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  1. KP Liberation for ArmA 3 Overview: The area has fallen to the enemy and it is up to you to take it back! Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all capitals across the region. Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area. Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps. Purchase both infantry and vehicles (both ground and air) using three different types of physical resources; supplies, ammunition and fuel. Build the FOB of your dreams with an in-game "what you see is what you get" system. Play within an immersive engine that not only punishes you for civilian casualty but diversely reacts in turn. Combat aggressive and cunning hostile forces who react and adapt to your actions. Monitor and work alongside, or against, independent guerrilla forces. Learn that every window is a threat thanks to the custom urban combat AI. Accomplish meaningful secondary objectives that will benefit your progression. Never lose your progress with the built-in server-side save system. Introduction: As promised I have continued the Liberation mission originally created by @zbug and in turn started a new thread for this continued version so that the old thread would not lead people to the old GitHub page, as any new links would be lost deep inside many pages. I will update this thread with all new information and the correct links will be shown within this post always. If you encounter any bugs or issues (and there will be some) please report them here at Github and not just here at our Discord or here in this thread. That would a great help to me as it will keep a good overview of any reports. I really hope that @zbug will return in the future but if not, let’s keep this mission running with community support. Necessary Mods: These mods are needed respectively if you use the prepacked mission files from the release tab or Steam Workshop. You can play every map without any mods if you source them from Github/the release tab and set the preset to vanilla in the kp_liberation_config.sqf file at the root of the mission folder. More information on this can be found here. Al Rayak Altis None Chernarus Lythium Malden None Sahrani Takistan Tanoa None Taunus (This is a very resource-intensive map.) Recommended Mods: These mods are recommended by us, as they are likely to increase your gaming experience: Also you should think about using this mods as serverside mods: Recommended Difficulty Settings: Our own recommended difficulty settings for this mission, place the code below within your server <user>.Arma3Profile file: Also place this next block of code within your server.cfg file: Join us on Discord: If you like, you can head over to our Discord. Please post any large issues and bugs on GitHub, because that way I've much more of an overview about reported problems. Get the Mission: Download the entire mission collection here from Github. Download prepacked missions here from Github. Download prepacked missions here from the Steam Workshop. Changelog: The License (MIT) Copyright (c) 2015 GreuhZbug, Wyqer Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANT-ABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON INFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  2. Apex Framework

    ArmA 3 Apex Framework Version - 1.1.0 "Encore" (18/8/2018) Compatibility - A3 1.84 Download (Github) Support (Discord) Email - armacombatgroup <at> gmail Documentation (Github) Donate (Patreon) Enjoy ______________________________________________ Terrains: Altis Tanoa Malden 2035 Mission Types: Invade & Annex: Apex Edition. Classic I&A style mode. Sector Control. Domination-style Sector Control mode. Campaign. Insurgency-style campaign mode. Custom. Disable the objectives and use the integrated systems (including advanced Zeus systems) to support your own custom content. Gameplay: Edited Raw Features: Advanced AI behaviors: suppressive fire, building clearance, logistics & helicopter use, dynamic close air support & mortar support, regrouping, automated medics, vehicle repair, demolitions, house/building suppressive fire, stance adjustment, inter-squad communications, evasive behavior, attack & defend routines, tactical commander, organic intel gathering to decide where to commit soldiers & resources. tracer rounds to make battlefield more visceral, custom jungle spawning & patrol routines built for Tanoa. Ambient civilians and wildlife. Custom wildlife and civilians at missions, using high-performance techniques to ensure they don't reduce FPS. Geo-typical dynamic weather. Weather for Altis/Stratis/Malden taken from Lemnos data, Tanoa weather taken from Fiji data. Persistent and full yearly cycle. Storm simulation & fog reduction. Dynamic day/night cycle. Accelerated nights, accelerated noon, slowed down at dawn & dusk. Cinematic AO lighting on dark nights. Persistent and full yearly cycle. Dynamic missions. Players can create tasks and objectives for each other. Recruitable AI. Players can recruit AI to help with the fight, either as engineers, fire support, fully integrated automated medics, etc.. Wide range of enemy weapons. Enemies use a wider array of weapons that those defined in config. 70+ custom player interactions. Intuitive and custom player interactions using the action menu (familiar to veterans and newbies alike). Custom menu system. Menu system supporting custom buttons, player options and link buttons to your community website. Full difficulty scaling by player population. Dynamic AI difficulty. New and interactive side missions. Custom Zeus systems. Keybindings (numpad) to support on-the-fly Zeus missions, including garrison, patrol, attack, suppressive fire, player revive, unit incapacitation, and hunting/stalking logic. Custom medical system. An intuitive and simple medical system for public server play, not buggy! Revive, stabilise, medevac, carry, drag, load, unload, ambulances, field hospitals, AI revive. Custom MOUT operations. urban warfare AOs for Tanoa & Altis. Player damage modeling. Dynamic damage modeling to make playing against AI more fun. Admin tools. Admin tool menu with a range of options for moderators, admins and developers, including a custom dev terminal. Anti-cheat. A proven anticheat custom-fitted into the mission, caught about 30 cheaters on the development server over 16 months. Anti-troll. A system to resist and counter common forms of griefing. Restart schedule. A custom restart schedule built into the mission to provide graceful restarts, reminding players which server they are on and time-until-restart. Helmet-cam live feed. Players at base can watch a live feed of operations. Enemy capture. Capture enemies and imprison them. Blue Force Tracker. High detail blue force tracker system with dozens