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Found 95 results

  1. I have tried installing/reinstalling CUP Terrian - Core, reorganizing my command line add-ons, and server update. Given error message: Warning Message: Addon 'LSR_contact_in_cup_aesthetics_c' requires addon 'CABuildings' I have not run into this issue before. I am using a dedicated server, Host Havoc.
  2. Introduction: This is a mod that adds a faction somewhat based on the group known as "Ahrar Al-Sham" & others related to it. The units should be somewhat accurate to their real counterparts though I decided to go for aesthetic over realism at some point. The mod contains 9 factions that are each based on a specific era or source material. The factions are the following: (It also contains some Multicam, Kryptek, and Tubitak uniforms) 1-Urban Cell 2-Rural Cell 3-Lions of War 1 4-Lions of War 2 5-Abu Laith Camp 2016 6-Syrian Liberation Front 7-National Front for Liberation 8-Syrian National Army 9-Al Fath Al-Mubin Operations Room Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2698357985 Background: "Ahrar al-Sham is a Sunni Salafist militant group operating in Syria that aims to replace the Assad Regime with an Islamic government. It was formed by former prisoners of the Assad Regime in late 2011 after Assad freed them in an effort to placate religious protestors during the Arab Spring. The group was initially based in the Idlib governorate but quickly expanded throughout Syria."..." The U.S. Director of National Intelligence considers Ahrar al-Sham and Tahrir al-Sham among the most effective Syrian opposition groups."..." Ahrar al-Sham is also known for uniting Islamist opposition forces under larger umbrella organizations. It led the formation of the Syrian Islamic Front (SIF) in 2012 and co-created The Islamic Front in 2013, which had 40,000-70,000 fighters and was Syria’s largest umbrella group."(https://web.stanford.edu/group/mappingmilitants/cgi-bin/groups/view/523) The In-Game Factions: (Disclaimer I'm not sure if it is correct to use the word cell in this case as I do not think that Ahrar adopted a cell structure for its units. Also, some of the photos are old and I have not had time to update them, so any help with that would be greatly appreciated) 1-Urban Cell: The urban faction is not necessarily based on any specific unit or image it is mostly inspired by combat footage. The units are equipped with civilian clothing and completely lack any plate carriers or helmets to simulate the nature of urban warfare in which insurgents favor mobility over protection. All of the units use derivatives of the AK platform and follow the same structure of a CFP faction as all of the factions that are to follow. They have the most lethal asset that the faction has which is an RCVBIED. 2-Rural Cell: This faction aims to emulate a more rural (in this case, desert-dwelling) population. They all wear shemaghs and favor quick and mobile attacks and ambushes. They rely on bikes for transportation. I tried my best to emulate an Arab look to the best of my ability while dealing with a severe lack of authentic MENA assets. 3-Lions of War 1: These units are based on a training camp video showcasing some of Ahrar's special forces. The units are all wearing black uniforms and have their faces covered with balaclavas. They also rely on AKs (A theme that is repeated) and have some locally made vests. They have some variety when it comes to their sniper rifles and were shown to use ghillie suits. The look of the units is unlikely to represent their battlefield condition but that is a concession that needs to be made in the quest for authenticity. 4-Lions of War 2*: These units were based on the second training camp video of the same name that had been released in 2014 as well. I had labeled it incorrectly as Lions of War 2017. They wear locally made balaclavas, and Tubitak uniforms, and have some unique plate carriers. They were also featured with SA23s, but we do not have those, so I went with M3 submachine guns instead. 5-Abu Laith Camp 2016: These units were based on a training camp video around the time of the battle of Aleppo. They wear digitally camouflaged black t-shirts, balaclavas, and Multicam pants. They were shown using both AK47s and AK74s. 6-Syrian Liberation Front: These units were based on an image of Syrian Liberation Front fighters, a group that Ahrar was a part of, they followed the later trends of the war. They have black helmets, Multicam uniforms, and vests. They have some AK74s and some wear Arid Tubitak uniforms. 7-National Front for Liberation: A less standardized rendition compared to their SLF counterparts. They are based on the National Front for Liberation, which Ahrar is part of. They wear a plethora of different uniforms and an assortment of headgear. They were based on footage from the battle for Al Nairab and have some ACV-15s at their disposal. 8-Al Fath Al Mubin Operations Room: A more standardized rendition compared to their NLF counterparts. They are based on the Al Fath Al Mubin, which Ahrar is indirectly part of as they are part of the NLF which is in it. They wear different variants of Kryptek uniforms and an assortment of headgear. They are based on some of the later pictures published by Ahrar and partially based on some HTS units. 