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Found 667 results

  1. I'm new to Arma 3 modding and i want to start by making a helicopter based on UH-80 ghost hawk, more precisely - some sort of stealth SH-60B Sea Hawk. To do so, i need original UH-80 3d model so i can modify it. I tried searching for it but i couldn't find anything. I've heard about Arma 2 Sample Models and thought there is something similar for Arma 3 somewhere on forums, but i didn't find anything. I downloaded Arma 3 Samples from steam library but there was no UH-80 3d model. Of course i only want to make this mod and i'm not going to violate licenses and agreements by decompiling game files or using the model anywhere else, but i really want to make this mod. Is there any way i can get the UH-80 3d model?
  2. My mate has had an ongoing issue for over a year with "The cloud file provider is not running." showing up on his screen whenever he tries to launch his game from the launcher, he has no mods and had the same issue with DayZ. He has OneDrive disabled which seems to be the problem for most by looking at the steam community and reddit although hes only disabled it recently after finding out it was an issue (and unneeded) 😂. We've seen some replies saying that its much easier just to reset your pc than to delete OneDrive entirely and obviously we'd rather not have to do this. Any help is good, just really want to get into the game! https://drive.google.com/file/d/16eD7HyXL0jXHzRBvsq3cRCuRmjqPBJ6s/view?usp=sharing
  3. After launching arma 3 through the launcher it get stuck on the loading screen (splash screen) and stays there, I uninstalled every mod and reinstalled the game with no luck, I need help fixing it
  4. Hello, PBO Viewer is an open-source project to interact with PBO files. It is a substitute for the old Pbo Manager that everyone knows. Moreover, PBO Viewer is the only cross-platform PBO tool with a graphic interface. A CLI interface is also available. Features: Cross-platform support: works on Linux, macOS, and Windows thanks to .Net 5 No dependencies needed, everything is shipped in the .zip PBO pack / unpack Add file or folder, delete file or folder, rename file or folder, copy file or folder, and open file directly in a PBO File Explorer graphic interface Windows integration (right-click menu, double click to open a PBO file) This project uses a modified version of PBO Sharp: https://github.com/Paton7/PBOSharp You can find the project here on GitHub: https://github.com/SteezCram/PboViewer The binaries are here: https://github.com/SteezCram/PboViewer/releases I hope you will enjoy my project. You can open an issue, start it if you like it or create a pull request to improve it! SteezCram
  5. Closed for business on the 22nd of October 2023 Armaverse Nordic is hosting a 24/7 WW2 Warlords server with team vs team missions The missions are built on Arma 3's Warlords game mode and use HoverGuy's Simple Shops framework (GitHub, BIS forum thread) to provide players the freedom of choice regarding gear, vehicles etc. while still at the same time somewhat restricting the access to top-tier assets. Warlords game mode offers Sector Control / CTI hybrid style gameplay. This game mode unleashes the ultimate all-out combined arms warfare Note about the overall gameplay: the server is forcing Veteran difficulty, so 3rd person mode will not be available. About CDLCs and modifications Required DLC: Spearhead 1944 Get it from >> Steam Recommended modifications: @CBA_A3 - Community Base Addons Arma 3 (required with DUI - Squad Radar and LAMBS_Danger.fsm) Get it from >> Steam Workshop @DUI - Squad Radar - DUI - Squad Radar Get it from >> Steam Workshop @Immersion Cigs Get it from >> Steam Workshop @LAMBS_Danger.fsm - AI enhancement mod for Arma 3 Get it from >> Steam Workshop To easily download all the modifications that are listed above you can also use a Arma 3 Mod Preset file! Just download the preset HTML file to your PC and drag-and-drop the file to the Arma 3 launcher to directly start downloading all the required and recommended modifications from Steam Workshop. Arma 3 Mod Preset Armaverse Nordic @ pastebin.com You can find the raw paste data inside the spoiler below. Just copy-and-paste it for example into Notepad and save the file as HTML. Join the Armaverse Nordic Discord server (the link will redirect to https://discord.gg/X9AMAaA) On behalf of Armaverse Nordic Asmodeus
