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Found 391 results

  1. Hi Everyone, Been playing around with the CfgORBAT, modules and structures for the past few weeks as I love the concept. I've introduced it to a multiplayer server as a way of keeping tabs on the whereabouts of other squads and knowing where they fall in the mission's hierarchy. I know linking the module to a playable unit allows the ORBAT marker to follow them, however, in a multiplayer environment the module initialises before the players join and just sit there being static. I've tried tieing the modules to a trigger, that initialises when the player characters are "alive", or on a radio option so they're defiantly in the server when the module initialises, but no dice. The current only functional workaround I have is having AI with their "MOVE" disabled spawning in place when the mission begins, and when players join, they take the AI slots. That gives the module something to adhere to at least. If anyone has any suggestions or knows how to have the modules bind to players when they join, it'd be appreciated. Cheers, Val.
  2. XIM - X's Immersive Music https://steamcommunity.com/sharedfiles/filedetails/?id=2127841273 https://github.com/x-00010/XsImmersiveMusic Please note - this mod is in the early stages of development. There are likely very many bugs. The mod is likely not compatible with certain scenarios, such as NMD sandbox. We are not sure why. However, it is tested to work on Vindicta and Antistasi. Use at your own risk. Features Uses almost every single track in Arma 3 Plays calm music when daytime, and all is quiet Plays stealthy music at night time, when raining or foggy Plays combat music when the AI is shooting Syncs the currently playing track with your squad Allows you to skip the current song via the ACE self interaction menu (must be squad lead) Displays the currently playing song with a nice looking message Works in singleplayer, non-dedicated and dedicated. Examples You're in a nightime OP with your team, making your way to assault a major enemy stronghold? How about some Canton Protocol? You're in the middle of an intense firefight, with a friendly IFV wreaking havoc in Zaros? How about the This is War Marksmen DLC remix? You're just chilling at base with the lads, without much going on? Try Fighter Jets. Note This mod simply runs whenever you connect to a server, no setup or anything needed. However, all the clients and the server need to be running the mod. Thanks! Thank you to everyone in the Arma 3 discord, namely Lou and Dedmen, you guys were a huge help! Thanks to Wietse as well, we actually have the server side code :) And finally, thanks to chief22, who allowed me to look through his addon mood jukebox to help me create the foundation for this mod. Any questions? Ask 'em down in the workshop comments and I'll do my best :) Cheers lads.
  3. Hi. On my mission I put some notifications with BIS_fnc_dynamicText function as tasks are accomplished, i.e., Kill the officer. Init.sqf if (isserver) then { officer_down = false; publicVariable "officer_down"; }; I have created a task with the module and named it "kill_officer" and a trigger. Trigger Condition: !alive officer On Activation: ["kill_officer","succeeded", false] call bis_fnc_tasksetstate; Task_Kill = ["<t font='PuristaBold' t size='0.90' t align='left'>The officer is dead!</t>",safeZoneX+0.10, safeZoneY+safeZoneH-0.15, 20, 1, 0, 888] spawn bis_fnc_dynamicText; officer_down = true; publicVariable "officer_down"; Notifications work perfectly when tasks are accomplished. The problem is when a player goes offline and reconnects in the middle of the mission, all the notifications together that have been completed so far appear again. It is clear that it is something related to JIP, but for more I look for information and read, I cannot understand how JIP really works The mission was played on a dedicated server. I would appreciate any help to fix this problem.
  4. What is this. Example MP mission that has 4 working configurable clickable buttons in the briefing. Purely VANILLA, no addons These buttons can be configured to Open an external web page in your default browser Start and connect a client to your Teamspeak server ( If they have Teamspeak installed ) Download a file And most likely also allow you to link to your discord channel (not tested) No issues found while running with an anti virus and doesn't interrupt Arma (Tested in full screen mode with multiple monitors) DOWNLOAD LATEST VERSION Download Example mission and source code Following download has a working packed (pbo) mission file and the source files Txu_InfoLinks.zip (see changelog) The example mission will (If you click the links) (Please don't spam them) Allow you to Join my teamspeak server Open up the teamspeak client download page Open up our website front page Download our clientside addon pack INSERTING INTO MISSION 1) Copy the TXU_Info folder into the root of your unpacked mission folder 2) Add the following lines to your Description.EXT #include "Txu_Info\CfgControls.hpp" class cfgFunctions { #include "Txu_Info\cfgfunctions.hpp" }; If your CfgFunctions class already exists then just copy the "#include" line as seen above 3) Open the TXU_info\CfgControls.hpp Edit the txt= and url= entries for the 4 button classes in there and your done. Also if your mission doesn't have a briefing like for example OPEX, you can comment out the TXU_INFO_FrameEHId = addMissionEventHandler ["EachFrame",{[] call TXU_INFO_fbriefingEH}]; e.g. //TXU_INFO_FrameEHId = addMissionEventHandler ["EachFrame",{[] call TXU_INFO_fbriefingEH}]; so that it doesnt attempt to display in the initial briefing screen ADVANCED EDITING You can ad parameters to your Teamspeak URL For example, automatically add a bookmark to the players Teamspeak Client as well as passwords, default channels etc Complete format: ts3server://ts9.teamspeak.cc?port=9987 &nickname=UserNickname &password=serverPassword &channel=MyDefaultChannel &channelpassword=defaultChannelPassword &token=TokenKey &addbookmark=SomeBookmarkText Parameters are optional. In most cases, specifying the host and port should be sufficient. Nicknames usually should not be specified, leave this to be configured by the users in the client. So a common URL would look like this: ts3server://ts9.teamspeak.cc?port=9987 Or simplified if only the port is given: ts3server://ts9.teamspeak.cc:9987 CREDITS The orginal concept and a working example was by Larrow His original post https://forums.bohemia.net/forums/topic/169501-link-to-website-in-briefing/?do=findComment&comment=3277456 He is the one that deserves the credit for this. His original version only had 1 button and wasn't available in the initial briefing screen. My version has 4 buttons (I cant see you needing more than 3 really) LIMITATIONS The system uses classes to create buttons that are defined in the Description.ext environment. This is the only way I can see to pass an external URL link. For that reason it cannot be injected into the client using a serverside addon. So the only way to get this to work is as part of the mission file. That's a lot of editing for server admins and their mission devs FUTURE DEVELOPMENT If someone better at coding than me wants to rip this and optimise it more, feel free, I'll happily update the example mission and re update it. ENJOY ! CHANGELOG V.01 (Date: 18/5/2020) File: TXU_info\f\fmapEH.sqf Line 20 Changed from if(TXU_INFO_ButtonAdded)exitwith{}; to if(TXU_INFO_ButtonAdded1)exitwith{}; __________________________________________ V.02 (Date: 24/5/2020) Removed the requirement to #include "Txu_Info\CfgBaseDefines.hpp" This file has been completely removed. The default Gui class bases are no longer inherited from, this makes it much easier to import this into existing missions that define their own GUI Base classes and should not conflict with any existing Gui definitions __________________________________________
