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Found 680 results

  1. ArmA 3 Report Viewer Designed by Rawner135 About: ArmA 3 RPT Viewer is a tool that eliminates the burning patience of having to go through directories, just to view a .RPT file. With this tool, you can: - Select which Bohemia Interactive Game you want the .RPT list to be populated with. - Select which .RPT file you want viewed, thus displaying it within the tool. - Copy the selected .RPT's content for quick pasting such as for Troubleshooting topics that need to be answered. - Save another copy of the .RPT file to your preferred directory. This tool also comes with a refresh button, if you have relaunched the game while the tool is running. Clicking the refresh button will reload the .RPT content list, in case you have deleted an .RPT/s or started arma again. Instructions: For MAC/Apple Users: - Please note that this tool has only been tested in Microsoft Windows' environment. If anything goes wrong such as tool/app incompatibility, I claim no responsibility for this cause. For PC/Laptop Users: (Windows) 1. Extract 'arma3RPTViewer.exe' to your preferred directory. (You can always create a home folder within "Program Files (x86)") 2. Launch 'arma3RPTViewer.exe'. 3. If you want to access it more in the future, right-click on the running app in your taskbar, then select 'Pin this program to taskbar'. 4. Done! Now get out there, and make some cool stuff for your friends, relatives, community, etc.. ;) Download (Dropbox): (v 2.3) DOWNLOAD (ARMAHOLIC): (v 2.3) Requirements: Microsoft .NET Framework 4.5 Terms & Conditions: This tool has been designed for ONLY Bohemia Interactive's purposes. This includes: - Official Forums - Official Community - Bohemia Interactive (BI) & Bohemia Interactive Simulations (BIS) Developers. - Anything related to BI and/or their games. You may: - Use this tool at your convenience. - Use its functions and/or features to help create your content in any way. (This includes sharing your .RPT to forum discussions) - Use the tool to help others and/or Bohemia Interactive's business. (Bohemia Interactive & Bohemia Interactive Simulations Devs are welcome to use it!) You may not: - Use the tool in any way to disrupt or use against Bohemia Interactive and Bohemia Interactive Simulations. - Use the tool for hacking purposes. (If you do so, BattlEye will be aware of it) - Use the tool for other purposes/games such as GTA, COD, BF or any other 3rd Party game/software. - Re-publish the tool for non-commercial/commercial purposes. Only sites, games, etc., related to Bohemia Interactive (such as Armaholic) are allowed to re-publish the tool. - Edit the code/language inside the tool. (If you do so, I also claim no responsibility for any failures) Credits: Author: Rawner135 Cursor: Bohemia Interactive (Arma 3) Logo: Bohemia Interactive (Arma 3) Changelog: v2.3 ~ Stable Added: Functionality - View currently used .RPT file by game. Added: Functionality - Resizing Program. Added: System - Temp .RPT location for faster viewing. Fixed: Crash - Viewing currently used .RPT file by game. v2.2 ~ Stable Added: Category - Arma 3 (Server) Added: Category - ArmA 2 (Server) Added: Category - ArmA 2: OA (Server) Fixed: Bug - Error prompts on unused .RPT if game launched. Tweaked: Code - App is a little faster when using better control structures and functions. Tweaked: List Box - Hides .RPT used by current game. v2.1 ~ Hotfix (Stable) Fixed: Issue - App prompts error constantly if you do not have one of the games. v2.0 ~ Stable Added: New option for Category - ArmA 2: OA. Fixed: App crashes if you do not have a particular game. Fixed: App crashes if you open a .RPT, used by a currently running game. v1.0 ~ Release
  2. Hello. Anyone know if there is a "correct" way to execute pause menu? (Escape menu. When you press Esc button). You can open it with createdialog "RscDisplayInterrupt", but there are no scripts which set functions to it. So it's useless. Maybe there is some way to execute it correctly..?
  3. Hello. Can someone tell me why it doesn't work, if Im trying to change the W size of that menu? Here is the definition: class woa_ctMenu { idc = 0; type = 46; style = 0; sizeEx = "4.32 * (1 / (getResolution select 3)) * pixelGrid * 0.5"; rowHeight = 0; itemSpacingH = 0.02; itemSpacingW = 0.03; deletable = 0; fade = 0; blinkingPeriod = 0; colorBorder[] = {0,0,0,0}; colorBackground[] = {0.702,0.702,0.702,1}; colorSelectBackground[] = {0.902,0.902,0.902,1}; colorPicture[] = {0.902,0.902,0.902,1}; colorPictureDisabled[] = {0.5,0.5,0.5,1}; colorPictureSelect[] = {1,1,1,1}; colorText[] = {0, 0, 0, 1}; colorDisabled[] = {1, 1, 1, 0.6}; colorSelect[] = {1,1,1,1}; pictureCheckboxDisabled = "#(argb,8,8,3)color(0,0,0,0)"; pictureCheckboxEnabled = "\a3\3DEN\Data\Controls\CtrlMenu\pictureCheckboxEnabled_ca.paa"; pictureRadioDisabled = "#(argb,8,8,3)color(0,0,0,0)"; pictureRadioEnabled = "\a3\3DEN\Data\Controls\CtrlMenu\pictureRadioEnabled_ca.paa"; shadow = 1; show = 1; tooltip = ""; tooltipColorBox[] = {0,0,0,0}; tooltipColorShade[] = {0,0,0,1}; tooltipColorText[] = {1,1,1,1}; //tooltipMaxWidth = 0.5; arrow = "\a3\3DEN\Data\Controls\ctrlMenu\arrow_ca.paa"; font = "TahomaB"; class Items { items[] = {One,Two,Three}; class One { text = "One"; data = "One"; value = 0; }; class Two { text = "Two"; data = "Two"; value = 1; }; class Three { text = "Three"; data = "Three"; value = 2; }; class Default { text = "Empty"; data = "Empty"; enable = 0; }; }; }; And here is that dialog: class woa_gameMenu { idd = -1; class ControlsBackground {}; class Controls { class st_toolbox : woa_ctMenu { idc = 2400; x = safeZoneX + safeZoneW * 0.095; y = safeZoneY + safeZoneH * 0.41; w = safeZoneW * 0.185; // Changing this doesn't work h = safeZoneH * 0.4225; // changing this doesn't work too. It always have the same size (w and h) }; }; };
  4. hello, I would like to start a new EXILE server. There are up to 70 players up, there are about 100 AI, and little mods. Which of the 3 servers in the picture is recommended? Thank you in advance for the answers.
