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Found 267 results

  1. NeoArmageddon

    co10 Escape

    The mission In this mission you and your squad was send out to scout the military presence on an enemy island in preparation for an invasion. But your squad got captured by local layalists and you are now held in an improvised prison awaiting enemy officers to arrive for questioning. But friendly insurgent managed to hide a backpack with weapons in your improvised prison. Your task is now to overwhelm the guards, escape the prison, find a map of the island, make contact with your HQ, reach the designated evacuation zone and escape the enemy island! The mission is fully dynamic. Every playthrough will be different. Also the mission is quite hard to beat completly. You will definitly fail at the first try. But the mission is meant to be played more than once (infact our squad plays it serveral times the week). About the mission Escape was first devloped by Engima of Östgöta Ops. for ArmA2. At that time me (NeoArmageddon) and Scruffy ported the mission to different islands and began customizing the mission. When ArmA3 was released, Vormulac and HyperZ made the effort to port the mission over to ArmA3. From that point on Scruffy and me improved and fixed the mission to the current state. Most of the scripts are replaced and were updated to A3 standards. At this point the mission can surely be considered a complete new A3 mission and not a port from A2. The the official version of this release is 1.10 Terrains and Mods We ported the mission to the following terrains: Altis Stratis Chernarus (CUP TP) Chernarus Summer (CUP TP) Sahrani (CUP TP) United Sahrani (CUP TP) SMD Sahrani Porto (CUPTP) Takistan (CUP TP) Bornholm Celle2 Podagorsk Isla Duala Esseker Isla Abramia Al Rayak Tanoa Winthera Lingor Dingor Malden (CUP TP CWR) Everon (CUP TP CWR) Kolgujev (CUP TP CWR) Nogova (CUP TP CWR) Malden 2035 Thirsk + Winter Australia Clafghan and more.... I lost track... For A2 terrains AiA TP works but I strongly suggest using the newer CUP TP! Also there are serveral flavours of the mission with different unit sets. At the moment there is a version without any mods called "Vanilla" (except the terrain you are on) and the following mods: RHS CUP APEX (DLC) Contact (DLC) Global Mobilization (CDLC) We tried to compose a unitset for every terrain that match the scenery. We plan to add more mods and terrains in the future but we also want to release the tools to port the mission. Release notes To port this missions with more than 15 different mod setups to more than 65 terrains (overall we have produced 580 missions) we used an autocompiler that merges one codebase and the different config files. With this huge amount of mission we were not able to check every mission. When one of the missions seems to behave different (broken start, missing units, etc) please post the missionname here in the thread and we will fix the problem ASAP. This mission was build for dedicated server use! For statistics and improving this mission at the end of each session (fail or win) the result of the mission is stored anonymous on a server. Version, terrain, playercount, session length, servername and type of mission ending is sent. No personal informations like IP, player names, etc are sent or stored. This function can be disabled in the parameters. Download Mirrors IMPORTANT: The workshop release is not packed as single mission but as an addon/mod with multiplayer missions in it. If workshop files (or addonfiles from complete pack) are used on a server, all players need the addon files. The missionfiles from the complete pack are the recommended DS installation and are downloaded automatically to all players connecting. Complete Pack 1.10 (newest Release) co10 Escape (Complete) 1.10 I recommend checking out the more up-to-date development version on Github (click here) Steam Workshop Addon Release Workshop release without mods Workshop release with Apex Workshop release with CUP Workshop release with RHS Complete Pack 1.9 co10 Escape (Complete) 1.9 Complete Pack 1.8.1 Hotfix co10 Escape (Complete) 1.8.1 Complete Pack 1.7.5 @ Armaholic Armaholic Mirror (Version 1.7.5) Bleeding Edge/Development Version: The newest development version are in our Github (format Dev_Year-Month-Day): Download latest development archives Keep in mind that the versions that are builded automatically are considered bleeding edge versions. That means the changes are completely untested (actually we use those versions for our internal tests), may break the mission, arma, your PC or even the world. When you use this versions, make sure to read the changelog and contribute feeback and bugreports. Repository and Issue Tracker: For discussions, help and support you can join our official Discord Server: https://discord.gg/0kV3JvVEhmnMfmq1 We host an issue tracker and repository of Escape in Github over here: https://github.com/NeoArmageddon/co10_Escape Everybody is invited to create bugreports, issue and feature request. Changelog from 1.10 Screenshots and Videos Please submit your screenshots and videos and share your Escape stories with us! Tipps, Tricks and Tutorials Port to another terrains by Scruffy Replace Revive with ACE by belbo Credits Original Mission (Arma2) by Engima of Östgöta Ops. Mission ported to Arma3 by Vormulac and HyperZ. Continue devlopment by NeoArmageddon and Scruffy. Island ports and unit configs by Scruffy.Additional scripting and fixing by abelian, FrozenLiquidity, Dystopian, Phantom, DPM, Cyprus, aussie-battler, Kuroneko, Belkon, jaj22 and invrecon Additional ports and configs by SurvivorOfZeds (IFA3+LEN) Nils5940 (IFA3) CRCError1970 (Malden and Kolgujev) supercereal4 (Malden 2035) Kuroneko DPM Mag repack script by outlawled Testing: Armed-Tactics (Maikeks, Darcy, Memphis Belle, Aurelia, Freshman, Lunatic, Joshi) The Flying Monkeys In Space, Roy and many more. The official co10 Escape mission for Arma3 is currently developed and maintained by NeoArmageddon and Scruffy. Feedback Please post all feedback, bugs, ideas, request, etc here in this thread or in our Github issue tracker.
  2. 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. 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: Have a look at the full changelog on GitHub 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.
  3. Hi everyone, i share a mission that still needs a little work and polishing but it's fully playable i think: story: 2027 The migrant crisis just worsen due to the African politics of many european nations which established dictators in many african countries to insure access to raw materials. Having been reelected in 2022, the french president Micron and his prime minister Dardenain call for a summit about the construction of a wall on the south side of the Mediteranea and the display of "defensive" drones to, as they put it, protect Europe from Isis threat. Nato and Europe have totally accepted all the requisites of Morocco and Turkey to stop the migrants. Meanwhile many accidents occured in the mediterranean sea and a few independant news broadcast questioned the use of Force by Nato and the resulting deaths among migrants. Nato, fearing to face criticism hypocraticaly made a contract with some private armies to deal in their place with the migrants trying to cross the mediterranean sea. Such a private contractor is based on Stratis Island and headed by a french officer. At the same time, a new european law pushed by the pharmatical lobby ensures that all unindentified bodies on the european territory can serve for "any" medical experiments. A new legitimate business is born. Former members of MSF find hard not to be involved with the way the private army in stratis deals with refugees. credits: Instant Arma (for his key frame animation tutorial), BangaBob, JohnnyBoy, Genesis92x, Moerderhoschi, Feuerex, RueLight, White Raven, Pumpkin (jackfrench) and all persons who i forget sharing their time and passion Revive & respawn (in the ai mates) Co 04 A matter of Ethics beta 0.5 https://mega.nz/file/xQwliSiT#Zl0kHTggRS-Tc-7PgXzsXxSbqPqepQyAKeKlel-FNYg Co 04 a matter of Ethics beta V0.8 https://mega.nz/file/0N42hYbT#Nkl-xvJNwmYAkvizpsMtEv4bDcnXjhdkWnkmSiSnR9w https://steamcommunity.com/sharedfiles/filedetails/?id=2581741125
  4. Gemini

