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Found 233 results

  1. 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.19.0822 In addition, I have a small selection of supported modifications: The Armaholic mirror version: JSRS Soundmod Videos: Installation: Changelogs JSRS Soundmod Update CE.19.0829: Tweaks: - Tweaked whole configuration structure - Tweaked many soundsets and shaders to rather inherit controllers instead of creating new ones constantly - Tweaked multiple volumes and distances Fixes: - Fixed some ram leaking problems - Fixed some performance and fps drop offs Additions: - Further improved WW2 weapon sounds for IFA3 and FOW and prepared for first release of JSRS SOUNDMOD - CE.19.0829 IFA3 AIO Mod Sound Support JSRS Soundmod Update CE.19.0822: Tweaks: - Tweaked volume cutoffs Fixes: - Fixed weird attanuation and filter issue causing all sounds to come out way to dry and flat Additions: - Preparation for WW2 weapons collection and GM support JSRS Soundmod - CE.19.0819 Changes: Updated the modification to a complete file instead of its modularity. Hence the CE in the versioning for "Complete Edition". Tweaks: - New explosion sounds and minor changes - New Distance sounds and weapon effects got slightly tweaked - New movement volumes and changes to the behavior - Massive merging of several sound sets to reduce the stress during the game - Multiple tweaks around the mods structure in order to work more fluid Additions: - Added several new weapon sounds in order to support other mods (RHS, CUP) Cuts: - Due to time reasons I cutted SMA and NiArms out of my loop for now. They caused way too many issues and I couldn't find the time to fix it, so I delete them for now JSRS Soundmod - 6.19.0728 Changes: Fixes - Fixed MX Weapon sounds changed by enoch/contact dlc Additions - Many new sound effects, many updated or changed completely since the last 6 months. Especially soniccracks, weapons and explosion sounds! JSRS Soundmod - 6.19.0130 Changes: Fixes: - Fixed Missing M197 Gatling sounds for RHS AH64 Apache - Fixed Wind sounds were way too loud - Fixed Wrong bikeys in some RHS Compat versions Additions: - Added Ricochet Shell sounds for 20-40mm and Shell rounds JSRS Soundmod - 6.19.0127 Changes: Additions - Added Very close distance cracks (Loud, screamy) Tweaks: - Tweaked Soniccracks got one more step (4 sets of cracks per ammo type) - Tweaked Distance sounds got a bit more bass - Tweaked Increased distance volume and distance values - Tweaked Distance filter threshold 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)
  2. Bohemian Interactive terrain for Take on Helicopters ported to Arma 3. This Mod is an adaptation of the old ToH map for Arma 3, but trying to preserve the old spirit of the map. Without major modifications, with new functional additions and without pretensions to create a new map and if a reliable adaptation. I know this is nothing new, but in this case the difference is that added roads in South Asia: After 6 months of work, research and testing tools, a first functional version of more than 7000 sections of real roads has been achieved. Now the AI circulates through them, looks for roads and they are visible from the GPS. Thank the QGIS Game terrain tools plugin by @adanteh for their wonderful work. and skyscrapers and other buildings in Seattle: Thanks to the teacher @.kju for his patience and advice. You can download from now in Workshop, enjoy: @ToH Core https://steamcommunity.com/sharedfiles/filedetails/?id=1865403034 (Available via WorkShop). http://www.armaholic.com/page.php?id=35509 (Available via Armaholic). @Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1865395754 (Available via WorkShop). http://www.armaholic.com/page.php?id=35511 (Available via Armaholic). @South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1849403283 (Available via WorkShop). http://www.armaholic.com/page.php?id=35465 (Available via Armaholic). Todo.txt Minimum recommended visibility setting: setViewDistance 12000; setObjectViewDistance [6000,400]; setTerrainGrid 8; More images: https://imgur.com/a/Rcl4nnS Known Bugs: -Incompatibility with "@CUP Terrains - Core" that causes visual errors in the detail textures of some buildings. -There is a problem related to the size of the roads. If you overload a lot of Mods and you have a PC with little Ram memory*, it is possible to get a fatal error of "many virtual blocks requested" due to the saturation of information loaded into memory. *I have 16GB of DDR3 and I have not had problems with a number of normal mods (CBA + ACE + CUP's + CFP + US MILITARY + TFR + others). I hope to further optimize the road file for a better load in the future. Another questions: Any advice on the old map of ToH to give a greater resemblance to the original, will be welcome. Arma Public License Share Alike (APL-SA) Take On Helicopters is made by Bohemia Interactive. based on Take On Helicopters Data Pack
  3. Hello, I'd like to announce a project that my team has been hard at work with: Fields of Glory: 1861 - 1865. This is a historical conversion mod for Arma 3 that transforms the game into an American Civil War game, with muskets and cannons, line infantry and long-range cannon artillery. It's just three of us now working on this big undertaking, but we're always looking for new talent to help us with 3d modelling, terrain building, uniform designing, programming and scripting, etc. If you are interested in joining the team, please message me. Keep in mind that this mod is in early stages of development. Thank you! -J. Woody WIP images of Springfield musket:
  4. Farquharson

    The ACU Project

    We from TFT8 are proud to announce the public release of a joint work commission between ourselves and DustyPeek. The Army Combat Uniform Project. The Public Release Contains the following: Frequently Asked Questions(FAQ): Development Team: DustyPeek - Model Rigging, Initial Textures, Initial Configuration Farquharson - Final Configuration, Final Textures, Consulting SheamusV - Consulting, Tester Special Thanks: Current and Prior American service members in TFT8 for realism consulting. DustyPeek for taking on this ‘immense’ and important commission for our unit. If you’re interested in his other work, or commissioning him for yourself check out Raven Industries on discord. Shaleshock for the awesome promotional in-game photography. Check him out over on Twitter. Download on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1872341060 Download via Google Drive: https://drive.google.com/file/d/17s0Ltv5jLysbnJzuV_lGnz9V-GPyVtIb/view?usp=sharing ©2019 by S4@Task Force Tempor 8 Milsim This work is licensed under the ArmA Public License (APL): https://www.bohemia.net/community/licenses/arma-public-license Internal re-textures for private individual and unit use not made for public distribution on platforms such as but not limited to Armaholic, Steam Workshop, etc are permitted. Derivative textures, naming, etc - must give proper, present and clear credit to TFT8. This work is not to be publicly re-uploaded by any entity other than the official Task Force Tempor 8 development team.
