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Found 146 results

  1. GoDlike_RU

    [COOP19]Breakthrough

    About mission: Breakthrough is a COOP mission best played with 8-19 players. This is 3rd mission in my Takistan missions series and surely not the last one! It's April 2017 in Takistan. We made huge progress past year in destroying ISIS and we hope to crush them by the end of the year. Campaign is a success for us, both in politics and war terms. We are getting more and more feared in other countries, our plan seems to work well. The one and only problem in our campaign is (as always) the USA. They started their operation in Takistan after our numerous successes. They want to rule global politics once again but we won't let them. We need to strike fast and gain control of majority of Takistan before they do. We still have initial advantage, let's not lose it. Mission description: Finally this day came. We are at the Jilavur military base on the frontline. Thanks to our specnaz units we can now assault the town with full force. Enemy dug in at the Feruz Abad town. They prepared two defense lines. We need to break through them. You need to split to two teams. One should head to north of the town and the other one with tank to south. DO NOT assault the defense lines alone. When you are ready call 0-0-1 for the friendly forces to attack from our base. We prepared armored vehicles to support you. Be aware that this will trigger all enemy units from town to defense their positions so expect heavy resistance. In the north there's enemy checkpoint north of the town. We also have information about enemy rocket artillery units in Falar city. Don't enter the town until you dealt with them or they'll toast you. Remember that you can always kill enemy artillery crew and use it to support our attack on the defense lines. After you deal with the artillery you can attack enemy HQ from the north together with south team. Ambush enemy tanks heading to first defense line and then support our attack at the second line and town. You've been supplied with a lot of Anti-tank weapons if your tank gets destroyed but try not to lose it. Try to eliminate their AA guns so our chopper can support you in every fight, it's guided rockets are deadly for both infantry and vehicles. Features: Vehicles and air support - Show your skill Replayability - Randomization Two teams layout - Two different set of tasks Freedom - It's up to you how to deal with most of objectives I tested this mission extensively with my friends and I can't find any bugs. Please contact me by steam or in comments if you see any bug or have a feature request! I will be happy to help. Join in progress is NOT supported but im not disabling it to allow in-game unit switching! Requirements: CUP RHS ACE3 (if you do not want to use it, just install it and disable all its functionality) Task Force Radio (if you do not want to use it, just install it and disable all its functionality) Known issues: - Crash when unconscious and trying to respawn THIS IS NOT MISSION BUG. I can't fix it. This is ARMA 3 or ACE3 bug. Workaround: respawn after you died, not while you are unconscious Download: Steam - http://steamcommunity.com/sharedfiles/filedetails/?id=933826356 Github - https://github.com/GodlikeRU/GoDlike-ARMA-3-missions Screenshots: Best viewed on steam workshop page. How to avoid problems: I did my best to ensure that mission will work as it should but here are some tips to make playthrough errorless: Please don't use Join-In-Progress. Start the mission only when all players are loaded in briefing screen. Don't use saves. Why so many mods?: There are just two big mods here (CUP,RHS) and small ACE,CBA, TFR so 5 mods in overall. Why there are so many mods in the list? There are minimods from ACE that ensures compatibility between RHS, CUP and ACE but they're very small. Not all mods may be mandatory. For example CUP CWA may not be needed same as RHS GREF and mission may work without them but for best experience I recommend to have them all anyway. Source Code: Available here - https://github.com/GodlikeRU/GoDlike-ARMA-3-missions
  2. About mission: Russian Roulette is a COOP mission best played with 4-9 players. It's April 2017 in Takistan. We made huge progress past year in destroying ISIS and we hope to crush them by the end of the year. Campaign is a success for us, both in politics and war terms. We are getting more and more feared in other countries, our plan seems to work well. The one and only problem in our campaign is (as always) the USA. They started their operation in Takistan after our numerous successes. They want to rule global politics once again but we won't let them. We need to strike fast and gain control of majority of Takistan before they do. We still have initial advantage, let's not lose it. Features: Bomb defusal - Loud or stealth, two different ways to defuse Replayability - Randomization Tactical stealth action Convoy ambush I tested this mission extensively with my friends and I can't find any bugs. Please contact me by steam or in comments if you see any bug or have a feature request! I will be happy to help. This mission is technically advanced in terms of scripts so there may still be bugs. Please report them to me :) Join in progress is NOT supported but im not disabling it to allow in-game unit switching! Requirements: CUP RHS ACE3 (if you do not want to use it, just install it and disable all its functionality) Task Force Radio (if you do not want to use it, just install it and disable all its functionality) Why so many mods?: There are just two big mods here (CUP,RHS) and small ACE,CBA, TFR so 5 mods in overall. Why there are so many mods in the list? There are minimods from ACE that ensures compatibility between RHS, CUP and ACE but they're very small. Not all mods may be mandatory. For example CUP CWA may not be needed same as RHS GREF and mission may work without them but for best experience I recommend to have them all anyway. Known issues: - Nothing for now Download: Steam - http://steamcommunity.com/sharedfiles/filedetails/?id=911029319 Github - https://github.com/GodlikeRU/GoDlike-ARMA-3-missions Screenshots: Best viewed on steam workshop page. Feedback/Bug Reports: Please tell me if you enjoyed my mission (or not). You can contact me here or on steam. I tested this mission with my friends and I can't find any bugs now. Tell me about any bugs you may encounter. I'll try to fix them ASAP. I did my best to correct any mistakes in text but im not a native english speaker, please tell me if you find any. If I see that You enjoyed my mission I will make next parts in future. Regards
  3. About The 7th Ranger Regiment Being one of the largest ArmA3 communities, we provide a wide range of experience in tactical play and organised team play. We only use military procedures, techniques and tactics where it benefits the experience and performance. In summary our conglomerate is about providing "serious fun" and playing together in a tactical manner. Taking the mission as a challenge and overcoming it. Never giving up and continue fighting whatever it takes in the processes and procedures that we have been trained in. At the same time always keep a positive player experience in mind. We try to offer an immersive experience, and always look for feedback and suggestions. CAMPAIGNS AND EXERCISES CAMPAIGNS / OPERATIONS Campaigns are multiple Operations and Combat Missions connected to each-other. These Operations are made in a realistic way with official briefings being given in advance. Operations involve all parts of the unit and last for several hours. Operations take place in a organised and formal environment. FIELD TRAINING EXERCISES A Field Training Exercise (FTX) describes a coordinated exercise conducted by a squad or a platoon for training purposes. Our Operations are individually scripted and controlled by Zeus. We take pride in our ability to host and continue a story line and theme for events. We use a wide range of mods within our own custom made mod pack. SQUAD PRACTICE All Rangers assigned to a squad are required to attend one training a week. If you can't attend due to work or real life difficulties, the squad leader must be informed as soon as possible. MOS TRAINING MOS (Military Occupational Speciality) Training is something you can take on the side as a fully enlisted member of the unit. These trainings qualify you for different positions all around the unit. What we are looking for: Mature and respectful individuals. People who are willing to learn and improve. We do not have activity requirements, once you have proven to be a valuable member, we are always happy to play with you. We expect our members to learn things themselves or ask those who know to teach them. We obviously offer mentorship for those who are new. Requirements to join the unit. When applying to the 7th Ranger Regiment, make sure you fit all the requirements for the unit: Each member of the 7th Ranger Regiment will need a legit and working copy of ArmA3. You will need a working microphone to apply and play in the unit. Teamspeak3 is the 7th Ranger Regiment main communication program, all operations, meetings and organisation will take place on Teamspeak 3. You will need to have at-least 4-5 hours a week ready to spend around the weekend for the unit. Our Schedule can be found under unit schedule and the operations centre. Maturity and self-discipline is needed when applying to the unit, everyone acting immature during official operations will be removed from the unit. How to join us: Make an Application and do not be shy to contact me, officers or moderators of our Steam Group More Information: Visit our Website Teamspeak will be provided upon interest in the unit. We have our own Mod Repository (Arma3Sync) and our own in-house Custom Mods. Feel free to contact me on Steam, if you have any further questions!
