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Found 145 results

  1. The Team Presents THE EAST WIND - RHS REMAKE WARNING! YOU ARE ABOUT TO PLAY AN ALPHA VERSION! SOME FEATURES ARE STILL NOT WORKING AND BUGS ARE STILL PRESENT! THIS CAMPAIGN IS NOT COMPATIBLE WITH ACE3 AND MAKING IT SO IS NOT A PRIORITY FOR US YET! Morning lads, I'm happy to announce that The Team is finally getting ready to release the RHS remake of The East Wind. This majestic hunk of data has received a large amount of attention from The Team in the past few weeks after being suspended almost 4 years ago, and is now finally getting ready to set sail once more! The Team currently consists of yours truly, and DenyWilco. Not much of a team but we make do with what we have, and apparently are doing pretty good while doing so. So much for the intro, now to the fun stuff. Required Addons: - RHSUSAF - RHSAFRF - RHSGREF - RHSSAF - Altis Armed Forces (2017) Known Bugs: - In the Prologue campaign, you'll still need to use the RCO. - Please report any bugs on the thread, or feel free to PM me, or DenyWilco. Downloads: Steam Workshop (HIGHLY RECOMMENDED FOR QUICK UPDATES) Mediafire Armaholic Credits: -DenyWilCo [Lead Dev; Founder of The Team] -MrCrazyDude115 [Lead Dev; Founder of The Team] -Bohemia Interactive [Making ArmA 3; Being an all around awesome company] -Red Hammer Studios [RHS; Being awesome] -BI Community Change log: Screenshots: Videos:
  2. ***PLEASE NOTE THIS IS A WORK IN PROGRESS*** Hello There! I am currently in the process of designing a Campaign and want feedback on my idea and eventually when I start rolling out mission's them as well. Since moving over to ACE I've loved the ballistic system as part of it. I was inspired by Igneous01 - ArmA 2 Campaign and wanted to create something similar but on the ArmA 3 Platform. However, I wanted to make something that is also co-op but was unsure if that is possible so please feel free to comment down below. I also didn't want thousands of mods I wanted to use mods that are the most popular on the Steam Workshop but like I've said if you have any suggestions please mention them below. Here's a general summary of my campaign: MODS: ACE RHS USAF RHS AFRF Apex Now I know this campaign won't be for everyone but I would appreciate any idea's that great community can provide. ***PLEASE NOTE THIS IS A WORK IN PROGRESS***
  3. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1652839680 BACKGROUND: The U.S. has sent our team to assist U.N. humanitarian aid forces in Chernarus. Rebels forces have been attacking the U.N. and stealing supplies. There is a blizzard moving through Chernarus, and the rebels are using it to cover their attacks on the U.N. OPERATION SNOWMAN: The rebels attacked Hope Station at 03:00 this morning under their mission name 'Operation Snowman.' Their next target is Salvation Station, where your team is stationed. Defend the location, eliminate the rebel presence in the area, and get Hope back!! FEATURES: Close-Quarter Combat Revive Virtual Arsenal Dynamic Civilians & Traffic Mobile Respawn Snow Storm! (You can disable it from mission parameters) REQUIREMENTS: CUP Terrains RHS GREF RHS USAF RHS AFRF CREDITS: Civilian scripts by Enigma Snowstorm script by ALIAScartoons Settings button by nEXaus A few scripts from Occupation by BangaBob Thanks to Yumsum, Porte and Phil for all their patience in testing.
