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Found 375 results

  1. Hi People, I bought a server (physical) for to build an Arma Life server. I've got some technical background and it was no problem to setup the Arma Life MOD (https://github.com/AsYetUntitled/Framework/releases / v4.4r4) with extDB2. Server is currenly running on win 2012 r2, it's a HP Proliant ML310e running with a Xeon e2-1240, 16GB ram, and SSD's in raid connected trough a very stable 500/500 mbit internet connection. It's up & running but as far as mission editing goes and making some nice custom updates I've found out I'm quite a noob. So i'm looking for someone who: Allready has a succesfull server and want to expand to a second one Someone wanting to start a server and wants free hosting. You can use the hardware for free, there is no datalimit on traffic, there is enough processing power to also run teamspeak on it, i've got a domain (armalife.nl) but i'm open to any suggestions. As long as the main langauge is English (no russian, france, deutsch etc). Requeriments you are skilled in Arma 3 server, mission editing, customization etc. A website can be hosted ore on the same server or on one of my Centos Servers (all running NGINX/MariaDB). If you have any interest to build up this server with your knowledge and maybe some input from my side with no charges what so ever please send me a message. You can send me one by email mrmartijn at gmail dot com. Or just respond here. Kind regards, MrMartijn
  2. http://steamcommunity.com/sharedfiles/filedetails/?id=898614428 I cannot share much more as I am having troubling figuring out how to link my p3ds together (and I assume you don't want to see disjointed hull sections) but LODS are done on all of them just need the damn thing textured.
  3. 2nd Battalion, 7th Marines - War Dogs Milsim Unit [OPEN] Hello and welcome to the 2nd Battalion, 7th Marines - War Dogs Milsim We are a milsim community that are looking for new recruits to help us do operations. We are seriuos and do not tolerate anybody messing around, but we do have fun. If you are intrested in joining us, head to this teamspeak: 92.222.23.141 We are aloso looking for command members, aswell as milsim vets to help us out since we are a new community. We do not currently have a website, but we are working on making one right now! We conduct Zeus and premade operations that a very realistic and sometimes go on youtube. Please connect to this teamspeak server: 92.222.23.141 Milsim Mods
  4. 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
  5. Hey peeps, Just wanted to share something I discovered. I cannot see it has been mentioned here on the BI forums before. After meddling with a ECP + WW4 + WW4EXT mod combination, I noticed that I started crashing on startup when adding a few extra islands to the mix. It seemed like some memory limit was reached somehow due to all the mods I had loaded. There were also some strange issues with sudden extreme lag, all textures (including menus) where blurry and some random objects showed the lowest level of detail, even though I was up close. I have previously messed around with mods in Morrowind/Oblivion, and remembered an application called the 4GB patch by NTCore, which basically allows 32-bit application to utilize 4GB of virtual memory instead of 2GB. This only works in 64-bit environment however. After downloading the application I patched ColdWarAssault.exe, and now it runs sweet as hell with all the mods I want. After patching, I have played approx 10 hours of single player, and have not encountered any crashes or instabilities. I was using the steam version of Arma Cold War Assault, but I also tested briefly on the GOG-version and encountered no issues there either. Just wanted to share this piece of information to anyone having similar issues. The patch can be found on the link below (please note that I have no affiliation with NTCore what-so-ever). The application also backs up the original file (ColdWarAssault.exe.Backup) in case you would experience any issues. http://ntcore.com/4gb_patch.php Cheers.
  6. So I decided to make my own custom vest. So far...it's not showing in the game. The mod file (@The Krypt Gear) contains the addons folder. Then inside that is krypt_vest.pbo. Inside the data folder of the PBO is the texture for the vest (The_Krypt_Vest_co.paa). So it must be the config right? This is what's on the config - class Krypt_Vest: Vest_Camo_Base { author = "Tom"; scope = 0; scopeArsenal = 0; displayName = "The Krypt Black-Digi Vest"; picture = ""; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; DLC = "SSQN"; hiddenSelectionsTextures[] = {"\krypt_vest\Data\The_Krypt_Vest_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply140"; mass = 80; armor = 30; passThrough = 0.25; }; }; Could someone please help or suggest why this won't even show in the game. Much appreciated.
