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Found 44 results

  1. brusher16

    the Seige

    The Seige a Vanilla Multiplayer mission i made for while since there isnt much new missions to play or post but i had free time and i made this mission since i got school to do and ramadan is close the objective is Seize the outpost Attack a farm Destroy 2 Vulcan's and Seize enemy's Strong Hold near Lipany Known Issues : there was a problem in the fourth objective's marker in the Breifing since it was Linked with another objective so the Stronghold is located near Lipany which is marked on the map Link : https://cdn.discordapp.com/attachments/802475582645338112/831223942852903002/Coop_the_Seige.Noe.pbo i didnt have much time to use other website to upload the video (by the discord link is related to a file of the mission and im not sure if i can show you how to launch it) if you have questions or bugs then just ask me here ★彡[SCAR]彡★#3775#3775 in discord or just make a reply to this topic
  2. Do you have what it takes to escape the depths of the bandit territory? Contract in Chains is a singleplayer or cooperative experience, either with stealthy survival or action packed combat for up to 4 players. OUT NOW | STEAM WORKSHOP Plot: "Malden, 2033. NATO peacekeeping operations are struggling to maintain their support while a growing insurgency arise. A contract marksman designated to eliminate their leader, ended up in the worst situation possible; captured, tortured and deep in bandit territory... " Features: ◈ Singleplayer / Cooperative 2-4 Players ◈ Stealthy Survival / Action Packed ◈ 25 to 45 minutes Gameplay ◈ Completely Vanilla ◈ Engaging Story ◈ Voice Acting ◈ Optional Side Tasks ◈ Optional Revive & Respawn ◈ Story Rich Custom Textures Link to credits here BEWARE: this is designed for locally hosted sessions. If it works on dedicated is unknown. Please feel free to give feedback, and of course report any bugs you find. Last but not least, enjoy the experience by yourself or with your friends! 🤗
  3. Quasar Fire

    Constant crashes

    Hello there, I have had Arma 3 for a few weeks now and have had a hard time playing it due to persistent crashes and freezes of the game. I can usually last 4 - 10 minutes before a crash and have only had it working when I am in the Eden Editor on VR. I have tried uninstalling it and reinstalling it to no avail, prioritizing the program for the CPU and running the program as an administrator. I am just running vanilla so I know that there aren't any mods that are affecting gameplay. My PC has specs that should be able to handle the game so I'm confused as to why it is crashing so much. If anyone has come over a problem like this I would greatly appreciate the help. Thanks
  4. 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?
  5. A mission I made (in-pbo credit is for my in-game name :)) There isn't really a particularly plausible story or such; the east-ies have set up all their units in defence of Kavala, where-as west tries to take them on at a significant numerical disadvantage for some surely serious reason, etc. 😛 Personally I've played and tested it on Veteran, so I'd suggest that but other difficulty-levels should work fine. Some things it does and doesn't have It was primarily made to be used for play with a private group of people rather than hosting on a public server but do as you please 😛 (It doesn't really try to do anything on the security front) It supports being run on a dedicated server. It doesn't support JIP. It can technically be played solo (if you can be bothered to team-switch for 6 hours 😄 Unless you're a wizard with AI-management maybe). It has a fairly comprehensive parameter list (there may be a couple that probably look mysterious, that's on purpose 😜). It doesn't really support translation (it does have a stringtable but there's some lacking dev as far as I remember, for that to "just work"). It doesn't rely on any add-ons (vanilla). Editing You'd need to regex the following in mission.sqm before editing it in the game's editor (otherwise the game would remove any such entries altogether, once saving): Search: (\$STR)(\w+)(;) Replace: "@STR$2"$3 (including quotes) Because I'm using the $STR_... way to reference the stringtable in mission.sqm ("@STR_..." has been fine for editing and running as server-player but had issues at least when the clients first acquired the mission from server in testing). Asset use Feel free to use any code or asset in there (the musical elements I cannot speak for though, since they're parts or modifications of pre-existing work (sfx are fine though)). Or use/re-release the mission itself in modified ways, etc. It's not all the