Jump to content

Search the Community

Showing results for tags 'weapons'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 97 results

  1. CUSTOM OPTIONS, OPS CENTER, ROLE-PLAY, and EFFECTS (Central Framework for Zero Dark Zero) by Richard Von Quest VERSION: v0.7.0 beta UPDATED: 17 APR 2021 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my Custom Starting Options and Ops-Center from my SpookWarCom Project. It was the "core" or heart of my projects. This will add numerous player options that you can set easily for those of you who are new or the non-computery types. It also adds off-site Tactical Operations Centers which you can operate from that's isolated from the actual map allowing for better behind-the-lines feel before you are boots-on-the-ground. The Tactical Operations Center is a command post that you can role-play as starting in another nearby country, or location (recommend placing in corner or over water). Use as many, or as few options as you wish. The Ops Center is not required. Feel free to remove the .pbo files (sonic cracks, icons, etc) you do not want loaded. There are so many people that love this hobby but are too intimidated to wade into the technical and modding-side, or just don't have the time. Let me know what Player & Starting Options you would like to see, and I'll attempt to design or script it for the this Addon. Feel free to post requests in this Forum. More Donations equals faster updates and custom requests honored. To use the Ops Center in its fullest, you will need my other Addons as well (SOCOM, FROGS, LEAP, etc). PLEASE READ the DOCs included for more info, keybinding, menu, details, etc! To place the Ops Center, you MUST set the Vertical Mode to "Sea Level" (straight line) in the Editor BEFORE placing the composition. Place inside the map area, or some things will not spawn in. "The Only Easy Day, Was Yesterday" // FEATURES: Tactical Operations Centers (compositions) Heli Support, Transport, Rearm, Infil/Exfil, etc Starting Time Options - Random w/ Full Moon Randomized Starting Weapon Option Starting Camp Site - Random Locations Covert & Unarmed System (Black-Ops) Holster Weapon - Start & Menu Option Weapon Sway Aim CoEfficient Player Fatigue On/Off Option Starting Info Text - 3 Lines to Customize Custom Weapons, Gear, and Equipment Movie-Style Archetype Weapons (extra power, etc) Movie-Style Silencers, Ballistics (ultra quiet, sound efx, etc) CIA - SAD/SOG Operatives, Agents, SEALs, etc Remove Reload Icon .pbo file option Remove Ammo Count .pbo file option Replaces "Sonic Cracks", with "Zip, Wiz" efx Long-Range Support Radio System Damage EFX & Blood Splatter on screen Carry & Drag both Alive and Dead units Tactical Reload (no reload from Backpack) Tactical Throw (no throwing from Backpack) Tactical Explosives (set/pickup manually) ...And More! // NOTES: More Info coming soon. This was just an upgrade into a Stand-alone Project. Many more cool options are right around the corner. Let me know in the Forums what you want to see added for Custom Player Options. // KEYBINDING: Shift + D // REQUIRED: 1. CBA A3 - Community Based Addons A3 2. Eden Objects - TOC2 - Advanced Ops Center (optional) // DONATE: OPTIONS & OPS CENTER Von Quest Industries // LICENSE: // CREDIT & THANKS: *BangaBob (Drag Dead Bodies)
  2. The weapon is visible when you bring it over from Weapon list to the 3D editor environment, but when you start to add attachments like a scope and more ammo to it- it disappears but the tag and box remains in view. In-game the weapon isn't there either. I thought maybe it sunk down into the ground out of sight and tried to use the altitude adjustment to get it back but that didn't work. Why is this happening and is there a way to prevent it? apart from using a script to force the weapon to remain on an object and alter the weapons properties etc. I noticed this also if you try to copy an object and paste with the hotkeys sometimes the copied object is not visible. I think its neat you can change load out and attributes for weapons on the fly but this isn't working at all- aside from ammo crates or vehicles adding stuff into their inventory this way works ok.
  3. Old Thread wouldn't let me edit anymore Releases To reduce link clutter- further details, media and downloads(and mirrors) are on pages through linked images Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Development Resources 3Ds Max CAT Rig and Tutorials M60E4 Sources and Animation Sources M60E4 Animation RTM Sequences AK Animation sources, sequences and samples FAL Animation sources, sequences and samples G3 Animation sources, sequences and samples M14 Animation sources, sequences and samples AWM Source Material Additional Errata Found a bug? Report it here - [Via GitHub] As of 2015, HLCmods/NIArms has been supported by the generosity and benevolence of the Arma community by donations through Patreon. This generosity has allowed the mods to cut dependence on outside content sources, deliver hIgh-grade Arma-tailored content consistently throughout the year(and provide the entire result open-source), of which the overall direction is driven by donator demand. If you would like to show your support, help fuel the fires- Consider chipping in a few bucks %5BPatreon%5D Current Work Schedule Current Voting Results Licensing Terms
  4. i actually have a few questions, first the title topic, ive been searching all the files for the exact weapon names as i am trying to add more choices for ace2 warfare, they left out so many amazing rifles n toys, i have found many names of these weapons where they are linked but, they never work, I have successfully added things like the balaclava and some misc things to warfare buy menu, and also i question if there is extra you have to do to add weapons? balaclava was i believe in just 2 files i had to add it to and it worked, but maybe im missing something for weapons? i wasnt aware these weapons were even in the game till i played with the armoury and saw some of my favorite weapons for the first time n ive had this game since new.. some of the weapons id really love to add are: -m4 and m4a1 black and the camo version but with the basic heatshield and both iron sights and no RIS handles, basically the m4 from mid 90s i saw that its in the game somewhere.. also, is there a version of the m4a1 CCO SD with iron sights instead of the cco sight? -m16a4, every version of it available in the game and ace2 (ex) m16a4 with ironsights. and if there is an m16a1 in the game -ace2's beautiful version of the AKM and AKS as well as that gold AKS, as well as AK74m, and the AKS74p iron sight, RPK (not 74) -all mp5 variants as well as the ump45 all variants basically where would i go about finding the exact names i need to put for them to work? also ive entered the weapons into "CORE GEAR" and "CORE LOADOUTS" not sure if theres anywhere else i need to enter the names. P.S sorry for saying weapon so much Question 2: in the Ace2 CHUX 1.8 version of warfare i see no warfare module in the editor? as im trying to add more starting ai units/playable units but i see no module to sync them to so it doesnt work. wondering how i would go about adding more units with that? offtopic but ill might as well ask here too in one post, is it just me or are ace2 weapons too accurate now and the wind seems to not be working properly? i remember ace2 had just spectacular realism regarding windage and drop but its not so realistic anymore.. And lastly about if there is a fix for the deployed bipod ironsights not lining up? in real id be forcing my head to line up the sights in combat regardless of comfort level n how it looks so i kill them before they kill me... it sucks long range specially on a hill and rear sight is taking up most of the screen and you cant see downrange anymore and they kill you... Thanks in advance if anyone can help me with these topics. 1 more thing that has come to my attention, does anyone know where i would go to edit a domination mission, specifically to change when its ranked, to be able to pick up any weapons laying around, why ppl would remove this is beyond me, its more realistic, and kind of like a "trophy" to take an enemy weapon.