  6. Serverify A3 An Arma 3 dedicated server configuration tool. Features Supports latest A3 version (1.98) and almost every (only 3-4 config properties are temporarily missing) configuration setting; Supports Arma 3 startup parameters, basic.cfg, server.cfg, A3 user profile. Profiles system to store settings for various server configurations; Modern, nice looking and responsive UI; Localization support; Visual themes. Prerequisites Windows 7/8/10 .Net Core 3.1 Steam account, purchased Arma 3 on it Installation and usage guide Download latest version of Serverify A3 (Github Releases Page); Unpack the archive to the any folder you like. Launch ServerifyA3.exe, tune your dedicated server. When you're done with server's settings tuning - simply launch your server from General server screen. Future Plans Mission Voting settings; Bugfixes, UI redesign, 100% test coverage, refactoring... 🧐 Feedback If you have any suggestions, localization errors, bug reports or feature requests - feel free to contact me via PM or create an issue in the repository - Issue Tracker. Links Github Repo Screenshots
  7. Hello everyone, I want to ask if anyone on here knows how to make a "persistance" for a campaign. I explain : My goal is to make the campaign more immersive through 3 things, from end of a mission to the next : Keep the gear (weapon, uniform etc...) Keep the health If a member of the squad / a character is dead he won't show to the next mission During my research it seems some Arma 3 campaigns had some of this by scouting missions, for the gear, and that members of your squad who died are remplaced in the next mission. If someone may had a clue I'll be gratefull. Thanks for reading, Retyan
  8. hello all, new to the forums and A3 mission generating. currently working on a D-Day landing Zeus OP for my group and I'm having issues. When I launch the initial gameplay test from the editor directly everything works as I designed, the German AI forces starting engaging the US landing craft from a range of approximately +/-500m (from mg bunkers to about 150m from water edge). the problem arises when I push the mission pbo to my dedicated server on Host Havoc the AI don't engage unless fired upon or zeus'd right in front of each other. I've tried messing with the AI defenders settings as well as trying to adjust the server settings but nothing is working. what could I be doing wrong or what is causing the difference in gameplay between the 2 types of hosting? thanks! DoughB0i
  9. Hello everyone, For a long while now, I have struggled with trying to manage the maximum number of inventory space on players as a mission maker. Despite my best efforts, players still find ways when I am Zeus to either pick a container where they can have like 40 mags, or loot one later on in some way. I am wondering if there is a way that by scripting, limit the number of magazines all players in a session can pick up. For instance, if you set a limit of 10 magazines, either by stating which mag class names or just having all Cfg ammo you will not be able to add any more and get something like a message saying "I can't carry any more ammo. This is getting too heavy." regardless if you have more inventory space or not. Tips or thoughts appreciated 🙂
  10. Hi ! I want to know if it is possible to import mods from another game (Call to Arms) to arma 3 ? Edit 3D models, configs, animations and templates and make it for Arma 3.
  11. So, I have owned ArmA 3 for a while, (a bit more or less than a year, I sorta forgot...) but I haven't really played it much. I would like to play on a multiplayer server. The only issue is, I can't find any servers that are suitable for beginners like myself. Can anyone of you guys please direct me to some good beginner servers?