  4. Hello Everyone!!! A few of us have put together a dedicated server with RHS mods in the Warlords missions set. Some features include, no stamina, higher cost for jets, revote for sectors, and much more. We have a dedicated discord as well: https://discord.gg/NZYCmW We're a very new server so come on over and join in the fun! server name: RHS Warlords Dedicated Server | RHS USAF | RHS AFRF | RHS GREF
  5. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1618325439 MISSION Russians have invaded the small peaceful island of Malden, and are holding it's citizens captive! Execute missions to weaken the russian presence on the island and set it's citizens free! A randomly generated campaign, execute missions and lead the United States Armed Forces to capture the island of Malden and win the war against the Russian Federation. FEATURES Random AO - One of Malden's cities, the main airport, or the military island base will be selected to attack. Finish one and another is generated. Random Selectable Side Missions - If you want a bit more excitement, you can choose a side mission from the mapboard at base. It will open the map and show you all available missions. Side missions range from diffusing a bomb on your officer, to stealing an enemy supply truck, to finding and rescuing a downed pilot, plus much more. Every time you open the side mission map, there will be different missions at different locations, so if you don't like what's available, just close it and reopen it. Civilian Population and Traffic - There is a heavy civilian presence on Malden, its citizens populate most of the island and are driving cars (shocking!), and walking around everywhere. They aren't hostile to our forces. In fact the reason we are on malden is for them, as the russians have invaded and are making their life a living hell. Recruitable AI - You can recruit AI units from the officer at base. Please allow them a few seconds to get deployed and join your group. If you wish to dismiss a unit, simply walk up to him and select 'Dismiss.' Mobile Respawn - There are 3 mobile respawn vehicles, a 4 door Humvee, an unarmed M113, and an unarmed MRAP. They should have green letters above them saying M.H.Q. 1, 2, or 3. When you die, simply choose which M.H.Q. you wish to respawn on, or just choose to spawn at base. If a M.H.Q. is destroyed, it will respawn at base. Revive - You can be revived by your teammates if you are incapacitated. There is a 5 minute window to be revived before you die. Players can only revive other players, A.I. units do not revive or become incapacitated, they simply die. HALO Jumping - You can HALO Jump by choosing H.A.L.O. Jump from the mapboard at base. You can also choose H.A.L.O. Group to jump with your squad members. CAUTION: if you have joined another players group, it will force ALL GROUP MEMBERS to jump as well! Dynamic Group System - Press the Teamswitch key (Default "U") to open the group menu. Here you can create/disband your own group, invite other players, join or leave another players group. Virtual Arsenal - There is an ammobox at base with virtual arsenal, and all MHQ vehicles are virtual arsenal enabled. You may also call in a supply drop which has virtual arsenal. AVAILABLE SUPPORT (Called with 0-8 on Radio) Supply Drop - An ammobox will drop near you and be marked with green smoke. This box will have virtual arsenal. UAV Recon - Click a location on the map and after the data from the UAV comes in, all hostile and friendly units will be marked for 3 minutes. These markers will not be updated, so be aware units may move around. Artillery, Mortars, Carpet Bomb - Choose one of the 3 from the support menu and click on the map to rain down some good ol' american pop rocks on the enemies. Caution when using in cities, as it may result in lots of civilian casualties, our mission is to protect the civilians, not kill them. Laser Designated Missile - If you have a laser designator, you can call in laser designated missile strikes. You must keep your laser designator on the target until the missile strikes. (There might currently be a bug that removes the missile if you turn the designator off). Fast Travel Transport Helis - A UH-60 and MH-9 are available to transport you around Malden. When you select the heli you want, it will mark an LZ near your location and head that way. Green smoke will automatically be popped at the LZ when the Heli is near. Once you get in, choose "Give a LZ to the Pilot" and it will head to that location. After a few seconds, the screen will go black and you will fast travel to the location. If at any moment the heli becomes bugged out, choose "Detonate Heli Transport' from your action menu to destroy the heli and make the support available again. Paratroop Reinforcements - Click on the map and a squad will paradrop on your location. After the squad has landed, they will fall under your command (Or your group leader's, if you are in another player's squad). Requires both RHS USAF and AFRF. Credits: DUWS by Kibot. Modified Version by BigShot. EOS script & Occupation mission by BangaBob Civilian scripts by Enigma ATM Airdrop HALO script by PokerTour. Defuse Bomb script by Cobra4v320. Thanks to Kempco for the mapsize script. Thanks to FrankHH for correcting the typos. Thanks to Yumsum, Porte and Phil for all their patience in testing.