  4. Hello guys! I would like to show You my latest creation. Feels best when played with 8-19 players. About mission: It's March 2017. USA can't simply stand aside and watch how Russia is being called 'Hero' in mass media because they're the only one to support Takistan's government in their fight. We will strike today to show everyone that USA is still monitoring the situation. Your main objective will be to kill the regional ISIS leader Abdul Ak-Sahrim who is hiding inside a big town in far east. Feels easy huh? Well it is not because enemy has a lot of outposts between our forces and their leader. Not even counting armored support. Their vehicles and weaponry are mostly outdated but still deadly, you should know that best. We need to regain respect on the world and when you succeed we will commence another operation, this time on a big scale. Don't dissapoint us son. Requirements: RHS CUP ACE3 (if you do not want to use ACE, just install it and disable all its functionality) ACE3 compatibility plugins (optional but you should have them anyway) Task Force Radio now Download: Steam - http://steamcommunity.com/sharedfiles/filedetails/?id=886207077 Github - https://github.com/GodlikeRU/GoDlike-ARMA-3-missions Screenshots: Best viewed on steam workshop page. Feedback/Bug Reports: Please tell me if you enjoyed my mission (or not). You can contact me here or on steam. I tested this mission with my friends and I can't find any bugs now. Tell me about any bugs you may encounter. I'll try to fix them ASAP. I did my best to correct any mistakes in text but im not a native english speaker, please tell me if you find any. If I see that You enjoyed my mission I will make next parts in future. Regards
  5. I'm looking for a script where i am able to move dead players with ace without using a body-bag. Example would be player dies, I would move to him and get given a option to move him with kit (drag) or move him without kit (carry) and if i choose to carry him he is striped to just his uniform and his weapon, vest and backpack is put on the floor. Iv seen this used before but the user doesn't wish to give out the script.
  6. I've searched Google and the BI Forums for this issue and I wasn't able to find anything. If there is another post about it, my apologies before hand. I've encountered this same error with two separate missions. Both missions are on a dedicated server running ACE. I'm also unable to Zeus in the mission that is setup for Zeus, whereas I can when the mission is run on a different dedicated server. I am logged in as the admin on the dedicated server. I've also put the lines around where the error was reported in my .rpt file. https://github.com/kMaN175/Error-Messages/issues/1 Any help would be appreciated. Thanks.
  7. We at HitCorp International been around the OFP/ARMA scene for a while and have always been a fan of somewhat dynamic Island-wide missions open to the public, utilising realism and radio mods and not much else to keep it open to as many people as possible while also avoiding the modern ARMA3 problem of friendlies appearing in nonsensical clothing and shouting "bang" at the enemy with empty hands. Our group is fairly relaxed but enjoys team play and supporting other groups and players, so we feel this is a good place for people and groups to practise playing with ACE as well as communicating with outside individuals and groups during operations without having to download a lot of mods to make sure you see everybody right. We have a small number of public regulars as well as our group who frequent the server, any time from GMT afternoon to GMT early-hours, and hope to play with more. The mission is relatively stock Liberation on Altis for now, but we're slowly customising it to our tastes and may start a Tanoa version if enough of our regulars have Apex. We regulate our permissions system based on proven trust of players, so please don't expect to be building attack aircraft and flying around as soon as you connect. Mods Required by Client: CBA_A3 ACE3 Mods Optional for Client: Task Force Radio (Requires TeamSpeak3 and plugin setup) ARMA3 Enhanced Movement ADR-97 Weapon Pack Server-Side Mods: Advanced Sling Loading Advanced Rappelling Advanced Urban Rappelling Advanced Towing Teamspeak IP: HitCorp-Intl.Co.Uk TFR and non-TFR Channels provided. Special thanks to Oliver Masters, our supervisor who handles ARMA3 server operation and contributes the largest portion of, and sometimes all, operating costs for this particular server. Hope to see you in the field!
  8. Title says it all. I have a medical helicopter, I want to set a trigger to when X body bags have been put in. I cant seem to figure out the ace calls and how they work.