  5. Download | Repository | Issue Tracker | Wiki | Steam Workshop What is DCG? Dynamic Combat Generator is an Arma 3 mod designed to help mission makers quickly enhance their cooperative scenarios by supplying a collection of easy to use, modular addons. DCG's addons are highly customizable and allow creators to populate their missions with ease. What's Included in DCG? Modularity Save/load functionality Occupied cities with patrolling and garrisoned enemies Scaling enemy strength Dynamically spawned patrols Enemy static emplacements and sniper teams Populated cities Civilian interaction Roadside IEDs Dynamically spawned civilian traffic Hostile civilians Terrain based animal spawns Approval system FOB construction system Transportation system Dynamic weather Unit caching Headless client support ACE3 support ACRE2 support TFAR support Coop mission template How Do I Use DCG? The latest version of Community Based Addons is required on the server and client. Server Setup Extract the DCG and CBA zip files to the server's Arma 3 folder After extracting the files, @dcg and @cba_a3 should exist in the server's Arma 3 directory To configure a mission for DCG, take a quick look at Setting up a DCG compatible mission If you wish to customize DCG's settings, check out the Settings Framework Can I Contribute to DCG? Dynamic Combat Generator is open source and hosted on Github. Feel free to fork the repository and submit a pull request. Teamwork makes the dream work!
  6. GF Auto Population Zombie Script - Mod by GEORGE FLOROS [GR] There will be a new update soon with a completly reworked code . Here is a temporary version : Description: GF Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Population Zombie Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: GF Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite ,according the selected spawn distance and the max number of enemy. It is created with a concept of , players being in a hostile territory. The intention of this Script - Mod , is to be played alone or even boost your mission and enchase generally the game play. The Zombie spawn possible settings are , patrol , garrison and hunt players. There are arrays , for the Units used , in order to change them easy , to your faction desired enemies . The are presets for RyanZombie , Max Zombies and Ravage mod. There is no editing needed in the 3d editor with markes , triggers etc. It's created in mind , to be as configurable as possible , easy to read , use and edit. There is a dynamic unit spawn and despawn depended on maximum number of enemies and distance. There are options about the spawn positions of the units. There are Safe distances and Blacklist Zones , from players and spawned units . Everything will be total random , according the selected options and the spawn settings. There is a Script and a Mod version available. The Mod version , is using a userconfig , to set your desired settings. For the Mod version : userconfig Installation : Place the "userconfig" folder into your Arma 3 main folder. You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. There are also incuded 2 scipts: GF Auto Random Loadout Script -Mod https://forums.bohemia.net/forums/topic/220873-gf-auto-random-loadout-script/ GF Units Map Markers and Symbols Script - Mod https://forums.bohemia.net/forums/topic/219763-gf-units-map-markers-and-symbols-script/ DO NOT use with : ZBE_Cache AI & Vehicle caching script/addon Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Recommended and/or optional addons and mods to use with : Ravage http://www.armaholic.com/page.php?id=29638 Zombies and Demons http://www.armaholic.com/page.php?id=28958 Max Zombies http://www.armaholic.com/page.php?id=33696 more info in : Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40392 Armaholic GF Auto Population Zombie Script - Mod
  7. Compilation List of my GF Scripts - Mods by GEORGE FLOROS [GR] Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Below are the links and the download button , for every of my available GF Scripts . This list , will always be up to date. For anything that you might want , feel free to ask , if it's possible to do something for this , after all the arma series generally , has a good and helpfull community! Thank you Guys , for the whole support ! and off course . . . have FUN !