  7. Dear Exile Community, Today i've got something special for one of you! My team and I have a spare dedicated server left from our previous project and we're looking into giving it to someone who is able to build and lead an awesome and hopefully huge exile project and community! So, do you have some ideas for an awesome exile project, or already have a project running and want to expand to a bigger server, then keep on reading! :) The server you'll be getting i7 3930K 6x3,20GHz 24GB RAM 1000MBits Connection Hosted by Hetzner in Germany You're probably asking yourself now:"What does it cost? What do you want?" Well, we actually want nothing, but we do have some requirements. Requirements re/Naming the project so that it gets an recall value and players will be like:"Ohh, yeah lets play on Exiliron (just an example)!" Website, forum (we will provide this), and a teamspeak server! This will help growing a bigger community. Every Map you want except for Altis and Stratis! Mainly PVE but with a PVP Area with better loot! No Pay2Win, everything that is in the Donator Shop needs to be available by normal playing too! !!! One thing that is really important to us !!! Commitment! If you know that you won't have much time working on the server because of your work/school and your real life than you should probably take care of those things first instead of thinking about creating and leading an exile project. That means, only apply to this sponsorship when you're confident to invest some time, that you really have, into this project. Also, if you don't have a lot of knowledge in arma3, exile and administrating and programming for such a server we probably won't choose you! We want to give this server to those who are really able to get the most out of it. Other things needs to be discussed out in a teamspeak conversation. How can you apply to this sponsorship? Email me: loohney@gmail.com - with some information about you (age, occupation,where you live, knowledge regarding arma 3 (sqf, etc)). Thats it! Hope that someone will take the chance. :) Regards, Loohney
  8. Hi, I am using a function for conversations. It's defined in CfgFunctions and called via spawn command. Now I want to archive that conversation stops if the unit (conversation partner) gets killed. The units with the conversation action are civilians, spawned dynamically via Engima's Civilians script. I could do that with: // inside attached action to all civilian units: /* ...some code... */ handle = [params] spawn createConversation; // And this in unit's eventhandler: if (not isNil {handle} and {not scriptDone handle}) then { terminate handle}; The problem is, when I want to start another conversation now with a different unit, the conversation (or better saying: the createConversation function) doesn't execute anymore. How can I make sure that the function gets executed again? As I understand, the terminate command fires when the spawned script is processed the next time by the scheduler. In my case it immediately stops the conversation when the civilian gets killed, but it seems to also terminating the next started conversation, and so on. I also tried it without the "killed" eventhandler, and instead in units callback (like init field) did this: // No conversations with dead civs waitUntil { // exit when unit gets deleted if (isNull _unit) exitWith {true}; !alive _unit; }; sleep 1; _unit removeAction talk; if (not isNil {handle} and {not scriptDone handle}) then { terminate handle}; I couldn't find anything helpful... could someone help me, please? Thx in advance
  9. Hey guys, I have a real strange problem. I'm not sure how to describe it exactly, and what is causing it, so I don't post a script snippet yet, until you tell me what you need to see. I hope someone can point me into the right direction. I wrote a few scripts which are simply "simulating" a conversation between the player and the civilian unit. It's executed by an "addaction" command added to all civilians. Finally the conversation leads whether to some intel, like an HVT, a weapons cache or hostages, which is being marked on the map after the conversation has been ended. It works very well so far. Also these side missions are working fine. The only and very strange thing is: After finishing such a mission (i.e. destroyed a weapons cache which intel was given by a civilian via conversation), everything is fine - EXCEPT when talking to a civilian then, there's no dialog visible anymore. Lips are moving (setrandomlip true;), sometimes intel is gathered (depends on players reputation and random selection), so to say: Everything is still working - except there's no chat (between player and civilian) visible anymore! And there's NO error in the log, "show script errors" startup commandline doesn't show anything, nothing can be found inside the RPT files, just nothing! I have to mention that the dialogs are visible as long as I don't finish any of the mission from collected intel. In example: When I talk to civilian, luckily get some intel about sth (i.e. hostages somewhere), then I can talk to any civilian and the dialogs (siechat) are visible AS LONG AS I don't rescue the hostages, But as soon as the hostages are rescued, dialogs will not be shown anymore when talking to civilians. I'm really at the end of knowledge..... no error messages, no possibitlity to debug this... What could be the rason for this behavior? Thank you very much in advance!
