're interested in finding out a little more about us or would like to join, please either send me a pm, leave a message here or join our Teamspeak: 217.146.95.214:10006 and ask to speak to an NCO/Officer.
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