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Found 190 results

  1. Hi, people! I've made a mod (just some static buildings, objects, etc.), but i cant see it in the Zeus when im in it at my server... Though it is present in EDEN editor... I've even placed my objects from this mod to my mission, so my mod would become required... but still it didnt show up in the Zeus(( (zeus module is configured properly! some another 3d-party mods are visible there...) In the mod's objects confs: scope = 2; Any ideas, pls? Maybe there is something like "scopeZeus"???
  2. Hello, does anyone know how to create the Zeus modules for the Zeus of Arma 3 Vanilla. I knwo how to create the modules for EDEN, but I don't see nothing for Zeus Modules https://community.bistudio.com/wiki/Modules Thx.
  3. 5th Special Forces Group Semi Realism Unit 5th Special Forces Group AKA 5th SFG is a Milsim unit for Arma 3. Our unit is modeled after the real life counter part with certain adapted for gameplay. Ranking structure at 5th SFG is set up on a battalion level with attachments from 160th SOAR(A) and 75th FS. 5th SFG is composed of a group of like minded individuals with some that have served in the US Army and USAF. We try our best to emulate special forces operations with combined arms elements. Here at 5th SFG, we maintain a fun but professional attitude when it comes to unit events be it trainings or OPs. We are laidback and semi-realistic in terms of Arma 3 units. At 5th SFG, we practice radio etiquettes, squad tactics, room clearing, and many more. Our OPs are based on HVT eliminations/rescues, checkpoints, reconnaissance, asymmetric warfare, airborne and air assault operations, and many more. Our trainings are revolved around squad movements/tactics as well as procedures for air transportation, and CAS strikes. 5th SFG is supported by 160th SOAR(A) and 75th Fighter Squadron elements to provide transportation and CAS. Training Times: Fridays, weekly at 2200 Eastern Time Operation Times: Mondays and Saturdays, weekly at 2200 Eastern Time Discord: https://discord.gg/kkWRxH9 TeamSpeak: 149.56.17.141:10043 Signed, MAJ E. Huang
  4. Hi Everyone, I'm looking for some help regarding a zeus module that I am creating. To give some background, the module (when placed) should prompt the user to use sliders to configure a radius and number of AI with which to garrison buildings within said defined radius. I think I'm running into an issue with execution locality, as this works perfectly in the editor. Expected behavior: User selects the module in zeus and places it somewhere on the map Dialog box appears to ask them to configure radius and number of AI User hits OK and it calls another function to start placing AI relative to the module location In singleplayer this works as above (I imagine this is due to the server and client both being local) In multiplayer, the function to create the dialog is executed on the server (evidenced by debug output to the console), but a dialog does not appear for Zeus My module is defined as follows: class xeen_module_base: Module_F { icon = "\xeen_modules\insignia.paa"; category = "xeen_modules"; isGlobal = 0; isTriggerActivated = 1; isDisposable = 1; is3DEN = 0; curatorCanAttach = 1; scope = 1; scopeCurator = 1; }; class xeen_moduleGarrison: xeen_module_base { displayName = "Garrison Area"; function = "xeen_fnc_garrisonModuleDialog"; functionPriority = 10; scope = 2; scopeCurator = 2; class Attributes: AttributesBase { class GarrisonSpread: Edit { property = "xeen_moduleGarrison_GarrisonSpread"; displayName = "Unit Spread (m)"; tooltip = "The distance of buildings to be garrisoned"; typeName = "NUMBER"; defaultValue = "50"; }; class MaxPerBuilding: Edit { property = "xeen_moduleGarrison_MaxPerBuilding"; displayName = "Max units per building"; tooltip = "Max units per building"; typeName = "NUMBER"; defaultValue = "5"; }; //class ModuleDescription: ModuleDescription{}; // Module description should be shown last }; #include "description.hpp" }; and it calls the following function: /* * Author: Xeenenta * Opens the dialog menu for the garrison module * * Arguments: * 0: Logic <LOGIC> * * Return Value: * None * * Example: * [_logic] call xeen_garrison_fnc_garrisonModuleDialog * * Public: No */ // Parameters params ["_logic"]; _logicLocation = getPos _logic; diag_log format ["Spawning display with logic %1", _logicLocation]; // Create display createDialog "garrisonModuleDialog"; _display = findDisplay 99; // Set Variable _display setVariable ["_logicLocation", _logicLocation]; diag_log "Finished spawning display"; and my dialog is defined here: class garrisonModuleDialog { idd = 99; access = 0; movingEnable = false; enableSimulation = false; class ControlsBackground { class IGUIBack_2200: IGUIBack { idc = 2200; x = 0; y = 0.4; w = 1; h = 0.6; }; class RscStructuredText_1100: RscStructuredText { idc = 1100; text = "AI per building:"; //--- ToDo: Localize; x = 0.025; y = 0.68; w = 0.17; h = 0.05; }; class RscStructuredText_1101: RscStructuredText { idc = 1101; text = "Garrison Radius:"; //--- ToDo: Localize; x = 0.025; y = 0.44; w = 0.17; h = 0.05; }; class RscStructuredText_1102: RscStructuredText { idc = 1102; text = "0"; //--- ToDo: Localize; x = 0.1625; y = 0.68; w = 0.06; h = 0.05; }; class RscStructuredText_1103: RscStructuredText { idc = 1103; text = "0m"; //--- ToDo: Localize; x = 0.2; y = 0.44; w = 0.06; h = 0.05; }; }; class Controls { class RscButtonMenuOK_2600: RscButtonMenuOK { idc = 1234; x = 0.875; y = 0.88; w = 0.1; h = 0.1; onButtonClick = "[(findDisplay 99) getVariable ['_logicLocation', objNull], sliderPosition 1901, sliderPosition 1900] call xeen_fnc_garrisonModuleInit; (findDisplay 99) closeDisplay 1;" }; class RscButtonMenuCancel_2700: RscButtonMenuCancel { x = 0.75; y = 0.88; w = 0.1; h = 0.1; }; class RscSlider_1900: RscSlider { idc = 1900; x = 0.025; y = 0.74; w = 0.95; h = 0.1; type = 43; arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa"; thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa"; color[] = {1,1,1,0.5}; coloractive[] = {1,1,1,1}; sliderPosition = 0; sliderRange[] = {0,10}; sliderStep = 1; lineSize = 1; onSliderPosChanged="((findDisplay 99) displayCtrl 1102) ctrlSetStructuredText parseText str(sliderPosition 1900)" }; class RscSlider_1901: RscSlider { idc = 1901; x = 0.025; y = 0.5; w = 0.95; h = 0.1; type = 43; arrowEmpty = "\A3\ui_f\data\gui\cfg\slider\arrowEmpty_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\slider\arrowFull_ca.paa"; border = "\A3\ui_f\data\gui\cfg\slider\border_ca.paa"; thumb = "\A3\ui_f\data\gui\cfg\slider\thumb_ca.paa"; color[] = {1,1,1,0.5}; coloractive[] = {1,1,1,1}; sliderPosition = 5; sliderRange[] = {0,100}; sliderStep = 10; lineSize = 1; onSliderPosChanged="((findDisplay 99) displayCtrl 1103) ctrlSetStructuredText parseText str(sliderPosition 1901)" }; }; class Objects { }; }; Any thoughts? Full source code can be found at: https://github.com/Xeenenta/xeenenta-enhanced-battlefield if anyone wanted to go digging around.
  5. Hello dear members of the Arma 3 community. Will it be possible to make a script that I can add to my mission that automatically downloads a Zeus lightning bolt over the head of anyone who kills a civilian? Do any of you have the knowledge to do it? I want to ask you for this favor because I am tired that every time I do missions with my friends there are always a couple of them who kill 5 or 6 civilians for shooting everything that moves. Their excuse is that civilians cross the line of fire... but no one else does the same.
  6. When I place a unit in the Eden Editor and then switch to zeus (by placing the game master thingy) the Units don't show up on my screen and I cant intercat with them. Does anyone have a fix?
