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Found 19 results

  1. TheQueenMalkova

    ARMA 3 Addon Request Thread

    I had a look in the face of war mod but there are only summer uniforms. Is there any mods that include the coat and other winter uniforms of the Japanese Army?
  2. About Us The 5th Infantry Division was a division in the Second World War which primarily focused on Mechanised Infantry Warfare i.e using halftracks and light armour. This means we use lots of vehicles with many different purposes therefore there is a high variety of roles as we expand Basic Information Our unit is currently 2nd Infantry Regiment , 1st Battalion (Mechanised) we also incorporate 5th battalion (Medical) (we have plans to open up further as we expand) Times Saturday 8:30 BST (UK time) - we open up the server early to get kit and gear sorted + plus sort any problems. Any other trainings/specialisations can be arranged with our command staff and can be done when you are free Time period and Country : WW2 / US army Players : We have about 10 - 15 active players atm but are slowly expanding, We are looking for folk to join as we are wanting to create a 2nd squad (US mechanised squad is 12 men). We have a variety of roles and troops you can join: 2nd Infantry regiment 5th Battalion Medical 7th Battalion Combat engineers Joining Requirements Age 15+ (mature) Have a working microphone Speak and understand English Be able to regularly attend our Saturday events Have a Copy of Arma 3 Our Milsim Level We are a milsim unit who try's to follow tactics of a mechanised infantry unit but we can adapt to the task at hand. We are also more casual i.e we joke around at times and play other games outside of arma 3. But when the time comes we fight hard n follow orders. YOU DO NOT NEED TO CALL ANYONE "SIR" OR "SEARGENT" as we feel this is abit much and were here to have fun. We also try to be authentic to history as we can. So you've reading this right now have a cup of tea, thanks for reading , and come check us out , your obviously interested. Hop in say high we can have a chat or answer any questions ! Links Discord : https://discord.gg/DaRTRgrFUs Teamspeak: 108.61.230.189:9132 Or add myself on steam : https://steamcommunity.com/profiles/76561198079119995/
  3. Game Description: It's 8 june 1944, US Army reaches interior of Cotentin Peninsula, a few days after landing in Utah beach, their mission is to reinforce with the 82nd and the 101st from the 507th and 508th Parachute Infantry Regiments (PIR), to destroy bridges over Merderet river and build roadblocks to stop German Army advance from west. German 91 Infanteriedivision, was stationed in the middle of the Cotentin Peninsula, after Lieutenant General Willhelm Falley been killed in early actions against the 82nd, their mission is to bolster numbers and consolidate strength for the defence of the peninsula. Battlefield style game; Flags to capture & hold; Resources gained by holding flags; drop enemy tickets to ZERO; AI system for single and multiplayer game (AUTOBOTs); units groups and weapons set up ingame menu; Winning conditions: capture all territories and hold it for 60 seconds keep control of major territories to drop enemy tickets to ZERO. Link to Boston mission: https://steamcommunity.com/sharedfiles/filedetails/?id=2253891745 Link to Boston mission (fase 2): https://steamcommunity.com/sharedfiles/filedetails/?id=2269032032 Link to kuban-bridgehead mission: https://steamcommunity.com/sharedfiles/filedetails/?id=2257771052 MAP: WW2 1944: Operation Crossing Point Introduction: PC gamers at my age, might be very familiarized with battlefield style games, so, that's what inspired me to make this mission. My objective in these "mission-game", is to mix a few games that I love: Battlefield, Company of Heroes and Call of Duty. I plant do make lots of improvements to the game, and hope to receive some ideas from the community. NOTES: 04/09/2020: Add RandomWeather2.sqf script from MeatballCB 08/09/2020: Add AI Revive Player script adapted from RickOShay script 15/09/2020: Add lots of Loadouts to respawn menu 15/09/2020: All new buy menu! 15/09/2020: Add AUTOBOTs menu, no more cycling instance, you can mout any scheme, or select a ready one 15/09/2020: Add new spawn system, you can select to spawn in any friendly flag 15/09/2020: Add new mission parameters 15/09/2020: Bug fixed: When losing faction captures different flag from last base into 60 seconds counting 15/09/2020: Add recruit radioman, you can access trops and AUTOBOTs menu away from base 27/09/2020: Add to US Army the 82nd and 101st to "Buy group" and "AUTOBOT" menu 07/10/2020: Add to Wehrmacht the