  9. Hi, I am my Unit's mission maker, we always play coop mission with ACE3. We basically use "Basic Medical System" and "Turn off Medical Specialized" and "Wound can be Full Heal". So everyone can heal each other with no limit, the only difference between our medical soldiers and the non-medic soldier is Medic will have more medical supplies than others. I want to set more challenge like ACE 2 old time, but don't want to use advance Medical System.(It's too complex more than I want) Here is my condition: 1.Basic Medical System 2.Everyone can use Morphine & Epinephrine 3.Everyone can blood transfusion for others. 4.Wound can't be full heal unless medic use personal medickit(or something) to heal you. So I just want to turn off about "Full Heal System", let some have badly wounded person heal after Bandage and Morphine, he will still hurt and shake his hand let him difficult to aim, and let medic have ability to full heal wounded. I try to set ACE3's medical modul, I "Turn On Medical Specialized" & "Wound can't be Full Heal", and add some personal medickit to medic, and here is my problem. 1.Because I "Turn On Medical Specialized", so blood transfusion can't be use by normal soldier, only medic can blood transfusion, but I don't want this. 2.I set "Wound can't be Full Heal" and it work, and I try hit some person(my friend who test with me) very hard, and save him and revive him, after normal ACE medical procedures, he will maintain very hurt because my setting, and I take a personal medickit from cache(ps: I set my Character to level max Medic), and here is problem, I use interactive button to him can't see anything about use this personal medickit button.(I set we can use personal medickit or surgical package anywhere we like) So is me done wrong with step? Please help me fix it, thanks
  10. Hello, I'm trying to do a mission compatible with ACE, my ACE options (in Loby) are not working, where did I go wrong? How can I change the system when the revival of an ACE? PS: Sorry for my english, i use google translator. descriptions.ext dev = "dimaS1k"; //--- Дебаг enableDebugConsole = 1; allowFunctionsRecompile = 1; allowFunctionsLog = 0; //--- Шапка class header { gametype = Coop; minplayers = 1; maxplayers = 10; playerCountMultipleOf = 1; }; //--- Атрибуты миссии author = $STR_DMSK_MIS_AUTHOR; briefingName = $STR_DMSK_MIS_NAME; onLoadName = $STR_DMSK_MIS_NAME; onLoadMission = $STR_DMSK_MIS_OVERVIEW; overviewText = $STR_DMSK_MIS_OVERVIEW; overviewPicture = "paa\dmsk_ls.paa"; //--- Ключи миссии doneKeys[] = {"DMSK_Key1337_done"}; //---- Респавн respawn = 3; respawnButton = 0; respawnDelay = 45; respawnVehicleDelay = 120; respawnDialog = 0; respawnOnStart = 1; respawnTemplates[] = {"MenuPosition", "MenuInventory", "Revive", "Tickets", "Spectator", "EndMission"}; //--- Медицина (BIS) ReviveMode = 1; ReviveUnconsciousStateMode = 0; ReviveRequiredTrait = 0; ReviveRequiredItems = 0; ReviveRequiredItemsFakConsumed = 0; ReviveDelay = 6; ReviveMedicSpeedMultiplier = 2; ReviveForceRespawnDelay = 3; ReviveBleedOutDelay = 180; //--- Менеджер очистки карты corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 120; corpseRemovalMaxTime = 180; wreckManagerMode = 1; wreckLimit = 5; wreckRemovalMinTime = 120; wreckRemovalMaxTime = 360; minPlayerDistance = 50; //--- Общие настройки aiKills = 0; briefing = 1; debriefing = 1; disabledAI = 1; showHUD[] = {true, true, false, false, true, true, true, true, true}; showUAVFeed = 1; showSquadRadar = 1; joinUnassigned = 0; skipLobby = 0; forceRotorLibSimulation = 0; //--- Звуки class CfgSounds { #include "hpp\DMSK_cfgSounds.hpp" }; //--- Функции class CfgFunctions { #include "hpp\DMSK_cfgFunctions.hpp" }; //--- Параметры миссии #include "hpp\DMSK_ace_settings.hpp" class Params { #include "hpp\DMSK_Params.hpp" }; //--- Дебрифинг class CfgDebriefing { #include "hpp\DMSK_cfgDebriefing.hpp" }; //--- Уведомления class CfgNotifications { #include "hpp\DMSK_cfgNotifications.hpp" }; //---- Экипировка #include "hpp\DMSK_loadout.hpp" DMSK_ace_settings.hpp class ACE_Settings { class ace_common_forceAllSettings { value = 1; typeName = "BOOL"; force = 1; }; class ace_common_checkPBOsAction { value = 1; typeName = "SCALAR"; force = 1; }; class ace_common_checkPBOsCheckAll { value = 0; typeName = "BOOL"; force = 1; }; class ace_common_checkPBOsWhitelist { value = "[]"; typeName = "STRING"; force = 1; }; class ace_finger_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_finger_maxRange { value = 7; typeName = "SCALAR"; force = 1; }; class ace_frag_Enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_frag_SpallEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_frag_maxTrack { value = 250; typeName = "SCALAR"; force = 1; }; class ace_frag_MaxTrackPerFrame { value = 50; typeName = "SCALAR"; force = 1; }; class ace_frag_EnableDebugTrace { value = 0; typeName = "BOOL"; force = 1; }; class ace_hitreactions_minDamageToTrigger { value = 0.1; typeName = "SCALAR"; force = 1; }; class ace_interaction_EnableTeamManagement { value = 0; typeName = "BOOL"; force = 1; }; class ace_laserpointer_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_magazinerepack_TimePerAmmo { value = 1; typeName = "SCALAR"; force = 1; }; class ace_magazinerepack_TimePerMagazine { value = 2; typeName = "SCALAR"; force = 1; }; class ace_magazinerepack_TimePerBeltLink { value = 8; typeName = "SCALAR"; force = 1; }; class ace_map_BFT_Interval { value = 0; typeName = "SCALAR"; force = 1; }; class ace_map_BFT_Enabled { value = 0; typeName = "BOOL"; force = 1; }; class ace_map_BFT_HideAiGroups { value = 1; typeName = "BOOL"; force = 1; }; class ace_map_mapIllumination { value = 1; typeName = "BOOL"; force = 1; }; class ace_map_mapGlow { value = 1; typeName = "BOOL"; force = 1; }; class ace_map_mapShake { value = 1; typeName = "BOOL"; force = 1; }; class ace_map_mapLimitZoom { value = 0; typeName = "BOOL"; force = 1; }; class ace_map_mapShowCursorCoordinates { value = 0; typeName = "BOOL"; force = 1; }; class ace_maptools_EveryoneCanDrawOnBriefing { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_level { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_medicSetting { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_enableFor { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_enableOverdosing { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_bleedingCoefficient { value = 0.75; typeName = "SCALAR"; force = 1; }; class ace_medical_painCoefficient { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_enableAirway { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableFractures { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableAdvancedWounds { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableVehicleCrashes { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_enableScreams { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_playerDamageThreshold { value = 1.2; typeName = "SCALAR"; force = 1; }; class ace_medical_AIDamageThreshold { value = 0.9; typeName = "SCALAR"; force = 1; }; class ace_medical_enableUnconsciousnessAI { value = 0; typeName = "SCALAR"; force = 1; }; class ace_medical_remoteControlledAI { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_preventInstaDeath { value = 0; typeName = "BOOL"; force = 1; }; class ace_medical_enableRevive { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_maxReviveTime { value = 3600; typeName = "SCALAR"; force = 1; }; class ace_medical_amountOfReviveLives { value = -1; typeName = "SCALAR"; force = 1; }; class ace_medical_allowDeadBodyMovement { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_allowLitterCreation { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_litterCleanUpDelay { value = 300; typeName = "SCALAR"; force = 1; }; class ace_medical_medicSetting_PAK { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_medicSetting_SurgicalKit { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_consumeItem_PAK { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_consumeItem_SurgicalKit { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_useLocation_PAK { value = 3; typeName = "SCALAR"; force = 1; }; class ace_medical_useLocation_SurgicalKit { value = 2; typeName = "SCALAR"; force = 1; }; class ace_medical_useCondition_PAK { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_useCondition_SurgicalKit { value = 1; typeName = "SCALAR"; force = 1; }; class ace_medical_keepLocalSettingsSynced { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_healHitPointAfterAdvBandage { value = 0; typeName = "BOOL"; force = 1; }; class ace_medical_painIsOnlySuppressed { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_allowUnconsciousAnimationOnTreatment { value = 1; typeName = "BOOL"; force = 1; }; class ace_medical_moveUnitsFromGroupOnUnconscious { value = 0; typeName = "BOOL"; force = 1; }; class ace_medical_menu_allow { value = 1; typeName = "SCALAR"; force = 1; }; class ace_microdagr_MapDataAvailable { value = 1; typeName = "SCALAR"; force = 1; }; class ace_mk6mortar_airResistanceEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_mk6mortar_allowComputerRangefinder { value = 0; typeName = "BOOL"; force = 1; }; class ace_mk6mortar_allowCompass { value = 1; typeName = "BOOL"; force = 1; }; class ace_nametags_showCursorTagForVehicles { value = 1; typeName = "BOOL"; force = 1; }; class ace_nametags_playerNamesViewDistance { value = 8; typeName = "SCALAR"; force = 1; }; class ace_nametags_playerNamesMaxAlpha { value = 0.8; typeName = "SCALAR"; force = 1; }; class ace_repair_engineerSetting_Repair { value = 1; typeName = "SCALAR"; force = 1; }; class ace_repair_engineerSetting_Wheel { value = 1; typeName = "SCALAR"; force = 1; }; class ace_repair_repairDamageThreshold { value = 0.6; typeName = "SCALAR"; force = 1; }; class ace_repair_repairDamageThreshold_Engineer { value = 0.4; typeName = "SCALAR"; force = 1; }; class ace_repair_consumeItem_ToolKit { value = 1; typeName = "SCALAR"; force = 1; }; class ace_repair_fullRepairLocation { value = 2; typeName = "SCALAR"; force = 1; }; class ace_repair_engineerSetting_fullRepair { value = 1; typeName = "SCALAR"; force = 1; }; class ace_repair_addSpareParts { value = 1; typeName = "BOOL"; force = 1; }; class ace_repair_wheelRepairRequiredItems { value = 0; typeName = "SCALAR"; force = 1; }; class ace_respawn_SavePreDeathGear { value = 1; typeName = "BOOL"; force = 1; }; class ace_respawn_RemoveDeadBodiesDisconnected { value = 1; typeName = "BOOL"; force = 1; }; class ace_respawn_BodyRemoveTimer { value = 60; typeName = "SCALAR"; force = 1; }; class ace_sitting_enable { value = 1; typeName = "BOOL"; force = 1; }; class ace_spectator_filterUnits { value = 2; typeName = "SCALAR"; force = 1; }; class ace_spectator_filterSides { value = 0; typeName = "SCALAR"; force = 1; }; class ace_spectator_restrictModes { value = 0; typeName = "SCALAR"; force = 1; }; class ace_spectator_restrictVisions { value = 0; typeName = "SCALAR"; force = 1; }; class ace_switchunits_EnableSwitchUnits { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToWest { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToEast { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToIndependent { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_SwitchToCivilian { value = 0; typeName = "BOOL"; force = 1; }; class ace_switchunits_EnableSafeZone { value = 1; typeName = "BOOL"; force = 1; }; class ace_switchunits_SafeZoneRadius { value = 100; typeName = "SCALAR"; force = 1; }; class ace_vehiclelock_DefaultLockpickStrength { value = 10; typeName = "SCALAR"; force = 1; }; class ace_vehiclelock_LockVehicleInventory { value = 1; typeName = "BOOL"; force = 1; }; class ace_vehiclelock_VehicleStartingLockState { value = 2; typeName = "SCALAR"; force = 1; }; class ace_viewdistance_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_viewdistance_limitViewDistance { value = 3500; typeName = "SCALAR"; force = 1; }; class ace_weather_enableServerController { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_useACEWeather { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_syncRain { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_syncWind { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_syncMisc { value = 1; typeName = "BOOL"; force = 1; }; class ace_weather_serverUpdateInterval { value = 240; typeName = "SCALAR"; force = 1; }; class ace_winddeflection_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_winddeflection_vehicleEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_winddeflection_simulationInterval { value = 0.05; typeName = "SCALAR"; force = 1; }; class ace_winddeflection_simulationRadius { value = 3000; typeName = "SCALAR"; force = 1; }; class ace_zeus_zeusAscension { value = 0; typeName = "BOOL"; force = 1; }; class ace_zeus_zeusBird { value = 0; typeName = "BOOL"; force = 1; }; class ace_zeus_remoteWind { value = 0; typeName = "BOOL"; force = 1; }; class ace_zeus_radioOrdnance { value = 0; typeName = "BOOL"; force = 1; }; class ace_zeus_revealMines { value = 0; typeName = "SCALAR"; force = 1; }; class ace_zeus_autoAddObjects { value = 0; typeName = "BOOL"; force = 1; }; class ace_captives_allowHandcuffOwnSide { value = 1; typeName = "BOOL"; force = 1; }; class ace_captives_requireSurrender { value = 0; typeName = "SCALAR"; force = 1; }; class ace_captives_allowSurrender { value = 1; typeName = "BOOL"; force = 1; }; class ace_cargo_enable { value = 1; typeName = "BOOL"; force = 1; }; class ace_explosives_RequireSpecialist { value = 0; typeName = "BOOL"; force = 1; }; class ace_explosives_PunishNonSpecialists { value = 0; typeName = "BOOL"; force = 1; }; class ace_explosives_ExplodeOnDefuse { value = 0; typeName = "BOOL"; force = 1; }; class ace_hearing_EnableCombatDeafness { value = 1; typeName = "BOOL"; force = 1; }; class ace_hearing_EarplugsVolume { value = 0.6; typeName = "SCALAR"; force = 1; }; class ace_hearing_UnconsciousnessVolume { value = 0.3; typeName = "SCALAR"; force = 1; }; class ace_hearing_enabledForZeusUnits { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_enabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_simulateForSnipers { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_simulateForGroupMembers { value = 0; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_simulateForEveryone { value = 0; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_disabledInFullAutoMode { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_ammoTemperatureEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_barrelLengthInfluenceEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_bulletTraceEnabled { value = 1; typeName = "BOOL"; force = 1; }; class ace_advanced_ballistics_simulationInterval { value = 0.05; typeName = "SCALAR"; force = 1; }; class ace_advanced_ballistics_simulationRadius { value = 3000; typeName = "SCALAR"; force = 1; }; }; DMSK_Params.hpp class spacer0 { // paramsArray[0] title = $STR_DMSK_PARAMS_MIS_SET; values[] = {1}; texts[] = {""}; default = 1; }; class Tickets { // paramsArray[1] title = $STR_DMSK_PARAMS_TICKETS_NAME; values[] = {-1,2,4,8,16,24,0}; texts[] = {"0","2","4","8","16","24",$STR_DMSK_PARAMS_UNLIMITED}; default = 8; }; class aiSkillLevel { // paramsArray[2] title = $STR_DMSK_PARAMS_AISKILL_NAME; values[] = {0,1,2,3,4,5}; texts[] = {$STR_DMSK_PARAMS_AISKILL_VERY_LOW,$STR_DMSK_PARAMS_AISKILL_LOW,$STR_DMSK_PARAMS_AISKILL_MEDIUM,$STR_DMSK_PARAMS_AISKILL_HIGH,$STR_DMSK_PARAMS_AISKILL_ELITE,$STR_DMSK_PARAMS_AISKILL_DEF}; default = 2; }; class vrArsenal { // paramsArray[3] title = $STR_DMSK_ADDACTION_ARSENAL; values[] = {0,1}; texts[] = {$STR_DMSK_PARAMS_NO,$STR_DMSK_PARAMS_YES}; default = 0; }; /* ===================== ACE ===================== */ class spacer1 { // paramsArray[4] title = $STR_DMSK_PARAMS_ACE_SET; values[] = {1}; texts[] = {""}; default = 1; }; class ace_medical_level { // paramsArray[5] title = "Medical Level"; ACE_setting = 1; values[] = {1, 2}; texts[] = {"Basic", "Advanced"}; default = 2; }; class ace_medical_playerDamageThreshold { // paramsArray[6] title = "Player Damage Threshold"; ACE_setting = 1; values[] = {0.8, 1.2, 1.6}; texts[] = {"Low","Medium","High"}; default = 1.2; }; class ace_medical_enableAdvancedWounds { // paramsArray[7] title = "Advanced Wounds"; ACE_setting = 1; values[] = {0, 1}; texts[] = {"Off", "On"}; default = 0; }; class ace_medical_maxReviveTime { // paramsArray[8] title = "Max Revive Time (minutes)"; ACE_setting = 1; values[] = {60, 300, 600, 900}; texts[] = {"1", "5", "10", "15"}; default = 300; }; class ace_medical_medicSetting_PAK { // paramsArray[9] title = "Personal Aid Kit Usage"; ACE_setting = 1; values[] = {0,1,2}; texts[] = {"Anyone","Medic Only","Doctor Only"}; default = 2; }; class ace_medical_consumeItem_PAK { // paramsArray[10] title = "Consume Personal Aid Kit"; ACE_setting = 1; values[] = {0,1}; texts[] = {"No","Yes"}; default = 1; }; class ace_medical_useLocation_PAK { // paramsArray[11] title = "Personal Aid Kit Usage Location"; ACE_setting = 1; values[] = {0,1,2,3,4}; texts[] = {"Anywhere","Medical Vehicles","Medical Facilities","Medical Vehicles and Facilities","Disabled"}; default = 0; }; class ace_medical_useCondition_PAK { // paramsArray[12] title = "Personal Aid Kit Usage Condition"; ACE_setting = 1; values[] = {0,1}; texts[] = {"Usable Any Time","Usable on Stable Patient"}; default = 1; }; class ace_medical_medicSetting_SurgicalKit { // paramsArray[13] title = "Surgical Kit Usage"; ACE_setting = 1; values[] = {0,1,2}; texts[] = {"Anyone","Medic Only","Doctor Only"}; default = 2; }; class ace_medical_consumeItem_SurgicalKit { // paramsArray[14] title = "Consume Surgical Kit"; ACE_setting = 1; values[] = {0,1}; texts[] = {"No","Yes"}; default = 1; }; class ace_medical_useLocation_SurgicalKit { // paramsArray[15] title = "Surgical Kit Usage Location"; ACE_setting = 1; values[] = {0,1,2,3,4}; texts[] = {"Anywhere","Medical Vehicles","Medical Facilities","Medical Vehicles and Facilities","Disabled"}; default = 3; }; class ace_medical_useCondition_SurgicalKit { // paramsArray[16] title = "Surgical Kit Usage Condition"; ACE_setting = 1; values[] = {0,1}; texts[] = {"Usable Any Time","Usable on Stable Patient"}; default = 1; }; class ace_viewdistance_limitViewDistance { // paramsArray[17] title = "Max View Distance (meters)"; ACE_setting = 1; values[] = {3000,6000,9000}; texts[] = {"3000","6000","9000"}; default = 6000; }; class ace_advanced_ballistics_enabled { // paramsArray[18] title = "Advanced Ballistics"; ACE_setting = 1; values[] = {0,1}; texts[] = {"Off","On"}; default = 1; }; class ace_map_BFT_Enabled { // paramsArray[19] title = "Track Friendly Forces"; ACE_setting = 1; values[] = {0,1}; texts[] = {"Off","On"}; default = 0; };
  11. Hello everyone, after briefly learning how to snipe on Ace by watching videos i've got some questions that YouTube wasn't able to answer. First of all i'm using the Intervention along with the Vector 21 so i can sync data to the ATragMX without copying and pasting all the time, after that i get the temperature, the humidity and the barometric pressure from the Kestrel 4500 and copy-paste it on the ATragMX. I auto-set the crosswind and the headwind and get the average Wind SPD of around 30 seconds, and i paste the min on 1 on the Wind Speed on the Target tab of the ATragMX followed by the max value on 2 and then the wind direction, if the min and max are the same then i just input the same value on both fields. Finally i take the shot and re-adjust properly if i miss. I collect all the data standing up without being blocked by bushes/trees. Is there any way to collect the wind data more efficiently? Cause most of the time my shots are landing left or right of the enemy, and am i inputting the wind correctly inside ATragMX because almost all the people i've watched are doing it differently (most of my shots are on ~1400km). If i missed anything i will explain it, just ask for it.