  8. In short, I made a faction mod by using Drongo's Config Generator to create new units based on units from other mods and official platform updates. I took the faction mod config file into Notepad++ and edited it to add editor subcategories for my units to help improve organization and scenario compatibility. One problem remained: many of my units did not appear under the category of my faction in 3DEN or Zeus (though some arbitrarily did). Instead, they appear under the subcategory I assigned them, but under the faction category that the unit I had built them upon belonged to. This includes infantry, vehicles, turrets, and other such hardware. Squads and groups appear to function fine. In order to solve this, we went into the configs and added a class editorCategory under the same display name as the faction, then assigned this category to all the units in cfgVehicles. they all appeared, neat and organized, as desired. This for some reason broke compatibility with the Reinforcements Module of Achilles, and now my faction no longer appears under the Vehicle Faction selection dialogue, although it still appears under the squad selection dialogue for the same module. Since Achilles reinforcements only handles infantry in the form of groups, I think the issue at hand is not limited to only vehicles, but all units under cfgVehicles including infantry and others. Just as well, in cfgVehicles, all the units are assigned to my faction, and should be appearing under the appropriate category, but don't. There is no issue with selecting the faction as a playable faction in scenarios like Dynamic Recon Ops, and if the classname for the faction were somehow wrong in the config files, I would be getting all kinds of errors. This leads me to believe that, somehow, there is an issue with my units inheriting the faction editor categories of the factions their base units originated from. This is strange, because unless a unit can somehow belong to more than one faction simultaneously, they should not be inheriting these classes and the original faction category should be completely overriden by the new one. I am ready to provide photographic examples as necessary for clarification, and my config as well.
  9. HptFw. MoinxDGamer

    Boat sits on top of the water

    I can't get the hull of my boat to be in the water. It just sits above the surface. Can you help me?
  10. shadowhunter123

    Project Livonia

    WELCOME TO: Ladies and Gents! I present to you the newly re-textured/added assets to the LDF Faction in-anticipation for the upcoming Contact DLC. Hope you all enjoy! CH-49 MOHAWK DOWNLOAD: Livonian CH-49 Mohawk Version 1.0 F-149 Gryf Bajeczny DOWNLOAD: Livonian F-149 Gryf Version 2.0 OT-12 Czar DOWNLOAD: Livonian OT-12 Czar Version 1.0 AWC-304 Nyx DOWNLOAD: Livonian AWC-304 Nyx Version 1.0 What's inside: CH-49 Mohawk LDF Camo Livery (Standard Military) Aircraft Grey Livery (Rescue) Dark Green Livery (Night Operations, Air Interdiction Patrols) Ranger Livery ( Air Interdiction Patrols, Local Law Enforcement) Rescue Livery (Emergency Rescue) F-149 Gryf LDF Camo Livery (Standard Military) *Updated* Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) OT-12 Czar LDF Camo Livery (Standard Military) Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) White Livery (Whatever you want it to be.) Ranger Livery (Forest Ranger Livery) AWC-304 Nyx LDF Camo Livery (Standard Military) Autocannon Configuration (Anti-Infantry) Anti-Tank Configuration (Anti-Armor Operations) Anti-Air Configuration (Anti-Air Operations) Recon/Radar Configuration (Recon/Surveillance Operations) Add-on Locations: Mohawk: INDEP > LDF > Helicopters > CH-49 Mohawk Gryphon: INDEP > LDF > Planes > F-149 Gryf Bajeczny Czar: INDEP > LDF > Planes > OT-12 Czar Nyx: INDEP > LDF > Tanks > AWC 304 (Autocannon, AT, Recon) *Optional liveries can be found in the livery editor.* LDF Fighter Pilot: INDEP > LDF > Men > Fighter Pilot Nyx AA: INDEP > LDF > Anti-Air > AWC 304 (AA) REQUIREMENTS: ArmA 3 Development Build 1.94 or Greater You MUST have purchased the Contact DLC. (All mods PR: Livonia releases use Contact Assets) Gryphon MAY require Jets DLC. Czar MAY require Apex DLC. Nyx MAY require Tanks DLC. Message of Thanks: A big shout-out to all of you who helped me out on Reddit and the Bi-Forums (Mug Runcher) for making this possible! Looking forward to bringing you more content in the future! If you haven't already, please don't forget to like and leave a comment! Would love to hear the feedback.
