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  1. GERESHK OUTSKIRTS Authors: Me, Myself and I About Gereshk: Gereshk, is a town in Grishk District in Helmand province on the Helmand River in Afghanistan, some 120 km (75 mi) northwest of Kandahar, at 817 metres (2,680 ft) altitude. Upstream lies the Kajaki Dam which diverts water to the Boghra Irrigation Canal, an essential infrastructure for the region's crops. Gereshk Dam is also nearby. Gereshk was originally built around a fort on the east bank of the river but was later rebuilt on the west. Gereshk has a population of about 48,546 and has a hospital and a school of engineering which was built back in 1957. Grishk is located on the important transport route known as Highway 1, which was built during the time of the Soviet–Afghan War. This route links Farah Province in the west and to Kandahar Province in the east. As part of Operation Moshtarak the British Army and Afghan workers are constructing Route Trident, a road that will eventually connect Gereshk with the provincial capital of Lashkar Gah. Gereshk is also the southern terminus of Route 611. The area is irrigated by the Helmand and Arghandab Valley Authority. Why Gereshk? I chose Gereshk because i have plenty of photos from there in 2008/2009, also because my father was there together with the Czech, Danish, American and British contingent. All were dislocated in FOB PRICE. Over time, the base grew to MOB PRICE (Main Operating Base), and with the withdrawal of most of the contingents, the base was transferred to the hands of the Afghan National Army. The town of Gereshk is close to the Camp Bastion/Camp Shorabak (that time the biggest UK's base in the overseas), so the base that was near the town served as temporary stop for convoys and patrols heading through the Helmand valley/Green zone to Kandahar or other nearby bases and outposts. What you can look forward to? I hope that my skills are enough on the high level that i will be able to present you and give you another of a lot of great maps. BUT what will be different? The main difference between other terrains and maps and Gereshk will be sense for detail and real-looking bases as like as it is in real life. There will be some more outposts/checkpoints near the Highway 1. The infrastucture in the town like hospital, school, market, provincial authorities offices, police station, streets with houses, streetlamps, voltage poles etc. and fields with farms and villages. Imagine everything what belongs to this part of the world. Btw I already made a FOB Price base template and its already in the Armaverse, but the new base will be partly different because in recent time i know how to do a few things better and smarter then in the past. Estimate time of release? Who knows...maybe in half a year, maybe in one year, maybe in two years. We will see how the work on this project will go and if there will be any major problems. Thank you guys for patience and your trust!
  2. Size: 5120x5120 Hello everyone, I'm currently working on a "small" terrain based on the city of Haditha (Al-Anbar Governorate, Iraq), which is situated next to the Euphrates river. It features real (?) elevation data and satellite imagery, a little portion of the Euphrates river, various small villages and the city centre. Haditha is currently very wip and I don't know when it'll be finished, but I surely know that it will, somehow. I'm trying to make this terrain as realistic as possible and, possibly, decent enough to be hosted on the holy site of Armaholic so... feel free to criticize my work, suggestions are always welcomed. Thanks: - I would like to thank mr. Delta Hawk for his magnificent, classic units that inspire me a lot and keep me constantly focused on Iraq related stuff. P.S. This discussion is wip too so better pics and information will be posted in the future... stay focused. These were the only pictures available.
  3. class CfgWLRequisitionPresets { class MyWLAssetList { class WEST { class Infantry { class B_Soldier_F { cost = 100; requirements[] = {}; }; class rhsusf_usmc_marpat_wd_rifleman_m4 rifleman { coat = 100; requiremments[]={}; }; class CUP_B_US_SpecOps_Medic Medic { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_machinegunner machinegunner { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_sniper_M107 sniper { coat = 100; requiremments[]={}; }; class rhsusf_usmc_recon_marpat_wd_marksman_lite marksman { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_grenadier grenadier { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_riflemanat riflemanat { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_javelin antitank { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_stinger antiaircraft { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_engineer engineer { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_helipilot helipilot { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_crewman crewman { coat = 100; requiremments[]={}; }; rhsusf_airforce_jetpilot