    OPEX

    "OPEX is a masterpiece." (Sowens) "This mod is awesome and should be approved by Bohemia." (Unknown) "You have made what I've been looking for since a very long time." (Guim's) "My friends and I are now only playing this mission." (Neall) "It's a titan work. Respect." (BingaNarko) "Thank you and go on, you're the best dude I have a poor PC and OPEX is running fantastic." (NeXoWw) "God bless you !! To be honest I've never seen someone who is so reactive and attentive to the community's feedback." (Bobzap / Sayker) "This mission is becoming so epic. I love it."(xaxa) ..... DESCRIPTION OPEX is an immersive, realist and fully dynamic task generator for ArmA III military simulator. The first version was initially introducing the French Army fighting against terrorist organizations all over the world (hence the French name Opérations Extérieures - means External Operations). This new version now allows players to chose among several armies, depending on enabled extra mods ! AUTHOR'S NOTE Bonjour ! I have to be honest, OPEX has totally be inspired by MSO from ArmA II. After I have tried it, I thought the idea of a dynamic task generator was brilliant, but some features were not perfectly fitting to what I was expecting for and some others were missing. So firstly, I tried to customize the original MSO but finally I chose to rebuild everything from scratch. After more than 8 years of development (yeah, really !), and even if there are still many things to do, it's now time for sharing all I have did so far ! MAIN FEATURES Made by Gemini Mission that required more than 2000 hours of learning, experimentations and development (project started in 2012) SP and MP compatible (from 1 to 50 players) Unique immersive and realist atmosphere Select the theater of operations (Europe, Middle-East, Africa...), your army (France, USA, Russia, UK, Spain, Czechia...) and the opponents (Taliban, Islamic State, Boko Haram, generic ultranationalists...) - extra mods may be required to get all options (see below) Entirely built with random parameters for generating unpredictible situations and unlimited replayability Custom menu at startup to enable/disable/set main mission features Plenty of things to do: select a specific task (among more than 20 available), patrol to find and fight the enemy, locate and destroy weapon caches, neutralize IEDs, search buildings and interrogate local people to gather intel, capture opponents... Dynamic civilian life with custom interactions (talk, search, arrest...) Dynamic AI activities: patrols, ambushes, reinforcements, suicid bombers, roadblocks... Dynamic reputation: take care of the local population or it may rise against you Gather and exchange intel to recruit AI teammates and to get extra supplies, vehicles, supports... AI improvements: ability to assign/unassign NVG/flashlights/silencer depending on daytime and behaviour, ability to board into nearest static weapon... Primary needs system: eat, drink and sleep to avoid bad effects Customizable MP synchronized music receiver in order to listen music into vehicles Performance friendly: useless AI entities are automatically disabled/deleted to save computer/server ressources Persistent save for both server (mission progression, global stats...) and clients (loadout, personnal stats...) Playable without any mod (vanilla game) but compatible with many ones (CUP, RHS, R3F, 3CB, FFAA, BW, CFP, Project OPFOR, TFAR, ACE3, Winter 2035...) Readable content fully translated in French and English And much more to discover ! Made by the Community Advanced medical system (tweaked version of Psychobastard's AIS script) or expert medical system (if ACE mod is detected) Optimized AI behaviour (thanks to R3F AiComTarget script) Move and transport almost every item (thanks to R3F Logistic script) Random and dynamic weather (thanks to code34 for his script - I modified it a bit so weather's evolution is depending on world regions) Futurist but realist electronic tactical glasses (thanks to TPW for his script - I modified it to create motion detector and hearbeat functions) Live video feeds (thanks to BangaBob for his script) Little immersion tweaks: light sensitive map and NVG's optimized utilisation (thanks to Viperidae for his scripts) Map gestures with nearby players (thanks to dslyecxi for his script) HOW TO INSTALL OPEX ? It's very easy, just watch this video (think to enable subtitles to get full detailed information). VIDEOS OFFICIAL (trailers, tutorials...) [FR/EN] Gemini OTHER GAMEPLAY SERIES [FR] MrRatSuper [FR] TypeX [FR] Faiavan INTERVIEWS [FR] RackBoy PICTURES REQUIRED ADDONS / DEPENDENCIES OPEX can be played without any mod (vanilla game) but in order to enjoy all the features and possibilites, it is highly recommended to subscribe (for free !) to the official mod collection. If you don't have a large storage capacity and a very high speed internet connection, you can also select only some ot these mods. COMMUNITY FEEDBACKS Don't hesitate to share your feedbacks, your suggestions and to report any bug or issue you may encounter here on the official BIS forum, or on Steam. KNOWN BUGS/ISSUES Picture "pictures\overview.paa" not found at startup when joining server despite the picture is present in the mission folder, I don't know how to fix this. Some vehicles are sometimes exploding when spawning because collision detection is not reliable at 100% despite I'm trying to improve BI's commands as much as possible. Ambient AI animations may sometimes be weired when playing on MP. TO DO LIST (Extreme priority): fix bugs and issues reported by the community (High priority): add compatibility with best incoming mods (OFrP...) (High prioriy): create version for several other maps (Medium priority): add new tasks (Low priority): optimize and tweak all scripts and functions (or better: rewrite everything because so many time has passed since the first code I wrote !) (Low priority): correct current localizations and add new ones (will require some translators !) SPECIAL THANKS Bohemia Interactive, for the best military games ever (OFP/ArmA serie) code34 and MSO/PO3/ALiVE developpers, for the dynamic/random mission concept Kamih, for the first MP tests during the early development HeroesandvillainsOS, Vengeance1, Scimitar and Sumsun93 for their precious feedbacks All beta-testers, testers and reviewers for their precious feedbacks and suggestions BangaBob, for the live feed and drag body scripts Binesi, for the defend/patrol tasks scripts code34, for the dyamic and MP compatible weather script dslyecxi, for the ShackTack Map Gestures script KC Grimes, for the building occupation script Killzone Kid, for its optimized random position script R3F team, for their Logistic and AiComTarget scripts Seth Duda, for its towing scripts TPW, for the hud, houselights, streetlights and animals scripts Viperidae, for the Little Immersion Tweaks scripts Meh44, for the Russian translation Tonic, for the Virtual Vehicle Spawner script All addon and mod makers whose creations are used in this mission: ACE team, ACRE team, CBA team, CUP team, Icebreakr, James2464, Keeway, Minimalco & Robster, Nkey, R3F team, RHS team, X-Cam team And fore sure, thanks to all the OFP/ArmA community for thinking, creating and sharing so many brilliant additionnal content If I forgot to mention someone, please excuse me and contact me ! SPECIAL DEDICATIONS To the old OFP french community, that participates to give me the passion for this game. And above all, many many many thanks to my wife, who is so patient and comprehensive every time I'm only thinking about the developing this project ! 😘 IN MEMORIAM This mission is dedicated to the memory of Faiavan (1979-2018). I only had the chance to share one or two missions with Faia but his accent, his good mood and his sense of humor made me feel good. May he rest in peace. DON'T FORGET TO RATE IT ! If you enjoy this mission and want to motivate the author, please click on the 5 stars on the top of this web page and on the thumbs up button on the top of the Steam web page. It's free and it's always a pleasure ! DONATIONS If you would like to support the author's projects, you can also make a donation via PayPal by clicking here. CHANGELOG Please keep in mind that OPEX is a non-professional and non-official mission. It may be more or less often updated in order to enhance it. So if you play it, do it at your own risk. DOWNLOAD From Steam Workshop (highly recommended because it requires only 1 click - then everything is automatic) From Armaholic (not recommended because it requires manual installation and updates) From my website (not recommended because it requires manual installation and updates) Enjoy !
  5. Jigsor