  12. HM Armed Forces Who are we? We are a relaxed, casual mil-sim community based on the British forces. Our community consists of multiple frontline and support regiments, ranging from infantry to armored reconnaissance; we even have engineers and logistics personnel. Some of us are currently serving or former Armed Forces members who want to enjoy blowing things up and engaging with adversaries! What are we looking for? We are seeking mature players who understand the value of quality roleplay, along with a sense of humor for enjoyable banter and jokes. What do we offer? Our community plans to organize a variety of operations, including custom missions using intelligence gathered from our Intelligence Corps, as well as liberation or insurgency-based campaigns. These activities will require diverse skill sets, ranging from logistics to airborne operations. Want to join? Simply head to our discord , fill in a application and we will guide you from there! Our Website🌐 https://sites.google.com/view/hmarmedforces Our Instagram https://instagram.com/arma3_hm_armed_forces?utm_source=qr&igshid=MzNlNGNkZWQ4Mg%3D%3D Our Tiktok arma3_hm_armed_forces Best regards, General R. Buh Chief of the General Staff
  13. I'm part of a UKSF unit leading Induction and Recruitment while also helping with training. We're strictly 18+ so very mature group of people from all over the world. Our average age would currently be 24+ At present we have 30+ members, and that number is growing, so we all get to know each other very well. As a unit we have been operating for 4 years now and we are not stopping any time soon, so all very seasoned Arma 3 veterans. At present we are exclusive to Arma 3, no plans to move to Reforger. We are ambitious though, so we plan on transitioning to Arma 4 when that becomes available. We focus on mil-sim realism and team play with a huge emphasis on the team play and coordination. We have training at 1900hrs BST every Wednesday, with optional workshops throughout the week. And operations at 1900hrs BST every Sunday During the downtime we have a lot of other events for other games going on throughout the week. such as DayZ, HOI4 and much more. Current mods include the best that comes to Arma 3 such as: RHS, CUP, ACE, KAT Medical, 3CB and much more, with all mods being optimized for our equipment available to us at any given operation and training session. If this is something you may be interested in, you can find more details on our website, plus a join link for our discord if you wish to join us. Our Website!
  14. Hi, I have a problem and it is that in this code: switch (_this select 0) do { case "number": { mi_InputText = mi_InputText + format["%1", _this select 1]; ctrlSetText[1000, mi_InputText]; }; case "restar": { mi_InputText = mi_InputText + format["-","%1", _this select 1]; ctrlSetText[1000, mi_InputText]; }; case "clear": { mi_InputText = ""; ctrlSetText[1000, mi_ClearText]; }; case "playerlist": { lbClear 1612; {_dato=lbAdd [1612,name _x];} foreach allPlayers; lbSetCurSel [1612, 0]; }; case "enter": { mi_OutputText = mi_InputText; playername = lbAdd [1612, 1]; hint format["has ingresado %1", mi_OutputText]; [playername, (parseNumber mi_OutputText)] call HALs_money_fnc_addFunds; closeDialog 0; mi_InputText = ""; }; }; I am trying to get the players name as a variable(playername)and as if it were a unit but it gives me an error saying that the variable I give it is a string, does anyone know how to fix it? To contextualize a bit, this variable is taken from a dropdown where the players that are connected are generated.
  15. Link Forsberg


  16. Hello, I am trying to apply special states to a vehicle with a trigger, due to the states being reset to their defaults upon the respawning of a vehicle. Specifically, the Forbid Disembarking state from 3den Enhanced: Forbid Disembarking Description: Crew stays in vehicle even though the vehicle is disabled. Property: ENH_allowCrewInImmobile DefaultValue: false Is there a way to apply this state to any vehicle that enters the affected area of a trigger? I would like it to apply to any vehicle that passes through the trigger regardless of having a variable name. -OR- I am also using a module from MGI Advanced Modules to allow for the vehicles to respawn with the crew members and keep their waypoints. The problem I face is seen when a member of the vehicle bails out and maintains his move, move, cycle waypoints. Then, the vehicle explodes later and respawns. Sometimes, the vehicle will respawn and will not move from its starting position since the waypoints are stuck to the crew member who left earlier. That being said, if there is a way to give orders to units that enter a trigger zone that would be a good workaround. Thanks.
