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Found 140 results

  1. Hello BIF, because of the ongoing Covid crap and I'm very interesting to do something for our great ArmA / OFP (with his Bugs 😉 ). Chechen Caucasus War 2.0 retextures (early working titel) I want to help the community to make something for. I'm totally noob in modding and my english skills a very bad but I try. So first steps was with eden Editor and setobject texture. Look: https://steamcommunity.com/sharedfiles/filedetails/?id=2370132955 For retexturing the new great stuff made by lodu for RHS AFRF in the devbranch I need help. For example I need free templates with Russian/Soviet camo. So maybe @fingolfin or other Members can help with?
  2. The Red Hammer Studios team is very proud to announce our first major release for Arma 3 - RHS: Escalation! Under this name we present two totally standalone mods: Armed Forces of the Russian Federation and United States Armed Forces (if you download them separately and play with both enabled, you are effectively playing Escalation). This is all just a tiny preview of what is to come from our side, with many nice things and improvements planned for the future. FEATURES: - Countless new vehicles: tanks, cars, IFVs and APCs for both sides to use, as well as atmospheric objects like radars. - Completely new soldier models and dozens of gear objects make for over 700 possible unit customization possibilities. Use the supplied virtual ammo crates to quickly make your own custom setups. - New weapons and attachments. Have everything at your disposal to take on your enemy. - Realism enhancements: full PhysX support and realistic configurations, complex Fire Control Systems for applicable vehicles. New user interface items representing control and awareness systems of vehicles to increase atmosphere and gameplay dynamics. Also our constantly expanding and improved decal system has even migrated to the US side. - Fully ZEUS compatible. - Fully ALiVE compatible. Many thanks goes towards ALiVE team making sure RHS Evolution can be enjoyed using ALiVE Framework! - Fully Task Force Radio compatible. Many thanks to the developers of TFA and their effort making sure everything was in place for you to enjoy it right out of the box! TFA will even contain new radios made in the style of our units! - Future-proof: sling-loading will work once they make their way to the stable branch. If you are playing on development branch you should have these features enabled already! FFV will come later as releasing it now would cause problems for those of you playing on the stable branch. Many many more... ROADMAP This is just the beginning! As you might already know, RHS Evolution development will not stop with MANW competition, we will build on it in order to polish the existing, add new content and features! - Further optimization: Especially for the US side, some of the vehicles will receive more resolution lods.It will come in future builds, or even as hotfixes. Rest assured though that with hundreds of hours of testing we have yet to receive a performance drop complaint. - Commercial logos on weapons and equipment. For the sake of avoiding complications in the legal department we decided to change those on the US side with our own. This was mostly to do with MANW. In the near future we will change it back for the sake of authenticity. - Missions. We ran out of time on this one and are not able to deliver a set of missions that we are confident would reflect the type of quality we would want to deliver. However, may mission makers have had access to our alpha build and have been independently producing missions with our content. Expect to see them shortly. We have also teamed up with the producers of the hugely successful King of the Hill game mode to produce a special version of KOTH. It will also go live just a little after the MANW submissions close. - Bugs squashing. As we were adding new content almost to the last day before release, there might still be some left. We had a large group of dedicated players testing around our stuff for almost a month and were able to polish a lot of errors in time for MANW. If you encounter any sort of pesky bugs (although you really shouldn’t), please let us know as fast as possible. - Functionality. In future development builds every piece of equipment will be useable to some degree or another. For now, some of the things that were originally envisioned to have a little more functionality are simply for eye candy. A good example of this are the radars that come along with the pack. - Content and features - while we don’t want to disclose anything at this very moment, we can safely say there is a lot of work that is going on behind the curtains that we haven’t had the chance to finish in time for MANW, but it is still obviously planned to be implemented into future builds. INSTALLATION Unpack the two folders (RHSAFRF and RHSUSF, note that if you downloaded them separately then the following instructions apply to either/or) from the downloaded archive into the root of Arma 3 installation. Add the mods to the start up using either your favorite launcher or by adding the -Mod=RHSAFRF;RHSUSF; (note the absence of the @ symbol) to the launch options of Arma 3 in Steam. If you downloaded the Escalation package, you will find 3 missions contained in the archive. You can extract these to your `Arma 3\Missions` folder. USAGE All the stuff included in the mod is accessible through the in-game editor. The 3 small missions available within the game through `Play>Scenarios`. DOCUMENTATION AND CREDITS Full documentation can be found here: http://doc.rhsmods.org/ DISCLAIMER AND LICENSE ALL THE COMPUTER PROGRAMS AND SOFTWARE ARE PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND. WE MAKE NO WARRANTIES, EXPRESS OR IMPLIED, THAT THEY ARE FREE OF ERROR, OR ARE CONSISTENT WITH ANY PARTICULAR STANDARD OF MERCHANTABILITY, OR THAT THEY WILL MEET YOUR REQUIREMENTS FOR ANY PARTICULAR APPLICATION. THEY SHOULD NOT BE RELIED ON FOR SOLVING A PROBLEM WHOSE INCORRECT SOLUTION COULD RESULT IN INJURY TO A PERSON OR LOSS OF PROPERTY. IF YOU DO USE THEM IN SUCH A MANNER, IT IS AT YOUR OWN RISK. THE AUTHOR AND PUBLISHER DISCLAIM ALL LIABILITY FOR DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES RESULTING FROM YOUR USE OF THE PROGRAMS. By downloading and using the Red Hammer Studios: Armed Forces of the Russian Federation, Red Hammer Studios: United States Armed Forces or Red Hammer Studios: Escalation mods, you hereby agree to the following license agreement. END USER LICENSE AGREEMENT The work contained in this distribution is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License. You can view the license by clicking on the icon at the bottom of this page. Please note that the above mentioned agreement gives the right to Red Hammer Studios to waiver any of the conditions, thus feel free to contact us to obtain permission to modify our work. This add-on is provided for Arma 2: Combined Operations or Arma 3 and is not to be used with VBS or any of its derivatives built for the purpose of military training. That is it on bulky lists. The last thing to do is give you the links so you can start battling it out! IMAGES Links Downloads <- http://www.rhsmods.org (.torrents only right now until mirrors are up) Documentation <- http://doc.rhsmods.org UPDATE SERVER KEY FILE