Fallschirmjäger to "Buy group" and "AUTOBOT" menu How to start mission: Subscribe to the mission at steam workshop Go to: Multiplayer : Quick play Select: "HOST SERVER" then click : "HOST SERVER" Select the map: WW2: 1944 Operation Crossing Point Select the mission: >> IFA Territory fight: Mission Boston Parameters: "Starting Weather" = Default = "Overcast" "Time of Day" = Default = "Clear day" "Start with AUTOBOT" = Default = "OFF" "Allow AI revive PLAYER" = Default = "ON" HQ Base: The base retreats if captured, moving to the closest friendly flag; AI units respawn at base; The in game custom menus: activated at radio and ammo boxes, spend resources and manage bots; 1) Ammo boxes: endless weapons, ammunitions, explosives and gadgets to equip you soldier; 2) At Radio: buy troops or vehicles to join your group; require support from AUTOBOT groups to fight against or in your side; - Weapons: since you are at base, you can access the ammo box in the radio menu. On radioman there are no weapon menu; - Units: Buy units and vehicles to recruit your squad; - Group: Buy single AUTOBOT groups, which enters the field since you have the necessary resource; - AUTOBOT: create a list of AUTOBOTs to enters the field, it spends resources automatically, for both sides independently; How to use: AUTOBOTs There are many ways to play the game, to start the with AUTOBOTs, change "Start with AUTOBOTs" to "ON" at the lobby parameters; AUTOBOTs are AI groups that fight for their side, capturing the closest territories; You can turn off the AUTOBOTS at the menu, if you want to spend resources automatically; The next AUTOBOT group will enters the field when resources reaches its cost; AUTOBOTS can be scheduled and managed at the radio AUTOBOT menu; There is no population cap yet; Map Marker system: AUTOBOT groups are marked on the map with single icon, show on both sides; Individual markers for Player group, that changes color when selected, making easier to identify unitys on the map; Flag markers HQ base location markers HUD Displays: Resources + (income) at the top left corner of the screen; Tickets at the top middle of the screen; Flags status list at the left side of the screen; Icons for AUTOBOTs on the field at the top left corner of the screen; Mission control parameters: Starting tickets = 750 Starting resources = 45 Flag capture radio= 20m Time need to capture = 15s Time to end if lost all flags = 60s Tickets decay amount = 10pts each 10s Start resources = 50 Tickets and resources gen. rate = 10s Time to remove dead body = 20s Sites names and resources amount rate generated by holding it: 1 "Downhill Farm" = 10 2 "Destroyed Mill" = 5 3 "Uphill Farm" = 5 4 "Woods Farm" = 10 5 "Tanks Cemetery" = 0 6 "Crashed Planes" = 0 Capturing Flags: To capture you must have major units amount in capture area, if equal, flag changes status to under siege; Captured flags may increase resources generation rate; You must have more flags than the enemy to drop tickets; Base not change place in under siege instance, only if enemy captures; Thanks to IRON FRONT and Bohemia team! You're the best! ADDONS REQUIRED: CUP Terrains - Core. The Community Upgrade Project 1.15.0 https://steamcommunity.com/workshop/filedetails/?id=583496184 IFA3_AIO_LITE https://steamcommunity.com/workshop/filedetails/?id=660460283 CBA: Community Based Addons for Arma 3 https://steamcommunity.com/workshop/filedetails/?id=450814997 IFA3 liberation https://steamcommunity.com/sharedfiles/filedetails/?id=950999958
  4. We are a WW2 Arma 3 Milsim Community, using the historical structure and organization of US Airborne during the time period of 1941 - 1945. We take part in multiple historically accurate editor made campaigns, as well as many smaller events managed by our excellent mission making team to assure the highest quality of immersion. Basing ourselves off the 504th Parachute Infantry Regiment, 82nd Airborne we take part in campaigns in North Africa, Italy, Normandy and beyond in the WW2 theatre of Europe fighting against the Axis Occupation. Game play Game play in our community is limited to First Person Only with Limited HUD Elements. Using Airborne Platoon and Squad Tactics, such as utilizing the Army "Half Squad" to utilize the Machine Gun and Rifle Teams to Find, Fix, Flank and Finish the enemy. Although despite the immersion and historical accuracy, we don't rely on a simulated environment for example there will be no "Yes sir" or "No sir" in this community unless you want to, rather everyone has their name and no matter the rank everyone works as a team so formality isn't required. However Personnel are in NCO and Officer positions for a reason so we ask you listen to their orders and work together to complete the task at hand. One of our main focuses is PvP, so training is mostly built around being able to fight actual trained human players, rather than AI but AI missions do make up the majority of Historical campaigns and other missions between the PvPs. TeamSpeak: 209.222.98.117:9014 Discord: https://discord.gg/FbqUFtb Website: http://www.ico82nd.us/