  11. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  12. MRH Milsim Tools is a mod aimed at expanding the possibilities of scenarios for milsim units, as well as adding permanent features to missions. It is first and foremost meant to be used in milsim scenarios in multiplayer. Though some features will still work in SP, a lot of them will not behave properly in a single player environment. Please also note that a lot of the mod's features are built around the premise that most milsim units send dead players to a 'respawn bunker' from which they cannot escape until the end of the mission. So when killed a player will be considered 'dead' by the mod. An admin, or the use of the JIP menu can reset that status but if you use a different respawn scheme some things might not work properly. While some parts of the mod are plug and play, most features will require to be added to the mission by the mission maker, and as such require some basic scripting knowledge. A lot of tweaking options are available from CBA options menu. This mod is in constant WIP, the idea being that each time I develop something for a mission for my unit I will include it here. Current version: 1.17.6 Full guide, frameworks and features here: https://mrhmilsimtools-arma3-mod.wikia.com/wiki/MRHMilsimTools_ARMA3_Mod_Wiki Git hub issues here: https://github.com/MisterHLunaticwraith/MRHMilsimTools/issues Source code here: GitHub repository And download here: Download on steam workshop. localization: French and English Requirement: CBA_A3 ACE3 Features: **Core features:** Fully configurable team roster. You can change team roster color theme, decide if you want to display AIs and AI groups, even show all sides in the roster. Tracking of dead, alive, disconnected, reconnected players. Players will be flagged 'dead' by the mod if they are killed and respawn, allowing you to know they are dead even if the 'alive _x' scripting command returns TRUE. The mod keeps a registry of dead and disconnected players, you can decide to kill players that where flagged dead upon disconnecting when they reconnect (optional). Player intel data: Role, rank with NATO code, customizable rank insignia, radio frequency. Alongside CBA's option to change group name in the lobby, you can set a radio frequency for each group. In the team roster,and on the soldier's tablet the name you defined for the group will be shown instead of default Arma group naming (Alpha 1-1 etc.). Radio frequency is optional, can be set and will be shown in the lobby and on the player's PDA but does not affect either ACRE2 or TFAR radio frequencies. Admin warnings for current death toll. Whenever a player dies, admin is prompted a hint (this feature can be disabled). You can set a percentage of acceptable death ratio upon which the admin menu will automatically open allowing you to end the mission or allow players to respawn. Setting to remove map for players that are not formation leaders AFTER the briefing screen. Players with a map in their inventory will keep it during the briefing stage, useful if you do your briefings before launching the mission, but if you enable this option, only group leaders will keep the map once in game. Short automated cut scene when players join in. A small cutscene where the camera moves from above the player to first person view will play (locally of course) when the player joins the game (optional, can be disabled). Removal of disconnected players bodies. Bodies of disconnected players will automatically be deleted thus preventing looting by other players! (optional, can be disabled). Enhanced and configurable JIP menu. Whenever a player Joins In Progress the JIP menu will open allowing them to rejoin their group (optional, can be disabled). You can decide to show all sides in the menu (useful for PVP missions) and include AI groups with playable units. The player can join any other player they select, if the selected player is in a vehicle and the vehicle has free cargo place the player will be moved inside the vehicle. Players cannot join other players if their vehicle is full. Players inside a vehicle are marked with an icon, the icon is red if the vehicle is full. The mod includes a function to turn any object into a JIP menu access point. When the JIP menu is used, a small cut scene plays for the teleported player and if they where flagged as 'dead' the mod flags them as 'alive' so you can use it to allow dead players back in the game. Powerful admin menu. The admin menu can only be opened by a logged in admin and therefore doesn't work in SP, it includes a lot of features, mission statistics, dead players, etc. From the admin menu you can end the mission with a default ending or with any ending defined in the mission's cfgDebriefings. You can reset a player's status if they have been flagged 'dead'. You can heal all players (ACE damages) or just the selected player. You can remotely open the JIP menu for a selected player or for all dead players. You can see the selected's player location on the map and apply some preset punishment for a given player (chicken on head, push ups etc.). Punishments can be customized from the mission's description.ext. Last but not least you can remotely edit any player's equipment (opens ACE arsenal). PLEASE NOTE: As of now, limitations to ace arsenal only allow you to change uniform, vest and helmet and their contents. Backpacks and equipped weapons cannot be changed. I will work on a workaround solution in the next update. **Soldier PDA and framework** The mod includes a PDA item that can be accessed through ace self interactions >> equipment if the player has the pda in their inventory. Access to personal data, map and team roster Default tabs in the PDA include player self intel,a map (can be disabled) and a team roster. Stopwatch, alarm and timer functionalities The PDA has an alarm app that allows players to set an alarm or a countdown timer and includes a stopwatch feature. Possibility to send, receive and collect data and pictures. From your mission description.ext you can predefine data and pictures that can be added to the tab's gallery app or to the tab's data app. Each data or picture can be given separately and therefore discovered mid game. (2 functions are included that do just that). Data can be shared and transferred between players if they are within a ten meters radius of each other. **Fiberscope** Fiberscope Item The mod includes a fiberscope item that allows equipped player to look under doors (ACE self interaction >> equipment). It only works if you are next to a door or a window. **Vehicle spawner module** Vehicle spawner The mod includes a function to turn any object into a vehicle spawner, you can select what type of vehicles (see, land, air, all of them) the spawner will allow you to spawn. Mission makers and admins can decide which mods/ dlcs and factions are available from the spawner. The spawner works fine with vanilla assets, RHS, CUP and PROJECT OPFOR vehicles, some vehicles from other mod might not be listed properly depending on the mod's config files. **Radio chatter module** Play ambient radio chatter from a radio prop The mod includes a function to turn any