  17. A Squadron, Canadian Special Operations Group Time Zone: Atlantic Time Zone (GMT-3) Group Times: Sat/Sun from 2000-2300 hrs, pending availability. 24/7 access throughout. About us We are a modern SOF unit that operates within a variety of different contemporary environments utilizing the Liberation Rx framework. We were initially comprised of current/former Canadian military members and are now looking to expand our small community. As we host a 24/7 persistent campaign server, operators may join and leave as they like throughout the week. We do NOT offer a role-specific structure, but rather prefer the unique playstyles of each of our operators that's force multiplied by an AI team. This structure is to provide each operator with a feeling that they are contributing to the bigger picture, rather than being solely-focused on small-unit tactics. We also aim for an immersive and realistic environment in our mission contents by providing a realistic Warning Order and on-going narrative with ISR updates to our deployments based on progress made/lost throughout the week. Our end state is in always making sure it a fun and memorable experience for all involved. Ground Assets Squadron Headquarters Assault Element made up of 4 x Troops Support Assets Special Reconnaissance Troop Air Assets Special Operations Aviation Wing (Rotary) Entry Requirements Recruits wishing to join will need to ensure the following min. requirements are met: 15+ (No exceptions) Mature, team-oriented and able to communicate effectively in English Owns a legal copy of Arma 3 with a min. of 20+ hours of Arma 3 experience Must be willing/able to join & communicate via Teamspeak/Discord Able to download & maintain our mod set Able to commit to atleast ONE coordinated sign up per week Selection Application
  18. Example how you add location, into spectator locations tab. This is location in map Altis, under water. ["AddLocation", ["loc1", "Location Name", "Location decription", "\A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\gps_ca.paa", [[15010,6850,-115], [0,0,1], [-0.5,-0.5,-0.3], [0,false]]]] call BIS_fnc_EGSpectator; Adding location using alive player eye position and direction (not spectator view) ["AddLocation", ["loc2", "Location Name", "Location decription", "\A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\gps_ca.paa", [eyePos player, [0,0,1], eyeDirection player, [90,false]]]] call BIS_fnc_EGSpectator; Using last override parameter, you can rotate simple way view direction, it will always look straight horizontally. ... , [90,true]]]] call BIS_fnc_EGSpectator; When not enabling override and setting two previous array to zero, player view not change when teleport to the location. ... , [0,0,0], [0,0,0], [90,false]]]] call BIS_fnc_EGSpectator; If you call ["GetLocations"] call BIS_fnc_EGSpectator; you get list of all locations what have been added. - But notice that, it have one extra parameter at the end. I have not found any useful for that. You may include that parameter in your scripting but it doesn't do anything. [["loc3","Location Name","Location decription","\A3\Ui_f\data\GUI\Rsc\RscDisplayArsenal\gps_ca.paa",[[15010,6850,-115],[0,0,1],[-0.5,-0.5,-0.3],[0,false]],[0,false]]]
  19. Sil's Simple Random Weather Script "A very simple approach to generating random weather patterns in Arma 3." by Sil Carmikas Version: 1.0 Final setRandomWeather.sqf Description: This is a bit of a mashup using manage_weather.sqf files from the original Liberation 0.924 mission from [GREUH]zBug and [GREUH]McKeewa. The below code will execute within the mission to add random weather pattern generation making use of the newer selectRandom command (Arma 3 Version: 1.56) This does not offer parameter selection for servers, the only customization that can be done is within the SQF file. This is a very basic script I am working with to learn scripting for Arma 3. Anyone is welcome to use this as they see fit. Instructions: Instructions: 1) Place anywhere you see fit, preferably in the root directory of your mission. 2) In your init.sqf, make sure to type in the following: [] spawn compileFinal proprocessFileLineNumbers "setRandomWeather.sqf"; 3) Save your init.sqf, load Arma 3, load the mission and test using setTimeMultiplier. You can decrease the "sleep 900;" command to observe the random changes more frequently for debugging and testing. Download: https://www.mediafire.com/?8mapw7zpwiwspc5 Here is the code below: if (!isServer) exitWith {}; _setRandom = [0,0.1,0.15,0.2,0.25,0.3,0.35,0.4,0.45,0.5,0.55,0.6,0.65,0.7,0.75,0.8,0.85,0.9,0.95,1.0]; // Initial Weather skipTime -24; 0 setOvercast selectRandom _setRandom; // Initial Weather Set Values: 0 = Sunny, clear skies 1 = Stormy, complete overcast skipTime 24; sleep 0.1; // Keep this at or above 