    BMR Insurgency

    by Jigsor Fully JIP, MP, Dedicated and Hosted Server compatible. Performance has been a big factor in developing this mission. It should play well on a modest server. What is the difference from this Insurgency compared to traditional Insurgency? The primary difference is that Intel is not dropped when killing certain Insurgents. Rather, it is spawned in random buildings. Small black markers indicate Intel Locations on the map. You can choose hide the markers with lobby parameter. Minimum Required Mods: None (Altis, Stratis Tanoa and Malden versions). Current supported Islands requiring components of Community Upgrade Project - Terrains Complete : Sarahni Takistan Zargabad Fata G.O.S. N'Ziwasogo Fallujah G.O.S. Al Rayak Napf Napf Winter Saint Kapaulio Lingor Dingor Xcam_taunus Clafghan Staszow Anizay Song Bin Tanh Rosche Germany Stand Alone Islands: Kunduz Afghanistan Bornholm Mogadishu Diyala Lythium I recommend trying default lobby parameters first then tweak from there if needed. Please report any problems on this thread. Developed on A3 engine 1.96 Stable Mission Pack Download latest stable version 1.50: updated 12/07/2019 https://www.dropbox.com/s/jfbwfq8wmmhdlkq/BMR Insurgency.zip?dl=0 GitHub: Main Build Altis All other builds' file differences Mission Pack Download Armaholic mirror: http://www.armaholic.com/page.php?id=26372 (this version is out of date until the Devs at Armaholic get new site up or Big returns.). looks like never.. Version Variants: Mods: Situation: Ingame Game Settings: Support: Vehicles: Respawn: Objectives: Features: Known Issues: Credits: Pro Tips: Mission Parameters Overview: Changelog: Guides: I hope you enjoy the missions and as always, I appreciate any feedback. Jigsor
  6. Gunter Severloh

