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Found 140 results

  1. Attack the Rebels Hello Gentleman, now I proud to release my new SP Mission for Arma 3. This is my second realease and completed work for BI MilSim Games. (first was for Arma 2 CO also with RHS AFRF Mod. You can find this on armaholic) You play as a Russian MVD VV Soldier and have 4 tasks to solve. This is a easy, simple and short Mission. Because my editing skills are not allow more stuff now. Installation: Put the Mission pbo file in C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\Missions and starting Arma 3 with the RHS Armed Forces of the Russian Federation Mod. Then press Play Button and next step got to Scenarios and choose my Mission. Here are the readme file and importend informations! Requirements: Arma 3 1.54 and RHS AFRF 0.4.0.1 Download RHS Mod: http://www.rhsmods.org/ Using Islands: Altis DOWNLOAD: http://www.file-upload.net/download-11158728/Attacktherebels.7z.html Armaholic mirror: Attack the Rebels (@) Okay thats enough. Time to play my Mission. I hope you enjoy it and thanks for your time.
  2. RHS: AFRF + RHS: USAF (CUP Terrains) Description FT-2 RHS is a PvP (TvT) multiplayer game mode with an intensive large scale battles of two sides for strategic key locations. Over 130 playable battle locations with different amount of sectors to capture (ranging from 1 sector to 4) brings the core of teamwork and individual gameplay in a more arcade-like style, with one major task in hand - make your team win! Gameplay Each player has the possibility to spawn at thier Team base or thier deployed MHQ (if not destroyed) & captured sectors. The player starts with default equipment and is tasked to capture and hold the sectors, every time a player captures a sector he is rewarded with resources which can be used to buy more advanced equipment and\or vehicles, the same stands with eliminating other enemy players or enemy vehicles. Players can purchase new equipment at base, next to ammo caches in captured sectors or at the MHQ. Vehicles are purchased only at the Base. Features130+ locations Equipment & Vehicle Stores (Standalone GUI) DLC Vehicles and Weapons are included The ability to make up to 8 Gear Presets + 1 Quick Preset to equip your character fast Airborne deployment capability (via Billboard at Base) An option to Treat downed teammates (must have a Medkit in the backpack) Melee Assault - ability to knife your enemies without firing your main weapon Lock\Unlock Feature for your owned vehicles and an addition to throw out unwanted passangers Capturing Heavy Vehicles - an ability to throw a grenade into an enemy APC\IFV\MBT to secure it for your self A whole bunch of other features (movable mounted weapons, holstering main weapon, cutting the parachute cords, unmanned vehicles control via hotkeys, increase\decrease volume etc) Group\Party System Unique battle logging and award System Friendly Markers on Teammate units Capability to transfer resources to teammates Quick viewdistance selection feature (Hotkey) Each time a match has ended 30% of the funds are saved towards the next match Full UI translation into 8 languages (English, German, French, Russian, Polish, Portuguese, Spanish, Italian) Overview Interactive Gallery of FT-2 Missions Game servers FT-2 RHS EU | @RHSAFRF,@RHSUSAF | TS: hia3.net Location: France Required Mods: @RHSAFRF, @RHSUSAF Address: rhseu.hia3.org Port: 2402 FT-2 RHS RU | @RHSAFRF,@RHSUSAF,@CUP_Terrains | TS: hia3.net Location: Russia Required Mods: @RHSAFRF, @RHSUSAF, @CUP_Terrains Address: rhs.hia3.org Port: 2302 Media User Interface Gameplay Battle Locations Video
  3. hello, I own a hosted server on Linux, but some addons doesn't work well. All what I want is to be able to use RHS units with Zeus + Ares. But Zeus doesn't read it. Is there a conflict between the mods ? Cause I have the command line -mod= @CBA_A3;@ares;@RHSUSAF;@RHSASFR; Does someone have at least maybe a pbo file where every configuration similar to what I want available on download ? Thanks.