HOTFIX (both for users and admins) For 0.3.0<- http://www.rhsmods.org/downloads UPDATE 2 It's a little late but 0.3.5 is finally at a stage where we feel it is stable enough to hold the fort until 0.4. Head over to http://www.rhsmods.org/ to grab the torrent files, read the changelogs and generally goof around! UPDATE 3: 18.01.2015 Public Continuous Release Program Open! Red Hammer Studios is very excited to announce that we are moving towards a once per month release program! The first version is available tonight and if you follow the instructions (http://www.rhsmods.org/updater) you will be on your way! It will also give us the opportunity to fix and release critical bug fixes much quicker. Our initial aim is to have a new version available through the updater at least once a month. Updated changelogs are available for both factions: ftp://ftp.rhsmods.org/beta/rhsafrf/CHANGELOG.txt and ftp://ftp.rhsmods.org/beta/rhsusaf/CHANGELOG.txt and from now on will also be available in Russian thanks to the guys at TEHGAM community! UPDATE 4: 28.02.2015 Version 0.3.6 Released! Tonight we are pleased to announce the release of 0.3.6! Head over to http://www.rhsmods.org/page/updater if you still were not using the updater. If you were following the beta before, just run the updaters! Want to quickly check what has changed while you download? Check out the changelogs: ftp://ftp.rhsmods.org/beta/rhsusaf/CHANGELOG.txt and ftp://ftp.rhsmods.org/beta/rhsafrf/CHANGELOG.txt Enjoy! RHS Team UPDATE 5: 19.04.2015 Version 0.3.7 Released! With a little delay we are proud to present to you 0.3.7! This released from the beginning was planned as a bug fixing version so we focused mainly to stabilize the platform and add some realism features, including getting the mods up to scratch with all the things added to Arma 3 1.42 version. But don't be afraid! There are still plenty of new toys to play with! Read the full changelogs here: http://www.rhsmods.org/mod/1#changelog and http://www.rhsmods.org/mod/2#changelog The mods can be downloaded via our updaters (download v1.1 from our site) or Torrents. IMPORTANT! From version 0.3.7 we have moved to version and mod based server keys. This should stop people with incorrect versions joining servers. To get the keys head to the mod's respective download pages. Enjoy! RHS Team UPDATE 6: 11.06.2015 Version 0.3.8 Released! We're live! Another month, another update. Ok a bit more than a month but we think you will see that the wait was worth it! Many bug fixes, many new things around. Just turn on your updaters or head over to http://www.rhsmods.org/ to grab the torrents. Enjoy! Like us on Facebook (https://www.facebook.com/redhammerstudios) and rate on moddb (http://www.moddb.com/mods/rhs-armed-forces-of-the-russian-federation-a3 and http://www.moddb.com/mods/rhs-united-states-armed-forces ) Feedback Tracker: http://feedback.rhsmods.org/ Class Documentation: http://class.rhsmods.org/
  3. Frontline is a PvP mod that brings the same structured teamwork orientated gameplay found in games such as Project Reality, Squad and the Tactical Battlefield mod back to Arma 3. The aim is to create a set of realistic game mechanics and systems that puts the responsibility on the players to play as a team to win. The majority of the features of the mod will be very familiar to players of the aforementioned games/mods. Roles and squads Commander features and command structure Rally points and forward outposts Weapon re-balance, smoke and particle rework Defensive structures construction Vehicles and assets become available at specific player numbers. Medical system Custom suppression effects Squad radar Spotting system Heavily modified and enforced TFAR version 3D Interaction (Easier door opening, ladders and more) Vehicle Maintenance Freakishly simple 2-clicks-from-vanilla-arma-to-being-screamed-at-by-your--squadleader launcher. Excellent performance relative to other game-modes that have large player numbers Smooth and polished interface and systems AI fighters only for when the server is waiting for actual players to join But why is it called Frontline? Because we fight on the Frontline! Gone are the days of fighting over arbitrary buildings and locations, now territory is king. You decide what locations are tactically relevant the whole battlefield is your playground. Push the Frontline by taking and holding ground, the team with the most territory bleeds the other of tickets, the more territory the faster the bleed. The Frontline constantly updates and flows with the shape of the battle forces the teams to play together, communicate and fight in a realistic manner. Flank enemy squads to cut them off from reinforcement and supply, probe for undefended gaps in the Frontline and breakthrough. Timelapse 40x speed of a battle (youtube) Typical reaction of a player seeing the frontline for the first time At the moment the mod is played in conjunction with either RHS or Iron Front mods . The only place to play it is on the server run by the development team (this will change as the player-base expands). The mod and it's dependencies are available on steam workshop. If you have any problems installing please use the launcher we made. It's idiot proof. The steam workshop is there because people wanted it, and it works just fine, but we will only support/help people installing with the launcher. Details of the launcher in the second post of this thread and you can get it on the website. The server also uses CUP terrains, Kunduz and some custom terrains that are all in the mod pack delivered by the launcher. Teamspeak is mandatory because of the mod-integrated Task Force Radio, but even if you don't have TS, the launcher will help you install teamspeak, take care of all the TFR plugins, open the frontline teamspeak, put you in the right channel, open TrackIR if you have it, launch Arma, put you into the server, and make you a nice cup of tea just the way you like it.) We have a website here frontline-mod.com but nearly all interaction with/between the community is on the discord On the discord we discuss feedback, trash-talk and organize events and playing times. We play at specific times, we don't yet have the player-base to have spontaneous games so we set specific game nights to get bigger games with more players and combined assets unlocked. So yes the server is empty most of the time, and no that does not mean the mod is dead. Come to the discord to find the time of the next fight, but right now it is every Wednesday (RHS), Saturday (RHS) and Sunday (Iron Front) at 1800GMT. Some background on the development: The mod has been in development for several years now, starting with a sub-section of the dev team that developed Tactical Battlefield. The SQF coding is built on top of the framework made by the AAW team. The tech behind the Frontline itself is something entirely unique to this mod. A whole Python extension framework has been built from scratch just to be able to execute our Python code on the server that takes care of "capturing" the terrain and computes a realistic frontline based on the situation in the AO. On a side note: we're quite proud of how we implemented it. In fact, we're so proud of our ingenious tricks used that we're currently (early 2018) going to Python conferences and giving talks about the gamemode. Its pretty cool stuff and as the bonus of fantastic performance.
