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Found 145 results

  1. 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:
  2. 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!
  3. 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!)
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. 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?
  9. 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!
  10. 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]
  11. 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
  12. 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.
  13. Project OPFOR brings you new factions and armies, which were/are involved in recent military events in past few yearrs. For now to use this mod you only need three mods made by Red Hammer Studio - Armed Forces of Russian Federation, United States Armed Forces and GREF . Never heard about our mod? Mind reading this summary. It adds over 30 new factions to the Arma 3 from all around the world. A vast range of forces such as Middle Eastern Militia, Novorussian Armed Forces, Ukrainian Armed Forces, Islamic State, Irish Republican Army and many more will totally revamp your Arma 3 experience. You dont need to bother about quality of weapons used by our units - in this case we are totally dependent on RHS. In summ our mod adds nearly 500 new uniforms, headgears and vests to keep our factions as realistic as possible. DOWNLOAD: Mega - https://mega.nz/#!GwImlYRQ!I4zAYgarZjtPtB_mHOegURVHQxlGymp6ydX28zkNx80 Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=735566597 http://imgur.com/a/9nVey Changelog: (for complete check SW or README.txt) 0.3.0 - Added Hellenic Armed Forces - Added North Korea Army - Added Syrian Arab Army - Added Turkish Armed Forces - Added M93 uniform for several factions (about 50 variants) - Added some PMC uniforms textures (including DADPAT mod) - Added PASGT helmet in various camouflages - Added SSh-68 helmet in various camouflages - Added M1 Helmet in various colors - Added new content to randomization scripts - Added Offroad (SPG-9) for several factions - Added 2S1 for Iraqi Armed Forces, Iranian Armed Forces, Novorussian Armed Forces and Ukrainian Armed Forces - Added GREF weapons to several factions - Added IzH18 for Middle Eastern Militia - Added Kar98 for Middle Eastern Militia - Added L1A1 for Iranian Armed Forces - Added MG 42 for African Militia, Boko Haram, Iraqi Armed Forces, Iranian Armed Forces, Islamic State, Novorussian Armed Forces - Added Mosin Nagant for Afghan Militia, African Militia, Islamic State - Added Sa vz.58 for Afghan National Police, African Militia, Islamic State, UVF, IRA, Peshmerga, Iraqi Armed Forces - Added Sa vz.61 for Middle Eastern Militia, African Militia - Added Project OPFOR icon to uniforms in Virtual Arsenal - Changed renamed Ukrainian 6B27M to Kaska M-2 - Changed Lee Enfield hidden from arsenal and units - Improved totally revamped Private Military Company faction - Improved Datsun Physx (thanks to reyhard) - Improved many older textures - Fixed Land Rover dust effect - Fixed backpacks classes to better fit some units - Fixed many things we cant recall at this moment - Removed A3 BDU in favour of M93 uniforms - Removed 6B27M in various camouflages - Removed ISTS and Boko Haram tags from uniforms Known Bugs: - Generating ST on the fly is very slow .rpt error - Missing some takistani clothes (help needed) - Missing some dedicated textures for vehicles - Black spots on Chedaki 03 uniform back - Some 3den preview images are missing (IRA and UVF) Credits: - Red Hammer Studio for their awesome mods - Reyhard for a lot of help, T-72 CDF textures and permission to include his T-34 and T-55 - zGuba for introducing me to the arma configs and answering many of my questions - Stagler for his chechen units textures from Arma 2 - LFT? for textures for turkish faction - trenchgun for his "DADPAT" Private Military Company retextures - Nadezhda_grapes for his "Plaid" and "Floral Plaid" patterns - rawpixel.com for his "Floral" and "Palm" patterns - >D4S< Shepherd of Fire for extending some editor groups - Ma77h3hac83r for new logo and banner - Mikero for his awesome tools - Basher for helping with stringables - brainslush for helping me fixing a lot of stuff - (SWE) Jonathan for making ChDKZ and SLA screenshots - Aplion for letting me use his physX configuration for landrover (not in use btw) - Krukov and his IEU for bughunting and feedback in the past - Grim Panda and his Force Protection Combat Team for testing in the past - Sharpmaster1379 for being our military advisor in the past - Whole community for help, feedback and ideas - Bohemia for best game in the universe
  14. NoSirIamNotaLobster