of configurations, including custom enemy info on the map display. Earplugs. Squad radar HUD. Visibility & View Distance menu. Magazine repack. Backpack locking. Parajump backpack-to-chest. Explosives charge 'attach to surface'. Gameplay Leaderboards. Track transport pilot effectiveness, top medics and other objective-based metrics. Semi-persistent (weekly ladder). Dynamic Simulation. Server-side dynamic simulation and client-side optional dynamic simulation to improve FPS and performance. Logistics, Towing, Hauling & Mounting, Carrying & Dragging. Custom system to facilitate towing, and mounting of static weapons to suitable vehicles. Also linked directly to ingame Vehicle-in-Vehicle system for seamless logistics. Enhanced Slingload rope controls. Adjust rope length during flight and seamlessly attach Taru pods to Taru helicopters with simple controls. Forward Operating Bases. Forward operating bases built directly into the framework, with logistics tasks, respawn tickets, vehicle respawns, ... Aircraft Carrier (USS Freedom). Dynamic aircraft carrier can be toggled on and off with a mission parameter, spawns at random locations, fully supported with vehicle respawns, player respawns, optional defensive turrets, and field hospital mechanics. Destroyer (USS Liberty). Dynamic destroyer can be toggled on and off with a mission parameter, spawns at random locations, fully supported with vehicle respawns, player respawns, optional defensive turrets, optional naval artillery, and field hospital mechanics. 40+ Custom object compositions. Many missions spawn custom scenes to add a fresh and replayable element to the missions. Custom vehicle & uniform skins. A variety of custom and realistic military skins created for this framework. Monetization solutions. Servers cost money, so we have put in solutions to reward players for donating. Custom cosmetics system for patches, uniforms and vehicle skins, and whitelisted lobby roles. Monetization license. You may use this framework on monetized servers. Highly polished. Considerable time spent polishing and ironing out bugs and rough edges, a necessary part of professional development missing from many other mission offers. Performance. Surprisingly high FPS (both client & server) for the amount of action going on, smooth and doesn't stutter. Change Log: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/documentation/_Change Log.txt Mods supported: Blastcore Edited (standalone by Opticalsnare JSRS soundmod by LordJarhead Mods integrated: Advanced Rappelling by duda Mag Repack Custom skins (third party designers): A sample of the vehicle & uniform skins that come as a separate content pack for use with the framework, purchased from third-party designers. Notes: Do not use AI mods like VCOM and ASR. There is an AI system built directly into the framework. Youtube development channel: https://www.youtube.com/user/QuiksiIver/videos License: Monetization permitted APL-SA (you have permission to modify and publish the modified version for others to download/use). Credits: coming soon
  3. Greetings to the World !! I'm very happy to present you my own version of [GREUH] Zbug Liberation, ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- ARMA-3 Liberation - RX Based on version 0.924 Addon: * R3F Logistic (can tow vehicles and load item) * LARs (Larrow) Arsenal (no ngs, viper, etc..) * FAR Revive (drag/stabilize) * TK Punishment (autoban) * Player & Base Protection * Group Lock/Unlock * Hearplug * MagRepack * Unstuck AI * AI Medic can revive player pretty well * RP oriented with ranking system based on player action automatic permission granting (build/tank/air/recycl) unlocking arsenal/units according to rank * Dynamic events (based on A3Wasteland) * Special Town invasion when opfor is low * FPS fix and perf * Admin Menu (teleport/skiptime/God/spawn) * Lots of Customization (shorter night, anti mine, recycling ammobox....) * No need of admin/commander (including fresh start) * and many more !! ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- Engine and map available for: * Altis * Malden * Stratis (Air Carrier) * Tanoa (work in progress) Take a look at : github : https://github.com/tbox1911/Liberation-RX Download Mission: Altis : https://github.com/tbox1911/Liberation-RX/blob/master/build/Liberation_RX.Altis.pbo Malden : https://github.com/tbox1911/Liberation-RX/blob/master/build/Liberation_RX.Malden.pbo Stratis : https://github.com/tbox1911/Liberation-RX/blob/master/build/Liberation_RX.Stratis.pbo Tanoa : https://github.com/tbox1911/Liberation-RX/blob/master/build/Liberation_RX.Tanoa.pbo Arma3 Official Server A3Serv : arma.lestock.org Thank you pSiKO
  4. Latest Version: v0.924 (July 3rd) Download from GitHub Download from ArmaHolic Previous releases: GitHub Overview Altis has fallen to the CSAT forces, and it's up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the island. Experience a massive CTI campaign with over 150 different capturable settlements across the entire island, Cooperate with 0 to 40 other players, with a commander role and recruitable AI troops to fill the gaps, Buy troops and vehicles using three different types of resources, Build the FOB of your dreams with an ingame "what you see is what you get" system, Fight aggressive and cunning hostile forces who react and adapt to your actions, Learn that every window is a threat thanks to the custom urban combat AI, Accomplish meaningful secondary objectives that will benefit your progression, Never lose your progress with the built-in server-side save system. How to play / How to start Tutorial video by Phlonk: https://www.youtube.com/watch?v=jC9sk7AzHAY Wiki by Bramjam: http://greuh-liberation.wikia.com/wiki/GREUH_Liberation_Wikia Bug reports It's a beta, things will break :) If you encounter a bug and want it looked into, you should be providing: SERVER LOGS (rpt files), Client logs (rpt files - one is fine, more is better), Headless client(s) logs, if applicable, Version of the mission you've been using, Modifications you've made to the original mission files, if any, Mods you're using, if any, Screenshots showing the issue, if applicable, Reproduction steps, if applicable. The more the better, fixing broken stuff is easy, reproducing issues is tough, and that's where you can really help! Follow the development > Trello You can follow the progress and see the upcoming features on Trello. If you create an account (for free) you can comment and vote, so feel free to help us prioritize the upcoming features ;) > GitHub The mission is published under the MIT license, so you can modify and redistribute it with no limitation as long as you credit me and don't hold me liable for anything. You can make the modifications you want, adding more mods for example. You can even participate in the development by submitting your own pull requests for fixes and features. > Twitter I'll be tweeting about releases and other important infos about the project, but nothing too spammy. Thanks Bohemia Interactive Studios for making such an awesome software, Farooq for FAR Revive, Jus61 and Nic547 for the German translation, Phlonk and Braghee from AUGamers for all the late night testing and their tutorial videos, Bramjam for the wiki and beta-testing effort, Larrow for his arsenal blacklist script, Aeroson for his loadout saving/loading scripts, Quiksilver for his cleanup script, Regiregi22 for the Spanish translation, All the beta testers for their invaluable feedback and bug reports. Liberation Youtube Playlist