  5. INTEGER DEVOURER PRESENTS VERSION: 0.10 – WHAT TOOK SO LONG EDITION OVERVIEW BATTLE CARS is a 16 player Deathmatch that focuses on vehicular combat with unarmed vehicles. Players choose one of several spawn points, jump into a car and find a weapon. Weapons are randomly acquired by driving over floating orbs scattered around the playing area. Perfect for people yearning for some less than serious fun in the spirit of Twisted Metal/Interstate 76/Vigilante 8. Get it now on: STEAM WORKSHOP ARMAHOLIC FEATURES VEHICULAR COMBAT with your favorite Sport Vehicles! TURBO BOOST your way around the battlefield!*Special thanks to ProGamer: http://www.armaholic.com/page.php?id=24049*We are not responsible for any deaths caused by flying cars 11 RANDOMIZED WEAPONS of varying degrees of usefulness!Titans/Mortars will probably kill you more than your enemies. SPECIAL POWERS New power: UAV Bomber VEHICLE SPAWNER at the central spawn point!Special thanks to Tonic: http://www.armaholic.com/page.php?id=23020 PROTECTED SPAWNS to save you from dying immediately!Protected from shots/explosions, but not being run over VEHICLE HOP/FLIP ​Base flip script is in; only works on totally flipped cars. Special thanks to Iceman77: https://forums.bistudio.com/topic/157916-vehicle-flip-script-to-share/ MISSION PARAMETERS to customize your experience!WOW! BUGS, ERRORS, AND MORE! Experience the pains and struggles of a novice mission maker! COMING SOON ADJUSTABLE VEHICLE TURRETSOnce I figure out how to edit that IMPROVED VEHICLE HEALTH/ARMORSee Above VISIBLE WEAPONS ON VEHICLESee above MORE LOCATIONS!Kavala? Who knows! A HUD NON-COPYRIGHT SOUND EFFECTSPlaceholder sound effectsWeapon Pickups: Metal Slug series Invulnerability Powerup: Super Mario Brothers Nothing Powerup: Willy Wonka and The Chocolate Factory KABOOM! Powerup: The Price is Right Lightning Storm Powerup: Dragonforce - Fury of the Storm Time Freeze Powerup: Jojo's Bizarre Adventure BALANCING! PROPER SCORING SYSTEM TEAMS BETTER CLEAN UP SCRIPT MORE RAMPS CURRENTLY KNOWN BUGS/ISSUES Driving over the BONUS ORBS sometimes does not trigger the script.Depends on speed and position of vehicle. May have to extend the size of the trigger Hints show for all players Possible mismatch between sound played and item received for other players? Random inconsistent local variable errors!
  6. FAP UNITS for A3 Latest version: 1.4 (Apr 1 2017) Here comes the FAP .... Foes & Allies Pack, of course <g> :) this addon features: Shots made by: scruffy. I. Factions for my released islands such as: Afrenian Army & Police Molatian Army & Armed Civilians ARL Lingor Rebels GAL Government Army of Lingor Cecanian Army (currently occupying Isla Abramia, in regular & winter camo) Abramian Rebel Alliance & Police (four tribes with 4 camos, trying to restore order on the same island + policemen that operate mainly from capitol of Yolandi) Red & Blue Gangs Alienz Zetaborn & Reptile II. Vehicles There are some vehicles present, but mainly A3 skinned ones: Antonov An-12 Cub (Military & Civil variants) Fennek recon vehicles for Afrenian army (Afrenian Leopard camo) Leopard 2A5 (Afrenian Leopard camo) Abramian Police car (working lights & siren as horn/LMB) Kamaz trucks for almost all factions etc. III. Weapons & Equipment AKM, AKMS and RPK rifles && 40mm Grenade launchers M16A2s/ AR-15s RPG-7 SVD Dragunov PKM M1911 Igla AA Steyr AUG A1 Gasmask SF-10 1 Kilo of Cocaine 1 Stack of Dollars List of classnames for Units: Available at -> http://www.icebreakr.info/fap/classnames.txt Contributors/Credits: - NZDFCrash (soldier model, weapons, configs, etc.) - Sahbazz (mags, configs, help, etc.) - TRYK xmosmos, zabb (Gasmask). - Kiory (head mask for Natives, coming with next version) - LordJarhead (sounds) - Rocket (Steyrs) - Kol9yN (Cocaine pack model) - RobertHammer (Grenade Launcher Hand Animation) - Bad Benson | alien model, scripts, energy weapons for Zetaborn faction - Ryan_D, Colonel26 | Aliens A1 Mod conversion for Alienz/Zetaborn Faction - Hitcher | Spaceships & Tanks Creations used for Alienz/Zetaborn faction - HcPookie | An-12 Cub Download Available here | 7zip archive 200MB Official Website http://www.icebreakr.info
  7. Hi guys, A friend and I have been talking about this quite a bit recently. The only criticism he had about the game was the setting. He felt it was a weird choice to set it slightly in the future he felt it was unnecessary and led to some weird weapons and vehicles. To an extent I agree with him BUT I don't mind It as much. We came to the conclusion that we hope the next one is set in the present day as technology and weapons seem to have come a long way since the arma 2 days and we would enjoy it more. Thays just our opinion. My actual question is what was the developers’ reason for the semi futuristic setting? Do we know anything at all about the future of arma? (Next game etc.) Thanks.
