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Found 320 results

  1. I'm trying to make the superhornet plane into a VTOL by reading this: https://community.bistudio.com/wiki/A3_CfgVehicles_Plane_class_config_reference#VTOLPitchInfluence So i have added VTOL=3 in the config and it works fine, but the plane is turning really slow in hover mode so i tried: VTOLPitchInfluence=500.0; VTOLRollInfluence=500.0; VTOLYawInfluence=500.0; That should in theory make the plane turn like CRAZY. but nothing happens once I'm ingame.. I tried changing the same parameters on the Apex VTOL and it works on that one (it turns like crazy) Can someone give me some pointers on why this is? Cheers!
  2. Me and my friend is playing DUWS in a private server (just me and him), we are using simple single player cheat menu which works fine in online. But i would like to get this mod working also: http://www.armaholic.com/page.php?id=25866 But when I'm ingame, the button to activate the super soldier mode won't appear. does anyone know if there is something i could change to get this working on my server? Thanks!! Update: I found this in a file called scriptInit.sqf /init script only run once //check if is server if(!isServer) exitWith{ player sideChat "YQ_MOD can only activate on server"; }; //load all fnc [] call compile preprocessFile "@YQ_MOD\data\fnc\fnc__loader.sqf"; I tried to remove the "servercheck", but the button to activate the mod still didn't appear.
  3. Hi, I am working on my first mod which is supposed to add a new support module for zeus that works like the mortar or howitzer one but drop a huge smoke for cover purpose. My idea was to pop a first particle effect above the module placed (40 or 20 meters above) to simulate the shell detonating and the smoke falling to the ground. Then pop up a second particle effect on the ground to simulate the smoke coming back up and creating an effective cover (a wall of smoke). I used this mission and this wiki to test the different particles effects and then writing the correct "ParticleArray" in my script : I have the first part ready, I can place the module with zeus and the script is executed without any error but no smoke is displayed at all and I can't figure out why. Can anybody please take a look at my code? Config.cpp class CfgPatches { class rcdc_SmokeBarrage { name = "Smoke Barrage"; author = "Redleouf"; url = "https://github.com/boulayb/"; // author[] = { "Redleouf" }; // authorUrl = "https://github.com/boulayb/"; // version = 1.0.0; // versionStr = "1.0.0"; // versionAr[] = {1,0,0}; requiredVersion = 1.60; requiredAddons[] = { "A3_Modules_F", "A3_Modules_F_Curator" }; weapons[] = {}; units[] = { "rcdc_Module_SmokeBarrage" }; }; }; class CfgVehicles { class Logic; class Module_F : Logic { class ModuleDescription { class Anything; class EmptyDetector; }; }; class rcdc_Module_SmokeBarrage : Module_F { scope = 1; scopeCurator = 2; category = "Supports"; displayName = "Smoke Barrage"; // icon = "\rcdc_SmokeBarrage\data\iconBarrage.paa"; function = "rcdc_fnc_moduleSmokeBarrage"; functionPriority = 1; isGlobal = 1; isTriggerActivated = 1; isDisposable = 1; is3DEN = 0; side = 7; class ModuleDescription: ModuleDescription { description = "Smoke Barrage"; }; }; }; class CfgFunctions { class rcdc { class Supports { tag = "rcdc"; file = "\rcdc_SmokeBarrage\functions"; class moduleSmokeBarrage {}; }; }; }; fn_moduleSmokeBarrage.sqf _logic = param[0, objNull, [objNull]]; _activated = param[2, true, [true]]; if (_activated) then { hint "smoke dropped"; _pos = [position _logic select 0, position _logic select 1, 40]; _source = "#particlesource" createVehicleLocal _pos; _source setParticleCircle [ 0, // circle radius [0, 0, 0] // x y z velocity ]; _source setParticleRandom [ 0, // lifetime 0 for no random [0.25, 0.25, 0], // x y z position [0.175, 0.175, 0], // x y z velocity 0, // rotation velocity 0.5, // scale [0, 0, 0, 0], // r g b a color 0, // direction period 0, // direction intensity 0 // angle ]; _source setParticleParams [ ["\A3\data_f\cl_basic.p3d", 1, 0, 1, 1], // sprite, scale, anim start, nb of frames to play, loop "", // deprecated anim name "Billboard", // particle type 1, // timer period for onTimer script 5, // particle lifetime _pos, // x y z position [0, 0, 0], // x y z velocity 0, // rotation velocity 1, // weight -1, // volume (-1 makes the smoke go down without velocity) 0.1, // rubbing (bigger value makes the smoke move more) [2, 10, 4], // scale [[1, 1, 1, 1]], // r g b a color changing along the lifetime [0.08], // animation speed for each anim state 1, // random direction period 0, // random direction intensity "", // onTimerScript "", // DestroyScript _logic, // follow 0, // angle true, // on surface -1, // bounce on surface (disabled to save performance) [[0, 0, 0, 0]] // emissive color ]; _source setDropInterval 0.05; _source attachto [_logic, [0,0,0]]; hint "done"; }; true
  4. Description: JSRS SOUNDMOD is a sound modification for ArmA3. The purpose of this modification is to bring new sounds to the game, making it more exciting. Many would say it makes the game much more realistic, but that is not the initial purpose of this modification. Even if some sounds are authentic to what we call "modern warfare", the main purpose was just to create a certain type of sound feeling. Visit the new JSRS-Studios.com website for more information about my work! https://www.jsrs-studios.com/ Download: JSRS SOUNDMOD - CE.20.0419 In addition, I have a small selection of supported modifications: The Armaholic mirror version: JSRS Soundmod Videos: Installation: Changelogs JSRS Soundmod Update CE.20.0419 Tweaks: - Tweaked firing sound for Zubr revolver, was way over the top - Tweaked firing sound for M4 rifle family (CUP and RHS) - Tweaked fring sounds for all vanilla weapons plus all CUP/RHS compat weapon sounds - Tweaked many minor tweaks all