  10. So, im making a mission in which 2 helicopters land on a certain spot but they do so using the following functions: rec = [unitname,180] spawn BIS_fnc_UnitCapture; rec = [] spawn path1; But after the helicopters land and end the recording the immediatly take off, no time for the units inside to get out of it, so i was wondering if there was a way to make helicopters stay landed or if i needed to end the animation just a Little bit close to the ground and then issue an "Unload Vehicle" order. Thanks guys!
  11. So, i'm making a mission in which i used the Unit Capture and Unit Play functions so a pair of helicopters could land on a clearing in a dense forest, but i want it so that when they get off the chopper they head to an officer and the briefing starts, but i'm trying to setup a trigger that detects alive players but if i set it up to detect all 10 slots, then if mission is not full it wont start, so i want to know if you guys could help me, i remember it was something like: if !alive UnitName or _____ Any ideas? Thanks a lot! :)
  12. Heyho, Im Marshmallow and work on a Stretch-Limo for Arma 3. I have 1 Car Into Arma (Gurkha RPV) and this is only In A3s (Arma 3 Survival). This here is my next car and i think...thats cool. You can see, i make Screenshots and modelling all self. Maybe i make a non armed version....hmm.. More as maybe. Im Sure :P But i have not many time at the moment. I work on a big Project and i work and so. Pls be patient. You can see my Status in the Screenshots. ________________________________________________________________________ Moin, auf deutsch fasel ich jetzt hier nicht so lange rum. Ich Arbeite an einer Strech Limo mit einer Minigun. Im Prinzip ist es nicht so schwer, noch eine ohne bewaffnung zu machen. Nur momentan fehl mir die Zeit. Ich Arbeite an einem weiteren Projekt und hab auch noch andere dinge zu erledigen, daher bitte ich um verständnis :) Ich werde nach und nach weiter machen und bin mir ziemlich sicher, das es bald auch ingame sein wird. Greez Marshmallow You have a question? http://steamcommunity.com/profiles/76561197977337107/ Update 1: Update 2: Update 3: Update 4: (first test of Texturing) Update 5
  13. 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
  14. Hello everyone. I don't know how to desribe my problem in the title, my English isn't good enough on that.. I want let the script to randomly pick a marker. My problem is that the markers are being created dependant on the amount of towns on the map. It detects all towns and creates an invisible marker at each, with name "Mark_1", "Mark_2", etc... I need to know how can I let my script at first count all created markers (as each map has a different amount of villages) and then randomly pick one of these markers. The markers are being created as follows (a part of the script): towns.sqf /* Location finder for towns, villages and cities Places triggers and/or markers at these locations */ // Get each locations of villages or cities and create trigger/marker // Original script for finding locations by BrotherhoodOfHam // Final script by Godis if (!isServer) exitWith {}; //#define MARK #define OFFSET 0 _locations = (nearestLocations [[0,0,0], ["NameCity", "NameVillage", "NameCityCapital"], 40000]); { _xy = size _x; _trig = createTrigger ["EmptyDetector", position _x]; _trig setTriggerArea [ (_xy select 0) + OFFSET, (_xy select 1) + OFFSET, direction _x, false ]; _trig setTriggerActivation [ "WEST", "PRESENT", true ]; _trig setTriggerStatements [ "this", "hint 'Entered Village: Watch out in this area';", "hint 'Leaving Village...';" ]; //#ifdef MARK _mkr = createMarker [format ["Mark_%1", _forEachIndex], position _x]; _mkr setMarkerShape "ELLIPSE"; _mkr setMarkerAlpha 0.0; _mkr setMarkerSize [ (_xy select 0) + OFFSET, (_xy select 1) + OFFSET ]; //#endif } forEach _locations; // Now place units I thought I could just add a counter to towns.sqf, so I would get the total amount of all created markers stored in a variable, like: all_markers = 0; // Content of towns.sqf here (create markers) all_markers = all_markers + 1; // count each marker and store number in 'all_markers' But this would need another check for this variable's value, and also another code to select one of them according to the amount of created markers. I think it's kind of inconvenient. There must be another easier way to archive that, I guess. Is there any code I can use to get that in only a few lines? At the end I just need to: 1. find the amount of markers with name Mark_1, Mark_2, Mark_3, etc, etc 2. Randomly select one of these (i.e. to make it visible by setMarkerAlpha or sth else) Thanks in advance.