jetpilot { coat = 100; requiremments[]={}; }; }; class Vehicles { rhsusf_m1151_usmc_wd Hammer { coat = 100; requiremments[]={}; }; rhsusf_m1151_m2_v3_usmc_wd HammerM2 { coat = 100; requiremments[]={}; }; rhsusf_m1165a1_gmv_m134d_m240_socom_d CombatHammer { coat = 100; requiremments[]={}; }; rhsusf_M1237_M2_usarmy_d M1237 { coat = 100; requiremments[]={}; }; CUP_B_AAV_USMC_TTS AAVP7/A1 { coat = 100; requiremments[]={}; }; rhsusf_stryker_m1132_m2_d EngineerStryker { coat = 100; requiremments[]={}; }; CUP_B_MTVR_USMC Truck { coat = 100; requiremments[]={}; }; CUP_B_MTVR_Ammo_USMC AmmoTrack { coat = 100; requiremments[]={}; }; CUP_B_MTVR_Refuel_USMC RefuelTrack { coat = 100; requiremments[]={}; }; CUP_B_MTVR_Repair_USMC RepairTrack { coat = 100; requiremments[]={}; }; CUP_B_TowingTractor_USMC TowingTractor { coat = 100; requiremments[]={}; }; }; class Aircraft { RHS_MELB_MH6M MH-6M LittleBird { cost = 7500; requirements[] = { "A" }; }; RHS_MELB_AH6M AH-6M LittleBird { cost = 7500; requirements[] = { "A" }; }; RHS_AH1Z AH1Z { cost = 7500; requirements[] = { "A" }; }; CUP_B_AH1_DL_BAF AH1 { cost = 7500; requirements[] = { "A" }; }; CUP_B_UH1Y_MEV_USMC UH-1Y Medic { cost = 7500; requirements[] = { "A" }; }; RHS_UH1Y_d UH1-Y Combat { cost = 7500; requirements[] = { "A" }; }; CUP_B_UH60S_USN MH-60S { cost = 7500; requirements[] = { "A" }; }; CUP_B_MH60L_DAP_4x_US MH-60L Cobat { cost = 7500; requirements[] = { "A" }; }; RHS_CH_47F_10_cargo CH-47F Cargo { cost = 7500; requirements[] = { "A" }; }; RHS_CH_47F_light CH-47F { cost = 7500; requirements[] = { "A" }; }; rhsusf_CH53e_USMC_cargo CH-53E Cargo { cost = 7500; requirements[] = { "A" }; }; rhsusf_CH53E_USMC_GAU21_D CH-53E { cost = 7500; requirements[] = { "A" }; }; CUP_B_MV22_VIV_USMC MV-228 Cargo { cost = 7500; requirements[] = { "A" }; }; CUP_B_MV22_USMC_RAMPGUN MV-228 { cost = 7500; requirements[] = { "A" }; }; USAF_AC130U AC-130 { cost = 7500; requirements[] = { "A" }; }; usaf_kc135 KC-135 Tanker { cost = 7500; requirements[] = { "A" }; }; USAF_C17 C-17 { cost = 7500; requirements[] = { "A" }; }; CUP_B_AH6X_USA AH-6X LittleBird ULB { cost = 7500; requirements[] = { "A" }; }; USAF_MQ9 MQ-9 ULB { cost = 7500; requirements[] = { "A" }; }; USAF_RQ4A RQ-4A ULB { cost = 7500; requirements[] = { "A" }; }; }; class Naval { class O_Boat_Armed_01_hmg_F { cost = 500; requirements[] = { "W" }; }; }; class Gear { CUP_BOX_US_ARMY_Ammo_F { cost = 200; requirements[] = {}; }; CUP_BOX_US_ARMY_Support_F { cost = 200; requirements[] = {}; }; CUP_VABox_USARMY { cost = 200; requirements[] = {}; }; CUP_BOX_US_ARMY_AmmoVeh_F { cost = 200; requirements[] = {}; }; }; class Defences { RHS_M119_D artillery { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_B_M1129_MC_MK19_Woodland MK19Artillery { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_B_M270_HE_USMC M270MLRS { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhsusf_M142_usmc_WD M142HIMARS { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhsusf_m109_usarmy M109A6 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; RHS_M2A3_BUSKIII_wd M2A3 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_B_M1A2SEP_TUSK_II_Woodland_US_Army M1A2 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; }; }; class EAST { class Infantry { CUP_O_RU_Soldier_TL_M_VDV_EMR_V2 Командир звена { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_M_EMR_V2 Стрелок { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Medic_M_EMR_V2 Медик { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Engineer_M_EMR_V2 Инженер { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Exp_M_EMR_V2 Сапер { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_MG_M_EMR_V2 Пулемётчик { coat = 100; requiremments[]={}; }; CUP_O_RU_Sniper_M_EMR Разведчик { coat = 100; requiremments[]={}; }; CUP_O_RU_Sniper_KSVK_M_EMR Сапер { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_AT_M_EMR_V2 Гранатомедчик { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_AA_M_EMR_V2 Ракетчик ПВО { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_HAT_M_EMR_V2 Противотанковый стрелок { coat = 100; requiremments[]={}; }; CUP_O_RU_Pilot_M_EMR Пилот { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Crew_M_EMR_V2 Член экипажа { coat = 100; requiremments[]={}; }; rhs_pilot Пилот самолёта { coat = 100; requiremments[]={}; }; }; class Vehicles { CUP_O_TowingTractor_RU Тягач { coat = 100; requiremments[]={}; }; CUP_O_UAZ_AMB_RU уаз Медецинский { coat = 100; requiremments[]={}; }; CUP_O_UAZ_MG_RU Уаз ДШКМ { coat = 100; requiremments[]={}; }; CUP_O_GAZ_Vodnik_AGS_RU Водник { coat = 100; requiremments[]={}; }; rhs_tigr_vv Газ-233011 { coat = 100; requiremments[]={}; }; rhs_tigr_m_vv Газ-233114 { coat = 100; requiremments[]={}; }; rhs_tigr_sts_vv Газ-233014 { coat = 100; requiremments[]={}; }; rhs_kamaz5350_vv Камаз-5350 { coat = 100; requiremments[]={}; }; rhs_kamaz5350_ammo_vv Камаз-5350 Патроны { coat = 100; requiremments[]={}; }; CUP_O_Kamaz_Repair_RU Камаз-5350 Ремонт { coat = 