neatest code though :] Bugs I most likely won't personally bug-fix the remaining things that are broken in there. The core features and actual gameplay shouldn't really have significant issues though. Some examples: The vehicle group "Tiger" can spawn stuck or in a dangerous location despite a light attempt to counter that, if placed to a custom location. The mission-provided UAV stuff doesn't necessarily sync with the UAV-terminal UI. The parameter-driven teamswitch/respawn/death handling can look a little "obvious"/rough. Revival parameters are entirely untested; might work, might not. Download [Updated: 22:28 24.08.2020: v1-03] https://drive.google.com/file/d/1IlY1AVf1WZvjJ4hXOtlBKRZ38ychZ_Ub/view?usp=sharing Hopefully somebody will get some fun out of that 🙂
  6. [COOP] Soldiers of fortune Malden Created by Terrafox Greetings to all! I present to you a scenario for a joint game in the vastness of Malden. In your task, as a unit of the "Soldiers of Fortune" corporation, find out the location of the boss of the hostile group "Terracorp", Sturmbannfuehrer Terrafox, and eliminate him. He moves around the map in any direction in his personal transport. The type of transport is chosen randomly. When Terrafox passes a large settlement, the headquarters informs the players about it by radio. This makes it easier to find, but it is naive to believe that the car will only go on the roads. Oh yes, I almost forgot ... The island is occupied by troops loyal to the Terracorp. Patrols, roadblocks, vehicles - everything that we love so much in Escape - mode. Complete the task, soldier! There will be no reward for failure. =================== This scenario is at the alpha testing stage. Request all questions, comments, suggestions to reflect in this topic, or send to e-mail: fylantrop08@gmail.com. No modifications required. The map is launched on the server [RU] Dimancho Sodliers of fortune. IP: 77.244.78.171 port: 2335 discord: https://discord.gg/6yGYdG
  7. Hello, community! 🙂 I have tried to create a mod with units using Drongo's Config Generator. I know how it works and I have created some mods already. What I want to share is an issue when I made my last mod. I have used this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1124966491 for the uniforms and also Contact's Spetsnaz units, as my units should be Russians. I have tried the mod afterwards and only the uniforms are the CSAT vanilla (default) ones instead of the Russian variants. I have tried several times and I have got the same error every time, no matter if you units are from the F1 faction menu or the F2 groups menu. What could cause this problem? Thank you in advance! 🙂 🍻
  8. I made this ages ago. Neglected to upload it to the workshop somehow. Its a remake of the brilliant BIS Tac Ops mission of the same name - so perhaps a massive spoiler alert if you haven't played through the DLC campaign. It is not a like for like facsimile, and the story is adjusted to be a continuation of At What Cost. Having said that you don't need to own any DLC. All the assets used I believe are platform assets. The mission was created for zeus-community using 2600K's fork of the F3 Framework which means that its packed full of features and parameters to play with such as weather, ZGM module for admin, safe start, JIP, drop in drop out radio channels, You don't need 61 people - I've left the AI slots open, so you could run this 'full' with as few as 8 people all the way up to 61. The mission briefing is laid out below. It is up to whoever takes the Commander slot to come up with a plan. Subcribe at the Steam Workshop Page. SITUATION The AAF has begun its crack down on the population of Altis. Your Company is assembled from civilians and a portion of the Altis Armed Forces who refuse to take part following the disgusting treatment of IDAP volunteers and the bombing of Zaros a few months ago. A local AAF militia force has fortified Galati and is using its check points to tax and harass the movement of goods, civilians and aid. We just got word of an IDAP supply convoy that has been prevented from moving north to Abdera. If we could secure this the treasure inside could easily keep our forces supplied for a couple of months. OBJECTIVES Take Galati and liberate the blockaded aid convoy. Ensure casualties are kept below (parameter selectable) percent. SPECIAL TASKS Galati is protected by three Check Points - Golf, Hotel and India. The town's garrison will likely call reinforcements from Sytra and Athira at the first sign of attack. If we were to assault and hold Hotel and India we could use the defences there to hold off any counter attacks from the AAF armored platoon at Athira and Syrta's mechanised forces. Once safe on the flanks we'll be able to move on the town, eliminate every last one of those bastards and call in our reserves to move the supplies later once the fighting has stopped. FRIENDLY FORCES Commander at your disposal you have: COMMAND GROUP A 2IC - keep him as your medic or put him in charge of a thing. 