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Found 529 results

  1. Hello !! First of all i read this topic: And i creat this topic in a french forum but nobody can help me after 3 days: https://altisdev.com/topic/13345/terrain-builder-s_000_000_lco-paa I write now in this forum because i think, you are more qualified :P So i have the same probleme and i can't solved :( I have some screen like: https://www.casimages.com/i/181021073223407977.png.html and https://www.casimages.com/i/181021073225241112.png.html Thank's for reading me :) I have a little gift for my hero ! Have Fun !!
  2. Hey guys, i kinda wonder whether there's any official info concerning the new enfusion engine in the works right now and whether this engine will generally be able to support ported maps, assets and missions from arma 3. I am 2000 hours in and i feel like i have a couple more thousand hours left before ''maybe'' getting close to being done with arma 3. I really like the setting, the maps and assets and stuff. Since Enfusion will probably be the most extensive overhaul and advancement for BI games from a technical perspective, i fear this old practice of porting over maps and assets from older arma titles might not be feasible anymore. You think Enfusion will be a clean slate and all old stuff will stay with arma 3 'as is', or might we be lucky and be able to get the major part of arma 3 assets ported to whatever future armaresque title BI might throw our way?
  3. Hi, I have the problem, that my helmet is showing through glasses. Anyone know how to fix it? Here are an example: https://imgur.com/a/kq7l1po Thanks
  4. Introduction Established on 10/7/18 the 3rd Battalion 4th Marines aims to provide a unique experience to those interested in a Vietnam Era Unit. We pride ourselves in being a Serious but fun unit which likes to include a realistic and unique experience into our Operations. What We Offer While we are currently looking for more infantry focused players we do offer Air Crewman roles as our Pilots are currently full but when we do expand we will take your interest into consideration over new people. We also like to provide unique and immersive operations which allow you to live out your dream character as long as it makes sense and follows our Rules. Ranks and promotion points so you can rise up the ladder, but most importantly we offer a kind and welcoming community that will help you when needed and is always there for you! Positions Infantry Roles ♣️ While we currently are a new unit we do offer limited roles but as we expand new roles will be added. Do keep in mind this does also apply to the AirCorp Roles. - Machine Gunner - Rifleman - Grenadier - Lead positions ( Must talk to Commanding officers if you wish to become a lead position when joining ) Air Corp Roles ? - Heli Pilots ( FULL ) - Air Crewman ( Doorgunners ) - 1x ATC Operator How to Join Feel free to either add me on Steam or leave a comment but the most efficient way would be through our teamspeak! TS - 68.232.187.186:9001 Website - https://3rdbattalion4thmarines.enjin.com/ " Ready For All, Yielding to None"
  5. I do like to introduce a mod created by me to improve the performance or to use unused resources. This has been combined with the render/view distance. The Ideo behind this is: What about having constantly 60 FPS and a good render/view distance? Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1516607781 Google Drive: https://drive.google.com/open?id=14SoIsXYNSXmUt0ABsgh3-9FAUFt7NCuc Well, let's say this mod is what you are looking for because of... 1st great view distance in air, 2nd high fps in cities like Kavala, 3rd greater view distance on hills or mountains, 4th balanced object render distance, 5th easy transitions from ground to air, like get on a helicopter without changing view distance manually This mod is all about performance and efficiency !ATTENTION! Using Vsync may cause a lower render distance Server Key is included! If you like this mod pay tribute by leaving a comment and vote/rate! I would be very grateful for feedback to keep improvement high! How to use the "Normal Mode" and change settings: 1. Start Arma 3 with this mod loaded. 2. Open the Video Settings Main Menu. 3. Set View Distance as your minimum render distance. 