100; requiremments[]={}; }; CUP_O_Kamaz_Refuel_RU Камаз-5350 Топливо { coat = 100; requiremments[]={}; }; RHS_Ural_Zu23_VV_01 Урал-4320 Зенитка { coat = 100; requiremments[]={}; }; O_Truck_03_device_F Буря Устройство { coat = 100; requiremments[]={}; }; }; class Aircraft { RHS_Mi8mt_Cargo_vvsc Ми-8МТ Транспортный { cost = 7500; requirements[] = { "A" }; }; RHS_Mi8mt_vvs Ми-8МТ { cost = 7500; requirements[] = { "A" }; }; RHS_Mi8MTV3_heavy_vvs Ми-8МТ Тяжелый { cost = 7500; requirements[] = { "A" }; }; rhs_ka60_grey Ка-60 { cost = 7500; requirements[] = { "A" }; }; CUP_O_Ka60_Grey_RU Ка-60 Штурмовой { cost = 7500; requirements[] = { "A" }; }; RHS_Mi24V_vvs Ми-24В { cost = 7500; requirements[] = { "A" }; }; CUP_O_Mi24_Mk4_CSAT_T Ми-24 Суперхинд { cost = 7500; requirements[] = { "A" }; }; rhs_mi28n_vvsc Ми-28Н { cost = 7500; requirements[] = { "A" }; }; RHS_Ka52_vvs Ка-52 { cost = 7500; requirements[] = { "A" }; }; CUP_O_Ka50_DL_RU Ка-50 Черная Акула { cost = 7500; requirements[] = { "A" }; }; OWP_MI26ps Ми-26Т Пассажирский { cost = 7500; requirements[] = { "A" }; }; OWP_MI26md Ми-26ТМК Медкомплекс { cost = 7500; requirements[] = { "A" }; }; OWP_MI26cg Ми-26Т Грузовой { cost = 7500; requirements[] = { "A" }; }; OWP_MI26fl Ми-26ТЗ Заправщик { cost = 7500; requirements[] = { "A" }; }; CUP_O_Pchela1T_RU БПЛА Пчела-1Т { cost = 7500; requirements[] = { "A" }; }; CUP_O_AN2_TK Анотонов Ан-2 { cost = 7500; requirements[] = { "A" }; }; CUP_O_C47_SLA Ли-2 { cost = 7500; requirements[] = { "A" }; }; CUP_O_C130J_Cargo_TKA С-130J Грузовой { cost = 7500; requirements[] = { "A" }; }; RHS_TU95MS_vvs_old Ту-95МС6 { cost = 7500; requirements[] = { "A" }; }; Antonov225 Анотонов АН-225 { cost = 7500; requirements[] = { "A" }; }; }; class Gear { CUP_BOX_RU_Ammo_F Базовые патроны РФ { coat = 100; requiremments[]={}; }; CUP_BOX_RU_Support_F Потдержка РФ { coat = 100; requiremments[]={}; }; CUP_VABox_RU Арсенал РФ { coat = 100; requiremments[]={}; }; CUP_BOX_RU_AmmoVeh_F Боеприпасы для техники РФ { coat = 100; requiremments[]={}; }; }; class Defences { rhs_2b14_82mm_vdv Поднос { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; RHS_ZU23_VDV ЗУ-23-2 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_D30_vdv 2А18М { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_prv13_turret_vpvo ПРВ-13 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_p37_turret_vpvo П-37 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_bmd4ma_vdv БМД-4М ДБ { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_bmp3mera_msv БМП-3 ДБ { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_bmp2d_vv БМП-2Д { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_brm1k_vv БРМ-1К { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_O_BTR80_CAMO_RU БТР-80 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_btr80a_vdv БТР-80А { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_O_BTR90_RU БТР-90 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t15_tv Т-15 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_sprut_vdv 2С25 Спрут { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t80uk Т-80УК { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t90sab_tv Т-90СА { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t90sm_tv Т-90СМ { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t14_tv Т-14 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; RHS_BM21_VV_01 БМ-21 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_2s1_at_tv 2С1 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_2s3_at_tv 2С3М1 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_9k79_B 9П129-1М { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_zsu234_aa ЗСУ-23-4 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_O_2S6_RU 2С6 Тунгуска { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; }; }; }; };
  4. 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
  5. Hi there, I'm attempting to unhide a layer that I have previously hidden using the following code in the mission init.sqf, with "layer_checkpointwest" being my layer: { _x hideObjectGlobal true; } forEach (getMissionLayerEntities "layer_checkpointwest" select 0); I want to unhide everything in this layer at some point later on in the mission. Originally I had it set up in an addAction for a Zeus player to trigger: zeus1 addAction ["4. Unhide Checkpoint Ambush Scene", {{_x hideObjectGlobal false;} forEach (getMissionLayerEntities "layer_checkpointwest" select 0);}, nil, 1.5, false, true, "", "true", 3]; For SP and locally hosted MP this works fine, however on a dedicated server nothing seems to happen. I am thinking it's something to do with the way hideObjectGlobal needs to be called on the server - but even using a trigger to remoteExec a script > "[] remoteExec ["unhidecheckpoint.sqf", 2, false];" with essentially the opposite of the init.sqf code doesn't seem to work either. I've been reading so much on this and I don't feel like I'm fully understanding what I'm missing! Any help or advice with this is much appreciated.