  5. [Outdated] Go to thread of the new "Freemode" version Old: Mafia Team Work : Katalaki Bay by Der Kroi CIvilians Life feature video Workshop Subscribe Download from Armaholic for hosting server Screenshot gallery Description : Mafia Team Work is a fast paced and dynamic gamemode inspired by GTA IV Team Mafia Work with common objectives for both teams in PVP (also playable in single player or coop) and features a real civilian and cop life. ------------------------------------------------------------------------ Welcome to Katalaki Bay, a small coastline town, who’s inhabitants are terrorized by mafia families that fight each other to expand territories and gain respect of local godfather, Kenny Petrovic. In Mafia Team Work, your family and yourself are working for Kenny Petrovic, in direct confrontation with an other family. Your objective is to earn more respect and prove to Petrovic that your family is the only one to trust. This gamemode is a fast paced dynamic PvP mission, in a customized & optimized area of 9km². Also playable in Singleplayer and Coop with dynamic difficulty. Missions & Targets are common to both teams. Each objective completed add Respect points to your team. When game time is over, the game ends once the current mission is completed. The team that got the highest Respect score will gain the trust of Mr. Petrovic, Godfather of Katalaki Bay. At respawn location, use flag’s menu to get a car. All cars can be field-repaired anytime. Open your GPS to reach objectives faster. You can also follow waypoints (3D Icons) that point objectives locations. . RED Objective: Kill or Destroy . BLUE Objective: Take and drop (do not destroy) . YELLOW Objective: Drop location for car or briefcase (only seen by the driver/carrier) Equipment and weapons can be found in Ammo Crates on objectives, or in your Victim’s Vehicles. ------------------------------------------------------------------------ MOST WANTED ! The Wanted Level is inspired from “Grand Thef Auto”, and tells players how much police attention they are getting, or in a few missions, how much they are actively searching for the objective. Wanted Level 1 and 2 stars are related to your own actions, only the wanted mafia member sees it, and cops will only be after him. Level 3, 4 and 5 stars however, are global. All mafia members will be actively wanted by Law Enforcers. Expect cops, FBI agents, and Army to come in number, protecting objectives assets against the mob. How it works Level 1 : Depends on checks and stops (usually on foot) that randomly happen on the map. If the patrol has not been neutralized or outrun, it will trigger level 2. Level 2 : Hitting a police patrol car, or shooting next to cops or on their vehicle, will trigger Level 2 star, as well as Level 1 backup calls. The various events impacting Wanted levels overlap each other. As a result, shooting down or outrun a patrol does not reset your Wanted index if another patrol is also on your trail. Despite Levels 1 and 2 are related to a single mafia member’s actions, other mobsters are not safe: if a patrol sees a mafia member, they can decide to engage him as well. Level 3-4-5 : Are related to "Take and Bring Back" type missions. Law enforcers will spawn continuously until the end of the current mission. The amount of active reinforcements simultaneously depends on the mission and the number of players connected. Backups, as well as regular patrols will head towards the objective to protect it from the mafia. Wanted Level progression is based on the number of patrols neutralized. Take down a helicopter patrol will piss the cops 2x more than losing a ground patrol. Lvl 1: Police foot patrol Lvl 2: Police patrol car Lvl 3: Police patrol car + Police helicopter Lvl 4: FBI SUV + Police patrol car + Police helicopter Lvl 5: Military armored vehicle + Police patrol car + Army helicopter with sharp shooters------------------------------------------------------------------------ Features : _ Detailled civilian life, on car, on foot, chatting... _ Cops on patrol, reinforcement, apprehend. _ The difficulty level and the amount of weapons are dynamic, depend on the number of player connected. _ FBI and Army reinforcement link to the research level. _ A fast paced dynamic PvP mission, in a customized & optimized area with terrain cleanup for nice driving (9km²). _ Reinforcement system with research level for some Take and Drop missions. _ Stunt Jump with score. _ Bellow 80km/h, you can get out of your vehicle safely. Get out at higher speed is still possible, but is at your own risks. _ 15 detailed missions each with a large random combination. (Others will come). _ Event random with awesome stuff (Heli Army crash for the moment and one Army convoy very soon). _ When a vehicle’s engine is destroyed, it will ignite, and blow up after a moment. _ You can be polite and salute civilian, or you can dis em, or steal their car, and deal with consequences. _ Respawn with a car, no sway, 126% speed on foot, BIS revive. _ Custom sound for ambient life, dialogs and Hint. _ Ballas and Triads gang with an exclusive car color. _ Kill tickets. _ Every player's respawn with same weapon/stuff. Do you want the best ? Rush to the curently mission and get your reward ! _ If you like Hip Hop, you like this mission 😉 _ No mods are required to play this mission, no mods are accepted on the server ------------------------------------------------------------------------ Official Dedicated Server : OFFLINE ; Back with a new version: Freemode ------------------------------------------------------------------------ SinglePlayer/Host/Lan If you want to play SINGLEPLAYER, simply host a LAN game in the Multiplayer menu, Server Browser, host Server tab. ------------------------------------------------------------------------ Many more information on your Website : https://mafiateamwork.com/ ------------------------------------------------------------------------ Custom Difficulty Settings for the better experience : difficulty="Custom"; class DifficultyPresets { class CustomDifficulty { class Options { autoReport=0; cameraShake=0; commands=2; deathMessages=1; detectedMines=2; enemyTags=0; Armor=1; friendlyTags=0; groupIndicators=0; mapContent=0; multipleSaves=0; reducedDamage=0; scoreTable=1; staminaBar=1; stanceIndicator=2; thirdPersonView=0; visionAid=0; vonID=1; waypoints=2; weaponCrosshair=0; weaponInfo=2; }; aiLevelPreset=3; }; class CustomAILevel { skillAI=0.75; precisionAI=0.1; }; }; // Change thirdPersonView=0 to thirdPersonView=1 if you really want third person view. ------------------------------------------------------------------------ Workshop Subscribe Website Youtube channel Steam group to be kept informed of the event organized on the server. Facebook Page Discord Channel Armaholic Page