  6. Good day, community, I do need some help. I'm using RHS for my survival scenario. After quite a break, I returned to Arma and found out that they've added integrated large number of different ammunition types to the weapon configs - great job, actually, love the depth of it. But since you couldn't merge different types of ammo in one magazine (using Outlaw MagRepack), constantly scavenging and swapping weapons, after just an hour of gameplay, I ended up with like 20 different full and half-empty AK mags, which also clogged scroll menu. Basically, I would like to revert it back to single type of magazine (say "rhs_30Rnd_545x39_AK") while keeping whole range of weapons . So, first idea was to make a script that constantly roams through player's inventory and replaces "wrong" types of mags with the one I need. waitUntil {!isNull player}; private ["_magazinesAmmo","_needReplace","_ammoCount"]; while {true} do { sleep 1; _magazinesAmmo = magazinesAmmo player; { sleep 1; _needReplace = "rhs_30Rnd_545x39_7N10_AK" in _x; _ammoCount = _x select 1; if (_needReplace) then { player removeMagazine "rhs_30Rnd_545x39_7N10_AK"; player addMagazine ["rhs_30Rnd_545x39_AK",_ammoCount]; }; hint format ["%1\n%2\n%3",_x,_needReplace,_ammoCount]; } forEach _magazinesAmmo; }; With that I managed to replace one type of mag with another. But then I kinda get lost in arrays and their nesting. Also I couldn't find the way to remove specific mag (with selected number of ammo), so problem might be with removing/adding magazine with wrong number of ammo. What I need is to get it working with arrays of pairs like: [ [["wrong_mag_calA_01","wrong_mag_calA_02"],"right_mag_calA"], [["wrong_mag_calB_01","wrong_mag_calB_02"],"right_mag_calB"] ]; Maybe, there's another way, like changing CfgMagazines somehow, so all the RHS weapons simply spawn with one type of magazine each, but I've currently have no idea how to make that. Any help or advice appreciated. Thank you.
  7. 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:
  8. 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.
  9. Its a heavely customized version for veteran gameplay type (no extented map content...), the parameter are locked to not breack the mission and balance. Direct dowload here : https://drive.google.com/open?id=1DoZPVmoMKwIChmd1dNj0fJzFwmsgQwQY Steamworkshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1614180127 Parameter of the mission : -Each side start with 1 sector (base) and 0 CP. -Each base got an helipad unlocked. Warlord sector : -The little location give a poor income, they are mainly used to be able to counter attack. -Sector like FOB or Oil field area give a good income. -Sector town give normal income. -The big town and Airport give a huge income. -Each sector are guarded by Middle East Militia Balanced mission and strategy : The Irakian forces are supported by the USA, so they can order few American asset for a higher price. The Islamic faction can order cheaper vehicle like T-34, T-55 so they can get a cheap armored force. The 2 Faction can order BMP-2 and other similar vehicle for the same price. For the weapon both side can order cheap russian and launcher crate, the Irakian can order more expensive U.S. weapon and launcher, in return the Islamic faction can order cheap static AT weapon (Spg9, Metis, Kornet). With the R3F logisitic script its easy to load/unload static weapon. The assset will look like expensive at first, but there a lot of sector and strategic sector (good income), to force the player to conquer and keep strategic sector like FOB, Oil field and big town. The side who own this sector will have a good income and that will take few minutes to buy the most expensive asset. The airport is