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Found 227 results

  1. Bohemian Interactive terrain for Take on Helicopters ported to Arma 3. This Mod is an adaptation of the old ToH map for Arma 3, but trying to preserve the old spirit of the map. Without major modifications, with new functional additions and without pretensions to create a new map and if a reliable adaptation. I know this is nothing new, but in this case the difference is that added roads in South Asia: After 6 months of work, research and testing tools, a first functional version of more than 7000 sections of real roads has been achieved. Now the AI circulates through them, looks for roads and they are visible from the GPS. Thank the QGIS Game terrain tools plugin by @adanteh for their wonderful work. and skyscrapers and other buildings in Seattle: Thanks to the teacher @.kju for his patience and advice. You can download from now in Workshop, enjoy: @ToH Core https://steamcommunity.com/sharedfiles/filedetails/?id=1865403034 @Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1865395754 @South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1849403283 Todo.txt Minimum recommended visibility setting: setViewDistance 12000; setObjectViewDistance [6000,400]; setTerrainGrid 8; More images: https://imgur.com/a/Rcl4nnS Known Bugs: -Incompatibility with "@CUP Terrains - Core" that causes visual errors in the detail textures of some buildings. -There is a problem related to the size of the roads. If you overload a lot of Mods and you have a PC with little Ram memory*, it is possible to get a fatal error of "many virtual blocks requested" due to the saturation of information loaded into memory. *I have 16GB of DDR3 and I have not had problems with a number of normal mods (CBA + ACE + CUP's + CFP + US MILITARY + TFR + others). I hope to further optimize the road file for a better load in the future. Another questions: Any advice on the old map of ToH to give a greater resemblance to the original, will be welcome. Arma Public License Share Alike (APL-SA) Take On Helicopters is made by Bohemia Interactive. based on Take On Helicopters Data Pack
  2. Description: JSRS SOUNDMOD is a sound modification for ArmA3. The purpose of this modification is to bring new sounds to the game, making it more exciting. Many would say it makes the game much more realistic, but that is not the initial purpose of this modification. Even if some sounds are authentic to what we call "modern warfare", the main purpose was just to create a certain type of sound feeling. Visit the new JSRS-Studios.com website for more information about my work! https://www.jsrs-studios.com/ Download: JSRS SOUNDMOD - CE.19.0822 In addition, I have a small selection of supported modifications: The Armaholic mirror version: JSRS Soundmod Videos: Installation: Changelogs JSRS Soundmod Update CE.19.0829: Tweaks: - Tweaked whole configuration structure - Tweaked many soundsets and shaders to rather inherit controllers instead of creating new ones constantly - Tweaked multiple volumes and distances Fixes: - Fixed some ram leaking problems - Fixed some performance and fps drop offs Additions: - Further improved WW2 weapon sounds for IFA3 and FOW and prepared for first release of JSRS SOUNDMOD - CE.19.0829 IFA3 AIO Mod Sound Support JSRS Soundmod Update CE.19.0822: Tweaks: - Tweaked volume cutoffs Fixes: - Fixed weird attanuation and filter issue causing all sounds to come out way to dry and flat Additions: - Preparation for WW2 weapons collection and GM support JSRS Soundmod - CE.19.0819 Changes: Updated the modification to a complete file instead of its modularity. Hence the CE in the versioning for "Complete Edition". Tweaks: - New explosion sounds and minor changes - New Distance sounds and weapon effects got slightly tweaked - New movement volumes and changes to the behavior - Massive merging of several sound sets to reduce the stress during the game - Multiple tweaks around the mods structure in order to work more fluid Additions: - Added several new weapon sounds in order to support other mods (RHS, CUP) Cuts: - Due to time reasons I cutted SMA and NiArms out of my loop for now. They caused way too many issues and I couldn't find the time to fix it, so I delete them for now JSRS Soundmod - 6.19.0728 Changes: Fixes - Fixed MX Weapon sounds changed by enoch/contact dlc Additions - Many new sound effects, many updated or changed completely since the last 6 months. Especially soniccracks, weapons and explosion sounds! JSRS Soundmod - 6.19.0130 Changes: Fixes: - Fixed Missing M197 Gatling sounds for RHS AH64 Apache - Fixed Wind sounds were way too loud - Fixed Wrong bikeys in some RHS Compat versions Additions: - Added Ricochet Shell sounds for 20-40mm and Shell rounds JSRS Soundmod - 6.19.0127 Changes: Additions - Added Very close distance cracks (Loud, screamy) Tweaks: - Tweaked Soniccracks got one more step (4 sets of cracks per ammo type) - Tweaked Distance sounds got a bit more bass - Tweaked Increased distance volume and distance values - Tweaked Distance filter threshold Old Changes: Support: If yoi like to support me, or you like what I do here or just want to get me drink, feel free to do so 🙂 Every cent donated to JSRS goes a 100% back into the project! Patreon or PayPal END USER LICENSE AGREEMENT: Arma Public License No Derivatives (APL-ND)