  8. Hello there, Goro once again. Right now, I've packed all the missions into 1 "big" file. About the campaign itself: The campaign is set in post-apocalyptic Altis island. 6 separate episodes have been grouped together to ensure that the playability will be a lot higher. The campaign is set for SP, for separate COOP missions, links will be given below. Features: -Shitloads of zombies are coming your way! -Revive system implented w/o Respawn -Post-apocalyptic climate -Main characters delivered with plot -First man-created campaign about Zombies Requirments: Zombies & Demons -Total Playtime: ~1 hour Download: Click Installation guide Copy the file (S01.Altis) file. Go to your Arma 3 directory. Place the file inside folder called "Campaigns". If you don't have one, create one. Season 2? The season 2 will be relased 1-2 months later if this campaign gets famous :) Feel free to leave the feedback! :) COOP Scenarios: [COOP-5]Unleashed Hell - Episode 1 - Kill or Be Eaten [COOP-6]Unleashed Hell - Episode 2 - Life Savers [COOP-6]Unleashed Hell - Episode 3 - Hostage Rescue [COOP-6]Unleashed Hell - Episode 4 - Daring Raid [COOP-8]Unleashed Hell - Episode 5 - Game Over [COOP-11]Unleashed Hell - Episode 6 - 'Till We Can Credits: -CrunchyNapkin (Official testing) -Alex150201 (Scenario ideas) -Feuerex (Support) Changelog: *v1.1: -Bug fixes
  9. Hi guys, here's my first attempt to create a mod, i'm very happy at this instance and expect a release very soon. :rolleyes: The main focus of this mod is replace the default names by real names and designations as we see in real world, this patch includes vehicles, weapons and equipment (if is possible). As we know some units don't have a real counterpart, and the names will be a mix from different "unit" designations or classes. So here's a sneak peek of what i've done so far... Images Thanks in advance. Stay tuned!
  10. FIA REPLACEMNTE PACK HLC weapons replacement for FIA by Educom Quote: This is a little config that replaced the default weapons of vanila for the exelent work of Niarms mod for give it a little more of realism. Feature: - The infantry is equiped with AKM, HK G3 and AR-15 several model Require: Niarms Core Niarms AR15 Pack Niarms G3 Pack NIArms Release Thread DOWNLOAD Version 1.1 Changelog GOOGLE DRIVE MIRROR Thank to: toadie2k : For you Exelent work with the weapons and supor BI: for all the content of Arma III
  11. Hello, I was wondering if there was any progress made towards being able to cancel actions such as reloading a rocket launcher, or switching weapons while moving. I recall a developer saying that it was difficult due to their animation engine, but I was wondering if there was any official progress on it, since there has been a mod allowing you to do it since 2013. Thanks
  12. Space; the Final frontier. These are the voyages of the starship Enterprise. Its five-year mission: to explore strange new worlds; to seek out new life and new civilisations; to boldly go where no man has gone before. - Cpt James T. Kirk Welcome to ArmA 3: Star Trek - Evolution! This mod aims to develop starships and weapons, seen from most of the popular series and titles of Star Trek! The project was originaly inspired of Abs' effort towards his mod 'Star Trek: Road to The Stars', which I intend to keep this at high priority. The project is not only inspired of Abs' mod, but prior to the next movie, "Star Trek: Beyond", which is in cinemas by 22nd July, 2016! In addition, plans are not final and more features may be on the way, this may include: Borg faction, characters, land vehicles and gear. To kick-start the project, below are preview shots on what starships and weapons will be added. Starships: Federation: - Armstrong Class (Finished) - Constitution Class (In Queue) - Intrepid Class (Finished) - Kelvin Class (In Queue) - Mayflower Class (Finished) - Newton Class (Finished) - Saladin Class - Refit (Finished) - Mk. 9 Federation Shuttle (In Queue) Klingon: - Bird of Prey (In Queue) - K'Tinga (Underway) Romulan: - D'deridex (In Queue) Weapons: - Phaser Rifle (In Queue) - Phaser Pistol (In Queue) - Sniper Rifle (In Queue) - Vulcan SMG (In Queue) Also sneak peak at a prototype test for the warp drive system. Disclaimer: - Starships and weapons will be developed from scratch, not ripped or ported (as I already frown upon illegal activity). What this means, is that they will be developed straight from scratch in 3DS Max 2015 (Student Version) and in Blender. In order to construct the models, orientations/blueprints (like all modellers will use) will be used to accurately design the models. If you would like to know where I get most of these orientations/blueprints, you can find them Here. The two weapon pictures you see (Sniper Rifle and Vulcan SMG), however, can be found Here.
  13. AveryTheKitty

    Arma 3 Apex - content predictions?