1st and 2nd Platoon Commanders - If you so wish to divide your forces these roles may be very useful. I would recommend that you use the extended Radio Channels to allow distinct leadership roles or groups to communicate without jamming the airwaves. Are your IFVs all moving together? Have the Command element in charge of them and the Vic Commanders all join a channel together. Are Alpha and Bravo moving together and supporting one-another and moving with one of the IFVs? Have their executive officer and SLS in a common channel. Need an intercom between Vic and Squad? - Put a squad member in charge of comms with the vic and hop on the channel. You could also give the mortar team a direct link to an assigned person in charge of calling fire missions in the Company or each platoon, squad or fire team. Remember that utilising these channels makes the yellow CO channel a way of address all Command elements and may mean talking over another radio channel in use. Another top tip is to record who is on which channel on the map for easy reference should someone need to get in touch and temporarily join the correct channel. RECON Romeo and Juliet - two 2 man teams with quad-bikes for deployment. Each team has a small supply of explosives for sabotage and a limited supply of .408 ammo for very long range engagements. Note they start away from the main force. INFANTRY Alpha, Bravo, Charlie and Delta - four 10 man squads of varying competence and ability. To get about they have a variety of unarmed re-purposed vics ranging from off-roads and 4WDs to trucks and vans. AFV-4 GORGON IFV1, 2 and 3. - When our men left the AAF they brought with them their tax payer funded tools! The three Gorgons are distinguished from their AAF counterparts by their camouflage. Each IFV has a cargo capacity of 8 men so use them as impromptu transports as well as infantry support. Remember these things are glass cannons. They, like the infantry, need cover and concealment in order to last the rounds. SUPPORT Mike - Mortar and Vehicle Rearm. Use the mortar team as a back of house resupply and support contingent. Their vic will also rearm our IFVs. ENEMY FORCES The AAF still have many recruits and some commanders have seen the benefits of becoming local warlords. Expect heavy resistance in the town and QRFS to come from the East and West to support the check points and Galati.
  9. SaltyNewt

    [SP] Distress Call

    I'm back with another mission from this series I guess you could call it. Despite it only being made in a day, and a day after finishing the other one at that, I think I've made some serious improvements. If you wanna check it out the link is here. I'd highly appreciate it if you gave it a rating and left me some feedback as to how I can improve as a mission maker. Thanks again.
  10. SaltyNewt

    [SP] Head Count

    I don't have any flashy screenshots or trailers. I'm just a new mission maker who worked really hard on this mission and it's the first one that I finally finished. The link to it is here, it'd mean a lot to me if you guys gave it a spin and left some feedback. The mission follows Private Ewan Nichols in a story that runs parallel to the events of the Survive campaign, as he fights for his life on the AAF-controlled island of Stratis. I hopefully want to continue this story so let me know what you think.
  11. I do understand the use of the Virtual Arsenal. Testing stuff out. Looking through available stuff. But what use is the option for saving / loading loadouts in the vehicle section? I cannot load custom vehicle loadouts as Zeus to make these destinct. There are no vehicle arsenals where i could change the look of my car. Why is there then an option to save my grey Angara if i will never use it in a vanilla setting. Whats the use of it? There should be an option to load specific visual customization either as Zeus or as the player. I think there should be more stuff you should be able to save and customize. But sadly there is not even an option to use the vehicle loadouts.
  12. So I see that the DLC vehicle templates are included in 'Arma 3 Samples' but not the base game vehicle templates like "Offroad 01" / "C_Offroad_01_F". Does such a template exist for the original offroad vehicle? I've found some community templates for it but they don't have the layer detail and are hard to paint properly. fingers crossed!