  3. Hello community! I've had this released on the Steam Workshop after a long development period, and it's about time I introduce it here. I hope communities will enjoy using this! Hunter'z Persistency Module What is it? It's an "offline" (meaning, an SQL server or similar is NOT required) persistency framework for complex dynamic missions. It's meant as an alternative to existing solutions that use SQL servers. Instead of using a server/database approach, Hunter'z Persistency Module is fully SQF-based and outputs save data to text files in SQF-format. With this module you can avoid having complex infrastructure such as SQL servers and set up a persistent server with ease. What can it do? As a framework, it's got all the functionality you need to save any object, ammo crate, or vehicle and it's designed to be very easily customised so that you can save custom information such as object or mission variables. The module is focused mostly on realism/logistics scenarios, which means whatever you want to be persistent, you can set it up with ease and it will save every detail without compromise or room for exploits. For example, if you want to set a vehicle to be persistent, all you have to do is call one line of code and its state will be saved with all details down to the number of rounds it has in its guns. Player units are also persistent by default, which means not only does it save your position or your gear upon logging out, but also how many bullets you have in the magazines inside your backpack, the damage on all your body parts including your full medical state if you use ACE, any map markers you have placed and whatever else comes to your mind. The customisation of the framework is done by using API functions that you call either through scripts in your mission or live through the in-game admin console. These are all described together with setup instructions and further information in the manual that comes with the module. How does it work? It uses Killzonekid's debug console dll extension (with his permission of course) to write to a save file on the server machine. Although the save file comes out as pure SQF, due to the limitations of extensions in Arma, large data arrays are split up into smaller ones and parsed back to normal by the module during saving and loading. This means that you might see a lot of text in your save files, but since it's all SQF, you actually have the option of editing the data manually by hand in case of any problems you have in your mission or things you want to change. Saving to file is done automatically, through an auto-save system, for which you can set the save interval. The module is very performance friendly as it only uses resources when conducting a save, which usually takes less than a second. Player persistency is managed through connect/disconnect event handlers by the server, and other than these situations the module will not be using any CPU power! Future work / TODO? I plan on adding more features to the mod. One thing I will investigate soon is persistency of damage to map objects, such as buildings that are part of the map. No promises though! Download link You can obtain the mod through the Steam Workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=1207707864 Licensing The module is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. You are free to share or build upon this work as long as you credit me as the original author. You may not sell this work or any derivatives of it, or financially profit from the use of the mod in any way. Trivia Although I've been working on Arma 2/3 for a few years now, this is the first mod that I got ready to be released for public use. I'm hoping to have release versions ready for my other mods, especially the AI mod I've been developing since 3 years, but we'll see... For more info on what I do, feel free to check out my repo: https://github.com/KHunter-Arma
  4. "PSZ: POLISH ARMED FORCES" SITREP PSZ: Polish Armed Forces is a mod project focusing on adding a high quality, realistic modern Polish Army faction. This means we plan to recreate in-game most of the currently used Polish Army equipment, including of course most of the signature weapons, vehicles and units, like Beryl, MSBS and Tor rifles, Rosomak APCs, Leopard and Twardy tanks, Sokol helicopters, etc. The SECOND version just got released, so why won't you give it a try? THE FUTURE The general idea is to release the mod as soon as the base is ready, then build upon it, until we have everything one could ask for in terms of realistic Polish Armed Forces faction(s). Initial plan includes PKW 2010 faction with weapons, infantry and some vehicles, which then should be supported by following Special Forces, PKW "Motorpool" and also the 2020-ish PKW faction updates. 2020(-ish) faction will be there to include the newest weaponry polish military industry is trying to incorporate, like MSBS Radon assault rifle, Negev LMG and possibly more, like ATGM Rosomak APC variant. Mod requires CBA (for ASDG Joint Rails, for example) and at this moment we are thinking about incorporating MRT Accessory Functions and Weapon EventHandler Framework for greatest possible immersion and level of realism. Also because we want everything to depict real-life counterparts and their behaviour as much as possible, while keeping the best possible visual and technical quality. SECOND RELEASE Happy Easter, eh? Please bear in mind that it's STILL an ALPHA release, which means there's tons of stuff missing and that the stuff that IS present may need further polishing, not everything (or rather, nothing) might be final. Realistic expectations are a key to happiness and thus we suggest to take that approach :) Current mod version is ALFA 068.1103; and it contains: For the time being, PSZ: PAF mod REQUIRES CBA 3.2.1 or newer to work. DOWNLOAD - PSZ Mod v0.68.1103 @ ArmACenter.PL- PSZ Mod v0.68.1103 @ ModDB- PSZ Mod v0.68.1103 @ Goggle Drive USEFUL LINKS - ArmACenter.PL (home of the PSZ Team) - ModDB profile of the PSZ project - FaceBook profile of the PSZ project - Official PSZ Gallery on Imgur CREDITS ===PSZ TEAM=== WinteR5 Macko zGuba Istar Jon ===CONTRIBUTORS=== (more to be listed as we'll implement more goodies from our beloved friends!) Dan (former developer) - M97 Zbik Sgt. Pepper (former developer) - textures and layers Smookie (former developer) - animations Keeway (former developer) - developer, config, content porting, scripting Reyhard (M.I.A.) - developer, config, content porting, scripting RHS Team - Leupold scopes, repository Project Reality: Polish Forces Team (Veti, ddeo) - STAR trucks Kamil Nowicki - Alex / Bor, UKM-2000, Negev [ACPL] Ghost - "Steal the Data" scenario PSZ logo by WinteR5, uses great Eagle drawing by Julia Baradziej. Enjoy!