4. Set your prefered fps into the shadow distance field (only active when in Max Performance Mode) Your render distance is: On foot = inserted value In Ground Vehicle = inserted value * 1.5 In Air = inserted value * 2 In addition to this, your altitude above sea level is taken into account. To enter Max Performance Mode: Set the Object Render Distance to 500 If your View Distance is set to 500, set View Distance to 501. Check that Object Render Distance is still at 500! What is the "Max Performance Mode"? It allows you to define a minimum view distance for phases, on Foot, in Vehicle or in Air. This mode removes the factors 1.5 for Ground vehicles and 2.0 for Air. To enter it look at "To enter Max Performance Mode". Here is a video that shows mission test with the mod running in Max Performance Mode. Note for the mission: This is a heavily ai based mission, that holds up to 64 human player slots. In this mission are 200 friendly additional units facing thousands of rebels (Opfor and Independent). In a range of 700 meters, each (1400 km in total) are 300 to 400 Units minimum. Change Log: Update 27.09.2018 13:35 CET + Added FPS Settings for Max Performance Mode (Instructions at "How to use" section in the description!) Update 19.09.2018 20:10 CET * Improved rendering + Added a Max Performance Mode + Added adjustment via Arma 3 Render Settings Menu
  6. Hey people. I'm working on config for a tank, using other tanks as references to make sure my values hit at least close to workable. Trouble is...I can't seem to get the damned thing past about 28km/h. I can't seem to figure what's holding it back since everything I've checked seems to be at least similar to values for the two tanks above that both work fine. Here are my related entries in vehicles.cfg: accelAidForceCoef = 1.5; accelAidForceSpd = 1.4; brakeDistance = 12; brakeIdleSpeed = 0.1; changeGearMinEffectivity[] = { 0.95, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95 }; changeGearOmegaRatios[] = {1,0.424242,0.454545,0.333333,0.984848,0.424242,0.984848,0.606061,0.984848,0.575758,1,0.545455}; changeGearType = "rpmratio"; //Have also tried "effective" with similar issue. clutchStrength = 45; dampersBumpCoef = 4.5; dampingRateFullThrottle = 1.0; //1.4: T100 0.8: Kamysh dampingRateZeroThrottleClutchDisengaged = 0.65; //0.8: T100 0.5: Kaymsh dampingRateZeroThrottleClutchEngaged = 0.45; //5.0: T100 4.0: Kaymsh driveOnComponent[] = {"Track_L","Track_R","Slide"}; engineMOI = 12; //12 - T100 7 - Kamysh enginePower = 1119; //kW engineStartSpeed = 5; //common value epeImpulseDamageCoef = 18; //Same for T100 and Kuma gearBox[] = {-7,0,11,8,5.7,4.2}; //Same in T100 and Kuma idleRpm = 1200; latency = 0.5; maxOmega = 335; maxSpeed = 80; minOmega = 140; normalSpeedForwardCoef = 0.75; numberPhysicalWheels = 16; peakTorque = 5300; redRpm = 3200; sensitivity = 2.5; simulation = "tankX"; slowSpeedForwardCoef = 0.25; switchTime = 0.3; tankTurnForce = 950000; tankTurnForceAngMinSpd = 0.7; tankTurnForceAngSpd = 0.76; thrustDelay = 0.5; torqueCurve[] = {{0.424242,0.8},{0.545455,0.95},{0.606061,0.99},{0.636364,1},{0.666667,0.98},{0.727273,0.93},{0.878788,0.76},{1,0.6}}; tracksSpeed = 1.35; class complexGearbox { driveString = "D"; //String displayed in HUD for Forward Gear neutralString = "N"; // string to display in the HUD for neutral gear. reverseString = "R"; // string to display in the HUD for reverse gears. gearBoxMode = "auto"; GearboxRatios[] = {"R1",-3.4,"N",0,"D1",4.4,"D2",3,"D3",1.75,"D4",1}; //KUMA //GearboxRatios[] = {"R1",-4.5,"N",0,"D1",7.8,"D2",5.6,"D3",4,"D4",2.9,"D5",2.1,"D6",1.5,"D7",1.1}; //ANGARA moveOffGear = 1; transmissionRatios[] = {"High",11.5}; }; Can't seem to figure this on my own, so help would be appreciated! I've checked vehicle mass and it seems to be as expected (about 52 tonnes) Cheers, Law
  7. Hi all, My name is Jon and I am from an Arma 3/Squad/Post-Scriptum unit called 7th Cavalry Gaming - https://7cav.us . In October we will be running a fundraising challenge with other milsim units to raise funds for a charity called https://stackup.org . StackUp.Org is a US based charity that has several programs: 1. Send games and gaming equipment to deployed troops of NATO countries for use in their downtime. 2. They take deserving veterans on once in a lifetime trips to conferences such as E3, ComiCon and others. 