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Found 36 results

  1. Hello folks, I made a single player mission over the last few weeks and now I can finally share it with the community. Its title is "Your Guardian Angel" as you have guessed. Your objective will be to locate a UH60 crash site, save the two stranded pilots and destroy the helicopter. Sounds straightforward, doesn't it? Well, play the mission, you're in for a surprise. I tried to randomise things as much as I reasonably could, so you'll be able to play the mission more than once without knowing already where to search. Further information is available in the ReadMe. All the required addons are included (hence the file size). Features: Custom sounds; Custom music (snippets from the movie G.I. Jane); An action-packed intro and an in-mission cutscene; A mysterious playable character; A careful selection of vintage addons that is guaranteed to take you back to the most glorious period of OFP... ...and it's free! Isn't life great sometimes? Link: https://drive.google.com/file/d/1aTTOmyj5mhvuFjDXVAm52ITGupsf_YWi/view?usp=sharing Any comment - be it constructive or destructive, at this stage I couldn't care less 🤣 - is welcome! Have fun!
  2. haleks

    m3mory

    Mod version : 0.10.0 (2021.11.08) m3mory Hello people! Here comes a new tool to keep your Arma3 saves in good health... M3mory is a tiny mod that will keep the size of your save files in check and ensure they remain usable for as long as you want. It doesn't require any configuration : simply load the mod whenever you're playing in single player, and it will automatically do its job anytime the engine saves your progress. Works with all types of engine saving event (mid-game, save & exit, autosaves - including during Alt+F4), in any mode (campaigns, scenarios - official or custom). Why? The engine indiscriminately saves any change made to terrain objects, amongst many other things : any opened door, any damage to any structure, any broken tree, wall or fence, ends up in the file. This means that no matter what, the size of your saves will increase - either gradually over time or dramatically depending on several factors. It can take some time in a "quiet" and well designed scenario, or it can happen very quickly in more intense, all out war scenarios. Loading or saving takes more and more time as this happens, and, on the bigger or denser terrains, this will cause the engine to crash eventually... While it may not be problematic for the most typical mission designs, it can potentially cause game-breaking issues for "endless" type or very long scenarios. M3mory is designed to solve this problem by excluding unnecessary terrain-related data from the save system. Every inconsequential object that is not in the player's vicinity is reverted to its original state whenever progress is saved, with the exclusion of destroyed structures (avoiding any potential conflict with mission critical objectives). This effectively puts a hard limit on the maximum size of your saves, or rather, it limits the impact of terrain objects interactions on your save files. Keep in mind that the mod doesn't interact with scripts or variables, which also have a direct influence on the volume of data that is saved. A few considerations Initial Test Results Download Want to support my work?
  3. Enhanced visual feedback SINGLEPLAYER ONLY About Squad Feedback aims to enhance AI / player communication via visual cues so you receive the same information your AI team does, including team status and known enemy locations. Features This mod can display the following information about each unit in your group: Index Its number in your group If it's the group leader or formation leader Group leaders will have their index between chevrons (like <1>). Formation leaders will display a ^ besides it (like 1^). If the unit is both it will be displayed like this: <1>^ Role Based on attributes and currently equipped weapon, which can be different from its class Class Health status Ammo status Team color Distance Alive status Dead squadmates can display a relevant icon (a skull) after a configurable time delay Also, as part of the group you can also receive information about current known enemies, including: Current or last known position Distance You can toggle the visibility of each one of those mentioned above in the Addon Settings panel. Occlusion Enemy units are subjected to occlusion and visibility checks, trying to emulate the way AI detects and follows threats: Enemy Tracking Devices By default, known enemies will automatically tracked whenever you have equipped one of the following items: Combat Goggles (any version, including balaclavas) Tactical Glasses (any version) VR Goggles Assassin Helmet (any version) Defender Helmet (any version) Fighter Pilot Helmet (any version) Special Purpose Helmet (any version) You can toggle this option off or add more gear with this feature by adding class names (without quotes and separated by commas) in the HUD Display - Advanced section of the Addon Settings panel. Default Keybinds Display Squad HUD (Toggle): TAB Display Known Enemies (Toggle): Ctrl + TAB You can change those keybinds by going to: Options > Controls > Configure Addons (in the lower part of the controls window) > Squad Feedback (select it from the ADDON combo box) Changing Settings You can change the default settings by going to: Options > Addon Options > Squad Feedback (select it from the ADDON combo box) If you hover over a setting's name a tooltip with extended information about what it does will be displayed. Credits CBA_A3 - Without this the customization options wouldn't be the same. Also, some nifty functions were used killzone kid - for the very useful zoom function "pulse" by Trendy from the Noun Project, used in the logo Permissions This project falls under the Arma Public License Share Alike (APL-SA).