0.1, or else simulWeatherSync command will not work properly. simulWeatherSync; // This command will sync the selected weather pattern to appear as it should right away instead of having to wait. // Random Weather while { true } do { 300 setOvercast selectRandom _setRandom; // selectRandom is the new engine solution to BIS_fnc_selectRandom. This will select a random weather pattern from the array in variable _setRandom. Values: 0 = Sunny, clear skies 1 = Stormy, complete overcast. sleep 0.1; }; sleep 900; // Rests for 15 minutes real-life time before selecting new weather pattern. For 24 hour day cycles (1 in-game second = 1 real life second) or whichever you prefer, you will want to update this to make sure weather shifts as appropriate. Changelog: v. 1.0 Final: -Made a variable for the values for the Initial Weather and Random Weather sections = _setRandom -Made both setRain and setFog options available now. Refer to the setRandomWeather.sqf file for instructions on how to add for FPS control. v. 0.3 Beta: -Made setRain entries optional. The script will now automatically select the appropriate rain amounts without any restriction. If you want the restriction still for FPS purposes, then use the "If Then" statements provided in the script comments within the SQF file itself. -Added more options to the setOvercast arrays. This gives an increased range of options for selectRandom to be able to use. v. 0.2 Beta: -Removed setFog entry from Initial Weather section -Changed setFog settings in Random Weather to the following ----> 0 setFog [0, 0, 0]. This update ensures that the fog level is zeroed out, it's intent being to help with FPS issues. -Added selectRandom command to Initial Weather settings to make a more randomized starting weather pattern. Please feel free to do with it as you wish and how you see fit. Tweak it, mod it, break it, anything. I am open to constructive feedback. If there is a better way to do this, please share. I'd like to get as much info available out there for others learning to script as well too for this same type of thing.
  20. Who are we: S&C Supply is a provider of Arma 3 modding assets. Our team is comprised of passionate gamers and experienced developers who understand the needs of the modding community. We have worked on the finest arma 3 gear out there, and our assets have been used by many players in the community. What do we offer: We offer a wide range of assets, including weapons, gear, uniforms, and more. All of our assets are carefully designed and tested to ensure that they meet the highest standards of quality and accuracy. We use real-world data and expert knowledge to create assets that are not only visually stunning but also functionally realistic. In addition to library of pre-made assets, we also offer custom asset creation services. Our team of designers and developers can work with you to create unique assets that perfectly fit your mod's theme and style. We use the latest technology and techniques to ensure that your custom assets are optimized for performance and seamlessly integrate with the Arma 3 engine. Our Commitment: At S&C Supply, we are committed to providing our customers with the best possible experience. We offer fast completion competitive pricing, and unparalleled customer support. Our team is always available to answer your questions and provide technical assistance. A list of What we can do: - Uniforms - Vests - Backpacks/Panels - Helmets - Eyepro & Facewear - NVG's - Weapons - Weapon hand animations - Optics - IR/Flash Combos - Grips - Mags - Suppressors - Custom Patches - Texturing - Porting new models So, whether you're starting a new unit or have an existing one, S&C Supply has everything you need to take your Arma 3 Unit to the next level. Visit our discord now to learn more about our products and services, and join the satisfied customers who trust S&C Supply for their Arma 3 modding needs. https://discord.gg/rtsW52BVEP
  21. I have some boxes (Weapon's Cache) scattered across my map. They can be "retrieved" by any BLUFOR player (BLUFOR player has to use the hold action), which removes the box, adds CuratorPoints to all BLUFOR Curators and removes the question mark from the map (where the box is located). They can also be "destroyed" by any Independent unit (Independent player and AI has to use the hold action), which removes the box and removes the question mark from the map (stopping the BLUFOR Curators from gaining CuratorPoints). I currently have this in the init of all the boxes scattered across the map. When used by any player, the trigger just removes the question mark from the map and nothing else. I think I need to use remoteExec for the deleteVehicle part and the addCuratorPoints, but I do not know how to use that function. Please help!