  15. Teamspeak - chi-voice2.fragnet.net:10082 Website - Coming soon. 880th Marine Battalion(880thMB) is a relaxed mil-sim unit based in North America. We offer a new perspective into the other side of the world for English-speaking players. What we offer: An exclusive Russian campaign that will have us explore the Chechnyan conflict, Ukraine, and other parts of the world in which Russia has deployed their Navy. The missions are based on real life operations. An experienced unit with room to grow. We place qualified people in positions of importance, so don't hesitate when applying. An Eastern based training regime that holds to the standards of the Russian military. We aim to make all our training courses informative and entertaining. A 24/7 Teamspeak and an ARMA dedicated server. What we want from you: We want you to be available for at least one event a week. If you can't commit to our event schedule then it's difficult for you to be a part of our community. We offer a lot of opportunities for anyone to contribute to the betterment of the unit. We need you to be a mature, and reasonable member of the community. We have many different faiths, races, and genders. Show respect to everyone. Requirements: Mature Age 17+ (Waivers may be given) Teamspeak 3, Microphone. Dedicated schedule Be on Teamspeak whenever possible Slots are currently open: Multiple high and low positions available.
  16. Dynamic ISIS War System ATTENTION: - 01/22/2019: Mission is under development again! I will upload it to Steam, when I get something ready! Heavily modified version of the famous DUWS-M, originally developed by Kibot (DUWS), modified by Bigshot and rlex (DUWS-M) and enhanced by myself (DISWS). In this version player(s) have to fight the Islamic State as well as the Al-Nusra Front. On each restart you'll get a dynamic, procedurally generated campaign, playable on any map you like (not tested on all maps! Please report back!). It's all about asymetric warfare against an enemy who is sometimes difficult to find. Even when you cannot find any differences between the enemy and the civillian population! Face suicide bombers, ISIS supporters and a lot of new features which are making the famous and great DUWS even more enjoyable! NOTE: If you like this mission, please leave me a rating. Thx! ******** A.T.T.E.N.T.I.O.N ******** !!! This mission does NOT run on dedicated servers !!! I'm very sorry for this, but there are so many scripts and for now it's just too much work to change them all. I once started creating this mission for SP for myself. - Update 1.80 - See Changelog below --------------------------------------------------------- *** Check the LATEST required mods *** --------------------------------------------------------- FEATURES It's basically DUWS - but with a LOT of new stuff! I turned it into a Insurgency-style dynamic whole-map mission with a lot of atmosphere. All new elements are working seamless together with the DUWS mechanics. Commandpoints can be earned by shooting Al-Nusra fighters, disarming IEDs, get intel by locals, finish missions based on intel, and more. You can choose several winning conditions for your playthrough in the mission parameters (lobby). Additionally to taking over ISIS held zones you have to help the locals defending their villages against the Al-Nusra Front. If you help them, they will forgot about civilian casualties and there will be less suicuiders and other supporters. Also Al-Nusra and ISIS are hostile to each other. I.e. if you get intel from the locals about an ISIS weapons cache, that one might be placed on a location where Al-Nusra fighters are hiding - or attacking. They will fight each other and you can use this situation to your tactical advantage, just to name one example. The whole situation provides a nice "dynamic chaos" with unforseen situations happening. AL-Nusra also likes to ambush their enemies - for example they hide in buildings and shoot from windows. So you might need to kick in doors and search houses to get them out of the towns. There are so many possible things happening around a playthrough that I really cannot write it all down. For DETAILS about using new features please check the DISWS-Manual (map ingame diary)!! Reputation System: Civilians will whether like or hate you, or just being neutral. Depends on the amount of casualties and if you help them defending their towns against Al-Nusra. The occupied/attacked villages will change on each new playthrough. You will never know where they are, so you have to check the villages. A red marker will appear when you find a occupied/attacked village - and turns green when you defended it succesfully Al-Nusra is able to re-take villages in some rare cases. If you fail to defend a place against one of their attack waves, they will occupy it and you have to plan an attack to re-take it. The more civilians get killed, the more people will join the enemy = More suiciders and ISIS Supporters will operate against you! Civilians are "divided" into religious groups who hate each other (Sunni and Shia muslims) You can gain your reputation by defending towns against the Al-Nusra Front. Conversations: You can ask civilians about their opinion and thoughts. Talk to them to monitor your progress about occupied and defended villages, as well as civilian casualties. Search civilians and dead bodies for intel and items - but take care. A suicider doesn't