  4. El_Guiguitre and crooker12 are proud to release the RHS replacement pack. Since discovering the superb RHS Escalation mod, we have been waiting for someone to release a pack to swap the vanilla weapons, items and vehicles for their present-day equivalents. Unfortunately, such a pack didn't materialise, and eventually we decided to create one ourselves. Our aim is to allow any mission with vanilla assets to be played with RHS assets, without any further modification of the mission being necessary. In order to keep the number of mod dependencies to a minimum, only RHS assets will be used in the core mod. After all vanilla assets have been replaced, we may go back and add optional gear packs that use content from other mods. However, if this does occur, it will be in the distant future. So far, we have replaced the NATO Altis faction with the US Army, and other factions will follow When They Are DoneTM. All NATO Altis (and CTRG Altis) weapons, vehicles, aircraft, uniforms, and items have been replaced with their RHS equivalent. Update 20/12/2016 - CSAT has now been replaced with the Armed Forces of the Russian Federation. Download link: https://www.dropbox.com/sh/48bd61ycc8sxdz8/AADGMEcYykD-RqomF_pbxLTFa?dl=0 Known issues: There are several duplicate items in the arsenal. This is caused by the same RHS asset (for example, the patchless SPC) being used to replace multiple vanilla assets. Since each vanilla item is replaced individually, loadouts resemble vanilla in terms of magazine numbers etc, rather than being 100% real-life-accurate. The PCML has not yet been replaced. This will hopefully be fixed in a future version. CSAT optics replaced with Russian equivalents still fit on all rifles, not just Kalashnikov mounting systems. Future plans (not necessarily in order of appearance): CSAT Altis to be be replaced with Russian assets (complete) AAF to be replaced with assets from the RHS GREF pack FIA and guerillas to be have a mix of the equipment of the occupying forces (Russian and GREF) NATO Pacific to be replaced with USMC CSAT Pacific to be replaced with appropriate Russian forces We would like to thank BIS for their amazing game, eduardcomando for his NIArms replacement pack that inspired this mod, and the RHS team for doing the hard work that made this mod possible. We would like to stress that this mod is NOT an official RHS release - any issues with it are our fault, not the fault of the RHS team.
  5. INTRODUCTION United States Army 3rd Battalion, 75th Ranger Regiment (3/75) is a community that aims to provide a realistic simulated special operations environment. The higher objective of which is to create an environment which is conducive to allow growth of its members mentally in teamwork, leadership, and morality. SPECIAL RECRUITING POLICIES Should any new members join the unit and bring with them two or more friends that complete RASP, we will allow one of the group members to be authorized a meritorious promotion to the rank of Private First Class. The group members must decide who among them shall receive this meritorious promotion. Should the members not agree then no meritorious promotion shall be authorized. This promotion does not come with a guarantee of a leadership billet. Additionally, If six or more members of a group complete RASP, one of the members is authorized meritorious Specialist and one member meritorious Private First Class with the same guidelines of selection as above. No other meritorious promotions are authorized. Veteran's Experience Program (VEP): We give back to our Veterans and Active Duty for their sacrifices to their countries. Be sure to ask us about our VEP Program. Be prepared as we check a sanitized DD-214 (or similar OCONUS document) for entry into the Veteran's Program. After completion of the Ranger Assessment and Selection Program (RASP), Veterans will be implemented into the unit as a Specialist (E-4). The 3rd Ranger Battalion has many Veterans/Active Duty among the ranks, who contribute from their personal experience towards Training, Tactics, Discipline and other Attributes. This makes the unit the creditable Realism unit that it is today. Delayed Entrance Program (DEP): If you don't know if Realism is for you, then consider our Delayed Entrance Program, where you get membership for two weeks as a Recruit to follow us in operations, and the ability to attend our training events to get a feel for how we do things in our unit as a Realism Unit. OFFICIAL UNIT TIME 1800 (6:00PM EST) GET CONNECTED Interested in applying to the 3rd Ranger Battalion Realism Unit? Make sure you meet the following requirements before submitting your application: Minimum age: 16 Must have a copy of ARMA III with the APEX DLC and a valid Player ID. Must have a microphone and Teamspeak 3. An understanding of the definition of roleplaying in a realism environment. Ability to attend at least two of our unit wide events each month for ArmA III on every Saturday and Sunday of each week at 1800 (6:00pm) - 2100 (9:00pm) Eastern Standard Time (Unit Time). For a full schedule please refer to our Website Calendar. If you have any other questions regarding the application process, please contact one of our recruiting staff. Website https://3-75rr.com Discord https://discord.gg/Jsd8aFJ TeamSpeak IP: 51.81.48.37 PW: Rangers2019
  6. WSXCGY'S RHS EXTRAS 2.1.1 Description A collection of miscellaneous items intended to complement RHS, including helmets, vests, and uniforms depicting over 15 different nations. Preview Images Requirements Credits Changelog Download Google Drive: https://drive.google.com/open?id=1iUjJy7OpIoXQjiOamlghosEdTZZ8Lpah Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=916062070 Armaholic: http://www.armaholic.com/page.php?id=32708
  7. Let's make Arma Great Again! I have always wanted to do a complete OPFOR or red faction. For nearly 10 years now I have worked Project RACS to build up the Royal Army Corps Sahrani. I continue that work for Arma3 but it has lost a lot of steam with me. My mood for being a loyalist has soured a bit over the years. It is time for a little revolution.....or at least something different. The core of this mod will be based around RHS: Armed Forces of the Russian Federation. The extension portion will be based round legacy models and contributions provided to me by my wonderful friends in this community. Namely RKSL-Rock, Vilas, and many, many others have contributed to what will be absolutely fantastic. Combine this with support from my friends at RHS this mod will be huge. We are going to do big things here, absolutely wonderful big things. As usual this project will not necessarily be about having the most perfect model, but providing you with a complete playable faction. Plans for the SLA 2017 include.... Regular Army: T-72B, BMP-1, BMP-2, BTR-60, Shilka, SA-6, SA-8, S-60, ZPU-4, ZU-23, D-30, M-46, D-44, SA-13, SA-9, MTLB, MTLB Zu-23, Ural trucks, and various static machine guns and AT weapons, Troops will include Light Regulars, Regulars, Especas, Military Police, as well as crews and officers. Air Force: Mig-23, MiG-27, MiG-28, MiG-21, Su-22, Su-24, Su-25, all with varying loadouts. (hopefully more!!!) Helicopters: Mi-24, Mi-28, Mi-8, Ka-50?? Guards Division:??? BTR-80??? BMD??? T80U??? Idea still fluid.... Navy: Basic patrol/missile/gunboat My basic frame of mind for the current situation on Sahrani..... I have always worked around the lore of the original Arma1 storyboard for Sahrani. An archipelago of islands contested by two governing powers. The end of the Sahrani Civil war and the unification of the island for me was about unifying Sahrani and the immediate islands under the King. The Democratic Republic of Sahrani still exists on the remaining islands they control. That was years ago now. This is a new political climate.... Ideas for missions and campaigns swirl around a coup in the Kingdom and the country destabilizes..... or a UN mandate requires the return of occupied territories to the DRS..... or one of many other ideas that would lead to direct return of SLA troops to the mainland.... whether it be militarization, occupation, or blatant re-invasion.... media