9-Syrian National Army: One of the most modern renditions of rebel troops. They are based on the SNA, which Ahrar is part of as part of the NLF. They wear Multicam and Kryptek uniforms and helmets. They have the largest arsenal of weaponry and have Turkish support at their disposal in the form of ACV-15s, TOW2s, and M60A3s crewed by the Turks. Most factions rely on the Hilux as their main vehicle or a motorcycle. The Urban faction is no different, additionally, they have an RCVBIED based on a BMP1 chassis (You need a drone terminal to access it). Ahrar is reportedly responsible for half of the RCVBIEDs used throughout the war (https://hugokaaman.com/2019/10/01/the-myth-of-the-remote-controlled-car-bomb/). Requirements: -CUP -CFP -[R] Syrian and Iraqi civil war insignia Concessions: -It is quite difficult to accurately portray the apparel and some of the equipment that may have been used in real life due to the lack of appropriate Arma 3 assets + modded assets and the difficulty of finding gear that does not clip other gear. -Many of the units were based on training camp footage, thus they are even less accurate and portray a best-case scenario. Others are based on trends rather than actual photographic evidence and thus are extreme best-case scenarios. -Until a future update, there is no equipment randomization. Disclaimers: -The faction is Zeus compatible. All you need is CUP, CFP, and R-insignias. -"Since December 2015, the UN Security Council has been trying to assemble a list of terrorist groups in Syria. Russia, Lebanon, Iraq, Egypt, and the UAE support classifying Ahrar al-Sham as a terrorist group, but they have not been able to achieve a unanimous consensus"(https://web.stanford.edu/group/mappingmilitants/cgi-bin/groups/view/523) -I do not in any way condone terrorism, terrorists, terror groups, or any of the like. This is only a mod for a video game that aims to enhance the gameplay by providing a faction that can fit a certain theme. -This faction was created using the Alive Orbatron Creator and is completely dependent on CUP and CFP. -Have a nice day and remember to post any suggestions and I will try my best to address them. Credits -A big thank you to Alias for allowing me to use his JDAM script for the RCVBIED. https://steamcommunity.com/sharedfiles/filedetails/?id=760076984 -Thank you MrPenguin20 from Wikipedia for your creation of the logo.https://en.wikipedia.org/wiki/File:Logo_of_Ahrar_al-Sham.svg -Thank you to b3lx for allowing me to use his assets although I have not done so yet. ;/
  3. CUP-to-Contact: CUP buildings with interiors A simple mission script that replaces old A2-era buildings from CUP with ones that have interiors from Contact. It accounts for the offset between models as to prevent horrendous clipping and misplaced objects. I would like to announce the release of a new script I have developed alongside help from others (Diwako and Simkas). It is a simple mission script that switches out old CUP buildings with ones from the Contact/Livonia DLC while accounting for the differences in offset between them, as to prevent clipping and things like houses being inside of signs, fences, bins, etc. It (currently) supports around ~60 buildings, including all Chernarus houses and multiple other buildings and objects. Keep in mind that this works not only for CUP maps, but any other maps that make use of CUP buildings, like Beketov, Podagorsk, Thirsk, OBG maps, etc. It is easy to implement into your mission (instructions on the GitHub page!) and does what it says on the tin. It requires CUP Terrains - Core in order to work and takes effect in postInit. This is my first time releasing a script to the public, so I'd like to know what you think. Feedback and suggestions are well appreciated! Credits: Diwako, for scripting help and general advice Simkas, for helping me to get started and wrapping my head around things Downloads: Github (download and installation)
  4. If you are looking for a good feeling server, please don't hesitate to configure mods and join the [TCF] wasteland server on A3. Underrated gameplay with no limits and full tactics and combat freedom with missions, loot crates, a lot of vehicles and gear. Good starting server for a new players to learn and feel full potential of ArmA3 gameplay. Server made by FANS for FANS! Steam Group https://steamcommunity.com/groups/tcfwasteland Discord https://discord.gg/G6f3UHcb2F Required Mods https://steamcommunity.com/sharedfiles/filedetails/?id=2572205181 Supported Mods https://steamcommunity.com/sharedfiles/filedetails/?id=2572210741
  5. Greetings guys! I have a little problem with my addons when playing Zeus. I use mostly CUP, for example the Britihs Armed Forces groups not showing up in Zeus, only air, armor and MTP sniper teams. Is there any way to add all groups with a command line in Eeden Editor, or must have edit my CfgPatches? Thank you for all replying my question.