working, plane asset are avaible and separated by 4 sector for each side. Player class : *The squad leader can order CAS, and Airtaxi : -Irakian Faction can call USA support, more effective (AH-64 and A-10) but with a longer cooldown. -Islamic Faction can call SU-25, Mi-24 AT less effective but with a shorter cooldown. *The engineer (or Bomber for Opfor) can build sandbag everywhere if they have a toolkit. No night There is no night, the mission start at 6 am. The time from 6 pm to 6 am is skipped. Logistic Player can carry and load in the vehicle defensive structure and static weapon. Defensive structure can be build at base. Other feature and community script for gameplay enhancement : -R3F logistic : Player can carry and load in the vehicle the ammobox. -R3F log (creation factory) : Each side can build fortification and structure to protect a sector, note huge structure like tower or building cant be loaded in a vehicle, its mainly to defend the base. An other note about the creation factory there a hard limit to avoid performance issue. -AIS Revive : Player can see an injured friend on the map, the injured player can be revived by an AI squadmate (press/spam H key). -Advanced sling loading, tranport object by air. -Advanced towing, transport object with ground vehicle. -NRE Earplug, earplug. -TAW Dynamic View Distance, ability to set up viewdistance and terrain quality. -Ambient Aircombat
  10. i'm trying to make warlords mission with RHS and ACE. here is the problem. "fixed uniform" i'm trying to give a choice to player about loadout. vest or other gears are fine. but, the uniform has fixed by warlords init module. can i disable the fixed uniform issue? ---------- + this is not a BI or warlords issue. i can not connect to 'class.rhsmods.org/' is there any other place to check class names? i really need it for asset price change.(also with vanilla class names)
  11. 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
  12. Hey! I've been trying to modify the civilian presence module by BIS to be used on community ported maps like Chernarus. I've got this code working so far (Put in "Code On Unit Created"): // Set clothes _civs = [ // Factory "LOP_CHR_Civ_Worker_03", "LOP_CHR_Civ_Worker_04", "LOP_CHR_Civ_Worker_01", "LOP_CHR_Civ_Worker_02", "LOP_CHR_Civ_Worker_06", "LOP_CHR_Civ_Worker_05", "LOP_CHR_Civ_Worker_07", // Forest "LOP_CHR_Civ_Woodlander_06", "LOP_CHR_Civ_Woodlander_05", "LOP_CHR_Civ_Woodlander_01", "LOP_CHR_Civ_Woodlander_02", "LOP_CHR_Civ_Woodlander_03", "LOP_CHR_Civ_Woodlander_04", // Town "LOP_CHR_Civ_Citizen_06", "LOP_CHR_Civ_Citizen_05", "LOP_CHR_Civ_Citizen_07", "LOP_CHR_Civ_Citizen_03", "LOP_CHR_Civ_Citizen_04", "LOP_CHR_Civ_Citizen_02", "LOP_CHR_Civ_Citizen_01", // City "LOP_CHR_Civ_Profiteer_04", "LOP_CHR_Civ_Profiteer_01", "LOP_CHR_Civ_Profiteer_03", "LOP_CHR_Civ_Profiteer_02", // Gay "LOP_CHR_Civ_Rocker_03", "LOP_CHR_Civ_Rocker_01", "LOP_CHR_Civ_Rocker_04", "LOP_CHR_Civ_Rocker_02", // Village "LOP_CHR_Civ_Villager_01", "LOP_CHR_Civ_Villager_04", "LOP_CHR_Civ_Villager_03", "LOP_CHR_Civ_Villager_02" ]; _loadOut = getUnitLoadOut (selectRandom _civs); _this setUnitLoadout _loadOut; // SetFace _num = round Random 23; _face = ["whiteHead_", _num] joinString ""; if (isServer) then {[_this, _face] remoteExec ["setFace", 0, _this]}; // SetName However their names are still greek. Since Bohemia didn't allow us to select a faction but rather "Auto detects" whether we're on Tanoa or Altis using this module in a community made map is 99% of the time going to be a pain. Is there anyway to use #include "rhsafrf\addons\rhs_c_troops\identities.hpp" and grab names from identities.hpp files like you do in mods? Use use setName to turn Garkos Kortas into Roman Bytchok?