  6. Hi All, please see the details below. What we are looking for: We are looking for two open minded team members, with healthy egos with: One who wants to join us on our Australian/New Zealand Friday evening event which is hosted at 2100 AEST AND One who wants to join us on our American Saturday (CST) which is hosted at 2000 CST Who we are: We are a tight knit group of former seasoned realism unit members (20 years cumulative) and casual Arma Players (easily 5000+ hours cumulative) that have been running for a little while now, we pride ourselves in running a group that is very casual outside of ArmA 3, but fairly serious within ArmA 3. We have modeled ourselves around the CAG/ACE/Delta Force/1stSFOD, and in honesty is a result of liking their mission set & equipment, which also plays well into ArmA. We do not use ranks, but rather use titles to designate member obligations/accountability, i.e Team Leaders responsible for getting their team on to events, HQ members responsible for coordinating Team Leads and mission makers, but never at the cost of the life blood, which is the general member base. We are a zero bull/toxicity group, that encourages new and senior members to mix and collaborate with one another, we do not want to run a gossip group, and we also promote a zero obligation policy for general members, meaning even if you join, and while we would like to see you at all events that your team is assigned to, we do not hold against you if you cannot make it, and even if you need time away for an extended period of time, we support that as long as you communicate with us. We offer two event days on alternating fornights, this is because we have a mix of Australian's and American's within the group, one event is Aus based time hosted on Friday evenings AEST, and the other event is US based Saturday evenings CST, both events are broken into teams of 4 members, with tag alongs typically rounding it to about 6 - 8 members per event, even if you are part of the Friday team you are welcome to the Saturday event (and vice versa). We have taken reasonable strides to research and understand what we can about the CAG, and not making the error that many groups do which is confusing the CAG (or whatever name it goes by at the time) with SF/ODA, which is also a pet hate of ours in general. Of course we will never get it perfect but we are confident in our offerings around the space, for how we wish to run it in ArmA. How to join and what happens next: There is no formal training pipeline, but we do have a variety tactics and procedures that we have developed, and teach to the new guys, we function more off assumed knowledge, and the success or failure of a group member is down to their ego and their ability to learn and improve. But to get through the door you, all you have to do is... 1) Express interest ArmA 3 units page: https://units.arma3.com/unit/cag6 2) Join our Discord (our primary platform outside of ArmA 3, we use Teamspeak 3 on event days but not as a place to hangout): https://discord.gg/HuvEPrxBpv 3) Download our mods (we do use a few, primarily ACE, ACRE, RHS, a variety of SOF Equipment mods, and Quality of life mods that makes you feel a little more operator): Our ArmA 3 Modlist HTML is stored on our Discord, so once you are on there you will be provided access to it 4) Get on and get intergrated with the guys and play: Simple enough once you are processed, introduce yourself and come join us, you will also need to download teamspeak 3, as we use ACRE, but teamspeak details will be provided once you are processed, and any of our members can help out. Summary: So as a general member what are your commitments? - Ideally show up to your team events as much as possible (only two a month), but know it's okay if life comes first at times. - Be willing to play in ArmA 3 in a serious and almost milsim way in terms of tactics and equipment (but without all the admin and outside of event day training headaches). - Be willing to be part of a very casual group outside of ArmA 3, thick skin required, and a good (if not warped) sense of humour. - Be willing to download our mods, get on our Discord, and join Teamspeak 3 on event days. Beyond that... If this place sounds like a place for you come and reach out, while we are only looking for two members at this time, we will never say no to more (within reason), and it doesn't matter if you are new to ArmA or a veteran we will teach you our ropes, but be warned even though we are casual group outside of ArmA, we do expect each member to get with the standard in ArmA, and to abide by our standard, we are forever growing, and refining our processes too, so having an open mind is important. And don't forget. At the front however, we pride ourselves in the way we play ArmA, and the fact most of our members make friends for life (for as corny as that reads), but we do not believe in white anting, and rather collaboration and support, if this sounds like a place for you, come join our Discord and we will take it from there. Thanks. CAG TF6 HQ
  7. Hi, I'm trying to make a scenario which involves the Irish Air Corps and I was wondering if there was any mods for the CN-235 or anything that looks similar. Thanks.
  8. Hello everyone, Im new to editing missions, so i'm strugling with 3 addons that i downloaded from the steam workshop, in the editor when i add few modded flags and save the mission, put the mission the mpmission file and start the server, when i join it says "Error Loading Mission", also theses 3 mods are added as required mods but when joining the server they appear as optionnal and all other mods work perfecly and are categorized as required, and if i go back to the editor and i delete the modded flags entities, save the mission and put the mission in the mpmission file, the server work perfectly, so why theses 3 mods are categorised as optionnal when i put them as required by the server. Thanks to anyone who help me. Addons i'm talking about http://steamcommunity.com/sharedfiles/filedetails/?id=2576006559 https://steamcommunity.com/sharedfiles/filedetails/?id=2474961310 https://steamcommunity.com/sharedfiles/filedetails/?id=2764329011
  9. Good morning! I was just wondering if there's a script to hide objects and make them reappear, using another object as an interactable? In this image, I'd like the green console on the right to have an interactable menu that will be able to "deactivate-" aka hide- the red bridge. How would I go about doing this? Any and all help will be appreciated, Thanks!