  6. A replacement mesh for vanilla small arms tracers (so no changes for big boi tank shells, those are fine IMHO). It's pretty much just vanilla tracers, but a bit more THICC. They are more visible, but still retain the overall shape and textures of the normal Arma 3 tracer. This is just a cosmetic addon that can be run purely clientside. No plans for RHS, they have their own tracers. DOWNLOAD: https://steamcommunity.com/workshop/filedetails/?id=2523193223 PATCH FOR CUP: https://steamcommunity.com/sharedfiles/filedetails/?id=2523203854
  7. I have loaded CUP Terrains, CUP Vehicles and CUP Units on my Arma 3 server. But whenever I want to load the mods crash the server. The RAM consumption then breaks down from 2.5GB to 0.6 GB and the server is no longer to be found in the server browser. I once unloaded all my other mods and just loaded the CUP mods and it happens the same thing. But with my other mods, the server works. Only the CUP mods don't work. I did everything right. I put the mod folders in the /arma3 directory on the server and placed the keys from the keys folder of the mods in the keys folder on the server. But it doesn't work. why? Can someone help me? Because we need CUP on the server. I also want to load RHSUSAF on the server but I'm afraid that the same thing happened with CUP. Can who help me? If who needs the log files so he will tell me. I rented my server from Nitrado. Thx.
  8. Hi all im pretty tired of CUP'S bullshit when it comes to executing VM script's. Rant aside here is my SQF file titled "introscene.sqf": titleCut ["", "BLACK FADED", 999]; titleText ["Pre-Loading Objects, stablizing frame rate", "PLAIN"]; playMusic "music17" sleep 4; 0 = createDialog "IntroCard"; titlecut [" ","BLACK IN",2]; _camera = "camera" camcreate [0,0,0]; _camera cameraeffect ["internal","back"]; _angle = 0; _camera camSetpos [4439.47,4654.71,37.0427]; _camera camSettarget [4444.59,4517.27,19.0443]; _camera camCommit 0; while {_angle < 360} do { _angle = _angle + 1; _camera camSetRelPos [10*cos(_angle),10*sin(_angle),4]; _camera camCommit 0.1; sleep 10; _camera camSetpos [4236.59,6745.48,55.1633]; _camera camSettarget [4173.15,6814.03,16.4087]; _camera camCommit 0; while {_angle < 360} do { _angle = _angle + 1; _camera camSetRelPos [10*cos(_angle),10*sin(_angle),4]; _camera camCommit 0.1; sleep 10; closeDialog 2; camDestroy _camera; }; I have this as my init Field: player execVM "introscene.sqf"; I have CUP terrains installed which i think has changed the coding language. just need at Init command that will Behave like a execVM command for CUP. I keep getting a generic error for the sleep commands.