  5. Repo's Custom Textures V0.3RC A retexture mod of MLO. Currently still being developed and worked on. Everything is WIP unless otherwise stated. Current patterns: Uniforms: Helmets: Please join the development discord for better support and requests: https://discord.gg/SVUAk8E Any Requests, please put them in the discord above, or in the comments below. You are more likely to be acknowledged if you post in the discord however. Plenty more is planned for this project, and things will change quite often currently. Credits: VanSchmoozin - Creating in my opinion the best looking gear textures in ArmA. Task Force Raven - Putting up with my gear addiction. DOWNLOADS: https://steamcommunity.com/sharedfiles/filedetails/?id=1849718114
  6. Hey folks, I am currently developing a Coast Guard Addon for Arma 3. I already modded a Coast Guard Faction and Uniforms as well as Boats and a Helicopter, and now I want to add some special Objects. A rescue basket and a life raft. I am pretty good at making 3d Models of technical objects so that was no challenge. However I am not really good at scripting configs for Arma 3 and working with the Object Builder. So I could use your help. Here is a model of the rescue basket I made https://steamcommunity.com/sharedfiles/filedetails/?id=1862964052 I was able to implement it into Arma but I need to add some features and solve some problems with your help. Features I have to add: -basket floats on water (implemented) -basket can be slingloaded to a helicopter (implemented) -basket has 2 passenger "seats" one for the survivor sitting in the basket and one for the rescue swimmer hanging on the side of the basket -basket has strobelights for night operation Problems: -basket is static, it won't fall down if placed in the air (fixed) -i dont know how to get textures on the basket -basket doesnt move if a vehicle crashed into it (fixed) Basically I want the basket to be a Boat which can't be driven because it has no motor. This is the current config of the basket class cfgPatches { class Rescue_Basket { units[] = {"Rescue_Basket"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; class Life_Raft_8 { units[] = {"Life_Raft_8"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; }; class CfgVehicles { class Boat_F; class Rescue_Basket : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\Basket.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungskorb"; }; class Life_Raft_8 : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; }; };
  7. Hi, Originally I made this custom memory allocator as a fun project because I dreaded of slow A3 performance. Features 64-bit only custom memory allocator for Arma 3 Based on Intel Threading Building Blocks (TBB) 2018 Update 4 Large Page support Optimized for both AMD and Intel CPU with AVX/AVX2 Drop-in replacement for BI-provided TBB4 malloc How to install You can read the installation guide in the ZIP package. Notes Not BattlEye compatible. I only tested INTEL64 AVX2 binary on my own PC (i7-8750h with RTX 2070). I cant afford to test all binaries. As an unwanted side effect, some trainers/cheats will not working or crash if you use this custom memory allocator 😁 Performance could be better or worst. I am not responsible if something happens to your games or PC. I am not taking any profits or benefits from this. Virus-free: VirusTotal result (scanned with 60+ engines) . Only one false positive with one of the binaries, I already contacted the AV gave me false positive result. (fixed) Source code will be uploaded once I clean up the code (I built this long time ago and just recently dusting it up). If you have any question or report about this please contact me via this thread/forum or "spektykles" on official Arma 3 Discord server. I am all ears 😀 Download ZippyShare
  8. Unsung 3.0 - W.I.P THREAD Hi all , Well its a new year and time to move forward. The unsung team have had a rest from our 2.6 release for A2 and we are looking to move into the next installment of the Arma series. We have done extensive testing and work on the 2.6 release to the point where we are happy we have a solid base to work from as we progress. However, We need your help. We are currently seeking Config writers, Modellers, Texture artists. Especially those whom have experience in porting A2 content to A3 taking advantage of PhysX and other engine enhancements. So if you want to be a member of a strong team and a mod that's been around for over 10 years, then please send me a PM For those new to the Arma series who don't know who we are have a look here: Unsung History (needs an update :P ): http://community.bistudio.com/wiki/The_Unsung_MOD Latest work : http://forums.bistudio.com/showthread.php?181703-The-Unsung-Vietnam-War-Mod-v2-6-Released-!!!&p=2749195#post2749195 Some WIP's so far:
  9. GF Auto Loot Crashsites Script - Mod by GEORGE FLOROS [GR] Description: Spawn Random Crash sites , will detect the enabled Mods , without editing lists,for loot and vehicles. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Crashsites Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Spawn Random Crash sites , will detect the enabled Mods , without editing lists,for loot and vehicles. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. There are Blacklist Zones available , 5 from default and a safe distanse from players . This is the new reedited version of the previous GF Crashsites script , so there are a lot of changes and options. More information inside the GF_Auto_Loot_Crashsites.sqf There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.2 It is possible to spawn normal alive vehicles , with crew or not or just wrecks. NOTE : The normal vehicles , might also not spawn loot at all , due to the vehicle destuction. Fixes about spawning. Minor Fixes. Added more options. v1.1 Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40312 Armaholic GF Auto Loot Crashsites Script - Mod