  13. This addon includes Chernarussian National Party guerillas. "Nationalist guerillas of the National Party is an underground movement lacking sophisticated weapons, but their knowledge of the country, military expertise from civil war and underground network make them serious opponents to both communist guerillas and government forces." This is retexture mod made of both RHS and vanilla units. I tried to make them as similar as possible to the units from ARMA 2.The same camouflage, equipment, weapons, etc. Also required RDS Civilians addon for the presence of civil guerillas. Features: - Set of NAPA units like in original A2 - RHS and vanilla vehicles, static weapons - Civilian guerillas armed with WW2 weapons, hunting rifles, etc. And few more civilians retextures - Added different groups like in A2 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 another chestrig. - Wooden SVD replaced by plastic one (by reason of its absence in RHS weapons) Thanks RHS for their great mod, Reyhard for his Civilian pack. https://steamcommunity.com/sharedfiles/filedetails/?id=1507820054
  14. Hi all, Mission coop for 9 max at SHAPUR, but can be accomplished in SP. SP or MP with HEAL & REVIVE feature for AIs and player(s)! Yes! In SP, you don't die. AIs fellows can heal you as you're unconscious. If not, you'll respawn after 2 minute bleed out. You can save them as well. Your mission is to hold the factory as Alamo point. You can enable/disable Arsenal crates for players. See on Steam for all required mods (R3F except bugged R3F objects, RHS, CUP terrain for Shapur, EricJ talibans for uniforms) . Have fun! https://steamcommunity.com/sharedfiles/filedetails/?id=539562506
  15. HazardousGam3z GMOD

    An Apology To RHS

    Dear RHS, I am deeply and truly sorry for the troubles I have caused you. I am writing this apology letter not only to myself but to my unit and RHS all together. I fucked up and I am so so grateful that you guys have reconsidered the charges. You guys aren’t a bad mod and some random DMCA’d one of our modpcks when RHS were their own separate mod. We got heated but I took it way too far. I promise, I won’t waste your time EVER again. Once again, sorry for me fucking up and I won’t ever DMCA anyone again.... Sincerely, Wilson.
  16. Bushcat

    Russian movies

    Hello Veteran lurker, Bushcat on steam,found a Russian film on you tube by random.It is called КРУТОЙ БОЕВИК "Разведка" русские фильмы 2016, боевики, криминал. I did a Google translate and it came up with Intelligence 2016? Any Arma 2 vets or RHS fans be advised to check it out.I would ask any of our Russian friends to provide a HD Download link and/or English subs,please? Obviously a propaganda film as are hollywood flicks like top gun etc.But very good combat scenes and acting! Apologies if i posted in the wrong place? As im here i would like to pay tribute to the boys that changed Arma for me. Gunther,Genesis,Zerobyte?Arkir and his eye balls,and possibly many more,you know who you are,forgive me. Last note: Antistasi single player.Thank you Barbolani(Alberto?)You have made Arma 3 what it should be for me. Collecting 3 smoke grenades allowed me to take kavala castle single handedly. (after recon dieing 5 times!) Thank you:)
  17. [SP/MP] OPFOR KP Liberation - Project Opfor / RHS Changes Made After looking at all the liberation missions it became clear that there where hardly any OPFOR sided liberation missions out their, compared to the orignal one, so we decided to deliver an OPFOR experience to liberation by making a Kp Liberation based on the OPFOR faction. So what we have done here is take Kp Liberation and change all the factions around to make it so you are able to play as the OPFOR faction, with out having to do anything, below is just a few of the main changes. We have used Project opfor as part of the base gear that will be used by the other factions. -Playable OPFOR faction. RHS AFRF (VDV/MSV) -Changed BLUFOR faction. Project OPFOR (Islamic State) -Changed GUER faction. Project OPFOR (Sahrani) -Changed the enemy marker colours to blue. -Changed spawn point marker to match OPFOR faction. -The friendly side is now OPFOR. -Added a extra tutorial page to help people. -OPFOR Medical vehicles changes. -Changed all factions to match new sides. -Fixed exploding choppers on the Ship. This mission will support other mods. If there is demmand a public server can be setup. Overview of the mission The area has fallen to the enemy, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the area. - Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area. - Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps. - Purchase both infantry and vehicles (both ground and air) using three different types of physical resources; supplies, ammunition and fuel. - Build the FOB of your dreams with an in-game "what you see is what you get" system. - Play within an immersive engine that not only punishes you for civilian casualty but diversely reacts in turn. - Combat aggressive and cunning hostile forces who react and adapt to your actions. - Monitor and work alongside, or against, independent guerrilla forces. - Learn that every window is a threat thanks to the custom urban combat AI. - Accomplish meaningful secondary objectives that will benefit your progression. - Never lose your progress with the built-in server-side save system. Statistics / Different on each map Capitals: 10 Cities: 68 Military: 26 Factories: 24 Radiotower: 22 Total Sectors: 147 Below you can look though the maps in the steam workshop. OPFOR Chernarus KP Liberation : OPFOR Altis KP Liberation : OPFOR Sahrani KP Liberation : More still to come. ----------------------------------------------------------------------------------------------------------- Understanding Markers Capitals: There are several larger or important cities in the region. When all are under friendly control, you'll most certainly have beaten back the enemy to a point where they cannot re-establish control. This is your primary objective. They are very well defended and you'll have to deal with a very high chance of enemy reinforcements or counter attacks. Cities: Generally small to medium-sized cities. Factories: Across the region you will find civilian factories under enemy control. Capture these, as they only need a storage area and can then produce the three resources. As such they are a very strategic first target! Military Bases: Home to large amounts of highly equipped enemy forces, these installations are heavily defended and will require large and well co-ordinated assaults if you have any hope in capturing them. While capturing enemy bases you'll prove that your operation is progressing in a promising way, therefore you'll unlock some heavier assets. Radio Towers (RT): When under enemy control, RT will be used to call in reinforcements when a nearby sector is attacked by our own forces. The reaction time will depend on the distance between the tower and the sector. When under friendly control, the towers will give useful map intel on hostile troop movements in the vicinity by intercepting their radio communications. ----------------------------------------------------------------------------------------------------------- Credits: -Creator: Zbug -Primary Editor: Wyqer -Secondary Editor: Luacs - Cross over This mission is under the Arma Public Licence (APL)
  18. [SP/MP] OPFOR KP Liberation - Project Opfor / RHS Changes Made After looking at all the liberation missions it became clear that there where hardly any OPFOR sided liberation missions out their, compared to the orignal one, so we decided to deliver an OPFOR experience to liberation by making a Kp Liberation based on the OPFOR faction. So what we have done here is take Kp Liberation and change all the factions around to make it so you are able to play as the OPFOR faction, with out having to do anything, below is just a few of the main changes. We have used Project opfor as part of the base gear that will be used by the other factions. -Playable OPFOR faction. RHS AFRF (VDV/MSV) -Changed BLUFOR faction. Project OPFOR (Islamic State) -Changed GUER faction. Project OPFOR (Sahrani) -Changed the enemy marker colours to blue. -Changed spawn point marker to match OPFOR faction. -The friendly side is now OPFOR. -Added a extra tutorial page to help people. -OPFOR Medical vehicles changes. -Changed all factions to match new sides. -Fixed exploding choppers on the Ship. This mission will support other mods. If there is demmand a public server can be setup. Overview of the mission The area has fallen to the enemy, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the area. - Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area. - Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps. - Purchase both infantry and vehicles (both ground and air) using three different types of physical resources; supplies, ammunition and fuel. - Build the FOB of your dreams with an in-game "what you see is what you get" system. - Play within an immersive engine that not only punishes you for civilian casualty but diversely reacts in turn. - Combat aggressive and cunning