across the soundscape Addidions: - Added new sounds/cfg for vehicles of Tank DLC JSRS Soundmod Update CE.20.0417C: Tweaks: - Tweaked some volume values for M249, M240, AKM, AK74, SCAR and more weapons as they used a wrong layer. - Tweaked new sounds for DSHK and M2 50cal JSRS Soundmod Update CE.20.0417: Again: New signature Key. JSRS_Soundmod_2020_V2. Admins be aware! (Do to some issue with the signing tools, it had my keys deleted!) Tweaks: - Tweaked small arms pistols volume and overall power - Tweaked Mar10 to be more powerful (SD sounds still missing the cracks) - Tweaked close explosion sounds have a bit more bass and sound clearer - Tweaked vehicle engine sounds. Tested a new idea and it came out pretty good - Exhanged/New engine sounds for Offroad, MWB, SUV, Van, Van_02 - Tweaked M249 and M240 sounds, tho I'm not quite happy with the results yet - Made some adjustments to have a better immersion playing Old Man Scenario - Deleted all reloading sounds out of RHS compat files as these cause RPT logs during multiplayer Attention: NEW KEY! JSRS Soundmod Update CE.20.0331: NEW KEY signature. JSRS_Soundmod_2020 Fixes: - Fixed some weapons where muted interior Tweaks: - Tweaked some sounds and explosions Old Changes: Support: If yoi like to support me, or you like what I do here or just want to get me drink, feel free to do so 🙂 Every cent donated to JSRS goes a 100% back into the project! Patreon or PayPal END USER LICENSE AGREEMENT: Arma Public License No Derivatives (APL-ND)
  5. Hello my name is Duck and i have a problem. I have made a cool drone that inherits from the Darter drone which works fine but i need to animate the rotors and i have tried everything... i need help getting these rotors animated on engine start!
  6. Hey I have played a decent amount of Arma 3 with my friends (mostly fucking around) and I recently gained interest in making a comprehensive Finnish Defense Forces Mod because I couldn't find anything that included weapons, uniforms, vehicles, names, voices, etc. I was wondering what would be the best way to go about this. Tools, resources, assets, tutorials you would recommend would be gladly accepted.
  7. Hello everyone, I decided to share a little thing that has been sitting on my hard drive since (I'm sorry for this joke) last year. Thanks to Helijah for the model, I imported the Hornet Auto Gyro in Arma 3. It was a little side project that I did to show, teach and be a proof of concept aircraft for a friend of mine who I am teaching. Started off pretty simple with it belonging to the civilian side. Then, I decided what the hell, and strapped a .50 and 4 rockets to the side of it, with a couple of grenades dropped by the pilot. It has some great STOL capabilities and flies at roughly 80 KM/H in cruise. Currently the auto gyro is found under BLUFOR, OPFOR, and CIVILLIAN, with it's armed variants under the armed factions. *Side note* I just realized I left the instruments out. Oops. The three of them will be added shortly Here's some screenshots of it. Here's a little video showcase of the auto gyro I won't be releasing it until the friend I am helping is finished with their import of an auto gyro, but hopefully that will not be too much longer PS, if there's any flight model magicians out there, can you help me? It's a stubborn thing to slow down, and I'm not sure what's causing that. Any advice? If you have any comments or suggestions with what I should add/do with the auto gyro, feel free to tell me :)
  8. Hey there! I was wondering if there was a way to pack scripts into a mod and initialize them whenever the player beginns a mission in single or multiplayer. If tried it with this: class CfgVehicles { class Land; class Man : Land { class UserActions { class acms { displayName="acms"; position="player"; onlyforplayer=1; radius=1.0; condition="this == player"; statement="[] execVM ""ACMS\init.sqf"""; }; }; }; class All {}; class Static: All {}; class Building: Static {}; class NonStrategic: Building {}; class TargetTraining: NonStrategic {}; class TargetGrenade: TargetTraining {}; }; and also with this: class cfgvehicles { class Logic; class ACMS_Name : Logic { displayName = "ACMS"; icon = "\ca\ui\data\icon_functions_ca.paa"; picture = "\ca\ui\data\icon_functions_ca.paa"; vehicleClass = "Modules"; class Eventhandlers { init = "(_this select 0) execvm ""init.sqf"" "; }; }; }; which is a part of this forum topic: http://www.ofpec.com/forum/index.php?topic=35205.0 It would be okay if the player would have to Press a button like F7 or smth like that but not have to change anything in the mission. I don't know any other way to do this. I am new in the modding scene altough i know the basics and more of scripting. I really do hope that someone can help me with my prolem. :)
  9. LAxemann and Jokoho482 proudly present... Enhanced Soundscape What is Enhanced Soundscape? Enhanced Soundscape is a sound enhancement modification for ArmA3. It adds additional, weapon-sound related features to the game. Those are hill/mountain reverb and reflections, forest reflections as well as reflections from houses in urban areas. The basic principle is: Firing a weapon creates a loud noise, noise is waves that swing through the air/make the air swing and those waves get reflected off objects and terrain. The volume levels were done with my soundmod "DynaSound 2" in mind, but ES works with every mod including the vanilla sounds since nothing "core" is changed. Real-time calculated Hill/mountain reverb: The feature simulates the reflection of the gunshot-noise when there are hills around you. The further the mountain/hill, the more diffuse the reflection will be. Close terrain will reflect a clear "popp", while mountains in the distance will send back a diffuse, "crumbly" echo. The feature is calculated in real-time and real-environment, meaning you will actually be able to see the mountain the shot got reflected from. Forest reverb: So many trees and plants around you create some kind of "half-enclosed space". You will hear a thick layer all around you when firing inside a forest! Urban reverb: The many hard surfaces of houses in urban areas give a very direct and harsh reflection when firing a gun. The mod simulates this by playing slapback sounds from the actual walls when firing next to houses in urban areas. The result is a "thickened" feeling when firing your gun. Media Here is an explanation video of the mountain reverb (using old and outdated sounds!) Known issues None at the moment. Dependencies Requires CBA A3 Download Steam Workshop ArmAholic Changelog Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script of Enhanced Soundscape while teaching me tons and tons of stuff. So much love! He made this possible. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) • I totally copy/pasted this from the DynaSound thread. If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.
  10. LAxemann and Jokoho482 proudly present... DynaSound 2.0 What is DynaSound 2.0? DynaSound 2.0 is a sound modification for ArmA3 and all of it's DLCs. It mainly focuses on weapon- and explosion sounds, however all helicopters as well as the Xi'an VTOL were redone, too. Feature list: • All weapon sounds were redone, mainly using high-quality recordings. • Shooting from inside a building reduces the distance one can be heard. • A differenciated and thoughtfully mixed soundscape. Due to a higher dynamic range and less compression, you can and have to turn your volume up in order to bring out the details and punch! • Custom bullet supersonic cracks as well as subsonic "swooshs". • All helicopters as well as the Xi'an VTOL were redone . • Distant-sounds for helicopters. • Flyby sounds for helictopers as well as the Xi'an VTOL. • Rocket flyby sounds. "swiush!" • Incoming rocket sounds for the MLRS. Usually is the last thing you hear. • New explosion sounds • When firing a rocket, the engine sound actually originates from the rocket and is moving away from you. Try the MLRS! Media There is no fancy trailer for the moment, however there is quite a bit of material on my YouTube Channel. Here are some of the APEX weapon sounds: Known issues • The m134 gatling gun might sound weird when not in first person - A recent issue and I'm trying to fix it. • Some volume balancing might have to be done here and there as I went on a tweaking rampage shortly before release and I might have overseen something. :) • Most explosions are still the DynaSound 1 ones and will be redone over the time. • It's not DynaSound 3 yet Dependencies Requires CBA A3. Download ArmAholic Steam Workshop Download (2.21){/url] Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script I've ever done while teaching me tons of stuff. So much love! • Megagoth because love. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.
  11. UPDATE! v4 - current version * I added a new inbetween animation for crouched movement with weapon up, in order to fix the massive jerking you experience when going from side to side. * edited the weapon up running (not tactical pace) so it still shows the crosshairs, just something I found annoying. Now that stance has a reason to exist. * added an OPTIONAL XEH script that increases the animation speed by 12.5% The addon is in the Optional folder. REQUIRES CBA! v2.3 * NOW WORKING! edition. Thanks to the help of good folks at the arma discord I managed to fix all the bugs and errors. Hopefully it all works fine now. v2.2 * fixed yet another fuckup with caused to you to ice skate around when you wanted to sprint. Sorry for the spotty release folks, it was hard to fish out all the stuff from that massive config and some stuff got broken in the process. v2.1 * fixed massive fuckup I made, with pretty much prevented previous version from working at all v2 The mod was completely redone from the ground up. Now it only edits the animations in places that needed the changes and no longer overwrites all of the vanilla animations. This means it should be compatible with any updates or changes BIS makes. I know its how it supposed to be from the start, but it was really time consuming and difficult to fish out the animations from the massive config file. ------ Hello! I have been trying to make the arma animations feel a bit less rough and more in line with standard FPS feeling. I was partially successful, I changed the minimal play time requirement to 0 and enabled step blending for pretty much all movement animations. This resulted in much smoother feeling, especially when changing movement direction very quickly. For the most part the feeling of lost control for a moment is greatly reduced. However one of the biggest issues remains. For some reason when changing movement direction from left to right, or similar, Arma goes like this: left > stopped > stopped player idle > right Its fast, but it still results in some pretty janky movement. I tried removing interpolation from left and right to stopped. It worked surprisingly well, but side movement interpolled into forward and back resulting with player character inching forward or back when stopping during side movement. If anyone knows how to deal with that I would welcome any help. DOWNLOAD: http://www.mediafire.com/file/ln87i6d8fonf8ms/@Smoother Animations v4.zip Good news everyone! After some hackjob animation editing I have managed to inject a custom transition animation that prevents that massive jerk when going from side to side. Currently testing out the settings to reduce any unwanted behavior, but it all looks very promising. I even made a quick preview/comparison video: 00:00 - 00:43 Vanilla Arma 3 00:44 - 01:24 Smoother animations mod testing Massive shoutout and thanks to HorribleGoat and Torndeco from discord for helping me out with this.