  10. I dont know what im doing wrong here, i followed a video step by step and can't get it to read the CONFIG file, the .bat works and launches the server but thats as far as i can get. Heres the 2 files i have. (the mods that are there are just there for testing) "arma 3 server.bat" @echo off "E:\SteamLibrary\steamapps\common\Arma 3 Server\arma3server_x64.exe" "-profiles=E:\SteamLibrary\steamapps\common\Arma 3 Server" "mod=@CBA_A3;@CUP Units;@CUP Weapons;" -congfig="E:\SteamLibrary\steamapps\common\Arma 3 Server\CONFIG_server.cfg" -port=2302 -world=empty "CONFIG_server.cfg" // // server.cfg // // comments are written with "//" in front of them. // NOTE: More parameters and details are available at http://community.bistudio.com/wiki/server.cfg // STEAM PORTS (not needed anymore, it is +1 +2 to gameport) // steamPort = 8766; // default 8766, needs to be unique if multiple servers are on the same box // steamQueryPort = 27015; // default 27016, needs to be unique if multiple servers are on the same box // GENERAL SETTINGS hostname = "Omega stuff"; // Name of the server displayed in the public server list password = "8520"; // Password required to join the server (remove // at start of line to enable) passwordAdmin = "Admin"; // Password to login as admin. Open the chat and type: #login password maxPlayers = 10; // Maximum amount of players, including headless clients. Anybody who joins the server is considered a player, regardless of their role or team. persistent = 1; // If set to 1, missions will continue to run after all players have disconnected; required if you want to use the -autoInit startup parameter upnp = 1; // upnp // VOICE CHAT disableVoN = 0; // If set to 1, voice chat will be disabled vonCodecQuality = 10; // Supports range 1-30, the higher the better sound quality, the more bandwidth consumption: // 1-10 is 8kHz (narrowband) // 11-20 is 16kHz (wideband) // 21-30 is 32kHz (ultrawideband) // VOTING voteMissionPlayers = 1; // Minimum number of players required before displaying the mission selection screen, if you have not already selected a mission in this config voteThreshold = 0.33; // Percentage (0.00 to 1.00) of players needed to vote something into effect, for example an admin or a new mission. Set to 9999 to disable voting. allowedVoteCmds[] = // Voting commands allowed to players { // {command, preinit, postinit, threshold} - specifying a threshold value will override "voteThreshold" for that command {"admin", false, false}, // vote admin {"kick", false, true, 0.51}, // vote kick {"missions", false, false}, // mission change {"mission", false, false}, // mission selection {"restart", false, false}, // mission restart {"reassign", false, false} // mission restart with roles unassigned }; // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed, but can be used to increase the delay before other messages motd[] = { "Welcome to My Arma 3 Server", "Discord: discord.somewhere.com", "TeamSpeak: ts.somewhere.com", "Website: www.example.com" }; motdInterval = 5; // Number of seconds between each message // LOGGING timeStampFormat = "short"; // Timestamp format used in the server RPT logs. Possible values are "none" (default), "short", "full" logFile = "server_console.log"; // Server console output filename // SECURITY BattlEye = 1; // If set to 1, BattlEye Anti-Cheat will be enabled on the server (default: 1, recommended: 1) verifySignatures = 2; // If set to 2, players with unknown or unsigned mods won't be allowed join (default: 0, recommended: 2) kickDuplicate = 1; // If set to 1, players with an ID that is identical to another player will be kicked (recommended: 1) allowedFilePatching = 1; // Prevents clients with filePatching enabled from joining the server // (0 = block filePatching, 1 = allow headless clients, 2 = allow all) (default: 0, recommended: 1) // FILE EXTENSIONS // only allow files with those extensions to be loaded via loadFile command (since Arma 3 v1.20) allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files with those extensions to be loaded via preprocessFile / preprocessFileLineNumbers commands (since Arma 3 v1.20) allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; // only allow files and URLs with those extensions to be loaded via htmlLoad command (since Arma 3 v1.28) allowedHTMLLoadExtensions[] = {"htm","html","php","xml","txt"}; // EVENT SCRIPTS - see http://community.bistudio.com/wiki/ArmA:_Server_Side_Scripting onUserConnected = ""; // command to run when a player connects onUserDisconnected = ""; // command to run when a player disconnects doubleIdDetected = ""; // command to run if a player has the same ID as another player in the server onUnsignedData = "kick (_this select 0)"; // command to run if a player has unsigned files onHackedData = "kick (_this select 0)"; // command to run if a player has tampered files // HEADLESS CLIENT headlessClients[] = {""}; // list of IP addresses allowed to connect using headless clients; example: {"", ""}; localClient[] = {""}; // list of IP addresses to which are granted unlimited bandwidth; example: {"", ""};
  11. Hi all, Some may remember a thread I created last year announcing a tool I created called the Arma Preset Creator, this thread has since been deleted as I thought to re-announce the latest updates and changes. The application was originally hosted in Azure, which I decided to migrate away from several weeks back, and I took this as an opportunity to recreate the application with Angular as a learning experience, with a backend API. Description This aims to bridge the gap between Steam Workshop Items and the Arma 3 Launcher whereby any Steam Workshop items with dependencies require a preset to be created manually for these to be loaded in-game. The application solves this problem by generating the preset HTML file for you, which can then be imported into the Arma 3 Launcher. To use it you simply have to retrieve the URL or ID of the Steam Workshop item and paste that into the site, then hit "Create" and it should download a HTML file which can be imported. Alternatively you could share a link to embed on your website or in your Teamspeak, Discord or Steam communities. This allows people to instantly download a preset without having to retrieve the URL or ID. Sharing a link will generate the preset every time that it is clicked. This means that the preset will always be up to date with the collection or item. Capabilities Generate Arma 3 Launcher Presets based on the following Steam Workshop items Collections Missions with mod