Jump to content

Search the Community

Showing results for tags 'arma'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Server tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Chernarus
  • TKO's Livonia
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 303 results

  1. I am new to working with Cfg's and I have been working on adding some more camo textures to a jet however, the option of them appear in-game but when I click on it, the texture stays the same, can someone perhaps point me into the right direct? Also, how can I make a vehicle show up on a certain side, so like if I was to try and get a jet to appear in the editor what would I put in the .Cfg to make it show up. Thanks in advance!
  2. Hi I am new to Arma 3 modding scene, but I have previous experience with another engine. I am wondering where to start - and what resources are available. Such as rigging for clothing and units, but also vehicles mainly tanks. If anyone could point be to tutorials or even some sample resources to use, that would be appreciated! Thanks for any advice!
  3. Frostbite72

    TFAR setup

    I Have set up a server to play Antistasi with some friends and I have a team speak server but i don't know how to set up TFAR correctly pls help and thank you in advance
  4. Cortez Ha Mefazez

    arma freezes on splash logo

    hello, when I try to load arma with certain mods (usually more than 10 mods or so), it freezes on the splash screen and the only way to use the computer is to restart it. it started before the last update. id really appreciate a solution, since its been going on for quite some time now.
  5. Intercept is a C/C++ binding interface to the Arma 3 engine (internally referred to as the Real Virtuality or RV engine). It's goal is to provide easy to use library for addon makers to develop addons in a native language, or to develop language extensions for the Arma 3 engine. In a nutshell, Intercept provides a full C/C++ binding system for calling the base C++ functions which are declared in RVEngine for SQF functions. All SQF functions within the RVEngine are actually native code, which is called by SQF via the function names. Intercept bypasses SQF entirely, allowing native C++ plugins to seamlessly interact with the game engine. In essence, Intercept allows for expansions of the game engine, calling internal functionality of the engine which has been exposed via SQF functions. This was the idea behind the intended Java implementation by Bohemia Interactive in Take On Helicopters and was planned for, but never implemented in Arma 3. Intercept not only completes the intended functionality of what Java was meant to provide but has gone much further, including returning data to SQF and multithreaded addons. Intercept works on a host/client based system, in which the host, Intercept itself, hosts client DLLs that implement the Intercept library. The Intercept host handles access to the RV engine by clients through a layer that provides thread concurrency, memory handling, and event dispatching. Client DLLs are then able to be written in a way that can safely ignore most internal nuances of handling data in the RV engine and work with standard C++ STD/STL data types, and only a few specialized objects specific to the game engine. The Intercept library also provides raw C bindings to the C++ versions of SQF functions, so it is entirely possible to use Intercept as the basis for writing in additional scripting languages to the RV engine, such as Python or Lua. You can find more information on our GitHub project page. Technical Details Intercept works by making direct calls to the SQF functions in the RV engine. These functions are themselves C++ functions which are then exposed to SQF for allowing interaction with the underlying game engine; Intercept completely bypasses SQF and allows C++ plugins to interact with the engine directly. User created threads can even be created and by properly using the provided thread concurrency functionality it is possible to execute game functionality safely and concurrently. Intercept clients are able to invoke through the host these commands by provided wrapper functions that replicate and emulate the SQF command namespace (minus some unneeded functionality, like arrays or control structures). These wrapper functions take standard inputs, such as simple primitives like float or bool, and standard std::string arguments and convert them into the proper SQF command variables, providing a seamless layer to the clients. An example of a very simple client that invokes nular, unary, and binary SQF functions (aka functions that take no arguments, a right side argument only, and both a left and right side argument respectively) is demonstrated below and a more examples can be found here. #include <Windows.h> #include <stdio.h> #include <cstdint> #include <sstream> // the Intercept library, only one include required. #include "intercept.hpp" // required exported function to return API version int __cdecl intercept::api_version() { return 1; } // This function is exported and is called by the host each frame. void __cdecl intercept::on_frame() { // get the player object and store it intercept::types::object player = intercept::sqf::player(); // get the post of the player intercept::types::vector3 pos = intercept::sqf::get_pos(player); // build a string... std::stringstream side_chat_msg; side_chat_msg << "Hello Arma World, here is the player pos: " << pos.x << "," << pos.y << "," << pos.z; // send it to the binary SQF sideChat command intercept::sqf::side_chat(player, side_chat_msg.str()); } // Normal