  12. Hi AmrA 3 community. I am pretty new to this stuff and have to apologize in advance if I post this in the wrong place. I am trying to create a mission for my friends. I have completely fallen in love with mods, but as it seems these might cause somewhat of a problem for me. This is what I am trying to accomplish: 5 units from the Norwegian Units mod with customized loadout. ---------------- My first problem is that even though I configure something like this in the backpacks, going out of loadout editor and back in just completely changes everything: 5 x 5.56 ammo 10 tourniquet (ACE3) 5 Packing Bandages (ACE3) This gets changed to not new items, but more of the already chosen ones until it is full: 16 x 5.56 ammo 20 tourniquet (ACE3) 18 Packing Bandages (ACE3) This problem I was able to fix by saving a loadout with the Norwegian Units items I wanted, then loadout to a normal NATO unit. My unit is no longer a Norwegian Unit, but this doesn't really matter to me as I have the same gear. ---------------- My second and unresolved problem though is that random items seems to appear in my loadout even though it doesn't appear in loadout editor. If I remove all items in uniform, vest and backpack (loadout editor) this is what is left: Uniform2 x Rangefinder 10 x Basic Bandage (ACE3) 10 x Tourniquet (ACE3) 5 x Morphine (ACE3) Vest1 x Rangefinder Backpack1 x Rangefinder 6 x Morphine The uniform is full even though no items is added in loadout editor. How is it possible to remove these items? I have tried this in the units init: this removeItemFromUniform "Rangefinder"; this removeItemFromUniform "ACE_fieldDressing"; this removeItemFromUniform "ACE_tourniquet"; this removeItemFromUniform "ACE_morphine"; This leaves me with this in the uniform: 22x Basic Bandage 16 x Morphine So I'm back to square. The rangefinder and tourniquet dissapeared, but ArmA somehow just added more of the other items to still utilize 100% of the space in my uniform. ---------------- I am literally pulling my hair. How can I get rid of this issue. Please please someone help me out. I'm frustrated out of my mind. I am aware there is something called random "optional no randomisitation" in the "Norwegian Units" mod folder, however this doesn't fix my problem These are the mods I am using https://dl.dropboxusercontent.com/u/28809866/mods.html
  13. Overthrow is a dynamic [SP/CO16] revolution simulator campaign built for ARMA 3. Description: Overthrow simulates undertaking a grass-roots revolution against an oppressive NATO occupation of your home. Altis, Tanoa (Apex required of course), and Malden are currently supported. Start in a in a small town with nothing, and fight your way to remove the occupying NATO forces from the Island. There is no single way to Overthrow, which is what makes it exciting and unique. Head on combat, guerrilla tactics, or economic domination are all possible. ACE and CBA are required, and Advanced towing is integrated. Our overall focus is to ensure that all player actions matter, and that things behave generally as you would expect them to in the real world. It was inspired by the great times we had playing the original "Antistasi" dynamic campaign. We would love you to help us test our mod, and help guide future development. Updates (24 July 2017): APEX no longer required, and an Altis, Malden campaigns have been added. Get ready for more community-map additions soon! Current Version is 0.7.5.3, released 15th July 2017. Updates are coming out frequently as new features are added and fixes completed. To install: - Steam Link --> http://steamcommunity.com/sharedfiles/filedetails/?id=774201744 - GitHub (download full source) --> https://github.com/jabberzac/Overthrow To get in touch: - Facebook (general help and chat) --> https://www.facebook.com/armaoverthrow/ - Discord (keep Armazac company) --> https://discord.gg/QGQ5gf4 - GitHub (report issues / view wiki page) --> https://github.com/jabberzac/Overthrow/issues - Reddit --> http://reddit.com/r/armaoverthrow General features: - GTA-inspired wanted/stealth system - Dynamic political system with regional stability - Buy and sell just about in any-game item/vehicle/weapon for currency - Reverse engineer and build items and equipment for your revolution-machine - Complete jobs to gain faction reputation and access to blueprints for valuable equipment - Capture towns and military objectives - Dynamic economy/Regional pricing/Trade - Buy, sell and lease real estate with prices affected by regional politics - Fast travel to any owned real estate or camp (configurable with difficulty settings) - Manipulate the markets with guns or piles of cash - Recruit and arm civilians - Designed to work in both single player and multiplayer - Committed to creating a living and breathing landscape where anything can happen - Ongoing development and addition of features - Support for more maps planned This addon includes the following scripts: - VCOM AI - by Genesis92x - http://www.armaholic.com/page.php?id=25381 - Advanced Towing - by Duda - http://www.armaholic.com/page.php?id=30575 Warm Regards, Foofski and the Overthrow Dev Team
