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Found 5 results

  1. Hello, I am here to release my standalone JTAC script for mission makers to use freely in their missions. What this script does is allow players to call in air strikes, artillery strikes, and a few other things without having to have a bunch of other players controlling helicopters, airplanes, and artillery vehicles. I have found this to be useful on servers with a small number of players and on missions where you don't want certain vehicles to be freely available. How does it work: The script works by adding a JTAC menu option to players who have the JTAC flag enabled. The player then needs to use a laser designator to aim the rounds they wish to fire from the drop down. The more powerful the round, the longer they will have to aim. The rounds will be delivered and the JTAC guns will go on a global cool down. The more powerful the round, the longer they will have to wait before being able to fire anything again. This will force the player to make smart choices about when and what to fire or suffer the consequences when the guns aren't ready and they could really use it. If there is more than one JTAC player, they will have to coordinate, because they share the global cool down. What can the JTAC player fire: The JTAC player will have a diary entry added to their map explaining all of the possible fire missions they can request. Each of the fire missions have their own accuracy, target acquisition time, reload times, and number of rounds fired. The current available options are below. Videos are speed up for the sake of brevity. Explosive Bullets 20mm 20mm HE 30mm HE 40mm HEDP 40mm HE Shells 82mm AMOS 120mm HE 155mm AMOS 155mm CLUSTER Strafing Run 20mm - 50 meter run 20mm - 100 meter run Dagger - 50 meter run Dagger - 100 meter run Shrieker HE - 50 meter run Shrieker HE - 100 meter run Bombs 250 lb SDB 500 lb GBU12 580 lb CLUSTER 750 lb CLUSTER 1100 lb CLUSTER Cruise Missile Cluster Rocket Barrage 84mm MAAWS 44 HE Vorona 130mm HE 230mm HE Cruise Missile Guided Missiles Titan AT Missile will automatically track to where your laser designator is pointing Titan AT FnF Fire and forget missile that automatically tracks vehicles. Mines APERS Mine APERS Bounding Mine APERS Mix Anti-Tank Mine SLAM Directional Mine Anti-Vehicle Mix Clear Mine Field (Demine) Smoke Signaling smoke White Blue Green Orange Purple Red Yellow Smoke clouds Small Medium Large Night Flare cloud - for lighting up the night over a target Chem lights - for lighting up the ground around a target Strobes - For marking a target with strobes Night Signal - A mixture of smoke and chem lights for signaling at night. How do I call in attacks using the map? The code: The script files and a sample mission can be found here: https://github.com/Brians200/EPD-JTAC/releases/tag/v1.6 The code can also be found here: https://github.com/Brians200/EPD-JTAC How to use: Copy the EPD folder to your Mission Folder In the server's init.sqf, add the following: call compile preprocessFileLineNumbers "EPD\VirtualJTAC\init.sqf"; Copy the following into your Description.ext class CfgNotifications { class JtacReloadNotification { title = "JTAC"; iconPicture = "a3\ui_f\data\gui\cfg\communicationmenu\call_ca.paa"; iconText = "1"; description = "%1"; color[] = {0.153, 0.933, 0.122, 1}; duration = 5; priority = 0; difficulty[] = {}; }; } On each of the players you want to have JTAC abilities, add the following: this setVariable ["JTAC",true]; How to configure the script to your liking: This script contains settings that a mission maker can change located in the well documented jtacsettings.sqf file. Attacks can be added/removed and modified in the EPDJtacAvailableAttacks array. Reload settings can be adjusted in the EPDJtacReloads array. Missile failure chance can also be adjusted. Media: Screenshots: Screenshots of using this script aren't super exciting, but here are some anyways. Change Log: V1.1 Replaced RPG-42 75mm HE with 84mm MAAWS 44 HE. Bombs are no longer spawn overhead and drop straight down. Now they are spawned about 4km and glide in. Missiles are no longer spawn overhead and fire straight down. Now they are spawned about 4km away and fly in. 155mm CLUSTER is no longer spawned overhead and is shot in like the rest of the shells. Bullets, Grenades, and Shells now spawn about 2.2km away, up from 1km away, to give them more time to fly in. (pre requisite work for have a tracer effect) Fixed logic with new players resetting the reload timer to 0. V1.2 Added global cooldown and acquisition modifiers. Fixed JIP not having the JTAC menu. Added the ability to create mine fields. Added the ability to