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  1. Welcome to the server: [Co-op - TDM] Capture Malden Dynamic Insurgency IP: 212.129.62.69:2322 This server opposes three factions. -The rebels OPFOR FIA -The rebels INDEPENDENT SYNDIKAT Which divide Malden from North to South, as well as : - BLUFOR NATO forces Who seek to capture the least military base on the island. These three armed forces are run by the AI, which fights day and night. It's up to you to take part in the fight, in the faction you want, each with a different Gameplay. Indeed, The BLUFOR NATO, whose main base is in the NORTH EAST of Malden, are numerous, well equipped, have varied means of transport but will only venture into civilian areas for the purpose of achieving military objectives. They have logistics to strengthen their troops of 100 groups when they are in difficulty. The OPFOR FIA own NORD Malden. Their equipment is lightweight and allows them to move quickly. They are geographically close to BLUFOR NATO and are therefore quickly subject to clashes. Nevertheless their very mountainous sector allows them to hide and evolve undercover to capture civilian areas. They will then establish recruitment camps to expand their ranks, caches weapons and other premises with terrorist vocations. The North of Malden offers a zone less wide than the SOUTH, consequently a territory more simple to control. Once the necessary forces are recruited, they will try to attack military objectives strategically. The INDEPENDENT SYNDICAT are south of Malden, it is a vast territory hard to control. Rather flat, offering villages, towns, countryside and forests. Their equipment is slightly heavier so they can make firing shots covering a good distance. Their objectives are broader, they seek to capture the most civilian and military areas and will also establish their recruiting facilities and others. Their movements are often uncovered and require more thought. They are close to one of the main objectives of BLUFOR NATO. So you can take part in an asymmetrical Gameplay where the AI will surprise you by using improvised explosive devices in vehicles, suicide man, etc. Or to reinforce NATO military troops and capture the whole island. It's your choice, team or lone wolf. Three armories offering equipment specific to each territory are visible on the map. You can manage the supply of other players by controlling these points. Using the Tablet available in those armories, you will be able to recruit soldiers, send them patrol or fight to capture areas that interest you. -------- MODS: The server requires the following two mods downloadable quickly from Arma launcher. @CBA @ALiVE To do this, search for the server via the following IP in the ARMA 3 Launcher on Steam. 212.129.62.69 2322 or by typing " Capture Malden " Then when you log in, the launcher will offer to download these two mods. Remember to chose the same slot every time you connect to the server after saving with PLAYER EXIT button. ------- I wish you a good game, and do not hesitate to make your impressions, criticisms, proposals. Cheers.
  2. Hello, i'm a regular player of Zeus on multiplayer, and i've seen the series grow over the years(ARMA 2, ARMA 2 OA, ARMA 3, etc) During ARMA 2, Warfare/CTI was probably my favorite gamemode. I was wondering, could there be modules and objects in place for the zeus to utilize, in order to construct a similar scenario to that of CTI/Warfare like in ARMA 2 with ease? More specifically, I was thinking about features like such: in-game place-able marketplace for players to purchase new vehicles, weapons, and ammo, etc on the field(This will allow players to provide for themselves instead of relying on zeus to always add items) -in-game currency automatically rewarded to players for killing enemies, completing objectives, etc(Required mechanic for the above) Ability for teams to vote a single player as commander to allow the construction of friendly structures such as possible FOBs(new respawn points by choice of the players) Module for Zeus to occupy a town with selected enemy forces of choice. Anything else that makes sense These were some of the additions I thought of, any suggestions are appreciated. Why did I suggest these changes? I feel like the Zeus, currently, is a little handicapped in some aspects. To supply players with non-default class weapons and equipment, Zeus must place down dozens of crates to allow players to have variety or simply find the gun that the players want(Why not just have it all in one Virtual Arsenal type of system) Also, i'm aware that there are vehicles respawns, but they have been known to crash the game for the Zeus, and sometimes players don't necessarily need the same vehicle continuously. Minimizing unnecessary clutter is obviously ideal for performance. I feel like some of these additions would help lighten the load on any Zeus just starting out as well. Because I feel like some of these things should be automated; and players should be able to have a bit more freedom without relying on the Zeus all the time.
