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Found 88 results

  1. A remake of the Operation Flashpoint single mission "Lone Wolf". Using CUP USMC units. "It's the middle of the night and you, as a special forces soldier, have one objective: destroy the tanks in the enemy base, to give our grunts a chance in the coming offensive." Always enjoyed playing this one. It's a quick, simple, yet slightly challenging SF mission. There's some gear selection so check your inventory during the briefing. Enjoy playing :) Link to Steam Workshop ------- Lone Wolf - OFP Remake
  2. Evil's Last Will (Arma 3) Author: Undeceived Version: 1.3 (updated March 13th, 2018) T R A I L E R : D E S C R I P T I O N : Eliminate a target person and witness how murder and hatred only stoke more fear and death in this land - when evil fulfills its last will. F E A T U R E S : A story-driven one-mission-mini-campaign with many objectives, ported from Arma 1 (OFPEC score back in 2009: 8 out of 10) Modernized and optimized with Arma 3 features Full voice acting (German) English and German subtitles Thrilling and dark story, set in the deep forests of northern Sahrani Play as a Germany / NATO special forces operator: Infiltrate enemy positions, take out a highly valuable target, try to help local resistance forces, adapt to harsh circumstances due to missing allied support Cutscenes Custom music Custom main menu design Choose your equipment in the Arsenal, not in the briefing R E Q U I R E M E N T S : Arma 3 v. 1.80 CUP (Vehicles, Units, Weapons, Maps, Core) CBA (required by CUP) (Steam Workshop link) C H A N G E L O G : D O W N L O A D S: Evil's Last Will v. 1.3 Evil's Last Will v. 1.3 Please note: If you like my missions and campaigns, please give feedback in form of comments and rate them! The biggest motivation comes from reading how you liked them and what I can improve.
  3. G'day all, I've whipped up one of my favorite Operation Flashpoint Campaign missions. Let me know what you think, I've used CUP USMC units while I wait for the CUP Conflict 85' mod to come to fruition. Link to Steam Workshop ------- "AIRBORNE - OFP REMAKE"
  4. hcpookie

    POOK Mi28

    Port of my Mi-28 from A2. Credit: Port of original CMA Mi28 from here. REQUIRES CUP as this is a port of my A2 work. While my work includes all three versions - main version, export Day model (no NVG), and export Night model (NVG, no FLIR), the current build contains only the "full" model with FLIR, NVG, and radome. Future releases will add the export model w/o radome and slightly reduced capabilities. I may also add several loadout options as per RL capabilities. Download the "preview" version here: https://onedrive.live.com/?id=5B54FC51A7917265%2151699&cid=5B54FC51A7917265
  5. Imported my SILO "house" for side missions, scripting, etc. Original thread: http://forums.bistudio.com/topic/177204-nuke-silo-side-house-for-side-missions This is what I consider a "pre-release" version. I would like to make the textures more military-like and less house-like. And a few more things. REQUIRES CUP TERRAINS! Need the trees and terrain features. The Silo is in fact a "House" object. It is intended to be teleported to for a "blow up the missile" kind of mission, like a side mission. It places well in the editor. Since it uses the original Chernarus or Desert terrain, it is best placed within those maps. HOWEVER you can change the "ground" texture to anything you wish via the hidden selection with the setObjectTextureGlobal command. Found in the 2D editor under "Objects". Found in the 3D editor under "Structures - Village". Download "version 0.9" here... this isn't quite ready for prime time but it does work within the game : https://onedrive.live.com/?id=5B54FC51A7917265%2151694&cid=5B54FC51A7917265 Ideally, those who make EVO type missions w/ the side missions (bomb the convoy, etc) can now create a "disable the missile" with this House object. I intend to build a custom map so mission makers who are challenged with teleport scripts can still use it. Mission makers can script a teleport trigger (like the "elevator" trigger scripts) to enter/exit the silo. The "entrance" is intended to be your team sneaking or otherwise forcefully entering, so there technically is no "front door" so to speak. To use, spawn or place it way out of the way of the normal AO so that it isn't accidentally stumbled upon. You could place it 100km away, no matter. Just need that teleport trigger to enter it. Place the "enter missile bunker" trigger somewhere like one of the bunker entrances on Stratis, or one of the "mine shaft" entrances on Takistan. It is intended to spawn on the upper-most room. Work your way down to the missile. You could plant a charge, etc. Path locations are present so AI should be able to wander the hallways. Ideally the mission maker will place roaming AI in and around the entrance so players "breaking in" will have a bit of a challenge. And remember... "check those corners" :)