  10. DOWNLOAD: Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=740727824 Armaholic: http://www.armaholic.com/page.php?id=27523 MediaFire: https://www.mediafire.com/file/9t6hcwidvxxkwft/@TMT_-_Turkish_Forces_v0.7.rar/file --------------------------------------------------------- TMT - Turkish Forces - ArmA 3 Mod - v0.7 --------------------------------------------------------- © 2019 Turkish Mod Team ------------------------ License ----------------- Users are permitted to install and use the TMT Addons for personal using purposes only. Any military, commercial or educational use is prohibited without permission from the author. Free redistribution is permitted for the original file package as long as it is kept unmodified and distributed free of charge. Distribution of parts of the TMT Addons are not allowed without explicit TMT authorization. This TMT Project that is for Arma 3 is under the “Arma Public License” and “Arma Public License - Share Alike”. https://www.bohemia.net/community/licenses/arma-public-license-share-alike -------------------------- Changelog -------------------------- -v0.7 New vehicles, updated textures and configuration. New and updated attachments and gears. Updated core files. New classes. ---------- -v0.6 (Beta) New vehicles and updated textures, configuration. New and updated weapons, attachments and gears. Updated core files and configuration. ---------- -v0.5 (Beta) New models and classes. Updated core files and configuration. Optional F-16 addon. ---------- -v0.1 to v0.5 (Alpha) Closed test. ---------- -v0.1 (Alpha) First release. Just some test classes. -------------------------------- Known Issues -------------------------------- Some weapons are not compatible with some accessories in terms of design. There are some texture-uv map issues / especially for AH1W. Some geometry problems. ACV-300 glass passing. There are some animation deficiencies. --------------------------------- Contributors --------------------------------- Rygugu - W0lle - Vilas - SuperRat - shortez -RedRogueXIII - TenoYL - Trnx17 Firewill for F-16 Fighting Falcon Series and AirWeaponSystem Addons CUP Team for Documentation ---------------------------------------------------------------------------------------------------------------------- Thanks; Bohemia Interactive for the great military simulation game and ArmA Community for guidance and supports. ----------------------------------------------------------------------------------------------------------------------
  11. Hello world. I'm glad to share my project for Arma 3, I have been working on it a few months and i think is time to make it official. The mod is aimed to cover some units and equipment currently in service -and some in current development- with the Argentine Army. Vehicles: TAM Family: TAM 2C ** TAM VCTP (Armored IFV) TAM VCPC (Mobile Command ) TAM VCRT (Recovery) VCA Palmaria (155mm Artillery ) TAM VC AMUN (Supply) LVC CP30 Agrale Marrua M10/M20 HMMWV Variants Polaris MRZR-4 Ford F-350 TSCR (Comms) --------- Static objects: Tents (inc.variants) Ammo Boxes MANPADS RBS-70 Skyguard M /FCS Oerlikon GDF-002 AA CALIV 105mm ** CITER 155mm CARDES (Disposable demining tool ) ** UAV: MALE VIGIA-2A ** -------------------------------------------------------------- There's so much to do, and this are my first steps on modeling and texturing, a good way to improve my skills 🙂 I'm not will made a 100% accurate version of vehicles and objects. The mod is set on year 2035. Some equipment gonna be upgraded on that timeline. [All content are subject to change without notice. ] More updates soon! Forgive my bad English .-
  12. So quick presentation this mod add Saudi armed forces for Arma 3. 2 other faction National Guards (IND_F) & Shia insurgent (OPF_F) will come later to complete the mods, but the Saudi Royal Land Forces is complete, fully fonctional with Zeus, Alive or any script... You can find it under Blufor/Saudi Arabian Army Faction class name : "B_SaudiArabian_Army" Steamworkshop : https://steamcommunity.com/sharedfiles/filedetails/?id=1849699977
  13. Work in Progress (v0.8) What is CoopR? The abbreviation CoopR resolves into Coop Roleplay. These two keywords are leading the whole idea of this modification. CoopR Mod is a gameplay overhaul. Combining coop gameplay with interesting yet not immersion-killing roleplay game elements. CoopR will come in two different release systems. The first to be published is the CoopR Light coop gameplay enhancement. It can be described as a subset of features that passed quality assurance by bringing proper gameplay enhancements that do not have any dependency to other addons of the CoopR Mod ecosystem. The other release is the CMF (CoopR Mission Framework). This framework will provide a library of editor modules and scenario attributes to create multiplayer missions that redefine ArmA3 gameplay by a large package of new immersive features. Additionally the integration of popular modifications like ALiVE and ACE3 will push the feature list even further. The CMF will be officially implemented by CoopR and is planned to run on multiple game servers. The collection of those servers is defined under the CoopR Combat Theatre term. A “theatre” defines the lore multiple servers are running under. Technically players can transfer their characters and squads only between servers where the threatre is the same. There is no way of transfering a World War 2 threatre character into a NATO war theatre. CoopR Light CoopR Light’s primary goal is to extend the gameplay of coop multiplayer squads. It is a small subset of the whole CoopR mod idea. When the development of CoopR Mod started it was clear that this modification will take at least two years to implement all planned features. As time went by the amount of feature ideas grew and therefore the release date was pushed back further into the unknown future. To this date the CoopR team managed to develop a working base with a good amount of core features. We realized that there is a basic feature set ready to be released. We call this