destroy mine fields. Added support for drones to call in fire missions. Swapped BIS_fnc_MP with remoteExec. V1.21 Fixed bug where none JTAC players can access the JTAC menu by using a UAV. (Thanks schweyer and bigshot!) V1.3 Cleaned up code Simplified settings menu Added guided missiles with two firing modes Follow the laser Fire and forget vehicle tracking Added two failure modes for the guide missiles Loss of tracking Unplanned rapid disassembly V1.31 Slight optimization Change rectangular inaccuracy to circular inaccuracy as originally intended. V1.4 Player can choose which direction the projectiles are fired from Strafing runs have been added Each attack category now has its own independent reload timers. There is a short reload timer to simulate a vehicle turning around and reacquiring the target. After several shots in the category a long reload timer is triggered to simulate the vehicle returning to base to rearm. Added reloaded notification Fixed UAVs being unable to call in guided missiles The grenades category has been removed and a couple of options moved to the bullets category. Code clean up and optimizations. V1.41 Added option for the JTAC player to check how much time is left on each of the reload timers. V1.5 Separated nonlethal attacks into smoke and night attacks. Added more smoke attacks for signaling and concealment. Added more documentation to the diary for the JTAC user to read. V1.6 Added the ability to call in firemissions using a map. Please enjoy and let me know your feedback!
  2. The 28th Combined Arms Division ArmA Unit & Community The 28th Combined Arms Division’s main goal is to provide a positive experience for all, regardless of skill or experience. We are primarily an ArmA unit but we have grown to become a community of close knit friends and colleagues. Our leadership staff, active and retired, have spent hours creating an organized and fun environment for you to enjoy and experience MILSIM. We are a light infantry based unit, with armor and aviation supporting assets to help us complete the mission on the ground. Under steady leadership and systems established based on facts rather than personal interpretation, all unit decisions are made impartially and follow a standardized process. We have combat veterans and enlisted members from real life armed forces currently rostered who work to help develop leadership skills within our community. Application and Entry into the 28th Join our Discord linked at the bottom. Upon entry you will be greeted by a recruiter who will lead you through our induction process, which includes creating an account on our website, filling out an application form, completing a meeting in our TeamSpeak with your recruiter, and finally, completing Initial Entry Training at one of our scheduled times. Once these steps are completed, you are officially recognized as a member of the 28th Combined Arms Division and are free to specialize with specific training. Upon application and acceptance into the unit, members are required to complete 4 operations as an enlisted 11B Infantryman. Upon completion of 4 operations as an Infantryman, the member may request to transfer and train into our other specialized MOS’ listed below. Why do we require you to enter as 11B (Infantryman)? We use this system to streamline members into our more advanced MOS’. Spending 4 operations at minimum as 11B proves that you want to be integrated into the community, as well as providing you with the knowledge of our unit at the most basic but most important level. This system builds prestige within our specialized MOS’, as well as raising the base skill level of our radio operators, pilots, armored crewmembers and medics.If you choose to remain 11B, there is lots of opportunity for growth into leadership positions to help the unit and yourself grow as a leader. The 28th Combined Arms Division Consists of the Following MOS’: Infantryman (11B) After 4 operations as Infantry the following MOS’ open up to you, provided they don’t have a waiting list already: Bradley Crewman (19K) JFSS - Forward Observer (13F) Combat Medic Specialist - Utilizing KAT Medical (68W) Rotary Wing Aviator (153A) Flight Medic - Utilizing KAT Medical (68W-F2) We currently have 160+ people rostered and receive 40-50 members in attendance for main operations. We hang out in our teamspeak and play many different games together outside of operation times. Deployment Operations: Our main operations on Wednesday, Friday and Sunday consist of a persistent storyline throughout the course of 2-3 months to simulate deployments to various areas around the globe. Deployment patches can be found on the website linked below! Main