  5. Hello, i'm a regular player of Zeus on multiplayer, and i've seen the series grow over the years(ARMA 2, ARMA 2 OA, ARMA 3, etc) During ARMA 2, Warfare/CTI was probably my favorite gamemode. I was wondering, could there be modules and objects in place for the zeus to utilize, in order to construct a similar scenario to that of CTI/Warfare like in ARMA 2 with ease? More specifically, I was thinking about features like such: in-game place-able marketplace for players to purchase new vehicles, weapons, and ammo, etc on the field(This will allow players to provide for themselves instead of relying on zeus to always add items) -in-game currency automatically rewarded to players for killing enemies, completing objectives, etc(Required mechanic for the above) Ability for teams to vote a single player as commander to allow the construction of friendly structures such as possible FOBs(new respawn points by choice of the players) Module for Zeus to occupy a town with selected enemy forces of choice. Anything else that makes sense These were some of the additions I thought of, any suggestions are appreciated. Why did I suggest these changes? I feel like the Zeus, currently, is a little handicapped in some aspects. To supply players with non-default class weapons and equipment, Zeus must place down dozens of crates to allow players to have variety or simply find the gun that the players want(Why not just have it all in one Virtual Arsenal type of system) Also, i'm aware that there are vehicles respawns, but they have been known to crash the game for the Zeus, and sometimes players don't necessarily need the same vehicle continuously. Minimizing unnecessary clutter is obviously ideal for performance. I feel like some of these additions would help lighten the load on any Zeus just starting out as well. Because I feel like some of these things should be automated; and players should be able to have a bit more freedom without relying on the Zeus all the time.
  6. [SP/MP] OPFOR KP Liberation - Project Opfor / RHS Changes Made After looking at all the liberation missions it became clear that there where hardly any OPFOR sided liberation missions out their, compared to the orignal one, so we decided to deliver an OPFOR experience to liberation by making a Kp Liberation based on the OPFOR faction. So what we have done here is take Kp Liberation and change all the factions around to make it so you are able to play as the OPFOR faction, with out having to do anything, below is just a few of the main changes. We have used Project opfor as part of the base gear that will be used by the other factions. -Playable OPFOR faction. RHS AFRF (VDV/MSV) -Changed BLUFOR faction. Project OPFOR (Islamic State) -Changed GUER faction. Project OPFOR (Sahrani) -Changed the enemy marker colours to blue. -Changed spawn point marker to match OPFOR faction. -The friendly side is now OPFOR. -Added a extra tutorial page to help people. -OPFOR Medical vehicles changes. -Changed all factions to match new sides. -Fixed exploding choppers on the Ship. This mission will support other mods. If there is demmand a public server can be setup. Overview of the mission The area has fallen to the enemy, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the area. - Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area. - Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps. - Purchase both infantry and vehicles (both ground and air) using three different types of physical resources; supplies, ammunition and fuel. - Build the FOB of your dreams with an in-game "what you see is what you get" system. - Play within an immersive engine that not only punishes you for civilian casualty but diversely reacts in turn. - Combat aggressive and cunning hostile forces who react and adapt to your actions. - Monitor and work alongside, or against, independent guerrilla forces. - Learn that every window is a threat thanks to the custom urban combat AI. - Accomplish meaningful secondary objectives that will benefit your progression. - Never lose your progress with the built-in server-side save system. Statistics / Different on each map Capitals: 10 Cities: 68 Military: 26 Factories: 24 Radiotower: 22 Total Sectors: 147 Below you can look though the maps in the steam workshop. OPFOR Chernarus KP Liberation : OPFOR Altis KP Liberation : OPFOR Sahrani KP Liberation : OPFOR Tanoa KP Liberation OPFOR Takistan KP Liberation OPFOR Lythium KP Liberation More still to come. ----------------------------------------------------------------------------------------------------------- Understanding Markers Capitals: There are several larger or important cities in the region. When all are under friendly control, you'll most certainly have beaten back the enemy to a point where they cannot re-establish control. This is your primary objective. They are very well defended and you'll have to deal with a very high chance of enemy reinforcements or counter attacks. Cities: Generally small to medium-sized cities. Factories: Across the region you will find civilian factories under enemy control. Capture these, as they only need a storage area and can then produce the three resources. As such they are a very strategic first target! Military Bases: Home to large amounts of highly equipped enemy forces, these installations are heavily defended and will require large and well co-ordinated assaults if you have any hope in capturing them. While capturing enemy bases you'll prove that your operation is progressing in a promising way, therefore you'll unlock some heavier assets. Radio Towers (RT): When under enemy control, RT will be used to call in reinforcements when a nearby sector is attacked by our own forces. The reaction time will depend on the distance between the tower and the sector. When under friendly control, the towers will give useful map intel on hostile troop movements in the vicinity by intercepting their radio communications. ----------------------------------------------------------------------------------------------------------- Credits: -Creator: Zbug -Primary Editor: Wyqer -Secondary Editor: Luacs - Cross over This mission is under the Arma Public Licence (APL)