  4. Created By REYMAS (aka Capital) "WELCOME TO THE MUQ" March 16th, 2019: DEVGRU unit, designated TALON, is deployed to Airbase Kingmaker in Mogadishu, tasked with the rescue of four captured US citizens within enemy territory. INTRODUCTION Operation Slamdance is my very first released mission for Arma 3. I am very new to modding, scripting and mission making, so please go easy on me if I've made some egregious errors. That being said, I am open to all manner of feedback and critique. The mission is inspired by the release of MOG by Variable.A, Operation: Gothic Serpent, Black Hawk Down, Act of Valor and Lato's "Hunter-Six" mission. The main concept behind this mission is bringing a fictional near-future Somali conflict into the focus, through the eyes of a 16-man DEVGRU unit known as TALON-Blue (formerly VIKING-Blue). This will not be the only time I create a mission centering around TALON and will hopefully find ways of fleshing them out character-wise in the future. This is a fairly heavily modded mission and relies on many excellent mods to work properly. Most of these mods are unit mods however and do not change gameplay so you may use your choice of gameplay mods as you see fit. I have toyed with the idea of doing a vanilla-as-possible version but it just doesn't feel right. If there is high demand for it I might give it a shot. The mission is designed to be semi-sandbox, with lots of randomization for objective locations and should engage the player in some highly intense medium to close range urban combat. As I am very new to modding ArmA I was advised to focus on making a solid SP mission before venturing into the realm of CO-OP. That being said, anyone is allowed to change this mission for their own purposes and that of their clans' (see full licensing below). Please feel free to provide any feedback or bug reports directly to centermassstudios@gmail.com - be sure to include which version of the mission you are referring to. I hope you all enjoy playing this mission as much as I enjoyed making it! DOWNLOAD (Mediafire) DOWNLOAD (Armaholic) INSTALLATION Extract any of the included .pbo file(s) to your Steam/SteamApps/common/ArmA 3/Missions folder. FEATURESCommand a 16-man DEVGRU unit. Ability to dismiss and re-attach SEALs from your team as needed. Intense urban close and medium range combat. Custom AI - Highly aggressive but highly inaccurate. Artillery and mortar support. Take out enemy AA in order to earn CAS and air transport. Dynamic Helicopter crash missions (if one of your support choppers goes down inside the city, you may be tasked with securing it) Multiple motorized vehicles for player use. Zealot's Field Repair for vehicles. Multiple dynamic objectives with randomized objective placement. Randomized enemy placement. Enemy occupying buildings and on rooftops. Radio control for toggling your team's IR lasers (0-0-1), silencers(0-0-2) and NVGs(0-0-3). Ability to wait 6 hours so you can undergo the mission at different times of day (0-0-4). Civilians who may pull weapons on you. Dynamic AI Spawns that hunt you across the city. AI optimization script. Multiple versions optimized for various PC specs. VERSIONS Several versions of the mission are included for those with varying system specs: BARE = Lowest spec version with no frills whatsoever. Smoothest gameplay, least challenging. Approx. 200 enemy infantry, 10-15% present chance on enemy in buildings and on rooftops, low dynamic spawns, no dynamic civilians. No tire fires. MIN = Some extra base elements including friendly guard patrols. Approx. 300 enemy infantry, 20-25% present chance on enemy in buildings and on rooftops, low dynamic spawns, low dynamic civilians. Minimum tire fires. LIGHT = More extra base elements including gate guards. Approx. 400 enemy infantry, 30-40% present chance on enemy in buildings and on rooftops, low dynamic spawns, low dynamic civilians. Light tire fires. MEDIUM = Full static base elements, low friendly patrols. Approx. 600 enemy infantry, 50-60% present chance on enemy in buildings and on rooftops, medium dynamic spawns, medium dynamic civilians. Medium tire fires. (Recommend for average PC setups) HEAVY = Full static base elements, full friendly patrols. Approx. 800 enemy infantry, 70-80% present chance on enemy in buildings and on rooftops, high dynamic spawns, high dynamic civilians. Heavy tire fires. MAX = Highest specs needed, all elements included. Approx. 1000 enemy infantry, 85-95% present chance on enemy in buildings and on rooftops, high dynamic spawns, high dynamic civilians. Maximum tire fires. RECOMMENDED SETTINGSMake sure enemy SUPER AI is OFF. If ON, it will override the specific AI settings and make every Somali militiaman an expert marksman which is not very believable. It's recommended to turn extended armor ON unless using ACE3. KNOWN ISSUESBuildings in this map are very fragile, two or three 40mm or M67 frags is enough to decimate some of the smaller buildings. 