    The ISIL Foothold

    by Gunter Severloh Hello Arma3 community! Here is a mission i built that i have been working on and off since November 2018: Story After a recent reconnaissance mission in Afghanistan, Intel reports ISIL forces have established a foothold in the Southwestern area of Kunduz using local Afghan compounds as their place of operations. Your mission is to locate and clear these compounds, eliminate the anti air threat, destroy their ammo, fuel, Radio, and eliminate the ISIL commander leading the occupation. Screenshots Video This video is a play through for the original mission with all mods. Video doesn't represent the latest build. The ISIL Foothold no mods & DLC version playthrough Download MISSION FEATURES General Playable in Single player or Multiplayer. 6 Player Coop with Revive. 1 player teamswitch. No respawn which means when you die you teamswtich to the next available AI. You can change the AI difficulty in the MP parameters. You can change the weather in MP parameters. You can set the hour to any time of day or night in the MP Parameters. You can change the grass density in MP Parameters. You can change the view distance in MP Parameters. Friendly Assets 2 dune buggies seats 4 - (no respawn). 2 Humvee's with .50cal - (no respawn). 1 Ammo, fuel, & repair truck - (no respawn). 4 Artillery (Mortar M252) Fire missions. 6 calls for a helicopter to: CAS, Drop supplies, Transport, & Pickup. Access to Virtual Arsenal at Base to change uniform, weapons, loadout & gear. Recruit AI Halo Custom Map Mission set on Kunduz, Afghanistan Map - (Fixed Doors version so you can open the doors). Over 1,075 custom placed buildings, walls, objects, sandbags, and wrecks in and around the compound areas. Gameplay Soldiers randomly garrisoned in and around the compounds - (Each play through is different!) Roaming infantry patrols will seek you out if you make your presence known. Random starting positions of several of the objectives. If you play solo you have only 6 lives, die with all 6 and mission ends. How long can you survive? Play in SP and save your progress as you go or teamswitch when you die. Option to Halo/Parachute to the AO. Option to recruit AI infantry to command. Full Briefing with Tasks. Briefing, Supports, and Tasks will transfer to the player on teamswitch. 16 objectives with tasks. Use your map to locate objectives based on their description for the task. Your enemy is the ISIL forces, also known as ISIS. Player's faction is Blufor (RHS - USA SOCOM / MARSOC). Start at a large FOB and drive, or fly to the AO. Advice & Tips Know that the enemy has anti air, locate it and destroy it before flying in or calling in for CAS support. Take your time, patience and recon are crucial in surviving in this mission. Theres no wrong way to approach or do an objective, but rushing and carelessness will cost you. Slow is smooth, smooth is fast. Check the rooftops, windows, doorways, and your corners before you make your move. Shooting your weapon will draw their attention, so shoot and scoot! You only have 6 lives if your playing solo, when all 6 are gone its mission over! Use your support Assets, they are limited but can maximize your efforts if used at the right time. Playing Coop means working together, covering the other guy, reviving/giving aid/ammo. Use the terrain to your advantage, as a long range fighter many threats can be eliminated from afar. Move to cover from cover, and look for the next position of cover for your next move. Do your recon, assess the terrain, plan your move, look at where there is cover. When in doubt throw a grenade. When the enemy has an idea or is zeroed in on your position, MOVE! Move diagonally, laterally, not straight when being shot at. Arc your doors and openings, doing so will allow you to peer the inside flanks. Close your flanks - after moving into a house with doors, close the door behind you. Dont try to out shoot an enemy that already has a bead on you, move! Use natural, and other light sources to illuminate the enemy surroundings. Dont crest hills and become a silhouette, always crawl and use rocks or bushes to conceal your shape. When searching for enemy, look for silhouettes, or shapes that dont belong, dark on sand stands out. When trying to move closer while an enemy is spotted ahead, put objects (buildings, stones, hard cover) in front of you while moving to hide your movement, and give you cover. Watch my video to see how i do it 😉 HOW TO PLAY You can find the mission under Singleplayer Scenarios on the main menu if you install the pbo from google drive, from there you can save with the game menu. You can also find it under MP Lan. Mission is meant for MP lan and server play as its a can be played solo and coop and mp parameters. CREDITS I want to thank the following members of the Arma community for their work/help with my mission: Rydygier - for his insights in using !ALive code, sorting out bugs with mission end. Larrow - for his code on Multiple support requesters. pierremgi - for his help with code for transferring the briefing on teamswitch. Kronzky - for his Urban Patrol Script. Sushi - for his [TOG] GARRISON SCRIPT. Simmax - for his Kunduz FOB Template which i upgraded. Rydygier & myself - for HAS - Hermes Airlift Services Mod. Red Hammer Studios - for their RHS Mod. AccuracyThruVolume - for his fantastic Iraqi-Syrian Conflict Mod. James2464 - for his original map Kunduz Afghanistan. Moser - Bon's Infantry Recruitment Redux script. Ghost - Halo script. Hortzy - for his help with parameters. Other members of the community that contributed: * fawlty * Harzach * froggyluv * Play3r * ZaellixA * Kalle M. ================= Changelog:
  7. 23. Panzer-Division "Eiffelturm" Who are we? We are a professional Arma 3 realism unit portraying the 23rd Panzer Division, Panzergrenadier-Regiment.128 and their combat actions throughout the second world war. We also portray other Wehrmacht units such as the 79. Infanterie-Division during our Stalingrad and Kuban campaign. With our current manpower, we operate at a company level with over 70 members, hoping to expand to over 80 in the near future. With unit leadership and other members having years of experience in Wehrmacht realism, we aim to deliver the most professional, accurate and realistic portrayal of a Wehrmacht company in the second world war. What we offer? We take pride in our historical accuracy, and aim to offer the most authentic realism experience to someone who wishes to join our ranks. As well as realistic combat, we structure and operate our group as Wehrmacht units would have been historically. This encompasses ranks, tactics, tactical commands, radio procedures, uniforms, medals, weaponry, and most importantly camaraderie. With years of friendship between members of the unit and our diverse, international collection of individuals, you will be welcomed into a stable, active and friendly community to bond with. With a team of dedicated unit developers and permission from mod