  9. I have a pretty basic mod list I installed on a TCAdmin panel. It downloaded and installed the mods just fine. Then I installed my custom scenario and went into the server. When I loaded, it showed me the slot selection screen, with no slots loaded in. It also repeatedly crashes, giving me the reason that an item no longer exists. I've gone through to delete 3 separate items over this, and keep coming back to the same error about a new item. I looked at a couple things, my command line has some of the mods in it twice, as well as CBA at the very end, as opposed to the beginning. Here's the mod list if it helps: https://steamcommunity.com/sharedfiles/filedetails/?id=2378758937 Here's my RPT as it seems that's important: Arma 3 Jets | jets | true | true | GAME DIR | ca8d2b15096709f721442f1bd8daaf340efe3c7a | 4dedcd93 | jets 10:53:13 Arma 3 Apex | expansion | true | true | GAME DIR | ba42c2077a3ccc61ad9da08b0520dcdd3bf836e1 | a9ced3d9 | expansion 10:53:13 Arma 3 Marksmen | mark | true | true | GAME DIR | f4f2299213d3fbac83f93a40f3a9189981d3b4d4 | bdd1f9cf | mark 10:53:13 Arma 3 Helicopters | heli | true | true | GAME DIR | a864c4890a0a81805ec227cad1f26be1773aa0a8 | da5627a1 | heli 10:53:13 Arma 3 Karts | kart | true | true | GAME DIR | dda4727989bdfbf55ca28fe990bcf47d86ace303 | 3e52333 | kart 10:53:13 Arma 3 Zeus | curator | true | true | GAME DIR | d6bd1f0f8278a7e1c60de7d92c098cf210834cf3 | 2c4264c1 | curator 10:53:13 Arma 3 | A3 | true | true | NOT FOUND | | | 10:53:13 ========================================================================================================================================================================================================== 10:53:13 InitSound ... 10:53:13 InitSound - complete 10:53:13 PhysX3 SDK Init started ... 10:53:13 PhysX3 SDK Init ended. 10:53:14 core\skyobject\skyobject.p3d: No geometry and no visual shape 10:53:14 a3\data_f\krater.p3d: No geometry and no visual shape 10:53:14 a3\data_f\koule.p3d: No geometry and no visual shape 10:53:15 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. a3_characters_f 10:53:15 Loading movesType CfgGesturesMale 10:53:15 Creating action map cache 10:53:15 MovesType CfgGesturesMale load time 51 ms 10:53:15 Loading movesType CfgMovesMaleSdr 10:53:15 Reading cached action map data 10:53:16 Warning: looped for animation: a3\anims_f_epa\data\anim\sdr\cts\hubcleaned\briefing\hubbriefing_loop.rtm differs (looped now 0)! MoveName: hubbriefing_ext 10:53:16 Warning: looped for animation: a3\anims_f_epa\data\anim\sdr\cts\hubcleaned\spectator\hubspectator_stand.rtm differs (looped now 0)! MoveName: hubspectator_stand 10:53:16 MovesType CfgMovesMaleSdr load time 1312 ms 10:53:16 a3\characters_f\proxies\flag.p3d: No geometry and no visual shape 10:53:17 Initializing Steam server - Game Port: 2372, Steam Query Port: 2373 10:53:17 Steam AppId from steam_appid.txt: 107410 10:53:17 Connected to Steam servers Oh, and here's the exact error that was booting it down: 10:28:32 mpmissions\__cur_mp.Malden\mission.sqm/Mission/Entities/Item7.type: Vehicle class CUP_vojenska_palanda no longer exists When I deleted that item, it would continue with things like this: 12:18:05 mpmissions\__cur_mp.Malden\mission.sqm/Mission/Entities/Item7.type: Vehicle class ACE_medicalSupplyCrate_advanced no longer exists I really just don't know where to begin with fixing it to read the mods
  10. Welcome to The Graveyard Shift! About us: We are a casual ARMA 3 community made up of some friendly people from around the UK and Europe. Our group originates from the days of ARMA 2 and have close friendships at our core, but are looking to expand our community. We are not a mil-sim group, so there are no ranks, forced roles, or entry requirements. We aim to have a regular session every Tuesday and Saturday but often play throughout the week. Discord: Join us on our discord server: The Graveyard Shift https://discord.gg/WCe7VGg ARMA 3 Unit: Our ARMA 3 unit profile can be found at: https://units.arma3.com/unit/graveyardshift Steam Group: You can find our steam group here: https://steamcommunity.com/groups/The_Graveyard_Shift Game Server: We have our own dedicated server, hosted in the UK, running a moderate selection of cherry-picked mods such as ACE, ACRE & RHS, etc. Search for [TheGraveyardShift] in the server browser. or direct connect with the IP address; 5.62.127.136:22000 See discord for full mods lists.
  11. Hi all: I am getting trouble in find out how to lower the front ramp of the Type 072 LST from CUP Vehicles DEV. Same to all CUP Static ship , there has nothing in the AnimateSource and UserAction. However, during check the config viewers, I ‘ve find that the ship has into few parts like : CUP_Type072_Main (come first) CUP_Type072_Front, CUP_Type073_Rear, ..etc Then , I find both animateSources and UserActions in CUP_Type072_Front. Which called : ramp_4_source ramp_front_source then I tried scripts: this animateSource [“ramp_4_source”,1]; this animateSource [“ramp_front_source”,1]; However , they are not work 😞 And the same thing to scripts from userActions . The problem might be the ship placed is a whole object but the scripts are from parts and it cause the scripts cannot work.... Anyone could help me figure it out...I really need it in my mission (I know I can directly down the ramp from options in attributes, but I need the lowing process ...) All ideas are welcome, thanks in advance.