  4. Demo mission, the purpose of which is to demonstrate the capabilities of the Platoon Commander addon and teach how to use it. Plot: A platoon of UN peacekeepers Hurricane-1 is sent to Charkia to check why the sentry at the facility under their responsibility does not get in touch. Gameplay: the mission is strictly linear. Everything should be done as indicated in the hints. Localization: voice acting (rus) and translation (rus & eng). https://steamcommunity.com/sharedfiles/filedetails/?id=2576119757
  5. cool little script to make ai units join you in-game: Place your player on the map Place as many AI units you desire Name each the AI unit a specific Variable Name. Example: AIsoldier_1, AIsoldier_2, AIsoldier_3, etc. The Variable Name should be unique and placed in each ai attribute (under Variable Name) Place a no space trigger under "Trigger: Expression" Condition: player distance AIsoldier_1 <2 On Activation: [AIsoldier_1] join player; You will have to walk up to the ai unit (within 2 meters according to this script) to have it join your squad. Picture
  6. Platoon Commander on Steam Workshop [TEST] Script Platoon Commander Version: Platoon Commander beta 211011 Download Virtual Reality template for your own missions here. The Platoon Commander addon gives the player the ability to command a reconnaissance platoon, consisting of a player's squad and four AI squads (two sabotage and reconnaissance, mortar support and a transport group). With this script, a regular SP mission with a linear storyline turns into complete freedom of actions up to multi-stage planning from landing to evacuation. New Player Group Tactics: Offensive (from the flanks, fire and move, stalk, etc.) Retreat (back, left, right, flee) Defense (occupation of a building, all-round defense, taking cover) Ambushes (linear, V-shaped, L-shaped, customized by your own) Recon patrol Search of the bodies Rearmament and etc. New Sapper Actions (AI and Player): Mining doors Mining roads Mining bodies Mining hide covers Mining vehicles New Player Actions: Detonation of embedded explosives by choice (not only all at once) Ability to swap with units of the group with weapons and etc. New Tactics for AI Squads: Shoot at the enemy and flee Search of the bodies Undermining objects Mining roads Retreat Occupation of buildings Waiting for signal and etc. New Fire Modes: Fire on player signal (for the player's group and AI groups) Suppress when attacked Firing single, short and long bursts for riflemen. New Strategy: Command the entire platoon in real time. Wide range of actions and tactics for every AI squad. Ability to plan actions at your own, not limited to linear plots. Direct orders and planned actions Synchronized actions, support with mortar and armored vehicles. Settings: Complete freedom in customizing the platoon through the settings in the script About 50 customizable gameplay and visualization parameters Visualization: Radio messages between platoon squads Anamated radio calls Control via command menu similar to vanilla menu Script can be translated into other languages (Stringtable) Optimization: Loops in scripts are made in such a way that they have almost no effect on the frame rate Triggers are not used A special function that automatically corrects the bugged behavior/stucking of the units. A special function that partially corrects the behavior of vehicles while driving in a convoy.
  7. WHILE I'M REALLY THANKFUL TO THE COMMUNITY OR ANYONE WHO'S ENJOYED THE MISSION, I'M REALLY SORRY TO REPORT THAT DUE TO LACK OF TIME AND INTEREST, (HONESTLY GOT A BIT BURNT OUT OF ARMA...)AT THIS TIME THE CAMPAIGN IS NO LONGER FOLLOWED/SUPPORTED BY ME. I'LL GLADLY GIVE PERMISSION TO ANYONE WILLING TO UPGRADE/FIX THE CAMPAIGN. ORIGINAL FILES ARE AVAILABLE UPON REQUEST. AGAIN, THANKS TO EVERYONE. ZAGOR OUT. Howdy folks... This is the SUMMER version of my GHOST RECON: WINTER WILDLANDS This is an open-world dynamic SINGLE PLAYER mini-campaign, sand-box style with multiple objectives with TOTAL freedom on how to execute the tasks. Main story-driven and SIDE missions tasks, with mini-games, quests, intels searches, sectors clearing, search-and-destroy enemy weapons, drugs, and money caches, and a massive manhunt. Play as you wish: Be a shadow of death or wreak havoc with the firepower of "USS Freedom" carrier support. The Campaign is packed with features like: -Randomly placed MAIN TASKS, so every new game is different -GUI-selectable AI Ghost Recon teammates, from worldwide Tier 1 operators. -GUI-operable heli CAS and TRANSPORT. -Scuba and SVD map-selectable insertion. -Immersive player & AI teammates HALO jump, with HALO-gear swap, free-to move inside the plane, and red/green lights effects. -CRUISE MISSILES support with custom made "lock-on" HUD, target description, and a confirm target command. -Cluster bombs air-strike support. -Supply and vehicle drop with sound fx. -Boat services from the carrier deck. -AI auto revive -Enhanced briefing and tasks overview And some other fun stuff scattered around the island. This is a BETA version, so feel free (actually I encourage you) to report bugs and problems. Many, MANY thanks to all the community that helped along the way, but a special thanks goes to:  - @DÄZ for the AWESOME GUI he made for me - @crazy mike for the Altis WINTER 2035 Terrain - @rickoshay for the awesome HALO and Hose clearing scripts and extensive help with the scuba script. - @pierremgi for the AI revive script, HUD creation. - @johnnyboy and @Magirot for the "sink the trawler" script - @GEORGE FLOROS GR for the supply drop script - @Grumpy Old Man for the carpet bombing script. Not to forget: Leopard20, Grezvany13 Lou Montana ansin11 IR0NSIGHT R3vo Connor And anyone else always ready to help us mission maker, and the truly inspiring HUNTER SIX CAMPAIGN. SORRY if by any chance I left somebody out, but it' 3.45 AM and I'm getting tired...LOL. Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=2312555701 NEEDED MODS: CBA CUP Community Faction Projects. CUP terrain core NOTE: Some MODs have their own dependencies. Please, do NOT upload the mission somewhere else without asking permission. All the content it's free to use for anyone that wants to de-PBO the mission and get pieces of it, as long as you give credit to me and/or to script authors. HOPE you'll enjoy playing as much as I enjoy making it, and feel free to give feedback, report bugs, or any other issue. ps: READ THE BRIEFING!!!! The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. This software is not an official add-on or tool. Use of the Software (in whole or in part) is entirely at your own risk. This mission is (c) 2018 Zagor64bz rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
