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Found 7 results

  1. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2709098168 January, 1965. US Navy UDT scout swimmers conduct a commando raid in North Vietnam in response to guerilla attacks in the south. Operate from the shadowy depths in the early days of SPECWAR. FEATURES A single player scenario designed to match the quality of the S.O.G. Prairie Fire co-op campaign! Underwater stealth gameplay modeled after historical accounts of early-war UDT/SEAL operations! Lead your two-man scout swimmer team on a dangerous commando raid in North Vietnam against a numerically-superior enemy that reacts to your intrusion! Dynamic Simulation and Show/Hide used for optimized CPU-friendly performance! No additional addons required besides the S.O.G. Prairie Fire CDLC (rare for my scenarios)! AUTHOR'S NOTES This is my third release for the S.O.G. Prairie Fire CDLC and the first since the jaw-dropping update that added US Navy SEAL and UDT units and equipment. Although I have a lot of learning to do, this scenario is inspired an informed by both historical and fictional sources related to UDT, primarily SEALs: UDT/SEAL Operations in Vietnam by T.L. Bosiljevac. This is a work of fiction, any resemblance to real people, units, or events is purely coincidental. The author and this mission is not affiliated with Savage Game Design. This is a beta release, some bugs may exist. Also, it's Arma, so there are bound to be things that will affect your playthrough. Reloading the mission can solve some issues. Please let me know if you run into any game-breaking bugs. NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here and I can't be held responsible if things don't work because of another modder's addon. I'm interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves! CREDITS Thanks to SeaCow52 and Frost for beta testing, feedback, and suggestions Savage Game Design GOM Searchlight Script by Grumpy Old Man BI forums and BI wiki for helping solve virtually any bug or problem Post processing effects created using Recolor addon
  2. Nautilus Sabotage Brought to you by John Jalo and zigTtzag(zTt) Our nuclear sub Nautilus has crashed on the ocean floor due to an EMP hit! 1.] Hypothesis: Our nuclear sub Nautilus has been hit by an enemy EMP and as a result the sub has crashed on the ocean floor somewhere near Stratis! Where it has crashed is impossible to determine since all communication and navigation systems of the sub have been rendered useless but we need to find out if we are to help the sailors and save our nuclear weapons tech. How will we do that? Well a few hours after the crash, satellite images have detected an OPFOR Special Forces squad operating near the coastline. Intel suggests that those guys have been sent in order to flood the sub so as for our sailors to drown in their own vessel! They will do that so as to be able to get in the sub and steal all of its high-tech equipment afterwards. Shall they succeed all of the sailors will die and our nuclear weapons tech will be compromised! That is why we need to act now. We have to attack the enemy coastline base, locate the sub via possibly found intel and sabotage the EMP. If we do so Nautilus will be operational again and we will be able to save the crew and our high tech equipment. 2.] Important details: a)To play in SP you should be the LEADER of the DIVERS SQUAD. b)In order to enhance the mission many hours have been spent to create a whole UNDERWATER CITY. c)This mission has low replayability. Once and if you manage to complete the mission successfully you might never play it again. d)When fighting underwater it is wise to always use HEADSHOTS and COVER so as to be far more effective. e)You should NOT disable AI UNITS. Disabling them might ruin the mission. f)If you do not have the ASR AI 3 mod, it would be great to install it. It really enhances gameplay and takes Arma 3 to a whole new level. g)Respawn: Instant 3.]Requirements: 3.1]Players' skills: Serious underwater combat and stealth skills. 3.2]Technical: a)Arma 3 Apex b)Great White Shark - http://www.armaholic.com/page.php?id=33588 c)CBA - http://www.armaholic.com/page.php?id=18767 d)ASR AI3 - http://www.armaholic.com/page.php?id=24080 4.]Bugs: 4.1]Minor: None 4.2]Serious: None 5.]Installation: Just copy the pbo to your Arma 3 directory. Place the .pbo file at the mpmissions folder. 6.]Website SubLink: here 7.]Direct Download link: https://dl.orangedox.com/Arma-3-Missions-Pack-2/nautilus_sabotage.stratis.pbo?dl=1 8.]Changelog 8.1]Version 1.1 No longer unplayable due to ASR AI 3 update. Mission now uses the up to date system of keeping all gear at respawn. There is no longer actions on all ammo-boxes to save your gear. Your feedback about things we can improve or things that we should keep is really important so you providing it would be great. If any of you wishes to reconstruct the mission or use part of it please ask permission and mention us in your credits. Enjoy
  3. I'm thinking about picking up Arma 3 (I know, I've waited a long time), but I have some questions about underwater combat, particularly shooting underwater. For starters, it's impossible to shoot normal bullets underwater. They don't go more than 2 meters. The bigger the gun, the shorter the distance because the bullets get ripped apart by the force. The only way to shoot underwater is with special flechette-like rounds, and even those don't go very far. Does Arma 3 respect this reality, or did the devs just say "screw it" and create a completely unrealistic gameplay element that has no basis in reality? All the gameplay videos I see just show people shooting rifles underwater just like they were above water. I'm just not a fan of engines that defy physics.