  12. So for awhile on a private server with friends we have been using Rubber edition CTI, but we want to update/change some things, for example uniforms, even just camo textures, I have found a few on the workshop but some are not signed/have no server key/or-just-broken. I was wondering if the community could point me towards a replacement pack, I currently have the amazing The CSAT Modification Project on the workshop. But I tried using a replacement mod for cup with the default factions Link to replacement project but it has no server keys or signed keys for the mods for a dedicated server. I just want to replace Nato and AAF/Fia/CTGR with cup or anything but can't find a solution?
  13. I was wondering if anyone knew of any updated ones that use some of the new features or that are more refined. I am using PVT Petes version right now, but the AI becomes unstable with alive... Any help would be greatly appreciated!
  14. CUP CAS Modules mod for Arma 3 by ANZACSAS Steve. --------------------------------------------------------------------------------------------------------------------------- https://steamcommunity.com/sharedfiles/filedetails/?id=2151978106 - Instant brutal and intense Airstrikes !! - Enhanced AI behaviour CAS Modules for CUP Mod fixed wing aircraft !! 🙂 - Big Napalm and bomb strikes for great cinematics! - Signed and comes with server key. - Thanks to bis and the community. - Thanks to CUP Team.Especially Alwarren for the instant support!! - Support module capable!! - Comes with example mission for Support Module airstrikes.Found in your @CUP CAS Modules ANZACSAS Mod folder! - Enjoy. Required Addons - Napalm Mod https://steamcommunity.com/sharedfiles/filedetails/?id=1703765606 CUP Vehicles https://steamcommunity.com/workshop/filedetails/?id=541888371 - Quick how to use - - Place module on map.Sync to a trigger with a Radio Alpha activation or whatever activation you choose. - Make sure player is equipped with a radio. - The direction of the module sets the direction the planes will attack from. - Found in the module tab in the editor (F5) in the effects tab. - See below for a more in depth how to use guide by Phronk from BI Forums. Phronk says, Here's how to place a CAS module in the editor and edit it: Click the Modules button on the right (Or press F5) Click the category, "Effects" (It's the third one down) Click the "Close Air Support (CAS)" item in the list Place the module on the map Double-click on it to open the module and edit it Very bottom category in edit box lets you change type of attack and CAS plane used Here's how to sync it to a trigger: Place your Blufor player unit Place a trigger and set the Activation to "BLUFOR" Right-click your Blufor player unit, highlight "Connect" and then click "Sync to" Left-click the trigger; this will sync your unit to the trigger Right-click the placed CAS module, highlight "Connect" and then click "Sync to" Left-click the trigger; this will sync your CAS module to the trigger Also, the azimuth you set the CAS module to will be the direction the CAS plane will ingress from. If the azimuth is 0, then the plane will come in from the north and egress south. Copyright 2019[ANZACSAS Steven].This item is not authorised for posting on Steam, except under the Steam account named ANZACSAS Steven.