dependencies Mods with dependencies Generate embeddable/shareable links to embed on your website or community channel which allows people to download Presets in a single click. Usage Generating Preset Enter the URL or ID for a Steam Workshop item Click Create Import the downloaded HTML file into your Arma 3 launcher. Sharing Preset Retrieve a Workshop item ID and enter it on the website Click "Share" and then "Copy", or manually copy if you prefer Share the link via Steam chat or embed in any platform that your community uses to communicate/share mod info. URLs: Arma Preset Creator Arma Preset Creator - GitHub Privacy Notice: The API will log the Steam workshop item IDs used to generate presets, this is only to track usage statistics and also see the diversity between the types of workshop items which this application is used for. No personally identifiable information is, nor will ever be logged with this application, no cookies are used, and no ads will ever run on the website. Changelog: [31/05/2022]: UI Overhaul (see comments below) [21/05/2022]: Brought this back online under a new domain name. [14/07/2021]: I am no longer affiliated with this domain name as it has been handed over to a different team who will look after it going forward. Some time back I parted ways with Arma and this became less of a hobby for me. The code remains open source under the MIT GPLv3 (since the recent updates) license on GitHub. [08/12/2020]: Allow users to paste a URL linking directly to a Steam Workshop Item, as well as pasting an ID. Having seen some errors from somebody trying to generate a preset for an item with no mods or dependencies, I have added some more descriptive error messages to say why a preset with no items won't be generated. [30/11/2020]: Switched it back on with a new host, having been asked by several people. [27/11/2020]: Ended support for this and have instead uploaded the server side source code to github. [02/02/2019]: Added HTTPS [12/12/2018]: Added support for workshop items whose dependencies contain dependencies. Gracefully, duplicates will be filtered at request time so only unique items will be pulled back which is results in lighter load on the Steam Web API Added integration tests (non client facing) to ensure quality and consistency with the API response when refactoring any of the underlying code. Tests added for the scenarios where a workshop item has No dependencies Top level dependencies Nested dependencies (The request resource has a dependency who also has dependencies) Nested dependencies with duplicates (The request resource has a dependency who also has dependencies, some of which are duplicated in the parent resource) [11/12/2018]: Added some error handling around workshop items which have no children dependencies, this will be rejected as there is no need for this utility to create a preset for a single mod without dependencies. Mods with dependencies will now generate correct presets, whereas previously the parent mod was not included in the final preset file. API reference has updated with a breaking change removing the ArmaPresetRequest and instead passing the SteamWorkshopItem object back into the Arma Generate Preset operation. I will add semantic versioning in the future to protect developers against breaking changes. [10/12/2018]: Presets can now be generated from missions and other workshop item types which have dependencies Workshop item dependencies which no longer exist on the Steam Workshop will be ignored/excluded from the generated preset, and also will not return from the '/api/steam/workshop/publisheditems/{publishedItemId}' operation As this application has been released, I have obsoleted (rather than removed) the '/api/steam/collections/{collectionId}' operation, developers should now use '/api/steam/workshop/publisheditems/{publishedItemId}'
  12. Projets Edaly


    NTRODUCING LIBERTAD An ArmA III Modification Libertad is a large-scale mod made to benefit both the players and modders. Including hundreds of assets, a unique map as well as a campaign, we believe it will bring some fresh air to your gaming and creation sessions. While we are very excited to tell you more about the project, we are not yet ready to tell you more about the campaign. This mod will take you to the Caribbean and introduce you to a new island full of life but also torn by the emerging revolution. This is Libertad. A brand new map Isla Nueva is a tropical island of 80km² next to Cuba and located in the Caribbean. Both sumptuous and dangerous, it is a small island often considered as Cuba's little sister. Isla Nueva was discovered in the 16th century by a group of pirates. It quickly became known as a safe haven for ships seeking to avoid the law. Discover this unique environment composed of 3 cities, several villages, a jungle and secret places. Predators/Prey Guerrillas, soldiers and other civilians are not the only inhabitants of Isla Nueva. Pigs, horses, cows, crocodiles, birds and crabs coexist in the different biomes of the island. While some are peaceful, others are aggressive and will not hesitate to attack you if you venture too far into their territory. = Horse Explore the island of on foot, by car or... on horseback! It will allow you to move quickly even in the most difficult places of access. Walking, trotting, galloping, jumping or swimming allow the animal to move as naturally as any character. Over 500 unique objects Libertad contains hundreds of assets including 30 enterable buildings, more than 100 items and furnitures such as: phones, radios, tables, chairs, sofa, various consumables but also weapons, vehicles, clothes, accessories and unique faces. But also… - Placable modules via ED3N - Scripting functions - New character animations. The release of the mod as an All-In-One pack is planned for early 2022. We will provide modders, mission creators and servers with small themed mods that will allow you to take full advantage of the features presented. We are very happy to finally share these details with you and hope you like what we have in store for you. Feel free to chat with us on Discord. See you soon! - Projets Edaly Discord: https://discord.com/invite/SUCBQk3 Twitter: https://twitter.com/edalyfr
  13. 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
  14. Hello! I'm trying to add ORBAT marker into my mission. It's alright on map, but after clicking on marker I get this (screenshot). As you can see, the icons here are extremely small and I can't zoom it. I would appreciate if you can help me.