set the “CoopR Light” release. The reason to release this light version to the community is to start testing the early state of the modification. We expect to receive hands-on feedback and suggestions that help adjusting the development process. Reported bugs will be brought into the development of CoopR and fixed in future releases. The following conditions need to be met so an CoopR addon is a candidate to be released in the CoopR Light release: No dependencies to other Non-Light addons Adds striking enhancement of coop gameplay Will not require a wipe of any persistence data CoopR Mission Framework The CMF (CoopR Mission Framework) will provide a vast variety of editor placed modules, scenario attribute configurations mission configurations. The CMF will also offer a library of script functions to publish an API for other addons or mods. This is what the framework will bring to the customization point of view. With CMF you can build a completly new type of coop missions. One core feature is the RPG addon. It allows players to create characters with perks and role specifications. These characters are persisted and accessible between different mission created by the CMF. This bring another gameplay addition to coop missions - progress. Characters can increase their skills and “farm” their equipment. Incapacitation is not a trivial thing anymore. You can lose access to your character for a long time or even lose him completely due to permadeath situations. But the RPG system is not at all the only thing coming with the CMF. To shorten it up here is a short list of features that are either nearly completed or work in progress: Character RPG System "Deployment Life" Simulation System Local Persistence & Web Persistence (CoopR HQ) Perk System Role Skill System Temporary Camp / Shelter System Supply Request System Personal Storage / Barrack System Recon Mission System CoopR Webapp / Mobile-App Character Management Extended Squad System many more in concept... Recruitment! The CoopR Mod team is looking for some fresh meat/veggie. Here are some positions we are in need for: SQF Developer (All Skill Levels) ArmA3 Extension Developer Game Concept Designer Vue.js Developer (All Skill Levels) 2D Artist Feature Roadmap Wiki WIP Find us CoopR Youtube Channel @cooprmod Instagram Support us on Patreon! Contribute on Github! Have a chat with us on Discord
  14. Hey guys and gals Recently I was trying to add ships to my custom (mod) faction. Implementing the ships I had no problem, but as soon as I tried to add my own skins to the ships, I encountered a problem. I doesn't seem to be possible to add my skins to the ships, at least the way I was trying. Here's my code. Please help me 🙂 class CfgVehicles { class ship; class B_G_Boat_Transport_02_F; class RHIB: B_G_Boat_Transport_02_F { side = 1; scope = 2; scopeCurator = 2; crew = "Custom_Uniform1"; faction = "Coast Guard"; displayName = "Festrumpfschlauchboot"; model = "\A3\Boat_F_Exp\Boat_Transport_02\Boat_Transport_02_F.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Rhibboat_co.paa"}; }; class B_Lifeboat; class SRHIB: B_Lifeboat { side = 1; scope = 2; scopeCurator = 2; crew = "Custom_Uniform1"; faction = "Coast Guard"; displayName = "Festrumpfschlauchboot(klein)"; model = "\A3\Boat_F\Boat_Transport_01\Boat_Transport_01_F.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Boat_Transport_01_rescue_CO_1.paa"}; }; }; I tried to add the Skins in the editor via setObjectTextureGlobal and it worked with the ingame ships, however with the boats in my faction it didn't work. https://imgur.com/zfC63YW The inner ships textures have been replaced with setObjectTextureGlobal and the outer ones are the boats from my faction.
  15. GF Temperature Script - Mod by GEORGE FLOROS [GR] Description: GF Temperature Script - Mod , the values are based on real measures. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Temperature Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: The Values are based on real measures and there are 4 different options according to the selected climate. 1 = Hot Desert Climate , 2 = Mediterranean Climate , 3 = Subarctic Climate , 4 = custom The changes are affected from : month time Sun Elevation overcastForecast fogForecast rain gusts Altidude Sea Deep Sea Depth The Temperature Variables are : GF_Temperature_Sum_Air GF_Temperature_Sum_Sea It is possible after the script initialisation , to use them in other scipts etc. This scipt will be used in the future , for other projects as well. It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Big thanks to CarlGustaffa for his Sun elevation code. https://forums.bohemia.net/profile/742616-carlgustaffa/ Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40349 Armaholic GF Temperature Script - Mod
  16. ello, community. I have created my second mod using Drongo's Config Generator. There was no problem creating the first one and I have learned to create such mods and files very quickly. I did everything the right way - I created my units and added Drongo's generator module in the editor, which created the .cpp file. I converted it into a .PBO file successfully using the Addon Builder. After that I uploaded the .PBO file and created a mod, launched it with the requirements, but an error occurs: File Addons\ config.cpp, line 2: /cfgPatches/: '-' encountered instead of '{' What could be wrong? I have opened the file and the '{' was there instead of '-', so it was OK. Here's the whole file's content: Thank you in advance!
  17. Compilation List of my GF Scripts - Mods by GEORGE FLOROS [GR] Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Below are the links and the download button , for every of my available GF Scripts . This list , will always be up to date. For anything that you might want , feel free to ask , if it's possible to do something for this , after all the arma series generally , has a good and helpfull community! Thank you Guys , for the whole support ! and off course . . . have FUN !