    I'm starting this thread to discuss possible content for Arma 3 Apex. Anyone have predictions? Here's mine: To start off, factions. I personally think we'll be seeing USMC forces [BLUFOR] along with Chinese forces [OPFOR], and possibly Australian/CTRG forces [BLUFOR]. Of course, we'll likely see Tanoa's military [Independent] and a guerrilla faction [OPFOR]. Now for vehicles and weapons. It's confirmed that we'll be seeing Light Strike Vehicles and VTOLs, and possibly larger Patrol boats. Here's a list of what I'm assuming will be added: United States Marine Corps: APX - Pistol MP7 - Sub Machine Gun HK416 - Assault Rifle M27 IAR - Light Machine Gun HK417 - Sniper Rifle SMAW - Rocket Launcher ALSV - Light Strike Vehicle Cougar - Mine-Resistant Ambush-Protected EFV - Infantry Fighting Vehicle M551 Sheridan - Light Tank M1A3 Abrams - Main Battle Tank UH-1Y Venom - Transport Helicopter AH-1Z Viper - Attack Helicopter V-22 Osprey - VTOL Helicopter F-35B Lightning - VTOL Fighter CB90 AMOS - Patrol Boat USMC forces would have a wide variety of modern-futuristic gear, with some assets possibly being futurized. The Sheridan obviously being modernized. Australian Defense Force: USP - Pistol AUG-A3 - Assault Rifle AICW - Assault Rifle MAAWS - Rocket Launcher Hawkei - Mine-Resistant Ambush-Protected AS-LAV - Armored Personal Carrier OH-58 Kiowa - Light Helicopter Australian forces would retain a somewhat light force, similar to that of the AAF in scale and variety. Tanoan Armed Forces: M16A4 - Assault Rifle M60E4 - Light Machine Gun LAV-300 - Armored Personal Carrier AS-365 Dauphin - Light Helicopter AV-8B Harrier - VTOL Fighter Tanoan forces would service gear similar to that of Fiji's military, while obviously having new additions for variety. Tanoan Irregulars: AK-74 - Assault Rifle RPK-74 - Light Machine Gun SVD - Sniper Rifle RPG-7 - Rocket Launcher Tanoan irregulars would retain a lighter force, primarily using Cold War era equipment and repurposed Civilian vehicles. People's Liberation Army: QX-04 - Pistol QCW-05 - Sub Machine Gun QBZ-95 - Assault Rifle QJY-88 - Light Machine Gun QBU-88 - Sniper Rifle AMR-2 - Anti-Material Rifle FAV - Light Strike Vehicle CS/VP3 - Mine Resistant Ambush Protected ZBD-09 - Armored Personal Carrier ZBD-04 - Infantry Fighting Vehicle ZTZ-99 - Main Battle Tank PGZ-95 - Self-Propelled Anti-Aircraft Gun PLZ-05 - Self-Propelled Gun Z-10 - Attack Helicopter Z-9 Haitun - Transport Helicopter Z-11 - Light Helicopter J-31 Gyrfalcon - VTOL Fighter Chinese forces would service modern-futuristic equipment, with some assets possibly being futurized. So that's my list. Anyone else have any ideas?
  14. Currect Version: 5.3.0 (09-08-2019) FAQ FOR FREQUENTLY ASKED QUESTIONS (Expand) Download Links: Dropbox (631, 69MB) Steam Workshop ModDB 2035: Russian Armed Forces v5.3.0 Please if you like and want to support our mod, feel free to donate so that we can continue giving you quality work. 🙂 (Most of the money will go towards the mod improvement, as in better models etc.) For more 2035 high quality content, we recommend to check out our sister project ArmA3 Aegis! Please do check out and follow their BIS topic and Steam Workshop! =============== 1. DESCRIPTION =============== 2035: Russian Armed Forces focuses on adding a fictional "future" version of the Russian Armed Forces to ArmA3. Great effort has been put into an attempt to seamlessly integrate them into the 2035 era of the Armaverse, so that the faction could stand right next to the others in the base game (NATO, AAF, CSAT). Featured are: - Our own uniforms, vests, helmets and gear made completely from scratch (models and textures). - New vehicles and armor, ranging from T-14 Armata, Pancir AA launcher to the Kamaz trucks, Tigr and more. Tanks DLC features fully compatible. - Usable for any kind of enviroment. Various types of camo for both ground units (Flora, Partizan, Surpat, Desert, Winter... ) and vehicles/aircraft (Russian green, Desert, Nakikda, Winter, Arctic... ) and so on. - Russian weapon pack featuring new guns such as the AK12 (and its variants), AEK, Pecheneg, PP2000 etc. Marksman DLC features fully compatible. We plan on expanding the roster, gear and armament with further versions. Same goes for some of the ArmA3 assets/placeholders that will be replaced in the future Mod is is currently compatible with Zeus, ASDG and ALiVE. ALiVE users: Faction name is "min_rf" (without quotation marks). =============== 2. REQUIREMENTS =============== - ArmA 3 ======================== 3. INSTALLATION/UNINSTALLATION ======================== Extract the folder @Min_RF into your ArmA3 game directory and enable the mod in the launcher. Also put the Mindas.bikey into the core Keys folder. - If using CBA/ASDG, you *MUST* use the "min_rf_wp_c.pbo" and the bisign from the ASDG folder, replacing the one in Addons - otherwise you will have no scopes. You also must do it after every update. For uninstallation, disable the mod in the launcher and delete the respective folder. ================================ 4. CREDITS ================================ Mindas - Everything. Models, textures, config.. yes, he's that busy! Deathstruck - Betatest, screenshots, permissions. AveryTheKitty & Aegis team - Asset sharing from Aegis and vice versa. Toadie2K - AK animations. TheEvanCat - Black Titan launcher. VanSchmoozin (VSM) - Balaclava model. Sabre One - Armata models. PetrTlach - Consultations. BadHabitz - Help with solving some of the retexturing problems concering the Titan launcher. Bohemia Interactive - The rest of the assets and ArmA3. ========================== 5. MODDER'S RESOURCE INFO ========================== - Retextures are okay. Any manner of them. Feel free releasing those without asking . (for those who are interested: HiddenSelections are enabled for both uniforms and weapons) - Same goes for using the mod as a requirement for another. - Please ask our permission before releasing mods that heavily alter or are based on the assets of this mod (models etc.) ========================= 6. CONTACT INFORMATION ========================= You can usually contact us on the respective forums. Mindas BIS Forums: https://forums.bohemia.net/profile/747965-mindas/ Armaholic: http://www.armaholic.com/users.php?m=details&id=62241&u=Mindas Deathstruck BIS Forums: https://forums.bistudio.com/user/751402-deathstruck/ Armaholic: http://www.armaholic.com/users.php?m=details&id=9573&u=Slashback ========================= 7. LEGAL STUFF/ DISCLAIMER ========================= By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, yaddy yadda. ================= 8. VERSION HISTORY ================= Click to expand the spoiler section to see the changelog. =============== 9. SCREENSHOTS =============== [Click to Enlarge] Current Version: Previous (Expand):