  8. Well, I'm disappointed. I thought I would be able to make an addon that would enable team switcher in the single player campaign (or any single player mission). Apparently not. Firstly, I started the Fait Accompli mission as specs ops in ArmA 3's Stepping Stone mini-campaign. The team switcher key (default is U) is disabled, the team switcher window does not show up. Secondly, using the Simple Single Player Cheat Menu, I ran: enableTeamSwitch true; The team switcher now works! But there are no soldiers in it. So let's select a team member: _units = units group player; // [BIS_SpecialPlayer,B Pariah:2,B Pariah:3,B Pariah:4] _unit = _units select 2; // B Pariah:3 So close, now let's make him switchable: addSwitchableUnit _unit; Aaaand nothing happens. Weirdly, when I press the team switcher button it is now disabled (nothing shows up). Even if I run enableTeamSwitch true again it remains disabled, almost as if it knows I'm trying to hack it. Does anyone know why this is? Anyone have any solutions? I'm a fan of the Arma 3 single player experience and a addon that would enable team switcher in the single player campaign would be brilliant! It would give missions a GTA V feel where you can switch from a sniper you've put on a hill instantly to a HMG operator in the middle of the action... 😞 seems to be locked off though. Any ideas, it is a bit of a hack so I guess it might not be possible. Update, I can manually switch player doing this, so I think it's just a matter of creating my own team switcher window: _gang = units group player; _target = _gang select 2; selectPlayer _target; Still if any BI staff or geniuses have any tricks to 'properly' allow the team switcher in a single player mission I would be interested! Update and TLDR, once enabled, team switch works perfectly in all sp campaigns. It's ONLY Stepping Stone that aggresively shuts down Team Switch. Why is this?
  9. THE RAIN Take on the role as a Platoon Leader with the 1st Australian Task Force. Your mission is to complete a LRRP deep in the Vietnamese jungle, but things are never that simple in the 'Nam... Find the mission here: https://steamcommunity.com/sharedfiles/filedetails/?id=2107193170 CREDITS: - Big thanks to the UNSUNG MOD Team. - Thank you to the CBA Devs. - Music clips sampled are by Trent Reznor and Atticus Ross. - Thank you to everyone who has helped me learn throughout the years. - Finally. Big thanks to BI.
  10. Get the mission on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1992236905 MISSION DESCRIPTION Ukraine 1941: Take control of Rolf Steiner, a german Fallschirmjäger who takes part in Operation Barbarossa. You're part of "Sturmgruppe Stahl" with orders to secure strategic positions in a region south of Kiev. Support the attack with supplies and Stuka Airstrikes. Approx. 20-40 Min gameplay - depending on your skills. OPERATION BACKGROUND Germany has launched Operation Barbarossa. The troops have crossed the boarder of Ukraine. The strategic goal is to encircle and trap the enemy in Kiev. Capturing the roads to Kiev southeast of the capital will enable the mobile forces to perform a fast advance towards Kiev. AUTHORS NOTE I've worked around 200 hours for that mission including self developed scripts and user testing. I've tried to combine some historical accuracy with some gameplay and scripting ideas. So please bare in mind not everything is historical correct - it's still a game and should be entertaining. I hope you like it. LANGUAGE German and English FUTURE PLANS If you LIKE this mission please let me know. I plan to release a whole mini campaign "ROADS TO KIEV" in the future. This will contain some more infantry and tank based combat in the early days of "Operation Barbarossa". HELPFULL FEEDBACK 🙂 Feel free to give me some helpful feedback on the mission in the comments below. You're also welcome to report any bugs. HAVE FUN AND ENJOY!!!! THANKS TO VALERYRIDER for beeing amazingly supportive KRFABIAN for beeing my test user WHISMASTERSPIKE for motivation speech Get the mission on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1992236905
  11. Hello guys, I'm creating a mission with two soldiers. When I upload the mission to the workshop, I want to be available both as a SP,COOP when someone subscribes to it. In particular, I want the mission to be visible under the "Scenarios" screen and also when starting a network host to the map in order to play it with a friend. How can I do this? Do I have to export and upload separately and the workshop will group it as one or something else? Thanks
  12. HECATOMB Take up the role as a MAC-V/ S.O.G Recon Team Leader deep within the Cambodian jungle during the early 70's. You will be hunted soon as you step off the chopper. Keep moving. Eyes open. Complete the objectives. Stay alive. Extract. The enemy will hunt you down soon as you're on the ground so get moving quickly or set up ambushes to counter and eliminate them. Find the mission here: https://steamcommunity.com/sharedfiles/filedetails/?id=1736862444 ABOUT ME: This is my first published mission on Steam. I've been creating missions and scenarios since the good old OFP days. Feedback is greatly appreciated. CREDITS: - Big thanks to the UNSUNG MOD Team. - Thank you to the CBA Devs. - Thank you to Bludclot for the amazing Prei Khmaoch Luong | ព្រៃខ្មោចលង. - Music clips sampled are by Trent Reznor and Atticus Ross. - Thank you to everyone who has helped me learn throughout the years. - Finally. Big thanks to BI.