  4. I have been trying to make a underwater mission (machinima) in a flooded city/town/ship but came into a issue with my idea. The underwater visibility is very short range. I want to increase it, so people can see the environment better to get the 'Woah' factor and the gravity of the devastation but due to the visibility is only 20meters while underwater that is impossible. Is there any way to edit that server/client side? I cant find a mod that will help with this and I have attempted doing some modifications server side files but nothing seems to work. This is for a cinematic mission I am trying to complete.
  5. Still disappointed with how little love BIS gives to the entire water and underwater environment. C'mon BIS! Does anyone know, or have a config solution to make Diving Goggles VISIBLE when on LAND? And the inverse, stop facewear (cfgGlasses) from disappearing when in WATER? I don't know what they are thinking, having your gear pop in-and-out based on land or water. I thought it was just an odd alpha-phase overlook thing. But now after years it still persists. MAKES NO SENSE! Also, along the same lines... Any config so Headgear shows when wearing a Wetsuit? Why can't you wear any damn headgear? Other issues that I'm scratching my head with is you can't access your Inventory if underwater. Why? And even when they finally added Sidearms to Vest/Uniforms, the Wetsuit was neglected. BIS is sitting on a HUGE untapped area of Water-Ops and potential here. Hundreds of miles of water! And they choose to work on Jets DLC, and Tanks. We already have those. I don't get it. I've been home sick (so I'm cranky) all weekend and started looking into adding Diving Gear into my FROGS Combat Diver Project. Any Configs, Ideas, or Workarounds? 1. Diving Goggles (shown on land) 2. Facewear (shown underwater) 3. Headgear (shown underwater) 4. Access Inventory (if underwater) 5. Drop/Place Throwables (I'll script this) 6. Sidearm on Wetsuit (engine-based?)
  6. I am trying to make a viper suit that will have scuba fins when swimming, just like the survival suit. I have looked through the data and I think it can be done using only a config, but I am unsure how to set this up. I've done a lot of research before posting this but I am stumped on how to continue. The main issue is how do I structure a config file for clothing without replacing vanilla assets? This is harder to find out than I would have thought. If anyone has suggestions to make this easier I would appreciate it. This mod doesn't seem overly complicated by the lack of information makes continuing difficult I am also planning an accompanying upgrade for the Type 115 rifle to enable it to fire underwater and maybe up the range on the .50 cal. I also want to reskin the viper suit to the same color as the black Type 115 but the main priority is the flippers.
  7. Hello, I just would like for my AI diver group, to disembark underwater from their SDV. But for strange reason, they go to shore before disembark... I have tried everything that I found, but all failed... I have tested all ways like "{action eject}, unassignVehicle, etc..." but the AI units get in imediately after getting out at the waypoint... I definitely need an expert... Thanks and regards. PS: I'm looking to get all of the team out from the SDV and not only three members of four. (Without the driver.) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here you can find my test senario (3D editor): https://mega.nz/#!Iw430RZR!8GYXgYIELpFyDkFWyawylLlhmu-s_NsSVlhwxS5L0_A The goal is to make that the AI diver group, disembark at the "GET OUT" waypoint, and continue by swimming to the last waypoint. Thank again.
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