  6. So I was adding a template to my dedicated server to update it from our old one because my unit was moving to a new map for a campaign. I was able to export the mission from Eden perfectly fine and install it into my server but upon loading it in to test it I get this error and I don't know how to fix it or solve it Picture_ca_paa the map I am using is this https://steamcommunity.com/sharedfiles/filedetails/?id=1282716647&amp;searchtext=vidda some assistance would be of great help
  7. Hi there, I've wanted to report an issue that I had for almost two weeks now. So every time I join a server it doesn't show the slotting screen, but is stuck in the server loading screen. First I thought it would take a little bit of time, so I waited for a couple of minutes. But nothing happened. I have then tried to fix this myself by verifying the files, reinstalling BattleEye, repairing the mods and eventually reinstalling Arma. I also got help from one of the mods in the community that I am in, but that didn't resolve it either. He then proceeded to check the server logs and saw that BattleEye does not show my steam ID. After deleting all cache from Arma, I noticed that the debug log got a new entry. It states as follows: "[0518/150655.357:ERROR:settings.cc(325)] Settings version is not 1". Now that is unfortunately all that I know, so that is why I could need your help.
  8. Multiplayer Save and Load Saves a multiplayer mission in progress to be reloaded later. Downloads: Armaholic Steam Reloads units, gear, vehicles, weather/mission details, waypoints, tasks, buildings, markers, triggers, missionNamespace*, locations, etc... Mod designed for use to save the progress in player-made multiplayer missions. For best results when loading, start the original mission, then load your progress with the UI. Saved mission files are stored in the mod folder, so take care. I believe this is about as good as I can code a save/load mod in SQF. But if you can do better, please feel free to make coding suggestions here! Uses inidbi2 from code34. v2.1 Features - "Fast Save/Load" added. Approx. 30s-3min save duration. Save/Load uses all server processing power until the save/load is complete. (Game will appear frozen!) Fixes - Vehicle fuel is saved/loaded. V2.0 Features - Added Simple/Full Save/Load toggle, for much faster save option, but with fewer details recorded. - Faster load/save syntax. - Compatible with existing save files. - Saves "Things" (including ammo boxes and decorations). Fixes - General coding improvements - "Dead" vehicles do not respawn on load. - Hidden Map Objects - Global Triggers v1.1 Locations and MissionNamespace now saved. Note: missionNamespace items of type "CODE" are not saved, as this would decrease performance or break the process. MissionNamespace items are also not removed, so CODE items can be maintained by loading the original mission before loading your saved game. Known Issues: - Scripts running at the time of save cannot be re-initiated after. Also, full script environment cannot be re-initialised without starting the scripts at the beginning, which is likely to cause more trouble than it is worth. So I recommend loading mission progress whilst in the original mission. - Unit side anomalies reported. - Unit names not syncing globally. Will likely cause issue if scripts require a unit to have a specific name on clients. - Zeus will detach from some players in some instances. Use #adminLogged in Zeus Game Master modules, then re-login as an admin. - Use this code if the action is removed by your gamemode: player addAction ["<t color='#FF5500'>Multiplayer Save and Load</t>",{createdialog "MSLDialog";},[],-999,false,true,"","isServer or serverCommandAvailable ""#kick"""];
  9. Hello, I am running a vanilla ArmA game without any mods loaded and I am unable to play APEX campaign neither in SP mode or in MP mode. After launching a solo game or a (LAN) server I am just getting a loading screen with mission description with picture, I hear "sound of the sea" like there is an empty world loaded, and the loading gets stuck. After I press "escape", the game shows a multiplayer lobby for a brief moment and then it shows loading screen for another mission which also gets stuck. After pressing "escape" key a couple times it just gets me to title screen. Any other campaign or scenario in SP works normally. In MP when I host any game I am unable to choose any slot. I can join official servers on the other hand, (when BattleEye is on). What might be the problem here? Has anyone had such an issue? Thank You for Your help, MH
  10. So I have been doing some research about a MULTIPLAYER save implementation for my missions and I stumbled upon this: https://community.bistudio.com/wiki/saveVar Its description reads: Save variable value into the campaign space. So what is this "Campaign Space"? I haven't been able to find anything on it. 1) How do we access it? 2) How do we enable it on our missions? 3) Does it work for multiplayer? 4) Can we use it as an alternative to ProfileNameSpace? Has anyone used it before and knows about this?
  11. Simple support system for Arty, Ammo drop, CAS, Transport, dynamic with mod support, virtual, white-listing. Works with team-switch GitHub Link Place the required modules, Place one support requester module named SupportRequester Then place virtual Support modules for each named; ArtilleryProvider, CasProvider, TransportProvider, AmmoProvider, HelicasProvider using the virtual support module Sync each virtual module back the the main SupportRequester module. You can also sync the main supportrequester back the a HQ module for audio announcments. I will include a picture to show modules. This is repeatable server side, can use all modules or just 1.
  12. Hi everyone, I'm quite noob when it comes to the server-client interaction in arma, so please bear with me on this one. So I was testing a mission with my friend, with him being the server. I noticed that when my position was close enough to him, nothing seemed out of the ordinary, but when we're sufficiently far apart, like at least several kilometers, enemy AIs stopped responding to my gunshots (not going to alert) and will not try to engage, until I'm close enough to them (like 200m+ or so, even when they have weapons with long-ranged scope), while my friend, being the server, did not notice any problem at all (he still got sniped from 600m away). We tried some other simple scenarios and this kept happening so I concluded that it must have been arma's client-server thing. I've tried googling for the reference information about this but so far no luck, though pretty sure I'm just missing the right keyword, so can anyone please refer me to the relevant arma wiki page or any info page about this? Another question is, if this is indeed an issue with arma client-server interaction, would using dedicated server address this? Thank you in advance!