  6. UPDATE: Version 5.1 - No longer requires CUP, and CUP is now supported as an optional configuration. Look for the optional "pook_Bomber_Factions" rar file for the CUP-specific options! :) Copyright 2016 hcpookie. This item is not authorized for posting on Steam, except under the Steam account named hcpookie -------------------------------------------------------------------------------------------------------------- Version 5 major feature: Added Tu-22 and Su-24 aircraft. Version 5.1 update - fix to nuke script and CUP addon signing issue affecting MP server joins All planes are found in a new "Air-Bomber" category in the editor. 3D editor preview pics now included. Changelog of fixes and improvements: The major Tu-95 family derivatives are present. The Tu-95 versions in this addon provide conventional bomber, strategic strike capabilities, and in the Tu-142 the ability to detect Ship objects (submarines, boats, etc.) via the use of the sonobuoy detection feature. Now included are Tu-16 family aircraft, including a strike/ASM version and a conventional bomber/ASM version. Included is a PDF guide describing the finer points of the mod, capabilities, and use of the Nuke Script. Wait... did I say "Nuke Script"??? Download the mod and the PDF "guide" here: https://onedrive.live.com/?id=5B54FC51A7917265!32228&cid=5B54FC51A7917265 The standard Tu-16: The Tu-16-K10 Strike/ASM model. Note the massive size of the K10 (NATO: AS-2) missile: Tu-95 "Bear-H": Tu-142 "Bear-F" (note tail stab antenna sensor array and front glass bombardier canopy, and lack of underwing weapon pylons): Kh-41 (3M80) ASM missile. 3x 3M80 "Moskit" missiles: Conventional bomber version w. 24 FAB-250 bombs: Tu-95 MS-16 (Bear-H) with 16 Kh-65 CALCM: Tu-142 dropping sonobuoy:
  7. Recently an idea came to me to make a map based on Eastern Afghanistan and the ecosystem in provinces like Kunar, Nuristan, and Nangarhar. The provinces make up a very unique ecosystem in Afghanistan, being widely covered by foliage and having a very high elevation. Along with that, they are some of the most violent areas in the country and are some of the hardest to maintain control of. They are a hotbed for Taliban insurgent activities and gun running. We've seen maps like this before, such as Clafghan, FATA, and Tora Bora from ARMA 2, but I wasn't very happy with either of those maps for a variety of reasons. FATA's mountains aren't dense enough, Clafghan is too lush and I just generally dislike the atmosphere, and Tora Bora is too light on foliage and just kind of boring. I know the process of map-making can be a very long and trying experience, and I have absolutely no experience with terrain creation in ARMA, and that prompted the main driving idea behind this proposition. I thought, why not use the Takistan Mountains Cut-out map and tweak the flora, ground textures, and Sat-Image to represent this type of ecosystem? There's plenty of villages and military bases in this area, and the mountains are a perfect size and steepness. What do you guys think of this? Is it even legal? Is it feasible? Is it something you'd like to see/use? Where can I get started on undertaking this, supposing there's enough reason to begin? TL;DR; put trees on takistan cut-out Here's a proof of concept I threw together with the Eden Editor
  8. As part of a USMC platoon deployed to Bystrica, command a force recon team to setting up a safezone around FOB 'Foxhound', the temporary base in the region. As Russia looks to expand communism to its neighbours, it begins a radical troop movement, threatening the countries on its borders. Seeing this, the NATO and UN deploy a collaborative USMC specialized recon force to counterattack the advances of the militias and communist parties secretly being funded from the Russians across the border. Play as Corporal Reynolds, serving under the 1st Armored Recon batallion led by General Campbell. (This is Day 1 of the upcoming campaign.) Mission Features: Infantry combat, Vehicular Combat, Specialized warfare, Grasping Storyline, Commanding, Support Units, Armored combat.
  9. OK here we go... version 1 of my Tu95 port for A3 and CUP. The major Tu-95 family derivatives are present. The Tu-95 versions in this addon provide conventional bomber, strategic strike capabilities, and in the Tu-142 the ability to detect Ship objects (submarines, boats, etc.) via the use of the sonobuoy detection feature. Download the mod and the PDF "guide" here: https://onedrive.live.com/?id=5B54FC51A7917265!32228&cid=5B54FC51A7917265 Tu-95 "Bear-H" Tu-142 "Bear-F" (note tail stab antenna sensor array and front glass bombardier canopy, and lack of underwing weapon pylons) 3M80 ASM version (aka P-270). 3x 3M80 "Moskit" missiles Conventional bomber version w. 24 FAB-250 bombs Tu-95 MS-16 (Bear-H) with 16 Kh-65 CALCM Tu-142 dropping sonobuoy
  10. http://dev.cup-arma3.org/T1461 Some russian veh had mixed he\at rounds like the shilka and the hindp how would I make a magazine like that? Only idea I could come up with are a few hundred 1x magazines of each but how do I make that not flood action menu with switch to? Also how do I make it switch alternating? Or 2 magazine one he one at and have a script rapid swap them back and forth when trigger depressed. Or add a 2nd weapon into the first that alternates fire? Anyone have experience?