  15. After reading a ton of tutorials, and even more trial and error, I am almost finished with my first GUI. Originally intended for personal use, I am pleased enough that I will be releasing it. As of right now I'm just looking for some feedback. While mouse is on center box (player cam) click to rotate cam, mousewheel to zoom in and out. Admin menu for blacklisting items and setting loadout of players and groups. On the bottom right I will be adding more combo boxes (like the explosives section) for items such as medkit, toolbox etc. Also I will be adding a small checkbox for map, compass, watch etc.. Please let me know what you think about the overall design and any items I may have missed.(chemlights are with explosives) VIDEO - https://youtu.be/EvfEKXVWD9Y
  16. NATO REPLACEMENT HQ By EDUCOM How is that?: this is a little config tha remplace the Vanilla loadout and Weapons of NATO forces.... Description: We must recognize the great work that has made BI Arma3 new weapons, vehicles, uniforms, accessories etc... but the classic yet timeless; It is why I decided work on this project mainly to replace weapons ,rifles and pistol in this case for NATO forces by other mod Weapons Pack to so far proven to be the best (in my view) both modeling, sound, animations and textures. Also some small modifications to the equipment of the units as: helmet, goggles and other ... Features: The regular infantery is equip with HK416 (Vanilla Spar 16) For moment Atorifleman is equiped with LIM-85 The recon infantery is equiped with HK416 (Vanilla Spar 16) supresor Uniform OCP Vest OCP Helmet OCP Optional: Vehicle sand restexture Require: Only CBA For moment UPDATE v1.7 Changelog DOWNLOAD GOOGLE DRIVE MIRROR Thank For you suport Donation: you all know how hard i have tried to continue with you you can help to continue this proyect whit you donation PayPal https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WQT8ARTL3W7NJ&source=url Thank to: toadie2k : For you Exelent work with the weapons and suport RobertHammer: also for his work with the weapons Cunico by Hidden Identity Pack V.2 nice work BI: for all the content of Arma III Screenshots: My other Works: HLC Replacement CSAT: https://forums.bistudio.com/topic/183629-hlc-replacement-csat/
  17. INTRODUCTION Weapons of the British Royal Marine Commandos and other UK Armed Forces. By 3 Commando Brigade DESCRIPTION This pack now contains almost all of the rifles used by the British over the last few decades, including many of the variants produced as the weapons were developed or evolved. There are a number of authentic scopes, customised ammunition, plus many accessories to complete the picture. For full details, including user and admin guides, please visit our website at https://3cbmod.wordpress.com/released-mods/3cb-baf-weapons/ CHANGE LOG VERSION 3.1 Added ACE changeable barrel to L110 Added volumetric lights to flashlights Fixed TA648 in widescreen mode Improved smoke rounds Added CBA rail framework to all weapons Added RHS compatible ammo for M320 GLM Added NVG mode to NLAW Improved L129A1 sway when fatigued Fixed missing NLAW from the arsenal Improved L7 zero range (up to 1800m) Adjusted .50cal tracer colour Adjusted .50cal rate of fire Added underbarrel slot to L119 Improved ballistics of L115 Fixed Javelin weight issue Adjusted Javelin thermal sight Added realistic charges and deviation to the L16 (now fires to 5900m) Added new M6 and L16 range tables Fixed M6 accuracy bug when using ACE artillery module Improved WP effects Adjusted mortar groundburst and airburst to compensate for updates to ACE Added red mortar smoke Adjusted L85A3 weight Added L3A1 Improved L1A1 rear sight Adopted RHS magazine weights Fixed bug when tripod added from the arsenal Added additional RHS compatible box and pouch magazines Fixed UGL smoke not appearing if landing beyond 500m from the viewer Added prototype JSRS optional sounds SCREENSHOTS DOWNLOAD Current version: 3.1, released 5th Jan 2022 Download from Steam Workshop License and DisclaimerFor details please visit our website at https://3cbmod.wordpress.com/released-mods/license-and-disclaimer
  18. WarfareThai EX by Roh_Z the Lord_Booka More medias at: Description: WarfareThai EX (WFT EX) is aimed at adding the various faction forces to Arma 3. It includes Thai Armed Forces (Modern), Thai Armed Forces (CSAT-2035), Free Thai Movement (2035), Takistan Kingdom Army, Takistani Insurgents, Chernarus Defense Force, Chernarus Insurgents, Terrorists (Middle East), and some minor factions. It also includes new weapons, new various map objects, and consumable items: food (heal) and drinks (restore stamina). Although the name implied as Thai Armed Force(s), in fact, this mod attend to focus more on weaponry, opfor units, and factions. Download: Steam Workshop WarfareThai EX v0.1.5.9 (Pending) Features: Thai Armed Forces (Modern) - possibly current TAF. Thai Armed Forces (2035) - future TAF which has joined CSAT side. Free Thai Movement - freedom fighters who want to liberate Thailand from CSAT. Takistan Kingdom Army - for A3MP, ALiVE, and Zeus. Takistani Insurgents - for A3MP, ALiVE, and Zeus. Chernarus Defense Force - for A3MP, ALiVE, and Zeus. Chernarus Insurgents - for A3MP, ALiVE, and Zeus. Terrorists (Middle East) - for A3MP, ALiVE, and Zeus. Pirates (African) - for A3MP, ALiVE, and Zeus. African Insurgents - for A3MP, ALiVE, and Zeus. New Uniforms. New Vests. New Headgears. New Weapons. New Vehicles for TKA and CDF. Consumable Items. Note: Completed lists of the Classnames http://pastebin.com/RS4MK8kt Consumable items can be consumed by double-clicking item pictures on inventory screen. Raw food can be processed by double-clicking in front of any inflame object. PPSh-41 and FN