Windows DLL junk... BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved ) { switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: break; case DLL_THREAD_ATTACH: case DLL_THREAD_DETACH: case DLL_PROCESS_DETACH: break; } return TRUE; } Completion Status As of now (3/13/16) Intercept is over 82% language feature complete. You can view the progress of wrapper completion here. Almost all normally used SQF functions are available to the end user, and with the added ability of writing inline SQF code, you can call any function that has not had a wrapper written for it yet (though with a small performance penalty). We will post a release thread when we start releasing builds of the host. Contributions Feel free to contribute as much as you want to this project in terms of time and code. The goal of this project is to be a tool for the community to provide better performing and more complex addons for the Arma 3 platform. If you would like to contribute or want more information please join our Slack channels and get involved! License Intercept is licensed under the MIT license. You can find the full license in the LICENSE file. Prior to commit f9fe4d5 the project was licensed under the GNU/GPL v2 license and continues to be for any commit prior to that.
  6. Helo. I have a seeding problem with the random function that I just can't figure out. while { surfaceIsWater _suitable || count _list > 0} do { while {_spot distance officer_jeff < 1000 || surfaceIsWater _spot} do { _prevStep = _center getPos[ (random 2000), (random 350)]; for "_i" from 0 to 2 do { _step = _prevStep getPos[ (random 2001), (random 351)]; _prevStep = _step; }; _spot = [_step select 0,_step select 1,0]; }; _suitable = [_spot, 0, 300, 20, 0, 0.7, 0] call BIS_fnc_findSafePos; _list = nearestTerrainObjects [_suitable,["TREE","BUILDING","RUIN","ROCK","HOUSE"], _howBig,false]; }; If the script can't find a position that is not a water surface, it restarts BUT the RANDOM functions just keeps giving me the same position every time the cycle ends. I don't understand, is it not supposed to be random? I also tried this with seed using the alternate syntax of random: while { surfaceIsWater _suitable || count _list > 0} do { while {_spot distance officer_jeff < 1000 || surfaceIsWater _spot} do { _prevStep = _center getPos[ (time random 2000), (time random 350)]; for "_i" from 0 to 2 do { _step = _prevStep getPos[ (time random 2001), (time random 351)]; _prevStep = _step; }; _spot = [_step select 0,_step select 1,0]; }; _suitable = [_spot, 0, 300, 20, 0, 0.7, 0] call BIS_fnc_findSafePos; _list = nearestTerrainObjects [_suitable,["TREE","BUILDING","RUIN","ROCK","HOUSE"], _howBig,false]; }; Here is an example output: 15:12:48 "[823.795,10712.5] as _suitable, 56 as count _list, [816.133,10551.5,0] as _spot " 15:12:49 "[820.423,10745.8] as _suitable, 46 as count _list, [816.133,10551.5,0] as _spot " 15:12:50 "[828.004,10684.4] as _suitable, 76 as count _list, [816.133,10551.5,0] as _spot " Any help would be much appreciated.
  7. First off, I love Arma! It's my most played steam game and it's where I've met most of my best friends on steam. However, there are some things that I really dislike about Arma and I wish were done differently. [THIS WILL BE A LONG POST, SO I'LL PUT A TL;DR AT THE END] • Overall polish and attention to detail isn't very good. The damage models need a complete rework. It would be cool to see blood where I actually got shot or to see dents/scratches on a vehicle where I hit something. Actually seeing the rocket being loaded in your RPG and seeing the medkit when you use one, having proper animations for ladders and stairs and more fluid animations that affect what your character is interacting with, like opening doors on houses and vehicles, and Having your character pull his gun closer when hes near a wall so your barrel doesn't stick through. These things seem so little and useless, but they can actually go a long way in making players feel more immersed and like they're playing a more fleshed out game. Tarkov is a great example of good fleshed out animations. • Vehicles. They're good for getting you from point A to point B if you take the main road, they're a deathtrap if you use them for anything else. Hitting a bush shouldn't destroy my tires and headlights while almost killing me in the process. PLEASE, just turn off collision for any bush that's smaller than an offroad! Also, why does your vehicle explode after hitting enough things? Literally no vehicle does that. I play a lot of wasteland, and sometimes you have to use a vehicle as your main weapon, whether it be a hatchback or an offroad. If I ram into another vehicle, it's RNG whether I live and the enemy dies, the enemy lives and I die, we both live, we both die, or one or both of us goes flying off into space. It's extremely annoying. My solution is to make a new damage mechanic for vehicles. If I ram into the driver side of an enemy vehicle going less than 50KMH, the enemy should die and I should be severely injured. Anything over 50KMH and we both die. Something like that. Things should be switched up for armored vehicles as well. Nothing should be completely destroyed by 1 rocket or missile unless it's from a jet or a helicopter. Ifrits, Hunters, and Striders are completely useless if the AI or enemy has an RPG. Instead of having 1 rocket blow up the vehicle and killing everyone inside, make it so that 1 rocket just disables the vehicle and also make it RNG on who dies and who gets severely injured. Each launcher should have their own damage multiplier and each APC and tank should have a multiplier