  7. Welcome to 75th Ranger Regiment Here at the Arma III Unit, we are all about immersive gameplay, our well-crafted characters, immaculate design, and immersive operations designed by level designers. Our unit hosts deployment operations on our private servers using; terrain, weapon, radio and, vehicle modifications that are available below. Our structure, ranks, billets, assets and, atmosphere are closely related to the U.S. Army. Other aspects are our own adaptations such as; awards and accommodations, promotion policy, training and weapon qualifications that have been adjusted to suit our needs. If you enjoy teamwork, leadership, cohesion, realism and are always seeking to improve and better yourself, then this unit is for you. Our Play Style Our unit hosts campaigns that take place during the present day with realistic scenarios and storylines. 75th Ranger Regiment conducts direct action raids in hostile, denied, or politically sensitive environments. Operations are dynamic and can vary from high-value targets missions, small-scale raids, sabotage and or, hostage rescues. Every operation small or big will have adventure and exploration no operation will be alike. Joining the Unit New recruits coming into the 1st Battalion, 2nd Battalion or 3rd Battalion of the 75th Ranger Regiment go through our version of Basic Combat Training (BCT) and then RASP (Ranger Assessment and Selection Program). From there they are placed into an open billet of their top choice if available. Members who select Combat Medical Specialist, Explosive Ordnance Disposal Technician or Close Air Support Pilot will need additional training. If you are interested in joining the 75th ranger regiment head over to our discord discord.gg/Ce44xBV and speak to a recruiter marked in red.
  8. GDemestos

    Zeus editing

    Zeus Editing Hi, My names demestos, i like making missions and recently i've been given a question about restricting zeus's to certain factions and having said units in the factions cost. I unfortunately have no enditing experience with this request and have been puzzled to find out what to do. If anyone could help me make a template sort of thing where a CSAT officer has zeus, but once opened only has access to CSAT, CSAT Pacific forces, empty assets and modules and then having units in the tabs cost. Thank you in advance and i hope to hear from someone soon! 🙂
  9. I've created a mission with a lot of mines for my guys to deal with, only issue is i cant interact with any mine and some objects after i placed it in Eden editor when im in Zeus. I made the basic framework in eden just to worry about troops during the mission. I added the following to the game logic for both of the Zeus's to see all AI's and objects thinking it would cover it. All AI's show up under Zeus and empty cars but no objects. I did some digging through the discussions already but i didn't find anything mentioned like the problem im having. I also have achilles downloaded and when i add the "see all" module when in zeus mode, no new objects shows up for me to control. if (isServer) then { [] spawn { while {true} do { { _x addCuratorEditableObjects [allUnits, true]; _x addCuratorEditableObjects [vehicles, true]; sleep 60; } forEach allCurators; }; }; }; Thoughts?
  10. I want to change the RPM for some weapon for a better shooting effect in my Arma 3 Zeus mission. The only way I have is to use Wemod and there's a function called super fire rate which works well for every weapon which I currently use. Is there any function that can be applied directly to all the weapons which can change the weapon rpm through the value modification?