  8. Hello, I'm happy to announce you the futur release of my last project concerning Arma game. Initially, i fixed to myself a mod development challenge to release it in one month. It Was in 2018. I missed the target cause i had to suspend it for others projects. But .. as some of players asked for it, and i'm not sastisfied to not finish my work, i release it now. My main idea was respected, and i mainly focused on the essential. Don't expect the game to be tweaked as a final release, but be aware that it offers more advanced features than what must of missions did. Goal : eXtinction is a Survival Mission that takes place on Liviona at the begining of a sanitary crisis. Players can play together or individual. The main scenario wich is not mandatory is you act as a special commando and have to discover what's happen in the Liviona country. Communications with HQ are broken since few days, ammos and moral are low. The population suffers from a mysterious disease (..) Like all survival Game, eXtinction manages the thirst, the hunger, the illness, etc. You will find everything you need to stay alive on your way. With the inventory system that replaces totaly the Arma vanilla one, you interact with all the objects of the game. You could search and find stuff everywhere. But more, to stay alive, you will need to be strong enough against zombies but also enemy army forces and manage your healh all along your mission. What ???? Only one life ??? Yes soldier, this mission is for the heros the real! Don't forget it's a milsim oriented game 🙂 The first version is in French langage. You are free to translate it, or modify it if you wish. The mission can be used in scenario mode or in sandbox mode if you want to bring your own content, or play like a lone wolf. About eXtinction: exTinction uses some of my advanced stuffs that make this game fully dynamic 🙂 BME2 : manage network exchange VITEMS : manage virtual inventory and arma stuff, interract with 3d objects INTDB : manage differents DB and backup for relisient game KEYHANDLER : manage keyboard All internal modules etc. And i also used some external mods: Ryan Zombies & Demons RHS Thanks to the autors Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2228052658 Github: https://github.com/code34/projectx.enoch How to play: Start an Multiplayer game with a local or internet server, choose the liviona map, and projectx mission. If you like it, and want to help this project, you can evaluate it positively on steam. Do not hesitate to confirm your interest, if you want more informations.
  9. Gunter Severloh

    The ISIL Foothold

    by Gunter Severloh Hello Arma3 community! Here is a mission i built that i have been working on and off since November 2018: Story After a recent reconnaissance mission in Afghanistan, intel reports ISIL forces have established a foothold in the Southwestern area of Kunduz using local Afghan compounds as their place of operations. Your mission is to locate and clear these compounds, eliminate the anti air threat, destroy their ammo, fuel, Radio, and eliminate the ISIL commander leading the occupation. Screenshots Video This video is a play through for the original mission with all mods. Video doesn't represent the latest build. The ISIL Foothold no mods & DLC version playthrough Download Requirements Hermes Airlift Services Mod v1.96 Kunduz Afghanistan - Fixed Doors Iraqi-Syrian Conflict - (Requires RHS) RHSUSAF RHSAFRF RHSSAF RHSGREF MISSION FEATURES General Mission Requires: Kunduz, RHS, Iraqi-Syrian Conflict, & HAS Mod Playable in Single player or Multiplayer. 6 Player Coop with Revive. 1 player teamswitch. No respawn which means when you die you teamswtich to the next available AI. You can change the AI difficulty in the MP parameters. You can change the weather in MP parameters. You can change the time of day in MP Parameters. You can change the grass density in MP Parameters. You can change the view distance in MP Parameters. Friendly Assets 2 dune buggies seats 4 - (no respawn). 2 Humvee's with .50cal - (no respawn). 1 Ammo, fuel, & repair truck - (no respawn). 4 Artillery (Mortar M252) Fire missions. 6 calls for a helicopter to: CAS, Drop supplies, Transport, & Pickup. Access to Virtual Arsenal at Base to change uniform, weapons, loadout & gear. Recruit AI Halo Custom Map Mission set on Kunduz, Afghanistan Map - (Fixed Doors version so you can open the doors). Over 1,075 custom placed buildings, walls, objects, sandbags, and wrecks in and around the compound areas. Gameplay Soldiers randomly garrisoned in and around the compounds - (Each play through is different!) Roaming infantry patrols will seek you out if you make your presence known. Random starting positions of several of the objectives. If you play solo you have only 6 lives, die with all 6 and mission ends. How long can you survive? Play in SP and save your progress as you go or teamswitch when you die. Option to Halo/Parachute to the AO. Option to recruit AI infantry to command. Full Briefing with Tasks. Briefing, Supports, and Tasks will transfer to the player on teamswitch. 16 objectives with tasks. Use your map to locate objectives based on their description for the task. Your enemy is the ISIL forces, also known as ISIS. Player's faction is Blufor (RHS - USA SOCOM / MARSOC). Start at a large FOB and drive, or fly to the AO. Advice & Tips Know that the enemy has anti air, locate it and destroy it before flying in or calling in for CAS support. Take your time, patience and recon are crucial in surviving in this mission. Theres no wrong way to approach or do an objective, but rushing and carelessness will cost you. Slow is smooth, smooth is fast. Check the rooftops, windows, doorways, and your corners before you make your move. Shooting your weapon will draw their attention, so shoot and scoot! You only have 6 lives if your playing solo, when all 6 are gone its mission over! Use your support Assets, they are limited but can maximize your efforts if used at the right time. Playing Coop means working together, covering the other guy, reviving/giving aid/ammo. Use the terrain to your advantage, as a long range fighter many threats can be eliminated from afar. Move to cover from cover, and look for the next position of cover for your next move. Do your recon, assess the terrain, plan your move, look at where there is cover. When in doubt throw a grenade. When the