  3. BECTI Benny / Sari / LE CUP Edition The Mission Explained BECTI is a Conquer The Island game mode based on the old school OFP MFCTI from Arma 2 where two teams composed of Players or AI and you fight AI for the control of an island in a power struggle with towns and bases. The commander is the leader of your side, voted in at the start of each round. Only he may build the base and set the income distribution. The commander is the only one which is able to perform upgrades and assign orders to AI. Towns need to be captured and held by your side. To capture a town, you simply have to stand next to Central Depot while no enemy is around. But watch out! The town occupation may try to defend it! Survive by holding camps within the town to spawn from until capture. The generated income and the defending units may vary depending on a town's size. Funds are mainly earned by capturing town and salvaging wrecks but killing enemies will also reward you with a bounty bonus. These funds may be used to purchase units and gear. Parameters allows you to play with a different setup all the time, nearly everything can be changed (AI, base, environment, economy, gameplay, module, respawn, towns...). As the fights goes on, different assets may appear such as: HQ: The HQ is the commander's main toy. Once destroyed, a side may no longer build factories so move it wisely! Repair trucks: Repair trucks may be used by anyone to buy and place defensive structure but they can also be used to repair and build factories. FOB may be deployed from it upon request! Ammo trucks: The ammo truck act as mobile resupply point for both infantry and vehicles. The gear and the service menu may be accessed from it. Salvage trucks: Salvage trucks may be used to gain a certain cash amount from vehicle wrecks (You get 50% of the bounty, the rest is split among the other units). Independent trucks may also be purchased by commander. Forward operating base: Those special structures may be built from Repair Truck and may act as a mobile respawn/resupply point. Note that they are limited in a way that only X of them may be placed at a time. They can be dismantled by using the Repair Truck contextual menu. Respawn: Whenever the player dies, he/she may choose to respawn at a FOB (if near) or at a factory built by the commander. The player may choose to respawn in one of his AI units if near (note that you get the AI's gear upon respawn). Revive will be possible in future versions. Air/Sea Lifting: Roads are unsafe? Why not lift the HQ by the air or by the sea? SDV can hook wrecks underwater (HQ recovery!) Command Center: Are you far from the base? Have you forgotten to buy a vehicle? Then this structure is meant for you! The Command Center increase the purchase range and allows the use of custom assets such as Units Cam and Sat Cam.The mission is also Composed of multiple menu (GUI) like: Purchase Menu: This menu allows the player to reinforce his/her own squad with units/vehicles. The commander may purchase units to other groups. Gear Menu: Thanks to the Barracks, FOB and Ammo Trucks the player may swap his gear on the fly (nb vest/uniform don't have any valid gear manipulation commands atm) Orders Menu: The orders menu allows the commander to change the orders assigned to his/her teams. Some may need to to take town X while other have to take and hold town Y. AI Micro Menu: By default, the engine gives a basic AI management regarding AI in one's group. This menu extends this management allowing the leader to plan/use custom orders for his/her AI such as patrol/take towns (Some orders like move or patrol can be queued) Service Menu: This menu is used to perform utility/resupply actions on units and vehicles (heal, repair, rearm...) Upgrade Menu: The commander has to perform upgrades in order to improve it's side assets (better units, better loadouts...) Units Camera: When a Command Center is available, the units camera become available allowing the monitoring of other groups members. Satellite Camera: When a Command Center is available and when this asset is upgraded, one may use the Sat cam in order to find enemy whereabouts. ------------------------------------------------------------------------------------------------------------------------------------- The orignal BECTI is made by benny then Sari Updated and added things to BECTI to make it better and now with the help from a friend we are aiming to do as many as we can. Most of my BECTI map's are compatible with the CUP mods, you will be able to use the weapons and vehicles in CUP and more. I am also going to get a server up with these missions but for now the server is only ruining the non CUP version. IP: 31.214.159.54:2302 Host Name: -{GOL}- Public [CBA_A3, ACE3, ACEX, TFR, CUPMaps] ------------------------------------------------------------------------------------------------------------------------------------- My Workshop files Click to browse all my steam workshop files for Arma 3 ------------------------------------------------------------------------------------------------------------------------------------- How do I play? To find the mission host a LAN match and youll see it under chernarus or move the file to your single player mission folder. Turn up difficulty for the opposing team to be able to capture places. Optional Mods Project BECTI also added scripts to the mission so that other mods that are not REQUIRED are still supported by the factory,equipment menu etc. Built in mods: -Fast Rope & Field Repair -Simple ear plugs -ZetaCargo FAQ ? How is this different to the KP and other type of CTI game modes ? Why dont you play and find out, well the main similarly it has is that you have to capture the island and thats about it, every thing form the UI to the base building, it is different. I believe this version of BECTI Is a more to the point and gives you more freedom to build up your base. Link to the legend him self vvv
  4. Long awaited and your definitive guide into being a BOSS COMM in Capture the Island, the TRUE Arma experience. Enjoy! -SS
  5. crCTI Kastenbier Edition for Arma 3 This is a fixed and modified Version based on Squeeze's ArmA 2 Port of Cleanrock's CTI (crCTI). Current Version: 1.19 r44 (30.12.2018) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changelog: http://www.vsbw.de/~arma/CHANGELOG If you try it, please report bugs and quirks. :) Have fun! Thanks to: crCTI OFP designed and coded by Cleanrock crCTI ArmA/ArmA2 updated by Squeeze Original Dialogs: Dr Eyeball Modifications by Kastenbier and of course Mücke and the whole AI Clan ... and made with 10% more love than the next leading CTI! http://www.vsbw.de/~arma/ http://angryinsects.de/ http://forums.bistudio.com/showthread.php?95824-CRcti-Proman
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