  5. OFPS is looking to integrate ARSENAL into BECTI. We have had great success using custom mods like CUP. However, the amount of GEAR we have now is INSANE. Our 3.5 year old gear menu that was developed by BENNY just isn't up to the task. We would like to use arsenal as a replacement. Here's what I'd like to know from you experienced scripters: 1. Is it possible to load arsenal and not go into the virtual arena? I'd like to load the menu but keep the player in the battle space he's in. 2. Is it possible to allow a player to access gear based on a team's upgrade level, assign a cost to every piece of equipment, and check that a player has that cash before granting him access to the gear? 3. Anyone here have talent with sqf scripting and would like to help us (OFPS/BECTI) implement this? :) Thanks! -SS
  6. Dearest Arma 3 community, I don’t know if this is the right place for it, I hope so and I'm sorry if not. A friend of mine and I had some major issues running Arma 3 with Hamachi to play some missions. Problem description: If we try to run Arma 3 over Hamachi, which worked just fine in the past, we can't join each other. He can see my server but if he's trying to connect to it, it just keeps connecting until he gets a time out or he disconnects immediately after he joined. Sometimes he’s able to connect but doesn’t have a menu. So, I manually assign him and start the game, my game starts completely normal but his game takes ages to load and if it's loaded he's suddenly in the water of Tanoa, no matter which map we are actually playing. This error occurs since a few weeks, the last time it actually worked was two weeks ago since then we couldn't get it running again. What we already did: • Checking for corrupted files in Arma 3 • Reinstalled Arma 3 • Reinstalled Hamachi • Both several times. • Deactivated our firewalls • Deactivated our Antivirus programs We also did this because we thought it might be Hamachi: http://help.logmein.com/articles/en_US/FAQ/Resolving-Hamachi-Request-Timed-Out Resolving Hamachi "Request Timed Out" for Windows Firewall Also, we deleted every workshop mod we had except for the map we wanted to pay, which was a BCTI mission in Altis. Before the issue occurred, the mission worked fine. We also tried playing the standard apex protocol missions. However, the same Issue occurred. We also checked if it's a problem with the IPv4 but there's no problem. I just wanted to note: Everything works just fine when we were playing Arma 2. Our PC's His: Win 10 (1803) intel i5 8600k Nvida gtx 1070 8GB 16 GB DDR4 Ram Internet connection 150 Mbits/s Mine: Win 10 (1803) intel i7 7700 Nvidia gtx 1060 6GB 16 GB DDR4 Internet connection 400 Mbits/s We couldn't find anyone with the same problem, so we thought we ask right here at the source. If someone recommend to change the ports of my router - I won’t do that. Why? Because I think it should be possibly to play games in coop without changing gaming ports which works just fine for every other game. So, I hope you guys have a fix for this problem. Thanks for everyone helping us out on this problem
  7. 7th Battalion, Royal Australian Regiment Milsim Unit The 7th Battalion Royal Australian Regiment Relaxed Mil-Sim Unit is looking for members who are looking for an Australian Military Simulation experience, you will learn the basics of infantry combat on a section level to a Platoon level and we offer leadership roles and specialty roles. The roles we offer are as follows: Roles: • Infantry (Rifleman, LSW, Grenadier, NCO) • Combat Engineer • Artillery Light Gunner • Artillery Observer • Armoured Vehicle Crew (Driver, Gunner etc) • Helicopter Pilot • Commando Requirments: • 16 years old (minimum age) • have a working mic • be on reguraly for operations and training Who are we? 7th Bat, Royal Australian Regiment also known as 7th Bat, RAR is a ArmA 3 Relaxed MILSIM group that prides itself at giving players a fun, serious and realistic way of playing ArmA 3. 7th Bat Has core values that keep the unit together, these core values include; • Teamwork - The ability to work together to achieve a common goal, • Resolve - to overcome a task and challenge no matter of hard or dire the situation is, • Respect - To treat others how you want to be treated and to acknowledge their ideas, • Train ability - the ability to be trained in any environment/situation and to have to drive to learn, • Adaptability - the ability to be familiar and adjust to a unfamiliar situation and, • Initiative - to take appropriate action into your own hands without being told by anyone. What does Training involve? NOTE: Recruits CAN Participate in Operations and Campaigns! 7th Battalion's training program is simple yet challenging this so we can get players on to the field as fast as we can, 7th Bat tries to simulate the training process so once an application has been submitted jump on teamspeak and a officer or a sergeant with a "J-1" Tag will do a interview with you and you will be placed in to the "School Of Infantry" for basic training, for training training includes; PHASE 1: FIELD • Basic weapons (small arms, launchers eg) • Strategies • Field movements • Engagement • Interpreting orders (tested in crucible) • Field craft *trenches, cam conceal, base building* • Navigation PHASE 2: RAITEL & FIRST AID • Loc stats • Operating a short range and long range radio • Proper ratel procedures • Treating wounds • Treating others wounds PHASE 3: Crucible • 7 checkpoints • Constant ambushes • Civil Welfare • Radios • Fieldcraft • Defensive position 5 minutes prep • Self first-aid • Weather change PHASE 4 IETs (Initial Employment Training) • Specialized training for different roles Interested? If you are interested, Fill out the application form in the link below and join our TeamSpeak server and Message/Poke SGT Pearce and/or CPL Tiernan and we will assess the application: Website: https://7thbattalion-milsim.weebly.com/application-form.html TeamSpeak: ts3.syd.wombatserve.rs:10103