  12. Hello, I have been making my own scenarios with the ACE and unsung mods. I used to be able to call in artillery and air strikes without any problem. I would set up the support requester, and support provider modules and sync them up like normal, but now, I cannot get planes nor artillery to lay down fire for me. Is there a special setting or procedure that I need to follow with ACE?
  13. ************************************************************ This addon is now part of a larger mod. See my signature. ************************************************************
  14. After a long campaign, Marine Special Operations Team 7113, supported by elements of the 82nd Airborne, have nearly defeated the Taliban in Kunduz. They have been driven to Anbar Tappeh, one of the last safe havens for the Taliban in the region, and have nowhere else to flee. Your MSOT and soldiers of the 82nd will destroy them for good. Requires RHS USAF, Kunduz, CUP Units, ACE. http://steamcommunity.com/sharedfiles/filedetails/?id=732664135
  15. Who are we?- We are a milsim group in Arma 3 founded by a core group of friends that have been together for years now. We pride ourselves in our ability to create a serious and structured environment, while also still goofing around and having fun with Arma 3. We base ourselves mainly off of the real Rangers from the USA, with alterations to accept Arma as a platform. Our mods will be given to you once you have been accepted as a recruit. We use steam workshop, I have specially compiled all our mods into a convenient modpack for ease of use. What are our events?- We have a selection of events. Campaign Main Ops, Side Ops, Trainings, and Practice ops. Campaign Main Ops- Our only mandatory event is every Friday at 6pm EST. The campaigns are what our unit is designed for. This is where we are at our fullest, and most serious. The Campaigns are based on a map, and have its own story. Each op is persistent, so your choices and actions matter in the later ops. We will always be Rangers in these ops. Side Ops- Side ops are fully optional, and not scheduled. These are less serious, but still require people to adhere to our rules. We could be the french, british, germans, anything in our modpack we can be in side ops. Trainings- We split our trainings into phase one and phase two. All trainings are on every Sunday at 1pm EST. As a recruit, you can not come to any op until you have done at least a phase one. Once you completed phase one, you may come to side ops. Once you have completed phase two, you are a full member and may come to any op. Practice Ops- Practice ops are designed to be the same as a campaign op, but no campaign attached to it. These are for people who want to pratice their leading skills, machine gun capability, etc. Practice ops are mainly for us to train future Fire Team Leaders, and possible Squad Leaders. Do you want to join?- In order to join, you must go to this link and read what it says: Our Videos- We record some of our ops, courtesy of Shermanator:https://www.youtube.com/playlist?list=PLCtTx6yW6Du9-DZAIoNw6BfpeJGmFD9h5 http://3rdrba3.enjin.com/recruitment
  16. One year after the ACE3 announcement, we would like to present to you our latest project, over one year in the making. Advanced Banana Environment 3. Have you ever found that your Arma 3 game lacks when it comes to immersion? Realism? User friendliness? Worry no more! ABE3 comes with various enhancements and improvements to realism, functionality and user experience. We have added improved fragmentation, grenades, vehicles and more. But that is not all! When installing ABE3, you will even gain a personal assistant that will help you play your game by offering valuable advise when you need it. Wait no longer, and install ABE3 now. Download from our GitHub. Disclaimer: Advanced Banana Environment is a project from the ABE3 team. Any representation to real life bananas is purely coincidence. The ABE3 team does not endorse or advertise any specific brand or race of bananas. All bananas encountered within the Advanced Banana Environment modification are purely fictional. Advanced Banana Environment is an Arma 3 mod that aims to compliment the ACE3 project, with a CBA A3 and ACE3 requirement. The project is entirely open-source and all contributions are welcome. Feel free to maintain your own custom version, so long as the changes you make are open to the public in accordance with the Arma Public License (APL). The mod is built modularly, so almost any included PBO can be easily removed from the configuration. This way, a team can maintain its own tailored version of ABE AddOns by simply excluding any components they don't need, or those possibly in conflict with other add-ons Signed, The ACE Team Core Features Scout vehicles Improved grenades Realistic hitmarkers Immersive gameplay hints User interface improvements Documentation Documentation for our features, modules, usage and for developers is available on our wiki at our github repo. Download Download version 1.0.0. Previous releases are available on our github release page. Requirements Latest version of CBA A3. Latest version of ACE3. Installation Download the above linked version of ABE3 and all of its requirements. Extract its contents (@abe) into your arma root directory (arma 3\@abe) Enable CBA, ACE and ABE in your favorite launcher, or make a shortcut with the parameter -mod=@CBA_A3;@ace;@abe Done. Working With Us ABE3 is entirely open source, and you can find our project on GitHub. If you are interested in working with us get involved, if you are regularly suggesting and committing features and bug fixes to us that we accept then you'll probably get asked to join the team officially. If you aren't doing work directly on ACE3, keep at it. We are always scouting the best talent in this community and looking to mature good projects by bringing individuals and teams officially on board with us! Reporting issues If you encounter any issues during usage of the ABE3 project, please report them on our GitHub issue tracker.