  11. Are you looking for a simple pick up and play MilSim team? Then RCT-7 is just for you! If you want that structured, well-organized group of friends who enjoy tactical gameplay that Arma allows, then like ourselves, you’ll fit right into a healthy culture of gaming, chatting and chilling. Where to find us: On Discord @ https://discord.gg/QrtAaTU On ARMA Units @ https://units.arma3.com/unit/rct-7 Who are we: Regimental Combat Team 7 is a Marine Corps emulated MilSim Unit that’s based around good people and good times. Never taking ourselves too seriously (no screaming, no drama, no PT, yadda yadda) and always cooperating as a unit for mission success. Our structure for roleplay aspects is as followed: GCE Ops Infantry:1st Squad (Rifle), 1st Platoon, Echo Company, 2nd Battalion, 7th Marine Regiment Armor:1 Section, 1st Platoon, Alpha Company, 3rd LAR Battalion (Reinforced) ACE Ops 1st Marine Air Wing (1st MAW) MAG-12 (VMFA-225) MAG-24 (HMLA-367) As a combat team, we allow our members to choose what they specialise in (pending there are slots available) and this can be changed at any time after a quick conversation with leadership. Flexibility and variation outweigh strict and formal to make each mission unique and enjoyable. From Liberation to PvP hosted on our 24/7 dedicated server, our tailored mod list (link below) is all you need to really enjoy your time at RCT-7. RCT-7 Compilation: https://steamcommunity.com/sharedfiles/filedetails/?id=1886694011 What do we do: Saturday is our “Community Day” - this is when we host a training class and/or community event for the general enjoyment of our members. No attendance required - strictly voluntary! Sunday is our “Operation Day” - at 4pm EST we launch a mission from our custom campaign/FTX and get our MilSim on. If you’re on the Active Roster, this is our only mandatory attendance event but of course, IRL always comes first and simply letting us know you can't make it in advance is all that's asked. Weekdays are our “Casual Fun” - where members link up and play other games, run Antistasi Liberation, PvP, I&A or other missions on our server or just focus on IRL things until the weekend comes. Who are we looking for: Mature Players (18+ preferred) Team-oriented & dedicated Willing to be part of a structure-based organization (without the saluting) Willing to take initiative in unit activities and briefings (staying in the loop) What do we require: Have a valid copy of ARMA 3 (APEX preferred but not mandatory) Available on weekends (unit events are Sundays 4pm EST) Have Discord ( https://discord.gg/QrtAaTU ) Have Teamspeak 3 with the TFAR plugin installed (http://radio.task-force.ru/en/) Have respect for others and yourself Have fun! If all of this sounds like a good fit for you - join our discord now and tag a @Recruiter in the #rct-7-message-board.
  12. As we all already know, zeus is able to manually use the Arsenal functionality in-game to give specific infantry units specific equipment and kits, which is good. Unfortunately, for whatever reason, the zeus is unable to modify any values on vehicles. Many vehicles have a lot of variations with equipment like slat cages, or different Camo patterns. I am requesting that the "Zeus" mode in public servers gains an ingrained ability to go into the "Virtual Garage" when the zeus uses either the Arsenal module on a vehicle or a new type of module designed for vehicles. A lot of these assets are in the game but go completely unused, and it would allow for more creativity and game play value in-game.
  13. Hello, just reporting on a bug I have been encountering recently that I have finally found the root cause of. When setting up a Zeus v Zeus mission I wanted to have a limit and natural regeneration of either Zeus' resources. (So they couldn't just spam a bunch of units and overwhelm the server.) All of the modules to set costs such as Side, Object, and Soldiers and Vehicles work perfectly as intended. (Each cost set is used for the synced curator.) However, the module controlling the costs of Zeus modules, Ie: Audio, Effects, Animals, Objectives, etc... does not function properly. I didn't want the Zeus' just resorting to using the Fire Support Module to win fights so I set this Module using the editor Set Costs - Modules to a number greater than 1, so it could not be used. But, there was an issue, after setting the cost of this Module, Fire Support was still available and at the same resource cost as any of the other Modules I did allow the Zeus' to use... It wasn't till today, when I decided I wanted this exploit patched that I uncovered what was causing the issue. When setting the costs of Modules one of the categories is "Misc" and this is what is creating the issue, no matter what value you set any of the other Module costs too, they all follow the cost of Misc... meaning that all Modules are forced to either all be the same cost as the Misc value or to have them all disabled, by having the value set to an unattainable cost. (1<_) I will provide screenshots demonstrating this issue, I hope it can be resolved in the near future. Thank you. Screenshots: Misc at 0.02 (2%): Misc at 0.9 (90%):
  14. PVT. james_u7qobv7

    Place-able Aircraft Carrier

    Just a place-able carrier that we can do Carrier-Ops off of would be wonderful. I have always wanted to do carrier-ops in Zeus, doing things like CAS requests, transport, amphibious assault, ETC. So if any Bohemia staff/developers look at this forum thread keep this in the back of your head.