  14. Hi all, I'm trying to improve my Life pack.... This is my new 3D model of Cop.. What do You think about it?
  15. A Mod based on Tom Clancy's Ghost Recon, which covers the series from the original era until Ghost Recon Wildlands. It is primarily focused on making a functional and working CROSSCOM 2.0 system in Arma, based on the one from Advanced Warfighter and Future Soldier. Youtube Showcase- https://youtu.be/WH3YTKi3eJ8 Ghost Lead, Kozak, Pepper and 30K sweep through a European village with the CROSSCOM active. Allied squadmates are shown as Blue, while hostiles are Red, civilians white. The shape denotes unit type- infantry are diamonds, vehicles squares, with icon shape, size and color as close to GR's as possible. The small feed in the bottom corner gives a real time grid reference (GRD) and time. (LMT) Here you can see some OPFOR units that have been tagged by the HUD- if the players lose sight of the units the HUD projection/ feed will show a broken outline at their last spotted location, before disappearing over a short time. A screenshot of some players moving through a mission built for the CROSSCOM mod- A Ghost Team deployed to the Mediterranean in order to find and eliminate an enemy BODARK recon team, who are supporting Militia units in the area. This video uses outdated uniforms (VSM V1- and the current uniforms for the various Ghost Recon era soldiers are VSM V2.) Technical mod information- The CROSSCOM will IFF (Identify Friend/Foe) targets out to 200m for infantry, 300m for vehicles, in a colored diamond for infantry, square for vehicle, similar to Ghost Recon Advanced Warfighter- Red is hostile or unknowns, Blue is allied squadmates. Weather, time of day and the amount of cluttered terrain or stance all affect the HUD- it's harder to get an accurate read for the CROSSCOM when at night, in bad weather such as a storm or typhoon, and prone targets in brush terrain are harder to tag than standing targets in the open. The HUD also gives a readout of your current grid reference (GRD) and time of day (Local Mean Time, LMT) in the corner of the screen. Squad Linked HUD- The HUD is linked between squad members, meaning if one player spots a target it will appear as tagged for the entire squad if they are in close proximity to each other, out to about 50-75m between the individuals. I recommend disabling the ingame Squad hexagons when using the CROSSCOM. Broken LOS Area marks- If you have no direct line of sight to the tagged target or have lost line of sight to the target, for example if an enemy ducks behind cover, a broken outline of the diamond or square in the respective colour will appear in the last spotted location for a short period of time before fading on your HUD. The CROSSCOM is linked to several inventory items, and will only boot up and be enabled if you are wearing those items- the mod scans your inventory upon spawn and gives you tactical googles if you have no CROSSCOM item, meaning that the mod is usable in all custom missions and even in the official campaign, but bear in mind that it is rather over-powered for the base game campaign. UAV Supported- If you have a UAV overwatch in your mission that is controlled by a player who had the HUD, the UAV can tag targets for infantry or armored units. If a squadmate has the HUD enabled while linked to a UAV drone, the UAV's tag targets will be projected onto the HUD of the UAV operator and all infantry units in that squad, visible as a tag which can been seen through obstacles such as hills and terrain. If your UAV looses visual on the enemy forces the tag is removed after a short period of time. In addition to the HUD, the mod also moves the player's third person camera to an over-the-shoulder perspective, similar to the Ghost Recon games. Ghost Recon Faction- The mod includes a faction of units based on Delta Company, 1st Battalion, 5th Special Forces Group 'Ghost Recon' during the three major time periods over the course of the series. This includes the 'Classic Era', which covers the pre-GRAW (pre 2013) time period, and the soldiers are armed with M4A1 Carbines, M249 SAW's, M14's and MP5's. Classic units are equipped in M81 camo and have no CROSSCOM auto-enabled. Notably lighter gear and lack of helmets compared to later depictions of the units. All unit have loadouts/ units based on the PS2 or PC version of the game, Veteran Difficulty, with some liberties taken for game play reasons, such as adding smoke grenades, which were not in the original. All classes are based on the game's preset kits and options. Yes, before anyone asks the brown Ghille is correct and not a mistake, as both the Island Thunder and Jungle Storm campaigns have the Ghost's Sniper unit wearing a brown Ghille suit. Ghost Recon Advanced Warfare/GRAW Era covers the Mexican Civil War period of 2013-2014, and soldiers from the Bolivia campaign in Ghost Recon Wildlands are also included. Credits- Deadfast (Shoulder camera) and TPW for original HUD code, used with permission. List of CROSSCOM supported items- Tactical Glasses, Tactical Googles, VR Headset, Assassin Helmet (Black), Viper helmets. Download Links- Steam Workshop- http://steamcommunity.com/sharedfiles/filedetails/?id=1274118490 Armaholic- http://www.armaholic.com/page.php?id=31449