on every side (Front, back, left, right, top, and bottom). Hitting a specific part of a tank or APC like the track or turret should always disable it. IMO, this will make the combat between players and vehicles so much more balanced and fun. • Animations should be interruptible and be able to be performed while moving. If I'm healing and hear an enemy walking up, there's nothing I can do but spin around and hope they have the worst aim in existence. It would be nice if I could stop the animation and take my gun back out to take care of the enemy, then start healing again. If I could move while healing, then I could walk into a room or around the corner in order to finish the animation. Let me pull out my pistol to cancel the reload animation if I need to kill another player quickly. Also, this is something I saw on one of Crowbcat's videos, lets say that I just killed an enemy in KOTH and I only have 8 rounds left in my mag, I go to reload and then another enemy rounds the corner. It would be awesome if I could left click and have my character quickly put back in the mag that has 8 rounds left in order to finish off the enemy, rather than taking the time to get a new mag. Speaking of left click, that would be a good keybind to cancel animations. • This is kind of small, but having preferences for each gun and scope in the options so that each time a player picks up a gun or attaches a scope, it will be suited to their play style. If I pick up an MXC, I want it to be on full auto and zeroed to 200m, and I don't want that to change unless I change it manually in game or in the options. If I drop the weapon and pick it back up, it should be just the way I left it. • The AI is mega dumb. I shouldn't even need to explain how bad they are. There's literally more improvements you could make on the AI than you could on the actual game! They have god like aim, they just sit there and crawl around, they see you through bushes and walls, and they can even magically walk through solid objects. Not even full Lvl 5 armor will protect you from getting 1-tapped by these gods. My fondest memory of them was on Wasteland on the Stratis map. Me and some friend were driving to a mission when an AI on the airfield 1-tapped me out of the back of an offroad going 40KMH from over 600m away. • Weapon sway is unrealistic and annoying more than it is immersive. The sway is so slow and all over the place when it should be more controlled and shaky/twitchy. I mean, come on. You're a highly trained soldier and you can't even walk 10 feet in your gear and still have accurate aim? You literally need to stand still for 2 minutes or have a bipod to be accurate in this game. The current sway animation is just a handicap for gameplay and immersion. It should be reworked. • Player damage and Armor. Each armor piece should have a multiplier for each type of round, and the armor should lose durability each time it gets shot and have less protection the lower its durability is. Players should have a set HP that goes down every time they get hit, and it should continue to drop unless they use a medkit. If I get shot in the arm, my aim should be extremely shaky, if I get shot in the leg then my movement should be slower and I should have a limp. The slow painful limping animation your player gets when they take enough damage needs to go! With no armor and an MX, a player should be dead with 1 shot to the chest, head, and stomach, and 2 to the legs and arms. With All level 5 armor and an MX, a player should die in 2 shots the the helmet, 4 to the chest, 3 to the stomach, 5 to the legs, and 6 to the arms. There are times when I've killed players with level 5 armor using a TRG faster than I've killed players with level 3 armor using an AK-12. That's dumb. Damage and armor should be consistent. • Aiming and shooting should take priority over any other keys held. The delay from when you stop sprinting and ADS is a bit much IMO and one of the many annoyances in PVP. The moment I right click, my character should stop sprinting and ADS. Same with firing. • I'm all for extra content, but NOT if it offers a blatant advantage. The best guns in Arma 3 are DLC. The AK-12 outperforms all other assault rifles. Period. The Cyrus and Mar-10 are the highest caliber weapons that can be silenced and easily outperforms the MK18. Don't even get me started on the MMGs. There should have already been an AK style rifle in the game to begin with and they should have gave us at least 1 gun in .338 and 9.3 before or closely after they released the marksmen DLC. I know that a skilled player with an MX can easily beat an amateur with an SPMG, but not every gunfight in Arma is between a nub and a veteran player. TL;DR •Polish and detail is suck. Tarkov style animations and a better damage model would be nice. •Vehicles should have a different damage mechanic and tanks/APCs should have better/more consistent damage multipliers for each side of the vehicle. •Animations should be interruptible with a left click. •Having gun preferences in the options and having a gun stay the same after you drop it and pick it back up (Zeroing and fire mode.) •AI... •Weapon sway is OP •Armor and damage should be more consistent. •Aiming and shooting should take priority over any other keys held. •DLC is a bit on the P2W side. I'm sure there are more things I could mention and I could have elaborated better on some things, but It's late and I'm tired. Sorry if there are any spelling or grammar mistakes. I'd love to read what you guys think should be different or why some of the things I mentioned should not be!
  8. Nugis