50cal fire can also tear a building to pieces. Be aware. AI will occasionally get stuck in buildings while moving through the dense urban terrain. Use team switch to become that unit and move them out of that building if this happens. Istan202 - the large U-shaped building - is the biggest cause of this and each of them have been blocked off by barbed wire for this reason. Team switching to a subordinate AI unit will prevent you from getting into vehicles (until you switch back to the CO). A player must be playing the unit CO. NOTES Be advised of the following:A Virtual Ammobox is provided for the sake of flexibility (e.g.: if you need ACE earplugs or other modded items of that type). It is suggested that you do not bring thermals to the AO, as it will vastly cheapen the intensity of the intended experience. This mission is not yet optimized for CO-OP but does have 16 built-in playable slots. Try it out at your own risk. I am seeking any groups who may want to help me get a co-op version up and running by testing it for me. This mission employs an AI Control script by GrumpyOldMan which hides all units outside of a certain radius from the player/s. The radius for this mission is 300 meters. This does two things, the first of which is optimize the mission so not all present AI are loaded at once and second focuses the mission on medium-short range urban engagements. You won't be heading up to an elevated position and sniping enemies from a klik out. This is intense, direct action urban combat. You can dismiss and re-attach any of the SEALs from your team at any time using the action menu. If you are playing co-op, it is recommended that you do not dismiss any players. Unit Control: Using 0-0-1 you can togggle your team's IR lasers. Using 0-0-2 you can togggle your team's silencers. Using 0-0-3 you can togggle your team's NVGs. Time Control: Using 0-0-4 you can skip six hours of time in case you'd prefer to begin the operation at mid-day, in the evening, or in the dead of night. Team switching is enabled so you may get an AI unit out of a building in the case they become stuck. It is not recommended that you team switch permanently to anyone who is not the unit commander. Vehicles will not respawn, use them wisely. Included is Zealot's field repair script should your vehicle go down in the field. You get one free repair per vehicle and after that you need a repair kit. Be sure to bring explosives to the AO, you will need them. Watch out for enemies on rooftops and in windows. Take things slow, and try to be methodical, rush in too fast and you will get bogged down and surrounded. Patience and precision are key. In singleplayer save as often as you can. This mission tends to be very unpredictable and things can go very wrong very quickly. Your AI teammates are at maximum AI ability. For the first 15 seconds you are forced into walk, after which you can run, this is working-as-intended for the sake of immersion/atmosphere. REQUIRED MODSMOG by Variable.A/7Cav - ARMAHOLIC - STEAM (Seems to require AiA for some users - if getting AiA or CA_buildings errors, download AiA HERE - be sure to check for prerequsities) Massi's NATO & Russian Weapons - MEDIAFIRE - STEAM Massi's NATO & Russian Vehicles - MEDIAFIRE - STEAM Massi's SOCOM - MEDIAFIRE Massi's MARSOC - MEDIAFIRE Massi's African Conflict - MEDIAFIRE RHS Escalation - ARMAHOLIC - RED HAMMER STUDIOS Leight's OPFOR - ARMAHOLIC CAF Aggressors - ARMAHOLIC HAFM Humvees - ARMAHOLIC EWK Humvee Extension - ARMAHOLIC Sabre's Civilian Units - ARMAHOLIC - STEAM LP-GPNVG-18s - ARMAHOLIC CBA3 - ARMAHOLIC - STEAM RECOMMENDED MODSACE3 - ARMAHOLIC - STEAM JSRS3: Dragonfyre - ARMAHOLIC Blastcore Phoenix - ARMAHOLIC Blastcore Tracers - ARMAHOLIC ShackTac UI - ARMAHOLIC - STEAM CREDITS Mission created by REYMAS (aka Capital), made possible by the following contributions:Lato, for giving me the inspiration to try my hand at this in the first place, his patience and willingness to guide a total noob through the basics of ArmA scripting, as well as the groundwork he laid for the dynamic helicopter crash missions, and the AI radio options. GrumpyOldMan for his AI Control script which saved this mission from being an unplayable mess. Variable.A and 7th Cavalry for providing an amazing urban map with MOG. Massi for his incredible USMC, African and Special Forces units. The CAF Team for their CAF Aggressors unit pack. Leight for Leights Opfor Pack. Red Hammer Studios for RHS Escalation. SabreD for his Civilian Units pack. BangaBob for his Civilian Occupation System. RGR for his Dynamic AI Spawn system. Wolfenswan for his WS Assassins script. Zealot for his Field Repair script. Teeha and Warlord554 for their GPNVG-18 addon. Varanon for FHQ TaskTracker The amazingly helpful and courteous gurus at the BIS and Armaholic forums. You guys rock! Bohemia Interactive and the ArmA dev team for the countless hours of fun! CHANGELOG V1.0.1:Fixed syntax issue with CIA hostage not properly setCaptive. (All Versions)V1.0:Added specific names for HVT, Hostages and CO AI. (All Versions) Added "MISSION" section in briefing. (All Versions) Added header images for Briefing categories. (All Versions) Added red flares fired by enemy platoon leaders when they detect your presence in sectors. (All Versions) Changed start time from 0630 to 0600. (All Versions) Fixed Doctor's INIT. (Med Version) LICENSINGThis work is released under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license. Full license in ReadMe. You are free to SHARE - copy and redistribute the material in any medium or format. You are free to ADAPT - remix, transform and build upon the material. ATTRIBUTION: You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NON-COMMERCIAL: You may not use the material for commercial purposes. SHARE-ALIKE: If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. NO ADDITIONAL RESTRICTIONS: You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. EXEMPTION: You do not have to comply with the license for elements of the material in the public domain or where your use is permitted by an applicable exception or limitation. PERMIT: Receiving written permission from the material author for a special circumstance may override one or more of the above restrictions. BRIEFING EDIT 1: A few corrections and additions. EDIT 2: Added Briefing Content. EDIT 3: Troubleshooting mod install added.