  7. [SP/MP] OPFOR KP Liberation - Project Opfor / RHS Changes Made After looking at all the liberation missions it became clear that there where hardly any OPFOR sided liberation missions out their, compared to the orignal one, so we decided to deliver an OPFOR experience to liberation by making a Kp Liberation based on the OPFOR faction. So what we have done here is take Kp Liberation and change all the factions around to make it so you are able to play as the OPFOR faction, with out having to do anything, below is just a few of the main changes. We have used Project opfor as part of the base gear that will be used by the other factions. -Playable OPFOR faction. RHS AFRF (VDV/MSV) -Changed BLUFOR faction. Project OPFOR (Islamic State) -Changed GUER faction. Project OPFOR (Sahrani) -Changed the enemy marker colours to blue. -Changed spawn point marker to match OPFOR faction. -The friendly side is now OPFOR. -Added a extra tutorial page to help people. -OPFOR Medical vehicles changes. -Changed all factions to match new sides. -Fixed exploding choppers on the Ship. This mission will support other mods. If there is demmand a public server can be setup. Overview of the mission The area has fallen to the enemy, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the area. - Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area. - Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps. - Purchase both infantry and vehicles (both ground and air) using three different types of physical resources; supplies, ammunition and fuel. - Build the FOB of your dreams with an in-game "what you see is what you get" system. - Play within an immersive engine that not only punishes you for civilian casualty but diversely reacts in turn. - Combat aggressive and cunning hostile forces who react and adapt to your actions. - Monitor and work alongside, or against, independent guerrilla forces. - Learn that every window is a threat thanks to the custom urban combat AI. - Accomplish meaningful secondary objectives that will benefit your progression. - Never lose your progress with the built-in server-side save system. Statistics / Different on each map Capitals: 10 Cities: 68 Military: 26 Factories: 24 Radiotower: 22 Total Sectors: 147 Below you can look though the maps in the steam workshop. OPFOR Chernarus KP Liberation : OPFOR Altis KP Liberation : OPFOR Sahrani KP Liberation : More still to come. ----------------------------------------------------------------------------------------------------------- Understanding Markers Capitals: There are several larger or important cities in the region. When all are under friendly control, you'll most certainly have beaten back the enemy to a point where they cannot re-establish control. This is your primary objective. They are very well defended and you'll have to deal with a very high chance of enemy reinforcements or counter attacks. Cities: Generally small to medium-sized cities. Factories: Across the region you will find civilian factories under enemy control. Capture these, as they only need a storage area and can then produce the three resources. As such they are a very strategic first target! Military Bases: Home to large amounts of highly equipped enemy forces, these installations are heavily defended and will require large and well co-ordinated assaults if you have any hope in capturing them. While capturing enemy bases you'll prove that your operation is progressing in a promising way, therefore you'll unlock some heavier assets. Radio Towers (RT): When under enemy control, RT will be used to call in reinforcements when a nearby sector is attacked by our own forces. The reaction time will depend on the distance between the tower and the sector. When under friendly control, the towers will give useful map intel on hostile troop movements in the vicinity by intercepting their radio communications. ----------------------------------------------------------------------------------------------------------- Credits: -Creator: Zbug -Primary Editor: Wyqer -Secondary Editor: Luacs - Cross over This mission is under the Arma Public Licence (APL)
  8. BECTI Benny / Sari / LE CUP Edition The Mission Explained BECTI is a Conquer The Island game mode based on the old school OFP MFCTI from Arma 2 where two teams composed of Players or AI and you fight AI for the control of an island in a power struggle with towns and bases. The commander is the leader of your side, voted in at the start of each round. Only he may build the base and set the income distribution. The commander is the only one which is able to perform upgrades and assign orders to AI. Towns need to be captured and held by your side. To capture a town, you simply have to stand next to Central Depot while no enemy is around. But watch out! The town occupation may try to defend it! Survive by holding camps within the town to spawn from until capture. The generated income and the defending units may vary depending on a town's size. Funds are mainly earned by capturing town and salvaging wrecks but killing enemies will also reward you with a bounty bonus. These funds may be used to purchase units and gear. Parameters allows you to play with a different setup all the time, nearly everything can be changed (AI, base, environment, economy, gameplay, module, respawn, towns...). As the fights goes on, different assets may appear such as: HQ: The HQ is the commander's main toy. Once destroyed, a side may no longer build factories so move it wisely! Repair trucks: Repair trucks may be used by anyone to buy and place defensive structure but they can also be used to repair and build factories. FOB may be deployed from it upon request! Ammo trucks: The ammo truck act as mobile resupply point for both infantry and vehicles. The gear and the service menu may be accessed from it. Salvage trucks: Salvage trucks may be used to gain a certain cash amount from vehicle wrecks (You get 50% of the bounty, the rest is split among the other units). Independent trucks may also be purchased by commander. Forward operating base: Those special structures may be built from Repair Truck and may act as a mobile respawn/resupply point. Note that they are limited in a way that only X of them may be placed at a time. They can be dismantled by using the Repair Truck contextual menu. Respawn: Whenever the player dies, he/she may choose to respawn at a FOB (if near) or at a factory built by the commander. The player may choose to respawn in one of his AI units if near (note that you get the AI's gear upon respawn). Revive will be possible in future versions. Air/Sea Lifting: Roads are unsafe? Why not lift the HQ by the air or by the