  8. Hello community! Having finally started the campaign to Arma 3 (very, very good so far I must say!) I have run upon a problem that I have been unable to solve, The gist of the issue is this: I cannot get past the village assault on Wet Work, no matter how much i change or try once you eliminate the enemies in the square, the game CTD's to launcher. I have attempted the -malloc=system "fix" through steam properties as well as verifying files AND redownloading Arma 3 plus all the mods (none of which are active during the campaign, otherwise it bugs out horribly i found to my detriment). The dump is copied below: Arma 3 Troubleshooting Report Sorry for the inconvenience. Please report this on Arma 3 Feedback Tracker (http://feedback.arma3.com). Thanks to you we may fix the issue faster. Thanks for all your suggestions! Just please dont suggest something i have already done! Thanks! Abbadon
  9. I am trying to set the players group to a separate group on side civilian when they are "dead" (alive on island) and then if revived have them rejoin their initial group on side east or west, but the initial group always returns grpNull deleteGroupWhenEmpty - Arguments and effects are global (wiki) ("initPlayerLocal" state) - - "initGroup" properly returns group at this point player setVariable ["initGroup", group player]; // Set the player group even when dead // Make sure group is not deleted when empty if (isGroupDeletedWhenEmpty (group player)) then { (group player) deleteGroupWhenEmpty false; }; (respawn event handler) - - "initGroup" returns grpNull (same result when 'player' is replaced with _unit or _corpse), as if it did not exist anymore params[["_unit", objNull], ["_corpse", objNull]]; if ((isNull _unit) || (isNull _corpse)) exitWith {}; // Set unit to civilian side _deadGroup = createGroup [civilian, false]; [_unit] joinSilent _deadGroup; // ... // Find inital group _initGroup = player getVariable["initGroup", grpNull]; // Set unit to initial group [_unit] joinSilent _initGroup; I simply want to be able to freely return the unit to and from his initial group
  10. HI, I have created the below piece of code which to me looks like it should. I get no errors when running the mission, there is nothing in the RPT log on server or client. Can someone please help me identify where I have gone wrong? The below script gets called in client init, I have other scripts adding in actions at this point and they are working OK. private ["_casAmmoCost", "_casFuelCost", "_availableCASCallers"]; _casAmmoCost = 85; _casFuelCost = 20; _availableCASCallers = ["Radioman", "Squad Leader", "Team Leader", "Commander"]; _c = "<t color='#f20000'>"; _callCASAction = [_c + "Call CAS Strike</t>", { _attachedTo = (_this select 0); _actionCaller = (_this select 1); titleText ["Click to mark CAS Target location.", "PLAIN"]; openMap [true, false]; ["call_cas_" + name player, "onMapSingleClick", { titleText ["", "PLAIN"]; _markerName = "CASSTRIKEMARKER_" + (str _pos); _marker = createMarker [_markerName, _pos]; _marker setMarkerType "hd_objective"; _marker setMarkerColor "ColorRed"; _marker setMarkerText format["CAS Strike (Marked by %1)", name player]; fnc_RemoveResources = { private ["_casAmmoCost", "_casFuelCost"]; _casAmmoCost = _this select 0; _casFuelCost = _this select 1; resources_ammo = resources_ammo - _casAmmoCost; resources_fuel = resources_fuel - _casFuelCost; }; [_casAmmoCost, _casFuelCost] remoteExec ["fnc_RemoveResources", 2]; _center = createCenter sideLogic; _group = createGroup _center; _cas = _group createUnit ["ModuleCAS_F",_pos , [], 0, ""]; _cas setVariable ["vehicle","B_Plane_CAS_01_F",true]; _cas setVariable ["type", 2,true]; ["call_cas_" + name player, "onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; true; fnc_RadioMessage = { private ["_side", "_alias", "_message"]; _side = _this select 0; _alias = _this select 1; _message = _this select 2; [_side, _alias] sideRadio _message; }; [west, "AirBase", format["Roger that %1, CAS Strike Inbound at grid %2, clear the target area immediately.", name player, (mapGridPosition _pos)]] remoteExec ["fnc_RadioMessage, -2]; hint format ["CAS Strike Inbound %1", (mapGridPosition _pos)]; openMap [false, false]; fnc_CleanUpMarker = { private "_marker"; _marker = _this; deletion = _marker spawn { private ["_pmarker", "_markerTimer"]; _pmarker = _this; _markerTimer = 1; while { _markerTimer < 30 } do { uiSleep 30; _markerTimer = _markerTimer + 30; }; deleteMarker _pmarker; }; }; _marker remoteExec ["fnc_CleanUpMarker", 2]; }, []] call BIS_fnc_addStackedEventHandler }, [], 0, false, true, "", "true", -1, false, "", ""]; _this addAction _callCASAction; if (roleDescription _this in _availableCASCallers) then { _this addAction _callCASAction; }; _this addEventHandler ["Respawn",{ if (roleDescription (_this select 0) in _availableCASCallers) then { (_this select 0) addAction _callCASAction; }; }]; Any help appreciated, thanks.