  5. British Armed Forces: Generations The goal of the British Armed Forces: Generations is to change the foreseeable grind that always takes over the hearts and minds of the finest Arma III players. BAF: Generations instead of only fighting in one era or one campaign, we are an evolving unit. Over the course of time we will spend a couple months in one War or Engagement and once we conclude we adapt and move to a new war, always keeping it fresh with intense ops that never grow stale. With plenty of opportunities for advancement, there is plenty of room to grow with friends. Open to recruitment from all countries! Structure: Our current unit consists of: 2nd Battalion, Parachute Regiment 1 Platoon "Wolf" - Section One: "Grizzly - Section Two: "Templar" - Section Three: "Pathfinder" - Fire Support Group: "Odin" Royal Army Medical Corps - 1 Carrier HMLS "Howler Monkey" Contact us! Captain Peter Duke Corporal PolarBeats Our Current Combat Era: Currently we find ourselves moving to Korea, after we complete our listed objectives we plan to move on to the next conflict which is currently undermentioned! Keep tuned for updates! Our Previous Era(s): WWII: (1942)
  6. 3rd Infantry Division "ROCK OF THE MARNE" 1st Battalion, 15th Infantry Fort Benning, Georgia ArmA 3 World War II MilSim Looking for recruits interested in WWII realism unit. Mic and TeamSpeak required, Primary language used: English Located primarily in the East Coast of the United States. Main Operation days are on Fridays and Saturdays with room for Side Operations on Sundays. Looking for all skill levels, also all new recruits will go through Basic Combat Training (BCT) regardless of skill level. All applicants will enter the unit as Privates, and upon completion of BCT will be promoted to Private First Class. Also if applicants recruit (1) friend they are eligible to enlist as Private First Class. Intructions for applicants 1. Fill out an application on www.3rdInfantryA3.com 2. Download mod collection in the modpack channel. 3. Join the steamgroup: https://steamcommunity.com/groups/3rdInfantryA3 4. Assign tags, have individual change their name in teamspeak to: "Pvt. <lastname>" 5. In-Game name should be "Pvt. <lastname>" *TeamSpeak info in on our website
  7. Alleged Accomplice

    Village of the Damned updated

    I took a month or more break from editing, I kept making the same damn mistakes and it wasn't getting better. Now I have updated my first one with the 12 selectable loadouts and fixed the spawn points like I wanted them. The neutral sectors were messing me up for some reason but as soon I got done with the loadouts took me 10 minutes to fix the spawns on the neutrals where you couldn't spawn. Village of the Damned No one will likely play this or the others but I like doing it so I continue.
  8. Hello, I want to put FLyingpenguins flak script inside a Flakvierling 38, but, I can't seem to get it right. Anyone here with knowledge of how to make this a reality? Script: http://www.armaholic.com/page.php?id=28654 Init line: this removeMagazinesTurret ["LIB_80x_SprGr_FlaK_38", [0]]; this addEventHandler ["Fired", {deleteVehicle (_this select 6); _this execVM "Flak\flak.sqf";}]; Thank you so much in advance -Whale
  9. Avant Garde Battalion WWII-Present day! About us: The Avant Garde Battalion is a semi-realistic unit hosting both one off events and campaigns on a host of different time periods, nations, and unit types. We prioritize the second world war but are also open pretty much any 20th-21st century conflict. Not only do we offer a diverse range of experiences and settings, but we also offer you to become part of a greater gaming community with opportunities for promotion and comradery. How to contact us: There are a few ways to get in touch with us including sending us an email or joining either our unit page or steam group. Email: avantgardebattalion@gmail.com Unit page: https://units.arma3.com/unit/avantgardebattalion Steam group: http://steamcommunity.com/groups/agbbattalion Rules: No explicit racial slurs. No trolling. No disrespect towards rankers or officers. No soundboards or voice changers during events. Requirements: Must be at least 16 or older to join. Must be able to speak English. A functional mic is preferable.