  15. This is a topic that I was confused that Arma doesnt do since release, making all attachments optional except grenade launchers. Sure it has its reasons in limitations in the engine. So here is my first mod: S.U.C.K. - Simple UBGL Conversion Kit SUCK on Steam Worschop SUCK is an Arma 3 mod that allows Players to attach and detach their under barrel grenade launcher (UBGL). It uses placeholder items for different UBGL models and is compatible with ACE3 and supports several of the most common weapon packs. Requirements this mod requires the latest version of CBA A3 Usage This mod adds under barrel grenade launchers as items that can be attached to the weapons bipod slot. As soon as a supported weapon has a grenade launcher equipped the weapon is switched to its UBGL counterpart. The Weapon is switched back by unequipping the UBGL item. Supported grenade launcher weapons are equipped with the UBGL item on pickup automatically. Features - switching between grenade launcher weapons and base weapons by attaching UBGL item. - Vanilla Weapons support - ACE Extension - Attachment Switching support - Advanced Weapon Mounting support - RHS USAF Weapons support - RHS AFRF Weapons support - RHS GREF Weapons support - RHS SAF Weapons support - CUP Weapons support - BW Mod Weapons support - NIArms Weapons support planned Features: (if requested) - FFAA Weapons - Specialist Military Arms - SpR Специальные подразделения России - HAFM Weapons - 2035: Russian Armed Forces - Complementary Special Weapons - 3CB BAF Weapons - Massi NATO Rus Weapons Vote for supported mod packs here [poll.ly] GL Models these UBGL types are available separately: M203: "dcd_suck_M203" M203s: "dcd_suck_M203S" M320: "dcd_suck_M320" HK AG36: "dcd_suck_AG36" GP25: "dcd_suck_GP25" FM EGLM: "dcd_suck_EGLM" 3GL: "dcd_suck_3GL" QLG-10A: "dcd_suck_SL40" SL40: "dcd_suck_SL40" UPG40: "dcd_suck_UPG40" SIX-12: "dcd_suck_SIX12" VHS-BG: "dcd_suck_VHSBG" G1: "dcd_suck_G1" Contributions and Requests For own contributions or requests such as weapon pack support requests please contact us using our git repo [github.com]. Any weapon pack Modder is free to provide his own Compatibility Mods. For introductions on how to create these see: developers guide [github.com] Known Bugs A list of currently known bugs can be found here [github.com]. Please feel free to report bugs at any time. License This work is licensed under a Arma Public License Share Alike [www.bohemia.net]
  16. Hey guys, I've created a faction here, https://steamcommunity.com/sharedfiles/filedetails/?id=2023072593, but the BDRM and most vehicles have no gunner. I've check the config files and it has the Main turret crewed, but it does not have a gunner turret. IDK if that's how its suppose to look or.. if you check the faction, all the vehicles that are suppose to have gunner seats do not. Please help, Thanks.
  17. Hi all, Welcome back to Takistan. This (old) mission is totally reworked for far better compatibility in SP or MP. You need: - CBA, - all CUP (Steam workshop), I do recommend the enhanced movement mod by badbenson. Anyway, walls are collapsible by vehicles. You can choose a lot of parameters (MP) such as: - revive/heal for AI bros, - time acceleration, - weapon loots in houses, - civilian life + kamikazes, - and more... Be sharp with your resources and have fun! On steam: https://steamcommunity.com/sharedfiles/filedetails/?id=817287859 Pbo for servers: https://www.dropbox.com/s/s3bt08bm4bnivhb/TAKISTAN_RIDE.takistan.pbo?dl=0 This mission can be hard in single player (SP) even if you can revive after a 2 minute unconsciousness. Don't forget to kill AA barrier and use UAV at highest altitude. Don't spread too much your units if you want they can heal each others... (SP or MP) Manage your supports (secure them but use them!) Repack your mags, double clicking on it in inventory. Despite of that, if you feel it too difficult, play it in multiplayer SOLO. This way, your units can respawn and you can choose all parameters you want. Have fun! Pierre
  18. STEAM WORKSHOP LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=1740538196 Intense CQB in Ovallestan. Destroy Taliban AA and mortar positions in the town as well as any ammo caches that are found. Watch out for IEDs and suicide bombers! MISSION Taliban forces are in control of the town. Complete a variety of objectives to get a foothold on the town. FEATURES Random civilian life and traffic. The civilian populace is highly against us being in the area, so there are IEDs in the area. IEDs can be disarmed by slowly crawling to it and using a ToolKit and can be detected with a Mine Detector. There are also suicide bombers in the area - be on the lookout for any civilians acting abnormal. CREDITS Thanks to kylania for the Suicide Bomber script. Thanks to Phronk for his IED script. Thanks to Enigma for his civilian scripts. REQUIREMENTS RHS USAF, ACE, CLAfghan, CUP Terrains, CUP Weapons, CUP Vehicles, CUP Units.