  5. Dead Catalina Rising (Coop 6 players and SP) Mission on Steamwokshop: Original Mission - http://steamcommunity.com/sharedfiles/filedetails/?id=520119742 "Director´s Cut" - http://steamcommunity.com/sharedfiles/filedetails/?id=527195446 Mission on Dropbox - https://dl.dropboxusercontent.com/u/6382845/%5BSPCOOP6%5D%20DEAD%20CATALINA%20RISING.rar Mission on Armaholic - http://www.armaholic.com/page.php?id=29548#c66172 THIS MISSION USES RICK_B´s ZOMBIES AND HAS WORKING LOOT/HUNGRY/THRISTY MODULES - read instructions below... [uPDATE: It doesn´t requires AiA TP, as Santa Catalina Island is standalone... silly me lol ;) ] ION PMC has been playing with biochemical warfare and finally got burnt! An undercover/blackops experiment with a test H1Z1 strain on Santa Catalina Island (right next to California shores) population has gone wrong, and now you and your 6 men PMC BO team have got to scaravenge for suplies and kill your way out of a zombie horde to get to the island´s airport, refuel an old skied Antonov An-2 and fly back to ION PMC headquarters to report back the flopped experiment (or not so floppied, as it showed almost 98% efficiency on turning the indigenous civilian population on enraged canibals killing machines...) It features Rick_Bs zombies, IMHO better zombies with boomer/smokey/fast and slow and ressurected units zombies (I have an old 4 y.o. PC and these monsters don´t make it choke) This mission has working survival modules and requires the following mods: CBA - http://www.armaholic.com/page.php?id=18767 MCC (for the blizzard effect) - http://www.armaholic.com/page.php?id=19580&highlight=MCC Santa Catalina Island - http://steamcommunity.com/sharedfiles/filedetails/?id=473331251 Rick_B´s Arma3 Inventory Itens/Survival modules - http://www.armaholic.com/page.php?id=28752 Rick_B´s Walkers (aka Zombies) - http://www.armaholic.com/page.php?id=29006 RHS - http://www.armaholic.com/page.php?id=27139 RHS ION PMC - http://www.armaholic.com/page.php?id=29010&highlight=RHS%2BION RKSL Attachments (for cool LDS scope on loot) - http://www.armaholic.com/page.php?id=25843&highlight=RKSL%2BLDS and last, but not least, Sabre´s Antonov An-2 A2 port - http://steamcommunity.com/sharedfiles/filedetails/?id=375881770&searchtext=Antonov ... and I recomend playing with ACE3 for an extra challenge! http://www.armaholic.com/page.php?id=28557 ... and Cunico´s Hidden Identity Pack for Gas Masks (protect against Smokey´s Killing Haze) - http://www.armaholic.com/page.php?id=24936&highlight=HIDDEN%2BIDENTITY ... and MOCAP mod to beat the crap outta zombies if you run dry on ammo - http://www.armaholic.com/page.php?id=27262&highlight=MOCAP Screenshots: Instructions on Rick_B´s Survival Modules: Known issues: Thanks/Credits: BIS for this awesome military shooter sandbox, addictive as heck, big fan since OPF days... Misty Ronin for his ION PMCs mod and mission mentoring (as well as SIG aka Phantom for convincing me to publich this, and inspiring me with his Doomsday Night series) RHS for their awesome Escalation mod Sabre for his Antonov (and other A2 airplane ports) Shay_gman for his uncanny MCC (make arma easier) Rick_Bs for his modules and zombies Got_ Dead_ for Sta Catalina Island DA12TH Monkey for LDS scope CBA team and KJU for their essentials mods (CBA and AiATP) Foxhound and Big for hosting my missions on Armaholic (best ArmA series content repository evah =) and on and on and on (sorry if I forget to mention your work... hit me and I´ll add it here =D) ... happy survival/zombie carnage! =) Cheers!