  13. Hello all, I have been having this problem on and off throughout my time playing vanilla and modded ARMA in the two game-modes that I predominantly play (I&A and Zeus). However, after ARMA shifted to the x64 platform I stopped having random CTDs when playing vanilla but the problem for modded gameplay still exists - noticeably, the problem ONLY ever arises when I am in an air vehicle. I could be on the server for 3 hrs as infantry, in a ground vehicle and I will experience no issues whatsoever in my modded server (or any public server for that matter), but If I spend anywhere between 10 - 30 minutes in a Ghosthawk/Kajman/A64D/Mi8/Blackfish/Y32 (basically any vanilla or modded helicopter or VTOL) I will CTD. The error I get on the server is the generic Steam Authenticaton Failure. This problem is a sort of carry-over from my previous thread 3 months ago with the only difference been that it a different gamemode (Antistasi 1.8.0) been played on a dedicated server at home (the server is hosted on a different PC) and I am the only client affected. None of my friends have experienced this issue on the server as they primarily don't fly any air vehicles but as I occasionally do provide transport/CAS, I am always subjected to this issue. -------------------SYSTEM SPECS---------------------------------- Win10 i7-8700K CPU 16GB RAM (x2 8Gb @ 2133) 1080Ti Graphics card ---------------Arma 3 Steam Startup Parameters---------------- -malloc=system -----------------------MODS----------------------------------------- CBA_A3 RHSUSAF RHSAFREF RHSGREF ShackTac User Interface Taskforce Arrowhead Radio (beta) Blastcore - Phoenix Unofficial Phoenix Upload JSRS Soundmod JSRS Soundmod - AFREF Soundpack JSRS Soundmod - GREF Soundpack JSRS Soundmod - USAF Soundpack JSRS Soundmod - Reloading Sounds ------------------------Attached RPT(s)--------------------- https://justpaste.it/50t4x https://justpaste.it/3zngh https://justpaste.it/6vrs1 https://justpaste.it/4pdtg ------------------------------------------------------------------------ It has to be said that while the issue mentioned in the previous thread was resolved by removing the JSRS mod, I wanted to check if the RPT files show any errors related to that mod that could be triggering the CTD this time around -or- if there is any clue as to what might be causing this issue altogether. It is also worth nothing that when we first started playing, the server mods only consisted from CBA_A3 to Taskforce Radio (the last 2 mods were added 2 weeks ago) and I did not experience any CTDs when playing with those original mods; that said during that initial period I was not in the cockpit long enough to trigger the CTD as it usually takes AT LEAST ~ 10-15 minutes before I get struck by one. Anyhelp or insight would greatly be appreciated. Thanks again.
  14. VERSION INFORMATION Version : 1.73 Release date : 17 APR 2020 Arma3 Version : 1.98 Vol 2 can be found here CHANGELOG Note: Both the Wolfpack website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Version 1.73 Fixed: Invulnerable vehicle gunners. Updated: Performance improvements. Updated: Applied ADF 2.22 framework. DOWNLOAD INFORMATION Download Wolfpack Vol. 1 via Mega: https://mega.nz/file/QRADUSKK#2IJGZu7-DWc6xOEkWnLCTGZBvYkcekN-EuzcL1njFTQ [v 1.73] Download Wolfpack ALL-IN-ONE via Mega: https://mega.nz/file/oUZF3S7I#LP37yViz_v_goDm_4PkOrSW0Fbg18mjJ3L2ZPbwNOWw [v 1.73] Download via Armaholic: http://www.armaholic.com/page.php?id=25634 [v 1.73] Steam Workshop: http://steamcommunity.com/id/whiztler/myworkshopfiles/ [v 1.73] REQUIRED ADD-ONS None. OPTIONAL/RECOMMENDED ADD-ONS Community Based Addons A3 (CBA A3) Advanced Combat Radio Environment (ACRE 2) Taskforce Arrowhead Radio (TFAR) Commanders Tablet (cTab). Advanced Combat Environment 3 (ACE3) OPTIONAL SUPPORTED ADD-ONS RHS / Project Opfor RHS / 3CB Factions Community Factions Project CUP NIArms ABOUT WOLFPACK Wolfpack is a multiplayer (14 slots) special operations campaign consisting of ten challenging assault, demolition and reconnaissance missions, three bootcamp training missions and a warmup mission. Features: 10 Special Operations/Recon Missions 3 Bootcamp training missions; 1 Warm-up Mission for warming-up, mod line testing and general training (11 tasks/side-missions); Challenging and Immersive gameplay in a lively area of operations; Detailed Special Operations style briefings (in-game and PDF/TXT for forum briefings); Optimized for dedicated server play. Headless client fully supported; Support for (optional) mods such as NIArms / RHS / Project Opfor / 3CB Factions / CUP / Community Factions Project; Challenging opponents; Automatic detection of ACRE2, TFAR, cTab and ACE3 add-ons. STORYLINE June 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area. The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression. DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 3-4 weeks. Your first mission commences 11 June. CREDITS & ACKNOWLEDGEMENTS Concept & Development: whiztler (http://steamcommunity.com/id/whiztler/myworkshopfiles/) This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: Nopryl Community (www.nopryl.no), CIA community (ciahome.net), Project Milsim (reddit.com/r/ProjectMilSim/) VOL 1 MISSIONS DAY 01 - THE PACKAGE - Our area of operation lies north of Athira. JSOC expects a HVT to arrive and inspect the CSAR Frini base tomorrow. Wolf will eliminate the HVT once he arrives at the base. Due to the sensitive nature of this mission, detailed objectives will be given on a need to know basis once you have reached the RV. Our local on the ground will do an extensive briefing. DAY 02 - KAJMAN FIRE - CSAT has taken over the Abdera Airfield and turned the airfield into a helicopter base. The base is home to the 127 AAC Squadron with 6 or 8 Kajman Attack helicopters and to the 17 Air Support Group. The Kajman is a formidable opponent and can do some serious damage to the upcoming campaign. About one kilometer north east lies the village of Krya Nera. This used to be a little fisherman's village until CSAT stationed a small fleet of attack vessels there. Primary objective: Abdera Airfield, sabotage all Kajman Attack helicopters stationed at the airfield. Secondary objective: Krya Nera Naval Base, take control of the Naval Base and wait for further instructions. DAY 03 - SWITCH OFF - CSAT's primary communications station is situated on the outskirts of Kavala. It is essential we disrupt communications before we commence the NATO invasion. The nearby power station provides power to the Kavala region, including the communications station. We need to take both out in order to be sure that CSAT's ability to communicate is disrupted. Primary objective: Sabotage the communications station. Secondary objective: Sabotage the power station. DAY 04 - TOP SCREEN - CSAT's propaganda campaign is out of control. Their fear and retribution series broadcasted on television and radio has caused grave concerns both locally and abroad. We need the local populous on our side once the invasions commences. We need to shut down the Altis Broadcasting Company (ABC) in the Capital of Altis, Pyrgos. Sabotage the ABC headquarters. You'll be filled in on the specifics once you are close to the objective. DAY 05 - BULLSEYE - Maj. F. Kallaziz's replacement has arrived in Pyrgos, Maj. Farrokhzad. We know very little about Maj. Farrokhzad. According to Niko, the major has already made his mark by having tens of civilians arrested. Supposedly there is a public hanging the day after tomorrow. CIA and MIS are working hard to get more intel about this guy. So it looks like your Wolf troops are going back to Pyrgos. Your objective is to find intel on Maj. Farrokhzad.