object (but preferably a radio prop) into a random radio chatter player. The radio can be turned on and off (ACE interaction) effects are global and the same chatter is played on every machine. By default I have included a US military radio chatter channel (with samples taken from the excellent TV show Generation Kill) but you can create your own channel with custom sounds either from the mission's description or by packing them into a custom addon (if you do so, please share!). **Map markers** Customized map markers I have also included a shit ton of customized map markers all of them are available to mission makers, and some of them (not all, so has not to overcrowd the icons tab) to the players. **Hacking and downloading tool** A hacking tool object is included, you can still disable a CBA option if you want to allow players to perform hacks and data download without the item in their inventory. Hacking and downloading tool item Two functions are included to make objects hackable, while hacking or downloading content players can still move but they have to stay within range of the objects. **Miscellaneous functions for mission makers** In addition the mod includes several functions designed to make mission maker's life easier: Elevator simulation Timer Check when all alive players are on board a vehicle Automatically fill given ammo crate with ammo fitting the player's weapons Automatically refill ammo crate with infinite ammo/ items Remove unit's nvg (regardless of the mod they come from) Remove ACRE2 radios Search object/ person function ACE3 simple conversation interaction MP compatible sit unit on chair with release condition Splashscreen with customizable image Static line parachute jump Travel time ETA HVT capture and surrendering function **New features: v1.13** -Enhanced map object, replaces the vanilla one, can be put on the ground and shared, folded in the corner of the screen etc. - Heli taxi system -Support requester via grid coordinates input for: artillery strikes, CAS, supply drops. -Zeus invisibility toggle **New features v.1.15.0** *Added new functionality : Parachuting addon (Halo Gear) -Features: * 2 Masks and 2 Parachutes with auto opening possibilities (CYPRES II Auto Activation Device). *Special HUD for Halo Mask *Chances of mask breaking (Halo Mask With ESS only) *Emulation of Hypoxia effects *Configurable key to open parachute (default SPACE) instead of scrollwheel action menu. *Objects that are attached to the player with ace interaction (IR Strobes chemLights etc) will also appeared attached when the chute is deployed. *Fully configurable
  13. Hey folks, I am currently developing a Coast Guard Addon for Arma 3. I already modded a Coast Guard Faction and Uniforms as well as Boats and a Helicopter, and now I want to add some special Objects. A rescue basket and a life raft. I am pretty good at making 3d Models of technical objects so that was no challenge. However I am not really good at scripting configs for Arma 3 and working with the Object Builder. So I could use your help. Here is a model of the rescue basket I made https://steamcommunity.com/sharedfiles/filedetails/?id=1862964052 I was able to implement it into Arma but I need to add some features and solve some problems with your help. Features I have to add: -basket floats on water (implemented) -basket can be slingloaded to a helicopter (implemented) -basket has 2 passenger "seats" one for the survivor sitting in the basket and one for the rescue swimmer hanging on the side of the basket (implemented) -basket has strobelights for night operation (not really implemented) -lights can be toggled Problems: -basket is static, it won't fall down if placed in the air (fixed) -i dont know how to get textures on the basket (worked around) -basket doesnt move if a vehicle crashed into it (fixed) -crew view position is not where its supposed to be -sling loading behaves odd -light sources don't relly emit light to the environment Basically I want the basket to be a Boat which can't be driven because it has no motor. This is the current config of the basket class cfgPatches { class Rescue_Basket { units[] = {"Rescue_Basket"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; class Life_Raft_8 { units[] = {"Life_Raft_8"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; }; class CfgVehicles { class Boat_F; class Rescue_Basket : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\Basket.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungskorb"; }; class Life_Raft_8 : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; }; };
  14. Hi folks, Thanks for taking the time to checkout this thread and provide support. I'm banging my head against the desk with regards to custom leaflets - https://community.bistudio.com/wiki/Arma_3_Leaflets#Custom_Leaflets I think my config is correct and it definitely works for customizing the existing West, East, Guer, and Civ leaflets, no problems there. My problem is with the Custom_01, Custom_02, Custom_03, etc. objects. I load up my mod, create a test scenario, put down a drone, configure the pylon settings to Custom_01, and then try to startup the drone and release the leaflets. I do see that the magazine is loaded but when I fire I get the following error message: If I go into config view I see that CfgLeaflets > Custom_01 is indeed defined with my PAA file. Any idea on what's going wrong here? Happy to provide additional info if needed. Your help is immensely appreciated 🙂
  15. Zeus Enhanced Requires the latest version of CBA A3. Zeus Enhanced, also known as ZEN, is an Arma 3 mod aimed at improving and expanding the functionality of the Zeus real-time editor. Zeus Enhanced is built with communities who use Zeus as their primary mission making tool in mind by enabling curators with powerful tools to create dynamic scenarios in an efficient manner. For an in-depth breakdown of the features and frameworks please visit the website. This mod is built using the same foundation and design standards as the ACE3 Project. Special thanks to the ACE3 Team for their open source nature and permission to use their systems, without their work this would not be possible. You can download Zeus Enhanced from: GitHub Steam Workshop Features A lot of new and improved modules Extended attributes displays Settings to customize the editor display Context menu providing easy access to common actions Various bug fixes for the Zeus interface Rewritten vehicle garage specifically for Zeus Rewritten, faster remote controlling of units Contributing You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. We are always welcoming new pull requests containing bug fixes, refactors and new features. We have a list of tasks and bugs on our issue tracker on GitHub. Please comment on issues you want to contribute with, to avoid duplicating effort. To contribute something to ZEN, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the AUTHORS.txt file; including a valid email address. Submitting Issues and Feature Requests Please use our Issue Tracker to report a bug, propose a feature, or suggest changes to the existing ones. License Zeus Enhanced is licensed under the GNU General Public License (GPLv3).