like to get interrogated! More sidemission from found intel! (Weapons caches, HVTs) Perform your own playstyle (missions from HQ, from Intel, or just clear villages or fight against ISIS) Command your team or command the whole army! It's up to you. Like in DUWS there's an AI commander, but you can of course add HC squads however you want Full RHS U.S. troops and equipment for WEST. ISIS and Al-Nusra Front troops and equipment for enemies (and some stolen vehicles from the Syrian Army) IEDs Arsenal Buy, recruit units, vehicles, weapons, support, AI squads, platoons, tanks, planes, helicopters, etc. Fire for Effect (Immersive Artillery System. See ingame description) Supply Drop includes Arsenal Logistics (transport any object with vehicles like trucks, helis, etc..) Respawn at homebase or any established FOB There's a chance for a dead man's switch triggering when shooting a suicider. So keep distance. Immersive Mine Detector for IEDs (it detects also materials used to construct IEDs which can lead to false alarm) Ambient soundscape (Prayer call, music, radio at houses and other places, ambient chatter - ONLY with TPW MODS) Support for Weapon Mods (Can be equiped via Arsenal) All progress is persistent and will be saved with your savegame All scripts and features written with performance in mind! But if you still get low FPS, try these: Ingame distance view setting (CH View. See ingame Manual) AI limiter (can be enabled via mission poarameters) ZBE Caching (can be enabled via mission parameters, if you're encountering low performance after trying other settings) All DUWS-M features are included and working - I won't name them here, they're too many Commandpoints will also be rewarded for disarming IEDs, shooting Al-Nusra Fighters and finishing tasks provided by intel Select the win conditions in mission parameters (lobby) DISWS-Manual can be found ingame (map). Check it for full features description and How-To Currently work in progress - So far everything is fixed now! I'll be working on future plans soon. SINGLEPLAYER: Use the server-browser and start a local host (LAN session). Save your progress using the custom save function (radio: 0-8-1 - Sitrep). - Default map is Takistan! But you can play it on any map you like. It might case trouble on real small maps. On some maps the random placement of zones/hq may not work properly - or placing zones out of the maps range. First try to decrease the distance from HQ, the zone radius or place them manually. To play on another map, just rename the PBO, i.e. to DISWS_1_66.Altis.pbo (Keep in mind that Windows maybe does not show file endings! Just make sure the file ends with ".pbo") DOWNLOAD PBO: https://drive.google.com/file/d/0B81rpxl19DuQQVRneW9iZHpjWGs/view?usp=sharing STEAM WORKSHOP: http://steamcommunity.com/sharedfiles/filedetails/?id=1159 CHANGELOG: http://steamcommunity.com/sharedfiles/filedetails/?id=1159462402 KNOWN BUGS: - If you loose the Request Menu and other action menu items after respawn or when resuming a save, just respawn again or use the Save/Rest action at HQ or FOBs. REQUIRED MODS - CBA_A3: http://www.armaholic.com/page.php?id=18767 - RHS_AFRF3: http://www.armaholic.com/page.php?id=27150 - RHS_USF3: http://www.armaholic.com/page.php?id=27149 - RHS GREF: http://www.armaholic.com/page.php?id=30998 - RHS SAF: http://www.armaholic.com/page.php?id=32203 - CUP Weapons: http://cup-arma3.org/download - CUP Units: http://cup-arma3.org/download - CUP Vehicles: http://cup-arma3.org/download - CUP Terrains CORE: http://cup-arma3.org/download - CUP Terrains MAPS: http://cup-arma3.org/download - Takistan Civillians for CUP: http://www.armaholic.com/page.php?id=32020 - Iraqi-Syrian Conflict: http://www.armaholic.com/page.php?id=28406 - Revos's Mine Detector: http://www.armaholic.com/page.php?id=29929 STEAM-USER click here: http://steamcommunity.com/sharedfiles/filedetails/?id=908457911 *Thx, bcmaster Not needed, but HIGHLY RECOMMENDED - TPW Mods: https://forums.bistudio.com/topic/154944-tpw-mods-v20170208-enhanced-realism-and-immersion-for-arma-3-sp/ - RYD Liability Insurance: http://www.armaholic.com/page.php?id=27485 A word on TPW Mods: Sometimes (dunno why) the mission fails to disable unnecessary features from TPW. Better disable those in TPW's userconfig file. Specially Civilians, Croud, Cars, Helis, Fall, Puddles, Fog and Animals. SUGGESTED MODS - JSRS-Soundmod: http://www.armaholic.com/page.php?id=32317 - Unit_SFX: http://www.armaholic.com/page.php?id=28888 - Virtual Projectile Sounds Reality: http://www.armaholic.com/page.php?id=31799 I don't recommend ACE because the mission includes a lot of custom scripts. But when using ACE, you'll also need: - ACE3 RHS Compatibility files: http://www.armaholic.com/page.php?id=31281 When using ACE, the 'Special Forces Training' Feature (no fatigue) might be overwritten by ACE Advanced Fatigue! Download this mod in this case: - Remove Stamina ACE (main mod required): http://www.armaholic.com/page.php?id=31792 Weapon Mods are supported. You're able to use them via Arsenal. CREDITS - BIS: Arma 3 - Kibot, BigShot, rlex: DUWS-Unofficial - BangaBob, ReVo: Their great scripts! - GigaS: Some partial scripts and support! - [ToS]HadeS, [ToS]AUT_Cyclon, [ToS]Zauberbesen: Help and testing! - R3vo: Mine Detector - TPW: TPW Scripts and helping me! Thank you! - AuTigerGrad: Ambient Sound Pack - Rydigier- Fire for Effect - Community for all the great stuff!