enemy has an idea or is zeroed in on your position, MOVE! Move diagonally, laterally, not straight when being shot at. Arc your doors and openings, doing so will allow you to peer the inside flanks. Close your flanks - after moving into a house with doors, close the door behind you. Dont try to out shoot an enemy that already has a bead on you, move! Use natural, and other light sources to illuminate the enemy surroundings. Dont crest hills and become a silhouette, always crawl and use rocks or bushes to conceal your shape. When searching for enemy, look for silhouettes, or shapes that dont belong, dark on sand stands out. When trying to move closer while an enemy is spotted ahead, put objects (buildings, stones, hard cover) in front of you while moving to hide your movement, and give you cover. Watch my video to see how i do it 😉 HOW TO PLAY You can find the mission under Singleplayer Scenarios on the main menu if you install the pbo from google drive, from there you can save with the game menu. You can also find it under MP Lan. Mission is meant for MP lan and server play as its a can be played solo and coop. CREDITS I want to thank the following members of the Arma community for their work/help with my mission: Rydygier - for his insights in using !ALive code, sorting out bugs with mission end. Larrow - for his code on Multiple support requesters. pierremgi - for his help with code for transferring the briefing on teamswitch. Kronzky - for his Urban Patrol Script. Sushi - for his [TOG] GARRISON SCRIPT. Simmax - for his Kunduz FOB Template which i upgraded. Rydygier & myself - for HAS - Hermes Airlift Services Mod. Red Hammer Studios - for their RHS Mod. AccuracyThruVolume - for his fantastic Iraqi-Syrian Conflict Mod. James2464 - for his original map Kunduz Afghanistan. Moser - Bon's Infantry Recruitment Redux script. Ghost - Halo script. Hortzy - for his help with parameters Armaholic - for hosting the mission. Other members of the community that contributed: * fawlty * Harzach * froggyluv * Play3r * ZaellixA * Kalle M. ================= Changelog:
  10. Hello, soldiers! Welcome to my latest mission: Eradication. Eradication is a mod/variant which combines the new Warlords mode and the Ravage Mod, creating a post-apocalyptic type Warlords scenario. Story: 10 years ago, a deadly sickness spread throughout the island. The island had been closed off and quarantined, left to rot and be consumed. Within the chaos, two major factions rose to the top. The year is now 2019, and a highly trained US Marine Task-Force has been deployed to establish a foothold on the island, neutralize the two major factions in the region, and attempt to eradicate as many infected as possible. BLUFOR players will control the US Marines, OPFOR players will control one of the major factions on the island, and the INDEPENDENT faction will be AI controlled and will defend all towns and cities with their lives. Renegades and lone survivors will also roam the island killing everything on sight. Both teams of players will have to loot and scavenge the area to ensure they never run out of ammo or resources. However there is NO hunger/thirst system as I thought it would take away from the main idea of the mission. You will be able to tweak some parameters before playing to make it customizable to suit your needs. To play solo/with AI: Host a LAN server normally and keep the AI in the player slots. Everything else is basically the same as the Warlords mode, but has been modified to fit the setting. If this mission is well received, I will make versions for other maps. More Info: - The Independents represent the 2nd major faction in the region, the 1st being the OPFOR faction. - You can search any wreckage or furniture piece. All buildings have been fully furnished. - Renegades and bandits will sometimes be carrying important Ravage items. - The OPFOR faction has slightly weaker units, but they make up for it by being cheaper to recruit. Required Mods: - All RHS Mods - Ravage - Derelict - CUP Terrains (For CUP maps) DOWNLOADS: Malden 2035 Malden 2035 LITE Takistan Stratis (Coming soon) Tanoa (Coming soon) Altis (Coming soon) Please leave any suggestions or feedback in the comments! MEDIA:
  11. Arma Project – is a player community that was created for hosting team-based tactical games that imitate real-life armed conflicts through the use of modern technical means. The project aims to achieve interesting, tactically coordinated plays of already created missions. One life per mission, first-person only, no bots, realistic camouflage, armament and vehicles. Main event – Arma Project Games (APG) runs on Fridays and Saturdays from 21:00 Moscow time (GMT+3). Games run on their own assembly of mods for ArmA 2 Operation Arrowhead, based on Advanced Combat Environment 2 (Complicates ballistics, adds many weapons, equipment, artillery, etc.), many additional islands (Napf, Winter Cherno and Vostok, Caribou, Emita, Fallujah, Fata , Isla Duala, Franken, Zernovo, Isola Di Capraia, Lingor, Celle, Panthera, Queshkibrul, Sahrani, Thirsk, Spritzisland, etc.), many additional mods (RHS, weapons, vehicles, uniforms, various features, etc.), and also a radio exchange mod. The game on the project is very different from vanilla ArmA 2, adding realism, simulator and complicated model of ballistics / weapons / equipment. Arma Project Games (APG) There are 2-3 missions for 100-220 slots; confrontation between two sides (red and blue), which consist of 3-8 detachments with their own commanders and structures; the parties prepare in advance for the mission: they plan their actions, arrangement, tasks, etc. Each mission takes between 30 minutes and 2.5 hours. TeamSpeak: ts.armaproject.ru It was originally a Russian community, but recently we present the English version of the ArmaProject! Translated information about the project, game installation, short rules, Steam guide and community, forum interface and home page. Przewodnik dla początku gry na polskim (Polish guide) An non-Russian section of the forum has been created for communication. TeamSpeak has translators to answer questions and guide you through the game. We look forward to new players and your feedback!
  12. After teasing people with promo shots in the combat photography thread for quite some time, I decided to open a separate thread for my upcoming AAF add-on. The idea behind this was to have a AAF faction for contemporary missions on Altis and Stratis using RHS assets and having only the RHS mods as a dependency. Over time I got permission to add some more models to this add-on and, so you’ll get a bit more than just RHS retextures… To provide mission makers with a possible storyline, I wrote a small history of Altis, which ends in a republic being on the brink of civil war in 2017 and with interventions of both Russia and NATO as a real possibility: Some screenshots: More: The content so far: • AAF infantry in pixelated camo • AAF reservists in greek lizard camo • Altian Police units • BMP-3s, GAZ Tigrs, HMMWVs and Urals for the AAF • Ka-60 and L-159 for the Altian Air Wing • pro-western Rebels Links: https://drive.google.com/open?id=1Yxn32iV400uCdolzrKmTl5ftJq5jZnGr http://steamcommunity.com/sharedfiles/filedetails/?id=1298282761 (More mirrors are always welcome!)