3. They have volunteer support groups, primarily in the US, which serve as focal points for support and volunteer work. 4. They have a 24/7/365 crisis counselling service they offer via their discord which is available to anyone that is an adult. Essentially, they believe that gaming can have a positive impact on mental health. Their motto is Veterans are our Mission. Gaming is our Passion. We at the 7th Cavalry are a unit that has been in existence since 2002. We have over 300 active members. The fundraising challenge is a way for us to extend awareness of StackUp.Org to the community, to raise more funds overall for the charity and to motivate our members to raise more money. The idea is that each unit would pledge a minimum of $1,000 USD to the challenge, or $20 per active members, whichever is more. So our team goal would be roughly $6,000 USD. My personal goal is to find enough units to pledge a total of $50,000 USD to the campaign. We will collect pledges from our members starting 11 SEP 18 and ending 11 OCT 18. From 11 OCT 18 until 11 NOV 18 teams and team members will make their donations using the Tiltify site which tracks donations and teams and forwards the donations to the charity. On 10 NOV 18 at 11am eastern, our unit will run a 24 hours of gaming event that will run until 11am eastern on 11 NOV 18. This will signal the end of the fundraising challenge. If you are interested in participating or have questions, please contact me directly via the following methods: Read more: https://7cav.us/stackup Email: 7cavtraining@gmail.com Discord:Argus.J https://discord.gg/gfhnJAy Thanks!
  8. Hi, my name is CPT.D.Hodgson, as you can tell i am posting this to recruit more people into the 64th company. The type of Arma 3 unit we are is a united states army unit that specializes in on the ground assault ( sometimes mechanized ) combat. Also we have special forces such as Paratroopers, small arms squads and others. There is also a air wing that we need to populate so if you are interested in becoming a pilot that would be the place. We try to make our operations as realistic as possible so if your looking for the real thing, its here. However if you like making operations then there is always a chance for you, because we host weekly fun ops through the week that you can make yourself. If you are interested in making one of the fun ops one day then all you have to do is ask me or one of the other higher ranking officers. If you are interested in joining up add me https://steamcommunity.com/profiles/76561198161508694/, CSM.E.Johnson https://steamcommunity.com/profiles/76561198123879717/ SSG.T.Dixon https://steamcommunity.com/profiles/76561198090049326/ on steam. Once you have done so we will get back to you with further information for you in applying to the 64th company. Hope you enjoy your stay. The unit age is 17 upwards Also i have mild dyslexia so i apologise for any spelling or punctuation mistakes
  9. I have been working on a terrain for my mod and have been creating custom buildings for it. When I spawn the buildings in the editor to test them all is working fine(Checking if player is in bounding box returns true, AI follow paths). When I export to terrain builder and test the buildings after they are on the map, checking if player is in bounding box returns false and the AI will no longer use the paths. I have all the same geometry lod properties as the sample model from the Arma 3 sample pack defined. map = house class = house damage = no Prefershadowvolume = 0 sbsource = Shadowvolume I feel like I'm missing something in terrain builder because everything with the buildings works fine when just spawning the building in. Any help would be greatly appreciated, Losing my mind over this one. *edit* Seems that I needed to add a Land_xx class to the config to fix the issue. https://community.bistudio.com/wiki/The_Land_xx_class
  10. Hello Community, I am currently experimenting with the ORBAT Module and I need some new isignias for my campaign. The problem is I don't know which flags were used in the original singleplayer campaign nor do I know where to find them. For example this NATO Flag used in the oringal campaing: (Image) https://ibb.co/eNkaYe Thx for your replies :D
