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Found 13 results

  1. IMPORTANT NOTICE, This is a WIP thread for my ballistics code, if you are looking for the final values please visit the link posted beneath this advisory! Ballistic calculation parameters updated (03/17/2024)! Finalized Values Link: http://forums.bistudio.com/showthread.php?173466-ArmA-III-Ballistics-Overhaul For all questions regarding my ballistics work please go to my Q&A thread located here: http://forums.bistudio.com/showthread.php?192752-ArmA-3-Ballistics-Overhaul-Q-amp-A Hello fellow ArmA players/modders, ArmA III is a great game with amazing potential thanks to the efforts of its community and Bohemia Interactive. However the ballistics in ArmA III leave much to be desired especially in some of the more well known rounds like 5.56 or 7.62 where bullets do not do enough damage or penetrate the right amount of barrier material. This is where I have decided to help out, I do extensive research, calculations, and testing to all of my ballistics work to ensure they are as authentic and realistic as ArmA III's engine allows me. Q: Why are your ballistics better than anyone using BI's ballistics? A: BIS default is terribly off base, and many mod makers use their numbers as a base and make some small modifications thus making them flawed. All my work is based off of REAL WORLD BALLISTICS taken from reputable sites and are backed by the ammunition manufacturers. My ballistics information is easily within a 5% margin of error making them as realistic as possible within a "simulator". Q: What about Ruthbergs Advanced Ballistics Mod, are his values wrong, are your values better than his, whats the deal here? A: Ruthberg and I communicate with each other fairly often, we are working cooperatively by different means; my code is bullet specific, where as his mod changes the environment and weapon variables that interact with bullets. Ruthberg's ballistic simulation is far better than mine, however his mod does put a lot of extra strain on the server/system using it, so in heavy firefights you are likely to experience lag issues. Because my code is all based on BI's parameters and code you will NOT see any lag from my work. To make things clear, Ruthberg and I are NOT in competition with each other and we never should be, he covers one aspect of ArmA and I cover another, we both have the same goals in mind, we just go about achieving it in different ways with different results to total realism and client/server performance. Q: What kind of limitations do your ballistics have in ArmA? A: This is a very good question, in recent testing I along with a few other mod developers have confirmed that Body Armor as far as the plate carrier goes, adds armor to the legs, arms, hands, feet, and torso to the body, the helmet adds armor to the whole head, face included. Body Armor does NOT have an "armor check" to it, it simply negates a portion of the damage based on how "heavy" the armor is, this means that a JHP or even a frangible round will do more damage to the target even though it would not have penetrated the vest, this is a SERIOUS problem, and to my knowledge there is no mod available that fixes this. Another big issue is how BIS calculated object/material densities in ArmA III, my favorite example is the "Metal Shed from Hell" test, where I take a BIS default ArmA III metal shed that looks like its sheet metal but has enough density to completely stop a BIS default 5.56x45mm NATO round in its tracks. My ballistics including penetration may be Real World correct however this does not mean that they will interact with ArmA's material environment correctly, this is something that is completely out of my control as different buildings have different densities and there is no standard model or reference to work from regarding this. ArmA III also does not simulate drag realistically, this I figure is due to 2 things, 1 BI did not want to spend more time than they deemed necessary to accurately simulate ballistics, and 2 they wanted the game to operate smoothly across a wide variety of systems. Q: How are your ballistics values formulated, and why are they superior to BIS Default? A:I first research the ammunition in question based on military viability and if the round is not military standardized I go into more of a practical Civilian/Law Enforcement sense. I then take the information from my research including a whole ballistic profile and plug it into JBM's ballistic calculator. I then plug in my standard atmospheric model (see the next Q&A for more information on this) into the