  6. Hi guys, I recently built my own arma 3 dedicated server on a remote server. I successfully install the Arma 3 server client without any problems. The purpose of building this server because both of my friends and I are not able to establish a server by our won due to the router. However we really would like to play missions which is based on RHS ARAF&USAF and AllInArma Terrain pack. So we downloads series of Chernarus missions and use TADST serer tools to help us configure the server correctly. After all things were set (At least I think so), I launched the server and the mission was running is "Battlezone Chernarus", then we try to join the server and test if it is working or not, while we are loading the mission, it said that: "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. rhs_c_a2port_car" I know what does this sentence mean because I have been playing Arma 3 for a really long while but what is really wired is that I searched both the arma 3 server client folder in my remote server and my local arma 3 game folder for the file called "rhs_c_a2port_car", eventually it shows they are both there, which means I do have the missing file both in my server client and my game client. I am continuously getting these kind of problems once I load missions that based on Chernarus, it is really annoying and hopefully you guys could help me. Thanks in Advance. William
  7. I am working on porting ACE3 A3Wasteland to Lingor A3 which just released the beta on the 3rd of September 2015. I am in need of some assistance on some of the parts like adapting and converting missions to work on the map, Selecting the types of players to spawn, placing stores and other objects, and balancing the object spawns. The mission currently has ACE3 and RHS on it so one of the things will be to tweak the prices and mission rewards as well as the weapon crate contents. Most of the RHS action keybinds would need to be disabled in preference to ACE3 keybinds. I wanted to add an AI mod like GroupLink 5 to it but could not find enough documentation on how to implement it. I have the ALiVE mod on the back burner as an ambient AI option for when server pop is low. But am open to options like UPSMON too. I someone experienced with setting up ACRE2 or TFAR would like to help that would be appreciated. All credit is given where credit is due. I have a dedicated, Dual Xeon server with 32GB of RAM available for the mission. If a radio mod can be setup properly, I will run a Digital Ocean Teamspeak server for it. I already have most of the map markers placed and most of the ACE3 modules placed as well. Many thanks to AgentRev of A3wasteland for releasing an ACE3 port of A3Wasteland. I currently have an ACE3 A3Wasteland server running on that server and it has been up without a restart for over 170 hours now. Still going strong. Here is the Github link to my Lingor Project
  8. williamb1995

    Redline (FR) French

    FRENCH version RedLine La communauté Elements Gaming vous propose de rejoindre l'expérience RedLine! Le Mod RedLine RedLine est basé sur le Mod Wasteland, (http://a3wasteland.com/). Vous y retrouverez donc les mécaniques de bases avec 3 camps, des villes à capturer pour gagner de l'argent ainsi que des missions pour récupérer de l'équipement, des véhicules de l'argent etc... Les particularités de RedLine: Les factions sont représentées par L'OTAN, la Russie qui ont leur propre base fixe avec une safezone et les rebelles (ou indépendant). Sur RedLine chaque camps à son propre armement, M4/M16, HK417, Scar... pour l'OTAN et AK,SVD, PKP... pour la Russie. Sur les missions ont trouve aussi bien de l'équipement russe que OTAN ce qui vous permet lors de rares occasion de profiter de l'équipement adverse. La carte est séparée par un mur qui détermine la frontière. Il y à plusieurs points de passages matérialisés par des postes frontière, d'ou l'appelation "RedLine" du Mod. Un système de classes est en place avec l'infirmier, le sapeur, le fusilier, le pilote d'hélico, le pilote d'avion, le conducteur de blindé lourd et bien évidemment le sniper. Chaques classes à sa particularité, par exemple, seul l'infirmier peut réanimer un joueur, seul le sapeur peut réparer et utiliser les lanceurs anti-char ou anti-aérien etc... Ce fonctionnement permet de mettre en avant le jeu en équipe. Sur Redline vous trouverez également un sytème de spawn différent d'un Wasteland vanillia. Les indépendants spawn aléatoirement dans les les villes d'un secteur de la map, pour Bornholm il s'agit du Middle-Nord (villes autour de Gudhjem. L'OTAN et les russes spawn sur des "MHQ", c'est à dire des postes avancés mobiles qui sont à disposition aux bases et que les joueurs peuvent transporter par hélico pour les positionner sur des secteurs stratégiques. Les missions IA: Vous trouverez deux sortes de missions d'IA, les mission annexes ou "side mission" et les missions principales "main mission". Pour les side missions: Drug runner Geo cache Hacker Helico hostile Outpost Smugglers Les main missions: APC/Blindé lourd/hélico armé Convoi Convoi d'argent Les addons/scripts intégrés sur RedLine: ETV: "Explosive to Vehicle", permet de pouvoir attacher une