  11. 101st |Airborne| Division| Vietnam War ______________________________________Welcome to The War________________________________________ Who we are? A unit that simulates the Vietnam War, with quality, combat doctrine, brings the game to reality. We take films about the Vietnam War and turn it into a mission Unit activity in 3 stages basic training and advanced training Operational activity almost every day And special tasks. Operations and training are held three to five times throughout the week, typically starting at 2000 GMT, with a focus on tactical realism. We do not discriminate against nationality, race, gender, or religion. Clan FRT Fight for your country Fight the best unit in the Vietnam War - No 3rd Person - Al 3 Enemy + Scripts - Quality tasks - No NVGs while looking down sights - ACE3 Advanced Medical System - ACE3 Advanced Ballistics System - Stamina Enabled - Advanced Combat Radio Environment 2 (ACRE2) - Uniform & Equipment Standards - Cooperative PvE Missions - Positions: Assaulter, Grenadier, Autorifleman, Breacher, Medic, Zeus, Pilot (rotary/fixed) Join Here
  12. Hi, I have the problem, that my helmet is showing through glasses. Anyone know how to fix it? Here are an example: https://imgur.com/a/kq7l1po Thanks
  13. Hey, all. I've been attempting to create a mission for some time now, and every problem I've encountered so far, I have been able to solve... until today. Context: Simply put, the mission uses ACE, which has its own explosive framework, and to that end the ACE site does provide some useful information. Specifically, I've been using 'ace_explosives_fnc_scriptedExplosive'. The good news is, it works like a charm. The catch is that it only seems to work for explosives which are spawned in through the editor, and not those created by scripts. In my scenario, there is a trigger (code below). The idea is to have an area where all cars driven by blufor units have a demolition charge spawned and attached to said vehicle, then have it explode. The problem is the line '[_newEp, -3] call ace_explosives_fnc_scriptedExplosive;'. For whatever reason, it works wonders with explosives placed within the editor (and subsequently attached to vehicles), but doesn't do a thing for any explosive spawned in via script. I was hoping any of you, who are more versed in scripting, could shed some light on the subject. I am by no means an experienced script writer/programmer, and most of what I know is from hours of messing around, so any advice would be much appreciated. Condition Code executed by the trigger: count (nearestObjects [trig2, ["Car"], 50]) > 0; On Activation code executed by the trigger (via script): _carlist = _this select 0; { if (side (driver _x) == west) then { hint "true"; _newEp = "DemoCharge_F" createVehicle [0, 0, 0]; _newEp attachTo [_x, [0, 0, 0], "driverview"]; [_newEp, -3] call ace_explosives_fnc_scriptedExplosive; } else { hint "false" }; } forEach _carList; Where _carList is: nearestObjects [trig2, ["Car"], 50] If I had to chance a guess at what was happening, I'd wager that ACE is only applying its explosive framework to the explosives placed in the editor, while those spawned via script maintain their vanilla class attributes.
  14. Hello. I am 25 years old. I created a discord server for ARMA 3. Discussions about coop missions, scripts and mission making. I looking only for adequate people and over 18 years. I also looking for people who made adequate coop missions and know a little bit about arma mission making in general. Who have some basics about arma 3 scripting. Please no newbies, who started play ARMA 3 few days ago. Expectations of this server: - Find people who have played ARMA series and operation flashpoint for many years. Newbies who have played long time in ARMA 3 are too welcome - Find people who want learn scripting. The goal is: If the user ask some question about how to do this and that - another users will not give him a ready solution. They will give him tips so that he thinks himself how to do it Expected users: - Mission Makers (Low scripting knowledge) - Modders - Scripters (Mission makers with high scripting knowledge) - Advanced players Thank you for your attention https://discord.gg/GRcKfyY
  15. DownTownAustinB

    Arma 3 Flight Servers

    Hello everyone, I recently got into helicopter flight, I have been practicing for quite a while. I was just wondering if there are any online servers where I can just hang out and fly helicopters with other pilots, where there is no combat, but just flight and conversation. Anyone know of any servers that might interest me? It would be a great help! Steam name DownTownAustinB