  13. YouTube Advert: Who are we? Zeus Community, an open community which has been playing Arma since the OFP days in 2001. Our Teamspeak server is our primary home with more information available via our website, forum and Discord channel. Links provided below. What should I expect on your server? We strive for Milsim oriented gameplay. In the hierarchical command structure, players are expected to follow the orders of their superiors and take responsibility of their subordinates. Communication and teamwork is key. Lone-wolfing, purposely ignoring commands, and other selfish behaviours will not be tolerated. We do employ some basic Standard Operating Procedures (SOPs) and radio procedures for the sake of efficiency but nothing overly complex which can't be understood quickly while playing. We play mostly cooperative (PvE) missions at platoon scale (around 30 players) though we have been known to play Team vs Team (PvP) missions on occasion. How many ArmA 3 servers do you run? Two main game servers: One “vanilla” public server and one “addon” server. The vanilla public server is open to anyone interested in milsim gameplay, experienced or new, as long as you don’t break server rules of course. For the public server, there is not a mandatory mod requirement though we do often play missions which require official DLC such as Apex for the Tanoa terrain. However, it is strongly recommended that players to connect to our Teamspeak server (even if you don't have a mic) since we use Teamspeak for pre-mission briefing, post-mission debriefing, and on-mission squad comms (instead of group/green channel). We also recommend that players install our optional custom modpack called "ZClient" which includes very useful clientside mods such as ShackTac HUD (see Info Repo link below). On the other hand, the addon server requires all players to have a working mic and installation of our custom addon server modpacks which includes gameplay enhancing mods such as ACE3, ACRE 2, RHS, additional terrains and more. It is recommended that newcomers try out our vanilla public server before considering moving on to our addon server where gameplay is slightly more hardcore (e.i. always revive vs permanent death). What times do you play? Zeus Community #1 Public: Gamenight every Sunday & Thursday, start 18:30 UK time (GMT/BST) Zeus Community #2 Addon: Gamenight every Saturday & Wednesday, start 18:00 UK time (GMT/BST) Why should I choose Zeus Community? Milsim gameplay but without the role-playing fluff. While the missions we run on our servers do employ a hierarchical command structure, the community itself (outside of gameplay) does not have player ranking, role whitelisting, or any other unnecessary RP fluff like some other milsim communities. No need for "Sir! Yes sir!". No mandatory training or minimum attendance required. We are an open community so we don't punish players if they happen to have a busy life and can't commit to playing games on a regular basis. We only ask that you don't slot into mission critical roles (e.g. squad leader, pilot, etc.) for a mission if there is a reasonable chance that you may have to go AFK for significant periods of time. Also, although we do employ basic SOPs, radio comm procedures, and we do organise optional training sessions, we don't require newcomers to undergo mandatory training before they can play. Just listen to your leaders, follow the example of more experienced players and you will quickly familiarise yourself with how we operate. In-community developed, custom missions. Using the 3den Editor tool, 99% of the missions we run on our servers are developed by the community, for the community. While we do allow our community’s developers creative freedom, we still maintain quality standards for our missions. Do note that, despite a coincidence in the name, we actually rarely play Zeus Game Master missions (our community name predates ArmA 3's ZGM gamemode). High frequency of brand new missions to play. Most milsim communities are stuck with a relatively small pool of missions to replay for months where new missions are produced on an infrequent basis. Our community on the other hand, benefits from a combined pool of around 600+ missions and produces an average of 5 brand new missions across both servers each week for the community to play. Mission diversity. Unlike many other milsim communities, we don't limit ourselves to particular factions, equipment, vehicles or mission objectives. In one mission you may be a guerrilla fighter with limited equipment tasked with ambushing an enemy convoy, and then in the next mission you may be a tank crewman in a combined arms scenario with CAS and artillery support. Even revive or respawn mechanics (or lack thereof) can differ between missions. Diversity is the spice of life. Servers Zeus Community #1 Public - IP address: 185.103.96.3 Port number: 2302 Zeus Community #2 Addon - IP address: 185.103.96.3 Port Number: 2310 Links Teamspeak: teamspeak.zeus-community.net Website: https://zeus-community.net/a3/ Forum: https://zeus-community.net/a3forums/index.php Information Repository: https://goo.gl/mLQgP5 Steam Group: https://steamcommunity.com/groups/ZeusCommunity Discord: https://discord.gg/v6yng8p Questions? If you need more info, our Information Repository (link above) provides extensive information and tutorials. Also, feel free to message me if you have any questions or queries.