  13. Скачать видео World War III started on 21 July 1985. How exactly did the war sparked is out of anyone's guess now. Probably a development of the recent Maldens crisis. Frontier clashes between Warsaw Treaty troops and NATO forces along the Inner German border quickly escalated into an all-out nuclear exchange with thousands of warheads raining down throughout Europe. As a young Soviet conscript, who serves his draft in the GDR, jump into the thickest of action amidst the atomic butchery of the early battles in central Germany.
  14. Hi all, Remember FURY? An American Sherman, lost in core of Germany, surrounded by Nazi troops. STEAM link: https://steamcommunity.com/sharedfiles/filedetails/?id=1560958858 Here, the scenario takes place at Zargabad, (a fine CUP map). Your crew of 4 plus a US soldier are stuck in the middle of a Taliban's nest. Your Abrams is out of order and out of gas. Challenge is simple: Repair the Abrams, refuel it and escape!... Perhaps. The mission is SP or MP up to 5 players, with HEAL & REVIVE feature for AIs and player(s)! You can heal or be healed in both SP MP but it's preferable to play in "MP one player" for mission parameters. You will be leader what ever the slot you choose. 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 heal them as well. You can enable/disable Arsenal crates for players. So, required mods are CUP only (+CBA as dependency). I recommend also: - enhanced movement (even if this is not the best corner of map for using it); - MGI tactical pack, for beginners or smart players (not using the whole stuff, but you can stick charges on vehicles) Have fun!
  15. Last Tango in Tanoa - Episode 2: Razing Cane is RELEASED !!! It was a long hard road, but episode 2 is out now. Episode 1 - Missing Person just made 5 stars on Steam. Woohoo! Episode 2 - Razing Cane Steam Link Episode 2 Steam Link here. Features: Continues story from Episode 1 Bird shooting contest with El Cojon Vehicle Chase sequence (very difficult to create in Arma!) AI Melee attackers (will rush you and attack ) Shotguns destroy ferns, small bushes, sugar cane, and small palm trees Jungle and cane field CQB Fully voiced Fully command-able JBOY dog who follows, swims, attacks, detects enemies, boards vehicles, etc. Required Mods: CBA_A3, RHSUSAF Please rate and comment on Steam. Enjoy! Recommended: Play "Last Tango in Tanoa: Episode 1 - Missing Person" first so you know the story. And Rate it! Credits: I want to thank the following people: @XerXesCZ for thorough/professional beta testing @AZCoder for excellent beta testing and designer moral support @POLPOX for his revive script @phronk for excellent Melee script @M1ke_SK for super cool Leak script @soolie for excellent dog menu dialog @Greenfist for PPEffects utility (a real time saver!) RHS team for their awesome shotguns And I have to thank the usual rock stars for tons of help on the BI Forum: @Larrow @Grumpy Old Man @pierremgi And all those who helped with JBOY Dog that are credited on Jboy Dog Thread And anybody I forgot! And last, but not least, Mrs. JohnnyBoy for voice acting in the Arma 1 Last Tango in Bagango flashback! She delivered that important dramatic line so exquisitely!