  13. Greetings, everyone. Here to present my vision of Ravage mission and my server that running it. B2 Ravage Malden Files b2_ravage_malden.Malden.pbo Steam Mods Collection Story Few years have passed since the beginning of The White Plague. World lies in ruins... Remaining shards of humanity sheltered in barricaded fortresses, desperately trying to survive. Everything is hostile outside this walls. You are one of The Pathfinders. Your mission is quite "simple": rediscover the World. Description You playing as a Pathfinder of a Survivor community rather then lone survivor. World outside is extremely deadly - you'll have to team-up if you want to survive long enough. Gameplay is focused on teamwork, combat action and exploration. Mission is balanced for 2-4 player teams, but will also work in SP-mode. Features Dynamically spawned enemies - bandits, renegades and zombies Hardcore survival with effects of hunger, thirst, radiation, injuries, virus and dust sickness Multiple survivor Hubs with NPC characters Realistic modern weapons, gear and vehicles Realistic hardcore firefights including suppression and weapon jamming Recruitable AI companions (can be revived and will revive player) Experience and Level Systems Weapon/Gear Shop and Garage Systems Persistence System S.T.A.L.K.E.R.-like Anomalies Post-Apocalyptic Weather (including dust storms and tornadoes) The Zone - area affected by virus with lots of zombies, anomalies and extremely dangerous drone guardians Rumors says somewhere inside The Zone there's a functioning mobile nuclear reactor, which will fulfill power requirements of what's left from humanity virtually forever Screenshots Credits haleks - amazing Ravage Mod hoverguy - Weapon Shop, Garage and Experience Systems aliascartoons - Dust Storm Script EO - multiple scripts and scripting hints tourist - performance and mod advises GEORGE FLOROS GR - Helicopter Crashsite script and overall support of Ravage community and all the mod-makers
  14. This started out as a small add-on adding a few textures for a single player mission that will probably never see the light of day and ended up as a (still small) CAG/Delta Force faction for RHS. It is merely a stopgap until UnderSiege’s Gear & Uniforms are released. To make it clear for the start: The gear used for the units isn’t a hundred percent accurate or even close. Since I do only retextures, I have to work with what the community gave us and in this case I wanted to keep the add-on dependencies to a minimum. So, what do you get? · one assault troop with four teams and a HQ · one recon team · in total, more than 30 individually equipped operators (no identical units) in two variants: night ops and day ops · armed with Toadie’s HK416s and RHS’ weapons · equipped with JPCs, MMACs, OpsCores and Airframes from Adacas Military Gear Pack · some retextures (mostly OpsCores, Airframes with Multicam covers and some patches) · a CCT and a PJ unit · units with Pufu’s excellent SCARs once RHS releases them · ZEUS support (hopefully… hasn’t been tested) What won’t you get? · new models · big updates in the future (I consider is add-on finished and will only maintain but not expand it) · DEVGRU (many other mods out there) Changelog: 1.1 · HK416s in camo paint · new backpacks (thanks to Jonny's MLODs) · updated loadouts · some new vests with flags/patches · ZEUS support (hopefully for real this time) 1.0: first release Here are some pictures: If anyone wants to take some more and post them in this thread, feel free to do so. To change the tabs/flag patches on the G3 use _objectname setObjectTexture [6,"yourtexture_ca.paa"]; for the right side, _objectname setObjectTexture [7,"yourtexture_ca.paa"]; for the left side and _objectname setObjectTexture [4,"yourtexture_ca.paa"]; for the patch on the left sleeve. Since I only wrote the config there is a long list of people to thank: · the RHS team for their outstanding work · Adacas as the author and Warden_1, Sabre, Ardvarkdb, Binkowski, Johannes, Road Runner, Zeealex and all other contributors to the Military Gear Pack · Toadie, Spartan0536 and Navaro for their great HK416s · Teeha and The Krusty Krab Pizza for their GPNVG18 add-onon · Jonny for the backpack models · Alex Vestin for the Multicam template · BIS for the game Download: Steam Workshop Google Drive Dependencies: · RHSUSF Steam Workshop Armaholic · MGP Steam Workshop Armaholic · NIArms Core Steam Workshop Armaholic · NIArms Core RHS Compatibility Steam Workshop Armaholic · NIArms HK416 Rifles Steam Workshop Armaholic · L3-GPNVG18 Panoramic Night Vision Steam Workshop Armaholic Disclaimer: For personal entertainment purposes only. Do not edit and redistribute without permission of the author. Creators claim no responsibility for any damages this add-on or mod may cause, use at your own risk.
  15. A while ago I discovered that this sights actually fitted well the 5.56mm and 7.62mm NATO rifles, so I started using them. This sight have 3 stances: Primary sight(3D) from far away, Primary sight(zoomed in, 2D) and a secondary 3D sight. Well, my problem it's that the second stance of the sight turned into 3D mode on only one of my profiles, and it gives you less magnification. On the rest of the profiles it's still working as intended, with the 2D second stance, and I don't remember changing anything on the options, because the Addon Options are the same for all my profiles, as I host on my ArmA 3 unit. I discarded that using shades or a different gun might affect, as using it without shades and with other guns from, even, other mods, doesn't actually change the way the sight behaves. Do somebody know where to reverse this into the 2D stance? I will be very gratefull if somebody knew. I will give you some visual representation: https://drive.google.com/file/d/1-MGWzjX2tp72wjwrQhcO4K4PjILvfN8-/view?usp=sharing.