creators, we are the most customized and specialized ArmA 3 WW2 unit created with development in all areas of the gameplay experience. This includes completely custom maps, vehicles, uniforms and even artillery pieces for all theatres and time periods as well as special uniforms for individuals who have earned a combination of awards. Primary Language: English & German German is utilized to increase the immersion and historical authenticity of the events. - During trainings and operations, primary communication is done with English. (85-90% of communication) - Tactical movements and commands are given in German. (10-15% of communication) Combat billets Entry level combat billets is where all speculative members of the unit begin their time with the 23. Panzer-Division: - Mechanized Infanterie - High Demand Graduate level combat billets (You may progress to their different paths within the Kompanie when you graduate Rekrut Schule and reach Panzergrenadier): Specialized Gruppe Roles (MG-Gunner, MG-Assistant, Assistant stretcher bearer, Grenadier, Rifleman) - Tornisterfunktrupp (Funker - Radioman) - Kompanie & Zugtrupp's (Melder - Messenger) Sanitätstrupp (Sanitäter - Medic) - Panzer Crewman - (Gunner, Radioman, Driver) All billets are subject to availability within the Kompanie and those who are best fit for the role. Requirements to Join Age 16+: Accept if met current Criteria. 15-: Accept if met any of the following: - Friends with a current standing member of the unit. - Previous experience in a realism/mil-sim/reenactment unit. - Show above average levels of maturity for their age. - Show an interest in developing their current understanding and learning more about the Wehrmacht and what we do as a whole. Technical Must have a legal copy of Arma 3. Must have a working microphone. Must have or be able to have Teamspeak 3 VoIP program installed. Must be able to use Push to talk on Teamspeak 3 while in game. Must be willing to download mods off of Arma3Sync and utilize ACRE2 Schedule Attendance to main Sunday events and Saturday trainings is 100% mandatory. If real life bars you from attending you are able to write in a Leave of Absence to inform that Unit that you cannot attend: - Kompanie Operations, PvP's, & Trainings: Sunday, 2:00PM EST (19:00 GMT) - 1. Zug und Panzerzug (1st Platoon 4th Platoon(Tanks)) Training: Saturday, 2:00PM EST (19:00 GMT) - Aufklärungstrupp (Reconnaissance Troop) Training: Thursday, 6:30PM EST (11:30 GMT) Contact & Media Join our Discord below and fill out an application if this sounds interesting to you. If you're still thinking about it how about taking a look at our YouTube channel. Discord: http://discord.gg/YvMJQ57 Youtube: https://www.youtube.com/user/PaleJudge Steam: https://steamcommunity.com/groups/23PanzerDivision-public
  8. I'm trying to get this to work in Multiplayer, but getting nowhere so far. I am using beno_83au's MIL_CAS script in my mission. This uses the mouse scroll wheel to call for a Gun Run (guns only) followed by a playsound3D (with custom ogg file) and a 180 second cooldown with the hint to player to wait for the cooldown. This works very well in Singlepayer, but not in Multiplayer. Also having issues with other players in the same team not being able to hear that custom ogg audio at times. initPlayerServer.sqf if (playerunit == JTAC) then { _id = playerunit addAction [ "<t color='#FF0000'>Call for Gun Run</t>", { params ["_target","","_id"]; if (diag_tickTime < (uiNamespace getVariable ['tag_cooldown',-1])) exitWith { hint (format ['CAS Pilots are busy doing runs. Please wait %1 more seconds.',(round ((uiNamespace getVariable ['tag_cooldown',-1]) -diag_tickTime))]);}; _cooldown = 180; uiNamespace setVariable ['tag_cooldown',(diag_tickTime + _cooldown)]; nul = [screenToWorld [0.5,0.5],200,"B_Plane_CAS_01_F",0] execVM "MIL_CAS.sqf"; _soundPath = [(str missionConfigFile), 0, -15] call BIS_fnc_trimString; _soundToPlay = _soundPath + "sounds\radio4guns.ogg"; playSound3D [_soundToPlay,soundSource]; }, nil, 0, true, true, "", "alive _target", -1, false ]; }; btw, my ogg files in description.ext are 100% fine, so I know that is not the issue: class CfgSounds { sounds[] = {}; class gunrun { name = "gunrun"; sound[] = {"sounds\radio4guns.ogg", db+2, 1.0}; titles[] = {0,""}; } Here are all the files in case you'll want to try it for yourself: https://drive.google.com/file/d/10WkdJCVeuuCuxOPJlDkUcVCqV44VUolB/view?usp=sharing And the modlist: https://drive.google.com/file/d/11st38ojvCu_g7yJw3rJoXByvnVIgl9CM/view?usp=sharing
  9. Hi folks The campaign trailer is here! Campaign is Live! - http://steamcommunity.com/sharedfiles/filedetails/?id=871329059 Playthrough Mission 1 by Jeza - The same mission run as coop by Comrades in Arms using ACE - Mission 2 by jeza- Mission 3 by Cubic Virtuoso - Mission 4 by Jeza- Gold Mountain Original Thread Discussion - I've had a decent break from A3 after producing the Island Thunder campaign and playing a fair bit of coop with Task Force Dingo. And now I'm ready to pick up something I was messing about with end of last year: The Original Ghost Recon campaign from 2001 based on the Russian annex of Georgia but for my campaign will be heading to Chernarus including Winter Chernarus. I already know I can't reproduce all of the missions as the original campaign moves to Russia itself and there are some missions which are just not possible to recreate. But, I have been working on several remakes including recreations of: Caves Farm Night POW Camp Castle Night Sub Pens and one or two others. Making sure my SP fans get what they need and should be some decent coop to be had too. Required Mods: CBA3 CUP Terrains - Core CUP Terrains - Maps CUP Terrains - CWA 1.3.0 RHSAFRF RHSUSAF RHSGREF
  10. Hello everybody, I wanted to share a small mission i did for the fun of it. Nothing spectacular, a coop mission for up to 4 players. story: A coalition including Russia just invaded Agia Marina surprising the blufor military presence. A Russian satellite made pictures of a blufor convoy moving to reinforce a position west of the stratis Air station. A team of four russian soldiers from the special forces are ordered to stop this convoy thanks to a blufor captured hummingbird: 1 Fly to the Air station and kill all blufor soldiers there 2 Plant bombs on the road nearby and destroy part of the convoy (the two tanks and the fuel truck) 3 Escape and extract by a waiting chopper north-east of the Air station. credits: BangaBob, JohnnyBoy, Genesis92x, Moerderhoschi, Feuerex, RueLight, White Raven, Pumpkin (jackfrench) and all persons who i forget sharing their time and passion Thanks to Flav for the music he made. (Thanks also to the armaholic site.) (Any review and advice would be helpful 😃, it's only my third mission) Revive & respawn (in the ai mates) no mod needed co04ElementOfSurprise V1 https://mega.nz/file/NRhkVKTQ#9C-T_b_IOM1pbJI7PLCUej0qcR4FcALN-Xej_DoqdIk https://steamcommunity.com/sharedfiles/filedetails/?id=2564145256
  11. Eskabahh