ballistics calculator. I then run the calculators and and gather the data for transfer to Bakerman's ArmA III ballistics calculator v2. Once the data is compiled in Bakerman's v2 calculator I manually adjust the Airfriciton value to closely match the real ballistics curve (its simply NOT possible to get it 100% correct using default parameters). Once those ballistics curves are matched according to my specs (see below for additional details on this) I start working on penetration and damage values set by BI protocols. After the penetration and damage values are calculated I check the values and performance in game using SMA's (Specialist Military Arms) test range. If all checks out I then release my data for public use. Q: What exactly does your "Standard Atmospheric Model" look like? A: G1 Drag Coefficient (I do not like using G7's unless the data is there, for sniper based rounds like .300 Win Mag/.338 Lapua/.408 Cheytac I may consider using them, the difference in performance should be negligible in ArmA III) ISA (International Standard Atmosphere) density of 0.07648 lb/ft3 @ Sea Level Ambient Temperature of -2.1 degrees Centigrade or 28.4 degrees Fahrenheit 0% relative humidity 0.0 meters or 0 feet in altitude (hence SEA LEVEL) Barometric Pressure of 28.147 Hg This all matches up with ArmA III's speed of sound being set to 330 m/s and the atmospheric density equating ISA parameters. Q: What is this "acceptable deviation" you refer to? A: ArmA III by default does not fully simulate drag functions correctly, so given that fact I have to establish a "threshold" limit to what I consider the maximum achievable deviation from reality, this breaks down as follows... 0-1% = Perfect 2-3% = Ideal 4% = Average 5% = Maximum Limited Threshold Pistols & Shotguns = 50m Point Target SMG's / PDW's = 100m Point Target Subsonic Rounds (AR/SR) = 200m Point Target Everything else will be hand calculated based on the rounds performance data available. *NOTE: These percentages are based on MAXIMUM POINT TARGET RANGES, any shot taken outside of MAXIMUM POINT TARGET RANGES is not configured in my ballistics calculations, this is due solely to an ArmA III simulation issue. Q: What does your "damage profile" system look like? A: My damage profile system is based on BIS's system but with more detail based on bullet composition and design that covers every bullet profile used in modern times. This is a 10-1 scale modifier which again BIS uses in conjunction with projectile velocity and mass to get a damage coefficient. My scale is listed from 10-1 below. BI calls this "Sharpness". 10 - Depleted Uranium (Large Caliber rounds 20mm +) 9 - Tungsten Carbide (Large Caliber rounds 12.7mm +) 8 - Steel Core (Large Caliber Rounds 12.7mm +) 7 - Tungsten Carbide (Small/Medium Caliber Rounds) 6 - Steel Core (Small/Medium Caliber Rounds) 5 - Full Metal Jacket/Total Metal Jacket (Small/Medium Caliber Rounds) 4 - BTHP/OTM (Small, Medium, & Large Caliber Rounds up to 12.7mm) 3 - Jacketed Hollow Point/ Soft Point (Small/Medium Caliber Rounds) 2 - Pre-Fragmented (Small/Medium Caliber Rounds) 1 - Frangible (Small/Medium Caliber Rounds) *Please note that the higher the damage profile number the less damage to the target but the more penetration the round has. Depleted Uranium and Tungsten Carbide rounds do not deform easily at all, this makes their wound tracts much smaller than a hollow point would thus making them cause less damage to the target, this is not to say a .50BMG with a Tungsten Carbide core would not kill someone, its just that its energy transfer would be less as it would pass though the target. Q: Why is you bullet drop different from reality, can you make the bullet drop more realistic? A: Yes I can, however ArmA III's default ballistics engine is very limiting in the way that it does not generate parabolic arch's like real bullets do, this inherently affects drop. Any arching you might see is based on the zeroing of your weapon. Now you CAN make adjustments for drop by altering the speed and airfriction however this would seriously impact damage and penetration and would not represent realism in that sense, its just too little of a change to justify a massive edit that would make the performance unrealistic for something that most people do not even notice. Q: When are xxx calibers/rounds or where are xxx calibers/rounds going to be made available? A: When they are finished, rounds/calibers that developers are currently working with take precedence, while I realize there may be xxx gun out there using xxx ammo/caliber I do have a lot of work on my plate and I will get to