  15. Description: This is a GUI that allows the person who executed the script to add/assign or remove/unassign Zeus to any specified player(s). Downloads & More Information: GitHub: Pastebin: Video: Steam Guide: Curator Creator Version 1.0: * New version is coming out soon. The script was broken so I am going to re-make it myself. *
  16. 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.
  17. Does anyone have any idea how to use the function "BIS_fnc_isCuratorEditable" to kill curator editable units when they enter a trigger. I am trying to create a restriction zone around my map which kills the player and curator units when they enter the zone but will allow none curator units to pass through (so I can simulate reinforcements entering the region after a certain amount of time). I have been running some tests to get an idea on how the "BIS_fnc_isCuratorEditable" function works. I currently have four triggers around the map which tell me through a hint whether a unit is curator editable or not. I am now trying to work out how to change it from giving me a hint which is either true or false, to killing the unit if true or allow the unit through if false. Something along the lines of... Just can not seem to work it out. Also tried this to no avail...
  18. Hi all, I am currently making a map which requires a Curator Editing Area to follow the player around the map. I would like it so that if an enemy of the player enters the Curator Editing Area, the Curator Editing Area is disabled (to stop him spawning stuff on top of the enemy). I have managed to write a script which has the Curator Editing Area follow the player... //init.sqf [] spawn { while { alive t1 } do { myCurator addCuratorEditingArea [ 0, position t1, 50 ]; sleep 0.05; }; }; How this works is by creating a Curator Editing Area at the position of the player every 0.05 seconds. The interesting part is that you keep the ID of the Curator Editing Area, this means that it deletes the old Curator Editing Area when the new one is created. (Curator Editing Area ID being 0 in this case). The problem I have is temporarily disabling the creation of "new" Curator Editing Area 's while an enemy is within range. So I need to be able to temporarily disable the script (which I do not know how to do).
  19. Hey guys, I am in need of a clever explanation of what I'm seeing and a helpful hand with fixing it. I have created an action that calls for a chopper from a nearby location and makes it move and land in a different location. The script works locally without issues. The script works in multiplayer when called using the Zeus code module option. The script does not work when called by addAction (either attached to a player or a static object). By "does not work" I mean the helicopter does receive the cargo (which means it is recognised) but the chopper just sits there forever. ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; ["Land_PaperBox_01_small_closed_brown_IDAP_F", helicopter1] call ace_cargo_fnc_addCargoItem; hint "Friendly chopper incoming"; helicopter1 move (getPos heli_landing_pad); sleep 15; while { ( (alive helicopter1) && !(unitReady helicopter1) ) } do { sleep 1; }; if (alive helicopter1) then { helicopter1 land "LAND"; while { ( (alive helicopter1) && !(unitReady helicopter1) ) } do { helicopter1 engineOn false; }; }; For the love of me, I cannot understand why it keeps happening. I even called the helicopter1 move part individually from the zeus interface and it did work. Thanks a lot, Adam
  20. I'm hosting a Zeus mission in the future and I want to allow players to be able to respawn. However, I don't want a timed respawn and I want them to respawn as a group. I don't want them to respawn individually. The reinforcements would respawn back in the base whilst the rest of the unit is fighting. The reason I want to do manual reinforcement respawns for my players is so that I can wait for an appropriate amount of players to die before respawning all of them at a time that's convenient. How could I set this up to where I could perform a reinforcement respawn whilst playing as Zeus? How can I do this?