    [SP/CO4] Witch Hunt

    A terrible curse has fallen on the small island. Those that survived have been evacuated. You've been sent to find the source, and if possible, end the horror. The last plane off the island just left, you're the last hope anyone has. Steam Page A short single-player/COOP mission designed to be an atmospheric survival horror experience. Combat isn't an option this time, although your gun is the only thing protecting you from sudden death. Explore the island, solve its mysteries, and banish the demons before it's too late. No mod or DLC requirements. Thank you so much for playing. As I'm new to mission making, I ask that you leave any bugs, feedback, or suggestions that come across your mind. Many of the content in this mission comes from feedback on Steam or from playtesting friends. I hope this mission will provide a unique and different experience than is expected from an Arma 3 scenario. Thanks again for your time. Trailer: Official Trailer https://youtu.be/VEq4yn7jprA Corporal Gray's full playthrough: Full Playthrough https://youtu.be/MxRvWkoQQT4
  12. [COOP] Vindicta (Alpha) I'm very excited to show to Arma community the scenario we have been working on for more than a year. This all started several years ago inspired by the amazing Antistasi scenario made by @barbolani. The main goal was to make a large scale guerrilla-themed mission with main focus on simulation of all resources controlled by enemy side. For me personally it has been a great journey through topics such as AI, multiple programming languages, software architecture concepts, Arma addon creation, collaborative code development, and many others. Allright, enough for that, let's get to mission features. Main features Dynamic game world. At game start everything is relatively peaceful and not all outposts are occupied by enemy, players can travel around without opposition. Persistence of all units at all garrisons and locations (outposts, bases, roadblocks, and so on). As player activity rises in specific area, commander AI will react by deploying quick reaction forces (QRF) and patrols, occupying outposts, constructing roadblocks, and more. Players start only with handguns and slowly build up their guerrilla movement by capturing equipment and by recruiting civilians. Intel discovery: actions planned by the enemy commander AI can be discovered by players through intel items or radio interception. Players can use this advance knowledge to intercept supply convoys, patrols, and attacks. Since all enemy logistics are calculated, guerrilla tactics are the most effective way to reduce enemy forces and to deplete enemy supplies. For instance, destroying enemy transports will force enemies to either counter-attack on foot or to send support from elsewhere, until transportation is resupplied from another outpost. At the start of a new campaign no enemy locations are known to players. They can be discovered by talking to civilians or by scouting. A multi-level AI system which controls AI behavior from commander level down to unit level. Undercover functionality, which calculates "suspiciousness" of players based on their behavior, clothes, stance and visibility in vehicles. Players can deploy as many camps, outposts, and roadblocks as they need if they have enough resources. The enemy can also capture those locations. Campaign customization: you can choose factions to fight against, and the initial number of enemies. The "unit virtualization system" coupled with AI of units: AI units despawn if they are too far away from enemies or players, but are still able to perform their actions "virtually". This also drastically reduces the chance of AI units getting stuck while attempting to reach the enemy. Reviews: Vindicta review by HazBo: Links The releases can be downloaded from Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1964186045 Development branch can be downloaded from Workshop too: https://steamcommunity.com/sharedfiles/filedetails/?id=2154322285 Our GitHub page: https://github.com/Sparker95/Vindicta Credits Authors: Sparker - OOP, core framework, AI. billw - OOP enhancements, Commander AI, tools. Sen - Tools, map design, addon development, several AI actions. Marvis - Design of graphics and UI appearence, undercover system, map design. Jeroen Not - Limited Arsenal, tools, civilian presence and civilian dialog UI. Sebastian - factions, custom unit loadouts. Special thanks: Barbolani, the author of Antistasi, whose work hugely inspired us to develop this. Stef from Antistasi community, for sharing lots of ideas for this and other projects. Used 3rd party SQF components: GPS by AmauryD - https://github.com/AmauryD/A3GPS Huge thanks to these developers, without whom SQF development would have lasted several times longer: Arma Debug Engine and Arma Script Profiler by Dedmen Miller (https://github.com/dedmen/), which has saved lots of time by providing proper SQF debug information in game. SQF-VM by X39 (https://github.com/SQFvm/vm), which has let us simulate a large portion of our code without running Arma. Big thanks to developers of these tools: KP Liberation builder - https://github.com/KillahPotatoes/KP-Liberation/tree/master/_tools gulp-armapbo by winseros - https://github.com/winseros/gulp-armapbo-plugin Arma3 AddOn Project template by ACE team - https://github.com/KillahPotatoes/KP-Liberation/tree/master/_tools SQDev by Krzmbrzl - https://github.com/Krzmbrzl/SQDev SQFLint by SkaceKamen - https://github.com/SkaceKamen/sqflint VSCode_SQF by Armitxes - https://github.com/Armitxes/VSCode_SQF
  13. I N S U R G E N C Y TAKISTAN [ REQUIRED ADDON: CUP:Terrains ] [ OPTIONAL ADDONS: TFAR ; CUP_Weapons ; CUP_Units ; CUP_Vehicles ; TalibanFighters ; TacticalBeard ; RHS:USF ] ACE3 Compatibility is still WIP! 'Takistan Insurgency' is a cooperative multiplayer mission/game mode for ArmA 3, influenced by the insurgency mission made in ArmA 2:OA by PogoMan and Fireball. [CO-27] FEATURES: SCREENSHOTS: VIDEOS: TO DO LIST: DOWNLOAD - 26.NOV.2017 SAMPLE SERVER SETTINGS: (OUTDATED!!!!) OFFICIAL SERVER: Hostname: ~TAKISTAN INSURGENCY~ [@CUPTerrains;@TalibanFighters;] IP: 199.188.102.218 Port: 2302 BattlEye: No FilePatching: Yes VerifySignatures: Yes TeamSpeak: ATCAG.TS.NFOServers.com Website: www.ATCAG.com
  14. Hello everyone! I haven't been active for a very long time. Now I am back and I need your help. I have downloaded a ready MP/Coop Mission - Rush Redux on Tanoa by OPTiX. Since we are a small community on a private server, I need to make this mission better playable and it needs to be agains AI soldiers, so my friends and I can fight them and still finsih the main mission by completing the objectives. This is possible by destroying the MCOM's when playing on the OPFOR side because if you spawn as a BLUFOR player, the enemies will simply show up, fire upon you and your squad mates and not attack the objective. So the gameplay would be pretty boring. That's why I am going to remove the BLUFOR playable units. I have tried using THIS example with the script in the description, including my own config lines of the enemy soldiers, but it didn't work, showing me that ")" was missing on a line in the main script: { if (_Spawntarget distance _x˃_Deletedistance) then {deleteVehicle _x;}; } forEach units _EditGroup; } foreach (allGroups select {side _x == _Spawnside && (_x getVariable ["spawned",true])}); And because it didn't work I tried with A.E.S (Ambient Enemy Spawner), but the enemy soldiers spawn around me very rare and too late, and it's always laggy as hell. I have tried different options in the main module, but I wasn't satisfied with the results. Other than that, I would like to use a simple script, may be like the first one above, in order to place down custom AI units, not only Vanilla, so I can put enemies from any mod I would like to use, and I need to make a stable version without any lagg while playing. What would you recommend me to do? May be put some units around the map and automatically spawn them on me when I start playing, but the thing is that the player always starts on a different random location and can spawn in the HQ or in a vehicle. If I want to use custom enemy units I guess I will have to use a config line to get them working. Please, give me some advices, scripts or suggestions how to accomplish this task. I want the enemies to hunt down the players. Thank you in advance!
  15. https://steamcommunity.com/sharedfiles/filedetails/?id=2527226295 Play with more than 20 players as a unit taking part of an invasion, tasked with controlling multiple cities and enemy bases. Play on foot and use vehicles to finish more than 11 tasks in this three hours scenario filled with urban fighting. This being my first published mission, feedback is highly appreciated. Reviews : It's really cool. - Me It's alright i guess. - My friend. Don't forget your scenario while taking out the garbage. - My mum.