  16. Hi all, As announced in DAGUET scenarii, (see mgi missions red tag), this is the Vanilla version of the ALAMO style scenario. This mission remains a coop for 9 max at MALDEN, but can be accomplished in SP. However, the difficulty can appear at higher level, due to the choice of the position of the camp. Your mission is to hold the abandoned labs, north of Malden. Already known feature: SP or MP with HEAL & REVIVE feature for AIs and player(s)! 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. You can enable/disable Arsenal crates for players. So, no required mods but strongly recommended ones: - JSRS sound mod (a must for vanilla missions, imho); - enhanced movement (even if this is not the best corner of map for using it); - MGI tactical pack, for beginners or smart players (not using the whole stuff). Have fun! https://steamcommunity.com/sharedfiles/filedetails/?id=1546429976
  17. EDIT: Please note I have removed the old versions from the workshop and replaced them with a single version which is both SP and MP compatible. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1681681569 Or download from Google Files: https://drive.google.com/file/d/1HyTACnWLHRI556LovNaGVVFOUwnYaqGY/view?usp=sharing Addons: Only CBA required DLC: Apex Features: HETMAN NR6 Edit: Real time AI commanders on both sides . Playability: Single player or CO-OP. Single Player - performance may dip but will improve as the mission goes on. Multiplayer - Dedicated server with support for up to two Headless Clients. Please note: if you die in multiplayer you need to go back to the lobby and select another slot. Not tested on a local host. CSAAF: Fed up with fighting CSAT aliens? Fight CSAAF instead. Switchable Group Map Icons: Turn on or off using the Radio menu (0-0) Optional: Load CBA mod for more detailed group names, some still need to be added TeamSwitch: Press U to switch roles and fight the war from a different perspective. Zeus: TeamSwitch to the Zeus slot and press Y .Watch the war being fought. Please note: using Zeus to add units in multiplayer may cause strange effects. Credits:Rydygier for creating HETMAN and NinjaRider600 for taking it to a whole new level. Revo for 3den Enhanced . Changelog: 29/07/19 End triggers added and lots of tidying up. You can now win the mission by reducing enemy strength to less than 30. Original post: Hello, Im pleased to release the beta of my first mission based on HETMAN NR6 edition. https://steamcommunity.com/id/MACK_MACK_MACK/myworkshopfiles/?appid=107410 There are two versions including a dedicated server compatible version with support for a single headless client as well as a single player version. The headless client is managed via Whertles Headless Script. My aim is using the awesome HETMAN NR6 script to create a real time large scale dynamic battle. Please note my scripting knowledge is virtually non existent and this is my first mission for a dedicated server. I have managed to get it all to work however I suspect there are better methods I could use. Any feedback is appreciated. Please read the description on the workshop page. Best Regards Mack
  18. -Snafu-

    SP UKF Patrol

    Hello all I'm about halfway through my latest SP mission. With a desire to make something using the PUKF addons and simulate a low intensity COIN mission I set to work with UKF Patrol - not the most creative name I know. Drawing a little inspiration from the NI conflict, the player commands a squad tasked with thwarting the enemy's plans to escalate the conflict and limit the UK's operations in the region. I hope to have something ready in the next 1-2 weeks. I've also got a few more ideas, including a winter mission, so I hope I can get something else out by the end of this year.
  19. All-In-One AI Command Menu A "WW AI Menu" Patch By Leopard20 & WindWalking This thread is no longer updated! For the latest release, check here Hello everyone. As you know, the WW AI Menu was one of the first and best AI mods released in the early days of ARMA 3 release. It addressed a lot of issues and shortcomings with the vanilla ARMA commanding system, and packed a lot of handy features including: - Infantry commands such as healing, garrisoning & clearing building, rearming, .... - Vehicle commands such as engine on and off, horn and eject with parachute. - Waypoint system with the ability to assign multiple waypoints to your squad members. - Weapon accessories (silencers, flashlights, ...) - Unsticking units. and .... Read more about the mod: https://forums.bistudio.com/forums/topic/153621-ww-aimenu-complimentary-commands/ Unfortunately, when Windwalking left the community some of the features ended up broken, and due to the community rule forbidding people from taking over and/or changing an author's work without their permission, nobody has stepped up to bring this mod back to life. Until now. I decided to bring this mod back to life in a way that respects the community rule and the author's work. Namely, "patching" the original mod by adding features and fixing broken ones. As a result, you will need the original mod installed for my mod to work. You can activate the menu by pressing Y .If you use the "Y" key for Zeus or anything else you can either change the keybinding for those features (I personally use "Ctrl+Y" for Zeus) or change the keybinding for the menu by navigating to: "OPTIONS > CONTROLS > CONFIGURE ADDONS > (dropdown menu) All-In-One Command Menu". I've also included a userconfig file where you can add support for your mods (if they are not supported already). Currently you can add support for: Resupply vehicles, AT soldiers (used in the rearming script) and the Handgun suppressors. Note that you might need to enable "file patching" for the config file to work (either add the -filepatching commandline or enable it in the launcher parameters). This mod is compatible with other commanding mods (such as C2). Although I don't recommend using both for issuing the same command at the same time (e.g when you use C2 to order your units to mount a vehicle, don't use the same command in this mod, as it may cause conflicts and unforeseen consequences) I also recommend this mod as it makes issuing regular and frequent