the rounds as time progresses; I do not get paid for my work, its all freeware, and I have to pay my bills. Q: Will you do xxx caliber or xxx bullet? A: I believe the RHS team has the best answer for this, and I use their following algorithm to calculate my answers as well: foreach(var question in questions) { if(question is Stupid) { return "We will consult the spirits"; } } *NOTE THIS IS WHAT RED HAMMER STUDIOS WROTE ON THEIR Q&A, I JUST COPY PASTED, ALL CREDIT GOES TO THE RHS TEAM FOR THIS CODE SEGMENT! I encourage all weapons/ammo mod makers and even BIS if they wish it to use these values for their weapons (please keep the rounds named appropriately to accurately reflect the ballistics). Using this code is FREEWARE, all I ask is if you use this code please give a "special thanks" referencing my contribution in your mod. The code and its values come with absolutely NO WARRANTY what-so-ever, the end user assumes all liability for any and all damages that may or may not be incurred by their use. "Standard Agreement" All I ask is that I am included in the credits to your mod for any work my code as contributed towards your mod, if you win any mod contests or prize money I shall NOT require any payment only a mention of thanks in credit where it is due. Groups/Members that require PUBLIC AUTHORIZATION to use my ballistics code: None at this time.... Groups/Members NOT ALLOWED UNDER ANY CIRCUMSTANCES to use my ballistics code: 1. 2nT Group - Tristen/MrHuachuca
  2. hello , i have run a test (about showing a target scene what there an ai must start fire 3 round of mortart to my target via mortar) on single player and multiplayer on my pc in both of ways it work successfully, camera start moving and show mortar and the ai start fire fine, but when i up the mission to server for test the ai wont fire and just camera show he and he still not fire, i test this codes on server : _camera = "camera" camcreate position h2; _camera cameraeffect ["internal", "back"]; _camera camPrepareTarget g2; _camera camCommitPrepared 5; g2 commandArtilleryFire [position han2, "8Rnd_82mm_Mo_shells",3]; _camera camPreparePos position h2_1; _camera camPrepareFOV 0.700; _camera camCommitPrepared 6; _camera camPrepareFOV 0.700; waitUntil {camCommitted _camera}; _camera cameraEffect ["terminate","back"]; camDestroy _camera; for sure i test another command as : _camera = "camera" camcreate position h1; _camera cameraeffect ["internal", "back"]; _camera camPrepareTarget g1; _camera camCommitPrepared 5; g1 doArtilleryFire [position han1,"8Rnd_82mm_Mo_shells",3]; _camera camPreparePos position h1_1; _camera camPrepareFOV 0.700; _camera camCommitPrepared 6; _camera camPrepareFOV 0.700; waitUntil {camCommitted _camera}; _camera cameraEffect ["terminate","back"]; camDestroy _camera; both kind of codes work just in single and mp mod in my pc, and not work on server. any help have my regards.
  3. hello there i have a question about show video on billbord for players who are infront of it via add action, so we create a trigger and add below code on it: vp is name of the Addaction object call{[vp, "Pakhsh", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 2", "_caller distance _target < 2", {}, {}, { _video = "V\reza.ogv"; _screen = namayeshgar; _screen setObjectTexture [0, _video]; [_video] remoteExec ["BIS_fnc_playVideo", ([0, -2] select isDedicated), true]; m1 setObjectTextureGlobal [0,"P\rs.jpg"]; m2 setObjectTextureGlobal [0,"P\ma.jpg"]; }, {hint "Laghve tanzim";}, [], 5, 1000, false, false, true ] remoteExec ["BIS_fnc_holdActionAdd",[0,-2] select isDedicated,true];}; when i test this code i just find it the video is just visible by who call add action and not somebody else. how i can do it for all players infront of that billbord?
  4. Script Example (which I use in my mission): [ Truck, "<t color='#58D68D'>Enganchar UH60</t>", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "(_this distance _target < 3) && (Truck_Bar distance Heli_1 < 10)", "(_Caller distance _target < 3) && (Truck_Bar distance Heli_1 < 10)", {}, {}, { null = ["Scripts\Interacciones\Remolcador\Soltar_Heli_1.sqf","BIS_fnc_execVM",false,false] spawn BIS_fnc_MP; [Truck,_actionId] call BIS_fnc_holdActionRemove; }, {}, [], 5, 6, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, Truck]; ____________________________________________________________________________________________________________________ When I put this Script in my Init.sqf file, one appears every time a player joins my dedicated server. Is there a way to fix that? the problem is where do I put my script? or is it a typical Arma 3 problem?