  17. CaptainAzimuth

    Ace Combat 7

    It's coming. Yes, i am an Ace combat fan. It all started with their third game, and then the 5'th game, which in my opinion had the best story line of any game i've played (aside from the Metal Gear series. Hats of to you Japan. XD) Anyhow, so firstly, Ace Combat 7 is announced to take place in Strangereal. Strangereal is another word for the Ace Combat series world (dubbed by most fans), and not the real life world. Their previous series took place in Strangereal, but the recent games have taken place in real life locations across the world in including Dubai, Washington DC, Moscow, Miami Florida, and Tokyo. However, in Strangereal, you have a large number of different nations, all with a very interesting, lengthy, and dark history of conflicts. As per mentioned earlier, Ace Combat 5 and Zero, were the best installments of the series in my opinion. Ace Combat 5 being my all time favorite, which brings us to who is developing it. Sunao Katabuch, who developed the scenario for Ace Combat 4 and 5 will be working on Ace Combat 7. This is quite epic, because given how great of a story line the Unsung War was, Ace Combat 7 has potential to be another edge of the seat experience. Not just with the story line either. Now, as seen in the trailer, apart from previous versions of the Ace Combat series. The game has three axes. The first is the depiction of the sky, such as three-dimensional clouds. Clouds are rendered as objects floating in 3D space, not as background scenery, and if you aim for a specific cloud, you can fly through it. The second axis is the enjoyment of airplane simulation. You’ll won’t be performing special moves with the push of a button, but rather maneuvers by strategic piloting. The third axis is improving how you clear missions. The graphics as seen in the trailer seem to be a whole new ball game than anything i've ever seen in previous Ace Combat's. Hah, and i thought Ace Combat 6 looked good. This is going to be a whole new amazing experience for the game. Makes me wonder if this installment of the series will have multiplayer. Lets hope it does given Ace Combat Infinity did implement the most interesting Multiplayer functionality of any Ace Combat game, which was a PS3 exclusive Free to play game, entirely based on your skill. After many years, the Original Ace Combat world has returned, and judging by the distinctive Piano tune in the beginning to the trailer, a continuation of the Unsung war, could well be here in the next few months to come.
  18. [CLAN GESCHLOSSEN] Wir sind die 1848´ger. Wer wir sind und wie wir Funktionieren: Wir sind eine recht heterogene Truppe bestehend aus Veteranen (die seit ArmA 1 dabei sind) und Frischlingen die erst mit ArmA 3 zu uns gefunden haben. Demnach sind wir auf der Suche nach entspannten Mitgliedern aus allen Erfahrungsschichten. Unser Schwerpunkt liegt ganz klar auf dem Spielspaß der gesamten Gruppe was bedeutet das ihr zwar unsere Vision einer authentisch ausgerüsteten organisierten Truppe teilen solltet, aber dennoch nicht damit rechnen müsst das wir euch durch etliche unnötige Lehrgänge quetschen wollen, die in ArmA 3 keinerlei Rolle spielen. Wenn ihr etwas von unseren Veteranen lernen wollt, können wir gerne Trainings auf Anfrage organisieren, bei uns wird jedoch nicht jeder unter generalverdacht gestellt ein Idiot zu sein und muss bei uns eine Grundausbildung durchlaufen wie das bei vielen BW Fanatikern der Fall ist. Bei uns ist außerdem Jeder willkommen, solange er verständliches Deutsch spricht und sich entsprechend benehmen kann. Wir sehen uns ganz klar als Freizeitverein und Schikanen sowie qualvolle angesetzte Trainings die zur Demütigung gedacht sind wird es bei uns nicht geben. Wir sind durchdacht strukturiert und legen Wert darauf dass sich unsere Mitglieder selbstständig organisieren und über unsere Steamsite auf dem Laufenden halten. Wer mehr wünscht kann bei uns Problemlos mehr organisieren, unser Server läuft 24/7 ganz klar vorab haben wir allerdings meistens ein Event pro Wochenende (aufgrund von Familie/Arbeit/andere Hobbys). Das bedeutet allerdings nicht dass bei uns unter der Woche Garnichts los ist. Finanziert wird das Ganze von 2 Personen, organisiert von 4 Freiwilligen und da es bei uns locker zwanglos und unentgeltlich zugeht besitzen wir ein absolut entspanntes Klima auf das wir sehr, sehr viel Wert legen. Dies gilt natürlich in der Regel auch für das Rollenspiel untereinander, da wir eine Einheit bilden, ein Team. Was wir Spielen und wie: In den meisten Fällen spielen wir Infanterieszenarien (oftmals inkl. Unterstützung) in unserer „Theme“ (PMC = Private Military Company = Privatarmee), also eine fiktive elitäre Privatarmee die sich niemals zu schade ist die Hände schmutzig zu machen. Innerhalb dieses Scenarios spielen verkörpern wir die Söldner und Frontschweine die sich für gutes Geld beschießen lassen, unser Roleplay ist allerdings vergleichsweise locker und Einsteigerfreundlich (wir halten alles andere für Ungesund) und soll nur der Immersion dienen. Natürlich gibt es bei uns auch Ausnahmen und andere „Themes“, zurzeit ist bei uns das Vietnamkriegsscenario (Vietcong gegen USA) sehr beliebt, wir verkörpern also nicht nur eine Privatarmee. Unsere Missionen reichen von Special Forces Einsätzen bis hin zu regulären Infanterieszenarien. Natürlich gibt es Ausnahmen doch diese bilden nicht die Regel. Abgesehen davon sind unsere Missionen alle äußerst authentisch, spielerisch sind sie zwar Machbar, jedoch absolut Vergebungslos. In 95% der von uns gespielten Szenarios besteht kein Respawn und wenn ihr nach einer Granate die euch in unserem erweiterten realistischen Modus noch aus 12 Metern ein Schrapnell zerrissen hat und kein Medic in Reichweite ist werdet ihr ohnmächtig und verblutet. Das war es dann für den Rest des Abends. Bei uns gilt also volle Spannung aber auch volle Konzentration. Wer