  10. INTRODUCTION The Guards Armoured Division is a serious attitude British World War II milsim unit. Our primary focuses are teamwork, historical accuracy, operational realism and enjoyable experience. Roots of the unit date back to May 2017. To describe our unit the best, we’re a unit that is heavily influenced by history of the real Guards Armoured Division during World War II. Our unit is medium sized and the leadership of the unit has a great amount of experience of running units in Arma from the past. Currently, we expect a playerbase of 30+ on our operations. Feedback is heavily valued in order to shape the unit for us all to enjoy. Ranks are given according to their need and leadership skills, rather than as a reward for good performance. We have different and enjoyable supportive branches to join that won't completely take your infantry experience. Many opportunities to conduct historical operations focused on various nations. Allied with several other WW2 British units. Relaxed attendance (under Leave of Absence report), operational seriousness. New player friendly. DETACHMENTS Motor Platoon Motor Infantry Sections are the main backbone of our operations. They're operating out of their designated vehicles (M5 Halftracks, Bren Carriers & others, depending on Operation setting) and they're composed of two Groups. There are three in a regular Platoon. HQ Section is the section which commands the Motor Platoon in the field and coordinates the operation with the Armoured Troop and Carrier Platoon. This usually holds 6-7 men, and sometimes holds a Mortar / PIAT detachment depending on the situation. Our Motor Platoon represents the 1st Battalion, Grenadier Guards in main operations. Carrier Platoon Carrier Platoon is an Infantry Section operating in smaller groups and utilizing the nimble Universal Carriers. They often carry out Scouting duties before major engagements. On foot, without their Universal Carriers, these lads still create a solid threat to the enemy troops, and are in no way less prepared for contact than their Halftracked counterparts. Our Carrier Platoon represents the 1st Battalion, Welsh Guards in main operations. Armoured Troop Armoured Troops are utilized in majority of our operations, using a wide variety of vehicles depending on their task. (Such as Sherman I or Sherman Vc Firefly or Stuart VI) Their primary role in the main operations is to take the vanguard in major advances, but may also be deployed as Armoured Reconnaissance Troop if the situation requires it. Our Armoured Troop represents the 2nd (Armoured) Battalion, Grenadier Guards in main operations. Royal Army Medical Corps Our medical branch. Their task is to keep everyone in the Battlegroup up in good shape and providing medical service. OPERATIONS Our attendance policy is far from being strict. We are aware of real life issues that everybody may have at any chosen point of their life, as well as their regular out-of-game duties. We can understand whenever somebody isn’t able to play the whole week due to their work schedule. Schedule: FRIDAY - Main Operation - 7 PM GMT / 8 PM CET / 2 PM ET SATURDAY - Bonus Operations - 7 PM GMT / 8 PM CET / 2 PM ET SUNDAY - Basic Training and Exercises - 7 PM GMT / 8 PM CET / 2 PM ET REQUIREMENTS & JOINING It is required that applicants are at age of at least 15 and have a working microphone. We expect that the applicants can act mature and serious during the operations, as well as respectful towards the other members of the unit throughout the whole stay. If you’re willing to join, join our discord for more enlistment info. A new member starts at the rank of Recruit. Recruits are gentlemen that had just joined the unit and hadn't completed their basic training course yet. A recruit should never be afraid to ask different game related matters, such as procedures or game mechanics. Recruits become Guardsmen upon completion of their Basic training. LINKS & MEDIA Teamspeak: guards.tsdns.pl Discord: discord.gg/x3CvPX4M25 Steam group: https://steamcommunity.com/groups/guardsad Twitter: https://twitter.com/A3GuardsAD