  19. by Gunter Severloh Hello Arma 3 community! Here is a mission i built that i have been working on and off since November 2018: Story After a recent reconnaissance mission in Afghanistan, Intel reports ISIL forces have established a foothold in the Southwestern area of Kunduz using local Afghan compounds as their place of operations. Your mission is to locate and clear these compounds, eliminate the anti air threat, destroy their ammo, fuel, Radio, and eliminate the ISIL commander leading the occupation. Screenshots Video This video is a play through for the original mission with all mods. Video doesn't represent the latest build. The ISIL Foothold no mods & DLC version playthrough Download MISSION FEATURES General 6 Player Coop with Revive. Player apon death will have option to be revived if playing coop with other players. Player apon death will respawn at at base 5 seconds. Player can self revive/self heal without needing to respawn if a fak/medkit is in their gear. Player's body will delete on respawn. Player's loadout will save on respawn. You can change the AI difficulty in the MP parameters. You can change the weather in MP parameters. You can set the hour to any time of the day or night in MP Parameters. You can turn stamina/fatigue on or off in MP Parameters. You can change the grass density in MP Parameters. You can change the view distance in MP Parameters. You can change the weapon sway & recoil in MP Parameters. Friendly Assets 2 dune buggies seats 4 - (no respawn). 2 Humvee's with .50cal - (no respawn). 1 Ammo, fuel, & repair truck - (no respawn). 4 Artillery (Mortar M252) Fire missions. 6 calls for a helicopter to: CAS, Transport, pickup,fastrope, and Supply Drop - (Slingload or Paradrop). Access to Virtual Arsenal at Base to change uniform, weapons, loadout & gear. Recruit AI Custom Map Mission set on Kunduz, Afghanistan Map - (Fixed Doors version so you can open the doors). Over 1,075 custom placed buildings, walls, objects, sandbags, and wrecks in and around the compound areas. Gameplay Soldiers randomly garrisoned in and around the compounds - (Each play through is different!) Roaming infantry patrols will seek you out if you make your presence known. Random starting positions of several of the objectives. If you play solo you will respawn when you die. Option to recruit AI infantry to command. Full Briefing with Tasks. 18 objectives with tasks. Use your map to locate objectives based on their description for the task. Your enemy is the ISIL forces, also known as ISIS. Player's faction is Blufor (RHS - USA SOCOM / MARSOC). Start at a large FOB and drive, or fly to the AO. Advice & Tips Know that the enemy has anti air, locate it and destroy it before flying in or calling in for CAS support. Take your time, patience and recon are crucial in surviving in this mission. Theres no wrong way to approach or do an objective, but rushing and carelessness will cost you. Slow is smooth, smooth is fast. Check the rooftops, windows, doorways, and your corners before you make your move. Shooting your weapon will draw their attention, so shoot and scoot! Use your support Assets, they are limited but can maximize your efforts if used at the right time. Playing Coop means working together, covering the other guy, reviving/giving aid/ammo. Use the terrain to your advantage, as a long range fighter many threats can be eliminated from afar. Move to cover from cover, and look for the next position of cover for your next move. Do your recon, assess the terrain, plan your move, look at where there is cover. When in doubt throw a grenade. When the enemy has an idea or is zeroed in on your position, MOVE! Move diagonally, laterally, not straight when being shot at. Arc your doors and openings, doing so will allow you to peer the inside flanks. Close your flanks - after moving into a house with doors, close the door behind you. Dont try to out shoot an enemy that already has a bead on you, move! Use natural, and other light sources to illuminate the enemy surroundings. Dont crest hills and become a silhouette, always crawl and use rocks or bushes to conceal your shape. When searching for enemy, look for silhouettes, or shapes that dont belong, dark on sand stands out. When trying to move closer while an enemy is spotted ahead, put objects (buildings, stones, hard cover) in front of you while moving to hide your movement, and give you cover. Watch my video to see how i do it 😉 HOW TO PLAY 1. Go to Multiplayer 2. Server browser 3. Host Server 4. Type in server name, # of players, pw 5. Choose map on left mission on right. =================== Mission works on a dedicated & GSP Servers! =================================== CREDITS I want to thank the following members of the Arma community for their work/help with my mission: Rydygier - for his insights in using !ALive code, sorting out bugs with mission end. Larrow - for his code on Multiple support requesters. pierremgi - for his help with code for transferring the briefing on teamswitch. Kronzky - for his Urban Patrol Script. Sushi - for his [TOG] GARRISON SCRIPT. Simmax - for his Kunduz FOB Template which i upgraded. Rydygier & myself - for HAS - Hermes Airlift Services Mod. Red Hammer Studios - for their RHS Mod. AccuracyThruVolume - for his fantastic Iraqi-Syrian Conflict Mod. James2464 - for his original map Kunduz Afghanistan. Moser - Bon's Infantry Recruitment Redux script. Ghost - Halo script. Hortzy - for his help with parameters. Other members of the community that contributed: * fawlty * Harzach * froggyluv * Play3r * ZaellixA * Kalle M. ================= Changelog:
  20. Steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?edit=true&amp;id=1655750766 MISSION: The SLA are in town having a meeting at Hotel Sahrani. Get inside the hotel and kill them all. There are a few APCs in the AO and SLA snipers and MGs on top of roofs in the neighboring village - make sure they are taken care of as well. FEATURES: Revive Mobile Respawn No Stamina CQB Combat Dynamic Civilian Life Decorated hotel giving you (and the bad guys) cover REQUIRED MODS: CUP Terrains CUP Units CUP Weapons CUP Vehicles CREDITS: Civilian scripts by Enigma A few scripts from Occupation by BangaBob Settings button by nEXaus Thanks to Yumsum, Porte, Diniz, Bruno & Phil for all their patience in testing.