Minimi Para can swap magazine interface by dragging the alternated one then dropped-over on current active magazine slot. Optional to compatible with ASDG Joint Rails by copy COREVCompatibleItems.pbo and bisign (respectively) from \Compatibles to \Addons. Optional to compatible with RHS:Escalation by copy COREVCompatibleRHS.pbo and bisign (respectively) from \Compatibles to \Addons. Player can select any insignia by holding CTRL then double-click at uniform icon (uniform slot) on inventory screen. Bomb Vest can be activated by holding CTRL then double-click at vest icon (vest slot) which is showed on inventory screen. When enabled 3D target spotting: aim down (iron sights or scope) at the target then press "Lock Target" or "Reveal" button (default "T"). When enabled spotting distance report: aim down (iron sights or scope) at the target then press "Lock Target" or "Reveal" button (default "T"). Known issues: Some vehicles, and weapon models, and reload animations, are still WIP. Sometimes, when spawned units in Zeus mode on Dedecated Server, they can contained only one magazine in their pocket. According to http://www.legion-arma3.de/forums/topic/warfarethai-ex-thai-armed-force/page/2/ 3D Spotting Target can increased network traffic and lead to desync. Credits & Thanks: Bohemia Interactive - the game and sample models. Aplion - ArmA2 UK vehicles Unbinarized. Rusty - Various Camo Patterns. Toadie's SmallArms and Animations - AK reload animation & G3 reload animation More in readme.txt which is included in mod folder. Changelog: v0.1.5.8 - WarfareThai Launch84mm_M3 now can accept Tanks DLC's MRAWS magazines. - WarfareThai Launch130mm_9K115 now can accept Tanks DLC's Vorona magazines. - Fixed some minor issues.
  19. The Red Hammer Studios team is very proud to announce our first major release for Arma 3 - RHS: Escalation! Under this name we present two totally standalone mods: Armed Forces of the Russian Federation and United States Armed Forces (if you download them separately and play with both enabled, you are effectively playing Escalation). This is all just a tiny preview of what is to come from our side, with many nice things and improvements planned for the future. FEATURES: - Countless new vehicles: tanks, cars, IFVs and APCs for both sides to use, as well as atmospheric objects like radars. - Completely new soldier models and dozens of gear objects make for over 700 possible unit customization possibilities. Use the supplied virtual ammo crates to quickly make your own custom setups. - New weapons and attachments. Have everything at your disposal to take on your enemy. - Realism enhancements: full PhysX support and realistic configurations, complex Fire Control Systems for applicable vehicles. New user interface items representing control and awareness systems of vehicles to increase atmosphere and gameplay dynamics. Also our constantly expanding and improved decal system has even migrated to the US side. - Fully ZEUS compatible. - Fully ALiVE compatible. Many thanks goes towards ALiVE team making sure RHS Evolution can be enjoyed using ALiVE Framework! - Fully Task Force Radio compatible. Many thanks to the developers of TFA and their effort making sure everything was in place for you to enjoy it right out of the box! TFA will even contain new radios made in the style of our units! - Future-proof: sling-loading will work once they make their way to the stable branch. If you are playing on development branch you should have these features enabled already! FFV will come later as releasing it now would cause problems for those of you playing on the stable branch. Many many more... ROADMAP This is just the beginning! As you might already know, RHS Evolution development will not stop with MANW competition, we will build on it in order to polish the existing, add new content and features! - Further optimization: Especially for the US side, some of the vehicles will receive more resolution lods.It will come in future builds, or even as hotfixes. Rest assured though that with hundreds of hours of testing we have yet to receive a performance drop complaint. - Commercial logos on weapons and equipment. For the sake of avoiding complications in the legal department we decided to change those on the US side with our own. This was mostly to do with MANW. In the near future we will change it back for the sake of authenticity. - Missions. We ran out of time on this one and are not able to deliver a set of missions that we are confident would reflect the type of quality we would want to deliver. However, may mission makers have had access to our alpha build and have been independently producing missions with our content. Expect to see them shortly. We have also teamed up with the producers of the hugely successful King of the Hill game mode to produce a special version of KOTH. It will also go live just a little after the MANW submissions close. - Bugs squashing. As we were adding new content almost to the last day before release, there might still be some left. We had a large group of dedicated players testing around our stuff for almost a month and were able to polish a lot of errors in time for MANW. If you encounter any sort of pesky bugs (although you really shouldn’t), please let us know as fast as possible. - Functionality. In future development builds every piece of equipment will be useable to some degree or another. For now, some of the things that were originally envisioned to have a little more functionality are simply for eye candy. A good example of this are the radars that come along with the pack. - Content and features - while we don’t want to disclose anything at this very moment, we can safely say there is a lot of work that is going on behind the curtains that we haven’t had the chance to finish in time for MANW, but it is still obviously planned to be implemented into future builds. INSTALLATION Unpack the two folders (RHSAFRF and RHSUSF, note that if you downloaded them separately then the following instructions apply to either/or) from the downloaded archive into the root of Arma 3 installation. Add the mods to the start up using either your favorite launcher or by adding the -Mod=RHSAFRF;RHSUSF; (note the absence of the @ symbol) to the launch options of