  15. 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
  16. I want to delete folder where Arma stores the saves replay campaign missions.I know the saves folder C:\Users\<username>\Documents\Arma 3\Saved\a3\Missions_F_EPA\Campaign But I am afraid that delete the important files in the game will cause the game to be corrupted. I want to know the folder C:\Users\<username>\Documents\Arma 3 what are the important files that if deleted will cause the game to be corrupted.
  17. What are we about? Evergreen is an Arma 3 group focusing on realistic near-future operations as seen from the perspective of a private military contractor. We strive to maintain an enjoyable balance between realism and fun in our operations, with roleplay strongly encouraged. What is Evergreen? Evergreen Technology and Defense is a private defense contractor headquartered in Columbus, Ohio and with branch offices in San Diego, CA and Charlotte, NC. A subsidiary of ETS Holdings, Evergreen provides security, intelligence, and research solutions for defense and other industry clients across the globe. Our goal is to provide a high return on investment by identifying, meeting, and exceeding our clients’ security, training, and consulting expectations. How we play We encourage roleplay within realistic contemporary and near-future operations from the point of view of a private military company , entering into a dark world of failed nation-states and wealthy special interest groups willing to do anything to see their goals achieved. Narratively, Evergreen employs professional and experienced operators from many Western nations and vetted former members of host/partner nations military and police forces. An expectation of professionalism is expected in your conduct as a part of Evergreen, but we do not throw rank or expect anyone to render courtesy based on assumed superiority. Evergreen uses an internally developed force structure in its Ground Combat Elements based around highly flexible ten-man formations known as Troops, comprised of two fireteams of Critical Skills Operators, overseen by a senior operator and an attached systems technician supporting the team by means of unmanned aerial systems equipped with precision munitions. Every Ground Combat Element is made up of three such Troops and led by an Element Lead and his Operational Advisor. We carry out our activities against AI-controlled hostile forces augmented by a Zeus game master. When we play Official operations will be conducted on the 1st and 3rd Saturday of every month from 19:45 to 22:00-22:30 CST. How to join If you are; - 17 or older - own a legal copy of Arma 3 APEX - Speak fluent English - have a functional headset/mic and TeamSpeak 3 - are available for at least one, preferably both, monthly official operations then contact us for next steps by email at: evergreenpmcgaming@gmail.com
  18. PMC Ukraine Mariupol v0.3 for ArmA 3. A very large realistic real world data terrain. Official PMC Ukraine Mariupol Homepage. Changelog PMC Ukraine Mariupol Changelog. Dev Diary PMC Ukraine Mariupol Dev Diary. Screenshots PMC Ukraine Mariupol Screenshots. Download from PMC Tactical ArmA 3 Downloads.
  19. Visual Studio Code SQF Language v1.0.6 Lastest update: 22.10.2018 Microsoft Visual Studio Code is a new, but already very known Code Editor. Works on Linux, OS X and Windows. Now in the Visual Studio Marketplace -> Report bugs, ask questions or make suggestions <- Supported Products: Operation Flashpoint [OFP], Operation Flashpoint: Resistance ArmA, ArmA 2, ArmA 3 (DLCs & Extensions included) Take On Helicopters [ToH] Community Based Addons [CBA], ACE Easy Installation (Recommended) Download Visual Studio Code. Open the Editor and click on the extension icon to your left ( ) Enter "SQF" and hit enter Select "SQF Language" and click on "Install" Enjoy Manual Installation Only use this guide if the installation over the extension manager and/or marketplace isn't working! Download VS Code Download the latest release from GitHub ( https://github.com/Armitxes/VSCode_SQF/releases ) Install Visual Studio Code Navigate to your VS Code extension Folder. Windows: %USERPROFILE%\.vscode\extensions Mac/Linux: $HOME/.vscode/extensions In the plugins folder, you create a folder called Armitxes.SQF, if you have it already delete all files inside! Inside the Armitxes.SQF folder you then unzip the sources you obtained from GitHub That's it, now simply (re-)start Visual Studio Code (or just "Code") and it's done :) With VS Code, every folder is a project! To open your SQF Project simply go on File->Open Folder and choose your mission/mod folder. Feel free to ask any questions, aswell the Code of the GitHub Project was now simplified several times by me and is open for everyone for contribution! Cheers, Armitxes
  20. So, as the title states My unit is hosting its own server through GTX Gaming, and honestly I love it. Upon seeing almost every non-unit player getting turned away I investigated and found that if you use "Setup Mods and Join" it is activating mods from the "additional and Suggested" tab. Our unit has an HTML modlist file so no one inside was having an issue. I've double-checked, and triple-checked and never found these files even installed on the server. I cannot figure out how to remove them. Any help would be greatly appreciated. To sum it up, my question is, is there a way to edit the mods that appear in the Recommended/additional mods tab? PS. I've talked to GTX Gaming and they confirmed I do have my start.bat configured correctly.