    Apocalypse

    Hello, Here's a new mission of mine after my last mission upload here 5 years ago. Download link for the mission DOWNLOAD LINK FOR THE HARDER VERSION OF THE SAME MISSION The mission takes place on Nogova, you're a soviet fighter, the goal is to liberate the city from terrorists, can you make it? Move apocalypse.noe.pbo to your C:\Program Files\Codemasters\Operation Flashpoint\Missions folder OR C:\Program Files (x86)\Bohemia Interactive\Arma Cold War Assault\Missions folder. NO ADDONS REQUIRED, just download and play. Edit: I've updated the mission and put up a second download link for a much harder version of this same mission.
  9. I've been looking via google and here on the forums for any indication that this is doable via scripting. (No luck so far) I'm attempting to add functionality where the rangefinder display you get in a tank gunner slot appears in slots that normally do not have the functionality. We use both RHS USAF and ACE3 modpack, and have a rough time attempting to get range to gunner since there is no range finding capability in turret for the commander seat. Example: https://i.imgur.com/PCrs3ae.jpg I don't care weather or not it has FCS capability of if toggle-able, I just need to know if this is scriptable or does it have to be a configpatch for the rsctext in the vehicle config. I am looking for a solution that is MP Friendly.
  10. Requirements: - You must have a fully working microphone - Proper English Unit facilities: - Dedicated server - TeamSpeak3 & Discord -Fun! Who are we: We are a small group of 20 members of Sentinel Division [SDZC] and we want to be bigger. More people, more fun. What we do: Every weekend we do an operation. We have campaigns, what means, every period of time we change the map and the side. For example, right now we are independents in cherno with two bases, and our objective is to capture tactical objectives on the map. Also, to do that, we need weapons, ammo, vehicles suck as BTR, tanks and etc... We use a simple ranking system, and for a good work such as showing to events, beeing a good team mate you rank up. We use a private teamSpeak server and also arma 3, so servers are optimized and no Dsync is present. Discord: https://discord.gg/Q2FNVsp Arma 3 Unit: https://units.arma3.com/unit/sentineldivision
  11. The Air Station Paul 25 is one of twice Air Stations on the area of the Republic Altis and Stratis. Air Station Paul 25 and the Air Station Mike 26 were still build by the british colonial power, following the downsizing and relocation of Task Force Aegis troops based on Altis, Air Station Paul 25 was transferred to the AAF, although it had no trained personnel to use "Paul 25" at that time. During the civil war and the ensuing war with NATO, Air Station Paul 25 stayed in service almost until the end of the war with NATO forces. Recently, Air Station suffered a targeted detonation due to unknown extraneous forces. Today, the Air Station Paul 25 is again used by Task Force Aegis in cooperation with the civilian and military authorities of the Republic Altis and Stratis. https://steamcommunity.com/sharedfiles/filedetails/?id=1544860912
  12. jake maisy