sea? SDV can hook wrecks underwater (HQ recovery!) Command Center: Are you far from the base? Have you forgotten to buy a vehicle? Then this structure is meant for you! The Command Center increase the purchase range and allows the use of custom assets such as Units Cam and Sat Cam.The mission is also Composed of multiple menu (GUI) like: Purchase Menu: This menu allows the player to reinforce his/her own squad with units/vehicles. The commander may purchase units to other groups. Gear Menu: Thanks to the Barracks, FOB and Ammo Trucks the player may swap his gear on the fly (nb vest/uniform don't have any valid gear manipulation commands atm) Orders Menu: The orders menu allows the commander to change the orders assigned to his/her teams. Some may need to to take town X while other have to take and hold town Y. AI Micro Menu: By default, the engine gives a basic AI management regarding AI in one's group. This menu extends this management allowing the leader to plan/use custom orders for his/her AI such as patrol/take towns (Some orders like move or patrol can be queued) Service Menu: This menu is used to perform utility/resupply actions on units and vehicles (heal, repair, rearm...) Upgrade Menu: The commander has to perform upgrades in order to improve it's side assets (better units, better loadouts...) Units Camera: When a Command Center is available, the units camera become available allowing the monitoring of other groups members. Satellite Camera: When a Command Center is available and when this asset is upgraded, one may use the Sat cam in order to find enemy whereabouts. ------------------------------------------------------------------------------------------------------------------------------------- The orignal BECTI is made by benny then Sari Updated and added things to BECTI to make it better and now with the help from a friend we are aiming to do as many as we can. Most of my BECTI map's are compatible with the CUP mods, you will be able to use the weapons and vehicles in CUP and more. I am also going to get a server up with these missions but for now the server is only ruining the non CUP version. IP: 31.214.159.54:2302 Host Name: -{GOL}- Public [CBA_A3, ACE3, ACEX, TFR, CUPMaps] ------------------------------------------------------------------------------------------------------------------------------------- My Workshop files Click to browse all my steam workshop files for Arma 3 ------------------------------------------------------------------------------------------------------------------------------------- How do I play? To find the mission host a LAN match and youll see it under chernarus or move the file to your single player mission folder. Turn up difficulty for the opposing team to be able to capture places. Optional Mods Project BECTI also added scripts to the mission so that other mods that are not REQUIRED are still supported by the factory,equipment menu etc. Built in mods: -Fast Rope & Field Repair -Simple ear plugs -ZetaCargo FAQ ? How is this different to the KP and other type of CTI game modes ? Why dont you play and find out, well the main similarly it has is that you have to capture the island and thats about it, every thing form the UI to the base building, it is different. I believe this version of BECTI Is a more to the point and gives you more freedom to build up your base. Link to the legend him self vvv
  9. We present you the real capture the island warfare that you all been waiting for! More details to come! All we can say this is going to be the most bad ass mission ever existed for ARMA! Extended will be available on March 4th @OFPS.NET Taking the game to next level with new units Total space required is around 2.5 GB You can start subscribing and downloading the packs! Addon packs will be loaded and updated automatically for you! For all the noobs, here are examples how to load up the packs! Choose the server extended.ofps.net port:2302 Click on more details, and subscribe to all OFPS mod packs See ya on March 4th!
  10. crCTI Kastenbier Edition for Arma 3 This is a fixed and modified Version based on Squeeze's ArmA 2 Port of Cleanrock's CTI (crCTI). Current Version: 1.19 r42 (18.02.2018) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changelog: http://www.vsbw.de/~arma/CHANGELOG If you try it, please report bugs and quirks. :) Have fun! Thanks to: crCTI OFP designed and coded by Cleanrock crCTI ArmA/ArmA2 updated by Squeeze Original Dialogs: Dr Eyeball Modifications by Kastenbier and of course Mücke and the whole AI Clan ... and made with 10% more love than the next leading CTI! http://www.vsbw.de/~arma/ http://angryinsects.de/ http://forums.bistudio.com/showthread.php?95824-CRcti-Proman
  11. I would like to invite you to our new Warfare server. Classic CTI from Arma 2 with RHS+ mods. Stable FPS and good staff. Discord: https://discord.gg/vxHjWAC Server name: Old'n good Warfare hosted by Net_2 Server IP: 151.80.47.25 Server Port: 2302
  12. OFPS is looking to integrate ARSENAL into BECTI. We have had great success using custom mods like CUP. However, the amount of GEAR we have now is INSANE. Our 3.5 year old gear menu that was developed by BENNY just isn't up to the task. We would like to use arsenal as a replacement. Here's what I'd like to know from you experienced scripters: 1. Is it possible to load arsenal and not go into the virtual arena? I'd like to load the menu but keep the player in the battle space he's in. 2. Is it possible to allow a player to access gear based on a team's upgrade level, assign a cost to every piece of equipment, and check that a player has that cash before granting him access to the gear? 3. Anyone here have talent with sqf scripting and would like to help us (OFPS/BECTI) implement this? :) Thanks! -SS
  13. [CTI-COOP] Dissension