  11. Can someone please help me on the below: The script is working correctly bar one thing. When the marker is added to the map I want it to have in brackets (Marked by <playerName>) however currently it just adds "CAS Target (Marked by any)" Can someone explain why the name command is not returning the name of the player? I have in the Init box of the unit in the editor: nul = [this] execVM "scripts\add_markcastarget_action.sqf"; This is add_markcastarget_action.sqf _currentPlayer = _this select 0; _playerName = name _currentPlayer; sleep 10; fnc_addActionMP = { private["_object", "_screenMsg", "_scriptToCall"]; _object = _this select 0; _screenMsg = _this select 1; _scriptToCall = _this select 2; if(isNull _object) exitWith {}; _object addaction [_screenMsg,_scriptToCall]; }; [_currentPlayer, "<t color='#f20000'>" + "Mark CAS Target" + "</t>", { titleText ["Click to mark CAS Target location.", "PLAIN"]; openMap [true, false]; _attachedTo = (_this select 0); ["mk_cas", "onMapSingleClick", { titleText ["", "PLAIN"]; _markerName = "CASMARKER_" + (str _pos); _marker = createMarker [_markerName, _pos]; _marker setMarkerType "hd_destroy"; _marker setMarkerColor "ColorRed"; _marker setMarkerText format["CAS Target (Marked by %1)", _playerName]; ["mk_cas", "onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; true; }, [_attachedTo]] call BIS_fnc_addStackedEventHandler } ] remoteExec ["fnc_addActionMP"];
  12. About Us We're a gaming community founded in December 2015 and predominantly hail from Europe. We play a huge variety of games ranging from FPS, Sports, Racing, Survival, Sandbox and many many more. Our main focus is currently Arma 3. We have both Public and Private servers depending on what you're into. Our Arma 3 Community is between 50-60 players and we like to keep at this level to maintain our community feel. Our Community range from the ages of 16-55 and come from all over the world. That being said we're like minded individuals and this has made the community what it is today. Arma 3 Public Server Last Resort Gaming provide a 24/7 Arma 3 Invade & Annex Public Server. This is open to all and has had over 15,000 unique players since March 2017 and at one point the 4th most popular I&A Server throughout Arma 3. Our mission framework originated on the work by Ahoyworld but is now powered and developed by YAINA, almost certainly one of the best I&A Frameworks on Arma 3. In addition, we also regularly host Public Zeus Missions and Public Events to enhance our Server and provide a unique experience for our players. Arma 3 Private Server - Operations We also provide a Private Server for those that wish to take things that bit further. Here we conduct near MilSim (no "Yes Sir, No Sir" here) Operations. To be a part of it you must apply and go through training. These Operations are hosted every Friday and it's great for those who want to get the most out of Arma 3 and the huge Mod collection available through steam. Arma 3 Private Server - Training In order to become a member and attend Operations you must apply and complete training. In training you'll be taught everything from formations to how to use ACE and TFAR. We pride ourselves on our ability to take someone with the right attitude from completely useless to somewhat less useless. Could that be you? Other Games As previously covered, we're not all about Arma 3. We also play an unending collection of other games. You'll always see someone knocking around the Other Games channels and we welcome everyone. This is an open Gaming Community and we're always happy to see new faces getting involved. If you would like more information, please contact me here by PM, or at ravenlrg@gmail.com In Service, Private Raven
  13. Who are we? The 10th Marine Expeditionary Unit (MEU) is an semi-realistic, international gaming community focussing mostly on ArmA 3 ALiVE structured missions. We have 3 main regiments; the 1st Battalion 10th Marines, 10th Marine Air Wing and 2/14th Combined Arms Regiment. Each regiment has unique training and courses that are required to progress within the community Additionally, there are multiple optional courses that help to develop skills, and open new pathways within the community. For example, we offer courses such as Corpsman, Weapons Team, Artillery, and Combat Diver Schools. What do we do? The 10th MEU run deployments using the ALiVE mod, this means that the server is constantly active and every action taken has an effect on the mission. We also run full battalion missions on Saturdays at 12:00 pm UTC (with more planned in the future), these missions are all preplanned and come with detailed mission briefings so that everyone is aware of what to expect. During these missions, we aim to take key objectives and to have a larger impact on the ongoing mission. We use a variety of different mods such as; ALiVE,CUP, RHS, ACE3, TFAR and also some custom made mods that have been created for exclusive use in our community. Additionally, we use a custom base building script that allows members to create new FOB’s and outposts to secure areas throughout the deployment. Each deployment will last roughly 4-6 weeks, sometimes longer depending on how long it takes to achieve key objectives. Every deployment will have an accompanying deployment brief that will explain the backstory, objectives, available assets and much more. Every member will be placed into an fireteam or vehicle crew (depending on regiment) and each regiment sticks to a fixed role roster during main events. This is to encourage teamwork and consistency, however members may play any roles they are qualified to during non-planned events (such as midweek patrols). To simulate as best of a real-world scenario as we can, we have a large range of highly-trained selected squad-leaders, trainers and officers that will help you with your journey through community ranks and departments. To help with realism and progression of the story, members are encouraged to fill out a small patrol report after every mission (this is usually done by the senior member of the patrol/unit). While this may seems excessive, we believe that it adds to the mission as a whole and gives missions a purpose. As the 10th MEU is a gaming community we also do play other games such as; Tom Clancy’s Rainbow Six Siege, Hellion, Conan Exiles, GTA V, etc. Our members often play these games together, strengthening the sense of community and friendship, there is always something to do and no one is left out. What do we offer? Our community is still in the early stages but growing steadily, we have a handful of members already (around 20) and are looking to grow steadily over the next few weeks. We are looking for all types of members, everything from people that just want to play to those that want to take a bigger role within the community. We are looking for members that want to help develop and grow our community, help build trainings and populate missions. Additionally, we are looking for members that are interested in taking an active leadership role within the community, currently these roles will be limited but more will be available in the future as we expand. There are many opportunities within the 10th MEU, we encourage our members to pursue the career paths they want to take within the community and have multiple avenues for members to take. We employ a Warrant Officer system for