  16. C O I N | Counter Insurgency Operations Current version: 0.92 (beta) Filename: CO45_COIN_092.MapName ABOUT COIN is a CO-45 multiplayer mission featuring USMC recon marines who have been tasked to seize and secure various AO's occupied by Opfor insurgents and Takistan Armed forces. FEATURES COOP 44 Player slots + 1 (optional) headless client; Support for RHS and CUP mods; Multiple AO's, offering challenging opponents and immersive game play in a lively Middle Eastern setting; A variety of Side missions; Extensive replayable randomized operations; Various support options available to the CO; Join in Progress (JIP) supported; Respawn at the FOB. Teleport to team leader using the flagpole; Optimized for dedicated server play with the support of a headless client. ALL-IN-ONE PACKAGE Besides all missions, the AIO package also contains media and slotting and briefing templates for forum postings etc: Direct download: https://mega.nz/file/JVxiHaSK#uHyIXcCDBts3wmTmAaZVDQuTMnqk2ZaxtMwKbgPKPIY Armaholic: http://www.armaholic.com/page.php?id=36012 Steam collection (missions only): https://steamcommunity.com/sharedfiles/filedetails/?id=2077447852 SUPPORTED MAPS Aliabad Region, Takistan (MCN_ALIABAD); Al-Rayak, Takistan (G.O.S Al-Rayak/PJA310); Al-Salman, Iraq (swu_public_salman_map); Anizay district, Takistan (Tem Anizay); Chongo, Republic of Angola (Chongo); Dariyah Region, Sudan (G.O.S Dariyah/PJA307); Dingor, Republic of Lingor (dingor); Diyala district, Iraq (DYA);Diyala, Iraq (DYA); Farkhar Valley, Afghanistan (ARC Farkhar Valley); Federally Administered Tribal Areas (FATA); Feruz Abad district, Takistan (Takistan); Kujari Region, Sudan, (Tem Kujari); Kunar Province, Afghanistan (CLAfghan); Lythium, Afghanistan (Lythium); Reshmaan Province (Reshmaan); South-Sahrani, Sahrani (Saralite); Tora Bora Region, Afghanistan (Tora Bora); Zargabad, Takistan (Zargabad). New maps will be added in future releases. REQUIREMENTS Community Based Addons ARMA 3 (CBA_A3); CUP Terrains Core + CUP Terrains Maps; The map of choice + it's required add-ons; -or- Red Hammer Studios USAF, AFRF and GREF (requires Project OpFor -and/or 3CB Factions); -or- CUP Weapons/Units/Vehicles (requires Community Factions Projects). The following Steam Collections contains all the required mods needed to play COIN: RHS mod set: https://steamcommunity.com/sharedfiles/filedetails/?id=2057020307 CUP mod set: https://steamcommunity.com/sharedfiles/filedetails/?id=2174257521 CHANGELOG version 0.92 Added: CUP Units/Weapons/Vehicles compatibility. Requires Community Factions Project; Added: New maps: Chongo, Al-Rayak, Dingor, Farkhar; Added: Localization (CN, CZ, FR, DE, IT, JP, KO, PO, PT, RU, ES, TR); Added: Intel function. Intel provides clues, opfor location information etc; Added: Side missions (can be enabled/disabled in mission params); Added: IED's and VBED's (can be enabled/disabled in mission params); Fixed: Airlift support when the airframe was KIA.; Fixed: RPT spamming; Fixed: Invunerable turret gunners (fixed for real this time); Updated: Ambient civilians can be enabled/disabled in mission params; Updated: Ambient air traffic can be enabled/disabled in mission params; Updated: Clear map AO's and/or Side Missions, enable/disable in mission params; Updated: Advanced flight models set to 'player option'; Updated: Applied ADF 2.26. KNOWN ISSUES None UPCOMING / FUTURE RELEASE(S) Additional maps (suggestions welcome); Session Saving.. SUPPORT / BUGS / SUGGESTIONS / ETC Please leave comments/feedback/bug reports in this thread. GAME PLAY COIN's COOP missions are designed to be enjoyed by at least 10 players. A headless client is recommended. Small AO's generally consist of 35-55 Opfor, while the largest AO's can have as many as 255 Opfor. Some AO's have an army based which is populated by Takistan Armed forces. SCREENSHOTS The All-In-One archive contains a folder with media that can be used for forums post etc. Latest screenshots can be found on the Steam collection page. Screenshots from the different maps: https://imgur.com/a/Xu10Gef.
  17. Heroic slovniacs An Arma 3 CO-OP scenario. Heroic slovniacs trailer: What's this? Takistanian milita has taken a Takistanian army airport, the Takistanian army has requested the help of the Russian army to retrieve that airport. Three soldiers and a Su-25 were sent in order to assist (or more likely do all the job by themselves) retrieving that airport, but are met with a strong resistance due to the fact that the Takistanian milita acquired a huge amount of equipment from the same airport. The mission theme is Close air support (Su-25) that is guided by the help of the three soldiers on the ground, so 4 players. Download from Steam Workshop: Normal version or ACE version. Player slots: Squad leader. Marksman\Enginner. AT soldier. Pilot. I also have an ACE version, which replaces the Marksman with a medic. Pros: I have spent 350 hours on this mission, I hope it will be great enough! Cinematics! (they suck because Arma 3 cinematics suck). Voice acting! (for the commander, it will give you PTSD). Random events (that will kill you, such as a minefield). Long mission (depends if you keep bullshiting or not). Unlock ground vehicles as you progress, making you stronger. Thanks to LAMBS mod, the AI can actually outsmart you by miles, so be careful. Multiple respawn points to save traveling times. Music player (that randomly plays music every 10 mins). The commander welcomes players who connect, and whines when a player disconnects (who the ♥♥♥♥ cares remove this point idiot). There is no acting in this mission, you play however you want and unlock vehicles (ground vehicles) as you play through the mission, as long as your play-style is not about you being a complete idiot, you will pass. At least you can feel that the world is a bit more "alive" than other missions. Cons: The Intro is quite long (7 mins) but that's because I wanted to lay out information in a better way (btw the intro is not boring). Since I wanted the performance to be good (and this mission is so large that I pushed Arma 3 to its boundaries) I had to make it so that the hosting computer (whether it's a player or a dedicated server) take the weight of the scripts and units, so only the host will suffer from a poor performance (if his PC is older than 2018) while the rest of the players will have no problems in performance :), so not a huge con really. Last part of the mission might be heavy on the hosting PC, but you can always quit, since that part makes %10 of the mission anyway. 13 mods (19 if ACE) (most are light weight) so that you can experience the full experience without AI being dumb etc etc. Other stuff: I have became a no life making these missions, and thank to all the people who helped me (even slightly) who are mentioned in the end of the mission, I hope you will give this mission a try, since it doesn't require a huge number of players (3 players are acceptable, 2 players will cause the guy on the ground to eat huge metric tons of organic ♥♥♥♥). Also, I hope Digger won't traumatize you for life. Download from Steam Workshop: Normal version or ACE version. Report any glitch in the comments (below) or I will call out targets for the pilot to annihilate.
  18. https://steamcommunity.com/sharedfiles/filedetails/?id=2520244300 SOG Prarie Fire cDLC mission, SP focused and also playable in COOP up to 8 players. Properly set up so all tasks and scripted radio chatter works for all players in coop. Rescue downed pilots, search villages for evidence of hostile intent, fight off Viet Cong. Prairie fire's revive system enabled even for SP. Approximately 1 hour playtime. "You are a Combat Search and Rescue (CSAR) unit squad leader stationed at FSB Quan Loi. Your unit's overall mission in the Area of Operations is to stand by for any downed aircraft, stranded vehicle or missing soldier who needs their fat pulled out of the fire. You go out on no other missions, however the missions you get are both sudden and urgent. Every call is an emergency for the poor souls you are coming to the rescue of. You are their Guardian Angels."
  19. Hello! We are The Arma Bois and we are a small(~15 active players) Semi-milsim and a bit more casual community mostly consisting of friends. We have both experienced players and newbies so anyone is welcome to join! We are based in the EU and we play missions each Sunday at 16:00 CEST. Those are zeused by me and they are set anywhere from WW2 till present. We also have an antistasi server up 24/7 and we plan to run smaller missions during the week outside of our main ones. There is no training per se, but we need you to know the basics of Ace. Mission organization: We do not have designated people for squads/squad roles, because the mission types vary and we like to keep it casual. You can slot yourself in whichever squad you want with whoever you like as long as the slot is not taken. We do have groups of Czechs and Germans who sometimes tend to play together with their native tongue, however English is the primary language everyone needs to know for communication with other squads and their players. We do not have an attendance so it is ok if you miss out on a mission every now and then. Mods we use: Due to the variety of missions I create, there is a lot of mods required for different factions. You can expect the usual RHS and CUP stuff with WW2 mods such as IFA3 and more. We use ACE for realisms sake and ACRE2 for proxy chat, radios etc. Due to ACRE, you will need to have Team Speak installed. Join us on our discord: https://discord.gg/qxvSHvBjAb or contact me directly by a PM if you want to ask me about something: DelT#5427
  20. ChaosCompany