commands a lot easier: (you may need to change the default keys used by the mod, keys 1, 2, 3 , 4, as these keys are used for switching weapons) Advanced Command System (ACS) All features were tested using the vanilla ARMA vehicles/weapons (including all DLCs up to the time of release), and work as intended. However some features (the most important of which being weapon accessories) may not work in other mods (such as RHS or CUP). Edit: As of version 0.50 Beta most features should work with other mods without issues. If they don't please post your feedback in this thread. Here's a quick overview of what is changed: Unchanged: Fixed/Modified/Removed: Added: Screenshots: Notes: Special thanks to: - @Windwalking for his awesome mod. - @Muzzleflash for helping me with showing objects on the map and also teaching me a lot about scripting. He's one of the best guys on this forum. - @mad_cheese for allowing me to use the "Bounding Box" function used in his legendary mod, C2. - and everyone else who kindly answered all my questions on the forum. Disclaimer: I can't guarantee this mod is completely harmless. Please back up your ARMA 3 directory located in the "Documents" folder (C:\Users\YOUR_PC_NAME\Documents\) prior to using this mod (especially the file *.vars.Arma3Profile and the "saved" folder because they are the only files that may be affected). Multiplayer support is in alpha state and not fully tested yet. Dear Moderators, The current release still uses the scripts from the original version. Also, to avoid some conflicts, I had to rename the global variables. If you think this mod is still not in compliance with forum rules please let me know to come up with a solution (you can PM me or post it here). By installing this patch, the original mod will be disabled (If you want me to leave it enabled please leave a feedback and I'll re-enable it). Download Link (Current Version: v1.2.1): GitHub (always up-to-date) DropBox Armaholic (updates with a slight delay) How to Install: Future Plans: Changelog: Requirements: CBA: http://www.armaholic.com/page.php?id=18767 WW AI Menu by Windwalking: http://www.armaholic.com/page.php?id=22380 Since v1.0.0, WW AI Menu mod is not required anymore. It's because some users reported they had trouble setting up WW AI Menu (mostly because of FilePatching used in WW AI Menu, which complicated things), so I decided not to make it necessary to have this mod. A couple of such reports:
  20. If you are reading this, it may be because you have googled after being repeatedly splattered near the end of the mission Tipping Point. It is normal. So here are my short, to the point, tips after doing it a few times. PROBLEM : the mortar fire zeroes-in on the player character (not on your squad mates running wildly over the hill :P) no matter if you hide, are behind elevated terrain and even if you have not fired a single shot. It is not the realistic style of the rest of the game, in the sense there are no spotters, so you cannot hide from it. If you stop, you die. SOLUTION : you must run or evade the shells until you pass the valley low-point, which means near the other hill side where the paratroopers dropped. Once you notice the mortar shelling stop (that part makes sense, as the shells would land near the paratrooper drop-zone) you can enact vengeance on the paratroopers! If you are an excellent mover-shooter, you can also try to shoot a bit then move to evade the mortars, but the chances of surviving are slim (as you wish). Personally, I ran on the left side near the water, so I was not gunned down by the para (but my entire squad was butchered). Following them to suicide in very honorable, but not too bright. COMMENT : Of course, the mortar fire always trying to hit the player was not immersive and does not fit the rest of the game which is praised for its more realistic style. It felt like the game was cheating (instead of just being hardcore or tough), but just get passed it: I found the rest of the campaign really cool.
  21. Hello, everyone! I am making a single player mission, and want to know how to know if the player has pressed a button? My specific reason is that, on the mission start. The players has all their equipment/weapons hosltered in backpack/vest. If anyone can help with this, that would be awesome. Alternatively: Is it possible to open the inventory without player needed to press a button? Warm Regards, Jack.
  22. (SP) Last Tango in Tanoa - Episode 1: Missing Person RELEASED April 8, 2018 Rated 5 stars on Steam Mission Overview: You are an expat American, now working as a cop on Tanoa. You and your trusty K9 buddy Boomer will investigate a Missing Person report. Your father is the famous El Cojon. Background: Tanoa has been a peaceful paradise for many years, but Tanoans are tired of serving the MU (Madagascar Union), and Tanoans are now seeking indepedence from socialist Madagascar. They will vote on TEXIT (Tanoan Exit) next week. Madagascar has imposed high taxes, land confiscations, and has allowed too much immigration from Africa (mostly Somalia). Crime and tension between the communties is growing. Features: JBOY Dog - Your dog companion will help you track fugitives and detect enemies. Fully voiced Linear story line Johnnyboy-style humor (not for everyone!) El Cojon returns (an infamous Sahranian resistance leader featured in Last Tango in Bagango) . He only has a small part in Episode 1, but plays a much larger role in the coming missions. A character named Booger (always a good indicator of well-crafted mature story telling) Requires ARMA Apex, but no Mods required Download Steam link Download zip file and copy to your Missions directory Please rate and comment on Steam! Thank you. When posting to the forums hide spoilers please!!! More Episodes coming: Episode 2: Stakeout (stake-out, heist, chase, shoot-out) Episode 3: Rustlers (track rare animal thieves, and use "less lethal" weapon donated to the police by El Cojon). Episode 4: Blood in the Water Episode 4: Doom Stone (El Cojon seeks revenge) Episode 5: Boomer vs. Godzilla Credits: @Zenophon for his awesome Infantry Occupy House script. @POLPOX for his revive script @HallyG for help with blood effects @AZCoder for some versatile voice acting @zagor64bz for his constant enthusiasm and testing JBOY Dog @AZCoder and @zagor64bz for Beta Testing And I have to thank the usual rock stars for tons of help on the Forum: @Larrow @Grumpy Old Man @pierremgi And all those who helped with JBOY Dog that are credited on that thread And anybody I forgot! Videos introducing the character El Cojon when he was a resistance fighter on Sahrani:
  23. weaponsfree

    The Voodoo Missions

    The Voodoo Missions I'm starting to have a lot of missions spread across 3 campaigns, so in the interest of keeping them a little more centralized I'm creating a single page to store them and update with info. Voodoo Team is a band of ex-NATO Special Forces troopers. They started out as a regular front line unit during Operation Dardanelles in the Aegean Sea. After having seen what private mercenary groups like Ion Corp can do when left unchecked, they left NATO forces to create a Merc-Hunting team. Financed through unofficial and unaligned nations seeking a way to curb the rise in influence of non-state corporations such as Ion. Led by their Intel Officer know only as Highres, their first real test against Ion Corp was Operation Venture on the Tanoan Islands. They led a successful guerilla campaign against a large Ion Venture on the Island. The success of that operation brought in new recruits and new equipment. They are increasing the scope of their activities in the latest Operation Free Malden, where they are deploying heavy weaponry and air power for the first time. Campaigns (Ordered by most recent) All missions are Single Player or COOP Operation Free Malden Mission 1 : Hammer In order to Free Malden, we have to offload our new Infantry Fighting Vehicle. It's currently strapped to the deck of our trawler, which allows it to fire on targets on land. But to get it rolling, we need to capture a deep water port. La Riviere has one such port, and although it is well defended, we should be able to get in fast without alerting them too early. Strike fast with 3 teams, and capture the town and port! Workshop Link ========================= Operation Venture Mission 1 : Spider Spider has arrived on the south west island via speedboat. He's been driven to the nearby airfield where a deal with the local gang is being hammered out. Spider is meant to leave via that same speedboat, so our first task is to destroy it to prevent his escape. Ion does have air assets in the area, but it will take time for them to organize an airlift, so we will have time to reach the airfield, and kill Spider. One of our local contacts has left an RHIB near the airfield for our extraction and return to this safe house. Take note, the local gang is real nasty. They control the entire South West Island, and they'll shoot any (especially armed) strangers on sight. We can try and do this all stealth like, but I don't think we're getting out of this one without a few firefights. Workshop Link Mission 2 : Contacts Our Intel Officer HighRes is out meeting a contact. The rest of the team is resting at our beach safehouse. What could go wrong? Workshop Link Mission 3 : Requisition As you know, since our safehouse was destroyed last week, we are desperately low on hardware. Luckily, Ion Corp has tons of weapons and gear on the island just ripe for requisitioning. And they're not being very discreet about it. We know they are bringing in large weapon shipments through the Blue Pearl Industrial Port, which they have conveniently offered to guard for the local government in exchange for guns and bribes. These bribes keep the local government out, which is good for us because we don't have to worry about shooting local police while we aggressively requisition some new gear for our purposes. The downside is that the port is crawling with armed Ion thugs. We will have to steal a Weapons Truck from the Port, and bring it to our new Safehouse. Workshop Link Mission 4 : Intelligence Our raid on the Blue Pearl Port really helped us get back on our feet. We've got weapons and gear, and I've been able to re-establish SatCom. The downside however, is that Ion has used our attack on the port as a pretext to take over pretty much all of Tanoa security. They are now in most towns and cities with more agents arriving daily. I'm starting to think controlling the entire Island was the Ion Objective from the start. In any case our mission is still the same. Find and disrupt all Ion operations on Tanoa. More specifically we need to find out where the Regional Director is operating from. To that end we need additional Intel. Workshop Link Mission 5 : Centerpiece Our Intel raid has paid off. We've discovered that ION is not actually looking to control Tanoa outright, they just wanted an excuse to build up major military infrastructure on the Islands, and then sell the resulting installations to CSAT for a huge profit. The Centrepiece of their venture is the Island of Tuvanaka. They've been restoring and rebuilding various facilities on the island, and it will be offered to CSAT as a complete pre-packaged base of operations for the entire Area, with pre-packaged subdued local government to boot. If we can sufficiently degrade and destroy Ion military installations on Tuvanaka, we can make their Venture near worthless. Workshop Link Mission 6 : Power We managed to cripple ION's Venture on Tanoa. ION Personel have started to depart the Islands, but the Director is still at large. Communication Intercepts indicate he's based at a Villa near Georgetown. He has an armed guard, and the Villa is ringed by powerful floodlights. We will cut the power to his villa by blowing a power line, then storm the building, find the Director and take him out. Workshop Link Mission 7 : Departures Since we almost got you killed last time, Highres assures us that today's intel is top notch. Seems the Director was pretty convinced we had been killed at the Villa, and showed his face in public. He was followed to an Ion HQ building in LaRochelle. Intel also says that he's about to get the hell out of Tanoa. This is our last chance to get him. Workshop Link =========================== Operation Dardanelles Mission 1 : Preperation Take out an enemy Recon Helo so it can't be used to spot our invasion force. Workshop Link Mission 2 : Invasion! Hit multiple beaches and clear out enemy forces from the Southern tip of the Island. Workshop Link Mission 3 : Consolidation Consolidate our foothold on the island by capturing the radar station Mike. Expect a massive counter attack. Workshop Link Mission 4 : Sabotage! The frontline has stabilized, go behind enemy lines to sabotage an arms dump. Get out quick though! Workshop Link Mission 5 : Knockdown A major concentrated assault should break through the lines. Take the lead assault team deep into enemy territory to take out its HQ. Workshop Link Mission 6 : Rout! The enemy is in full Rout. Lead a sniper team and distraction team to the airfield. Lure the General out of his hiding spot and take him out. Workshop Link