members that want to still progress within the rank structure, but don’t want to become a Squad Leader etc. The Warrant Officers are our community’s trainers and specialists, they help educate every member and guide them to the next step on the community ladder. Currently. there are many communities available to join and it is hard to stand out against the flood of units. We are hoping to differentiate ourselves by offering a unique style of missions and gameplay, one that revolves around persistence and story, while also offering a strong and stable community to be a part of. The best way to learn about what we do and who we are is to join our teamspeak (see below) and speak to one of our recruitment team. They will discuss what we do and what you can expect from us, as well as answer any questions you may have. Joining Requirements. The 10th MEU has a comprehensive rule set to ensure that all members of the community are kept satisfied and are not bullied or mistreated. The few requirements to join are: All applicants must be of the age of 17 or older. All applicants must own a valid and legal copy of ArmA 3. No ArmA downloadable content is needed to join the 10th MEU. All applicants must have a ping of lower than 300ms to the server and Teamspeak (servers are based in the USA). All applicants must have a working and clear microphone. All applicants must have the TeamSpeak 3 program. All applicants must have read the rules prior to submitting an enlistment form. All applicants must have roughly 25Gb of hard disk capacity in order to download the modset. All applicants should take part in as many operations as possible with a minimum of 1 per month. All applicants must be able to speak and understand English It is also recommended that all candidates have some level of experience with ArmA 3, and the mods we use, however we do accept candidates that are new to ArmA and have documentation that will help get you introduced and familiar with the game. Still Interested? If you’re interested in joining the 10th MEU, go to www.10thmeu.net, go to the enlistment tab and fill out the enlistment form. Upon completion of the enlistment form you can join our TeamSpeak server: ts3.10thmeu.net and wait in the ‘Recruit Waiting Area’ and you’ll be attended to within a timely manner.
  14. Timezone: EST Gamemode: KP Liberation Language: English Short Description: Hi and welcome to the 41st Dagger Wolves Community! We are a growing community that mainly specializes in vanilla and modded KP Liberation missions! We try to focus on organization and communication so if you want to join a unit that offers lots of and different encounters and opportunities consider joining the 41st! We have a few rules to keep us orderly but I am proud to say that our community consist of people that are friendly and inviting!! We hope you will consider joining us and becoming a Dagger Wolf today! JOIN US ON DISCORD Arma Unit: https://units.arma3.com/unit/41stdaggerwolves JOIN US ON DISCORD https://discord.gg/wpC6BPJ USE INVITE CODE - wpC6BPJ
  15. Author: JTS Introduction: Highly scripted sniper mission. Feel like a real sniper Description: A few days ago, the terrorists managed to capture an convoy, which transported chemical weapons. It is necessary to stop them until they leave Tanoa. This morning, our intelligence sent us an information about the location of terrorists who have stolen these weapons. Two Special Forces troops were sent to the enemy territory to destroy these weapons Features: - Hardcore - Cutscene - 2 localizations: English & russian - Realistic color correction - Dead body detection system - Carefully selected beautiful places on Tanoa - Stealth Notes: - It is recommended to enable music in your game settings - Read briefing carefully - NOT COMPATIBLE WITH ACE and other mods, which change the behaviour of AI - No JIP (Join in progress) - Be sure you disable all not needed mods before you start the mission Credits & thanks: Urban (Mission testing) Screenshots: Requirements: - CBA A3 - Arma 3 Apex - Arma 3 Marksmen - Arma 3 Malden Download (Steam workshop) Download (Armaholic) Updated: 02.08.2018 *Fixed bug in Cutscene.sqf Updated: 20.05.2018 *Added difficulty option: Easy, Normal, Original (Affects the number of enemies and the distance of detection)
  16. What is our unit? The Essex Regiment is a Second World War UK based unit that attempts to recreate a realistic portrayal of the British military during the mid 20th century period. We are a serious milsim, meaning that when on operations, members should be serious and follow designated procedures. The Essex Regiment focuses mainly on conventional warfare, meaning most missions will be lively and kinetic. Occasionally we may also perform counter-insurgencies and other less conventional operations. The Essex Regiment uses a rank system based on the British Army during the Second World War period. In our unit, players will receive promotions and commendations based on their merit and dedication with the unit and not solely based on their role. This means that members will be rewarded for their capability, knowledge and time devoted to the unit. Who is our unit based on? We are based on the Essex Regiment. It fought during many of the different campaigns throughout the Second World War. From the battle of France in 1940 until the fall of Germany in 1945. Our unit won't strictly follow all the campaigns followed by the Essex Regiment as we feel that campaigns such as Norway and Burma and others set in the final days of Empire will allow for differentiation in combat and environment. However the unit will try to stick as close as possible while keeping game-play fun and engaging and will undertake campaigns in a chronological order of events mirroring the events of the Second World War and its immediate aftermath. When do we play? We have two events a week. We conduct exercises and training on thursdays at 2000 GMT (in summer this changes to GMT+1) and operations on sunday at 2000 GMT (again changing to GMT+1 in Summer). How can I join? If you're interested in joining our unit, you must be of 16 years of age or above. If you are below 16, it is possible that you may still join the unit but you must have a mature attitude. The interview process will take a bit longer as your place in the unit will be discussed with other interviewers. Be aware that if you are caught lying about your age after being accepted into the unit, you will be removed from the unit. To join our unit, feel free to add and message one of our officers (As indicated in our Steam Group) or alternatively come chat to us in our team-speak or Discord: Teamspeak: 95.172.92.113:9990 Discord: https://discord.gg/YbXg49h Steam Group: http://steamcommunity.com/groups/Essex_Regiment Once you've shown interest in joining our unit, you will be asked to attend an interview at a time that is convenient for you. In this interview, you will be asked a variety of questions including your age, any previous Arma experience and questions about yourself. Don't be discouraged by this interview process as it is more to find out more about you and where we think you would fit best. Once the interview process is complete and you have shown promise, you will be accepted into the unit. You will be invited into the Steam group and be able to join the Essex Regiment in all its operations and other activities.