    Dissension Alpha V0.1 Pre-Release What is Dissension? Dissension is a grand CTI with a focus on resource collecting, character leveling, base constructing, and out thinking the enemy. Dissension offers a unique experience when it comes to capture-the-island missions by challenging the players with AI commanders that try to outsmart you at every turn. AI commanders are assigned random personalities and traits that heavily influence the course of battle Players are just another tool that the AI commanders have in their arsenal. Players can choose to follow the orders given by their commander, assault territory, do supply runs, fortify positions, destroy enemy supply lines, or anything else they desire. The ultimate goal is destruction of the enemy commander. This thread is currently to serve as a way to communicate and collaborate with the community for creative ideas to improve Dissension before its first release. Below are features that are currently implemented, followed by features that are planned before first release. Hey everyone! I apologize for the silence, been working non-stop (I have 6 days off in a row coming up next week :D ) I have had time to work on Dissension and fix many, many, many bugs and problems that were reported. Such a complex and far-reaching mission is bound to be full of issues and bugs. Fortunately, a significant chunk of them have been squashed and dealt with. Although, I am sure some of the reported bugs remain, there is just so much to do :> So I want to push out another improved version. I have added a few extra features but it mostly focuses on bug fixing and smoothing out. GitHub Test Version of Dissension https://github.com/genesis92x/Dissension-20Altis.Altis Download the latest files here - be warned that this is a test version and it may or may not work! A 24/7 server has been setup that has Dissension Altis loaded onto it. It currently only supports 12 people at a time, but has been loads of fun to play on with a bunch of you :) Server Info: IP : 68.232.160.85:2312 Name: [US - COOP/CTI] Task Force Ronin /Dissension Test Server Discord Info: https://discord.gg/gxc2Wzy Changes The feedback I got from several groups was that it would be a good idea to more clearly show player/AI squads on the map and find a way to have more of a connection to them. Simply naming AI squads makes players more likely to support them/care about their progress. Keeping a squad alive longer could also have benefits in the future. In addition, letting players name their squads (and displaying their squad on the map), lets other players know where each group is and what they are doing. Making it easier to decide what group to join. The goal is to make players WANT to be in the same group and work together. CHANGELOG NEW: AI Groups are now assigned group names. These groups are persistent throughout the game, and maintain their group knowledge through respawn. NEW: Player groups are now displayed on the map. Players can now press U to make/join other groups. Players can name their group and invite others in. This will allow freshly joined players to see what each group is doing and join/ask to join that group instead of going in alone. NEW: Squad vs Squad report system. Players are now informed of which nearby squads are fighting (EX: “EAGLE is engaging PASTA”. This allows players to build rivalries or spread fear into opposing player groups. When your squad is engaged by an enemy squad a more obvious message is displayed on screen (EX: PASTA vs RAWRZOR). The color of the message dictates the enemy squad’s side. NEW: Nearby players all receive cash for one another’s kills. This will encourage players to group up and work together. NEW: All players in vehicles are now rewarded with cash for kills. NEW: POI’s (Points of Interest) are now capturable. POI’s are map specific locations (EX: COCOA PLANTATIONS, LUMBERMILL, SMALL PIER, RUINS, etc). These POI’s calculate their provided resources by what the POI includes inside its borders. NEW: Opfor Commander is fully implemented! NEW: Side specific markers. West/East can no longer see ANY of the territory owned by the other side. The only exception to this rule is when either side takes a territory owned by the other. NEW: Supply points will now spawn Aircraft that will attempt to retrieve supplies from supply points. However, AI piloting still seems very sketchy, so there is a good chance these will be replaced with Infantry squads that “carry” the supplies from point A to point B. Not happy about the frustration with AI doing supply runs… The other option would be forcing the players to deliver full supply points. NEW: Private Military Contractor Militia units are now uniquely kitted out. Works for Vanilla or RHS. NEW: Parameter for selecting wanted mod. Supported modes are Vanilla, RHS, and Iron Front NEW: Resistance towns now have the chance to spawn light vehicles. CHANGE: When playing with Iron Front, ARSENAL will only let you take weapons/most equipment from that ERA. (No A3 or RHS weapons when playing with Iron Front). CHANGE: Boat transports now completely cache the group and virtualize the transportation. If the boat is destroyed while transporting the squad, the whole squad is killed. This was done to support mixed AI groups with several vehicles and AI on foot. CHANGE: Supply points are currently using helicopters instead of trucks. The AI are not smart when it comes to picking up supplies…. This might be changed later to the commander requesting players to pick up the supplies and bring them back. FIX: Many, many, many RPT spamming bugs FIX: Many of the missions now respect the currently selected mod. FIX: Iron Front forces forced to appropriate sides when spawning in….Americans are Blufor. Germans are Opfor. Russians are Resistance. FIX: Vehicles are appropriately filtered when playing with Iron Front. FIX: Capturing certain locations did not work properly. FIX: Re-wrote part of the defense spawning for AI. They groups are now larger. FIX: Arsenal bugs out on Dedicated Server FIX: Joining in Dedicated environment would break the game :< FIX: JIP for the server is now working. The only exception seems to a few markers not populating correctly. KNOWN BUGS -When playing on a dedicated server from the very beginning, it may take a while to be moved to the correct position at the commander. This is due to the server still marking all the appropriate locations and spawning in the appropriate units. For now, the players can either wait for the Barracks to be created before spawning in, or simply waiting at spawn to be correctly teleported. -Still, sometimes the UI will randomly disappear. Respawning should now resolve this. My Youtube Channel about ArmA coding and creation. Current Features Intelligent AI Commanders Map Generation and resources AI Navigation & Deployment Easy-To-Use Interaction Menu Freedom of Movement To Be Completed Before Release Supply Lines OpFor Commanders AI groups and Mod Support Player Missions Fleshed out Personalities So, I am writing this way to early in the morning so I just included what was at the front of my thought. Please feel free to post questions, ideas, and other comments - I enjoy working with the community to develop a more compelling experience. Thank you, Genesis
  14. Long awaited and your definitive guide into being a BOSS COMM in Capture the Island, the TRUE Arma experience. Enjoy! -SS
  15. We would like to invite as much player as we can to play on Friday night a nice round of KP Liberation Lythium. If you like to join, follow the link https://docs.google.com/document/d/1fJgAnm_2tILiGXrbw-gTXnNfLrEuRkK8zgKsUPZDP7k/edit?usp=sharing