  15. I just brought Contact and its replaced the loading screen when i do not choose to play Contact, how do i access MP or better still get back to the default screen? i only want to use the assets
  16. VERSION INFORMATION Version : 1.73 Release date : 17 APR 2020 Arma3 Version : 1.98 Vol 1 can be found here CHANGELOG Note: Both the Wolfpack website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a 'Wolfpack_readMe.pdf' document with mission information, client/server information, training information, etc. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Version 1.73 Fixed: Invulnerable vehicle gunners. Updated: Performance improvements. Updated: Applied ADF 2.22 framework. DOWNLOAD INFORMATION Download Wolfpack Vol. 2 via Mega: https://mega.nz/file/JJIjlYwB#IKYN7tEG5eaMWhrujklT4sKqk7JycnwDzF3uPlQVhQg [v 1.73] Download Wolfpack ALL-IN-ONE via Mega: https://mega.nz/file/oUZF3S7I#LP37yViz_v_goDm_4PkOrSW0Fbg18mjJ3L2ZPbwNOWw [v 1.73] Download via Armaholic: http://www.armaholic.com/page.php?id=25998 [v 1.73] Steam Workshop: http://steamcommunity.com/id/whiztler/myworkshopfiles/ [v 1.73] REQUIRED ADD-ONS None OPTIONAL/RECOMMENDED ADD-ONS Community Based Addons A3 (CBA A3) Advanced Combat Radio Environment (ACRE 2) Taskforce Arrowhead Radio (TFAR) Commanders Tablet (cTab). Advanced Combat Environment 3 (ACE3) OPTIONAL SUPPORTED ADD-ONS RHS / Project Opfor RHS / 3CB Factions Community Factions Project CUP NIArms ABOUT WOLFPACK Wolfpack is a multiplayer (14 slots) special operations campaign consisting of ten challenging assault, demolition and reconnaissance missions, three bootcamp training missions and a warmup mission. Features: 10 Special Operations/Recon Missions 3 Bootcamp training missions; 1 Warm-up Mission for warming-up, mod line testing and general training (11 tasks/side-missions); Challenging and Immersive gameplay in a lively area of operations; Detailed Special Operations style briefings (in-game and PDF/TXT for forum briefings); Optimized for dedicated server play. Headless client fully supported; Support for (optional) mods such as NIArms / RHS / Project Opfor / 3CB Factions / CUP / Community Factions Project; Challenging opponents; Automatic detection of ACRE2, TFAR, cTab and ACE3 add-ons. STORYLINE June 2034, Altis is in turmoil. The island has been cut off from the outside world due to economical and physical blockades. The local populous has grown impatient with the government and the AFF in particular. Several demonstrations have resulted in the deaths of tens of civilians. The government was losing control rapidly and called in the help of CSAT. A mistake that would cost them dearly. CSAT saw a golden opportunity to get a much needed foothold in the Mediterranean area. The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression. DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 3-4 weeks. Your first mission commences 11 June. CREDITS & ACKNOWLEDGEMENTS Concept & Development: whiztler (http://steamcommunity.com/id/whiztler/myworkshopfiles/) This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: Nopryl Community (www.nopryl.no), CIA community (ciahome.net), Project Milsim (reddit.com/r/ProjectMilSim/) VOL 1 MISSIONS DAY 06 - RIGA HILL - Intel shows a large AA-emplacement at a base west of Zoros Bay (codename 'Istanbul'). which gets its intel from a radar site a little north east (codename 'Barcelona'). Your orders are to insert west of Zoros Bay and take out the radar installation at Barcelona and the AA-emplacements at Istanbul. DAY 07 - U-12 - Our man on the ground, Nikos got captured by CSAT Intelligence Services. Nikos knows too much about the upcoming campaign. We need to break him out before they fly him back to the CSAT capital. Nikos is currently being held in a secret prison codenamed 'U-12'. It is located in Thelos Bay on the east coast of Altis. Wolf is to secure and retrieve Nikos Fotopoulos. DAY 08 - ICE TIGER - The last two weeks, SatNav has been tracking a heavy armored squadron consisting of 6 T140 MBT's, 1 x Tigris and supporting units. SatNav lost Ice Tiger due to severe overcast weather. According to Nikkos, Ice Tiger should be in the North Western part of Altis. We need confirmation on its exact location. Your orders are to locate Ice Tiger. DAY 09 - DRAGONFLY - Two days ago the 127 Republican Wing Squadron, an elite squadron of TO-199 bombers touched down at Stratis Airbase. The 13th MEU is scheduled to assault Stratis in three days. This can only happen when those TO-199's have been disposed off. We'll advise objectives and targets when you're on the ground. DAY 10 - DOBERMAN - Your last mission is a high risk mission in Kavala. We are still gathering intel. We'll brief you when you're oscar mike.