Arma 3 in Steam. If you downloaded the Escalation package, you will find 3 missions contained in the archive. You can extract these to your `Arma 3\Missions` folder. USAGE All the stuff included in the mod is accessible through the in-game editor. The 3 small missions available within the game through `Play>Scenarios`. DOCUMENTATION AND CREDITS Full documentation can be found here: http://doc.rhsmods.org/ DISCLAIMER AND LICENSE ALL THE COMPUTER PROGRAMS AND SOFTWARE ARE PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND. WE MAKE NO WARRANTIES, EXPRESS OR IMPLIED, THAT THEY ARE FREE OF ERROR, OR ARE CONSISTENT WITH ANY PARTICULAR STANDARD OF MERCHANTABILITY, OR THAT THEY WILL MEET YOUR REQUIREMENTS FOR ANY PARTICULAR APPLICATION. THEY SHOULD NOT BE RELIED ON FOR SOLVING A PROBLEM WHOSE INCORRECT SOLUTION COULD RESULT IN INJURY TO A PERSON OR LOSS OF PROPERTY. IF YOU DO USE THEM IN SUCH A MANNER, IT IS AT YOUR OWN RISK. THE AUTHOR AND PUBLISHER DISCLAIM ALL LIABILITY FOR DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES RESULTING FROM YOUR USE OF THE PROGRAMS. By downloading and using the Red Hammer Studios: Armed Forces of the Russian Federation, Red Hammer Studios: United States Armed Forces or Red Hammer Studios: Escalation mods, you hereby agree to the following license agreement. END USER LICENSE AGREEMENT The work contained in this distribution is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License. You can view the license by clicking on the icon at the bottom of this page. Please note that the above mentioned agreement gives the right to Red Hammer Studios to waiver any of the conditions, thus feel free to contact us to obtain permission to modify our work. This add-on is provided for Arma 2: Combined Operations or Arma 3 and is not to be used with VBS or any of its derivatives built for the purpose of military training. That is it on bulky lists. The last thing to do is give you the links so you can start battling it out! IMAGES Links Downloads <- http://www.rhsmods.org (.torrents only right now until mirrors are up) Documentation <- http://doc.rhsmods.org UPDATE SERVER KEY FILE HOTFIX (both for users and admins) For 0.3.0<- http://www.rhsmods.org/downloads UPDATE 2 It's a little late but 0.3.5 is finally at a stage where we feel it is stable enough to hold the fort until 0.4. Head over to http://www.rhsmods.org/ to grab the torrent files, read the changelogs and generally goof around! UPDATE 3: 18.01.2015 Public Continuous Release Program Open! Red Hammer Studios is very excited to announce that we are moving towards a once per month release program! The first version is available tonight and if you follow the instructions (http://www.rhsmods.org/updater) you will be on your way! It will also give us the opportunity to fix and release critical bug fixes much quicker. Our initial aim is to have a new version available through the updater at least once a month. Updated changelogs are available for both factions: ftp://ftp.rhsmods.org/beta/rhsafrf/CHANGELOG.txt and ftp://ftp.rhsmods.org/beta/rhsusaf/CHANGELOG.txt and from now on will also be available in Russian thanks to the guys at TEHGAM community! UPDATE 4: 28.02.2015 Version 0.3.6 Released! Tonight we are pleased to announce the release of 0.3.6! Head over to http://www.rhsmods.org/page/updater if you still were not using the updater. If you were following the beta before, just run the updaters! Want to quickly check what has changed while you download? Check out the changelogs: ftp://ftp.rhsmods.org/beta/rhsusaf/CHANGELOG.txt and ftp://ftp.rhsmods.org/beta/rhsafrf/CHANGELOG.txt Enjoy! RHS Team UPDATE 5: 19.04.2015 Version 0.3.7 Released! With a little delay we are proud to present to you 0.3.7! This released from the beginning was planned as a bug fixing version so we focused mainly to stabilize the platform and add some realism features, including getting the mods up to scratch with all the things added to Arma 3 1.42 version. But don't be afraid! There are still plenty of new toys to play with! Read the full changelogs here: http://www.rhsmods.org/mod/1#changelog and http://www.rhsmods.org/mod/2#changelog The mods can be downloaded via our updaters (download v1.1 from our site) or Torrents. IMPORTANT! From version 0.3.7 we have moved to version and mod based server keys. This should stop people with incorrect versions joining servers. To get the keys head to the mod's respective download pages. Enjoy! RHS Team UPDATE 6: 11.06.2015 Version 0.3.8 Released! We're live! Another month, another update. Ok a bit more than a month but we think you will see that the wait was worth it! Many bug fixes, many new things around. Just turn on your updaters or head over to http://www.rhsmods.org/ to grab the torrents. Enjoy! Like us on Facebook (https://www.facebook.com/redhammerstudios) and rate on moddb (http://www.moddb.com/mods/rhs-armed-forces-of-the-russian-federation-a3 and http://www.moddb.com/mods/rhs-united-states-armed-forces ) Feedback Tracker: http://feedback.rhsmods.org/ Class Documentation: http://class.rhsmods.org/
  20. we need a tool or commands to adjust rgb values in configs in realtime ingame! i dont know how much work it would take to make it but until there might be official tools, if someone is able to create an notepad++ (or similar editor) plugin hat has 1. a direct preview function for rgb values and 2. can convert decimal to 255/255 rgb values automaticlly. just my humble and desperate request but i think this would also be a very handy tool for every mapmaker to easily addapt the island lighting to the specific geographical characteristics of the custom terrain. maybe this would be helpfull as well http://feedback.arma3.com/view.php?id=10776
  21. Arma 3 Assets Navigating through 1000+ game objects can be a mess. To help you with finding a soldier, vehicle, object, item, weapon or magazine you want, we're going to maintain an official library of Arma 3 Assets on the Community Wiki. Entries are cross-linked, so you can easily access soldier's equipment, weapon accessories or addons they all belong to. Preview images are attached to every object and item with model, so you can check them without even starting the game. Have fun with modding ;) Objects By addons By side BLUFOR OPFOR Independent Civilian Empty Items By addons By type Weapons Vehicle Weapons Items Magazines