  11. Bridging Kit <--Link to mission The editor placed bridges can't be destroyed, by me anyway. At first I started with building one with triggers and show/hide, fine easy enough. You pull the bridging truck into the triggers and it sets off the show/hides over the time set in the trigger. Tried everything to blow up the bridge, won't work, like I said for me anyways. So I made more triggers that used the change position modules to move pieces out of the bridge when the enemy put a certain vehicle there (one with a variable name of course. Then I set up some more triggers and change position modules so the side that built the bridge could repair/put another piece in the missing pieces place. Works, not elegant and since I can't write sqf files for nothing it is all with modules. This isn't an addon and its not really a mission so I could only think to post it here. I will improve this in time but for dummies like me this should do. Here is the description, it is important. I tried to find a way to build and kind of destroy/repair bridges. You can't actually blow up the bridge parts but you can move them (destroy the bridge) after unhiding (building the bridge) them. You can also replace the moved part (repair the bridge) when using the repair truck. All of this is a pain to set up the way I've done it but now that it is done I can just save it all to custom compositions. So can you if you like what I've done here. Save the bridge, the show/ hide modules and triggers that cause it to be built, destroyed and repaired altogether. When you put the bridge somewhere else or on another map you will have to line the bridge pieces up again in the editor. You may have to add pieces or take out pieces. You will have to connect new pieces to the show/hide modules. 2 sets of triggers and show/hides build the bridge in 2 parts at different times. I've added some instructions to the map with markers. You save the stuff that setups up the build/repair/destroy vehicles in another composition. Remember those vehicles have to have variable names and those names must be in the triggers that set off what they accomplish. Any questions I will try to answer in the comments.
  12. Alleged Accomplice

    WWII 7 sectors

    WWII 7 sectors Slightly improved version of the modern one posted. http://steamcommunity.com/sharedfiles/filedetails/?id=1238574779 WWII for 7 sectors of German versus Soviet good times. Select everything on the map and save to your custom compositions. Spawn points that work, the sectors flip. You can spawn in any sector you own (except the enemy main and you can easily change that) which is a problem sometimes in sector control, well it is not a problem with this setup. The spawn in vehicles cannot be destroyed Then add tanks planes and vehicles soldiers and loadouts . I will soon post a loadout framework for these 2 sides. Then I will post a vehicle framework. It is setup for a Soviet attack so the Germans own all but one sector, just change the sector owner if need be.
  13. My new scenario. WWII Sharpur, War for Oil Took out most of the modern stuff, thanks to Pierremgi for the vehicle respawn with the editor trigger to set it up for only spawning when you own the sector. It has 5 loadouts, 2 with smg and explosives, I think only 1 doesn't have explosives but he has a shotgun and mines. Raining hard with lightning, the games lightning. Almost dark but it won't get there. If played with enough people I would expect driveby shootings galore. Many others I should thank, I borrowed from all over the internet but I forget. NO AI, you can add it if you like, I do not do AI, don't like playing with AI. The Germans must keep the oil facility, the Americans must take it from them. Only 3 tanks per side, 2 of them light, I didn't really want a tank battle. I wanted infantry driving around shooting each other from vehicles.