  16. He quit the army, is it meaning that the AAF still exist after East Wind and the war on Altis and Stratis ?
  17. 51st Infantry Brigade Headquarters Scotland Milsim Unit Who are we? We are the 51st Infantry Brigade, established in early 2016 we have created a community emulating the 51st and using Her Majesty’s Armed Forces tactics, ranks and doctrine. As a whole our community consists of like-minded lads who wish to play Arma 3 together in a structured, professional yet fun environment. Our in-house training program has a realistic yet applicable training regime called the Combat Infantryman's Course and teaches recruits all they need to know to operate within a training, live-fire exercise or a deployment around the globe. When do we play? Our official events are hosted on Saturday's at 19:30 GMT, those who wish to attend must have completed at least phase one training. Throughout the remainder of the week we offer unofficial events which individuals can partake in regardless of their Phase 1 training status, these range from section based training's to playing in-house missions created by our G3 staff office. Although we are an Arma 3 military simulations unit, we host other events within games such as Squad or Digital Combat Simulator along with the many other simulation based games. Available Roles Fundamentally, each and every member who goes through our phase training program is trained as an Infanteer although everyone will receive specific specialist role training. Upon completing your Phase 1 and 2 training you’ll be assigned to an infantry section by one of our G1 staff members. We have support assets attached to our brigade, these range from Medical, Signals, Artillery and Engineers. Those who display an interest in entering one of our assets will have to serve time in one of our infantry sections (1 month active service - exception being an Urgent Operational Requirement) before transferring to their desired role within the brigade itself. What are we looking for? - A mature and professional attitude. - Willingness to learn new things. - A working headset & microphone. - The ability to set aside time for our main events at 19:30 - 22:30GMT. - Dedication to the unit and adhere to our no dual-clanning policy. - Have a sense of character & humour. Under the Age of 17? Although we have a 17 year old and above age limit, those who don’t meet our age requirements and are between 12 - 16 years of age are eligible to apply for our cadet programme and will undergo the same training regime as the regulars themselves. Those in the cadet programme are monitored through an extended probationary period to gauge their level of maturity and level of professionalism. If they meet our standards they can take up a leadership position within the cadets or they can be reassigned to the regular portion of the unit before they meet the age requirements. Either way once they reach the age limit of 17 they will be moved to the regulars. The Application Process There are a few ways you can get involved, you can simply join our TS server and join the ‘Looking for a G1 Recruiter’ and ask any questions you have on joining the 51st Infantry Brigade. You can also make your way to our website which is available at the bottom of this post, create an account on the forum and reference the ‘Information for Applicants’ post in the Enlistment area. Website: http://51stinfantrybrigade.com/ Twitter: https://twitter.com/51IB_A3
  18. Hello everyone, and thank you for taking the time. I have now spent a good while in attempts to troubleshoot a particular issue with my dedicated server. As the title of this topic says, I have an inventory issue, and far as I know .. I have no modules or code lines that should prevent taking inventory from units on my server. In the Eden Editor, everything works fine, I can pick up any piece of equipment that I choose to, but when I upload the mission on my server .. some items I can pick up and some items refuse to be picked up. I have tried dragging them to the ground as well, but despite many different attempts I have not managed to solve this issue. I did not manage to find any other topics on this matter, only people who seek to restrict players from looting, but in my case it is the opposite .. players are unable to pick up items that they should be able to. The server should have all the latest versions on my mods, the server files are updated and validated. Does anyone know how to proceed with a matter as this? Thanks in advance.
  19. Who are we? The Combat Applications Group (CAG) is an ArmA 3 realism unit based on tier one American special operations forces. CAG specializes in operations such as unconventional warfare, counterterrorism, counterinsurgency, direct action, hostage rescue, VIP protection, and special reconnaissance. Operators deploy in nine-man teams, each person with a specific role. We also operate with a rotary-wing aviation element. What do we offer? As a member of CAG, you can expect a strong community based in North America, as well as a skilled team of staff members who have applicable experience in other units and outside of ARMA, including the military. Expect members who are seasoned, knowledgeable, and mature. CAG strives to create a realistic environment in-game. The unit runs operations once a week on saturday evenings, unit wide trainings twice a week, and plenty of off-hours public and private gaming throughout the week. We have a dedicated arma server, a dedicated TeamSpeak 3 server for voice communications, as well as a Discord server for announcements and community use. Who are we looking for? While in the unit, we expect you to be a mature, serious, and responsible player willing to work with others as a team to make the experience enjoyable for everybody. We also expect you to be an active community member. We understand that people have responsibilities, and of course that always takes precedence. Lastly, we expect you to be willing to learn new tactics/techniques, and to be open to new things. If you’d like to sign up simply hop on to our discord or teamspeak and introduce yourself! https://discord.gg/MjYCKTv 1stsfod.teamspeak.wtf Basic Requirements: At least 18 years old. A legal and working copy of ArmA 3. A legal and working copy of the ArmA 3 Apex DLC. A working microphone, TeamSpeak 3, and Discord. Ability to speak English. Ability to attend most of the trainings and operations there may be.