    Problem with taking off

    So i got this problem taking off where the plane would 'bump' (like hitting an invisible rock or something) on the runway when reaching certain speed making it impossible to takeoff. It occurs on RHS's Tu-95, TeTeTe3's Su-35 and PAK FA (forgot the author's name) , some Sabs' aircraft, HAFM but vanilla aircrafts doesn't seem to be affected including Jets DLC planes. I dont think its because of the runway terrain because i tried it on altis, stratis,and virtual garage all with the same result. Does anybody have the same issue or.. is it just me? Original https://forums.bistudio.com/forums/topic/212258-problem-taking-off/ Decided to move it here from troubleshooting thanks to suggestions and how it affects only modded planes and i'm a noob in forums Thanks guys, appreciate every help.
  15. DESCRIPTION The Livonian People's Army (Ludowe Wojsko Inflanty, LWI) constituted the Livonian Armed Forces from 1946–1989. The armed forces of the Livonian communist state ruled by the Livonian Workers' Party. The communist-led Livonian armed forces, allowed and facilitated by Joseph Stalin, were the result of efforts made in the mid 1940s in the Soviet Union by Tomasz Sroczycka. From 1955 Livonia was part of the Warsaw pact. Strange activities were noticed in the Livonian territories however all reports thereof remained a state secret untill the collapse in 1990. FEATURES Branches: Army infantry, Paratroopers, Airforce, Borderguards and Worker's Militia Vehicles: T-55, T-72, PT-76A, OT-64A, BMP-1, ZSU-23, BTR-60, UAZ, Ural, BRDM, 2s3 and others Aircraft: Mig-29, L-39, Mi-8 and Mi-24 And more DOWNLOAD Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1973667851 RELEASE DATE: 01-Feb-20 ----------------------------------------------------------------------------------------------------------- KNOWN BUGS/ISSUES None known at the moment. REQUIREMENTS Arma 3 Global Mobilization DLC RHSAFRF RHSGREF CREDITS: BIS - Arma 3 game Vertexmacht - Global Mobilization DLC RHS Lennard Basher Xacino - Pilotka Lakarak - SSH-40 Per Jeppsson - SKS Artem Goyko - PPSH-41 Alex Kirby - Sa Vz. 26 Alexander Burov - Mosin M91/30 Elinor Quittner - Leather backpack Eprdox - Soviet 6x30 Binoculars Tounoushi - Camo patterns Fingolfin - Amoben tarn M62 helmet covers (bonus content) EULA By downloading this content you agree with the following: - The addon shall in no way be modified or repackaged, unless permission is given by the original author. - No responsibility can be claimed on the original author for (im)possible damage to your system/game that may be caused by installation of this addon. - You may not use this addon for any commercial or military training purposes. ----------------------------------------------------------------------------------------------------------- Have fun!
  16. 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:
  17. SMACKDATAS

    RHS Escalation (AFRF and USAF)