  24. UNDERDOGS Author: UndeceivedVersion: 1.92 (updated December 15, 2023) Review (spoiler-free) at D E S C R I P T I O N "We were totally excited when we finally got the green light for the job that our contact Manos had told us about. Just a simple burglary - a pile of money waiting for us in return. At that moment we didn't know that this would be the trigger of a terrible nightmare and a wearying run for our lives..." A story-driven mini-campaign (5 missions, cutscenes, multiple endings) about a group of Altian kids trying to survive the consequences of a deadly coincidence. T R A I L E R S F E A T U R E S Story-driven SP mini-campaign (5 missions) A civilian style "crime thriller" - take a refreshing break from the daily military duties Cutscenes Multiple endings Many ways to solve certain tasks Crafting of certain needed improvised items You can adjust the brightness in night missions A V A I L A B L E L A N G U A G E S R E Q U I R E M E N T S Everything is part of the campaign download I S S U E S Playing with other mods apart from the required ones could break the missions or cause bugs. Other than that I have no clue what happens in the Arma dev version, so better play in the stable version. A D D I T I O N A L I N F O R M A T I O N D O W N L O A D Underdogs v. 1.92
  25. JUNGLE WARFARE!! Situation: Inteqam (Revenge) in the Wildlands is a persistent sandbox SP Wasteland mission based on the lush Bystrica with logistics, free-roaming and base building/survival elements where you, a covert OPFOR operative, were handed over to the ruthless FIA rebels towards the end of Al Inteqam (The prequel mission also available on steam workshop/drive). The AAF, however, has surprisingly come to aid you in this time of trouble and sent in their teams spread sporadically all over the map. Seeing a chopper sent in by NATO to provide additional monitoring, AAF too have injected one of their own to balance the equation. You have just managed to take out the guards and are without any equipment. Bruised and battered from the melee ordeal... General Tips: - A Base Building Factory, an empty heli and and empty tank will spawn on a random location (On destruction, all 3 of these will respawn elsewhere after a delay). - You can recruit guerrilla units at the flagpole installed at Rebel Camp. - There are a total of 6 teleport poles spread throughout the map which will help you and your group members to teleport to any other pole location. Respawn-able vehicles are present near each pole. - At regular intervals, the AAF will send in a cache which will be marked on the map and supported by a smoke grenade. It will have 3 each of random weapons, items and magazines. Final Words of Advice: - The teleporting flagpoles are relocatable via logistics. - To make the most of your inventory, empty weapon crates can be spawned at the base building factory so that you can save some stuff in them and carry them wherever you may like. Mark useful crates locations on map for easier navigation. But be careful, if the vehicle carrying the crate/flagpole is destroyed, so will the crate. - Respawn-able empty Striders are placed on undisclosed spots on the map. - Every dead enemy group will respawn somewhere on the map after a set timer. - All the empty vehicles are set on a “respawn to original spot†timer once they are either destroyed, or deserted for more than 500m. - And last but not the least, you have an addaction where you can repair all nearby vehicles within a range of 50m. But it has a screen fade effect so beware of using it near enemies. - Allied group will be deleted once the player is killed - Instead of loading the cache drop in the truck and going all the way back to the base, spawn a crate with the base building factory and take it along. Stuff it with all you think you will need and then equip your self somewhere safe. - You can tow vehicles and take them wherever you want. Just place the vehicle you want towed behind the vehicle which will tow and you will see an addaction - Helis can lift vehicles and crates. Just hover the heli over the target object or vehicle and an addaction will appear. The ideal height should not be about 5-10m I guess. Summary: 1. Wasteland in SP 2. SP Respawn 3. Base Building 4. Logistics 5. Combined Arms (in a way) 6. Cutscenes and cool music ;) 7. And lots ...and I mean Lots & Lots OF UNADULTERATED FUN.. Needs: CUP Terrains Complete *Hope you all enjoy this as much as I have loved making it* :D Download: Google Drive Steam workshop Update 3: 1. FIXED: The mission got broke due to updates. Fixed with the help of the amazing community member Rydygier. Update 2: 1. Added "towing" and "lifting" logistics ability to the vehicles. 2. Included unit caching to increase FPS considerably 3. Added a new rebel camp for recruiting Update 1: 1. Assigned NVGs to allied and enemy guerilla units 2. Optimized enemy spawn area to make encounters more possible 3. Allied team mates will have infinite magazines as it is assumed they will re-arm like humans. Its a good compromise I guess. Special Thanks to: - Amazing people like RYDYGIER (wouldnt have been possible without your spawn codes brother), JShock (like always), Greenfist, Shuko, R3vo, Larrow (the wizard), Haleks, R3F Logistics team and the entire bis community that have supported my work till now through their scripts, snippets etc.. :)
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