  20. Hello, will there be coming the sample textures for the "Tanks DLC" in the art folder ?
  21. Im looking for a team to help me put together a mission, the mission will be insurgency but more complex like frontlines but with ace winds and acre. it will have communication towers that can actually knock out long range communication between team members. it will require teamwork as logistics will be important. please contact me with an help, ideas, etc. Websternick01@gmail.com
  22. Dynamic Shipwreck Spawner by Vandeanson After a few weeks people realized that all was lost in Chernarus. With the inland being too dangerous for traveling, many gathered as much supplies as they could, loaded it into their boats and took off into the open sea. Many did not make it through the harsh weather conditions and currents... Nowadays, lucky survivors might still stumble across the rusty remains of such endeavors, washed up along the shores, when wandering along Chernarus coastlines... Showcase Videos: Functions of the script - random selection of wreck placement at any shore (with v. 2.0, it is no longer needed to place markers) - random selection of lootable props to be placed around that markere wreck - the wreck will be deleted after 3600 seconds and the script will loop, starting from scratch How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "shipwreck.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - shipwreck.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> shipwreck.sqf 5. Move the shipwreck.sqf to your mission folder. ========================================= NO MARKERS NEED TO BE PLACED! shipwreck.sqf Dependencies: None except Ravage and CBA (if you want to use the ravage looting system) The script works without mods too. Changelog: v.2: - need for marker placement removed - complete randomization of object placement arround wreck - some clean up
  23. So, I have owned ArmA 3 for a while, (a bit more or less than a year, I sorta forgot...) but I haven't really played it much. I would like to play on a multiplayer server. The only issue is, I can't find any servers that are suitable for beginners like myself. Can anyone of you guys please direct me to some good beginner servers?
  24. Hey guys, Basically I placed a building, now I want to define the door (or doors) of this building as "locked." In addition, I want to place a key and say that only if the player has this key, he can unlock it. I assume it should be easily possible, but whenever I place a building I can't seem to specifically choose the door and the "attribute" of the building don't make it straightforward also. Could you help me? Though I'm a modding newbie I really did do the best research I could before resorting to posting here.
  25. 4th Marine Raider Battalion Realism Unit The 4th Marine Raider Battalion Realism Unit, aka 4th MRB, is a realism unit in the Arma 3 community. We simulate a fictional unit within the Marine Special Operations Command (MARSOC) of the United States Marine Corps (USMC) and United States Special Operations Command (USSOCOM). The 4th MRB is structured and organized identical to a real life MARSOC battalion, with attached supporting USSOCOM units. The 4th MRB was founded by long-serving members of a different Arma 3 realism unit which emulates another real life United States Marine Corps Unit. The 4th MRB attempts to maintain the discipline, professionalism, and esprit de corps of real US Marine special operators. The fun and excitement members of this unit enjoy is the result of the difficult and challenging operations we are asked to perform and in developing skills and unique tactics commonly practiced by special operators within the special operations community. These typically include (though are not limited to) direct action missions, special reconnaissance, foreign internal defense, counter-insurgency, unconventional warfare, maritime interdiction, counter-narco terrorism, hostage rescue, preparation of the environment, security force assistance, gas & oil platform operations, and special clandestine operations. Based out of Marine Camp Currin, Bozacaada, Turkey - the unit currently consists 4th Marine Raider Battalion, 4th Marine Raider Support Battalion, and associated SOCOM supporting elements from 160th Special Operations Aviation Regiment (Airborne) and 27th Special Operations Group, 27th Special Operations Wing. The 4th MRB is an immersion-orientated, role-playing realism unit. By considering an application you have similar interests. Training or Combat Patrols: Weekly - every Tuesday 1900 US Central Time Full Operations: Twice monthly - first & third Sunday 1900 US Central Time Website: 4thmrb.net Forums: 4thmrb.net/forums TeamSpeak: 107.191.99.156:8550 (pw: 4thmrb) YouTube: youtube.com/c/4thmrbnet Arma 3 Units: units.arma3.com/unit/4thmrb Steam: steamcommunity.com/groups/4thmrb
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