  17. The 9th JSOC is a milsim community that will tackle any operation, large or small with special tactics and teamwork. We have a private server that we play on with a few great mods installed. We have an immense ranking system that is based off the army. We have been tackling a few challenges with the community but invite any person that wants to play arma 3 and other games with the community. We have great people who want to make the 9th JSOC re-active in a community, we have amazing leaders who are great at teaching new comers how we run stuff. We welcome any person, no matter the age or hours you have. We have a steam community and teamspeak which are listed here: Steam group - http://steamcommunity.com/groups/9thJSOC TeamSpeak 70.181.57.169 If you want to get to know more about us, please go to the teamspeak and talk to one of our members. We do not care if you join our group on steam, it helps if you join the TS though. Even saying your interested in what we do intrigues us. We'll see you out there!
  18. Date: August 8, 2036, 09:40 Place: Stratis island Situation: NATO forces displace the remaining enemy forces to the north and west coast of the island. It is necessary to carry out the last decisive attack until AAF and CSAT forces are entrenched in their positions. Features: Game Modes - Singleplayer, 3 Player CO-OP; Walkthrough duration - medium; Difficulty - medium; No required addons; Voice acting - no; Titers and descriptions - eng | rus; Arcade Mode - each player controls his own tank; Fast and fun gameplay scenario. Links: Steam Workshop MediaFire Armaholic
  19. Me and my friend is playing DUWS in a private server (just me and him), we are using simple single player cheat menu which works fine in online. But i would like to get this mod working also: http://www.armaholic.com/page.php?id=25866 But when I'm ingame, the button to activate the super soldier mode won't appear. does anyone know if there is something i could change to get this working on my server? Thanks!! Update: I found this in a file called scriptInit.sqf /init script only run once //check if is server if(!isServer) exitWith{ player sideChat "YQ_MOD can only activate on server"; }; //load all fnc [] call compile preprocessFile "@YQ_MOD\data\fnc\fnc__loader.sqf"; I tried to remove the "servercheck", but the button to activate the mod still didn't appear.
  20. Turkish Special Forces : Turkish Army v0.1 HAS BEEN RELEASED ! Please support us. Click,download than you will see the quality. DOWNLOAD LINKS: Steam Workshop : DOWNLOAD Website : www.turkishspecialforces.com Armaholic : Not available right now Facebook Offical Page REQUIREMENTS CBA A3 Available Units Infantry Commando Gendarmerie Special Forces Police Special Forces Gendarmerie General Directorate of Security (Turkey) Underwater Offence Team Special Forces ISAF Naval F. Air Forces Available Weapons MPT76 G3 HK33 MG3 PKM JNG90 M4A1 M16 Tools will be available with upcoming DLC M60T Tank Leopard Tank Otokar Arma 6x6 ACV300 M113 M270 BTR60 Police Cars C130J CH47 F35 MI8 AH1W UH60 AS-532 Cougar Bayraktar IHA (Bayraktar Drone) Tools will be available with upcoming DLC SVD MP5 MK48 M240-M249 M110 RPG7 M9 Baretta Zigana T AK Series M107 M16-M4 Series M24 STRINGER Special Thanks TUMOD TOK CLAN Some Photos :
  21. Something that has been pissing me off since the launch of Apex is the ghillie suits. Nothing wrong with how they look, quite the contrary the look amazing but because I suppose they are the ghillie suit from the marksmen dlc but retextured people that own Apex but not the markmsen dlc get this little premium icon at the bottom right: I don't think it should be like that since this is the ghillie suit from Apex and since I own apex I shouldn't be getting such crap on my screen every now and then. It's even worse when you try to do a cinematic for the armachinima awards contest since you can't record anything in first person due to that shit. Bohemia please fix? :(
  22. Flash-Ranger

    Capture The Flag Week !