    Maisy's Mil Sim

    would any want to join my mil sim group i am creating? i have a server and we plan on doing zeus made missions, and campaigns on the weekends, we are scheduled to launch this coming Saturday and really need players, theirs no recruitment atm we are looking for players that just want to have a good time and enjoy aspects that Arma 3 offers that a lot of players dont get access to, there are no time requirements or skill requirements, We do plan on being realistic and structured but at a its a video game and we are going to make sure we have fun kinda view. discord with more information https://discord.gg/Wx3vQw4
  13. I mean a conection like "Altis Police" and with the AAF as Military and some characters like Nikos Panagopoulos, it can be modded or vanilla, the only thing thats important is the conection with the A3 Campaign.
  14. Squad name: 7th Cavalry Regiment Timezone/location : All US/EU Gamemode preference (eg coop or pvp): Coop/PVP/PVE, Mil-Sim Contact email: My 7th Cavalry Profile Website address: 7th Cavalry Website Short description: The 7th Cavalry Regiment is a military simulation clan primarily focused on Arma 3. The Regiment was founded October 15th, 2002 and remains committed to military simulation today. This means that when you enlist, you will earn your place as a trooper in one of the oldest gaming regiments online. For the majority of people in the CAV, this unit isn't just somewhere to play, it truly is a brotherhood in which all are respected and supported by their brethren. We have over 220+ Active Arma 3 members spread across 1st Batallion. We have three Company's: Alpha, Bravo and Charlie. Alpha contains Fixed & Rotary Wing for Transport and Attack, Bravo consists of Mechanized Infantry/Armor, Mortar & Artillery (pending Mod release) and Charlie Company, the tip of the spear. Charlie Co. is the main Infantry element, with Airborne, Medics, a RANGER platoon (must pass RANGER selection), Airborne Engineers and more! For more info, visit Detailed 7th Cavalry Recruitment Post Language: English
  15. 3rd Infantry Division "ROCK OF THE MARNE" 1st Battalion, 15th Infantry Fort Benning, Georgia ArmA 3 World War II MilSim Looking for recruits interested in WWII realism unit. Mic and TeamSpeak required, Primary language used: English Located primarily in the East Coast of the United States. Main Operation days are on Fridays and Saturdays with room for Side Operations on Sundays. Looking for all skill levels, also all new recruits will go through Basic Combat Training (BCT) regardless of skill level. All applicants will enter the unit as Privates, and upon completion of BCT will be promoted to Private First Class. Also if applicants recruit (1) friend they are eligible to enlist as Private First Class. Intructions for applicants 1. Fill out an application on www.3rdInfantryA3.com 2. Download mod collection in the modpack channel. 3. Join the steamgroup: https://steamcommunity.com/groups/3rdInfantryA3 4. Assign tags, have individual change their name in teamspeak to: "Pvt. <lastname>" 5. In-Game name should be "Pvt. <lastname>" *TeamSpeak info in on our website
  16. I hope BIS connect the "Old Man" campaign with Malden specialy with the large military complex eastern of the Malden Airport/-base. Here another Thread of mine to Malden: From https://arma3.com/news/argo-and-arma-3-malden-dlc-now-available#.W5yD-PaYSUl
  17. Work the NATO "Leitkreuz" (german) or "rear convoy guidance cross" in arma ? You can find it on Strider, Kuma, Nyx, Gorgon and CSATs Marid (i think because the real counterpart is builded in turkey). https://www.quora.com/What-are-those-plates-with-white-crosses-on-the-back-of-modern-German-Army-tanks-and-vehicles https://www.google.com/search?client=firefox-b&biw=1920&bih=944&tbm=isch&sa=1&ei=9VSkW-CKEMqykwX6xo7gCg&q=leitkreuz&oq=leitkreuz&gs_l=img.3..0l2j0i24k1.22251.22251.0.22857.1.1.0.0.0.0.66.66.1.1.0....0...1c.1.64.img..0.1.66....0.LqgyxRnN6wo#imgrc=_
  18. TL;DR - Keep getting "BattleEye client not responding" error when joining games. Hello, I've got this game 2 days ago, and aside from usual lag here and there, it ran fine. But recently, when I go into a server it kicks me out, and says "BattleEye client not responding". Whenever I chose UAV operator, It would kick me after loading, but when I choose other classes, I get in the game for 2-3 mins. and it kicks me out. I've tried multiple things, Including - Verifying game files, deleting and re-installing BattleEye, and even re-downloading the game. If anyone knows how to fix this, any and all help is appreciated. P.S. I changed my resolution recently, don't know if that has anything to do with it.
  19. Is the military complex eastern of the Malden Airport/-base the home of CSATs Seismic Weapon (Eastwind Device) ? From https://armedassault.wikia.com/wiki/Eastwind_device From https://arma3.com/news/argo-and-arma-3-malden-dlc-now-available#.W5x4o_aYSUk Or exist the complex since the crisis in 1985 ?
  20. Is the artificial intelligence in Arma 3 following after the [Laws of War] principle ?
  21. 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
  22. KairosZenith