  16. The Dogs of War, are a small but growing unit of mature players, who seek for a semi-realistic mil-sim experience. Our missions are carefully designed by our founder and constantly fine-tuned and developed as we make our path through them. We play at the moment KP Liberation Lythium, because we all love that a lot. Right now we are about 8-10 regulars and we are looking for you if you: - Enjoy ARMA3 - own ARMA3 and all DLC - are able to participate in game nights once a week (GMT +1) - are a communicative person - be respectful What we bring: - self-made missions. All members of the unit are heartily invited to bring their ideas for future missions and feedback to the current mission. - own TeamSpeak Server - own dedicated Root server - Amazon S3 mod host server (as well as a formidable sync-tool, that automates mod setup and keeps the mods used up to date) - our servers are all based in Germany. - it`s fine if you are already a member of another unit or clan. We will not ask you to be exclusive. The more experience and networking, the better. - We encourage the use of our Discord group and our clansweb page. hooah! Feel free to send us your application. After an application is sent, you'll go straight to a Trial Member status. That will stay for a month. After that, we look together if you and we fit. We like to play like a Mil-Sim. But with the needed portion of fun. if you like please join on Friday night to our public event. all necessary information you can find here: https://docs.google.com/document/d/1fJgAnm_2tILiGXrbw-gTXnNfLrEuRkK8zgKsUPZDP7k/edit?usp=sharing
  17. Continued Realistic Enhancements of the already great [GREUH] Liberation. Latest Version: v1.01 (July 5th) Download from GitHub: Download Previous releases: Download Steam Mods: Steam Collection 3cb BAF Mods: Download Overview Another small nation has fallen to enemy forces, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the island. Experience a massive CTI campaign with numerous settlements, cities, factories, ammo dumps, ambushes, static defenses, airfields and more, across the entire island, Use the older [GREUH] logistics where taking sectors increases your supplies automatically, Intelligence is never 100%, some sectors will not show up on the map until captured, Cooperate with other players, with a commander role and recruit-able AI troops to fill the gaps, Build your customized unit with troops and vehicles using available supplies, Build the FOB of your dreams with an in-game "what you see is what you get" system, Fight aggressive and cunning hostile forces who react and adapt to your actions, Watch the Enemy Fire Teams and Squads react to your fire and counter it tactically, Come under fire from sporadic and sometimes not so sporadic deadly mortar fire, static mg's and more, Learn that every window is a threat thanks to the enhanced custom urban combat AI, Experience house to house fighting to clear out built up areas, Accomplish meaningful secondary objectives that will benefit your progression, Never lose your progress with the built-in server-side save system. Our Presets and missions are crafted with care and tested to make sure you won't encounter problems. We spend a lot of time researching the presets and custom missions we make to be as authentic as ARMA and the addons we may use allows us. Bug reports - Issue Tracker If you encounter a bug and want it looked into, you should be providing: SERVER LOGS (rpt files), Client logs (rpt files - one is fine, more is better), Headless client(s) logs, if applicable, Version of the mission you've been using, Modifications you've made to the original mission files, if any, Mods you're using, if any, Screenshots showing the issue, if applicable, Reproduction steps, if applicable. The more the better, fixing broken stuff is easy, reproducing issues is tough, and that's where you can really help! Contributors "SCUD" for continued help trying to retrain my brain how to work with ARMA scripts and the Database Integration test we pulled off in record time that actually worked in [WarFighter] Liberation. "Luker", Col. J.C. and other members of the US Military and friends of ours for brainstorming sessions about logistics past, present, and the theoretical future. Clarkey for the use of one of his great scripts, modified by BI Forum users. FFAA Mod Team for great addons and videos showcasing their amazing work. RHS Mod Team for their flawless addons that help us all enjoy current world content. 3cb BAF Mod Team for their untouchable in excellence addons that inspired us to take up Liberation again. Psychobastard for his great scripts and taking the time to jab my eye out when I missed the obvious. Gemini for the use as a learning tool and integration of his great scripts from OPEX into Liberation. Reyhard for the permission to use and modify existing script from RHS. Wyqer and Applejakerie for their continued development of KP_Liberation, great config changes, and the inspiration of working on Liberation once again. The fantastic and smarter than us, the guys at [GREUH] for creating and extending Liberation. Most of all, XTremeZ and the members of his community for testing, advice, hosting, inspiration, and friendship from our years in ARMA and long before. [WarFighter] Development Team: ChiefOwens - Developer "SCUD" - Developer, Database Integration constance68w - Lead Map Designer "Luker" - Military Aircraft, Navy Adviser Col. J.C. - Logistics Adviser Looking For Help - Scripter Looking For Help - Animator/Artist Testing Team: XTremeZ ChiefOwens Frigid Cybersol Recoil Dathnic Nurics Lorkus Niee Pen Tycho Disclaimer and License: Current Release Information: * We recommend a dedicated server to experience the most out of Liberation.
  18. Looking for players who want to do COOP missions, like Liberation, Invade and Annex, and CTI. we run our own server, have a dedicated group of people who love to play Arma. We do play other games too, were not Arma 100% of the time, but if you're looking for a fun group to play with that tries to be Mil Sim at heart. hit us up on our group page 321st Special Tactics Squadron page on Steam, or me personally at Papa Bear 321st.
  19. Go to : Liberation RX for all details !
  20. Just to make you aware I have my own private server running KP Liberation 0.963. At the moment it has a 10 player limit but often there's no more than 3 players at any one time and usually it's just myself! So anyone who's looking for a fun and cooperative server where team work is a must then PM me or search for 'Boyos Brigade'. Server tends to be online 12am-4am GMT. UPDATE: I'm presently running a modified KP Liberation mission on the fantastic Xcam Taunus map. I've also added the Challenger 2, Eurofighter Typhoon and various aircraft from the USAF mod (by Sgt Fuller) which has the B-1B and B-2 bombers, AC-130 gunship, F-16, F-22 and F-35 as well. Please PM me to arrange a game.