  11. MAD MAX Fury Road for A3 (road combat in Australia map) [sP/COOP/PVP] up to 32 players WHAT A DAY! WHAT A LOVELY DAY! Imperator Furiosa managed to smugle out all Immortan Joe´s wives (We are not objects no more!) and with the help of brave road warrior Max Rockatansky (aka MAD MAX), is trying to lead them to the promissed land, a land of the free, full of shoppings, polls and glamour restaurants: Perth! You can play as either Furiosa, Max, Immortan fighting wives or the War Kids (AFF soldiers), on SP or MP(PvPvE)/COOP(PvE), there is room for 32 players on all sides! (on SP, just hit the U key and you can switch between all the playable units) Playing as Furiosa: order everyone to board the vehicles, get as driver on the Battlebus and drive all the way South, following the waypoints till downtown Perth (safezone on the Perths PD) Download links: Steamworkshop - http://steamcommunity.com/sharedfiles/filedetails/?id=619600691 Dropbox - https://dl.dropboxusercontent.com/u/6382845/MADMAX_ArmA3.rar Armaholic - MAD MAX Fury Road PvP-32 (@) Disclaimer: it needs a helluva amount of mods, but mostly on steam, so just subscribe to them and dl the external when marked! As AI is terrible at driving, this mission plays better on MP, but you may enjoy it on SP as well (plenty of bots to shoot at or drive over lol) Dependancies: Australia 4.04 map by Aussie(map)/Mattaust(custom buildings) - http://www.armaholic.com/page.php?id=28882&highlight=AUSTRALIA Mad Max mod by in005 - http://www.armaholic.com/page.php?id=32034 Zee Identity Packs (aka Femal3) by Zeealex - http://www.armaholic.com/page.php?id=26170&highlight=IDENTIZEE CBA_A3 - http://www.armaholic.com/page.php?id=18767 CUP terrains core - http://www.armaholic.com/page.php?id=30044&highlight=CUP%2BTERRAINS%2BCORE Battlebus by HCpookie - http://www.armaholic.com/page.php?id=30281&highlight=BATTLEBUS at last but not least: Sandstorm script by Austin_Medic (http://www.armaholic.com/page.php?id=27610 but you don´t need to download it, it´s a script, it is included on this mission) Media: Acknowledgements (Thanks to/Inspired by): George Miller masterpiece movie franchise Zee for her outstanding Femal3 units HCpookie for the amazing Battlebus (or else this mission wouldn´t happen) in005 for the Mad Max mod and all we could... WITNESSSSS!!!!! Austin_Medic for the sandstorm script and at last but not least: Aussie (map creator) and Mattaust (custom buildings) for the uncanny Australia map (other must have for this Fury Road recreation) so.... spray metallic ink over your mounth and: WITNESS!!!! (and have your post-apocaliptic fun ;)
  12. SmallMilitaryEncounter Generator A dynamic mission for ARMA3 that generates small military encounters. The intent of the mission is to have something similiar to an Domination / Invade & Annex type COOP missions, but in a smaler and more infantry focused scope. And have a mission that is easily customize able, at least in my opinion. Most things you may want to change can be found in the files under config/. Also the mission is build from scratch and not a derivative of some other mission existing. I hope that most of the stuff works quite stable, but the mission didn't have very much "stress-testing" or balancing. This is also a reason why I relase it here, gather some feedback/criticism. You can follow further development via GitHub. Missions: _SMEGen_.Altis - default Enemy Faction: CSAT - default Player Faction: NATO _SMEGen_CUP.Chernarus - default Enemy Faction: CUP NAPA - default Player Faction: CUP USMC _SMEGen_CUP.Takistan - default Enemy Faction: CUP Takistan Army - default Player Faction: CUP US Army SMEGen_IFA3.Staszow - default Enemy Faction: IFA3 Soviet Forces - default Player Faction: IFA3 Wehrmacht DOWNLOAD from GitHub DOWNLOAD the PBOs DOWNLOAD from Armaholic FIND in my Workshop Changelog V.050 Mission Parameters select the enemy faction select a reward set select the amount of simultaneous mission sites select the AI skill level ( militia / regular / special forces ( for details check T8/config.hpp )) select if you want to keep your gear after respawning select if you want vehicle patrols between objectives Available tasks Currently there are 4 types of mission-sites with different tasks available. There is always a set of tasks available. If those tasks are finished a cleanup will happen and a new set of tasks will be generated. All sites on which tasks are spawned are currated in the config files! Towns clear occupied town destroy 2 mortars destroy 2 resupply vehicles kill HVT and his Guards gather INTEL from HVT Military Bases clear occupied base destroy 2 mortars destroy 2 resupply vehicles kill HVT and his Guards collect INTEL from HVT Road-Positions destroy broken down convoy clear road block / checkpoint IED site: clear IEDs or gather INTEL Installations destroy communication base (radiotower) recover UGV and return it to base (stomper) download INTEL in a compound Rewards Player Gear A player ranks up with every succesfully