Operations: Our Wednesday operations will vary on terrain and story, as we use these scheduled days to provide a different and refreshing experience outside of our deployment storyline. Operation and Training Schedule: Monday: N/A, subject to extra events Tuesday: Initial Entry Training @ 4PM EST Wednesday: Main Operation @ 7PM EST Thursday: Initial Entry Training @ 4PM EST Friday: Deployment Operation @ 7PM EST Saturday: N/A, subject to extra events Sunday: Deployment Operation @ 7PM EST Our load-in time for Operation Nights is 6:30PM EST with the Operation beginning at 7PM EST. Our Requirements: Working microphone and ability to communicate clearly. Speak and understand English. At least 16 years of age. Be able to commit to 50% attendance. (6 ops per month). Legal copy of ArmA 3. No VAC Bans on record. No DLC required. If this interests you, feel free to join our discord at: https://discord.gg/Deqf5wX Feel free to take a look around our website: https://www.28thcad.org/
  3. Introduction ITC Land Systems is a mod that aims to adds depth and realism to arma’s aircraft, with the main focus being fixed wing aircraft in the ground attack role. Update V1.8 Update V1.7 - performance, usability, reliability Changes: https://forums.bohemia.net/forums/topic/215419-itc-air-systems-v16-fcr-mavericks-new-mfd-system/?do=findComment&comment=3298124 Update V1.6 - Major overhaul Fully interactive MFDs Sensor slewing system(including HMCS) Realistically configurable JDAMs(programmable fuzes & impact angle) Selectable Nose/Tail fuzes Ripple release for bombs Air-Ground Fire Control Radar Realistic physx based autopilot Rover TGP video feed Realistic targeting for mavericks TGP Infrared marking laser Steerpoint system for navigation and targeting Expect new documentation on the github wiki soon https://www.youtube.com/edit?o=U&video_id=I7_3CVfOZKc Hotfix V1.51 Fixed a GBU-12 guidance problem Fixed a config inheritance issue Update V1.5 - Two seaters and Bomb rippling It has been a while, but here it is, v1.5 Changelog Two seater compatibility Bomb ripple releasing Known issues Waypoint autocycle sometimes may not work properly with paired releases, as the second bomb will release before the waypoint is cycled. Two seater system The two seater system comes in the form of a scripted system that lets the WSO and pilot share the pilot's TGP, and a system that synchronizes the steerpoints between the two users. The WSO camera can by default be opened with left shift + down. Bomb ripple release In V1.5 you will be able to ripple certain bombs, both guided and unguided. If your bomb can be rippled the settings for it will show up in the WPN page when it is selected. Ripple-able bombs include dumb bombs like the mk82, but also guided bombs like the JDAM. The ripple system will also let you automatically cycle waypoints every time a bomb is released. Future plans This update came a little slower than the previous ones, but worry not, my work itself has not slowed down. I have started shifting attention to a new project. For some sneak peeks feel free to join the discord. Update V1.4 - Pylon/Bombs Drag & Weight, SADL Datalink messaging, Fuel consumption indicator Hotfix V1.351 V1.35 Mini-update: Laser codes, GBU-12, APKWS, Laser Spot Search Laser Spot Search & Track The laser spot search feature has been overhauled. Previously it would just find the nearest laserTarget object and lock on to it. In its current form, when you enable Laser Spot Search, the pod will start scanning in its currently set direction and field of view for any laser with the desired code. While searching the TGP will say LSS on the right side. When it finds a laser, the TGP will start tracking it, and will say LST on the right side. Update v1.3 - TAD, SADL, TGP ITC_Air base-classes & Compatibility UPDATE V1.2 - MFDs, Compatibility, LJDAM Contents Here are some of the core features of the mod. To view the full contents of the mod, view the documentation. Rover Munitions WP Smoke Rockets GBU-38 JDAM Steerpoints ITC Aircraft comes with a steerpoint system to help users navigate, target, and communicate locations. Steerpoints are stored in the ACE Microdagr waypoint list, allowing players to easily create them from the microdagr. Alternatively steerpoints can be generated from the current TGP position with a hotkey, automatically saving them as a microdagr waypoint with the naming scheme “Mark n”(number). Targeting HMCS: Pilots can use a hotkey to lock the TGP to a position they are looking at with their HMD. Steerpoints: When switching steerpoints, the TGP will automatically lock to the position of the selected steerpoint. Radar: Pilots can use a hotkey to lock the TGP to the location of a vehicle currently locked by the radar. IR Marker HMD & TGP Compatibility Requirements CBA A3 ACE 3 Included Aircraft The mod’s features can be configured for any aircraft, but by default it works on 2 standard aircraft and 2 Jets DLC aircraft. All of our mod’s aircraft are custom versions to ensure the mod is always kept completely optional. All can be found under NATO > Airplanes. F/A-181 > F-181E A-164 -> A-10E A-149 -> Jas-39E A-143 -> A-159 Compatibility https://steamcommunity.com/sharedfiles/filedetails/?id=1501767670 Documentation Documentation can be found here Download The mod can be found on the steam workshop