    Hello all, I will be hosting a Capture The Flag game every night (~8PM onwards Paris Time) for anyone that would like to discover this type of GamePlay. Feel free to lookup what CTF is at : https://forums.bistudio.com/topic/188883-capture-the-flag/ Hashtags :) - No Mods - TvT Friendly matchs - CQG style - PvP Please feel free to drop in ! Server name: 88th Co.-Walking Death- eSports Server -NO MODS- Address: 5.196.76.23:2302 Required game version: 1.66.0 Best Regards, Flash-Ranger
  23. Story A few weeks ago a buddy asked me to write a script for a helicopter to lift and transport cargo, the 'Helikopterfrachttransportskript', that finally provides the desired solution. At first I thought that there would be something out there already. However, according to his research there are no scripts or tutorials that let you have an AI helicopter reliably hovering over a cargo in ArmA 3 (having it meter-precise is imperative). This hovering and the whole process of picking up and setting down the cargo was supposed to look more realistic than just an attachTo. And so this script was written. It provides a precise hovering over the cargo, great looking attachment of the sling rope and picking up of the cargo as well as putting the load down in the same way at the target position. There are several routine integrated to avoid script errors in cases of explosions or deaths of the vehicle or AI. A description can be found inside the SQF file, how to execute the script. Have fun. Content It is a single ~250Code-Line-Big Script to let an AI controlled helicopter lift diferrent freight goods to a single destination. Purpose The aim of this script is to make it easier to lift freight goods from A to B without having to have a player pilot. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Translation: Dorsal Examples
  24. Hey everyone! After noticing someone ported the South Asia map to A3, I decided to take a similar try at the Seattle map as I quite enjoy it. It mostly worked out, but there were two stand out issues - the ambient cars weren't on the major roads (can figure that out myself most likely), and all the skyscrapers weren't really there, they were big blocks of blue nothing! What I'm talking about So, I figured I would ask here if anyone had this figured out before me. I believe I know why this happens, as the large buildings on this map don't have typical textures like all the others; they're real time reflections, a first for a BI game. I've tried moving the shader files I found into A3's bin.pbo, but that didn't help anything. I've also looked extensively through the TOH pbos and can't find anything useful or related. I really wanna see this map ported, does anyone know or at least have an idea on how to either get the reflections in or just replacing them with normal textures? Huge thanks in advance!
  25. Tournament Details: 1) 8v8 Team vs Team 2) 7 custom made PvP maps 3) Twitch stream / commentator 4) Our TS and server hosted. 5) January 7th, 12:00 GMT 6) Links to Maps Collection (Feel free to play / practice / strategise before) : HERE How To Sign Up: 1) Contact me directly via the forum / reply to this thread. 2) Reach us on steam via our Tournament Page and comment 3) Sign up via our website Contact & sign up page Description: Hello possible tournament participant, are you a group/squad who enjoys testing your PvP skills in the field? We've been an active group for over two years now and we're looking at doing something for the community, something for groups similar to ourselves Our mission devs have created a number of team based PvP scenarios that we know you're going to enjoy. The plan as we see it is to gather a certain number of groups who want to test their metal in the field to participate in the first annual Viking PvP Tournament. The basic format will be as follows; squads will be pitched in knock out rounds until we have two squads left (final). They will fight it out on the battlefield for first place. We will host the event server and teamspeak server, so all you need to do is show up and play. The missions are 8v8 objective based PvP missions but of course if you can only field 7 men on the day then we'll make sure to match you with a squad of the same numbers. This is something we'll all discuss on the day before we kick off the event. We will also be streaming the event but you are of course free to stream it to your followers too. 7th of January 12:00 GMT noon start time See you there! P.S. - There will be no crazy sights or equipment here either. You will be armed with an AR and the basics. This event is to test your individual skill as players but more importantly how efficient you are as a fighting unit.
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