    Bohemia Game Servers?

    Hello Bohemia, i just recently found out about Argo and wanted to get the Supporter's Pack. Is the premium servers still active if i pay $10 for the Supporter's Pack? Also, how do i get points to get the good weapons at the bottom of the weapon's tree. Thanks for your time
  23. Hello Gamers, Did you ever play Breaking Point at some point? If you did and you enjoyed it or you haven't yet, then you're in luck. Salty Vets Squad Gaming Group is opening up a Arma 3 Breaking point server for everyone to come play on and enjoy. You do not need to join a group or clan to play on our server, however if you so wish to you are welcome to join either the Salty Vets Squad or Orion Gamers. All you have to do is subscribe to the Breaking Point Mod by Deathlyrage on the Arma 3 workshop and then join our server. If you have any questions please feel free to contact me. Below is the Server Name & Address, TeamSpeak address and, website to the parent group of Salty Vets Squad Gaming Group! Come and enjoy and bring your friends! Website Information http://oriongamers.net/ TeamSpeak Information Address: 192.154.224.182 Arma III Server Information "Please Favorite in case the port changes" - Server name: Salty Vets Squad BreakingPoint Server - Server Address: 192.154.224.182:2302 - Server name: Salty Vets Squad - Overthrow - Server Address: 192.154.224.182:2332 Other Games: Space Engineers - Server On Website Empyrion - Server On Website Ark "Server Coming Soon" SCUM "Server Coming Soon" More games coming soon!
  24. The Helicopters DLC need a big update ! Thats not fair, where is the steering animation ? And why i cant take up while i am rolling on the airstrip ?
×