    When I fly the AH-64 and put AIM-9X AA missiles on it, I can't seem to lock on to a target unless I am really close to it. AIM-9x missiles are supposed to have a range of 8km. I've experienced this on several Exile servers, haven't tried it out in the editor without Exile, but I would presume its the same. Has anyone had success in shooting the AA's, if you so how do you do it? I press T and R and get no lock on tone until i am really really close.
  18. Detachment One is a North America based Arma 3 unit based on MCSOCOM Detachment One. We are extending an invitation to skilled personnel interested in running operations of the following types: Direct Action Special Reconnaissance Special Activities The atmosphere at DetOne is more relaxed, as we have all been a part of previous milsim units. No need to report in, finish statements with “Sir!” nor address members by rank. We have a Teamspeak 3 and Arma 3 server and primarily use TS3 and Discord for communications. Events/Operations The main operation takes place on Saturdays at 9PM EST Other events and training may take place weekly or as determined. Our servers are online 24/7 with the exception of maintenance, so our members can additionally gather/play at any time. https://youtu.be/nAIed1M4a9g Requirements: Minimum age of 18 Teamspeak 3 with Microphone Fluent in English Arma 3 installed Good overall fit for the unit Open Roles: Direct Action Element Member SARC – Special Amphibious Reconnaissance Corpsman Aviator, 1-160th SOAR The unit also has a “Fires Element,” where members can serve roles of: Machine Gunner Infantry Assaultman Mortarman Candidates will undergo an Initial Skills Assessment covering the followin criteria before acceptance: Land Navigation Radio Communication/TFAR ACE Advanced Medical Skills Room Clearing/CQB and POS ID ACE Explosives Further skills on the individual and team level may be trained and developed after entrance. To join or if you have questions, please message one of these members: Bezaleel DareThrylls Arondight Join us on Discord! https://discord.gg/S4NSw8J
  19. Hi so I'm trying do do a mission where players will face a zeus with limited powers. The set units and vehicles costs module works fine with vanilla assets but not with units from RHS AFRF. On the wiki I've found this solution: myCurator addEventHandler [ "CuratorObjectRegistered", { _classes = _this select 1; _costs = []; { _cost = if (_x isKindOf "Man") then {[true,0.1]} else {[false,0]}; // Show only objects of type "Man", hide everything else _costs = _costs + [_cost]; } forEach _classes; // Go through all classes and assign cost for each of them _costs } ]; it works but only sets the cost of infantry units. I have changed it to: ZeusMaster addEventHandler [ "CuratorObjectRegistered", { _classes = _this select 1; _costs = []; { _cost = if (_x isKindOf "Man") then {[true,0.01]} else {[true,0.05]}; // CHANGED the else part _costs = _costs + [_cost]; } forEach _classes; // Go through all classes and assign cost for each of them _costs } ]; which sets the cost of all infantry units to 0.01 and all other objects to 0.05 but i can't change the cost further (i'd like to have cars < helicopters < tanks costs) for example. I've tried adding lines like _cost = if (_x isKindOf "Air") then {[true,0.01]} I've tried removing the " else {[true,0.05]};" part when doing that but it doesn't work... What am I doing wrong? Also I've already limited the access to addons for the zeus player but I'd also like to limit available factions and I don't know if it's possible...
  20. Generation Kill retextures of the RHS: USF HMMWVs. It's not a perfect replica of the real paintjob but that shouldn't stop you from seizing some airfields Screenshot Album The original textures were created by Red Hammer Studios and retextured by me. To use this mod, you must also agree to and follow the EULA(s) supplied with RHS: USF. You may not repackage this mod without my consent. Check out Team One Tactical if you want to play in our weekly, super max best Arma 3 sessions! Required RHS: United States Armed Forces Download (7 MB) Steam Workshop Armaholic
  21. 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
  22. 42 COMMANDO MILSIM UNIT GRIFFIN HAR2 RHS RETEXTURE -------- About: Two distinct Griffin variants are in RAF service, the HAR.Mk 2, operated by 84 Squadron as a multi-role helicopter from its RAF Akrotiri base, and the HT.Mk 1, flown by 60(R) and 202(R) Sqns as part of the Defence Helicopter Flying School (DHFS). In the support helicopter role, the Griffin HAR2 carries six fully-equipped troops, or up to eight if operationally essential. It also employs underslung Bambi Buckets for fire fighting and has a vital search and rescue (SAR) mission, as well as taking force protection, military aid to civilian authorities and ISTAR roles. The Griffin HAR2 is equipped with night-vision goggles and a FLIR/ TV turret, which affords its crews a relevant night capability. Owing to the hot, arid climate of its Cyprus base, the HAR2 regularly employs its crucial fire fighting capability across the region. Other capabilities include search and rescue. The HT1 lacks the weather radar and one or two other of the HAR2’s operational features, but is equipped to deliver comprehensive multi-engine helicopter training to future frontline pilots and rear crew. It also equips 202(R) Sqn, formerly the SAR Training Unit, providing UK military helicopter pilots with SAR and mountain flying training. RHS UH1Y Retexture of the Griffin HR2 Helicopter. Contents: - Griffin HAR2 - Griffin HAR2 Armed - Griffin HAR2 (Jungle) - Griffin HAR2 (Jungle) Armed - Griffin HT1 / Bell 212 - Griffin HAR2 (Rescue) Plans: - N/A Mod Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1763424519 Images: Known Bugs: N/A Changelog: V1.0 - Griffin HAR2 - Griffin HAR2 (Jungle) - Griffin HT1 V1.1 - Fixed Static fire animation on Armed versions - Fixed Passenger loading for Armed versions V1.1.1 - Fixed inheritance issue with unarmed version V1.1.2 - Textures all reworked slightly - Added Griffin HAR2 Rescue - Now Requires 42 Commando Common Dependencies: RHSUSAF - https://steamcommunity.com/workshop/filedetails/?id=843577117 42COMMON - https://steamcommunity.com/workshop/filedetails/?id=1765316352 Credits: - RHS (Model) - TomTuckar (Config) - Flynn (Textures) - RabidusUK (Morale) Social Media: https://www.42commando.co.uk/ https://twitter.com/42_unit
  23. SOG is a North America based Arma 3 unit modelled after the Special Operations Group within the CIA Special Activities Division. We are extending an invitation to personnel interested in becoming Paramilitary Operations Officers, running operations on a different level than typical fire and maneuver combat performed by infantry units. The atmosphere at SOG is more relaxed, as we have all been a part of previous milsim units. No need to report in, finish statements with “Sir!” nor address members by rank. We have a Teamspeak 3 and Arma 3 server and primarily use TS3 and Discord for communications. Events/Operations The main operation typically takes place on Saturdays at 9PM EST Other events and training may take place weekly or as determined. Our servers are online 24/7 with the exception of maintenance, so our members can additionally gather/play at any time. Requirements: Minimum age of 18 Teamspeak 3 with Microphone Fluent in English Arma 3 installed Potential Paramilitary Operations Officers will be assessed on the following basic criteria before acceptance: Land Navigation Radio Communication/TFAR ACE Advanced Medical Skills Room Clearing/CQB and POS ID ACE Explosives Overall fit for the unit Further skills on the individual and team level may be trained and developed after entrance. To join or if you have questions, please message one of these members on steam: Board__Gamer DareThrylls Arondight Join us on Discord!
  24. JR Nova