  21. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1652839680 BACKGROUND: The U.S. has sent our team to assist U.N. humanitarian aid forces in Chernarus. Rebels forces have been attacking the U.N. and stealing supplies. There is a blizzard moving through Chernarus, and the rebels are using it to cover their attacks on the U.N. OPERATION SNOWMAN: The rebels attacked Hope Station at 03:00 this morning under their mission name 'Operation Snowman.' Their next target is Salvation Station, where your team is stationed. Defend the location, eliminate the rebel presence in the area, and get Hope back!! FEATURES: Close-Quarter Combat Revive Virtual Arsenal Dynamic Civilians & Traffic Mobile Respawn Snow Storm! (You can disable it from mission parameters) REQUIREMENTS: CUP Terrains RHS GREF RHS USAF RHS AFRF CREDITS: Civilian scripts by Enigma Snowstorm script by ALIAScartoons Settings button by nEXaus A few scripts from Occupation by BangaBob Thanks to Yumsum, Porte and Phil for all their patience in testing.
  22. Extended Grass Mod For CUP Terrains by ANZACSAS Steve. - Increases the distance grass/clutter is rendered by 100%. - Works for All CUP terrains. - May work for addon island/terrains based off these islands/classes. - Signed and has server key. - Thanks to bis and the community. - Enjoy :) https://steamcommunity.com/sharedfiles/filedetails/?id=1635420374 https://www.bohemia.net/community/licenses/arma-public-license-share-alike
  23. Hi all, Here is a new WARLORD ,CUP oriented scenario, if you love Chernarus in winter! You can play in MP only but this scenario is fine on solo MP (but hard). You need all CUP mods (+CBA). Recommended addons: Enhanced movements, JSRS sound mod (with some limitations on CUP assets) MGI Tactical pack (for beginners). As usual now, there are plenty of mission parameters, coming from Warlord or added for: - All AIs in a played leader group can heal and be healed/revived by player or Ais. - you can opt for civilian life , and opt for human bombers also (enemy for reds/blues). - you can opt for weapon loots in houses. - you can mark unconscious and/or dead units. There are some enemy areas, all the map. So be cautious when you plan a path to next sector. Have fun! on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1618406445 Pbo for servers: https://www.dropbox.com/s/9gmbt17zovk39ou/CHERNARUS_WARLORDS.Chernarus_Winter.pbo?dl=0
  24. Hi all, Here is a WARLORD ,CUP oriented scenario, on UnitedSahrani island. You can play in MP only but this scenario is fine on solo MP. You need all CUP mods (+CBA). Recommended addons: Enhanced movements, JSRS sound mod (with some limitations on CUP assets) MGI Tactical pack (for beginners). There are plenty of mission parameters, coming from Warlord or added for: - All AIs in a played leader group can heal and be healed/revived by player or Ais. - you can opt for civilian life , and opt for human bombers also (enemy for reds/blues). - you can opt for weapon loots in houses. - you can mark unconscious and/or dead units. There are some enemy areas, all the map. So be cautious when you plan a path to next sector. Have fun! on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1604493442 Pbo for servers: https://www.dropbox.com/s/eaeg7n34fkiwdl9/SAHRANI_WARLORDS.sara_dbe1.pbo?dl=0
  25. Is there a method for replacing JBAD buildings with CUP buildings on a terrain by making a terrain patch pbo with a config file?
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