  17. Dynamic ISIS War System ATTENTION: - 01/22/2019: Mission is under development again! I will upload it to Steam, when I get something ready! Heavily modified version of the famous DUWS-M, originally developed by Kibot (DUWS), modified by Bigshot and rlex (DUWS-M) and enhanced by myself (DISWS). In this version player(s) have to fight the Islamic State as well as the Al-Nusra Front. On each restart you'll get a dynamic, procedurally generated campaign, playable on any map you like (not tested on all maps! Please report back!). It's all about asymetric warfare against an enemy who is sometimes difficult to find. Even when you cannot find any differences between the enemy and the civillian population! Face suicide bombers, ISIS supporters and a lot of new features which are making the famous and great DUWS even more enjoyable! NOTE: If you like this mission, please leave me a rating. Thx! ******** A.T.T.E.N.T.I.O.N ******** !!! This mission does NOT run on dedicated servers !!! I'm very sorry for this, but there are so many scripts and for now it's just too much work to change them all. I once started creating this mission for SP for myself. - Update 1.80 - See Changelog below --------------------------------------------------------- *** Check the LATEST required mods *** --------------------------------------------------------- FEATURES It's basically DUWS - but with a LOT of new stuff! I turned it into a Insurgency-style dynamic whole-map mission with a lot of atmosphere. All new elements are working seamless together with the DUWS mechanics. Commandpoints can be earned by shooting Al-Nusra fighters, disarming IEDs, get intel by locals, finish missions based on intel, and more. You can choose several winning conditions for your playthrough in the mission parameters (lobby). Additionally to taking over ISIS held zones you have to help the locals defending their villages against the Al-Nusra Front. If you help them, they will forgot about civilian casualties and there will be less suicuiders and other supporters. Also Al-Nusra and ISIS are hostile to each other. I.e. if you get intel from the locals about an ISIS weapons cache, that one might be placed on a location where Al-Nusra fighters are hiding - or attacking. They will fight each other and you can use this situation to your tactical advantage, just to name one example. The whole situation provides a nice "dynamic chaos" with unforseen situations happening. AL-Nusra also likes to ambush their enemies - for example they hide in buildings and shoot from windows. So you might need to kick in doors and search houses to get them out of the towns. There are so many possible things happening around a playthrough that I really cannot write it all down. For DETAILS about using new features please check the DISWS-Manual (map ingame diary)!! Reputation System: Civilians will whether like or hate you, or just being neutral. Depends on the amount of casualties and if you help them defending their towns against Al-Nusra. The occupied/attacked villages will change on each new playthrough. You will never know where they are, so you have to check the villages. A red marker will appear when you find a occupied/attacked village - and turns green when you defended it succesfully Al-Nusra is able to re-take villages in some rare cases. If you fail to defend a place against one of their attack waves, they will occupy it and you have to plan an attack to re-take it. The more civilians get killed, the more people will join the enemy = More suiciders and ISIS Supporters will operate against you! Civilians are "divided" into religious groups who hate each other (Sunni and Shia muslims) You can gain your reputation by defending towns against the Al-Nusra Front. Conversations: You can ask civilians about their opinion and thoughts. Talk to them to monitor your progress about occupied and defended villages, as well as civilian casualties. Search civilians and dead bodies for intel and items - but take care. A suicider doesn't like to get interrogated! More sidemission from found intel! (Weapons caches, HVTs) Perform your own playstyle (missions from HQ, from Intel, or just clear villages or fight against ISIS) Command your team or command the whole army! It's up to you. Like in DUWS there's an AI commander, but you can of course add HC squads however you want Full RHS U.S. troops and equipment for WEST. ISIS and Al-Nusra Front troops and equipment for enemies (and some stolen vehicles from the Syrian Army) IEDs Arsenal Buy, recruit units, vehicles, weapons, support, AI squads, platoons, tanks, planes, helicopters, etc. Fire for Effect (Immersive Artillery System. See ingame description) Supply Drop includes Arsenal Logistics (transport any object with vehicles like trucks, helis, etc..) Respawn at homebase or any established FOB There's a chance for a dead man's switch triggering when shooting a suicider. So keep distance. Immersive Mine Detector for IEDs (it detects also materials used to construct IEDs which can lead to false alarm) Ambient soundscape (Prayer call, music, radio at houses and other places, ambient chatter - ONLY with TPW MODS) Support for Weapon Mods (Can be equiped via Arsenal) All progress is persistent and will be saved with your savegame All scripts and features written with performance in mind! But if you still get low FPS, try these: Ingame distance view setting (CH View. See ingame Manual) AI limiter (can be enabled via mission poarameters) ZBE Caching (can be enabled via mission parameters, if you're encountering low performance after trying other settings) All DUWS-M features are included and working - I won't name them here, they're too many Commandpoints will also be rewarded for disarming IEDs, shooting Al-Nusra Fighters and finishing tasks provided by intel Select the win conditions in mission parameters (lobby) DISWS-Manual can be found ingame (map). Check it for full features description and How-To Currently work in progress - So far everything is fixed now! I'll be working on future plans soon. SINGLEPLAYER: Use the server-browser and start a local host (LAN session). Save your progress using the custom save function (radio: 0-8-1 - Sitrep). - Default map is Takistan! But you can play it on any map you like. It might case trouble on real small maps. On some maps the random placement of zones/hq may not work properly - or placing zones out of the maps range. First try to decrease the distance from HQ, the zone radius or place them manually. To play on another map, just rename the PBO, i.e. to DISWS_1_66.Altis.pbo (Keep in mind that Windows maybe does not show file endings! Just make sure the file ends with ".pbo") DOWNLOAD PBO: https://drive.google.com/file/d/0B81rpxl19DuQQVRneW9iZHpjWGs/view?usp=sharing STEAM WORKSHOP: http://steamcommunity.com/sharedfiles/filedetails/?id=1159 CHANGELOG: http://steamcommunity.com/sharedfiles/filedetails/?id=1159462402 KNOWN BUGS: - If you loose the Request Menu and other action menu items after respawn or when resuming a save, just respawn again or use the Save/Rest action at HQ or FOBs. REQUIRED MODS - CBA_A3: http://www.armaholic.com/page.php?id=18767 - RHS_AFRF3: http://www.armaholic.com/page.php?id=27150 - RHS_USF3: http://www.armaholic.com/page.php?id=27149 - RHS GREF: http://www.armaholic.com/page.php?id=30998 - RHS SAF: http://www.armaholic.com/page.php?id=32203 - CUP Weapons: http://cup-arma3.org/download - CUP Units: http://cup-arma3.org/download - CUP Vehicles: http://cup-arma3.org/download - CUP Terrains CORE: http://cup-arma3.org/download - CUP Terrains MAPS: http://cup-arma3.org/download - Takistan Civillians for CUP: http://www.armaholic.com/page.php?id=32020 - Iraqi-Syrian Conflict: http://www.armaholic.com/page.php?id=28406 - Revos's Mine Detector: http://www.armaholic.com/page.php?id=29929 STEAM-USER click here: http://steamcommunity.com/sharedfiles/filedetails/?id=908457911 *Thx, bcmaster Not needed, but HIGHLY RECOMMENDED - TPW Mods: https://forums.bistudio.com/topic/154944-tpw-mods-v20170208-enhanced-realism-and-immersion-for-arma-3-sp/ - RYD Liability Insurance: http://www.armaholic.com/page.php?id=27485 A word on TPW Mods: Sometimes (dunno why) the mission fails to disable unnecessary features from TPW. Better disable those in TPW's userconfig file. Specially Civilians, Croud, Cars, Helis, Fall, Puddles, Fog and Animals. SUGGESTED MODS - JSRS-Soundmod: http://www.armaholic.com/page.php?id=32317 - Unit_SFX: http://www.armaholic.com/page.php?id=28888 - Virtual Projectile Sounds Reality: http://www.armaholic.com/page.php?id=31799 I don't recommend ACE because the mission includes a lot of custom scripts. But when using ACE, you'll also need: - ACE3 RHS Compatibility files: http://www.armaholic.com/page.php?id=31281 When using ACE, the 'Special Forces Training' Feature (no fatigue) might be overwritten by ACE Advanced Fatigue! Download this mod in this case: - Remove Stamina ACE (main mod required): http://www.armaholic.com/page.php?id=31792 Weapon Mods are supported. You're able to use them via Arsenal. CREDITS - BIS: Arma 3 - Kibot, BigShot, rlex: DUWS-Unofficial - BangaBob, ReVo: Their great scripts! - GigaS: Some partial scripts and support! - [ToS]HadeS, [ToS]AUT_Cyclon, [ToS]Zauberbesen: Help and testing! - R3vo: Mine Detector - TPW: TPW Scripts and helping me! Thank you! - AuTigerGrad: Ambient Sound Pack - Rydigier- Fire for Effect - Community for all the great stuff!
  18. this is the error im getting after i choose a slot and click continue on our servers mission files made by us these past 2 days. bin\config.bin/CfgPatches.calanguage_missions it then kicks us from the mission. this only started after i added zues slots.
  19. Hello guys, i am trying to make super simple money script for my MP mission. I want the reward depending on the side. If u kill ur teammate or suicide it displays some text but if u kill enemy it will give u some reward. So i tried to use: if (side _killed == side _killer) then {hint "teamkill";} else {cash = (cash + 100); hint str cash;}; but seems it doesn't work //InitPlayerLocal.sqf cash = 0; { _x addEventHandler ["killed", { _unit = (_this select 0); _killer = (_this select 1); pKilled = [_unit, _killer]; publicVariableServer "pKilled"; }]; } forEach allUnits; "pClient" addPublicVariableEventHandler { if (side _killed == side _killer) then {hint "teamkill";} else {cash = (cash + 100); hint str cash;}; }; //InitServer.sqf "pKilled" addPublicVariableEventHandler { private ["_data"]; _data = (_this select 1); _unit = (_data select 0); _killer = (_data select 1); _cID = owner _killer; _cID publicVariableClient "pClient"; };
  20. Hello, I need some help with this. I want to save a players position, loadout and maybe group when a player leaves the server. As we have some problems with people crashing or having IP resets or just needing to restart, this would be really neat. I looked at onPlayerDisonnected and the EH PlayerDisconnected, but I don't really know where to save the data, and how to get the position. Any help would be appreciated! -Dj
  21. Hello, I'm relatively new to Arma 3 scripting and the such, but I've been theorizing on something for my mission which I am constructing in Alive (Along with a bunch other mods) Anyways, everything's going in stutters but getting done none the less, limited arsenal... Cinematic first launch.... Etc... BUT I am getting consistently and frustratingly stuck on one issue, and I can't seem to find a solution through the internet. Basically, the idea is that after the players reach a certain point the mission evolves so originally players only have what they have at the beginning including loadouts and some stored gear in vehicles but after this 'First Phase' then a Field HQ/FOB will spawn, with accompanying Hide Terrain Object modules, respawn points and arsenal. What I need, if possible, is to create a trigger or a script that removes objects on the map and places a base composition of my design. I originally looked into experimenting with object presence and its probability, if there was a script to switch 0 to 100 and vice versa, but apparently this is only checked before/at mission start and thus was a dead end. Anyways, if anyone knows a way to bulldoze an area and develop it into a FOB mid-mission then I would appreciate the help. Thanks
  22. SBP Team prepared an interesting mission with story for this Sunday. I'll be attending, too. TV stations report that a big meteorite has made a sonic boom upon entry into the atmosphere and fallen down in a remote region of Fapovo Island. A team of American ufo-hunters believes that was actually a spaceship. A local gypsy community is also sending in their team as they believe a worthy material might be picked up there for later sale. Police and Army are heading at the location, too. They are ordered to arrest anyone carrying a firearm or illegal material from the crash-site. Phase 1: TvTvAI Ufohunters: retrieve as many foreign material as you can, bring it to the camp Gypsies: retrieve as many foreign material as you can, bring it to the camp Cops/Army: arrest people carrying firearms and/or space material (illegal by local laws) Respawn: prison camp. Phase 2: Coop - all teams from P1 need to work together in order to save themselves and reach the local helipad or boat docks. Respawn: hospital. Slots available: 24. SBP priority. When? Thursday Mar 12, 21:00 CET (8PM UK) Addons required: http://www.vojak.si/rabim/ Where? ts.vojak.si - for password drop me a PM or contact us on our Discord. We play on our dedicated server, password available on TS. Current attendance list 1. Spidi 2. IceBreakr 3. Sahbazz 4. Heric 5. BMXrider Free slots remaining: [19]