charge explosive sur un véhicule Mag Repack: outil pour combiner les chargeurs entamés TAW View distance: permet de régler au mieux votre distance d'affichage Vehicle action: interaction sur les véhicules véhicule pour obtenir les infos et lock/unlock. Statut bar: affiche en bas de l'écran les infos du serveur (FPS, nombre de joueurs, temps avant restart) Ear Plug: bouchons d'oreilles activables pour limiter la gène du bruit lors de déplacement en véhicule. Safe: possibilité d'acheter un coffre personnel au shop pour sécuriser son stuff et de l'argent. Les fonctionnalités inédites de RedLine: Système anti-camp (sur Roenne,Aarkirkeby et Nexoe): si vous restez trop longtemps sur la même zone, un carré s'affiche sur la map indiquant votre présence (carré de 50m*50m). G-force: prise en charge des "G" que votre joueurs peut encaisser lorsque vou etes en hélico ou en avion. L'écran s'obscurci si vous prenez trop de "G". Restrictions sur les classes: par exemple si vous utilisez un fusil de sniper sans être sniper, vous n'arriverez pas à stabiliser votre visé, si vous n'êtes pas pilote d'hélico vous ne pourrez pas prendre les commandes d'un hélico etc... Usure des silencieux: prise en charge de l'usure des silencieux afin de limiter l'abus de son utilisation. Gestion des IA: nous utilisons nos propres scripts pour gérer au mieux le comportement des IA. Armurerie spécifique pour chaque factions: chaque faction à accès à son propre armement Customisation de la map: certaines zones et villes de la map ont été modifiés, ajout de camps de batiment etc.. Un site de stats: http://stats.redline.vilayer.me/home/ Les addons optionnels autorisés: JSRS (2.2, DragonFyre Lite, DragonFyre), Blastcore. Les maps Redline: Bornholm et Altis (bientôt). Nous avons également Chernarus et Sahrani, mais nous ne les utilisons plus pour le moment dût à la taille trop importante du pack AllInArma Terrain. Screens: Base russe Base OTAN Customisation de la map: [/url]" style="max-width: 90%; border: none; cursor: pointer;" unselectable="on" />
  9. Insurgency 3 is in closed alpha testing! To Insurgency lovers and newcomers, here is something the lovers awaited, and newcomers are about to experience. From the maker of Insurgency for Armed Assault Pogoman over his port of this excellent mission to Arma2 working version and across Fireball's and Kol9yn's excellent effort to keep it alive and up to date, along with ACE2 support which brought new experience to it, comes a complete, new and fresh revival ( or complete rewrite )l of this excellent mission, brought up to its feet and ready to be battle tested. I guess patience is a virtue, and eventually it pays off if you are patient enough. Thanks to Outlawz7 ( Project Reality BF2 ) and Ruthberg ( CSE, ACE3 ) mission is breathing new air, totally rewritten from ground up, although lacking some functionality which previous versions had, which will not even be possible in A3 in current state, and those being primarily ambient civilians. ( yep BI Ambient Civilians! ) We got the base code running, showing excellent results, and as such mission is qualified for some alpha testing. Anyone interested with large enough player base ( ~30 and up ) please contact me for details and files. Files are not YET public, but will be once we finish alpha testing of the core, and make sure there are no any nasty bugs or performance issues. Once that is done, mission will be hosted God damn forum ate 3/4 of my post....urghhh!!!
  10. --------------------------- What is ALiVE RHS | COLD WAR --------------------------- Zcoop/TVT CTI 12 vs 12 vs 8 - AFRF vs USAF vs Insurgents dynamic and asymmetric warfare, team versus team battle. addons required: - ALiVE RHS | Cold War CBA, ALiVE, RHS - ALiVE RHS | Cold War (Takistan) CBA, ALiVE, RHS, CUP Terrains - ALiVE | Cold War CBA, ALiVE maps: Altis, Stratis, CUP Takistan I liked to know what ALiVE is really capable off, so this mission is a result of it. --------------------------- How to play --------------------------- BLUFOR's main goal is attack enemy positions and defend your own. OPFOR's main goal is attack enemy positions and defend your own. INDEPENDENT's main goal is to sneak deep into enemy territory and destroy with explosives military objects. Independent is hostile towards BLUFOR and OPFOR Civilians are hostile towards BLUFOR and OPFOR Civilians are friendly toward Independent so don't kill them if you play on Independent side, your faction does need them. Squadleader's/Zeus main task is with the use of Zeus set new respawn points and support team with spawn vehicles/equipment. Rules of Engagement for BLUFOR and OPFOR: Observe the Civilians, they may have nasty things in mind ! Stop search and interrogate suspect civilians, if you find any weapons or explosives then permission is granted to eliminate him. Revive?: To revive a unconscious fellow approach him then press key "spacebar". To force respawn press and hold "spacebar". Virtual Arsenal?: You can change gear/rearm at virtual ammoboxes. You can slingload virtual ammoboxes to new respawn positions set by Zeus. Arma3 wiki Arsenal Zeus?: Only Squadleader is able to access Zeus by pressing key "Y". Players can