  5. Hello, My name is Francisco, I have a problem with ARMA III, I have been playing it for a while and now it doesn't come when I click on "PLAY". Show error "0xC0000005 - ACCESS_VIOLATION" and i don't know what it mean. I wish I could get help to solve this problem. Why does this error appear when I click in "PLAY"?
  6. Hi, Hello everyone I am completely new to this forum but have been playing games since my childhood (20, now). Love gaming. ARMA III is one of my favorite games to this date and I have played the single player campaign several times. The reason, why I joined this forum finally today is, I have been watching a lot of videos regarding ARMA III missions on YouTube from time to time and finally took this step to ask it out here because I didn't know where to begin/start actually. I have seen a lot of videos on YouTube where different gamers have uploaded missions apart from the actual gameplay of ARMA III like missions that I have not played in the single player campaign. I am listing some of them below here: I have finished ARMA III several times since it launched and I have never ever seen such missions. My question is, where do these missions come from? Are these mods or what? Through some of my search, I have got some information that there are mods for ARMA III and then there are also custom made missions and campaigns designed by several teams or individuals. So, I want to ask how can I play these missions? & How can I design these two? And like, are these missions playable too or just designed for YouTube? Please, somebody walk me through this complexion with an easy elaborative detail, separating all the topics like the difference between mods, custom made missions and campaigns so it gets cleared in my head. I WILL BE REALLY THANKFUL TO YOU ALL!!
  7. Axel Horh

    Short Filmes

    Hello all. I like work with editor ARMA III. A liitle video for you Thank you for watching. Have a nice day! Barbarians
  8. Started in July 2016 by a few friends interested in MilSim operations. We have recently decided to make the unit official and public. We are still working on getting everything organised and setup, we have a 100 slot Teamspeak, a professional Training map, a Dedicated Server Box, mods which allow us to take the 1st ID role both visually and mentally. Requirements Must be 17+. Must speak fluent intelligible English. Must be able to make events in the CST timezone (2pm - 8pm) and commit a reasonable amount of time to the unit. Information The 1st Infantry Division realism unit is a unit in which enforces a realistic type approach to the game of ArmA 3 like many other realism units. We are looking to induct dedicated, mature members willing to put the time and effort into bettering their skills and strategies for the unit. Recruits will go through a series of courses and tests to make sure that they are ready to take on the challenges the 1st Infantry Division will come across in combat. These courses will range from battle drills to learning and familiarisation with various U.S. and foreign weapons. Teamspeak 64.94.101.183:1337 Website http://1stinfantry.net/home
  9. Flying Monkeys In Space Who are we? Flying Monkeys In Space is the next generation in Arma III Milsim. We aim to host missions for those whom seek the desire to play Arma to it's full extent. Our end goal is to make the most immersive and exciting gaming experience possible without all the 'Yes Sir' 'No Sir' BS. Our group aims to host amazingly fun and enjoyble operations weekly. What Do We Do? Flying Monkeys In Space currently employs the use of the new and improved 3DEN editor for Arma III. Working alongside the 3DEN editor our talented mission makers create tailored in house missions to suit our Milsim needs. These missions can consist of killing an officer, combined arms assault on a town or city, capturing an officer, finding intel etc. As well as Relaxed Milsim operations we will also conduct training days throughout the week to bring new players and old players alike up to speed with new mods or just the basics of Arma. Flying Monkeys In Space has around 20 active members on most nights and we also converge with other clans and take part in massive 30 - 40 player operations aswell. Requirements In order to take part in FMIS activities you will need: Working Mic Teamspeak 3 16+ The will to download mods Are free on atleast one of the op days Arma3 Sync A level of maturity Mission Days We do not force you to come on specific days however it is highly encouraged to be active within the community and join for atleast one large operation per week. Below, will list the current active mission days: Wednesday (Small Op) Friday (Large Op Saturday (Joint Op w/ TFD, 40-50 player ops) Sunday (Large Op) So, if this group sounds like the group for you, you can either comment down below, send myself a message on steam or head over to the Arma3 Units page and apply there. Once again, thank you for reading. Arma3 Units Page: https://units.arma3.com/unit/flyingmonkeysa3 Teamspeak Server: ts.fmisgaming.com Group Media: ​​​Operation Hell Raiser | Snapshot ​ Operation Crop Duster | Snapshot
  10. Hello guys. First of all, thanks for the addition. It will be a very useful tool for us who edit and create game modes. Well, that said, i would like to begin with a suggestion which already exists in Zeus, that is the customizable crate/container/ammobox. While i was checking on Eden, i didn't find any means to do it like we do with Zeus, can only do that like it is on the 2D editor. Could that be possible? A way to create a custom ammobox with the Eden? Thanks for reading, and again, thanks for the incredible tool you're developing.