  14. A simple modification that adds a non-visible battle belt "backpack" to the game. This allows for continued use of a backpack's functionality (primarily passing equipment in MP) without everyone in the unit having a visible backpack. The carrying capacity is intentionally kept low (can carry a single Toolkit or PCML round, for example). Class Name; B_Battle_Belt_F Feel free to modify, re-upload or fold into existing mod packs. Direct Download Steam changelog v3 -minor code changes -updated bikey v2 -signed with bikey v1 -initial
  15. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1655023117 BACKGROUND: The AAF has invaded the island of Malden! It's citizens are asking for help from the U.S., so our forces are mobilizing. In order to gain a foothold on the island, we will have to attack via boat, as the AAF has an air defence system in place. OPERATION GREEN ARROW: U.S. forces are going to capture Goisse harbor, then move inland to destroy AAF air defences. While this main attack is going on, your team is to inflitrate Malden via the passage north of Vigny. Once you have made landfall, your objective is to sabotage the heli depot to prevent the AAF from attacking our other troops to the north. Once the heli depot is sabotaged, your team will move to La Passagne to capture it and defend it against any counter-attacks. FEATURES: Revive No Stamina/Fatigue Civilian Population No mod requirements WARNING - TO PLAY IN SINGLEPLAYER YOU MUST PRESS SPACEBAR AT THE RESPAWN SCREEN, THEN CHOOSE 'SKIP' FROM THE MENU!! CREDITS: Civilian scripts by Enigma A few scripts from Occupation by BangaBob Thanks to Yumsum, Porte and Phil for all their patience in testing.
  16. Well, it's been a while since I posted, huh? Nothing that much has changed in my situation. I can't even find the original thread I posted so long ago, to be honest. Well, the same issues are being had. I am trying to run the game, but it immediately crashes upon booting to the menu. Relevant system specs are here: Processor: AMD A10-6700 Memory: 8 GB Graphics: Integral GPU, not specified but probably a cheapo POS Storage: 1x 1TiB HDD Operating System: Arch Linux, attempting to run the game through SteamOS and Proton. Mods installed: None The crash log is right over here. If anyone can help me with this, please do.
  17. Its a heavely customized version for veteran gameplay type (no extented map content...), the parameter are locked and i will explain why later. Parameter of the mission : -Each side start with 1 sector (base) and 0 CP. -Each base got an helipad unlocked. -Teleport to contested sector is disabled, only teleport to owned sector is avaible. -Time acceleration x6, date set on June for shorter night. -Random weather. -Starting time early morning (4h30). Warlord sector : -A total of 36 sector. -The little location give a poor income, they are mainly used to be able to counter attack. -Sector like harbor or industrial area give a good income. -Sector town give normal income. -The big town and Airport give a huge income. -Each side must capture 6 sector (shorter way) to reach the airport. -Each base is separated by 7 sector. -Each harbor sector are connected, so it can be used to cross some part of the island. -Each sector are guarded by AAF, with a reaction force. Custom Asset - Infantry : -Recon unit added, x2 cost for exemple a rifleman cost 100, a recon scout 200... -Support unit added, unit that can carry static weapon. -Cheap unit, crewman and helicrew are avaible for 50 cp. Custom Asset - Vehicle : -Slammer UP added, more expensive. -Rhino MGS UP added, more expensive. -T140K Angara added, more expensive. -Armored Artillery added, very expensive, a side need to conquer a maximum of sector to