  16. Author: göko 'the0utsider', Spectre, 654Wak654 Website/Repo: https://github.com/the0utsider/unit-voiceovers Short description: Dynamic 3D-positional voiceovers MP compatible: Yes *Has to be loaded on both server and client Requirements: CBA Version: v1.46 "Imbroglio" Signed: Yes Description: This is not a regular replacement mod to patch/replace existing sound files. It is a unique experiment using NWI's iconic game "Insurgency" resources; this addon is created to improve overall experience and bring dynamism to increase situational awareness, to simulate better close quarters combat in Arma 3. Features Complete overhaul for default arma unit voice-overs Opfor, independent, and blufor sides use different sets of voices Randomized samples for each action Spot enemy / callout targets direction (Default key 'T') ACE3 Medical compatibility Custom Nationality system (@spectre) Almost 1000 different sound samples total Supports transferring unit locality Works independent from 'enableSentences false' setting For more information on features and customizability, please see github readme For defining custom nationalities and other functions, please see github wiki Special thanks: 654wak654 Thanks bud, none of it would exist without your imagination and experience. gebbet for support sergentKappa for help Spectre For giving proper test and feedback since I first created this, and becoming a part of development: implementing CBA methods like 'statemachine', solutions to add custom sounds/creating custom samples. Also providing a WIKI and taking a step to make this a true community mod, thanks. And thank you all the rest at the other end who enjoy and cherish this.
  17. when I rename the DUWS mission in order to be able to play on different maps like Tanoa, I still have aproblem: all the units are wearing arid camo and the vehicles have the wrong color as well. how to I fix this? Is there a way to replace the units or add additional ones?
  18. Hello community! I've had this released on the Steam Workshop after a long development period, and it's about time I introduce it here. I hope communities will enjoy using this! Hunter'z Persistency Module What is it? It's an "offline" (meaning, an SQL server or similar is NOT required) persistency framework for complex dynamic missions. It's meant as an alternative to existing solutions that use SQL servers. Instead of using a server/database approach, Hunter'z Persistency Module is fully SQF-based and outputs save data to text files in SQF-format. With this module you can avoid having complex infrastructure such as SQL servers and set up a persistent server with ease. What can it do? As a framework, it's got all the functionality you need to save any object, ammo crate, or vehicle and it's designed to be very easily customised so that you can save custom information such as object or mission variables. The module is focused mostly on realism/logistics scenarios, which means whatever you want to be persistent, you can set it up with ease and it will save every detail without compromise or room for exploits. For example, if you want to set a vehicle to be persistent, all you have to do is call one line of code and its state will be saved with all details down to the number of rounds it has in its guns. Player units are also persistent by default, which means not only does it save your position or your gear upon logging out, but also how many bullets you have in the magazines inside your backpack, the damage on all your body parts including your full medical state if you use ACE, any map markers you have placed and whatever else comes to your mind. The customisation of the framework is done by using API functions that you call either through scripts in your mission or live through the in-game admin console. These are all described together with setup instructions and further information in the manual that comes with the module. How does it work? It uses Killzonekid's debug console dll extension (with his permission of course) to write to a save file on the server machine. Although the save file comes out as pure SQF, due to the limitations of extensions in Arma, large data arrays are split up into smaller ones and parsed back to normal by the module during saving and loading. This means that you might see a lot of text in your save files, but since it's all SQF, you actually have the option of editing the data manually by hand in case of any problems you have in your mission or things you want to change. Saving to file is done automatically, through an auto-save system, for which you can set the save interval. The module is very performance friendly as it only uses resources when conducting a save, which usually takes less than a second. Player persistency is managed through connect/disconnect event handlers by the server, and other than these situations the module will not be using any CPU power! Future work / TODO? I plan on adding more features to the mod. One thing I will investigate soon is persistency of damage to map objects, such as buildings that are part of the map. No promises though! Download link You can obtain the mod through the Steam Workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=1207707864 Licensing The module is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. You are free to share or build upon this work as long as you credit me as the original author. You may not sell this work or any derivatives of it, or financially profit from the use of the mod in any way. Trivia Although I've been working on Arma 2/3 for a few years now, this is the first mod that I got ready to be released for public use. I'm hoping to have release versions ready for my other mods, especially the AI mod I've been developing since 3 years, but we'll see... For more info on what I do, feel free to check out my repo: https://github.com/KHunter-Arma