also die Auffassungsgabe eines Goldfisches hat oder Grundsätzlich unter anderen geistigen Defiziten leidet ist bei uns Falsch. Ich kann euch vorab schon sagen: Das wird euch keinen Spaß machen, dafür ist unser Modus zu authentisch/realistisch. Und genau deshalb ist das richtige Sozialverhalten absolut essentiell. Was wir euch bieten: Angenehme offene Atmosphäre und familiäre Stimmung (Bei uns braucht man keine Angst haben die Admins anzusprechen) „Immersive Gameplay“ (innerhalb des Spiels Roleplay der jeweiligen Rolle) Erlesene und realistische Mod-Sammlung (TFAR, RHS, ACE3) und extrem einfache Installation Spannende authentische Missionen dank erfahrener Missionbauer (seit ArmA 1 aktiv) für jeden Erfahrungsgrad Unseren eigenen TS3 + Gameserver (von euch wird keinerlei Beitrag verlangt) Rationale entspannte Organisation (kollidiert das Reallife mit einem Spieltermin ist das okay, nur bitte abmelden wenn möglich) Da wir noch im Aufbau sind, sind leitende Funktionen verfügbar! Zurzeit suchen wir noch einen zusätzlichen Missionbauer und Personen mit Führungserfahrungen Regelmäßige Events an den Wochenenden zu „normalen“ Zeiten (16-21 Uhr) an denen wir eigens für uns erstellte Szenarien bei maximal Performance (hohe Framerates) Spielen. Unsere Mods besitzen alle eine gewisse Qualität dank Qualitätskontrolle (Bug-,Lag- und Suckfrei) Was wir von euch wünschen: Aktive Mitglieder im Alter von mindestens 18 Jahren oder entsprechender geistiger Reife (85% der unter 18 Jährigen Bewerber fliegen wieder raus, verschwendet nicht unsere Zeit wenn ihr Infantil seit) ArmA 3 wenn möglich mit allen DLCs und funktionierendem gutem Headset Ob Veteran oder Anfänger, wir erwarten Lernbereitschaft innerhalb des Spiels um uns stetig zu verbessern und uns einander anzupassen Adäquates Sozialverhalten (egal wie viele nützliche Fähigkeiten ihr mitbringt, könnt ihr euch nicht benehmen fliegt ihr) Bereitschaft sich mit dem einfachen Programm "Play with Six" auseinander zu setzen. Um die Mods zu installieren Mindestens 2 mal die Woche die News abzuchecken und sich ggf. die Events anzusehen (wer die News nicht liest verpasst in der Regel Event´s oder wichtige Informationen und verendet in unorganisierter Inaktivität und fliegt sowieso) Bewerbt euch in unserem Steam Forum: Link zum Forum Oder meldet euch bitte an folgende E-Mail Adresse: insane.1991@freenet.de (Aufgrund des extremen Andrangs an Interessenten ist keine direkte Bewerbung mehr möglich. Wir bearbeiten eurer Schreiben so schnell wie möglich, also in der Regel innerhalb eines Tages. Die Masse an Anfragen hat unseren Spielbetrieb bereits behindert weshalb wir uns zu diesem Schritt entschlossen haben) Die E-Mail bitte in folgender Form: Alter: Spielerfahrung: (Was habt ihr bereits gespielt? Wie und Wo?) Warum ich zu euch will: (Was für eine Spielerfahrung sucht ihr bei uns?) Kenntnisse außerhalb des Spiels: (Seid ihr Missionmaker? Modder?) Sonstige Bemerkungen: (Fragen eurerseits, oder ggf. Bemerkungen) Die neusten Screenshots aus unserer letzten Vietnam Mission: Hier die Bilder vergangener Sessions:
  19. Hello, i would need help to add extra scoring system for Domination mission (two teams) : basically i would like to add score points to a player who succeed to destroy MHQ of the opposite team. for example: if a Blufor player (X) destroy a Opfor MHQ (BTR90_HQ) he gets several points (Y). with this message in the global chat : "Player X destroyed a OPFOR MHQ, he gets Y points." if the player team kill his own MHQ he lost Y points : 'Player X destroyed a Blufor MHQ he lost Y Points. same thing for OPFOR.
  20. 6thSense.eu Battle Center A.C.E. Edition Public Beta, By Sickboy (sb_at_6thSense.eu) This is a quick 'n dirty release to finally get Battle Center to the Public, and provide a big set of (MP) Coop Missions for the A.C.E. Mod and Islands Pack. Updates and better information and documentation hopefully arrives ~2009 Copy of Readme <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">*BETA* h1. Readme Battle Center is a MultiPlayer mission for Armed Assault, playable from East, West and RACS side. The mission is available in multiple camo and island flavors and thus easily makes for 200+ available missions. Battle Center uses DAC (by Silola), a DAC Custom Zone Editor, and the RealTime Editor (by i0n0s) to create a most dynamic and highly configurable mission that can be replayed indefinitely; basically Imagination is the real Limiting Factor :-) Missions will be available in the MP Local Server and Dedicated Servers Missions are built with 6thSense.eu ArmA Mission Generator (Ruby): http://rm.6thsense.eu/projects/show/sixarma-mg h1. Mod Line -mod=@ACE;@SIX_BC h1. Required Addons * MAPFact Editor Update: http://www.armaholic.com/page.php?id=3727  * Which Requires MAPFact.net Servicse: http://www.armaholic.com/page.php?id=2870 * A.C.E. Mod (For now...): http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=76692 * Extended EventHandlers, unofficial v1.91 version, included with A.C.E Mod. h1. Optional Addons * A.C.E. Islands Pack: http://tinyurl.com/9q4qdz * RealTime Editor by i0n0s: http://www.armaholic.com/page.php?id=3068 * ArmA Lib By Kegetys (to save/load DAC Custom Zones from and to DB): http://www.armaholic.com/page.php?id=3299 h1. Summary Battle Center is a highly configurable and dynamic multiplayer coop mission for up to 122 players It uses DAC, and many 6thSense.eu created features. h1. Features * DAC: Dynamic AI Creator, by Silola (mapfact.net)  * Custom DAC Zone Editor (Beta), by Sickboy  * Save / Load from database through ArmAlib (alib by Kegetys) * RTE: Real Time Editor by i0n0s * OG: Objective Generator (Alpha), by Sickboy Info & Docs: <ul>[*]6thSense.eu Battle Center Home A.C.E Mod Required Looking for Skilled and Willing Interface UI Designers... Downloads: <ul>[*]6thSense.eu Home [*]A.C.E [*]GamingSA (AUS)
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