  16. I Proudly Present TUNISIAN ARMED FORCES MOD After Hard Work and Lot of time i finaly release Beta Version For Tunisian Armed Forces Mod the mod Includs : Infantry SPECOPS Cars : Oshkosh MRAP Truck : Hemtt Tank : Leopard 2 Revolution Armed Boats Pilots UH-60 Helicopters ALCA Fighter UAV F-16C Flags Some Music TAF Mod Requirement 1 ACE + CBA ( optionnal i never test it without them ) 2 RHS USA 3 NIARSONAL Steyr + M60E4 + FN MINIMI 4 F-16 Standalone 5 UH60 + NH90 7 TMT MOD Credits to respective of Addons owner i inherite and sorry for not posting picture now because i'm using laptop low graphics and if anyone that gonna download my mod share HD picture very welcome to post pictures and anyone gonna download my mod and find a bug or error just report it and post here or to my Facebook page Download Link Google Drive Download Link Support me if possible : this my donation link or mail : mootazkhelifi0@gmail.com
  17. Hello, from some time I really wanted to create public mod with custom compositions for Zeus and Eden Editor. I know how to save custom compositions using editor which then saves here : C:\Users\*******\Documents\Arma 3\compositions. Question is how to put the compositions file into a mod that can be loaded and used my editor and zeus. I tried using this this tutorial: https://www.reddit.com/r/arma/comments/2b2cef/creating_custom_zeus_compositions_in_arma_3_x39/ I'd like to create something like this: http://steamcommunity.com/sharedfiles/filedetails/?id=642912021&searchtext=composition What i Did: mod.cpp name = "Konkel's"; picture = "icon.paa"; actionName = "Website"; action = "http://armann.eu.org/"; tooltip = "Konkel's 0.9.0"; overview = "Public custom Composition/Templates for Zeus and Eden Editor, Enjoy"; author = "Konkel"; config.cpp (after conversion its KONKEL_COMP.pbo) I Get this error :
  18. Hello, I've recently started to try and learn how to create my own things for Arma (so it could be something realliy stupid :P), but I'm now running into a problem where it gives an error saying "Cannot Open Object" followed by the path to the .p3d file In the config.cpp when I try to spawn it in in the editor in arma 3. I'll try to give as much info as I can. When trying to find out what's causing this I've eventually tried just getting a box in game and it still gives the same error. In my rpt it also says: 13:51:57 Warning Message: Cannot open object jsd_test\jsd_test_box.p3d 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape Which I don't understand as the box does have a visual LOD and a geometry LOD, and the object does show properly in object builder and bulldozer. my config.cpp: class CfgPatches { class JSD_Test_Box { units[] = { "JSD_Test_Box" }; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class Static; class JSD_Test_Box : Static { scope = 2; model = "\JSD_Test\JSD_Test_Box.p3d"; displayName = "JSD Box"; editorCategory = "EdCat_Things"; editorSubcategory = "EdSubcat_Default"; }; }; I've uploaded the .p3d as well: https://mega.nz/#!q9hzXJoA the .pbo: https://mega.nz/#!GgJh2Qzb My addon builder settings, unsure if it'd help: http://imgur.com/IDN5e7v The way I've created the box is in blender (with that blender toolbox thing), set it to the custom LOD and export as a .p3d. Then open it in object builder, copy the box into a geometry LOD, use Structure > Topology > Find Components. I hope I've given enough information to be able to work this out, as said earlier I am very new to this so it might be an extremely stupid thing. Thanks in advance for any help.
  19. Selod's Gaming Network Selod's Gaming Network is a community of like-minded gamers regardless of platform or location. We’re looking for people who enjoy gaming and love to share their thoughts and experiences in those games. Our environment and atmosphere is casual with a roleplay mindset when in game, we believe in playing Arma 3 Life the right way with out bias. We have a close-knit community that everyone gets along with one another, we don't allow any negative gamers into our Network. We are looking for Seroius players, to play A3L the Right Way . We are currently looking for players to fill the following billets: EMS, LSO, and Civilian. If you have any questions come ask us, Here is our TS3 IP: 8.26.94.64:10198 or click here to submit a application [www.selodsgaming.com] Hope you all will come play with us on Lakeside. Best Regards, SGN Staff
  20. Hi, With previous version (1.60) the mod storage allowed to path another HDD than the Arma one. I used to have Arma on (small) C\: SSD and a bunch of addons on E:\ HDD. Since Apex, all Steam mods are considered as "corrupted" with 0 Kbyte. I succeeded to reload local mods (non-steam) from E: in the watched folder, but Steam loaded remained corrupted even if i deleted them, unsubscribed the subscribed again. The solution was to "restore default" the mod storage. Addons remained in the c:\..\steamApps\workshop\content\107410... folders of addons. So my 2 cent question: - why always modifying something working for a weird solution, probably untested in every config? - how transfer the addons (several Gbytes) to the HDD and keep clean the SSD for Arma engine? Thanks :rolleyes:
  21. An addon that returns ArmA zoom feature to Veteran mod. Serverkey included. No file replacement needed. Download: https://www.dropbox.com/s/kwj0turbctxabpt/%40veteranus.rar?dl=0 Steam Workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=757779650
  22. The famous Battlefield bad company 2 RUSH mod for Arma 3 FIA side needs to destroy AAF mcom's to win. Feel free to use to make your own RUSH game mission on Altis or Stratis This mission is inspired from the famous map Valparaiso of battlefield bad company 2 This mod was created after i could not find a similar mod like Battlefield bad company 2 rush game mod in the community of Arma 3. I decided to begin to create this mod back in 2015, but it was only finished in march 2016. This mod is for Multiplayer Dedicated server only with 60 player slots. No addons required. Latest Version: v4.6 (June 4th) Thanks to: Bohemia Interactive Forums Members for their help. All the beta testers for their feedback and bug reports. All third party community scripts (gear select, zlt fastrope, jts squad, jwc casfs, btc) And especially thank you Barbolani for some of the functions. Download from Github
  23. oOKexOo

    Achilles

    Achilles Deprecation Notice Achilles is no longer under active development by the core dev team. Please check out Zeus Enhanced (ZEN) instead. Note that you can still create pull requests, which will be bundled and released as updates if accepted. Description Achilles is a gameplay modification for Arma 3. It expands the Zeus real-time editor with many new additions as well as provides bug fixes. Achilles started as an expansion to Ares mod, which was created by Anton Struyk. Achilles became the de facto successor to Ares at the point the latter was no longer updated. Achilles has already grown into a splendid project, but new additions are still to come! Table of Contents Features Language Localization Getting Started Installing Required Addons Incompatible Addons Optional Addons Other Zeus Addons Documentation Reporting Issues, Requesting Features and Changes How to Contribute Basic Steps Setting up Your Local Development Environment Add a New Module Add a Translation Authors Contact License Features Visual changes to the Zeus interface Tons of new modules: ACE Medical (e.g. heal, injury; also work in vanilla!) AI Behaviour (e.g. animations, garrison buildings, surrender) Arsenal (e.g. add/modify) Buildings (e.g. destruction, breachable doors) Development Tools (e.g. execute code, config/function viewer) Environment (e.g. advanced weather, earthquakes) Equipment (e.g. toggle tac light) Fire Support (e.g. artillery, suppressive fire) Objects (e.g. attach to, toggle simulation, IEDs) Reinforcements (e.g. spawn reinforcements on the fly) Scenario Flow (e.g. advanced intel, side relations) Spawn (e.g. custom compositions, smoke pillar, USS Freedom) Zeus (e.g. add/remove objects) Extended attribute window: Groups (e.g. careless, hold fire) Vehicles (e.g. cargo, pylons, garage, damage wheels) etc. New waypoint types: e.g. seek and destroy, paradrop, sling load Hotkeys: Copy/past units including the full loadouts Remote control etc. Customizations: Settings (e.g. faction filter) Language Localization Achilles is available for the following languages: English French German Japanese Russian Simplified Chinese Traditional Chinese If your language is not on the list, the English localization will be used. We welcome any new translations (check out How to Contribute). Getting Started Below is what you need to know to get Achilles up and running: Installing Required Addons Incompatible Addons Optional Addons Other Zeus Addons Installing You can download Achilles from: GitHub Steam Workshop Armaholic If you are not familiar with installing ArmA 3 addons, check out the Armaholic installation guide. Required Addons Achilles requires: Arma 3 Community Based Addons A3 (CBA_A3) Incompatible Addons Addons that you should not run when you use Achilles: Ares Optional Addons These mods below are required for certain features (e.g. fast-roping): Advanced Combat Environment 3 (ACE3) Advanced Rappeling (AR) Task Force Arrowhead Radio (TFAR) Other Zeus Addons A list of other Zeus mods that are not required, but nice additions: Zeus/Eden Compositions (ZEC) Zeus/Eden Compositions for CUP (ZECCUP) Zeus/Eden Interiors (ZEI) Documentation Check out the Achilles Wiki and the Achilles Tutorial Series on YouTube. The documentation is rather limited at the time and thus, you will certainly have questions. We will gladly answer them on our Discord server. Reporting Issues, Requesting Features and Changes Please use our Issue Tracker for these kinds of purposes. In the case of a bug report, please only use a minimal set of mods (i.e. only use other mods than the required ones if they are clearly related to the issue). How to Contribute We always welcome contribution to the repository and thank you for your work! We will update the list of contributors. What you need to know: Basic Steps Setting up Your Local Development Environment Add a New Module Add a Translation Basic Steps Fork the Achilles repository Set up your local development environment Do your stuff Create your pull request And then we will have a look at your work! Setting up Your Local Development Environment Clone your forked repository Set up your addon builder (either get Hephaestus or use the AchillesAddonBuilder.bat in the repository) Add a New Module A good starting point for your new module is the custom module framework. We will gladly help you to port your custom module to Achilles (message us on our Discord server). Add a Translation You have to edit the stringtable.xml. The basics about string tables can be found on the Bohemia Interactive Wiki. If you don't want to edit the file with a text editor, you can use a dedicated tool such as Tabler. Authors Check out the list of contributors. Contact Find us on our Discord server. License Achilles is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