hostile forces who react and adapt to your actions. - Monitor and work alongside, or against, independent guerrilla forces. - Learn that every window is a threat thanks to the custom urban combat AI. - Accomplish meaningful secondary objectives that will benefit your progression. - Never lose your progress with the built-in server-side save system. Statistics / Different on each map Capitals: 10 Cities: 68 Military: 26 Factories: 24 Radiotower: 22 Total Sectors: 147 Below you can look though the maps in the steam workshop. OPFOR Chernarus KP Liberation : OPFOR Altis KP Liberation : OPFOR Sahrani KP Liberation : OPFOR Tanoa KP Liberation OPFOR Takistan KP Liberation OPFOR Lythium KP Liberation More still to come. ----------------------------------------------------------------------------------------------------------- Understanding Markers Capitals: There are several larger or important cities in the region. When all are under friendly control, you'll most certainly have beaten back the enemy to a point where they cannot re-establish control. This is your primary objective. They are very well defended and you'll have to deal with a very high chance of enemy reinforcements or counter attacks. Cities: Generally small to medium-sized cities. Factories: Across the region you will find civilian factories under enemy control. Capture these, as they only need a storage area and can then produce the three resources. As such they are a very strategic first target! Military Bases: Home to large amounts of highly equipped enemy forces, these installations are heavily defended and will require large and well co-ordinated assaults if you have any hope in capturing them. While capturing enemy bases you'll prove that your operation is progressing in a promising way, therefore you'll unlock some heavier assets. Radio Towers (RT): When under enemy control, RT will be used to call in reinforcements when a nearby sector is attacked by our own forces. The reaction time will depend on the distance between the tower and the sector. When under friendly control, the towers will give useful map intel on hostile troop movements in the vicinity by intercepting their radio communications. ----------------------------------------------------------------------------------------------------------- Credits: -Creator: Zbug -Primary Editor: Wyqer -Secondary Editor: Luacs - Cross over This mission is under the Arma Public Licence (APL)
  19. After weeks of work, I'm proud to finally present The East Wind: Escalation in a releasable state. EWE is the RHS-inspired adaptation of BIS "The East Wind"-Campaign. Nearly all assets have been exchanged and most scripts have been altered in some way or another. EWE also features a custom made FIA-faction, made with assets from both RHS and BAF. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1423933010 (No direct download as of now) I tried to keep it as vanilla as possible, but you obviously require all RHS factions, as well as BAF Weapons and Equipment by 3CB and CBA. In addition to that, I strongly recommend you the following mods, that'll greatly enhance your gameplay experience: DynaSound 2 Enhanced Soundscape Blastcore Edited (Standalone Version) Be advised that, just like the original campaign, EWE is not compatible with ACE/AGM, due to systems conflicting with the mission scripting. However, there are ways to get around that. Don't recommend that though if you don't know what you're doing, and if you know what you're doing, you don't need me to tell you how to. Despite the numerous hours i spent with this project, it is far from being perfect. Consider this release v.0.9. Some bugs are still present and some of the later missions have to be playtested/bugfixed yet. All major work is done though and i'll be releasing a couple of hotfixes in the next few days to tackle the remaining issues. Known Issues: I always appreciate help, and since this is a one-man project, i can need a lot of it. If you find a bug and want to help, try to figure out how to fix it and tell me. Fresh ideas are never a bad thing. This campaign emerged from a small-time project to a full time venture during my holidays and i never thought i would actually be able to pull this off. I learned a lot about Scripting and C++, and i came to really appreciate the work and creativity that BIS has put into this. Credits and special thanks also go to: The RHS Team for their great mod 3CB for their beautiful uniforms Many people in the BI-Forums, who write wiki-stuff, answer questions and provide great information in general.