  14. The 505th Parachute Infantry Regiment, 82nd Airborne Division - How Company Introduction: We are the 505th Parachute Infantry Regiment (PIR) we are a semi-serious milsim unit that plays with a variety of mods in conjunction with the World War Two setting. Within the unit we have key structure and organization that mirrors that of the real U.S Army Airborne during the fourtys time period. Our key priority in this group is to bring players together with a similar interest and have fun in a structured setting to allow organized play. We have recently opened our doors just a week ago and are already growing quickly leading to us expanding further! Joining Process: If you're interested in joining or want to gain more information do not hesitate to get in contact with myself via a link below where I can pass you on to a recruiter who can explain more. When you apply to the 505th PIR you will have to go through Basic Combat Training which will teach you the ins and outs of WW2 Arma, once you have done that you will be assigned a Squad and Billet. We have many billets to offer which include: U.S Airborne Rifleman U.S Airborne Machinegunner U.S Airborne Medic U.S Airborne Radio Telephone Officer U.S Airborne Mortarman U.S Airborne Officer U.S Army Aviation Pilot We have plans to open brand new attachments as we continue to grow with input from our members. The PIR have few regulations on joining the unit as we believe everyone should be able to experience the ARMA 3 setting in World War 2. The Requirements Include: Must be 16 years of age or older. Must hold a legitimate copy of ARMA III Have the Teamspeak 3 Application and working microphone (Assistance can be given) Able to attend an event on Saturdays regularly. Contact Us! Discord: https://discord.gg/q7VfB25 Chief Recruitment Officer: T/Sgt. R. Paddock Teamspeak information can be aquired via discord. If you're interested in joining then do not hesitate to contact us! Thank you for reading
  15. So recently i have been very interested in starting a arma 3 Milsim unit as i am a very big fanatic about WWII. I would have started one on my own but i would rather get a few people on board to help maybe some people experienced in making a website, ETC. My Ideas - USMC unit - Army unit - Canadian Unit - Airborne but there are plenty of other Airborne units so wanna change it up :) What the Unit would consist of - Training's - Operations - Special training - Tank platoon - Fighter/Bomber squadron
  16. Hello all, I figured I had come far enough to share the W.I.P. images and information about one of my many projects, the Curtiss P40 Warhawk/Tomahawk/Kittyhawk. I figured I should post this W.I.P. thread before someone else beats me to finishing this aircraft. This is my first armed aircraft that is at this stage of development, and is really an experiment with weapon cfgs for the Ju-87 Stuka. The model is by Helijah, who kindly gave me permission to port to Arma 3 Without further ado, the Curtiss P40 Warhawk (Ignore the muzzle flashes, that was an accident :P ) (Some more images) Currently the aircraft is in the final stages of development. I'm just touching up some things, and testing out the weapons. As well, I still need to complete the instruments in the cockpit and set up the sights. Should be released soon. Weapons as of now: -6x .50, three in each wing I plan to add fuel tanks and a bomb, just to give variety, and some practice for me. In case anyone is wondering about what liveries there currently are: -Flying tigers high definition -Flying tigers standard -Red tails -RAF -RAAF -Captured Warhawk (Japanese) -Munda -Desert -Umnak -2 Lt. George Welch's P40, Colours of the attack of Pearl Harbour -2 Lt. Ken Taylor's P40, Colours of the attack of Pearl Harbour Thanks to Helijah for letting me use his models, and thanks to [Dust]Sabre for answering my questions! Any information, or suggestions that may help with the addon, is more than welcome :)
  17. 28th Infantry Division Realism Unit (US division) Arma 3 WW2 Realism based on Iron Front mod The 28th Infantry Division Realism Unit is a new organization based on the Iron Front mod in World War 2 of the Western front, with many fixes and custom additions, working to achieve a realistic warfare experience within Arma 3 Iron Front Modification. With a growing population and many positions yet to be filled in the unit, we are proud to finally announce that we are opening our doors to the public. In our constant effort to create a realistic World War II environment in Arma 3, our unit has adopted several mods that break new boundaries in creating this environment for our members. The mods are very accessible and easy to install even to novice players and full assistance can be provided to those who have any trouble at all. The mods that we use on our servers allow us to provide an incredible depth of realism that few other units can provide. Currently our unit is composed of players with very diverse backgrounds. Some of our members are veterans of the realism community that have been in multiple historical units, in both Arma 2 and Arma 3, which aim to endure the