  21. Codename Tower is a capture the island mission with a twist of tower defence The CSAT has taken control of the whole island, you job is to lead the people in rebellion and take back their land. To do this you must scavenge equipment from abandoned military bases and from the enemy and recruit volunteers and mercanaries to your side. This mission is still WIP and bugs may occur. Also not every feature is implemented yet. Currently this is a single player mission, but is played as multiplayer due to the respawning Features (currently in game): Fight the enemy over towns By capturing towns you gain more resources (money, recruits) Loot gear from enemy and from abandoned bases Find abandoned vehicles and fix them Defend your base against enemy attacks Use zeus to build defences for your base Recruit volunteers and mercanaries to your side Arm your men via ingame gui (must be in your base) Your AI soldiers gain better skills on the kills they make Fast travel Equipment shop Notes: Use medical vehicles for respawning point (And respawn tents from equipment shop) To loot equipment from abandoned bases you must have a truck capable of loading the weapon containers and bring them back to your base Everytime you capture new town the enemy's equipment is automatically added to your equipment pool in your base You can rearm, repair and refuel found vehicles by found ammo, repair and fuel vehicles Fast travel speed depends on the mounted vehicle's speed You will get warning when enemy is going to attack your starting base You loose if enemy is able to capture your starting base No win triggers yet Version: 0.9.4 beta Download: Steam workshop Videos: Gearing up: Some gameplay: Check the official site for polls! armagc.blogspot.com
  22. Arma 3 Liberation Variations

    Hello Bohemia, Over the last week I have been working on the KillaPotatoes Liberation Gamemode made available here: I am using the most current edition of v9.60 and converted the mission to allow for both a Vietnam and Halo based missions. Vietnam: Halo: Each mission profile is set to be persistant and challenging with all mods required on the steam workshop page posted and links on how to get mods. I don't have access to a dedicated server of my own but I have tested the missions as best I could through LAN hosting. Please take a look at them and let me know what you guys think and if there are any bugs/glitches with the mission. *DISCLAIMER: I am in no way a member of the KP Community nor any of the mod communities who created such awesome modifications for ARMA. All rights go to the appropriate owners and I do not claim ownership of anything other than the basis of just porting of the information. Let me know if there are any issues that must be addressed via PM please. Thank you*
  23. Hey I'm hosting this again on dedicated hardware. If there is interest I will leave it up and updated. The gear has been switched to the ARMA3 arsenal. Among other things you can equip your leveled AI with customized loadouts. Here is a video
  24. General's war 0.9.14 beta - A totally new strategical gameplay General's war is a mission where two sides fight over the control of the island (CTI) led by commander who plans attacks strategically and builds bases and other installations for the army. The control of units happens via modified high command module. The player is also able to join an individual unit to lead the unit and engage in fire fights. As commander player is able to buy new units and even design new ones using the in game unit editor. Commander is also responsible for moving units in to battle and to capture installations such as cities, bases etc. As player in certain unit the player will fight battles and optionally lead the unit. Once player dies he will take control of another soldier of the same unit. Each unit in game has a size such as platoon (42 men) or company (120 men) and so on. If the unit takes heavy losses it may retreat from the battle. The unit behaviour is scripted to allow intelligent spawning and pathfinding etc. of units. There is also simulated battles which are battles where there is no player present. The simulated battle's result will be auto calculated and the battles can be viewed on the map by clicking appropriate marker. The objective of the mission is to control more installations than the enemy. The side controlling all the installations wins the game. There is total of 3 sides in the mission (west,east,resistance) of which 2 (west,east) are attacking. The third (resistance) is passively defending it's installations. The resistance does not buy any units. Setting: Player (BLUFOR) has one installation in the begining and OPFOR has two. The resistance controls rest of the installations and defends them from taking. The side who captures all installations wins. (or half of them for example, this is subject to change. Currently game does not end yet.) Features: Play against AI commander Capture town, bases, oil refineries, etc. (installations) Join any unit and control it's men through battlefields Scripted airborne paradrops and helicopter landings, near the target. Scripted AI to seek direct line of sight to the enemy. (eg. goin to top of the hill) Ability to call artillery and airsupport if available (Need to own aircraft and artillery) Design own unit compositions using built-in editor AI wont get stuck on way to destination Scripted AI automatically/instantly mount and unmount vehicles Intelligent soldier spawning to keep lag low Morale system where unit flees if morale drops too low (morale will regain over time) Customized high command (new hover over menu for units, etc) Installation can be damaged which reduces their resource yield Research new technologies Installations with positive effects (shown in upgrades dialog) Simulated battles Features on todo list: Use fuel in game Intelligent radio chatter (to keep player uptodate on unit status) Possibility to repair installations And many more... Optional addons: plpmarkers (highly recommended) (http://www.armaholic.com/page.php?id=29190) Or steam workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=495275491) Mods Supported: RHS – Note: you must have all three RHS mods (AFRF, USAF, GREF) to use RHS in this mission. Please see more details about supported addons and installation in: http://armagw.blogspot.com/p/download.html Thanks to: poolpunk for his excellent map markers rübe for his great randomCirclePositions script Siege-A for his Patches and Insignias The entire BIS forum community for the help! Known issues / bugs: Sometimes it's possible that vehicle spawns in bad spot ie on obstacle and explodes. I'm trying to work on solution for this. If you open the High command (ctrl+space) too early at the start of the mission the unit icons may not show. Reopen the HC to correct this. If you use time acceleration when playing this may cause the scripted helicopter landings to fail. This mission is still work in progress so other bugs may occur. Install instructions: (non-steam) Copy the .pbo file to missions folder in your arma 3 installation folder. Play instructions: Use the mouse middle wheel to select the blue ”open unit gui” and press the wheel to select that option. In this dialog you can see the list of your units and installations and other useful info. Click the ”Become commander” button to take control of your army. Close the dialog by clicking the close button. While out of the dialog and commander press ctrl + space to view the high command bar. You can then press F1..F0 to select units from the list. Left click on map to send the units to. In the ”unit gui” you can select from the list which unit you want to be in and click ”join unit” button. In the ”unit gui” you can also select installation from the list on right. Then click ”manage installation” to open the installation dialog. Sometimes the AI commander puts the unit under garrison making the unit unselectable in high command. To ungarrison unit open the installation dialog, select unit and click ”ungarrison.” The unit will be then available to give orders to. When you see red target icon on the map you can click it to view ongoing battle. You can also click the flag of installation to open the installation manage dialog. Same can be done in the ”unit gui” drop down list of installations. Homepage: armagw.blogspot.com Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=744856720 Screenshots: See steam workshop page Gameplay video: Homepage: link Screenshots: (see steam workshop) Download: link v0.9.14b beta Steam workshop: link Please see the official home page for polls and up to date info!
  25. CTI/Warfare bug

    Hi guys, I know this bug already got reported, but it didn't get fixed. So, if I press right click on the map as commander in warfare (high command enabled), then the menu (city menu, move, patrol, etc.) doesn't pop up. To reproduce this bug, you have to start a new CTI/Warfare game, save it and resume it. Voila, right click doesn't work anymore. There is a workaround where you vote for an AI commander and then get commander again, but that workaround is pretty annoying, because the AI does a lot of things I don't want it to. Does somebody know another workaround? And please Bohemia Interactive, fix this bug. The bug is reported here also: https://dev.withsix.com/issues/17295 https://steamcommunity.com/app/33930/discussions/2/458605613409297272/
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