  24. beama2005

    New mod idea "The 100"

    hi guys have been thinking about this for while now and wondered what people think? ive been watching the tv series The 100 and i think it might be a cool idea for a mod. it will be similar to dayz/exile but will not have zombies. Plot: 97 years after a devastating nuclear war wiped out almost all life on Earth, humankind is living in space, residing in twelve space stations. The space stations banded together to form a single massive station named "The Ark", where about 2,400 people live. Resources are scarce and all crimes no matter their nature or severity are punishable by death ("floating") unless the perpetrator is under 18 years of age. After the Ark's life support systems are found to be critically failing, one hundred juvenile prisoners are declared "expendable" and sent to the surface in a last ditch attempt to determine if Earth is habitable again. The teens arrive on a beautiful planet they've only seen from space. Confronting the dangers of this rugged new world, they struggle to form a tentative community. However they discover that not all humanity was wiped out. There are people on Earth who survived the war, called "grounders" by the 100. The teens quickly discover they are not welcome by the hostile grounders and must band together in order to survive. here is what i had in mind: "the 100" are playable and sole mission is to survive/scavange/kill there will be ai clans (the grounders,mount weather troops) high radiation zones around the map that need gas masks to enter survival system like dayz. food, drink and radiation levels base building? crafting missions? its a very loose idea but i think it would be so much fun to build and play. is there any pro that will help me get this project going? or anyone with cool ideas that want to help? everyone is welcome what do you think? thanks beama2005
  25. Royal Thai Armed Forces - Unit pack Unit and Uniform (ในนี้เป็นภาษาอังà¸à¸¤à¸©à¸¥à¹‰à¸§à¸™ หาà¸à¸•à¹‰à¸­à¸‡à¸à¸²à¸£à¸ าษาไทยโปรดเข้าใปดูในหน้า Workshop) Download from Steam Workshop (32.8 MB) Screenshots: http://imgur.com/a/HKkOs Status: Still working in progress more content coming soon Content Unit (More unit types in future) RTAF Rifleman (Army) - RTAF_Soldier_a_f RTA Rifleman (Air Force) - RTAF_Soldier_af_f Uniform RTAF Combat Fatigues (Army) - RTAF_CombatUniform_a RTAF Combat Fatigues (Air Force) - RTAF_CombatUniform_af Vest RTAF Carrier Lite (Army) - RTAF_PlateCarrier1_a RTAF Carrier Lite (Air Force) - RTAF_PlateCarrier1_af RTAF Carrier Rig (Army) - RTAF_PlateCarrier2_a RTAF Carrier Rig (Air Force) - RTAF_PlateCarrier2_af RTAF GA Carrier Lite (Army) - RTAF_PlateCarrierIA_a RTAF GA Carrier Lite (Air Force) - RTAF_PlateCarrierIA_af Headgear RTAF Modular Helmet (Army) - RTAF_Helmet_a RTAF Modular Helmet (Air Force) - RTAF_Helmet_af RTAF Military Cap (Army) - RTAF_MilCap_a RTAF Military Cap (Air Force) - RTAF_MilCap_af Backpack (More backpack in future) RTAF Assault Pack (Army) - RTAF_AssaultPack_a RTAF Assault Pack (Air Force) - RTAF_AssaultPack_af RTAF Kit Bag (Army) - RTAF_KitBag_a RTAF Kit Bag (Air Force) - RTAF_KitBag_af RTAF Carryall Backpack (Army) - RTAF_Carryall_a RTAF Carryall Backpack (Air Force) - RTAF_Carryall_af Content Working in Progress (Include in this mod) Royal Thai Navy Uniform Royal Thai Air Force Uniform Unit types Rifleman (RTAF_Soldier_a_f, RTAF_Soldier_af_f, RTAF_Soldier_n_f) TRG-21 5.56 (ARCO) P07 9mm RTAF Combat Fatigues RTAF Carrier Lite RTAF Modular Helmet Notes: Classnames in Italic means they are not currently available in current version Uniform / Vest / Headgear of unit will different depend on faction they are on (Army, Navy, Air Force) Changelog (See full changelog here) 11/05/16 00:02 GMT+7 + Add RTAF Rifleman (Army) (Tee) - RTAF_Soldier_a_tee_f + Add RTAF Combat Fatigues (Army) (Tee) - RTAF_CombatUniform_tshirt_a 10/05/16 18:01 GMT+7 - Fix mission hydration pack texture on RTAF Carrier Rig (Army) + Add RTAF GA Carrier Lite (Army / Air Force) - RTAF_PlateCarrierIA_a / RTAF_PlateCarrierIA_af + Add RTAF Kit Bag (Army/Air Force) - RTAF_KitBag_a / RTAF_KitBag_af + Add RTAF Carryall Backpack (Army/Air Force) - RTAF_Carryall_a / RTAF_Carryall_af 08/05/16 16:35 GMT+7 - Added Air Force uniform / unit - Classname Change RTAF Combat Fatigues (Army) RTAF_CombatUniform_a RTAF Carrier Lite (Army) - RTAF_PlateCarrier1_a RTAF Carrier Rig (Army) - RTAF_PlateCarrier2_a 08/05/16 00:49 GMT+7 - Release
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