be able to buy that, i added this if the game stuck in the mud. Custom Asset - Defense : -Static mortar, expensive. Class and speciality : -The OFFICER : He is the high commander, he can assign waypoint to his AI subordinate via zeus interface, Zeus camera and unit edition is locked. He got also the power to call air support (30 min cooldown), and mortar to defend base (15 min cooldown) the mortar used by the officer is out of range the enemy base. !!Its like the officer take in charge the AI calculation, so that reduce server load but reduce performance for the officer if there no player in his side, im not sure of this!! -The SQUADLEADER : They are able to call Airtaxi, 10 min cooldown and its global for the faction, if a player call an heli insertion the other player must wait 10 min to call an other one. -ENGINEER : They are able to repair and build sandbag wall everywhere, they must have a toolkit. -MEDIC : They can heal. Special Weapon and electronic warfare : -There is few truck (CSAT truck device) that carry special weapon, they spawn semi-randomly at mission start, the possible location are marked on the map. They can carry 2 sort of special weapon usable 1 time for each truck : -EMP weapon, this weapon will neutralize every vehicle, launcher, GPS, NVG in a 1km radius, most effective at night. -Atomic Ray, that will destroy everything in a +500 meter radius. Note the weapon can't be activated at long range, so for the ray if somebody want to use it he will die too. For more info check the Alias script, https://steamcommunity.com/sharedfiles/filedetails/?id=1462497370 https://steamcommunity.com/sharedfiles/filedetails/?id=884555116 Other feature and community script for gameplay enhancement : -R3F logistic : Player can carry and load in the vehicle the ammobox, fortification and static weapon to create a frontline, thats why I desactivated the ability to teleport to contested sector. -R3F log (creation factory) : Each side can build fortification and structure to protect a sector, note huge structure like tower or building cant be loaded in a vehicle, its mainly to defend the base. An other note about the creation factory there a hard limit to avoid performance issue. -AIS Revive : Player can see an injured friend on the map, the injured player can be revived by an AI squadmate (press/spam H key). -Advanced sling loading, tranport object by air. -Advanced towing, transport object with ground vehicle. -NRE Earplug, earplug. -TAW Dynamic View Distance, ability to set up viewdistance and terrain quality. Steamworkshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1586185062 Direct download link : https://drive.google.com/open?id=1m_34BBS-IhgcAxtA7AhU1zcJFfmURP0_
  18. Hi folks! This is my official release of "Operation Nightingale", a singleplayer campaign set in Chernarus 2008. Features 14 missions including the prologue. No mods required so you don't have to download anything unnecessary. I'll soon update my mission pack and if you haven't tried it yet, please check it out too! Here's the Mediafire download link: https://www.mediafire.com/file/35b9ena5fa5aoan/spc_nightingale_1-01.pbo/file Yeah and you know all the copyright stuff. If you want to edit my campaign in any way, please contact me and I'll see what can be done. DON'T STEAL MY STUFF WITHOUT A PERMISSION AND PROPER CREDIT! You got that!? This campaign does not represent my current mission editing skills as it was developed almost a year ago and lots of shit has changed since then. However, I did a little rework over the campaign but I kept most of the concept as original. My editing methods have changed alot. Thanks. Version 1.01 Fixed trigger script execution paths for mission #1 "Common Enemy".