  18. shadowhunter123

    Project Livonia

    WELCOME TO: Ladies and Gents! I present to you the newly re-textured/added assets to the LDF Faction in-anticipation for the upcoming Contact DLC. Hope you all enjoy! CH-49 MOHAWK DOWNLOAD: Livonian CH-49 Mohawk Version 1.0 F-149 Gryf Bajeczny DOWNLOAD: Livonian F-149 Gryf Version 2.0 OT-12 Czar DOWNLOAD: Livonian OT-12 Czar Version 1.0 AWC-304 Nyx DOWNLOAD: Livonian AWC-304 Nyx Version 1.0 What's inside: CH-49 Mohawk LDF Camo Livery (Standard Military) Aircraft Grey Livery (Rescue) Dark Green Livery (Night Operations, Air Interdiction Patrols) Ranger Livery ( Air Interdiction Patrols, Local Law Enforcement) Rescue Livery (Emergency Rescue) F-149 Gryf LDF Camo Livery (Standard Military) *Updated* Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) OT-12 Czar LDF Camo Livery (Standard Military) Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) White Livery (Whatever you want it to be.) Ranger Livery (Forest Ranger Livery) AWC-304 Nyx LDF Camo Livery (Standard Military) Autocannon Configuration (Anti-Infantry) Anti-Tank Configuration (Anti-Armor Operations) Anti-Air Configuration (Anti-Air Operations) Recon/Radar Configuration (Recon/Surveillance Operations) Add-on Locations: Mohawk: INDEP > LDF > Helicopters > CH-49 Mohawk Gryphon: INDEP > LDF > Planes > F-149 Gryf Bajeczny Czar: INDEP > LDF > Planes > OT-12 Czar Nyx: INDEP > LDF > Tanks > AWC 304 (Autocannon, AT, Recon) *Optional liveries can be found in the livery editor.* LDF Fighter Pilot: INDEP > LDF > Men > Fighter Pilot Nyx AA: INDEP > LDF > Anti-Air > AWC 304 (AA) REQUIREMENTS: ArmA 3 Development Build 1.94 or Greater You MUST have purchased the Contact DLC. (All mods PR: Livonia releases use Contact Assets) Gryphon MAY require Jets DLC. Czar MAY require Apex DLC. Nyx MAY require Tanks DLC. Message of Thanks: A big shout-out to all of you who helped me out on Reddit and the Bi-Forums (Mug Runcher) for making this possible! Looking forward to bringing you more content in the future! If you haven't already, please don't forget to like and leave a comment! Would love to hear the feedback.
  19. MONTELLA TERRAIN MOD ============================================================================================================================================================================================================================ ============================================================================================================================================================================================================================ Hello everyone, Its been more than two yeard since I started this project and I think it is time to make it public and breathe a sigh of relief. I hope you will enjoy every piece of it, just like i did making it. The Terrain is inspired by a mountainous region in Campania (Italy) south of Naples, yes it’s not an island. The vibe is the same as in “Chernarus” but with a touch of Italian Culture. The map is a scale 1: 1 with the real areas (Parco Regionale Dei Monti Picentini - Irpinia). It is essentially a big valley between two large mountains “Verteglia” and “Laceno” both with their points of interest, towns and much more. The valley has 3 big towns: the most important “Montella”, then “Bagnoli” and “Cassano”, two of which have already been completed. Also, an entire section has been removed to create an area that actually does not exist in real life, the “Irpinian Sea”. Being a rural area there are not many roads that connect the town easily therefore you will have to cross rivers and ride on top of high cliffs and mountains. The map uses at its best the Arma 3 assets both the vanilla and the Tanoa ones also, we imported some from Arma 2 and other mods. Update: Terrain is still Work in Progress The terrain is now in a condition i feel many of you can consider "playable". This does not mean that the mod is completed or that it represent a finished product, it still is a Work In Progress. You can download the mod from the workshop here: http://steamcommunity.com/profiles/76561198053485750/myworkshopfiles/ Latest Video: - Map size is 10240x10240m - Grid size is 2048 cells - Cell size is 5m circa - Sat/Mask size is 15360px - Citys and Villages 6 - Airports 2 Completed Task: - Towns: “Montella” and “Cassano” with their surroundings. - All the areas covered by trees are completed. - 20 km of rivers. - Almost all of the roads are completed and connected. - Custom highway that joins the two sides of the map. - Custom handmade “satellite map”. - Custom “mask map”. - All configs are written and ready. - A test server with a Custom made Exile Mission is fully functional. To do list: - Second largest city “Bagnoli”. - Small city on “Laceno”. - Harbor and its surroundings. - Fields and houses to fill the areas between each town. - A lot of small adjustments in cities like light-poles benches garbage’s bin and many other small details. ============================================================================================================================================================================================================================ I regularly post updates on my twitter and my YouTube channel and sometimes Stream at: https://twitter.com/MontellaTerrain https://www.youtube.com/user/avatar1924 https://www.twitch.tv/mistermark My Workshop: http://steamcommunity.com/profiles/76561198053485750/myworkshopfiles/ If you want to contribute and help with the project you are welcome to Support the Team at: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=22T9PSBBVQD2U

    Ravage Mod Wiki

    Information : Feel free to share and discuss , about Ravage Mod Wiki
  21. Hello, everyone! I have spent a whole day to create my first self-made mod, using Drongo's Config Generator. I suppose you know you can create your own faction with it. I tried to create groups under F2 in the editor, but I suppose I have done something wrong. I even tried to convert both .cpp files into .PBO files, using 2 different subfolders into the Addons folder. It somehow didn't work for me, I wasn't able to find the Addons folder - it was missing, the file was corrupted, when there was an extra .PBO file outside the main Addons folder etc. So, I decided to create a mod only using units under F1 with 2 categories - Men and Cars. 1st issue - all drivers in the vehicles are snipers. I guess I can fix that by making him a lower rank, instead of lieutenant, which rank, according to Drongo's description, makes the current class a crew member of mechanized/motorized units and vehicles. If I make him higher rank, he'd be an APC crew or a tank crew member. 2nd issue - if I manage to fix the first one, how exactly should I update the mod itself, instead of reuploading it again? I guess this should be a faster solution. There's a program, called Game Updater, is it the correct one? 3rd issue - this is the main reason to post this topic! The mod contains 6 different AI classes. They are all loaded with their full gear and ammo. The Breacher class has no ammo for the main and secondary weapon, and also has no grenades, although all the classes are loaded with 14 grenades (7 types of grenades x 2). What could be the problem and how would I fix it? I will definitely open the scenario again and check the Breacher class loadout, but I know it's completely loaded with ammo. I have copied another AI to rework this one. I use custom mods for their main weapons, which you can see in the link below. The problem could be caused by this: the UTS-15 shotgun always starts to load up its ammo when you start the mission first, they are not pre-loaded on the start. But I am sure it's not that because my secondary weapon has no ammo inside of it and in the inventory as well. And, as I said before, no grenades are included, which is also weird. This is the LINK to my mod in the workshop. Thank you in advance!