ping Zeus by pressing key "Y". Arma3 Field Manual Zeus Command and Controll?: Provides tools covering map markers, tasks, military reports, intel feeds and group management. Players must have Item Radio. To open the ALiVE Tablet press the "menu" key on your keyboard. ALiVE wiki Command and Control Combat Support? A powerful support console allowing players to request AI combat support including helicopters and artillery. Players must have Item Radio to submit CS requests. Recommended to carry a Laserdesignator marking targets for CAS. To open the ALiVE Tablet press the "menu" key on your keyboard. ALiVE wiki Combat Support Combat Logistic? Provides a dialogue for players to request new vehicles, weapons, defence stores and AI teams from the Military Logistics Force Pool. It is essentially a player interface to access the same Military Logistics pool as the AI Commanders. To open the ALiVE Tablet press the "menu" key on your keyboard. ALiVE wiki Combat Logistic Disarm IED's?: Only Explosive Specialists or players carrying Mine Detectors can detect and/or disarm IEDs. IEDs can often be destroyed with controlled explosions or by using large caliber weapons. Civilian Interaction? Ask civilians about personal details such as where they live in order to collect Intel. Ask civilians about insurgent activity in the area. Ask civilians about nearby civilians that may be preparing to commit an act of terror. Order civilians to "Get Down", "Go Away", or "Detain" them in order to maintain control over the situation. R3F Logistics?: With use of R3F Logistics you are able to stow cargo into vehicles and transport it to destination. Virtual ammobox will respawn at base if destroyed while in cargo. You can toggle on/off in mission parameters. ---------------- Mission License ---------------- *This mission is released under Creative Commons Licence Attribution-NonCommercial CC BY-NC-ND* You are permitted to edit, tweak or change the mission however please read and agree to the following below. -- You must NOT re-release the mission to the BIS forums or any other distribution platform. -- You may alter or change the mission for ONLY personal or group/unit use. -- User must state somewhere clearly that it was built using ALiVE RHS | Cold War. -- ALL headers in files must REMAIN UN-EDITED. However you may add a line Edits By: (author) if you do minor changes. -- Do NOT mirror the mission on any distribution platform. ------------------------------------------- Mission Creation Team and Credits ------------------------------------------- * maquez [Q-Net] Special Thanks --------------------- * Storm * DE_MOON Bohemia Interactive ALiVE Dev Team RED HAMMER Studios Community Upgrade Project download: ALiVE | Cold War missions Steam Workshop: - ALiVE RHS | Cold War (Altis) - http://steamcommunity.com/sharedfiles/filedetails/?id=451378482 - ALiVE RHS | Cold War (Stratis) - http://steamcommunity.com/sharedfiles/filedetails/?id=451371831 - ALiVE | Cold War (Altis) - http://steamcommunity.com/sharedfiles/filedetails/?id=455536759 - ALiVE RHS | Cold War (Takistan) - http://steamcommunity.com/sharedfiles/filedetails/?id=592691030 dedicated server recommended notice: mission loads freaky slow! apart of Stratis and Takistan version, you need a fast and up to date server/computer to run these missions! I do NOT give any support if you run mission with other addons than the required ones! Please wait a few seconds at mission start, scenario needs to load a lot of data! I did not set mission persistence for ALiVE WarRoom, feel free to unpack mission set all ALiVE modules to persistent and add the ALiVE Database module. R3F Logistics is configured for ALiVE persistence but also disabled, ALiVE wiki Supported Scripts you can enable it by removing the "//". ALiVE wiki Database, ALiVE wiki Persistence This mission is NOT intended to work in singleplayer! But you can host it LAN. This mission is still WIP, I may alter or release certain restrictions from license the mission is considered as stable. This mission will be updated frequently, for most up to date version download from googledrive. missions last updated: 27.01.2016 development continued here: https://forums.bistudio.com/topic/188116-vnpa-missions-factory/?p=2981481
  11. US Insurgency ALiVE Takistan Based on the classic A2 Insurgency made by Fireball and Pogoman. Players must search houses to find random generated INTEL items to find enemy cache locations. Destroy cache locations and win! Features: Coop 16 RHS:US vs Leights Terrorists random IED's, random enemy camps, enemy roadblocks ALiVE Combat Support, ALiVE Command & Control (squadleader/player must have Laserdesignator equipped ) Selectable Features: disable fatigue, disable revive, HALO, recruitment, weather and time Map: CUP Takistan Addons Required: CBA, ALiVE, CUP Terrains, RHS: AFRF, RHS: USAF, IWAR Warning: do NOT run mission with Leight's OPFOR Pack units are removed and it will break mission note: you need to load both addons RHS: AFRF and RHS USF ! I do NOT give any support if you run mission with other addons than the required ones! mission edit by maquez [Q-Net] recommended to run on a dedicated server Downloads: http://steamcommunity.com/sharedfiles/filedetails/?id=387248162 https://drive.google.com/file/d/0B1gWUNu0kwK1OUxHX3R2MXpTSGc/view?usp=sharing Credits: a special thanks goes to Storm and DE_MOON for countless hours of testing mission and supports during development a very special thanks goes to alexsegen for let me use his amazing units further support and development is terminated please do move to new version: https://forums.bistudio.com/topic/188116-vnpa-missions-factory/?p=2981479 changelog: US Insurgency ALiVE Altis Based on the classic A2 Insurgency made by Fireball and Pogoman. Players must search houses to find random generated INTEL items to find enemy cache locations. Destroy cache locations and win! Features: Coop 24 RHS: US vs RHS:Insurgents random IED's, random enemy camps, enemy roadblocks ALiVE Combat Support, ALiVE Command & Control (squadleader/player must have Laserdesignator equipped ) Selectable Features: disable fatigue, disable revive, HALO, weather and time Map: Altis Addons Required: CBA, ALiVE, RHS: AFRF, RHS: USAF Warning: do NOT run mission with Leight's OPFOR Pack units are removed and it will break mission note: you need to load both addons RHS: AFRF and RHS USF ! I do NOT give any support if you run mission with other addons than the required ones! mission edit by maquez [Q-Net] recommended to run on a dedicated server downloads: http://steamcommunity.com/sharedfiles/filedetails/?id=389085862 https://drive.google.com/file/d/0B1gWUNu0kwK1dzVDaWQ1Nno3Y2s/view?usp=sharing Note: mission can load freaking slow and long !! Credits: a special thanks goes to Storm and DE_MOON for countless hours of testing mission and supports during development further support and development is terminated please do move to new version: https://forums.bistudio.com/topic/188116-vnpa-missions-factory/?p=2981479 changelog:
  12. RHS Insurgency ALiVE Takistan Based on the classic A2 Insurgency made by Fireball and Pogoman. Players must search houses to find random generated INTEL items to find enemy cache locations. Destroy cache locations and win! Features: Coop 16 RHS:AFRF vs IWAR:Armed Islamic Front random IED's, random enemy camps, enemy roadblocks ALiVE Combat Support, ALiVE Command & Control (squadleader/player must have Laserdesignator equipped ) Selectable Features: disable fatigue, disable revive, HALO, recruitment, weather and time Map: CUP Takistan Addons Required: CBA, ALiVE, CUP Terrains, RHS: AFRF, RHS: USF, IWAR Warning: do NOT run mission with Leight's OPFOR Pack units are removed and it will break mission note: you need to load both addons RHS: AFRF and RHS USF ! I do NOT give any support if you run mission with other addons than the required ones! mission edit by maquez [Q-Net] recommended to run on a dedicated server Downloads: http://steamcommunity.com/sharedfiles/itemedittext/?id=372974175 https://drive.google.com/file/d/0B1gWUNu0kwK1QjBOUEJSaFB2b1E/view?usp=sharing Credits: a special thanks goes to Storm and DE_MOON for countless hours of testing mission and supports during development a very special thanks goes to alexsegen for let me use his amazing units further support and development is terminated please do move to new version: https://forums.bistudio.com/topic/188116-vnpa-missions-factory/?p=2981479 changelog:
  13. 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/
  14. As per BI wiki: unit say [sound, maxTitlesDistance, speed] and: playSound name Information contained within is a little confusing. What's the difference between the two? As a point of context, if I wanted a custom sound to be played so that all players (MP - obviously) can hear it clearly once triggered, which one, or what, should I use?
  15. Here it is, the thing most of you were waiting for... the Hind pack for ArmA! Its still kinda beta but should work pretty good already and we done what we could without the tools. Those who already know the OFP one will notice that nearly all textures were edited or redone, i think i finally found the right colours that i already wanted to have in the OFP version. As usual post comments, suggestions and bugs in here. Some known things: - Rotors dont cast Shadows on the model in Shadow settings below high - The material effects add some weird effects on some part of the textures but at least it looks a lil ArmA like with what we have atm. For the rest check the readme. --- Big thanks go to Scars for letting us use his Models and textures. Also to GranQ and MechaStalin who helped a lot in bringing the Hinds to ArmA. For the hosting and the first 2 screens i have to thank Mr.Burns and armed-assault.de / armed-assault.net --- Download with demo mission Download RHS Hind Pack v.1.0 @ armed-assault.de Download RHS Hind Pack v.1.0 @ armed-assault.net Download RHS Hind Pack v.1.0 @ Armaholic.com Download RHS Hind Pack v1.0 [28 MB] @ ArmedAssault.info FTP#1 Download RHS Hind Pack v1.0 @ armed-assault-zone.com Download RHS Hind Pack v1.0 @ nextgenerationgames.de --- Screens ( Click on them to enlarge to 1280x1024 ): --- OK have fun everyone... i for myself now finally try to enjoy the tiny remains of this weekend .
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