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Found 5 results

  1. Military Offroads A Comprehensive Unit Texture Expansion Project Ever wonder why NATO didn't use offroads? Wonder no more! Offroads (AKA Bulldog) are now available for use by NATO in 5 variants! INCLUDES: Bulldog Covered Bulldog Uncovered Bulldog Comms Bulldog ISV (Infantry Squad Vehicle) Bulldog ISV with mounted 50. Cal IMAGES: All bulldogs come with arid and pacific textures, as well as CTRG style dazzle camos! Military offroads also come with custom license plates to mark them as military vehicles! On the Steam Workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=1917864755 Released under a Arma Public License No Derivatives (APL-ND)
  2. Hi to all! How can I assume, the Tanks DLC will have to add not only new tanks, but also new anti-tank weapons and I would like to talk about it. Today (v1.76) in Arma3, very few anti-tank weapons for the infantryman. Before, I was inspired by the topic by @SuicideKing in which he suggests expand the AT - infantry weapon. I fully support him on this issue, but he did not mention the new AT-weapons for FIA/Syndicate factions. The FIA and Syndicate has very little military potential before enemy armor. Yes they can use AT's infantry weapon from other factions, but I would very much like them to have a unique anti-tank weapon based on Offroad! They have for this purpose all the prerequisites. I would like to see Anti-Tank Offroads, for example which we can see in the trailer of the game Squad Before, I saw such weapons in the middle east and this is suitable for the FIA or Syndicare factions. As seems to me, It will be unique vehicles, which can diversify the gameplay of Arma3, because it will be very mobile and powerful to use, while remaining weak in the area of armor. Since this will not require much work (We already have Offroads for which it only remains to add AT weapons) with the least cost to the developers, these AT-vehicles could be an excellent addition to the Tanks DLC. Who likes this idea, please support me.
  3. Hello there, put this in the Init of your "Repair Offroad" : this animate ["HideServices",0]; this addAction ["turn Beacons ON",{(_this select 0) animate ["BeaconsServicesStart",1]},[],50,false,true,"","_target animationPhase 'BeaconsServicesStart' < 0.5 AND Alive(_target) AND driver _target == _this"]; this addAction ["turn Beacons OFF",{(_this select 0) animate ["BeaconsServicesStart",0]},[],51,false,true,"","_target animationPhase 'BeaconsServicesStart' > 0.5 AND Alive(_target) AND driver _target == _this"]; BeaconsStart = blue Beacons (Police Boat have blue and red Beacons) BeaconsServicesStart = orange Beacons (only in the Repair Offroad)
  4. So I was trying to transfer captured equipment from an FIA Offroad to a captured Zamak, and I noticed two things. One: The bed on my new Zamak is big enough to physically put the smaller truck on top of it. Two: My new Zamak somehow has less cargo capacity than the much smaller Offroad that I've been driving. Does anyone else think that this is a little weird?
  5. Hi, i made this little mod for ArmA2CO + ACE to allow wheeled vehicles to move faster on any surface, work without ACE too https://youtu.be/lRzerl1D9qE Required: ACE ACEX ACEx_RU DOWNLOAD
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