  19. 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
  20. Inspired by Ravage and Friths Ruin... ...a selection of retextured backpacks, vests, facewear and headgear to enhance your post-apocalyptic survival experience. Includes a Civilian Expansion: 22 unique civilians created using a mixture of Ravaged and Frithified gear plus vanilla assets. They can be found in Eden under the Civilian tab > EO Civilian Expansion. Basic hand held Flashlight. Flashlight usage: Equip from the sidearm slot, press L for light Weathered Dome Tents. The tents are configured to act as an inventory object capable of storing a realistic chunk of loot, or they can be used as a simple object via the special states attributes. Each tent is configured to spawn with a couple of useful inventory items. They can be found in Eden under Things>Camping. Tattered and torn flags. Flags can be placed straight from the Editor: Props>Signs>Flags Flags can also be attached to the majority of vanilla A3 and community made vehicles/units by adding the one of the following codes to the vehicles/units init field: More information about forceFlagTexture can be found here: https://community.bistudio.com/wiki/forceFlagTexture Supply Box that contains all Ravaged and Frithified Gear. Retextured CBRN Suits. (optional pbo) (Requires Contact DLC) Zodiac Backpack. (Assemble/Dissemble the Zodiac boat from the backpack) Tent Backpacks. (Assemble/Dissemble a tent with an Inventory from the backpack) Screenshots, more screenshots...even more screenshots. Classnames Download: Steam Credits: Haleks for creating Ravage, and also being an inspiration for all my ARMA 3 content. Lordfrith for creating the work of art that is Frith's Ruin. This work is licensed under: Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. https://creativecommons.org/licenses/by-nc-nd/4.0/
  21. Disturb current version: 1.0.1 Description Stratis is under complete AAF lockdown and while politicians discuss how to spin the story to justify yet another "intervention", an alternative is appointed for the time being. You are to take the role of some generic, ex-spec op, PMC goon and clean up the situation. Or if you prefer some sort of illusion, a glorious commando has been dispatched to aid oppressed people of Altis in liberating their land and spreading democracy. F*ck yeah. No significant support is available since this is a black op after all. However, you did go through various vigorous training programs, so amongst other things, you can treat wounds and fix vehicles if you acquire a Medikit or a Toolkit respectively. Besides, AAF can't shoot straight when *insert your favorite trashing line* anyway. Look, it's AI so what do you expect but if they do go all T-800, you can always lower the difficulty. Save scumming is also recommended to waste the least amount of time possible. Notes / Features - Singleplayer mission over whole map of Stratis. - Opposite of dynamic. This mission is totally... static? Every unit, vehicle, loot or prop has been hand placed. Well clicked on... you know what I mean. - DLC assets are used if you own any but no DLC is required (at least I don't think so but let me know if you encounter problems). - Briefing, description, tasks, all that jazz. - Autosaves on completed objectives. - Dynamic Simulation used and limited by view distance. I did my best to avoid awkward situations. Recommended Mods / Addons - @R3vo's Quick- & Autosave - @vbawol's Enhanced Arma 3 Inventory Installation - Extract the .pbo file using your favorite archive manager. - Copy the .pbo file into "Arma 3 root directory\Missions". Credits The usual suspects over at editing section, Biki, Armaholic, OFPEC, KillzoneKid's Blog and probably other sources that I forgot. Downloads Google Drive Armaholic ChangeLog
  22. haleks

    Contact

    Hello Earth! Do you remember when we found out Arma 3 could have been about aliens? I reckon it could have been a lot of fun, and a good occasion to transform the gameplay dynamics by opposing unconventional ennemies to our very conventional little soldiers. Some mods out there offer excellent solutions for alien lovers (FAP units, OPTRE FC and others), but I wanted to try my hand at something 100% vanilla for once... So here it is : Contact : A collection of scripts to simulate alien invasions This demo is very much WIP and will be updated with new features and optimizations. It is released as a Singleplayer mission, but all the scripts are designed to work in Multiplayer as well. The demo currently offers the following features : - A script to spawn alien ships with working AI. - Alien ships can move around, execute patrols or other tasks just like the vanilla AI. - Alien ships will attack spotted targets with semi-autonomous weapons - those can be shot down before they reach their target. - Although they may seem invincible at first glance, alien ships can be killed. Further additions are planned, such as improved audio and visual FX or new enemies for infantry combat. Have fun! Download : If you want to support me, enjoy my work, or simply would like to buy me a coffee, you can donate any amount you want, no matter how modest it may be. AAN Footage by our reporter @section 20