  11. New website up! http://www.jtf16.org Who are we? JTF16 is a group of mature ArmA veterans, we consist primarily of Swedish players at this moment but that is something we don’t mind changing. We play co-op games (apart from a few special events) and we have our own dedicated game server where we also host our mod repositories and TS3. We host our own OPs two days a week and we try do joint-ops with a bigger groups as often as we can. The group has its own very talented mission and campaign makers and usually do campaigns that stretches over several weeks. So, what do we do?We play ArmA, that pretty much it, but we do it with a twist that we like to call “Milsim Lightâ€. We like to mix milsim with casual play, creating a fun and inviting environment for everyone involved. In practice that means that we do have a set structure and in-game we have a chain of command but without the use of ranks and such. What we strive for is to get some really good immersion going, but at the same time understand that we do this because it's fun. We are looking for mature players and we have set the age limit to join JTF16 to 25 years old. If you want more information on how to apply to JTF16 head over to the recruitment page and read there. Join JTF16 We are always interested in expanding our list of members, and we would love to hear from you. Adding more capable riflemen, medics, team leaders, medics and support personnel lets us create even bigger missions and lets us utilize more roles. Our wishes As stated on our Who We Are page, we are all ArmA veterans and we are looking for a bit older players than most other teams do. We are looking for mature players who can differentiate between when its appropriate to play around and when it's time to get you game face on. Our wishes are: You are able to speak and write English. You need to be 25 years or older. You need to be mature, respectful and know how to handle situations like an adult. You need to have a working microphone and a basic knowledge how to use TeamSpeak. You need to have a basic understanding of ArmA 3. If you want to know more or are interested in joining us, head over to our website or drop me a PM here on the BI forums.
  12. If this isn't the correct place to post this (I'd imagine it is) would a mod please move it to the correct sub-forum? As the title says, what's your best or worst experience in Arma 3? My best: I was playing the End Game public test w/ the developers. We were pinned down in the hospital, CSAT forces were every where. If I remember correctly, the people on my team were Ondrej, End Star, and a few other people. We were being suppressed from people behind the rocks, and me being a grenadier, I decided to use my UGL and see if I could take out anyone. A fired a few blind shots, no hits. Not a minute later, some of them begin to push up. I fire a few more grenades, one hitting zipper5 and killing him. We continued to hold our ground, but eventually the other team broke through and slaughtered us. In the next game, we managed to get our FOB up first and I hopped in one of the offroads headed to the objective where you kill the officer. We parked about 200 meters away from the compound. I was an AT man this time. I scanned the hills as we approached the objective, and mid-way to the compound, I noticed something on the horizon. It was an offroad. I grabbed my PCML and locked on, firing a rocket at them. The rocket hits and kills 4 guys. My worst was during Bingo Fuel, where I got the fuel truck after an hour and a half of sneaking around in broad daylight. I started driving to the drop-off point for Miller, and then a Mora notices me and blows up the fuel truck with me in it. GG.
  13. Hello. Let me introduce my first mission for ARMA III. Version 0.8.0 russian and 0.8.0 english. This is a liitle mission with intro and outro. Sounds: russian. Island - Stratis. INTRO: The party was not over else when Alex Kate became feel badly. He asked a friend to take him to home, but it not happened... He needs to survive on the island ... Download: Russian version. https://drive.google.com/file/d/0B8mlGAUEJyqLN2pkNEFFbm0tT2c/view?usp=sharing English version. https://drive.google.com/file/d/0B8mlGAUEJyqLQXlySXZHeWdwdG8/view?usp=sharing Link 2 https://depositfiles.com/files/ellvc4yxc
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