  17. Greetings, I am SGT. Patch, staff in 131st T.C.U Based on the British Army / Royal Marines, we are a small but serious group looking for new members. We do sometimes play as Opfor and other factions within ArmA 3. - We host missions / campaigns on a Fri / Sat evening (starting 9pm GMT, 4pm EST) - Full Ranks & Training structure, (whether your an ArmA veteran or not) - Teamspeak Server (ts12.verygames.net:52979). - Steam Group (once recruited staff or another member will invite you to the group). - Websites: 131st.enjin.com; https://units.arma3.com/unit/131st-tactical-combat-unit Come onto the Team speak and poke a member with the [staff] tag!
  18. just wanted to give you a heads up for https://www.closequartersgaming.com/. Great new Malden community just starting up staff team have been nothing but helpful since I joined and feel like they should have a larger player base, weekly updates and always taking on new ideas as the moment they are giving 250k to all new players and features a recommend a friend where they give you 25k for everyone you bring in with you! the Teamspeak address is: 52.119.1.247:9035 please come check them out would really like to help these guys off the ground
  19. I'm happy to announce my new and upcoming Soviet Russian terrain called "Tsarvana". This terrain's atmosphere and palate for buildings will be heavily influenced by Arma 2's data and will pay a certain homage to the existing Arma 2 map "Taviana". Additionally there will be custom structures implemented on the map for everyone to enjoy. The map and it's new models will all together be released as one package with a APL-SA license. This thread will be a discussion for personal thoughts on the upcoming map and WIP pics. The lore below is a wall of text but a good read if you wish to get a visual of what the terrain is about and how it may look before I post WIP pics, map layout and size details within the following weeks of this initial post.
  20. Sugar Lake v1.51 by Major Desync Background Sugar Lake is a township in the Vieilhomme Delta. A hub for oil exploration and extraction, Sugar Lake has extensive port facilities servicing a number of oil rigs and refineries in the surrounding wetlands. These include the Sugar Lake Oil Field, owned and operated by Vrana Petrochemicals, a division of the multinational conglomerate Vrana Industries. Given the strategic importance of these assets, Sugar Lake is home to two recently requisitioned military installations - Joint Air Facility (JAF) Sugar Lake (formerly Sugar Lake “International†Airport) and Camp Burnside (formerly Sugar Lake Marina). The military detachments in these bases are supported in local security and counterinsurgency actions by a number of private military contractors (PMCs). The most prominent of these is Ion Services, which operates out of an extensive facility in the port. The security provided by these forces has encouraged the government to locate several of its displaced persons (DP) camps in Sugar Lake, housing citizens internally displaced by the virulent insurgency that wrack the country. Some of these refugees have voluntarily fled conflict zones, others have been resettled as a result of Ward of the Government Orders. Corporate Social Responsibility Pacts with a number of private enterprises, including Vrana Industries, provide these refugees with welcome opportunities to supplement their subsistence allowances with Productivity Credits by working in the local oil and port facilities. Insurgent and other criminal groups have tried to exploit the DP camps as recruiting grounds, but thanks to the vigilance of the government, the military and their PMC security partners, their efforts have been unsuccessful thus far. The Vieilhomme Delta is a maze of bayous, channels and watercourses of varying size, and low-lying islands covered with tall marsh grass and patches of dense forest. The wetlands are infested with a number of anti-government militias. According to government sources, several of these insurgent groups are proxies for foreign states and non-state actors bent on the destabilisation of the country. Moreover, many insurgents are affiliated with international organised crime syndicates, who have made Vieilhomme Delta a highway for narcotic and arms, and human trafficking. Features: Terrain dimensions: 8.2 km x 8.2 km Terrain area: 67.1 sq. km (same area as Zargabad) Heightmap resolution: 4 m/pixel Elevation range: -15 m to +16 m Approx 280,000 objects drawn from A1, A2, and A3; AiATP or CUP Terrains is a required addon. Vast majority of buildings enterable. Low-lying river delta marsh terrain, with high marsh-grass and patches of dense woodland; many navigable bayous, bays, and channels. A large low-density urban area surrounded by levees, and several small outlying delta settlements. A large industrial port facility, with a number of different compounds, including a PMC base, several shipping container yards, and oil storage plants. An air-base, with extensive hinterland and associated radome installation, military camp, and fuel storage facility, all surrounded by levees. A military camp with extensive dock, field hospital and airmobile facilities. A range of industrial facilities including several oil refineries and isolated outlying extraction rigs and installations. Sugar Lake's size, topography, ground cover, and locations make it perfect for amphibious operations involving boats, subs, and divers, and/or airmobile elements, as well as counterinsurgency search-and-destroy missions, and/or insurgency raids against military or industrial infrastructure and/or personnel. The various oil and port installations are suitable for close combat and MOUT. This is not an ideal map for extensive armoured maneuvers, aside from convoys. However, Sugar Lake does offer a chance for amphibious vehicles to