  23. RALLY UP! Rally Up is a set of random local/short missions made for small groups. CORE FEATURES : Short missions for your squad. Completely random based game play. (No two missions will be the same). Local tasks, less transportation usage. Decentralized spawn point. Missions that encourage discovery. MISSIONS : - Rallyup, Ambush, Assassinate, Defend, Overwatch, Payday, Relocate, Rescue, Search, Support, and Surveillance ADDITIONAL FEATURES : Utilizing new BIS task features. Squad up with random requested AI. New locations types (Explore unknown areas of Altas). Dynamic mission and squad names. Designed mod free but not mod incompatible. Reward missions with Arsenal. DOWNLOAD : UPDATED 2015 10 11 Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=540777252 Armaholic mirror: Rally Up Co-x "I’d like to share with the community my random missions. I’ve always loved the random missions generators like Patrol Ops, SecOps, DUWS and others. The basic idea is to create a bunch of short missions that can be played for an hour or two. I started coding my own in hopes of learning the ARMA language and also to brushing up on my other programming projects." Come play @ 8.6.15.232:2302
  24. So I'm currently trying to make a mission like that from Ace Combat's multiplayer where each team is trying to take out the other's ground or sea assets first while in aircraft. Currently I'm just using a sector control game mode that works fine just using modules. What I've done is make it so dying and respawing for players doesn't take away tickets and the cap area is a tiny area in the middle of the map which players will ignore (this is a private multiplayer things so we just agree to ignore it) Now the point of the question. There is also a bunch of AI trucks driving around, when one of them dies I want it to take a specific number of tickets away from the side it belonged too. Therefore, destroying all of Opfor's teams AI trucks would mean they have no tickets and Blufor Would win. Is there something I could stick in the AI trucks "Init" in the editor that would just remove a number of sector control tickets for it's side die upon death?
  25. Author: JTS Introduction Open world post-apocalyptic cooperative mission with a story line. This is the continuation of Virus X - Scientists & Virus X - Antidote. Search for food, ammo and weapons to survive. The nights are dark and the weather is hostile Description August 15, 2028. 5 years have passed since the last stalkers made their way to Chernarus to find their comrade who survived after being bitten by an infected. The survivor was rescued and successfully delivered to the military base of the Russian Federation, which is located near Chernorussia. Everyone hoped that he was an antidote that would help to destroy this aggressive virus. However, the blood of the survivor could not destroy the virus, but only weakened it. The military created a special fluid that was sprayed with helicopters all over the island. Now, most infected people are weak and move very slowly. But most importantly that this fluid destroyed the most dangerous type of infected - demons. So now at night you can move much safer. Not long time ago a group of soldiers on their special mission found secret documents about patient zero, who was the source of the virus. It revealed that patient zero was transported several times from hospital to hospital at the time of the outbreak. A group of experienced stalkers who work with the military and have been in infected Chernarus more than once have been tasked with finding a patient zero and taking blood samples for research as well as collecting all data about patient zero and leave Chernarus Features - Inventory (Virus X - Antidote, modified) - Dynamic weather - Day/Night cycle - Toxic rain, which depends on the weather - Story scenes - Extended car driving (Camera shake when driving. The strength depends on speed and what type of surface you drive) - Visual task-waiting function (Task starts when all players are in the task area) - Custom task system - Highly modified 'ravage' settings - Custom loot system (Virus X - Antidote, modified) - SP & MP compatible - Compatible with JIP - Save-game support - Push object function - Ability to drop an item from inventory (Virus X - Antidote) - Post-soviet color correction - 2 localizations: English & Russian - Random start-location Notes - Not working on dedicated server - In ARMA 3, loading mission from a save does not happen the way you think - Correct way to load saved game: Go to lobby (Here you see players in slots), go back to mission list (Here you can see and select island), select Virus X - Patient Zero and press 'Continue' button - Incorrect way to load saved game: Go to lobby (Here you see players in slots), press 'Continue' button - Use correct way to load the game from a save. Otherwise you may get the slots lost - Use J button to to open tasks - There are 2 actions when you loot objects: First is from ravage mod, called ' Search' and second is Virus X, called 'Inspect'. So don't forget to check if this action is available - It is recommended to enable music in your game settings - Read briefing carefully - NOT COMPATIBLE WITH ACE and other mods, which change the behaviour of AI (like ACE) - Be sure you disable all not needed mods before you start the mission (Mission will be disabled if using prohibited mods) - To avoid problems, it is recommended to run the mods in a specific order (See steam workshop) - Recommended monitor settings: 1920x1080, 16:9 - Recommended In-Game UI settings: (UI Size: Normal) - Be careful when pushing objects. Arma doesn't like when you play with its physics - Don't forget to save the game before leaving the mission - If host-player die - the mission will be failed - If you're a client and you got killed, it is better to load saved game. Otherwise the slot is lost - You can't save the game when you , for example: Driving a car, in a story scene or toxic rain is in process - 3 players in cooperative mode - Sometimes, when you load the saved game - an error may appear. This is some kind of protection against the uknown wind bug that happen on Chernarus. Just follow the instructions and you're good to go Credits & thanks Urban (Mission testing) LinkinPunk (Script testing) ALIAScartoons (Monsoon script, Tornado script) Asaayu (Abandoned Roads script) Screenshots Requirements - CBA A3 - CUP Terrains - Core - CUP Terrains - Maps - CUP Weapons - CUP Units - CUP Vehicles - Ravage - PLP Containers - MrSanchez' Headlamps Download (Steam workshop) Download (Armaholic) (Recommended)
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