  22. Currect Version: 5.3.0 (09-08-2019) FAQ FOR FREQUENTLY ASKED QUESTIONS (Expand) Download Links: Dropbox (631, 69MB) Steam Workshop ModDB 2035: Russian Armed Forces v5.3.0 Please if you like and want to support our mod, feel free to donate so that we can continue giving you quality work. 🙂 (Most of the money will go towards the mod improvement, as in better models etc.) For more 2035 high quality content, we recommend to check out our sister project ArmA3 Aegis! Please do check out and follow their BIS topic and Steam Workshop! =============== 1. DESCRIPTION =============== 2035: Russian Armed Forces focuses on adding a fictional "future" version of the Russian Armed Forces to ArmA3. Great effort has been put into an attempt to seamlessly integrate them into the 2035 era of the Armaverse, so that the faction could stand right next to the others in the base game (NATO, AAF, CSAT). Featured are: - Our own uniforms, vests, helmets and gear made completely from scratch (models and textures). - New vehicles and armor, ranging from T-14 Armata, Pancir AA launcher to the Kamaz trucks, Tigr and more. Tanks DLC features fully compatible. - Usable for any kind of enviroment. Various types of camo for both ground units (Flora, Partizan, Surpat, Desert, Winter... ) and vehicles/aircraft (Russian green, Desert, Nakikda, Winter, Arctic... ) and so on. - Russian weapon pack featuring new guns such as the AK12 (and its variants), AEK, Pecheneg, PP2000 etc. Marksman DLC features fully compatible. We plan on expanding the roster, gear and armament with further versions. Same goes for some of the ArmA3 assets/placeholders that will be replaced in the future Mod is is currently compatible with Zeus, ASDG and ALiVE. ALiVE users: Faction name is "min_rf" (without quotation marks). =============== 2. REQUIREMENTS =============== - ArmA 3 ======================== 3. INSTALLATION/UNINSTALLATION ======================== Extract the folder @Min_RF into your ArmA3 game directory and enable the mod in the launcher. Also put the Mindas.bikey into the core Keys folder. - If using CBA/ASDG, you *MUST* use the "min_rf_wp_c.pbo" and the bisign from the ASDG folder, replacing the one in Addons - otherwise you will have no scopes. You also must do it after every update. For uninstallation, disable the mod in the launcher and delete the respective folder. ================================ 4. CREDITS ================================ Mindas - Everything. Models, textures, config.. yes, he's that busy! Deathstruck - Betatest, screenshots, permissions. AveryTheKitty & Aegis team - Asset sharing from Aegis and vice versa. Toadie2K - AK animations. TheEvanCat - Black Titan launcher. VanSchmoozin (VSM) - Balaclava model. Sabre One - Armata models. PetrTlach - Consultations. BadHabitz - Help with solving some of the retexturing problems concering the Titan launcher. Bohemia Interactive - The rest of the assets and ArmA3. ========================== 5. MODDER'S RESOURCE INFO ========================== - Retextures are okay. Any manner of them. Feel free releasing those without asking . (for those who are interested: HiddenSelections are enabled for both uniforms and weapons) - Same goes for using the mod as a requirement for another. - Please ask our permission before releasing mods that heavily alter or are based on the assets of this mod (models etc.) ========================= 6. CONTACT INFORMATION ========================= You can usually contact us on the respective forums. Mindas BIS Forums: https://forums.bohemia.net/profile/747965-mindas/ Armaholic: http://www.armaholic.com/users.php?m=details&id=62241&u=Mindas Deathstruck BIS Forums: https://forums.bistudio.com/user/751402-deathstruck/ Armaholic: http://www.armaholic.com/users.php?m=details&id=9573&u=Slashback ========================= 7. LEGAL STUFF/ DISCLAIMER ========================= By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, yaddy yadda. ================= 8. VERSION HISTORY ================= Click to expand the spoiler section to see the changelog. =============== 9. SCREENSHOTS =============== [Click to Enlarge] Current Version: Previous (Expand):
  23. ADV - ACE CPR Giving you a second chance if your everyday CPR doesn't do squat. My community and I had a serious problem with the way ACE handles its CPR. If you're playing with ace_medical_enableRevive=1 you might have found out that CPR practically does nothing as long as your patient has no pulse (i.e. is in the revive state). You would need to use a Personal Aid Kit to revive your patient, setting all his health variables back to their start values - practically doing a magical heal with the magical wand called PAK. With adv_aceCPR you can finally use CPR to get someone out of the revive state without healing him completely, making gameplay much more interesting. After successfully "stabilizing" the patient, he/she will have a basic pulse of at least 30bpm. ACE-doctors have a 40% success rate and ACE-medics have a 15% success rate. Regular riflemen can resuscitate a patient, but they will have a much lower success rate. They can still keep the patient from dying due to an expired revive timer though. The success rate is lowered if the patient looses blood and is raised if the patient received Epinephrine right before CPR. The minimum rate is always 2%, unless the player starts with a success probability of 0 (look at "For mission builders" for additonal info). Depending on your settings (adv_aceCPR_maxTime, see below) you might be