shine. Required Addons: CUP Terrains OR All in Arma Terrain Pack (note AIATP is no longer being updated, so CUP Terrains is recommended) Licence: This addon is released under the Arma Public Licence Share Alike (APL-SA) licence Media: Screenshots Video showcase by MS Leveldesigns Video Zeus flythrough by Hisashi Nagato. Review by Officially Lost. Change log: Beta v1.0: First release. Beta v1.1 (16/11/15) FIXED: Error message on start-up: “Cannot Load Texture Ca\misc3\wf\data\black.pac†by removing several objects including tents from the DP camps. (Thank you Auss for the pro tip!) FIXED: Placement and height of a number of objects - including oil platforms, wood docks, powerlines etc. ADDED: More pier ladders to oil facilities and wooden piers to make it easier/possible to climb out of water. Beta v1.2 (26/04/16) FIXED: Ugly artifacting on dirt textures due to new parallax mapping. FIXED: Various misplaced objects (floating garbage bins, sandbags etc). TWEAKED: Sugar Lake now uses the CUP Terrains models for all pre-Arma3 objects. It is still compatible with All in Arma Terrain Pack as of this release date. TWEAKED: The following objects incompatible with the latest versions of MakePbo have been removed: Shooting_range_acr, seacat, garbage_metal, powgen_big, TWEAKED: The positions of some of the army_hut, hotel and yellow bungalow house objects, and objects around them to compensate for inconsistent positioning in CUP Terrains. Beta v1.21 (hotfix for 1.60) (1/06/16) TWEAKED: Config and surface textures to come up to 1.60 standard. Fixes the 1.60 Black Sky bug. Thanks to james2464 and Makhno for the necessary know-how. Beta v 1.3 (10/07/16) Visual Optimisation - Making Sugar Lake Sweet Again. ADDED: Some trees and bushes in marsh areas. TWEAKED: Config lighting settings. TWEAKED: Sat image to better match the default surface textures. TWEAKED: Some of the surface texture PAAs. TWEAKED: Heightmap - adding perlin noise to some underwater areas and smoothing the airfield runway, taxiways and aprons. Thanks to t800a and Cype_revenge for hints and tips. Beta v 1.31 (20/08/16) TWEAKED: Improved outside terrain. Beta v 1.32 (23/08/16) FIXED: In-game map grid is no longer divided into two large-scale grid squares. This fixes some issues with the GPS coordinates and some features of ACE3. Thanks to Makhno for the pro-tip. Beta v 1.4 (14/04/18) TWEAKED: Water colour now changed to muddy delta brown (props to Bludski and the Cambodian Playground dev team for the config settings) ADDED: 1 new industrial area in the port featuring APEX objects ADDED: Scattered APEX objects to the oil facilities and town areas FIXED: Map glitch (fixed by A3 update) FIXED: Issue with bulletproof windows in some CUP A2 buildings (fixed by CUP updates) FIXED: Issue with CUP A2 army hut objects (fixed by CUP updates). FIXED: Buzzards now land without stalling on autopilot (fixed by A3 update) v 1.5 (05/05/18) ADDED: More Apex and Malden objects across the map. FIXED: Some misplaced objects from v1.4 v 1.51 (05/05/18) FIXED: Some misplaced objects from v1.5 Known Issues: 1: The row of buildings at grid 056978 has a weird lighting glitch, where they do not appear to reflect the ambient artificial light after dark. However, it will reflect vehicle lights, and lights placed via Zeus. 2: A3 water is invisible through A2 windows, which gives players x-ray underwater specs when looking through them. 3: Since v1.2, running Sugar Lake with All in Arma Terrain Pack, produces an annoying, but harmless error message requiring the CUP_Ca_Plants_E2 addon when launching Arma 3. Select OK to close the message and resumes the game launch. As of this release, Sugar Lake is still fully compatible with the All in Arma Terrain Pack. 4: Some of the A2 trees do not play nice with the new A3 lighting. Credits & Thanks: Silola for the outstanding X-Cam mod, with which most of the objects in this terrain were placed, and without which this terrain would have been delivered in multiples of the time and fractions of the quality. CAPTNCAPS (teamproskill) and FSF for their ever helpful Terrain tutorials. Bushlurker, M!lkman, Jakerod, Uro, Aus and the many others who offer help and advice in the Arma 3 Terrain forums. Mikero, whose tools underwrite most of the the Arma modding community. Gav for alpha testing. BIS for producing the Arma series. Download links: Steam Workshop Armaholic PlayWithSix
  21. Welcome to the 1 Assault Group - Royal Marine Commandos. Our New Website Sign up form - Click here Welcome to 1 Assault Group Royal Marines, we are an Arma 3 Milsim Unit based out of the United Kingdom, with a player base spread over Europe and the United States. Our unit is based on the British Royal Marine Commandos. We specialize in many different tactics such as Amphibious and Airborne Assault as well as acting as a conventional infantry unit with Patrols, Recce, Checkpoints and many others. Operations and Campaigns 1 Assault Group - Royal Marines, runs a persistent campaign that will last for several weeks, with a lot of diversity, this is thanks to the Alive mod, dedicated, experienced Zeus's and mission makers within the unit. The campaigns can range from a vast array of different enviroments, from the cold of Russia, to the hot deserts of Zargabad. You can expect anything from night raids from an amphibious assault, to a helicopter insertion in the middle of a warzone. Dates and Times Regulars Operations are held on Thursday and Sunday, starting at 1900 GMT with deployment commencing at 19:30GMT. Smaller Operations are held on Fridays, starting at 1900 GMT with deployment commencing at 19:30GMT. Requirments -16 Years Old -Working Mic -Fluent English -Be active 2 times a week -Be mature Roles Available 1AGRM has many specialized roles within the unit. When you join you will be a recruit in our recruit troop, after passing Commando