  19. "PSZ: POLISH ARMED FORCES" SITREP PSZ: Polish Armed Forces is a mod project focusing on adding a high quality, realistic modern Polish Army faction. This means we plan to recreate in-game most of the currently used Polish Army equipment, including of course most of the signature weapons, vehicles and units, like Beryl, MSBS and Tor rifles, Rosomak APCs, Leopard and Twardy tanks, Sokol helicopters, etc. The SECOND version just got released, so why won't you give it a try? THE FUTURE The general idea is to release the mod as soon as the base is ready, then build upon it, until we have everything one could ask for in terms of realistic Polish Armed Forces faction(s). Initial plan includes PKW 2010 faction with weapons, infantry and some vehicles, which then should be supported by following Special Forces, PKW "Motorpool" and also the 2020-ish PKW faction updates. 2020(-ish) faction will be there to include the newest weaponry polish military industry is trying to incorporate, like MSBS Radon assault rifle, Negev LMG and possibly more, like ATGM Rosomak APC variant. Mod requires CBA (for ASDG Joint Rails, for example) and at this moment we are thinking about incorporating MRT Accessory Functions and Weapon EventHandler Framework for greatest possible immersion and level of realism. Also because we want everything to depict real-life counterparts and their behaviour as much as possible, while keeping the best possible visual and technical quality. SECOND RELEASE Happy Easter, eh? Please bear in mind that it's STILL an ALPHA release, which means there's tons of stuff missing and that the stuff that IS present may need further polishing, not everything (or rather, nothing) might be final. Realistic expectations are a key to happiness and thus we suggest to take that approach :) Current mod version is ALFA 068.1103; and it contains: For the time being, PSZ: PAF mod REQUIRES CBA 3.2.1 or newer to work. DOWNLOAD - PSZ Mod v0.68.1103 @ ArmACenter.PL- PSZ Mod v0.68.1103 @ ModDB- PSZ Mod v0.68.1103 @ Goggle Drive USEFUL LINKS - ArmACenter.PL (home of the PSZ Team) - ModDB profile of the PSZ project - FaceBook profile of the PSZ project - Official PSZ Gallery on Imgur CREDITS ===PSZ TEAM=== WinteR5 Macko zGuba Istar Jon ===CONTRIBUTORS=== (more to be listed as we'll implement more goodies from our beloved friends!) Dan (former developer) - M97 Zbik Sgt. Pepper (former developer) - textures and layers Smookie (former developer) - animations Keeway (former developer) - developer, config, content porting, scripting Reyhard (M.I.A.) - developer, config, content porting, scripting RHS Team - Leupold scopes, repository Project Reality: Polish Forces Team (Veti, ddeo) - STAR trucks Kamil Nowicki - Alex / Bor, UKM-2000, Negev [ACPL] Ghost - "Steal the Data" scenario PSZ logo by WinteR5, uses great Eagle drawing by Julia Baradziej. Enjoy!
  20. Repo's Custom Textures V0.3RC A retexture mod of MLO. Currently still being developed and worked on. Everything is WIP unless otherwise stated. Current patterns: Uniforms: Helmets: Please join the development discord for better support and requests: https://discord.gg/SVUAk8E Any Requests, please put them in the discord above, or in the comments below. You are more likely to be acknowledged if you post in the discord however. Plenty more is planned for this project, and things will change quite often currently. Credits: VanSchmoozin - Creating in my opinion the best looking gear textures in ArmA. Task Force Raven - Putting up with my gear addiction. DOWNLOADS: https://steamcommunity.com/sharedfiles/filedetails/?id=1849718114
  21. Hi, Originally I made this custom memory allocator as a fun project because I dreaded of slow A3 performance. Features 64-bit only custom memory allocator for Arma 3 Based on Intel Threading Building Blocks (TBB) 2018 Update 4 Large Page support Optimized for both AMD and Intel CPU with AVX/AVX2 Drop-in replacement for BI-provided TBB4 malloc How to install You can read the installation guide in the ZIP package. Notes Not BattlEye compatible. I only tested INTEL64 AVX2 binary on my own PC (i7-8750h with RTX 2070). I cant afford to test all binaries. As an unwanted side effect, some trainers/cheats will not working or crash if you use this custom memory allocator 😁 Performance could be better or worst. I am not responsible if something happens to your games or PC. I am not taking any profits or benefits from this. Virus-free: VirusTotal result (scanned with 60+ engines) . Only one false positive with one of the binaries, I already contacted the AV gave me false positive result. (fixed) Source code will be uploaded once I clean up the code (I built this long time ago and just recently dusting it up). If you have any question or report about this please contact me via this thread/forum or "spektykles" on official Arma 3 Discord server. I am all ears 😀 Download ZippyShare