  16. This addon represents Chernarussian Defence Forces and other law enforcement structures units retextures based on RHS mod. As usually, you can see original A2 type CDF units. Also you can find in this addon Chernarussian airborne forces, national guard, Ministry of interior special force "Orel", KGB special force "Alpha" in different equipment. Features: - Original A2 CDF camo and some other camouflage patterns - CDF now wearing PASGT helmets instead of 6b27 - Added many groups - Added RHS CDF vehicles with my crew in it - Some new vehicles retextured to CDF camo - Added CDF airborne forces flag Known issues - Automatic Riflemans armed AK-74 with 45rnd mags instead of RPK-74 (by reason of its absence in RHS weapons) - CDF Militia unit uses rhsgref_chicom class vest, that's not done yet (Hopefully new update will fix it :-) ) - Wooden SVD replaced by plastic one (by reason of its absence in RHS weapons) Thanks RHS for their great mod, Zedderick for his CDF Kamaz textures, Soviet Armed Forces mod and Xacino for his RD-54 model. Steam link: https://steamcommunity.com/sharedfiles/filedetails/?id=1550624597
  17. Previously called the "US Army 2005" addon, now i renamed it to "US Forces 2000s", so the addon can have a wider scope and can include more branches. This pack includes Soldiers and Marines wearing BDUs in Desert camo or M81 Woodland camo and Interceptor Body Armors in M81 camo, 2004-2006 era Marines wearing Marpats, IBAs, Nomex Flightsuits, and there are also 2007 Era US Army units that wear Full UCP camo. They use RHS weapons and vehicles, GSTAVO's M16A2s are also used by most of the Marines from 2001-2003, and also rear echelon US Army units Features: - Units, primarily US Army and USMC, from 2001 to 2007, wearing appropriate uniforms and gear for each year - units are mostly available in woodland and desert variants (except for later US Army, wearing universal camo pattern, of course) - Generic Special Forces Units, from 2001s to 2005 era - Adapter for users of RH Accessories pack is available, inside the "optionale" folder found in the mod's directory (@simc_uaf_08_rhs). using RH Optics will give more period accurate attachments not found in RHS, primarily PEQ2s and Aimpoint M2s, also TA01 ACOGs Gear: - ACU Uniform (UCP camo, IR flag option) - MICH helmet (UCP, M81, and DCU camo, and coverless versions) - MICH battery pack accessories made by Lennard - PASGT helmet (M81, DCU, 6-colour, and Marpats) - LWH Helmet (Desert and Woodland Marpat) - Interceptor Body Armour OTVs (a shitload of them, really, in M81, DCU, and UCP camo, also plain coyote brown) - CIRAS vests - SPEAR BALCS vests - FLCs (on its own and on top of IBAs) - ILBVs (on its own and on top of IBAs) - BDU Uniforms (M81 and DCU) - Raid BDUs (M81 and DCU) - Units have randomised helmets - Nomex Flightsuit (model by Cinco) - ESS and SWD Goggles - few other glasses, ESS V12 and Birth Control Glasses (Made by Lennard) - Watch Caps for early years SF (Also Made by Lennard) - PVS7 NVGs on rhino mounts - optional ace compatibility for all glasses and NVGs available, config made by lizardbolo, optional config comes in a pbo located in "optionale" folder under the mod's directory - patrol caps, utility caps, and boonie hats, in DCU and M81 - Fleece jackets and MOPP suits Planned stuff: - Wound textures - m40 gasmask + hoodie - editor icons - some additional SF Vests Full Changelog: Known Issues: - Nametapes does not receive shadows (idk how to fix this yet, material issue or smthing i have no idea even) - Wound textures not yet working Credits: - Bohemia Interactive: A2 Sample models, for base of uniform model and also the pouches - bolo861: Helped me fix loades of config errors, beta testing, and made config for the glasses ace compatibility - punky: original FLC model - bigstone: Scrim helmet model, ISAF patch texture, and several other texture for other unit patches, and lots of advices - cinco: NOMEX fligtsuit model - Johannes for his awesome SF template for Arma 1 - RHS team: Awesome mod in general that becomes the base for this mod (vehicles and weapons) - GSTAVO: That wonderful M16A2 - Lennard: Several great models that he gave me, including the watch caps, glasses, and battery pack - John Hansen (of Brazilian Defense Force mod) for ALICE webbing models - everyone here who helped me discover all the bugs that appear due to mijn clumsiness, and also for all the suggestions and critics! image albums: https://imgur.com/a/hdcjLq9 https://imgur.com/a/DaEScEM https://imgur.com/a/WWkAhrA https://imgur.com/a/dVLSUVv Download: Steam Workshop ------------- Additional Units Optionally, if you want some more units, you can grab some here. http://steamcommunity.com/sharedfiles/filedetails/?id=1116198232 The extra units that are included in this optional pack are: - 173rd Airborne Bde (2004 and OEF) - 10th Mountain Division (2004 and OEF) - 101st Airborne (OEF) - 3rd Infantry Division (OEF) - 4th Infantry Division (2004 and OEF) - 1st Infantry Division (2004, 2007, OEF) - 1st Cavalry Division (2004, 2007, OEF) - 2nd Armoured Cavalry Regiment (2004, OEF) As always, the 2004 ones wears DCUs and M81 IBAs, and a mix of MICH and PASGT helmets. The OEF units are in Full ACU gear and they wear ISAF patch on their left arm.
  18. Welcome to The Graveyard Shift! About us: We are a casual ARMA 3 community made up of some friendly people from around the UK and Europe. Our group originates from the days of ARMA 2 and have close friendships at our core, but are looking to expand our community. We are not a mil-sim group, so there are no ranks, forced roles, or entry requirements. We aim to have a regular session every Tuesday and Saturday but often play throughout the week. Discord: Join us on our discord server: The Graveyard Shift https://discord.gg/WCe7VGg ARMA 3 Unit: Our ARMA 3 unit profile can be found at: https://units.arma3.com/unit/graveyardshift Steam Group: You can find our steam group here: https://steamcommunity.com/groups/The_Graveyard_Shift Game Server: We have our own dedicated server, hosted in the UK, running a moderate selection of cherry-picked mods such as ACE, ACRE & RHS, etc. Search for [TheGraveyardShift] in the server browser. or direct connect with the IP address; 5.62.127.136:22000 See discord for full mods lists.
  19. This addon represents Chernarussian "Red Star Movement" units retextures based on RHS mod. I've made set of units like in original A2 game, with different camo uniforms on them and another variants in full camo suits with insignia. Features: - Original A2 camos - Original A2 berets, beanies and alice pack. - CHDKZ Insignia - Added many groups - Added RHS CHDKZ vehicles with my crew in it Known issues - Automatic Rifleman armed AK-74 with 45rnd mags instead of RPK-74 (by reason of its absence in RHS weapons) - Chikom vest replaced by 6sh92 - Wooden SVD replaced by plastic one (by reason of its absence in RHS weapons) Requires: - RHS AFRF - RHS GREF - RHS USAF - YuEmod Thanks RHS for their great mod, Yura Esin for his vests and Denis Fomenko for straps model on Alice pack. Changelog: v 1.01 - Fixed some config errors v 1.0 Links: http://steamcommunity.com/sharedfiles/filedetails/?id=1216707909
  20. So for awhile on a private server with friends we have been using Rubber edition CTI, but we want to update/change some things, for example uniforms, even just camo textures, I have found a few on the workshop but some are not signed/have no server key/or-just-broken. I was wondering if the community could point me towards a replacement pack, I currently have the amazing The CSAT Modification Project on the workshop. But I tried using a replacement mod for cup with the default factions Link to replacement project but it has no server keys or signed keys for the mods for a dedicated server. I just want to replace Nato and AAF/Fia/CTGR with cup or anything but can't find a solution?