  23. Volition Servers Invade & Annex Game: Arma 3 Map: Tanoa IP: 64.94.95.36:2302 Location: Dallas, Texas Slots: 40 Privacy: Public Welcome to one of the very few I&A servers running on Tanoa from the Arma III Apex DLC. Here, you can finally experience persistent close-quarters and long-range combat in the lush and vibrant environment based off of the Horizon Islands North-east of Australia. This server is running the Invade & Annex Apex Framework released publicly by Quiksilver featuring flushed out performance improvements, enhanced AI behavior, comprehensive objectives and even a customizable radio system to clean up the clutter of public chatter. Source: https://forums.bohemia.net/forums/topic/212240-apex-framework/ *Invade & Annex is a persistent mission making mod for in-depth Player vs Enemy experiences* Automatically generated missions with a variety of foes and rewarding objectives! Just hop in the server, pick a role and navigate to the front lines with the help of your comrades in arms! The Invade & Annex Apex Framework persistently generates all of the following: Main AO populated with enemy CSAT forces and complete with multiple sub-objectives to weaken the opposing force and strengthen your chances of victory! Forward Operating Base that can be resupplied and maintained as a respawn point supply depot and vehicle service location for all ground forces! Secondary objective that can vary anywhere from rescuing a friendly behind enemy lines, escorting valuable resources in a convoy, securing enemy intel and even engaging enemy forces under the ocean! Aircraft Carrier that provides 1 friendly CAS pilot a fully armed Black Wasp II jet and UAV drones for reconnaissance and precision destruction Main Base complete with the V44-X Blackfish VTOL plane capable of inserting a fully loaded Marshal IFV behind enemy lines in minutes, large capacity helicopters such as the CH-67 Huron and UH-80 Ghost Hawk to deliver supplies and reinforcements as well as a plethora of ground vehicles from the powerful MBT-52 Kuma tank to the amphibious AMV-7 Marshall Recruitable AI that can be actively commanded to assist in battle! Briefing: You are a member of the NATO BluFor forces. CSAT military has been working with the local Syndikat militia to establish control over the Tanoa region. Primary Objective: Your mission is to completely drive all of the enemy forces out of the region and cripple the foreign control over the island. The enemy has established fortified defenses and communication. Utilize any and all assets to neutralize the enemy defenses, destroy their means of communication and once they are weak and vulnerable, strike directly at their headquarters. Secondary Objective: The region has become war torn and the local populace is not without suffering. Assist IDAP personnel and delivery valuable resources where needed to assist the neutral bystanders in this time of crisis. Tertiary Objective: We are in need of reinforcements but good help is hard to find. Recruit your friends and fellow comrades to join our forces on the frontlines. Rules/Administration: You must be 13 years or older to participate on any assets provided by Volition Servers. Nobody needs to tell you how to behave. You don’t need a set of rules or someone holding your hand. Administration reserves the right to penalize anybody with OR without a proper reason. We’re all friends here, as long as everyone’s having a good time, then there isn’t a problem. Join us on Teamspeak @ VolitionServers.Teamspeak3.com Or Discord @ https://discord.gg/hkKBHgg We provide other servers as well, get to know us! www.volitionservers.com Thank you for reading!
  24. Hello, i need in my case the model.cfg from the Zamak/Kamaz (arma 3 model.cfg) for my addon there i use the Arma 2 Kamaz.p3d file (public data). How can i open the model.cfg of arma 3 intern stuff, i heard the model.cfg is baked into the (binarized) p3d file ? Is there perhabs any option to contact directly the bi studios for help ?
  25. I think i may have found the bug that causes the planes to bobble during takeoff. I tested it in eden. It is very apparent with the A-164. It seems that when i put it on 4x speed the bobble is at its most just as it takes off. When you are in 1x normal speed the bobble occurs a little later in air during takeoff. Seems like the bug still hasn't been fixed and in turn could be causing the mods to acts like this. Again I remind you this test was done with NO MODS installed, ONLY Vanilla version of ARMA 3. As soon as i get a chance ill post a video. Try for yourselves in the meantime. Hopefully Bohemia is on top of this . Thanks
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