  4. COOP 1-12 Air-War Over South Asia Here is a port of my Mp mission from Arma 2 to South Asia terrain Arma 3. This mission has been developed for dedicated Server use.Designed to be easily edited and read.If clans/groups would like to edit the mission to use mods etc just add the clan tag in name. - Download from here - https://steamcommunity.com/sharedfiles/filedetails/?id=1597976809 - Addons Required - - South Asia v1.3 https://steamcommunity.com/sharedfiles/filedetails/?id=1571581816 - Overview - CSAT have established a Forward Airbase.Our job is to destroy all aircraft in the air and on the ground.Our secondary targets are ground vehicles and lastly the fuel storage,radar and satellite installations. - Factions - - U.S Vs CSAT. - Features - - Dynamic loadouts for aircraft. - AI Helicopter extraction support. - Custom Base / Group Respawn. - Recruit Ai Team Members. - Group Leaders In command of AI will use Group Respawn untill no AI are left then respawn reverts to Base. - Increase or Decrease your viewdistance and Terrain Detail During Mission. - Vehicles Respawn. - Sling loading. - Customisable Weather and Time of day Params at start of mission. - Assets Available - - CH-67 Huron. - AH-99 Blackfoot. - A-164 Wipeout. - F/A-181 Blackwasp II. - Support Trucks. - Growler light vehicle. - Quadbike. - Intel - - Estimated Enemy Strength - Strong. AA Fire,SAM's,Fighters,Helicopters,Tanks,APCs.Be aware there are small patrols constantly moving around.Ground forces will have to try to avoid some contacts for their will be response teams that will support CSAT patrols in contact. - Objectives - - Fighter pilots will have to achieve air superiority first and then turn to targeting the ground vehicles and fuel storage structures required.Recon Ground forces will help to locate targets and to assist with laser target designation and may even be tasked with the destruction of some target structures themselves. - Addon/Mod Versions - F/A-18 SuperHornet https://steamcommunity.com/sharedfiles/filedetails/?id=1936331121 Panavia Tornado GR4 https://steamcommunity.com/sharedfiles/filedetails/?id=1936311212 - Credits - - Mission By ANZACSAS Steve. - Team Leader Group Respawn script (1.0) by Mongoose_84 for Arma 1,developed into Group respawn scripts by theOden Arma 2, Edited for Arma3 by ANZACSAS Steve with help from GEORGE FLOROS GR. - Recruit AI Scripts/UI by Bon_Inf*Redux -- by Moser. - GOM_fnc_aircraftLoadout V1.341 made by Grumpy Old Man 17-5-20172. - Dynamic Gfx settings scripts by Bryan "Tonic" Boardwine. - Crate filler v2.12 script by KC Grimes. - Thanks to ANZACSAS Ron for Mp/JIP testing. - Hints and tips - Use the F-181 and arm yourself with HARM missiles.Take advantage of the "stand off" range advantage the Harm missiles have and aquire "lock" early and fire before the Tigris AA Tank can engage. Keep your speed up.Use full throttle before and after engaging in case the tigriss does engage. Heavy usage of chaff/flares is expected. All feedback welcome.:) Have Fun. Steve. Update: 3 Jan @ 12:33am
  5. The Lowlands Warrior team has started a side project based on SimCentric's FST 'Fires & Strikes' for VBS3. With the real life knowledge and experience about Close Air Support and Groundbased fires we decided to push this project in order to give the community something that brings them closer to reality. What does it do? The endgoal is to have an external application aswel as an ingame UI to control Close airsupport and artillery according to NATO standard procedures. Aircraft will fly realistic attack paterns and can loosly interpet your 'talk ons' What will the first release be able to do? We plan on having a simple in game UI where the most essential items can be filled in and strikes will happen accordingly. Type 2 controls, Grids, final attack headings, weapon type, egress headings and cleared hot calls. How can you help? We know how it works in real life. And we kind of know how we want to make it. We have OK scripting experience but we are looking for master scripters!