  21. I was wondering if anyone knew of any updated ones that use some of the new features or that are more refined. I am using PVT Petes version right now, but the AI becomes unstable with alive... Any help would be greatly appreciated!
  22. This is a topic that I was confused that Arma doesnt do since release, making all attachments optional except grenade launchers. Sure it has its reasons in limitations in the engine. So here is my first mod: S.U.C.K. - Simple UBGL Conversion Kit SUCK on Steam Worschop SUCK is an Arma 3 mod that allows Players to attach and detach their under barrel grenade launcher (UBGL). It uses placeholder items for different UBGL models and is compatible with ACE3 and supports several of the most common weapon packs. Requirements this mod requires the latest version of CBA A3 Usage This mod adds under barrel grenade launchers as items that can be attached to the weapons bipod slot. As soon as a supported weapon has a grenade launcher equipped the weapon is switched to its UBGL counterpart. The Weapon is switched back by unequipping the UBGL item. Supported grenade launcher weapons are equipped with the UBGL item on pickup automatically. Features - switching between grenade launcher weapons and base weapons by attaching UBGL item. - Vanilla Weapons support - ACE Extension - Attachment Switching support - Advanced Weapon Mounting support - RHS USAF Weapons support - RHS AFRF Weapons support - RHS GREF Weapons support - RHS SAF Weapons support - CUP Weapons support - BW Mod Weapons support - NIArms Weapons support planned Features: (if requested) - FFAA Weapons - Specialist Military Arms - SpR Специальные подразделения России - HAFM Weapons - 2035: Russian Armed Forces - Complementary Special Weapons - 3CB BAF Weapons - Massi NATO Rus Weapons Vote for supported mod packs here [poll.ly] GL Models these UBGL types are available separately: M203: "dcd_suck_M203" M203s: "dcd_suck_M203S" M320: "dcd_suck_M320" HK AG36: "dcd_suck_AG36" GP25: "dcd_suck_GP25" FM EGLM: "dcd_suck_EGLM" 3GL: "dcd_suck_3GL" QLG-10A: "dcd_suck_SL40" SL40: "dcd_suck_SL40" UPG40: "dcd_suck_UPG40" SIX-12: "dcd_suck_SIX12" VHS-BG: "dcd_suck_VHSBG" G1: "dcd_suck_G1" Contributions and Requests For own contributions or requests such as weapon pack support requests please contact us using our git repo [github.com]. Any weapon pack Modder is free to provide his own Compatibility Mods. For introductions on how to create these see: developers guide [github.com] Known Bugs A list of currently known bugs can be found here [github.com]. Please feel free to report bugs at any time. License This work is licensed under a Arma Public License Share Alike [www.bohemia.net]
  23. The Soviet army back in the action! The armed forces of the Soviet Union was created in 1918 (then called the red army), and ceased to exist in 1993. Apply a crushing blow to the world imperialismo, or head to the Democratic Republic of Afghanistan, to fulfill their internationalist duty! For our Soviet Motherland! For correct work need: http://www.rhsmods.org/mod/1 - RHS: AFRF http://www.rhsmods.org/mod/2 - RHS: USAF http://www.rhsmods.org/mod/3 - RHS: GREF Screens Class List Download Google Drive Steam
  24. Hi Folks, this is my problem: I've got a OH6-helicopter (classname: RHS_MELB_MH6M) which has a camera on the co-pilots seat. I want to stream that picture ( exactly which is shown on the internel OH6-monitor) to another external monitor, so the teamleader (remained in base) can watch the progress of the helicopter-crew searching for the target. See this video, I've made... I've tried KillzoneKids drone-camera-stuff, but it seems not to work. It works well with an uav-drone, but not here. Does anybody have a clou? (Probably it's the name of the gunner-seat-cam or something like this, I can't find this stuff in config! And another thing: If I leave the area of the monitor, the picture will be lost. > black screen on monitor. In the script below I've tried the lasermarker as cam-copy, but this isn't either working... ("rhsus_weap_LWIRCM") monitore setObjectTexture [1, "#(argb,512,512,1)r2t(_oh6CamTgt,1)"]; // Global? _oh6cam = "camera" camCreate [0,0,0]; _oh6cam camSetFov 0.3; // The zoom level is from 0.01 for the nearest and 8.5 for the furthest zoom value, with a default zoom level of 0.75. Needs the call of camCommit to be conducted. _oh6cam cameraEffect ["Internal", "Back", "_oh6camTgt"]; _oh6cam attachTo [oh6,[0,2.5,-1.8], "rhsusf_weap_LWIRCM"]; //"_uavcamTgt" setPiPEffect [0]; //"_uavcamTgt" setPiPEffect [1]; // Normal - [0], Night Vision - [1], Thermal - [2], inv.Thermal = 7, oder S/W: [3,1,1,0.4,0,[0,0,0,0],[1,1,1,0],[1,1,1,1]]; _id = addMissionEventHandler ["Draw3D", { _dir = (oh6 selectionPosition "rhsusf_weap_LWIRCM") // original by KK: PiP0_pos vectorFromTo (oh6 selectionPosition "rhsusf_weap_LWIRCM"); oh6cam setVectorDirAndUp [ _dir, _dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0] ]; }]; Thanks for any help! Greetz Purzel
  25. Good day, I am currently at a dead end of the MP mission I am trying to create for my unit, solely with ALiVE modules, I don't really use any MCC features but just wanted to leave it loaded in case I need to create a scenario while the mission is running. I wanted to add specific vehicle cargo (custom loadout) in a medevac vehicle(RHS Asset), such as ace medical items. So our medics can replenish their inventory from the vehicle. I did this by adding this in the vehicle's init field: In addition I also added scripts on some vehicles and units init field to assign as ALiVE Combat Support so that ALiVE would work with VCOM accordingly, I followed this steps from ALiVE's FAQ site. I followed what's in the red box: But when I start the mission, the mission loads twice and respawns the vehicles rendering all the scripts I've put useless. I can't figure out how to stop the vehicles from respawning when the mission loads the second time or to have the script run at a specific time so it would execute once the mission finishes loading "Completely". Here's a 5 min. video to show what I am trying to do. https://youtu.be/3nxOfavKnBY TIA! PS: I don't know how to title this since I'm not exactly sure what's happening to name it properly. So my apologies if it's misleading.
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