environments of which the brave soldiers of the last great war experienced. Others in our unit are rather new to the scene, but they are greeted with open arms and training that teaches them to fight amongst the very best! Players of all experience levels are welcome to join! With all of this said, the 28th has only just opened to the public after weeks of mod testing/fixing and base construction, and we aim to grow with time and dedication. Perhaps you have been in realism units before, or perhaps you are looking for a change from the normal run of the mill invade and annex servers. Wherever you might be coming from, we would be happy to have any and all come in for an interview or to simply learn more about the unit. For those interested in joining, please come and talk to a recruiter in our teamspeak at: 28id.dtdns.net Roll on! Edit: CLOSED UNTIL FURTHER NOTICE
  18. Hello all, A few days ago I began work on creating a Junkers Ju 87 Sturzkampfflugzeug, or more commonly known as the "Stuka dive bomber" or "That plane that has that siren". The Ju 87 Stuka was a WWII dive bomber used in the Second World War by Germany. This aircraft is something of a unique one. On the wings were miniature propellers that powered the Jericho Trompetes (or Jericho Trumpets), which created that unmistakable screeching sound of the Stuka. The great model is of the work of Helijah. More of his aircraft for flight gear are here It should be noted that I have no experience with weapon cfgs, and that [Dust]Sabre, the person who always answers my stupid questions, is away. Therefore, the development of this aircraft will not be the fastest. As well, I have two other projects on the side, and I try to divide my time between all three. I'm trying to learn the most I can of weapon cfgs, and hope to have a working, in-game version by next week. Plans for the Ju 87 Stuka -Working tail gun -Custom bombs, a 250 and 50 kilogram bomb -Working Jericho Trumpets -Fully working instrument panel -Two sliding canopies. One for pilot, other for gunner. -Dive brakes/Automatic dive recovery system (Maybe..) -Second Version, Ju 87G Anti-Tank aircraft, with Anti-Tank cannons -Static wreck model, able to be placed in 3DEN -Possibly an arming menu (POSSIBLY) Progress of the Ju 87 Stuka Exterior - 100% Interior - 90% Instruments - 20% Tail gun - 0% Bombs/Armaments - 0% Model cfgs - 95% Animations - 90% Jericho Trumpets - 0% LODS (Memory, Shadow, Geo) - 80% ^ Please note that the list holds no order of importance ^ As always, any and all help is GREATLY appreciated by some of the more veteran mod makers out there. Enough about the issues, some pictures of the current model in bulldozer The addon will require Sabre's aircraft library, as it uses some materials. Big thanks to the following -Helijah for the awesome model and textures -[Dust]Sabre for his sample models, and everything he has taught me -Flanders25 for his major help, guidance, and second set of eyes when I miss something That pretty much sums it all up. I will update the thread as work progresses.
  19. Hi everyone! Lodu and I are proud to present to you Faces of War. Faces of War is a WW2 modification for Arma 3 that aims to bring the majority of assets into the game. We're a small team, just two at the moment, we procede slowly but surely (quality over quantity). Our first rule is optimization. A3 is a pretty demanding engine and during WW2 were a lot of things going on during battle, that's the main reason we want to focus and put a lot of energy into this aspect. We do not want to limit our field of operations to anything, we're artists that work on this in their free time, it's an hobby and we work on what we want, when we feel it. At the moment we have ready the base characters of UK, US and Ger and we're working on weapons. Probably we're gonna release an alpha build when we'll finish the base weapons for the three factions. We'd like to introduce new features wherever possible, the only one we have for now is the bolt action functionality (manual and automatic). If you have any idea, especially in this field, feel free to post them. If you want to help us and speed up the project we're looking for: - animators - modelers - texture artists - sounds maker Some wip screens: http://images.akamai.steamusercontent.com/ugc/311117801420344690/F9A888467D8C10EFC43C8FACB8F321489B08341D/ http://images.akamai.steamusercontent.com/ugc/311117801420344803/82FB7D66F0E5D71F17A68223F24E97C957C52208/ http://images.akamai.steamusercontent.com/ugc/311118613856710185/8ABE295844C2C80F025D758DF84891D10639AF3F/ http://images.akamai.steamusercontent.com/ugc/311117801420344222/98334FF48A26272A5A3241CB013F0A6F054568FB/ http://images.akamai.steamusercontent.com/ugc/311118613856710720/8F0C796A8688FCE23FD1E34572922A5FB6EAA677/ http://images.akamai.steamusercontent.com/ugc/311118613858214675/50B159E24BF14074BBBDADD13853EBE94FD5059A/ Team Configuration / Script Giallustio A3MFr33d0m 3D Design / Texture Lodu Hawk_Silk Freelancer tommy_mc Nytech Jeast zvetraly_kamen Sound Miska (tpM) Map Giallustio Jegor Research Sauer
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