  22. This is something I wanted to post several weeks (months?) ago, but never got to do. It's a series of scripts, single and packs, that some of you might find useful. Beware that some of them aren't properly tested or simply unfinished (meaning that they basically work, but might contain bugs as aren't properly tested or developed). I'll tag those as I list them (and as I remember). -- MAP AI RUCKSACK - WW4 v1.0 REQUIRES: MapFact's rucksacks - WW4 Gives rucksacks to WW4 units and allows them to use the ammo stored there when needed. Every time the unit runs out of ammo it'll check its rucksack. If compatible mags are found it'll proceed to use the rucksack the same way a player does (crouching, etc). If no magazines are found and the unit has a LMG it'll ask to his mates for ammo. If any other unit in his group has compatible ammo that will be auto-magically* transferred to the unit requesting it. Tents, etc aren't supported by this script. Only rifle, pistol, etc mags and grenades (hand, smoke, launcher). *This is done to prevent breaking missions, scripts, player orders, or simply to avoid AI units pingponging between locations. DOWNLOAD: http://www.mediafire.com/download.php?jwdzaj12bpspvbt -- HEAL GROUP v1.0 This script pack will automate the healing process of a whole group, as long as there's a medic in their group. It is initiated by selecting the corresponding option in the player's action menu. When using the MapFact's rucksacks - WW4 addon, units lightly damaged will try to heal by using their own bandages before calling for a medic. DOWNLOAD: http://www.mediafire.com/download.php?93ks69dru11n1s9 -- kVEHICLES v0.1 Unfinished/Untested Several fixes and features related to vehicles in OFP. FEATURES - Replaces empty vehicles with clones, to force AI units in the player's group stop firing at it - Crew bails out if vehicle can't move, can't fire or has no ammo - Cargo of land vehicles dismount if vehicle is hit or in danger - It might work in MP (I'm not sure if I included it in this version) IMPORTANT: In kVeh\start.sqs you'll probably want to change this: kVeh set [ 0, "wgl_units"] to this kVeh set [ 0, "list allUnits"] Or whatever array you use to keep track of all units. This is needed in order to vehicles to know when they're in danger DOWNLOAD: http://www.mediafire.com/download.php?98ck2f6aewysu2b -- WGL AI RUCKSACK v1.0 Allows AI units to use items stored in their WGL rucksack. Every time the unit runs out of ammo it'll check its rucksack. If compatible mags are found it'll proceed to use the rucksack the same way a player does (crouching, etc). If no magazines are found and the unit has a LMG, MG or some type of rocket launcher it'll ask to his mates for ammo. If any other unit in his group has compatible ammo that will be auto-magically* transferred to the unit requesting it. Bandages and other items aren't handled by this system. Hand grenades (explosive and smoke) are, though. *This is done to prevent breaking missions, scripts, player orders, or simply to avoid AI units pingponging between locations. DOWNLOAD: http://www.mediafire.com/download.php?bi15575ln8w3y3a -- REASSIGN WEAPONS WW4 v4.2 This had its own thread somewhere, but I'm adding it here for convenience. Equips individual units or whole groups with predefined sets of weapons. The weapon sets are based on the ones being used by the different types of WW4 units. It can also equip high dispersion (HD) ammo, suppressors, night vision goggles, antimaterial rifles (for the snipers) and grenade vests or flare pouches (for the grenadiers). CHANGELOG: DOWNLOAD: http://www.mediafire.com/download.php?af5f2gjl4ycc62h -- kFLARES v1.0 The passed unit will be equipped with a grenade launcher and flares and will shoot them during nighttime if it detects enemies close DOWNLOAD: http://www.mediafire.com/download.php?3ttaelx2na4dopy -- kINFOSHARE v1.2 Allows group leaders to automatically share information about enemy units with each other. The distance at which they can transmit this information will depend on their side and wether or not they have an RTO or a vehicle with a radio in their group (in this case they can transmit to all friendlies on the map, without distance restrictions). Singleplayer and multiplayer. DOWNLOAD: https://www.mediafire.com/download/isz92piv9bawpe8/kInfoshare_v12.zip -- REFILL CRATE WW4 v1.0 Refills crates or vehicles with ammunition (and weapons) associated to a given side The type and amount of ammo and weapons to be used as cargo is predefined in the code You can fill a cargo with ammo and weapons from several sides at once. You can also fill it as many times as you want from a single call, or fill it only with high dispersion (HD) variants of the ammo DOWNLOAD: http://www.mediafire.com/download.php?qdbejdjsj2868k0 -- BAS STAND AND CROUCH v1.0 Modification of the BASriverStandup.sqs script Original script by Rom These are two separate scripts, one for stand up and the other for crouch. Periodically forces all the units inside a trigger area to crouch, and reverts them to auto when they are outside. Those units that can't stand up (hurt legs), are inside a vehicle, don't have any ammo left or are players are automatically excluded DOWNLOAD: http://www.mediafire.com/download.php?g7lkx5sv39a71go -- WALKERS MANAGER v1.0 Standalone version of the CivPopulate script Adds a unit to the walker manager The walker manager then will take care of moving them around at random intervals to random positions [i just noticed I didn't include a proper readme for this, so I'll post the instructions below] INSTRUCTIONS Put this line somewhere (like in init.sqs): [] exec "walkersManager.sqs" Add this line to any units you want to walk randomly (values are just examples): [this,getPos this,30,"full","careless"] exec "addWalker.sqs" It has this format: [<unit>,<current position>, <wander range>,<speed>,<default behaviour>] exec "addWalker.sqs" DOWNLOAD: http://www.mediafire.com/download.php?0623ap6rnp5q114 -- HD AMMO WW4 v1.0 Changes every magazine of any array of units to its HD (high dispersion) equivalent, if it exists DOWNLOAD: http://www.mediafire.com/download.php?vcyfkgrokcusldm -- That's all, folks.
×