completed task. With every new rank the player will get acces to more, better gear in the virtual arsenal. Vehicles for completing a set of missions: mobile HQ / mobile respawn armed light APC armed light helicopter After completing two mission one vehicle will be spawned, starting with the MHQ. If one vehichle gets destoryed it will be respawned instead of spawning the next tiers vehicle. There won't be multiple iterations of the same vehicle. The reward vehicles can be found outside the base in the hangars. Also vehicles can be reapired in a service station in the main base. Vanilla Systems The missions uses various vanilla systems: BIS tasks BIS dynamic groups BIS virtual arsenal BIS respawn menu Time Acceleration: the time is accelerated: 4h IRL = 24h in game. If you want to change this, there is a module placed in the mission. Additional Scrips And the mission uses some other scripts: T8-Units Script FAR Revive (but in my own 'flavour' with some of the later sqf improvments) download data script (a bit updated version of my script) Singleplayer I use the singleplayer mostly for debugging. There are also some keys preset to help with porting the mission to a new map. You will need the following extension for SP debugging: KillzoneKids MakeFile extension KillzoneKids DebugConsole extension Keys: F5: log current player position as 'town' F6: log current player position as 'military base' F7: log current player position as 'road' (direction of the player matters! look down the road) F8: log current player position as 'compound' (use open, even space approx. 75m x 75m ) F9: exports the logged positions to a file with arma-config formating. http://imgur.com/a/hD6mM License # SME.Gen - SmallMilitaryEncounter Generator # A dynamic mission for ARMA3 that generates small military encounters. # Copyright (C) 2015-2016 Hauke Sven "T-800a" Fischbach # full License: https://github.com/T-800a/SME.Gen/blob/master/LICENSE This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. When publishing a derivative of this product you may not use a name that might create the impression that your version is an official release. Some folders of this project may contain a seperate LICENSE file. Should that be the case, everything in that folder and all subfolders is subject to that license instead.
  13. The SAM Pack is currently at VERSION 6.0 Copyright 2018 hcpookie. This item is not authorized for posting on Steam, except under the Steam account named hcpookie -------------------------------------------------------------------------------------------------------------- MAJOR UPDATE: v6.0 is hosted on my onedrive. It is also on Steam for those who can't figure how to install mods. - v6 addresses AAA script lag issues, and includes new Ground Control Intercept (GCI) function. Tutorial vid for GCI found here: REQUIREMENTS: The only requirement for "vanilla" play is my camonets pack: https://forums.bistudio.com/topic/186395-pook-camonets/ Default factions are now supported: -------------------------------------------------------------------------------------------------------------- MANUAL DOWNLOAD (in multiple parts): https://onedrive.live.com/?id=5B54FC51A7917265!22139&cid=5B54FC51A7917265 STEAM DOWNLOAD HERE: http://steamcommunity.com/profiles/76561198032494151/myworkshopfiles/?appid=107410 READ: Read the guide. Please! The Guide represents all the documentation, information, configuration settings, etc. to successfully enjoy this addon! Lots of pictures too, so read it :D STATUS: All known / reported issues have been addressed. Change log below. ANY ERRORS / POPUPS WERE NOT NOTICED IN TESTING... Please let me know if you find anything broken or simply... strange. I am already seeing several little things that need some TLC. It is somewhat difficult to test 50+ vehicles in all their scenarios so I am certain that some issues will be discovered.... MEA CULPA if they do! SPECIAL FEATURES: There are several new features that enhance gameplay. Included with the units are: Proximity fuses / indirect damage SHORAD counter-missile defense (yes I can shoot down your incoming missiles) ARM weapons (anti-radiation missiles) for use against key SAM/AAA site radar units. RWR missile alerts. Automatic, MP-friendly spawning of SAM and AAA sites. NEW in v4.2: Support for external ECM / JAMMING scripts UNITS: The addon includes both EAST / SOVIET heritage systems and WEST / NATO heritage systems. Due to the changes in 4.1 the vanilla factions can now access most all systems regardless of origin, with a few exceptions. All your favorite A2 factions are present (via CUP units) for their respective factions' systems, now within their own OPTIONAL download (see above). If you desire to run with CUP, you will need that additional file. If you do not use CUP, DO NOT USE THE FILE. Further information is found in the Guide. CHANGELOG Full detailed description and information from my A2 pack is collected here: https://forums.bistudio.com/topic/176187-pook-sam-pack-v10/