  20. I would like to invite you to our new Warfare server. Classic CTI from Arma 2 with RHS+ mods. Stable FPS and good staff. Discord: https://discord.gg/vxHjWAC Server name: Old'n good Warfare hosted by Net_2 Server IP: 151.80.47.25 Server Port: 2302
  21. Interesting problem I know. It probably is something quite simple but I can't figure it out. Now, I'm fairly new to scripting (about six months) so I'm not 100% sure what I should do. The basic premise is that the player has a UAV with an M136 launcher on it. The drone then fires that launcher. Got that part down. I've even got it so that the drone rearms when it goes back to "Home". Now, what I'd like to do is to have the players rearm it in the field. They can have a launcher on their back, bring the drone to them and then attach the launcher onto the drone. The drone has a new launcher and the player looses theirs. Here is the code that I have so far. I know that it must be very simple but any help is very much welcome in advance. For you're consideration, I'm using ACE, CBA, RHS (All four modules) and more quality of life mods. Nothing that would effect scripting in any way.
  22. hamsen8678

    MGM Grips

    The MGM grips adds a variety of grips to the RHS grip system. Grip list Download Credit Model by SEOI. Special thanks to Bill Red, Red Hammer Studio
  23. Hey everyone, I got a real quick question. So, I've started making a lot of custom factions with the ORBAT tool, and I'm looking to create custom camo for different uniforms in order to make certain factions for my unit's campaigns. To get to the question itself, I've extracted the .paa file from the .pbo, I've converted it into a .png using TexView 2 from ArmA 3 Tools, and now I'm stuck at Photoshop since there are no templates that I've found I ran into a problem. I tried using Overlay to apply my camo to the .png, I removed the boots, belt, and whatnot using selection so they don't get affected. But my problem is this, whenever I apply my fairly bright camo to the darker variant from RHS, it darkens my camo, basically ruining it, the old camo is still very much so visible below it and all the little details like the folds and stretching in the clothing, where the clothing bundles up and the stitches all of it just is either barely visible or gone. From what I saw I seem to need a template to properly do this, so I can apply my camo over theirs, but I haven't found a template. I know people have managed to retexture before and I asked RHS but they say they can't provide the .PSD files which I completely understand. So is there a way for me to retexture this and how did the other people do it, since I was quite a few retextures both big mods and small private ones.
  24. This mod modifies the ammo "cost" of the RHS OR Vanilla RPG-7s such that AI is MUCH more likely to use RPGs. It also removes the restriction on firing RPGs against infantry. The AI will finally use their RPGs like in the movies! I fully acknowledge this is bad tactics, but it's a lot of fun! Right now this doesn't work if the unit has a pistol. The screenshot for this mod was the first time I played with it enabled on a server. Bad day for me... So far I've used this with the Project OPFOR units, running the RHS RPG-7s. It should work on ALL RPG-7 units that use the standard 7.62x39 ball or 5.45x39 ball ammo from RHS in their primaries. Technical background: this mod sets the cost of using RPGs to 0, and the cost of using standard 7.62 or 5.45 ammo to 100000 - this is the only way to "trick" ARMA 3 into allowing units to use their launchers regularly against enemy infantry. During my testing, the changes didn't appear to have any negative effects on standard infantry, but this is an early development item. If you see any issues, please let me know ASAP. UPDATE 2018/03/24: Added a Vanilla version per request. This should do the same thing for the Apex RPG-7s if the AI is using 5.45x39 ball or tracer ammo. UPDATE 2019/07/01: Added a CUP version per request. I tried a different technique on this one - it should be less finnicky than the other version. I'd appreciate feedback to confirm/deny this. Planned Changes/updates: Create equivalent add-on for other weapon packs (CUP?) Increase variety of primary ammo types the addons work with Look into creating mods to Project OPFOR to add AP RPG-7 gunners Thanks! Demonstration Video Steam Workshop - RHS Version Steam Workshop - Vanilla Version Steam Workshop - CUP Version
  25. Hello, I am looking for somebody to help with the BECTI-E for RHS. I Love the mod and love all the work they put in and the new factions added, and confused why nobody has already adapted a newer version of the modification. I am asking if someone could change the teams on the mission so it uses the serbian armed forces, instead of the Americans, and change the Russians to greenfor soldiers and vehicles. I hope this edit was the correct way, I can explain in further detail, I just want an up to date version with all of RHS's AMAZING work. Thanks, WZ
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