  21. Requires the latest version of CBA A3. Zeus Enhanced, also known as ZEN, is an Arma 3 mod aimed at improving and expanding the functionality of the Zeus real-time editor. Zeus Enhanced is built with communities who use Zeus as their primary mission making tool in mind by enabling curators with powerful tools to create dynamic scenarios in an efficient manner. For an in-depth breakdown of the features and frameworks please visit the website. This mod is built using the same foundation and design standards as the ACE3 Project. Special thanks to the ACE3 Team for their open source nature and permission to use their systems, without their work this would not be possible. You can download Zeus Enhanced from: GitHub Steam Workshop Features A lot of powerful new modules, as well as improved vanilla modules. Completely rewritten attributes system available for all objects. Context menu that provides quick access to common Zeus actions. Settings to customize the Zeus display (move display to edge, remove watermark, etc.). Ability to disable live search to reduce lag when searching through a lot of items. Overhauled markers tree with markers sorted into categories. Ability to create and edit area markers through Zeus. Rewritten, faster remote controlling of units. 3DEN editor object preview images in Zeus. Player visibility indicator to help ensure mission adjustments are not made in view of players. Placement preview that enables precise object placement on surfaces. Vehicle customization garage made specifically for Zeus. Various bug fixes and quality of life improvements to the Zeus interface. Settings to control Zeus camera properties such as speed and available vision modes. New waypoint types such as paradrop available through Zeus. Contributing You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. We are always welcoming new pull requests containing bug fixes, refactors and new features. We have a list of tasks and bugs on our issue tracker on GitHub. Please comment on issues you want to contribute with, to avoid duplicating effort. To contribute something to ZEN, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the AUTHORS.txt file; including a valid email address. Submitting Issues and Feature Requests Please use our Issue Tracker to report a bug, propose a feature, or suggest changes to the existing ones. License Zeus Enhanced is licensed under the GNU General Public License (GPLv3).
  22. So, I have recently setup a Zeus mission, everything is great, it works well. But, with a editing area set (In this case around the airfield of the zeus' team so they can only spawn in stuff on the airfield) I have now lost the ability to middlemouse teleport my camera around the map. Is there any solution for this, any work around?
  23. I want to make a Mission with multiple Zeus. But when I place two virtual Zeus units and sync them with a Game Master Module each and sync these GameMaster Modules with the GameMaster Module (the one from Gamemodes) the second Zeus cant place anything exept for Markers. Is this a bug or is there any way to fix this? Both virtual Units have a different variable name and are set as owners of the two GameMaster modules.
  24. Hey guys, as i bought the Creator DLC, i first edited the new Wefelingen map in the EDEN Editor for a little nice base for my ZEUS missions. When i had it finished, i uploaded it to my Nitrado Server via FileZilla. As i joined in the lobby, the lobby started "flashing" with errors in the bottom left corner. I already put the "-mod:gm" in the modification field. And i tried it again with no assets or other buildings. I simply have the spawn and the roles on the map. I tried it with the winter map and the normal map. As i cant edit the files i dont know how to fix it. The only mods i have loaded are: - Achilles - CBA_A3 I hope you can help me 🙂
  25. 2nd Battalion Parachute Regiment About Us Sometimes referred to as 2PARA we are a Arma III MILSIM community that believe in having fun while getting the job done. We believe that Military Simulation can be done without certain aspects of the real military such as addressing people by their rank or calling them “Sir”. We aspire to create a fun Milsim environment for new or seasoned Milsim players from around the world, however we are Australian based and look after our Aussie members before our international members as the largest part of our community is Australian. Our Structure Applications are open in all air and ground sections. 2nd Battalion, Parachute Regiment - Alpha Company | Infantry - 1 Section - 2 Section - 3 Section - Bravo Company | Support - Armoured Section - Engineer Section 4th Battalion, Parachute Reserves - Reserves - Recruits No. 2 Squadron - Rotary Section - Fixed Wing Section Requirements: You must be of ages 16+ (unless vouched for by someone currently in the unit) You must have a microphone to be able to join! You need to be respectful to all members. You must have Teamspeak 3 installed. You must have a legit copy of ArmA 3. You must be able to follow orders from superior officers. You must be able to attend our weekly main operation Time Schedules Training Friday at 1800 AEST Operations Main Campaign: Saturday at 1800 AEST Fun op Sunday at 1800 AEST How To Join Us: If you are interested please join our teamspeak and wait in the Waiting For Recruiter channel and a recruiter will be with you shortly. Teamspeak: ts3.bris.wombatserve.rs:10100 Steam Group: https://steamcommunity.com/groups/2ndBattalionParachuteReg ORBAT: https://docs.google.com/spreadsheets/d/10p_V0SNjIOX-zkb1QSv4fxul_z3u2eqzYDUCA2xgwLw/edit?usp=sharing Discord: https://discord.gg/48WVMhC
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