  21. So I’m new to coding in general and thought I’d try out scripting in arma 3, I have written code but it does not do as intended. And I don’t even know if I’m using the right commands, I’m done trying to rack my brain scouring BI script command list and random YouTube videos if anyone know how to achieve this please post it here or reference me to where I can get help. so here’s what I want to do: 1. Give variable name in Eden editor. 2. Get variable name given in Eden editor for reference in script as a “class”. 3. Use variable name “class” to run a specific script. plot example: Object (unit) variable name given in editor = Assault //in script code to get the variable name of “This” unit. code to check if the variable name is equal to a specific class name. code that executes another code if the check returns true. if you have any insight on how to achieve this or even close to it please reply
  22. Good day all, I've recently had an interest in sound modding for Arma 3, though after looking through a few examples and giving it my best go for a few hours I've decided that I am in a bit over my head and could use some community help. My knowledge base of Arma's coding language is beginner level at best so please assume that I have no idea what you're talking about before you start throwing pseudo code at me. What I'm trying to accomplish: I wanted to start out easy and make a simple mod that replaces the AR15 reloading sounds for RHSUSAF, as well as have the ability to expand on this concept as I learn. What I have so far: 1x Addon with the following contents: - Addons folder - MyMod.PBO - bin file (config) - Sound Folder config code: class CfgPatches { class New_RHS_Reloads { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "rhsusf_weapons" }; version="1"; projectName="New_RHS_Reloads"; author="Drummershocked"; }; }; class CfgAddons { class PreloadAddons { class CONFIG_SOUNDS_CLASS { list[]= { "New_RHS_Reloads" }; }; }; }; class CfgWeapons { class Rifle_Base_F; // External class reference class rhs_weap_m4_Base: Rifle_Base_F { reloadMagazineSound[]= "\Sounds\Reloads\M4_reload.ogg", 1, 1, 15 }; Issues that I'm having: I'm not gonna lie folks... It straight up doesn't work, game doesn't throw me any errors and my sound doesn't play when reloading any of the RHS AR15 type weapons. If there is some sort of in-game debug console I'm not sure how to access it either. What I am asking for: Any sort of guidance is welcome. Thank you all in advance!
  23. Ok...so I've been playing Arma3 about two weeks, have 1 Unit I created and one other Unit that I joined in the first week. Now the "MY UNITS"" section of the Arma3 Launcher has been showing "Arma 3 Units data acquisition failed". The Unit I created still is appearing in game but I am without a way to change my Unit due to this error blocking the Launcher section. Is this error related to user side of server side?? (I've logged-on to everything and opening Steam as an Admin.)
  24. The Mora behaves very weird on destruction. It flys throug the air almost every time and the Wreck gets stuck in the ground. I encountered this bug already a few weeks ago. I now reinstalled Arma, making sure no mod are enabled. Didn't fix it thou. Here a video that showcases the bug. https://www.youtube.com/watch?v=tDVdJIRHQqQ Am i the only one with that bug?
  25. What is this mod? This mod was created to satisfy our need of any sort of progression in our COOP group. The mod is inspired by the RPG-like passive skill system in Escape From Tarkov, although much simpler. We wanted to create a progression system that would give players something to work towards, independent of the mission, a system to reward playtime and gameplay. This mod is primarily intended for units and groups that play coop missions. This mod is not intended for public PvP gamemodes. Although it will work, abusing the system can be easy so it is not recommended. DOWNLOAD LINK How does it work? This mod is client-side (for now). It works by tracking player's actions trough events, and saving their progress. IMPORTANT Note: Effects of progression are applied in real time, but for performance reasons, they're only saved upon death or when the Progression menu is opened. The Player will always have an action in their action menu called "Progression menu" which will open the menu that shows all of your progression. In this menu you can see the progress of your passive skills, as well as acquire rank promotions and combat traits. Combat traits are a part of vanilla Arma, but they're normally linked to the selected character that you're playing (I.e. Combat Life Saver has the "Medic" trait). Our system tracks all score gained by the player. The score is used as a currency when you're acquiring combat traits or a rank promotion. Acquiring a combat trait while you already have one or more, will heavily increase it's price. Higher ranked players get discounts on combat traits. Here's a table of costs for rank promotions: Passive skills Our passive skills are Recoil control, Sway control and Strength. Recoil control is a self explanatory skill. It is leveled over a long period of time by firing any handheld weapons. Sway control is your character's ability to keep the gun steady while aiming. It is normally leveled by performing certain actions such as resting or deploying your weapon. Like recoil control, this skill is also leveled over a very long period of time. Strength affects your character's ability to carry heavy gear, and it's impact on stamina. Higher level strength will allow you to carry more gear without decreasing your stamina as much. Passive leveling of this skill is super slow, much slower than the other two skills. The best way to level strength is by having a workout. You can do this trough the Progression menu.