too late to resuscitate a player with CPR alone - in that case I have good news for you: With version 1.4.0 a new item has been added to ADV - ACE CPR: A defibrillator. The defibrillator works almost like the CPR action, but you have to have an AED in your inventory and it's much faster and the success rate is way higher. Using the defibrillator will induce pain to all units who stand too close to a patient when the defibrillator is used (except for the operator). You can only use the defibrillator if you're a medic (ace_medical_medicClass > 0). With version 1.5.4 I have added the option to use stationary AEDs. You can set the stationary AED objects via CBA settings. Default is Land_Defibrillator_F. You can place a stationary AED via editor or curator. Players can approach the item and use an ACE action to activate the stationary AED. By activating it they have 12 seconds to use it on any unconscious patient in a radius of five meters. After 12 seconds the stationary AED will deactivate again. I recommend using ADV - ACE Splint additionally to ADV - ACE CPR - not just because I'm the modest author, but because these two mods offer the things I felt missing in the current version of ACE³. Download: The most current version (1.5.6) can be downloaded here: https://github.com/Pergor/ADV_Medical/releases/download/1.5.6/@adv_aceCPR.zip Or get it at armaholic (thanks to foxhound!): ADV - ACE CPR v1.5.5 For now I uploaded ADV-ACE CPR to Steam Workshop as well: http://steamcommunity.com/sharedfiles/filedetails/?id=1104460924 Advanced Combat Environment 3 (ACE 3) Community Base addons A3 The Addon is signed and has a bikey. And of course ACE³ is needed - adv_aceCPR works with at least version 3.12.0 For mission builders: You can set the probabilities for successful resuscitation individually depending on the value for ace_medical_medicClass a player's unit has, or the time to be added to the revive timer or the duration during which CPR can still be applied successfully. The easiest way to do this is via CBA Settings ( https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System ). Alternatively you can use the following variables in your mission: adv_aceCPR_probabilities = [40,15,5,85]; //the first entry is for ace_medical_medicClass == 2, the second for == 1, the third for regular units with ace_medical_medicClass == 0 and the fourth one for the defibrillator. So if you want to disable CPR for any player with less than ace_medical_medicClass below 2 just use something like this: adv_aceCPR_probabilities = [40,0,0,85]; The time to be added to the revive timer (+/-3 seconds) can additionally be set with this variable (default is 30, maximum is 40, minimum is 15 - if set to anything below 18 there's a chance you spend more time on CPR than you gain): adv_aceCPR_addTime = 30; To set the duration during which CPR can still be applied successfully, you can set adv_aceCPR_maxTime. (Eg. if your ace_medical_maxReviveTime is 600 seconds and you want players to only be able to resuscitate patients for 300 seconds, set it to 300. If the value is higher than ace_medical_maxReviveTime, it will revert to ace_medical_maxReviveTime). After this time you have to use AED or PAK to resuscitate a player (default is 1200). In other words: after adv_aceCPR_maxTime each CPR only adds time to the revive timer, it won't bring your buddies back: adv_aceCPR_maxTime = 300; The classname for the defribrillator item is "adv_aceCPR_AED" I highly recommend to adjust the values for adv_aceCPR_probabilities when handing out the AED. Current issues: - Unknown Special thanks: - LeWarz and the whole Spezialeinheit Luchs for playtesting - Markus from Boom Tools Filmton for his support and the AED sound! - T.Fork - NorX Aengell - DeliciousJaffa - GodofMonkeys - veteran29 - corp-0 Changelog: 1.5.6: ADDED: spanish translation (Thanks to corp-0!) And of course, the licence: This addon - as a whole - is allowed to be copied, distributed or modified as per the GPL-2.0 licence. Additional terms apply for the usage of this addon: You may not use this addon or parts or derivatives of it for any commercial purposes, including monetized game servers. This addon or parts or derivatives of it may not be used in any derivative of Life gamemode. Different licences may apply to parts of this addon if it's not copied or distributed as a whole.
  24. I tryed to add the agm 65L to the Fir aws version of the EF2000 but i could select it ingame. i added "FIR_AGM65L_P_1rnd_M_eaws" to the weapons.hpp and magazines.hpp files.
  25. FRITHS ROBOTS [WIP] BACKGROUND: Made from repurposed dissident, FrithCorp's Synthetic Soldier Solution is a fighting force to be reckoned with; endless stamina, maxed skills and unquestioning loyalty, be the envy of other derranged Warlords as you crush opposition with the relentless onslaught of your robot army! *ability to drive in convoy not included as standard EXISTING FEATURES [WIP]: base robots textures and config PLANNED FEATURES: its early days yet, please leave any ideas/feedback in the comments 😄 Supporting textures: the plan is to create a small faction with retextured vehicles and equipment to supply them Supporting scripts: commandable UGV vehicle Sentinal drone overwatch, "the eyes in the sky", for intel on enemies and precision bombing. Helo transport/support from Taru ability to remote control robots? some kind of resource dependence for robots (power, control range)? thoughts on this welcome any other creative gimmicks i can think of... IMAGES: