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Found 238 results

  1. Have you ever wanted to be able to control Flaps and VTOL angle separately without having to touch the Auto Vectoring button? Well now you can! This mod adds separate keystrokes to your in-game controls menu for Flaps Up, Flaps Down, VTOL Up and VTOL Down. The keyboard commands can then be mapped to a joystick or throttle (HOTAS) if you want. Turning "Auto Vectoring" on and off is no longer required! Instructions: Open your Controls Menu Click on Configure Addons Select "VTOL/FLAPS Controls Mod" Assign the keys OPTIONAL: You can then unmap the Vanilla FLAPS UP and FLAPS DOWN controls Keep "Auto Vectoring" mapped if you plan to use the F35 from C.U.P. so you can close the flight surfaces When you want to lower or raise flaps, hit those keys. When you want to raise or lower the VTOL angle, hit those keys. You no longer have to hit Auto Vectoring On/Off. This changes automatically. Regular (non-VTOL) planes function normally For VTOL angle to function, aircraft engine must be ON Features: Works on all vanilla planes and VTOL aircraft and CUP VTOL aircraft VTOL and FLAPS controls separated into 4 separate keypresses so you can map to separate controls on your HOTAS Very small addon (0.1 MB) customizable controls via Configure Addons menu (CBA) Future Plans: Once BI implements a command to measure VTOL angle percentage, I can probably eliminate the need for the Auto Vectoring button when using the F35. Once BI implements some way of checking if an aircraft is a VTOL aircraft such as "isVTOL", then I can make this work with all mods automatically. NOTE TO MOD MAKERS: If you have a VTOL aircraft that you'd like me to include in this mod, PM me the classname(s) of those VTOL aircraft. Dependencies: CBA_A3 Bugs: NONE Bikey: https://drive.google.com/file/d/0ByQshG747KqKWUNEMjRLMVRFTjg/view?usp=sharing Credits: All credits to me. TERMS AND CONDITIONS: Any unauthorized modification of the released files is strictly prohibited without written permission by the author(s) except in the case of fair use for the purposes of learning. In those cases, the modified files can not be released to the public. You are using these files at your own risk. Author(s) of these files are not liable for any damage or loss of data caused by usage of these files. Usage of these files is also prohibited for any commercial purposes. This includes but is not limited to usage on monetized servers. SUBSCRIBE ON STEAM HERE
  2. Hello everyone! Today marks the day I've been looking forward to for a long, long time: the full release of Project Human, a death scream mod for ArmA 3! In it’s simplest form, Project Human is a deathscream mod. People that get killed within a certain distance of the player, Zeus or when controlling a UAV will no longer do so quietly. The mod supports headshot detection, which will lead to either gurgling or outright silence, whereas regular kills through body shots will lead to screaming, crying and swearing. As the name of the mod might indicate however, the goal here is not to be funny (no Wilhelm scream for us!) but rather to humanize the characters in ArmA 3, and the screams are very heavily inspired by those in Red Orchestra 2: Heroes of Stalingrad. The mod was therefore also made to be faction-specific, so that when the right actors are found, CSAT could have death screams in Farsi or Chinese, the AAF in Greek, and so on. Currently however I am the only voice-actor in the project as it was decided not to use existing screams from other games like Red Orchestra 2 because of potential copyright issues. We are looking for willing voice-actors with decent static-free microphones who think they have what it takes to deliver the right performance! I will be selective about what goes into the mod however, so please give it your very best shot if you’re interested. This mod requires CBA. I made a showcase trailer in which you can see the mod in action: Current features: - 70 different screams, gurgles etc. - Headshot detection - Hit sounds (single shout when wounded) - Underwater detection - Faction specific - Supports RAVAGE - Zeus support (Zeus can hear screams too, with the only exception being when Zeus is remote-controlling units due to technical limitations) - Multiplayer support (the same scream will play for every player) - Signed with bikeys This project was made possible thanks to the following people: - Scripting Initial scripts by Laxxeman, which formed the framework for the mod Further rework by Degmancro, aka D-Man Final script by TheWaltsu - Screams SiC Subscribe to the mod on the workshop page here: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1188797395 Update 1.1 showcase:
  3. Hi, have a problem I've been trying to solve for several days but I do not know what to do anymore. I state that I have already created other modules and all working both locally and sever but this drives me crazy. In local it works perfectly but on the server NO. The script called by the module has also been tested on the server and it works great. (spawn civilians to x distance modules in map) Then I connected the script to the module (see config) and tested on the server and it works but when I added the first arguments with its variable _logic it does not work anymore on the server. No error, as if the config did not start the fn_ModuleCiv.sqf script. Sorry for my english. Illuminate me, Thanks Config class CfgPatches { class Gren_ModuleCiv { units[]={"Gren_ModuleCiv"}; weapons[]={}; requiredVersion=0; requiredAddons[]={"A3_Modules_F"}; version="2.0"; author="Grenadier"; }; }; class CfgFactionClasses { class NO_CATEGORY; class GRENADIER: NO_CATEGORY { displayName="GRENADIER"; }; }; class CfgVehicles { class Logic; class Module_F: Logic { class ArgumentsBaseUnits { class Units; }; class ModuleDescription; }; class Gren_ModuleCiv: Module_F // riga per singolo modulo { scope=2; author="Grenadier"; displayName="Modulo spawn civili"; dlc="Gren_Module_Civ"; icon="\Gren_ModuleCiv\icons\civilian.paa"; category="GRENADIER"; function="Gren_fnc_ModuleCiv"; isGlobal=0; isDisposable = 0; isTriggerActivated = 0; functionPriority = 1; class Arguments: ArgumentsBaseUnits { class Attiva_avv_civ { displayName="Distanza attivazione"; description="Decidi a quale distanza, in metri, il giocatore attiva il modulo"; typeName="Number"; defaultValue=500; }; }; class ModuleDescription: ModuleDescription { description="$STR_Last_Service_description"; }; }; }; class CfgFunctions { class Gren { class GRENADIER { file="\Gren_ModuleCiv\RSTAIx_G"; class ModuleCiv{}; }; }; }; Script //==== added this part the script on the server does not work private ["_logic", "_units", "_activated"]; private ["_Radius_activation"]; _logic = [_this,0,objNull,[objNull]] call BIS_fnc_param; _units = [_this,1,[],[[]]] call BIS_fnc_param; _activated = [_this,2,true,[true]] call BIS_fnc_param; missionNamespace setVariable ["Gren_ModuleCiv", _logic]; if (_activated) then { _Radius_activation = _logic getVariable ["Attiva_avv_civ",500]; }; //================== private ["_fulcro","_Radius_activation"]; _fulcro=_this select 0; _Origine = 0; _limit = 1; _ActiveFH = false; _Use_Mezzo = true; _Radius_Patrol = [50,75,100]; _limit_vehicle = [_limit+5,0] call BIS_fnc_cutDecimals; waituntil {((player distance _fulcro)<=_Radius_activation)}; _pos = getpos _fulcro; While {_Origine<_limit} do { _Raggio = floor random _Radius_Patrol; _DecMezzo = floor random _limit_vehicle; _DecEdifici = floor random 3; _Stanza = floor random 5; _NonMuovere = floor random 8; _myGroup = createGroup civilian; { _soldierName = _x select 0; _soldierRank = _x select 1; _soldato = ["C_man_1","C_man_polo_1_F","C_man_polo_2_F","C_man_polo_6_F"] call BIS_fnc_selectRandom; _tempSoldier = _myGroup createUnit [ _soldato, _pos, [], 0, "FORM" ]; _tempSoldier setRank _soldierRank; _tempSoldier setVehicleVarName _soldierName; missionNamespace setVariable [ _soldierName, _tempSoldier ]; publicVariable _soldierName; }forEach [ [ "civ1", "SERGEANT" ], [ "civ2", "PRIVATE" ] ]; if (_DecMezzo ==0 && _Use_Mezzo) then { _veicolo = ["C_Offroad_01_F","C_Truck_02_transport_F","C_Van_01_transport_F"] call BIS_fnc_selectRandom; _Raggio =_Raggio *5; _truck = _veicolo createVehicle getPos civ1; civ1 moveInDriver _truck; civ2 moveInCargo _truck; }; if ((_ActiveFH) AND (_DecEdifici==0) AND !(_DecMezzo ==0)) then { doStop [civ1, civ2]; civ1 setpos (nearestBuilding civ1 buildingPos _Stanza); civ2 setpos (nearestBuilding civ2 buildingPos _Stanza+2); } else{ if (_NonMuovere ==1) then {} else { if (isClass(configFile >> "CfgPatches" >> "cba_main")) then{ [_mygroup, _mygroup, _Raggio, 5, "MOVE", "CARELESS", "WHITE", "LIMITED", "STAG COLUMN", "civ1 spawn CBA_fnc_searchNearby", [3,6,9]] call CBA_fnc_taskPatrol; } else { [_mygroup, getPos _fulcro, _Raggio] call bis_fnc_taskPatrol; }; }; }; _Origine=_Origine+1; }; deletevehicle _fulcro;
  4. https://gyazo.com/27e4f556f11939bc7afbabde05b9e5e1 I'm fairly new to modding and I'm trying to create a replacement pack for the current NATO which changes their equipment to gear already existing in the game. I'm trying to make them look more like they were in the Alpha/Beta and first release of the game. But some of my mod config isn't working and I'm not sure why? My rifleman class works fine but when trying to create the grenadier class, I'm having some issues, the uniform, vest and helmet I want (which is identical to the rifleman just for testing purposes) isn't appearing and instead is just left with the vanilla gear, but I know some of the config is working somewhat because it has the addon image next to it in the editor and the backpack I placed on him works. Any help towards tidying my config up (as most of it is a copy and paste of sample configs which I've edited) and making it work would be massively appreciated.
  5. Hello all! Newly released is the EA-18G RealSound mod! Having completed the F-16C sound mod, it paved way for a whole new era for us here at RealSound. The newest addition to the lineup is Firewill's EA-18G Growler! Here's a brief video of what it sounds like in-game: Major features overview: Entirely new sound-sets for interior and exterior samples - including startup/shutdown! BUG REPORTS / FEEDBACK: If you encounter any other bugs, issues or have feedback that I would find constructive - please share it below or send me a message. DOWNLOAD! Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1289519912 ArmAHolic: Coming Soon Google Drive: Link 1 --NOTES--- * This mod requires Firewill's EA-18G Growler mod, available on ArmAholic and the Steam Workshop. --CHANGELOG / MOD STATUS:-- Known issues: - Sometimes the plane is silent when flying over, think this is an ArmA scripting issue. Happens with other aircraft as well. *Wishlist* - Change pitch of idle based on throttle inputs (not sure how to do this) - Get distance filters to work properly (buggy, issues with implementing) - Stereo processors implementation (same as ^)
  6. So I am working on a mod and want to make it compatible with ACRE2 but not have it be necessary to have ACRE2. So I have 2 soldiers defined in my normal config and giving them the "ItemRadio" item, like so: class GIX_EB_RegInf_F: B_Soldier_base_F { _generalMacro="B_Soldier_F"; scope=2; displayName="Rifleman"; nakedUniform="U_BasicBody"; uniformClass="GIX_CombatUniform_EB_LZP"; class Wounds { tex[]={}; mat[]= { "GIX_BAMequipment\Data\noPatch.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat" }; }; backpack="GIX_B_LZP_AP"; weapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; respawnweapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; magazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; respawnmagazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; hiddenSelections[]= { "Camo" }; hiddenSelectionsTextures[]= { "\GIX_BAMequipment\Data\C_EB_LZP.paa" }; linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; faction="GIX_Units_BLU"; vehicleClass="GIX_EB_INF"; author="BrAF Team"; }; class GIX_EB_PQD_F: B_Soldier_base_F { _generalMacro="B_Soldier_F"; scope=2; displayName="Rifleman (Paratrooper)"; nakedUniform="U_BasicBody"; uniformClass="GIX_CombatUniform_EB_LZP_PQD"; class Wounds { tex[]={}; mat[]= { "GIX_BAMequipment\Data\noPatch.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat" }; }; backpack="GIX_B_LZP_AP"; weapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; respawnweapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; magazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; respawnmagazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; hiddenSelections[]= { "Camo" }; hiddenSelectionsTextures[]= { "\GIX_BAMequipment\Data\C_EB_LZP_PQD.paa" }; linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; faction="GIX_Units_BLU"; vehicleClass="GIX_EB_INF"; author="BrAF Team"; }; And then I made a different pbo entirely with the edited config with how I thought it was supposed to be (replacing ItemRadio with ACRE_PRC343), like so: class CfgPatches { class GIX_compat_acre { units[]= { "GIX_EB_RegInf_F", "GIX_EB_PQD_F" }; requiredVersion=0.1; requiredAddons[]= { "A3_Characters_F_BLUFOR", "A3_Characters_F_OPFOR", "A3_Characters_F_Common", "A3_Characters_F", "acre_main", "acre_api", "acre_ace_interact", "acre_sys_antenna", "acre_sys_attenuate", "acre_sys_components", "acre_sys_core", "acre_sys_data", "acre_sys_fonts", "acre_sys_gui", "acre_sys_io", "acre_sys_list", "acre_sys_modes", "acre_sys_oe303", "acre_sys_prc77", "acre_sys_prc117f", "acre_sys_prc148", "acre_sys_prc152", "acre_sys_prc343", "acre_sys_radio", "acre_sys_rpc", "acre_sys_sem52sl", "acre_sys_sem70", "acre_sys_server", "acre_sys_signal", "acre_sys_signalmap", "acre_sys_sounds", "acre_tanoa" }; magazines[]={}; ammo[]={}; }; }; class CfgVehicles { class B_Soldier_base_F; class GIX_EB_RegInf_F: B_Soldier_base_F { linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; }; class GIX_EB_PQD_F: B_Soldier_base_F { linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; }; }; The problem is that with ACRE and the compatibility pbo in the mod folder, it disables all Radios completely, meaning I can't even access the normal Radio item that comes with vanilla A3 through the VA or by spawning the unit.. Any help on what I'm missing?
  7. seelenlos Zeus This mod allows the whitelisted players to use Zeus in every mission. You just need to press the Zeus Button (Default: Z). We use the mod to play missions in different ways, "unstuck" broken mission flows or add mod weapons to vanilla missions. That means, you get the ability to play a mission again with different loadouts, vehicles and enemies without the effort to change it with scripts or the editor (unpacking, changing, testing, packing, uploading). The use of the ARES-mod is strongly recommended. Features: - server side only mod - only the whitelisted players can use it - does not interfere with any existing Zeus in the mission - add objects to Zeus (optional) - share created objects between mod Zeus (optional) Add Objects to Zeus In the slz_settings.sqf, you can define a array of objects which will be added to zeus. More infos in the slz_settings.sqf. Add all addons to zeus In the slz_settings.sqf, you can set slz_addAllAddons to true (default) to activate all available addons. Changelog v.1.7 CHANGES - slz_addAllAddons variable added - if it's set to true (default) all available addons will be added to the mod curators v.1.6 CHANGES - slz_sharedObjects variable added - if it's set to true all objects which are created by slz curators are editable for every slz curator FIXED - possible fix for exile server v.1.5 CHANGES - neutral Zeus removed - SLZ_editPlayerUnits variable removed FIXED - zeus remotecontrol caused diconnect from curator module - some other bugs v.1.4.1 FIXED -userconfig path capitalization changed to lowercase (issue with case sensitve file system) v.1.4 REWORKED CODE - complete rewrite CHANGES - no admin zeus anymore (i think there is no need anymore) - SLZ_whitelist variable added - in the userconfig there is a array where you can add uid's (it is the number in the steam-profile link) - if your uid is in this array you have zeus abilities - SLZ_neutralZeus variable removed - if you press zeus key you get the control of the virtualCurator which is always neutral - your playerunit become hidden and invulnerable - SLZ_editPlayerUnits variable added - all playerunits can be edited if these players are in curatormode - if it is set to false these units can also add to the curator editable object list by other scripts or mods like ares KNOWN ISSUES - Don't mix up to many zeus login methods (native use, too) - if you use #adminLogged Game Master Modules and virtualCurator entities or player controled curators don't login as admin if you are in a other curator slot - the native curator itself has a bug: if you are in the mission, go back to loginscreen and join again, you have to die before you can use the curator again (expect the #adminLogged method) v.1.3 FIXED - bug in the per frame eventHandler v.1.2 REWORKED CODE - remove while do loops ---> replaced with a per frame eventHandler FIXED - known issues from 1.1 v.1.1 ADDED - neutral zeus - this option change the playerside if you enter the zeus to logic because only a neutral zeus can set all attributes: for example the sector control module - copy the userconfig folder to your arma 3 folder and change the value in the SLZ_settings.sqf to true. (default = false) FIXED - if the admin logout the other players can't be the zeus. KNOWN ISSUES - if you are logged in as admin and you go into lobby and return to the game you have to logout and login to use the zeus again v.1.0 - first release Credits: Fry & Chucky from seelenlos-Team http://arma.seelenlos.eu License: GPLv3 Known Issues: - none Download Links: - Steam Workshop - Dropbox - Armaholic (outdated) Recommended Mods: Ares: - Steam Workshop - BI Forum - Armaholic
  8. seelenlos Slay This mod allow to kill players and ai by using the ace interaction menu -> interaction. If you want you can define a item to show up the action. This can be done by changing the respective variable in sls_settings.sqf located in "userconfig\sls\" (Filepatching must be enabled). I created the mod because some ace settings e.g. prevent instant death, ai became unconscious 50/50 and long bleedingtime create little problems in some missions. For example a special person have to die but he is unconscious and you have to wait 20 minutes before he bleeds out. This mod solve this issue. Features: - server side only mod - define item which you have to carry with you to slay someone (userconfig\sls\sls_settings.sqf) Changelog: v.1.0.0 - first release Credits: Fry & Chucky from seelenlos-Team http://arma.seelenlos.eu License: GPLv3 Download Links: - Steam Workshop - Dropbox Required Mods: ACE3
  9. I am trying to get a mission on my server working (ubuntu server 17.10). But if i'm starting the server it shows up with: 20:08:31 Reading mission ... 20:08:31 Starting mission: 20:08:31 Mission file: sniper_training (__cur_mp) 20:08:31 Mission world: Altis 20:08:31 Mission directory: mpmissions\__cur_mp.Altis\ 20:08:31 You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.acex_sitting 20:08:31 Mission Precision Training 1st B-L read from bank. 20:08:31 Missing addons detected: 20:08:31 acex_sitting and loops it until I stop the server. Here a screenshot of the acex_sitting.pbo file location: http://prntscr.com/htx9aq start.sh: #!/bin/bash ./arma3server -config="server.cfg" -mod="mods/@ace;mods/@ACE_Compat_RHS_Armed_Forces_of_the_Russian_Federation;mods/@ACE_Compat_RHS_United_States_Armed_Forces;mods/@Advanced_Towing;mods/@Advanced_Urban_Rappelling;mods/@AdvancedSlingLoading;mods/@ASR_AI3;mods/@BackpackOnChest;mods/@CBA_A3;mods/@Enhanced_Movement;mods/@Foxhound_Siberian_Guard;mods/@RHSAFRF;mods/@RHSUSAF;mods/@Specialist_Military_Arms_SMA_Version_2.7.1;mods/@task_force_radio;mods/@TFT8_Uniforms;mods/@TRYK;mods/@Winter_2035;mods/@JSRS_SOUNDMOD;mods/@JSRS4_APEX1.2;mods/@JSRS_SOUNDMOD_RHS_USAF_Mod_Pack_Sound_Support;mods/@JSRS_SOUNDMOD_RHS_AFRF_Mod_Pack_Sound_Support;mods/@JSRS SOUNDMOD_Additional_Weapon_Handling_and_Reloading;mods/@Enhanced_Soundscape;mods/@Blastcore_Edited;mods/@JSRS_SOUNDMOD_Specialist_Military_Arms_Mod_Sound_Support;mods/@C17;mods/@ACEX;mods/@F16;mods/@FIR_AWS" -autoInit i just can't find out what the problem is please help!
  10. Hey guys, Im having a strange problem with a mod im working on, see for yourself.... Thats the car without any damage Right here with some of the declared damage But instead of the windows disappearing they turn into this black mess.... dunno what to do, alredy searched through the whole model.cfg with 2 friends of mine, hope you guys may can help me
  11. Version 2.0 Description: This pack adds 37 new faces to your game and also unlocks faces from campaign. Download: The mod can be found on these official release mirrors: ARMAHOLIC WITHSIX STEAM WORKSHOP GOOGLE DRIVE Gallery: Full Gallery Link Classnames Link
  12. Available NOW on steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1243083748 This mod contains 10 custom trucker hats that I made for my friends in Peach Street (our Altis Life gang) as a Christmas present. This hat collection may expand so please follow this page for updates! The mesh for the hat was designed in 3d Studio Max. The textures were made using GIMP. Most of these hats were made for a specific person that I am friends with. Some of them are an inside joke! But for you, they are just hats that you can enjoy using in Arma 3! For the most part they do not collide or interfere with nightvision or facewear. This mod should be compatibile with any other mod to my knowledge. I will continue to update this mod from time to time with new hat textures! These hats do not represent the political views of the creator and are purely art. Please enjoy! I am open to making more custom hats for people, especially if you can donate! USAGE: You agree by installing this mod that the creator "l4z0rr0b0tz" may not be held liable for any damages whatsoever. You will credit the creator "L4z0rrb0t0z"and obtain express permission for any usage in monetized schemes such as servers, mod packs, etc. Do not unpack or repack this mod without permission and do not create textures for this mesh without permission. If you would like to comission a custom hat I'm absolutely open to that and I will make a hat you will be proud of, please hit me up. All imagery used in this mod was used either with permission or under a free use no royalty license.
  13. Vehicles not included! Ronin Tactical Services started off as a training academy with 25 staff members teaching military, law enforcement, and private investors on ways of thinking and utilizing various tactics in the field. Some instructors accepted small contracts by the US government to train other national armies and law enforcement to combat insurgency and terrorism. They also accepting contracts which involved Ronin advisors to take part in level zero patrol operations with Indigenous Forces accompanied by various NATO troops. These contracts (which were intentional to help expand the organization and side money for staffs) paid really well. More Ronin staff members were going overseas on defense contracts. Some Ronin staffs were also coming home injured or KIA which left more positions to be filled. the organization was short-handed and overstretched. With a lot of changes made to the organization, Ronin Tactical Services expanded from 20 to 1,000 members in 3 months and counting. With defense contracts becoming more popular among other PMCs, the organization expanded into a Security Force while still keeping their academy open. Another branch was open for Security deployments. Ronin Tactical Services are hiring special operators and training staff members for their Special Combat Unit to conduct emergency extract, rescue, recon, escort, special direct action, and other 'SWAT-like' assignments. Ronin Tactical Services are looked at by NATO and UN as a trusted security force that respects the laws of war. CLASSNAMES LIST Faction classname RONIN_PMC_faction Group classnames RONIN_PMC_CovertAssualtTeam RONIN_PMC_SpecialAssualtTeam RONIN_PMC_SecurityTeam_od RONIN_PMC_TacticalElement_od RONIN_PMC_SecurityTeam_tan RONIN_PMC_TacticalElement_tan Credits // For their fine mods that make this mod possible zabb teryaki Red Hammer Studios This addon is under Arma Public License Share Alike Steam Workshop: Subscribe Download: Ronin Tactical Services
  14. Hello there I am trying to retexture some RHS components just for personal use not sharring anyways here is the issue I tried retexturing the Vests and all but my texture is not showing the 6B5 still uniforms worked with no issues the code for the mod config is class CfgPatches { class Aurelian_Camo { requiredVersion=1; requiredAddons[]= { "rhs_main","rhsgref_main","rhsgref_c_troops","rhs_c_troops","rhsusf_c_troops" }; }; }; class ItemInfo; class cfgWeapons { class ItemCore; class Vest_Camo_Base; class rhs_6b5: Vest_Camo_Base { class ItemInfo: ItemInfo { }; }; class rhs_6b5_aurelia_Sand: rhs_6b5 { author = "RHS & Fitter"; scope = 2; dlc = "RHS_GREF"; displayName = "6b5 Sand Aurelia"; picture = "\rhsafrf\addons\rhs_infantry2\inventory\gear_icon_6b13_ca.paa"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\Aurelian_Vests\camo\6b5_AURELIA_SAND_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; containerClass = "Supply70"; mass = 132; // 6kg class HitpointsProtectionInfo { class Neck { HitpointName = "HitNeck"; armor = ARMOR_GOST_1; PassThrough = PASS_GOST_1; }; class Chest { HitpointName = "HitChest"; armor = ARMOR_GOST_5; PassThrough = PASS_GOST_5; }; class Diaphragm { HitpointName = "HitDiaphragm"; armor = ARMOR_GOST_5; PassThrough = PASS_GOST_5; }; class Abdomen { hitpointName = "HitAbdomen"; armor = ARMOR_GOST_5; passThrough = PASS_GOST_5; }; class Body { hitpointName = "HitBody"; armor = ARMOR_GOST_1; passThrough = PASS_GOST_1; }; }; }; }; class rhs_6b5_officer_aurelia_sand : rhs_6b5_aurelia_Sand { author = "RHS & Fitter"; displayName = "6b5 Sand Aurelia Officer"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; }; }; class rhs_6b5_medic_sand : rhs_6b5_aurelia_Sand { author = "RHS & Fitter"; displayName = "6b5 Sand Aurelia Medic"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; }; }; class rhs_6b5_sniper_sand : rhs_6b5_aurelia_Sand { author = "RHS & Fitter"; displayName = "6b5 Sand Aurelia Sniper"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; }; }; class rhs_6b5_desert_aurelia : rhs_6b5_aurelia_Sand { Scope = 2; author = "RHS & Fitter"; displayName = "6b5 Desert Aurelia"; picture = "\rhsafrf\addons\rhs_infantry2\inventory\gear_icon_6b13_ca.paa"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = { "\Aurelian_Vests\camo\6b5_AURELIA_DESERT_co.paa" }; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; }; }; class rhs_6b5_officer_desert : rhs_6b5_desert_aurelia { author = "RHS & Fitter"; displayName = "6b5 Desert Aurelia Officer"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; }; }; class rhs_6b5_medic_desert : rhs_6b5_desert_aurelia { author = "RHS & Fitter"; displayName = "6b5 Desert Aurelia Medic"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; }; }; class rhs_6b5_sniper_desert : rhs_6b5_desert_aurelia { author = "RHS & Fitter"; displayName = "6b5 Desert Aurelia Sniper"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; }; }; class rhs_6b5_desertALT_aurelia : rhs_6b5_aurelia_Sand { Scope = 2; author = "RHS & Fitter"; displayName = "6b5 Desert2 Aurelia"; picture = "\rhsafrf\addons\rhs_infantry2\inventory\gear_icon_6b13_ca.paa"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = { "\Aurelian_Vests\camo\6b5_AURELIA_DESERTALT_co.paa" }; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; }; }; class rhs_6b5_officer_desertALT : rhs_6b5_desertALT_aurelia { author = "RHS & Fitter"; displayName = "6b5 Desert2 Aurelia Officer"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; }; }; class rhs_6b5_medic_desertALT : rhs_6b5_desertALT_aurelia { author = "RHS & Fitter"; displayName = "6b5 Desert2 Aurelia Medic"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; }; }; class rhs_6b5_sniper_desertALT : rhs_6b5_desertALT_aurelia { author = "RHS & Fitter"; displayName = "6b5 Desert2 Aurelia Sniper"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; }; }; class rhs_6b5_MC_aurelia : rhs_6b5_aurelia_Sand { Scope = 2; author = "RHS & Fitter"; displayName = "6b5 MC Aurelia"; picture = "\rhsafrf\addons\rhs_infantry2\inventory\gear_icon_6b13_ca.paa"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = { "\Aurelian_Vests\camo\6b5_AURELIA_Multicam_co.paa" }; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; }; }; class rhs_6b5_officer_MC : rhs_6b5_MC_aurelia { author = "RHS & Fitter"; displayName = "6b5 MC Aurelia Officer"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; }; }; class rhs_6b5_medic_MC : rhs_6b5_MC_aurelia { author = "RHS & Fitter"; displayName = "6b5 MC Aurelia Medic"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; }; }; class rhs_6b5_sniper_MC : rhs_6b5_MC_aurelia { author = "RHS & Fitter"; displayName = "6b5 MC Aurelia Sniper"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; }; }; class rhs_6b5_SAGE_aurelia : rhs_6b5_aurelia_Sand { Scope = 2; author = "RHS & Fitter"; displayName = "6b5 Sage Aurelia"; picture = "\rhsafrf\addons\rhs_infantry2\inventory\gear_icon_6b13_ca.paa"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = { "\Aurelian_Vests\camo\6b5_AURELIA_SAGE_co.paa" }; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; }; }; class rhs_6b5_officer_SAGE : rhs_6b5_SAGE_aurelia { author = "RHS & Fitter"; displayName = "6b5 SAGE Aurelia Officer"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; }; }; class rhs_6b5_medic_SAGE : rhs_6b5_SAGE_aurelia { author = "RHS & Fitter"; displayName = "6b5 SAGE Aurelia Medic"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; }; }; class rhs_6b5_sniper_SAGE : rhs_6b5_SAGE_aurelia { author = "RHS & Fitter"; displayName = "6b5 SAGE Aurelia Sniper"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; }; }; class rhs_6b5_TAN_aurelia : rhs_6b5_aurelia_Sand { Scope = 2; author = "RHS & Fitter"; displayName = "6b5 TAN Aurelia"; picture = "\rhsafrf\addons\rhs_infantry2\inventory\gear_icon_6b13_ca.paa"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = { "\Aurelian_Vests\camo\6b5_AURELIA_TAN_co.paa" }; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; }; }; class rhs_6b5_officer_TAN : rhs_6b5_TAN_aurelia { author = "RHS & Fitter"; displayName = "6b5 TAN Aurelia Officer"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; }; }; class rhs_6b5_medic_TAN : rhs_6b5_TAN_aurelia { author = "RHS & Fitter"; displayName = "6b5 TAN Aurelia Medic"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; }; }; class rhs_6b5_sniper_TAN : rhs_6b5_TAN_aurelia { author = "RHS & Fitter"; displayName = "6b5 TAN Aurelia Sniper"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; }; }; class rhs_6b5_WOOD_aurelia : rhs_6b5_aurelia_Sand { Scope = 2; author = "RHS & Fitter"; displayName = "6b5 Wood Aurelia"; picture = "\rhsafrf\addons\rhs_infantry2\inventory\gear_icon_6b13_ca.paa"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = { "\Aurelian_Vests\camo\6b5_AURELIA_WOOD_co.paa" }; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_rifleman"; }; }; class rhs_6b5_officer_WD : rhs_6b5_WOOD_aurelia { author = "RHS & Fitter"; displayName = "6b5 Wood Aurelia Officer"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_officer"; }; }; class rhs_6b5_medic_WD : rhs_6b5_WOOD_aurelia { author = "RHS & Fitter"; displayName = "6b5 Wood Aurelia Medic"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_medic"; }; }; class rhs_6b5_sniper_WD : rhs_6b5_WOOD_aurelia { author = "RHS & Fitter"; displayName = "6b5 Wood Aurelia Sniper"; model = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; class ItemInfo: ItemInfo { uniformModel = "rhsgref\addons\rhsgref_infantry\gear_cdf\vests\rhs_6b5_sniper"; }; }; }; class cfgMods { author="Fitter"; timepacked="1505996715"; }; As you can see in the picture it only shows the rhs olive texture instead of mine at close rage at far range it shows just white vest. Is it a problem with defining the class ? or hidden selections ? Also should I post the RHS config here for the 6B5 ?
  15. Hi Guys, I am trying to make a small mod based on sqf files. I understood that I need to use config.cpp with class CfgFunctions to call the first script. My problem is the first script which initializes everything need to be executed on each machine at mission start including server but later on also if someone joins with JIP it should be executed for him on his machine too. How can I achieve this ? Thanks in advance
  16. Hello all i have been following a tutorial on getting started with terrain builder, however i have got to the point where you load buldozer and i get this error. my layers cfg is this. My MapFrame settings are these. however the files its looking for do exist any help would be apreciated.
  17. Hi guys. Creating this poll because 1) it can be an interesting information for any mission maker 2) there are sometimes some missions on the WS that could be interesting but too many mods are requested (IMHO). So, just wanted to know what you think about that.
  18. Heyho, Im Marshmallow and work on a Stretch-Limo for Arma 3. I have 1 Car Into Arma (Gurkha RPV) and this is only In A3s (Arma 3 Survival). This here is my next car and i think...thats cool. You can see, i make Screenshots and modelling all self. Maybe i make a non armed version....hmm.. More as maybe. Im Sure :P But i have not many time at the moment. I work on a big Project and i work and so. Pls be patient. You can see my Status in the Screenshots. ________________________________________________________________________ Moin, auf deutsch fasel ich jetzt hier nicht so lange rum. Ich Arbeite an einer Strech Limo mit einer Minigun. Im Prinzip ist es nicht so schwer, noch eine ohne bewaffnung zu machen. Nur momentan fehl mir die Zeit. Ich Arbeite an einem weiteren Projekt und hab auch noch andere dinge zu erledigen, daher bitte ich um verständnis :) Ich werde nach und nach weiter machen und bin mir ziemlich sicher, das es bald auch ingame sein wird. Greez Marshmallow You have a question? http://steamcommunity.com/profiles/76561197977337107/ Update 1: Update 2: Update 3: Update 4: (first test of Texturing) Update 5
  19. CheyenneAH56

    SCmod v1.41

    SCmod v1.41 aerial firefighting simulator > Trailer > Gameplay Now on STEAM Workshop
  20. "PR MOD" , new modification, total replacement, based on WW4, created to play online. units used: RHS (MI24, all east and res tanks), OWP (Mi17), Sapper (PV3S now Zil), CSLA (UAZ, BMP, BMP2, GAZ) SFM Manfred (Urals), LSR (weapon), SJB (weapon), BAS (weapon, UH60, Kiowa), INQ (Chinook), CBT INQ (M1A2, M2A2, HMMV, Truck 5T), World -replacement of trees,bush and buildings of the OFP Resistance , and more... new effects (unified effect of the explosion and fire for all vehicles, flash firing tanks, smoke launcher, heli dust, incoming missle, flares, granade, blood) new sound (weapon, explosion, engine vehicle....) new musics, first aid. assistance in the creation of mod: krzychuzokecia, faguss DXDLL SMAA (recommended! unpack and put loose into the game directory) Requirements: OFP Aspect Ratio http://ofp-faguss.com/?item=ofp+aspect+ratio file Aspect Ratio.hpp is set for a 16: 9 monitor, if you have another monitor edit the file and change the parameters file Aspect Ratio.hpp copy in the game directory and change the values as in the picture =========================================================================== PR MOD (2017-10-10) hotfix10 (2017-10-10) 804mb If you download the full version you do not need a hotfix, the full version already has it Final version of PR MOD can be downloaded both as an .7z archive or installer. file size: 2.3 GB PRMOD.exe 2.7 GB important !!! sequence mods : run: (example) "C:\Program Files\Bohemia Interactive\ARMA Cold War Assault\ColdWarAssault.exe" -nomap -nosplash -mod=@PRMOD =========================================================================== readme: -full optimization, rewritten addon configuration files, consolidate all vehicles for individuals, removed malfunctioning or causing problems addons. ---------------------------------------------------------------------------------------------------------------------- MPMissions for WW4 PR MOD 1666 missions (crCTI, MF CTI, COOP, DM) 275mb (2017-09-10) ---------------------------------------------------------------------------------------------------------------------- SPMissions 360 missions (single player missions) 285mb (2016-11-27) (pre-tested, some may not work) Campaigns 30 campaigns (single player campaigns) 385mb (2016-10-16) (pre-tested, some may not work) ========================================================================== PR MOD ECP 1GB (20.11.2016) Another version, based on ECP, this version will no longer be developed only version WW4 This version does not work in multiplayer, multiple scripts, new models of vehicles are causing a server crash PR-ECP 2.0: ==========================================================================
  21. I'm playing on a modded server and now wanted to figure out which backpack is the best to use. Is there a configuration file where all this stuf is safed or how am I able to output numeric values from the Virtual Arsenal? I think the status Bars are not exact enough. Thank you so much for your help!
  22. hello mates ! Is it possible to allow players to connect to our server without mods ? I know the method that consists of devinarize mission.sqm and remove mods but is there another way ? thank you
  23. Now I know for a fact that mods are not allowed on Official servers. Any weapon or skin mods are a no-no. But what about the clientside mods? Like Dynasound? Are they allowed?
  24. hey guys, so I altered the project opfor "functionary (black suit)" to look like the US army dress blues. I know how to update the texture in the project opfor file but It is only allowing me to use the one file ( i do have all 20 in the PO file but there is only 1 functionary one that the game reads)..... I was wondering how I would go about building a mod file for the ASU uniforms ( e1-e9, woc-cw5, o1-o5). any help would be appreciated.
  25. I have learned how to change weapon turrets and ammo on vehicles VIA inits, but can anyone tell me how to get the actual turret to be visible on the vehicle? As ridiculous as it sounds - I am trying to use twin 125mm cannons (and other weapons) from a Pawnee instead of the miniguns or DAR pods, and I would love to see them attached. Any help appreciated!
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