  22. Hello there. Arma 3 Preset Generator is an open source web app that allows you to create, share, customize and download launcher presets based on a list of steam workshop IDs provided via URL. You can find the source on github (github.com/a-sync/arma3pregen) and continuously deployed instances at arma3pregen.cloudno.de and arma3pregen.devs.space. (check below for usage examples) Features preset sharing made effortless 💚 optional mods can be customized on a simple UI on the fly outputs standard Arma 3 Launcher preset files remembers previously selected optional mods URL format All the preset information (preset name, mods/collections, DLCs, optional flags) is stored in the app URL's query string component. Additional information is loaded through various steam APIs but the steam workshop is considered the single source of truth. Preset Name Custom preset name / file name can be appended to the URL after `?`. Only alphanumeric characters + `_` is allowed. If the preset name is set, the ID list must be separated with `=`. ID list Comma `,` separated list of IDs evaluated from left to right in order. Appended to the URL after `?` or `=`. Mods inherit the optional flag from collections but the last state in order affecting a mod takes precendece when rendering the UI. (see example C4G RHS KotH) This means that you can override the optional flags of certain items in collections to extend or restrict them. In other words it allows you to mix and combine existing collections and mods to customize the required and optional mods in any way you like. The selected optional mods are remembered client side in relation to the preset name. You should also take advantage of the workshop collection feature and create permanent links with workshop IDs pointing to the currently used required and optional collections. (see examples FNF and FNF WW2) Optional mods Append or prepend a `*` to flag an ID optional. Workshop IDs (collection, mod) Only numbers and the optional `*` prefix/suffix is allowed. DLC IDs Items starting with `!` are added to the preset as DLC/CDLC AppIDs. Only numbers and the optional `*` prefix/suffix is allowed. Local mod IDs Items starting with `@` are added to the preset as local mods. Only alphanumeric characters + `_` and the optional `*` prefix/suffix is allowed. Examples FNF: https://arma3pregen.devs.space/?FNF=1551644814,1551648858* FNF WW2: arma3pregen.devs.space/?FNF_WW2=1769913157,2120184260* 77th JSOC: arma3pregen.devs.space/?77th_JSOC=2829455808* C4G RHS KotH: arma3pregen.devs.space/?C4G_RHS_KotH=1290398866,*861133494,*945476727,*1180534892,*1180533757 Custom: arma3pregen.devs.space/?My_Custom_Vietnam_Modlist_2022q2=!1227700,450814997,463939057,@my_local_mod,*333310405,*@optional_local_mod,*!288520 glhf
  23. AveryTheKitty

    Arma 3 Aegis

    Developed in partnership with the 2035: Russian Armed Forces mod. Check them out here! Art by Mr.Mustache Steam Workshop Discord Patreon Made possible thanks to the support of my wonderful patrons. ❤️ Heliotrope, Bran Flakes, Renegade_Jonesy, Slav_Man_Shae, GeneralKong David - Mustache, CommanderCharms, Andrew Dietz, Scott Reijnders Ezzy, Florian Noé, Spess Mehreen, Pheasant-One, Krijn Lakeman, YonV Ravenholme, Buttista, Takaostar, Schuyler P Jarrett, Krytera, coolscout09 Corvid, Itsme M, Elliot Taylor
  24. Hello, I am looking for an experienced developer (or two) that are willing to help my life role-play server expand and grow to something much more unique. The server/community currently uses/has: Lakeside heavily modded Custom mission file with plenty to do Some bugs, not majorly game-breaking 55 players all-time peak 20-40 players average but we have the money to spend on advertising once the server is more unique Approval for Bohemia monetization We're looking for someone who has advanced knowledge in developing scripts (not just configuring) and is familiar with MySQL (not a requirement). I really hope I'm not breaking any rules by posting this but from what I read on the forum guidelines, it seems alright. Just to be safe, I won't be posting any links/mentioning the community name. Please contact me if you're interested, I will look forward to working with you.