training, you will become a general duties marine, otherwise known as a rifleman. From here you can apply to undergo specialised training in more advanced roles, this may also open you up to higher positions of responsibility within the unit. Some of the roles available are; - Section Commander - Marksman - Assault Engineer - LMG Gunner - Fire Team Leader/ FAC - Medic - Heavy Weapons Specialist Mods Click for modlist Training No matter your experience level, all new Recruits must undergo 1AGRM basic training, this is to ensure that everyone is aware of our SOP’s and is proficient in their role and the equipment they carry. Basic Training consists of the following modules; Infantry Skills: (Navigation, Medical, ACE interaction, Radios) Conventional Warfare (Section Attacks, Break Contact, Ambushes, Fighting in wood and forests, Harbour Areas) Urban Warfare (Modern Urbanised Combat, Checkpoints) Specialised Training: (Amphibious Assault, Airborne Assault, Recce) Other roles require specialized training, which Marines can apply for once they have completed basic training. Contact us Message me, or come on the teamspeak, if you've got any questions, we will be more than happy to answer them! Steam Group - Click Here Good Luck, and we look forward to seeing you on the field! Recruitment Status - OPEN Sign up form - Click here Roster- Click here Discord - Click here Teamspeak - vs16.tserverhq.com:6045
  22. socs

    Bunkers

    I am currently in the midst of creating yet another mission and im curious to know if anyone has a template for an underground bunker for tanoa... I just thought of the idea of downloading another map that already has one but I've poured a ton of time into this mission and would hate to go back and have to redo it... If not, which i doubt there is after hours of searching, is there a way I can create my own or at least just the visual aspect of having one, then when entering, have it teleport you to a completely different place? I tried seeing if i could use one of the islands and just start building some sort of base there that just has the visual effect of being a part of the ground when in reality theres only 1 entrance from another part of the map but i cant seem to find any actual like, I guess "building material" to get started, meaning i cant really find platforms, actual building walls, floors, etc... So if anyone could point me in the right directions or give me a few suggestions to more mods/addons for the editor that'd be great... Thanks in advanced!
  23. This is designed to work where you have 'enableSentences False' either on server or mission, adding dynamic sounds to units (on death, reload, low ammo, friendly fire, being sniped, nearby teammate is killed, killing an enemy, being shot-wounded etc.) for German, US and Russian factions (POL units sharing US sounds for now). It is similar to my other VO mod, this one uses Day Of infamy and Rising Storm sound samples for factions, well done native Russian and German voice-overs. Still needs lot of work, some sounds are not at equal level, some sound too loud some are silent in firefight etc. nonetheless, I've tested this properly and it is working fine. NOTE: I've only tested with IFA3_LITE so I don't know its compatibility with other mods. Download/subscribe: https://steamcommunity.com/sharedfiles/filedetails/?id=1361160962
  24. Hi everyone, I am stuck on somethan. I'm making a mission in a pre defined area where a player can spawn ai via a addAction. My issue right now is, the player can spawn the mission over and over. That by itself will cause a lot of problems. Others might have a better idea on how to go about this but I thought it would be a good idea before the script spawns the mission it would check to see if there are any OPFOR Units Alive within the marker or a trigger area if there is the mission will not spawn, if there is'nt then the mission will spawn. I don't know how to successfully make a check for opfor units (not players, just AI). Any help would be very much appreciated thank you.
  25. Hi! Are you interested in the RP (roleplaying) scene in Armaverse? Make sure to join our active Discord server right away! Are you an RP player? follow the progress of various RP projects to stay updated with the latest news in the RP scene of Armaverse discuss directly with the project developers to give them ideas and feedback to help them develop better gamemodes find other people interested in RP to play with Are you an RP developer? follow the progress of various RP projects to stay updated with the latest news in the RP scene of Armaverse recruit talented people to your team via the dedicated recruitment channel exchange ideas with other developers and the players to make your gamemode even more awesome get a dedicated channel for your project where you can show your shiny latest features and discuss with the community about it Are you an RP framework developer? follow the progress of various RP projects to stay updated with the latest news in the RP scene of Armaverse recruit talented people to your team via the dedicated recruitment channel take part in collaborative technical discussions with experienced developers to help you deliver framework featuring the latest innovations in the scene get a dedicated channel for your framework where you can show your latest shiny features and discuss with the community about it The community has just been founded but we already have tens of members, several RP projects and we're growing every day. Most importantly, the community and the discussion are already pretty active and people are genuinely helping each other, helping everyone to have even more awesome roleplaying experience in Arma! Join us today! Join us via the link below! https://discord.gg/hBzT2v7 Regards, Ezcoo
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