    Narcos [Co-05]

    Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1748204814 U.S. special operation to kill drug lord Pablo Vasquez. MISSION Infiltrate the compound, kill Pablo, and destroy his weapons stash and drug smuggling vehicles. FEATURES Random civilian life and traffic, revive & mobile respawn, virtual arsenal, Intense CQB and furniture in buildings. Custom intro music by me 😉 CREDITS Thanks to Enigma for his civilian scripts. Thanks to Porte, Yumsum, Bruno & Crow X07 for testing. REQUIREMENTS RHS USAF, RHS AFRF.
  25. STEAM WORKSHOP LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=1740538196 Intense CQB in Ovallestan. Destroy Taliban AA and mortar positions in the town as well as any ammo caches that are found. Watch out for IEDs and suicide bombers! MISSION Taliban forces are in control of the town. Complete a variety of objectives to get a foothold on the town. FEATURES Random civilian life and traffic. The civilian populace is highly against us being in the area, so there are IEDs in the area. IEDs can be disarmed by slowly crawling to it and using a ToolKit and can be detected with a Mine Detector. There are also suicide bombers in the area - be on the lookout for any civilians acting abnormal. CREDITS Thanks to kylania for the Suicide Bomber script. Thanks to Phronk for his IED script. Thanks to Enigma for his civilian scripts. REQUIREMENTS RHS USAF, ACE, CLAfghan, CUP Terrains, CUP Weapons, CUP Vehicles, CUP Units.
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