    Chaos Company [EST]

    Discord|| TeamSpeak||Website Chaos Company is a Semi-Realism/Casual ArmA 3 Operation Trebuchet (OPTRE) unit loosely based on the Halo universe. We focus on providing a fun, well-structured and organized virtual Military and Halo experience to all players stretching from newcomers to veterans. Enlistment Requirements: 17 (With Waiver) 18+ Years of age Ability to attend at least ONE Official Operation a month A working microphone and Teamspeak 3 Unit Makeup: (See our ORBAT) Chaos Company consists of: -1 Marine Platoon, 2 Combat Teams -ODST Squad -Sniper Fireteam -Engineer Fireteam -Combat Support Squad (tasked with Armor, Artillery, and Aviation needs) Scheduled Main Operations: Over time, the leaders of this unit have recognized that a singular day of the week is not compatible with all members of a community, therefore we alternate our Official Operations each week. These days are announced each preceding month and are conducted at 20:00 / 8:00 PM EST to accommodate all members. Other: Mini-Operations and Special Events throughout the week Interested in becoming Leadership? We promote from within! -Fireteam Leaders -Squad Leaders -Officer Candidates We fill these positions in both our Marine and specialty elements. Training: We strive for all training to be practical, useful, and quick. In too many past communities, we see training that is not useful for the player and is oriented around Senior Leadership bureaucracy. Our training is experienced and new players, with many instructors and a custom training map to help automate training. Required Training -Basic Training Voluntary Training -Weapon Qualifications -Specialty Trainings Leadership Training -Team Leader -Squad Leader -Officer Candidates
  21. Hello! I would like to play the S.O.G Prairie Fire coop campaign together with my friends on our dedicated server and not on public servers or a self-hosted game. With the Apex coop campaign you only have to enter the missions in the server.cfg. Here is an example: class Missions { class TestMission01 { template = MP_Marksmen_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission02 { template = MP_End_Game_01.Altis; difficulty = "veteran"; class Params {}; }; class TestMission03 { template = MP_End_Game_02.Altis; difficulty = "veteran"; class Params {}; }; class TestMission04 { template = MP_End_Game_03.Altis; difficulty = "veteran"; class Params {}; }; }; another example: class MPMissions { class Apex { briefingName = $STR_A3_CoopCampaignName; class EXP_m01 { briefingName = $STR_A3_exp_m01_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m01.tanoa"; }; class EXP_m02 { briefingName = $STR_A3_exp_m02_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m02.tanoa"; }; class EXP_m03 { briefingName = $STR_A3_exp_m03_missionname; directory = "a3\missions_f_exp\campaign\missions\exp_m03.tanoa"; }; }; }; But how do I do it now with the S.O.G missions? Can someone send me a template for the server.cfg? I am looking forward to help!
  22. fn_Quiksilver

    Apex Framework

    ArmA 3 Apex Framework Version - 1.1.9 (20/10/2020) Compatibility - A3 2.00 Download (Github) Support (Discord) Email - armacombatgroup <at> gmail Documentation (Github) Donate (Patreon) Enjoy ______________________________________________ Terrains: Altis Tanoa Malden 2035 Livonia 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). NEW! Custom In-Game Role Selection Menu System. Change role or faction without aborting to the lobby. 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 Virtual Arsenal. Use either the custom whitelist or blacklist to set up what gear your players have access to. 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. Active Protection System for armored vehicles. Based on Israeli "Trophy" and Russian "Afghanit" systems. 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).
  23. Air Cavalry Patrol (ACP) is a MILSIM/Semi-MILSIM/Casual MILSIM dynamic mission generator that provides replayable objective focussed gameplay for minimal effort, ideal for communities of 5-15 players but playable with a single player! Players take the role of either a ground infantry squad or a Huey crew to fly into the jungle (walking's for chumps) to complete an objective, then fly out onto the next objective. Each objective should take around 15-20 minutes (depending on flying time and catastrophe) and the mission has parameters for 1 - 6 objectives per mission! All objectives will be able to be done with enemies still remaining, and in some cases you won't be able to fight them all off - so expect hot extracts as well as hot insertions, because hot LZs is what a Vietnam game is all about, right? Mission available for download here: https://steamcommunity.com/sharedfiles/filedetails/?id=2482465442 Introduction Video (v0.1): This is still very WIP (currently about 5hrs worth of effort at time of posting!) so it's far from finished, but hopefully playable! Find any bugs? Let me know! Current features: Clear Camp mission Recover Supplies mission Ticketed respawn (adjustable in Parameters) Optional arsenal crate End conditions for all players dead (and out of tickets) or all objectives complete and players returned to base. Adjusted loadouts Automatically identifies ACE/ACRE and adjusts loadouts/arsenal accordingly Semi-dynamic briefing that changes depending on what the objectives are. Planned features: MORE missions - so many more! US Only and All Vietnam arsenal options ACRE/TFAR compatability with spectator chat and radios A "hardcore" mode with limited maps and compasses, for that true lost in the jungle feel. In addition to this I'll be making a ground-based patrol mission (for those walking chumps I mentioned) that is similar but without the requirement for a helicopter.
  24. ***PLEASE NOTE THIS IS A WORK IN PROGRESS*** Hello There! I am currently in the process of designing a Campaign and want feedback on my idea and eventually when I start rolling out mission's them as well. Since moving over to ACE I've loved the ballistic system as part of it. I was inspired by Igneous01 - ArmA 2 Campaign and wanted to create something similar but on the ArmA 3 Platform. However, I wanted to make something that is also co-op but was unsure if that is possible so please feel free to comment down below. I also didn't want thousands of mods I wanted to use mods that are the most popular on the Steam Workshop but like I've said if you have any suggestions please mention them below. Here's a general summary of my campaign: MODS: ACE RHS USAF RHS AFRF Apex Now I know this campaign won't be for everyone but I would appreciate any idea's that great community can provide. ***PLEASE NOTE THIS IS A WORK IN PROGRESS***
  25. Official thread of Patrol Operations for Arma 3 A mission Game mode developed for the RV engine, Patrol Operations is a dynamic, random mission generator that is great for both mass public play and clan tactical gaming. Missions are randomly dynamic, with enemy force strength scaled to match the number of players connected so as to challenge players appropriately. Version 3.1 03/2014 Download: roy86.com.au Supported Languages: Czech, German, English, French, Polish, Portuguese, Spanish Patrol Ops 3 is covered under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Version 4.0 Nov 2017 Status: Beta Supported Languages: English Credits & Special thanks: Online Combat Battalion Australia (OCB.net.au), their support and testing has been vital to the success. Australian & New Zealand Tactical Community (ANZTAC.com Bohemia Interactive Studios for the Arma Series, code and functions BON_Inf for Code and Inspiration from his missions and scripts KillZoneKid for Code and Inspiration from his tutorials Shuko for Code and Inspiration from his awesome Task System and Position Scripts Kegety for his spectator scripting XENO for Code and Inspiration from Domination and setting such a high standard R3F for Inspiration from their Arma 2 Logistics Scripts Tonic for the Virtual Ammobox System Tajin for the Helmet Camera Scripting aeroson for his detailed loadout scripts cobra4v320 for his HALO scripting Kronzky for his string function library SaMatra for help with UI Resources Dslyecxi for his Paper doll giving insight on how to detect item types. Tankbuster for his code and Inspiration from Domination [TcB]-Psycho- for his adaptation of Bon_Inf Injury System IGI_PL for his IGILoad Logistics Scripts Language translations: EvroMalarkey, Senshi, GranolaBar, Ophelian, Rydgier, Caico1983, BIG (Armaholic) Any and All ArmA community members for support, inspiration and solutions that have helped build this
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