  22. Unsung 3.0 - W.I.P THREAD Hi all , Well its a new year and time to move forward. The unsung team have had a rest from our 2.6 release for A2 and we are looking to move into the next installment of the Arma series. We have done extensive testing and work on the 2.6 release to the point where we are happy we have a solid base to work from as we progress. However, We need your help. We are currently seeking Config writers, Modellers, Texture artists. Especially those whom have experience in porting A2 content to A3 taking advantage of PhysX and other engine enhancements. So if you want to be a member of a strong team and a mod that's been around for over 10 years, then please send me a PM For those new to the Arma series who don't know who we are have a look here: Unsung History (needs an update :P ): http://community.bistudio.com/wiki/The_Unsung_MOD Latest work : http://forums.bistudio.com/showthread.php?181703-The-Unsung-Vietnam-War-Mod-v2-6-Released-!!!&p=2749195#post2749195 Some WIP's so far:
  23. GF Auto Loot Crashsites Script - Mod by GEORGE FLOROS [GR] Description: Spawn Random Crash sites , will detect the enabled Mods , without editing lists,for loot and vehicles. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Crashsites Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Spawn Random Crash sites , will detect the enabled Mods , without editing lists,for loot and vehicles. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. There are Blacklist Zones available , 5 from default and a safe distanse from players . This is the new reedited version of the previous GF Crashsites script , so there are a lot of changes and options. More information inside the GF_Auto_Loot_Crashsites.sqf There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.2 It is possible to spawn normal alive vehicles , with crew or not or just wrecks. NOTE : The normal vehicles , might also not spawn loot at all , due to the vehicle destuction. Fixes about spawning. Minor Fixes. Added more options. v1.1 Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40312 Armaholic GF Auto Loot Crashsites Script - Mod
  24. DOWNLOAD: Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=740727824 Armaholic: http://www.armaholic.com/page.php?id=27523 MediaFire: https://www.mediafire.com/file/9t6hcwidvxxkwft/@TMT_-_Turkish_Forces_v0.7.rar/file --------------------------------------------------------- TMT - Turkish Forces - ArmA 3 Mod - v0.7 --------------------------------------------------------- © 2019 Turkish Mod Team ------------------------ License ----------------- Users are permitted to install and use the TMT Addons for personal using purposes only. Any military, commercial or educational use is prohibited without permission from the author. Free redistribution is permitted for the original file package as long as it is kept unmodified and distributed free of charge. Distribution of parts of the TMT Addons are not allowed without explicit TMT authorization. This TMT Project that is for Arma 3 is under the “Arma Public License” and “Arma Public License - Share Alike”. https://www.bohemia.net/community/licenses/arma-public-license-share-alike -------------------------- Changelog -------------------------- -v0.7 New vehicles, updated textures and configuration. New and updated attachments and gears. Updated core files. New classes. ---------- -v0.6 (Beta) New vehicles and updated textures, configuration. New and updated weapons, attachments and gears. Updated core files and configuration. ---------- -v0.5 (Beta) New models and classes. Updated core files and configuration. Optional F-16 addon. ---------- -v0.1 to v0.5 (Alpha) Closed test. ---------- -v0.1 (Alpha) First release. Just some test classes. -------------------------------- Known Issues -------------------------------- Some weapons are not compatible with some accessories in terms of design. There are some texture-uv map issues / especially for AH1W. Some geometry problems. ACV-300 glass passing. There are some animation deficiencies. --------------------------------- Contributors --------------------------------- Rygugu - W0lle - Vilas - SuperRat - shortez -RedRogueXIII - TenoYL - Trnx17 Firewill for F-16 Fighting Falcon Series and AirWeaponSystem Addons CUP Team for Documentation ---------------------------------------------------------------------------------------------------------------------- Thanks; Bohemia Interactive for the great military simulation game and ArmA Community for guidance and supports. ----------------------------------------------------------------------------------------------------------------------
  25. Hello world. I'm glad to share my project for Arma 3, I have been working on it a few months and i think is time to make it official. The mod is aimed to cover some units and equipment currently in service -and some in current development- with the Argentine Army. Vehicles: TAM Family: TAM 2C ** TAM VCTP (Armored IFV) TAM VCPC (Mobile Command ) TAM VCRT (Recovery) VCA Palmaria (155mm Artillery ) TAM VC AMUN (Supply) LVC CP30 Agrale Marrua M10/M20 HMMWV Variants Polaris MRZR-4 Ford F-350 TSCR (Comms) --------- Static objects: Tents (inc.variants) Ammo Boxes MANPADS RBS-70 Skyguard M /FCS Oerlikon GDF-002 AA CALIV 105mm ** CITER 155mm CARDES (Disposable demining tool ) ** UAV: MALE VIGIA-2A ** -------------------------------------------------------------- There's so much to do, and this are my first steps on modeling and texturing, a good way to improve my skills 🙂 I'm not will made a 100% accurate version of vehicles and objects. The mod is set on year 2035. Some equipment gonna be upgraded on that timeline. [All content are subject to change without notice. ] More updates soon! Forgive my bad English .-
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