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Found 238 results

  1. The RwG Addon "Basebuilding Exile" is now available. Steam Community Link This contains new objects and structures for the Exilemod. So far only wood elements are available and their upgraded versions. These can be crafted as frames, placed as usual in Exile and can then be upgraded with the Wood Planks Upgrade Kit (needs a hammer) and with the Exile Fortification Upgrade Kit reinforced with metal. Item-List Features/Contains - A big gate for transporters. - Different door variants. - An elevator that can lift vehicles and people. - More snappoints - Compatible with Exile objects - 3 Custom/Shadow Lods, different texture resolutions, View Geometry and Phys Geometry - Items Electric Engine, Box Of Nails, Wood Planks Upgrade-Kit, Furnace Kit, Anvil Kit, Workbench Kit - and much more Exile Vanilla If you want to use the objects without frames, you don't need to change anything in the config. Use recipes which create a full wall. CustomCodes Old (Only WoodPlanks-Upgrade) New El'Rabito-WIP (WoodPlank-Upgrade + MetalGrid-Upgrade) If you want to use this variant, then use the attached recipes and customcodes. To upgrade a frame, you will need the Wood Planks Upgrade Kit and a Hammer. Update 1.01 Update 1.01a Update 1.0.2 CraftingRecipes vers.2 CfgInteractionModels WARNING This mod is still under development. There may be errors, which are not intended by the creator. Please report bugs in the Discord "Bugs" Channel If you use Enhanced Movement, write the objects of the RwG Addon in the blacklist, otherwise locked doors can be opened by everyone. The elevator does not write coordinates of players and vehicles in the database. So move/drive before log-out. This mod is an extension for the Exilemod and therefore not functional without it. This mod may not be modified and reuploaded without the permission of the creator. This violate the Steam EULA 6D. Reuploads will be removed without warning via DMCA Notice.
  2. HptFw. MoinxDGamer

    Boat sits on top of the water

    I can't get the hull of my boat to be in the water. It just sits above the surface. Can you help me?
  3. Description: JSRS SOUNDMOD is a sound modification for ArmA3. The purpose of this modification is to bring new sounds to the game, making it more exciting. Many would say it makes the game much more realistic, but that is not the initial purpose of this modification. Even if some sounds are authentic to what we call "modern warfare", the main purpose was just to create a certain type of sound feeling. Visit the new JSRS-Studios.com website for more information about my work! https://www.jsrs-studios.com/ Download: JSRS SOUNDMOD - CE.19.1117 In addition, I have a small selection of supported modifications: The Armaholic mirror version: JSRS Soundmod Videos: Installation: Changelogs JSRS Soundmod Update CE.19.1114: Fixes: - Fixed Missing healing sounds for self healing first aid kits - Fixed rocket and grenade explosion sounds. Rockets hitting vehicles are still to loud and will be played twice, ArmA related thing, not JSRS! Tweaks: - Tweaked some distances, volumes and general maintenance - Tweaked some new layers into the weapon sounds as part of "prove of concept work" JSRS Soundmod Update CE.19.1114: Fixes: - Fixed the key... again! New Key, new signatures, hope this works this time *eyes rolling* Tweaks - Tweaked weapon sound volume, had to bring them down as the current state distorts the sounds a lot - Tweaked multiple distances and volumes for various effects such as the movement, way to dominant - Tweaked explosion sounds were just a distorted scream without bass, kinda tried to fix them back up - Tweaked some of the weaopn sounds during my "its been months, let's hear how it sounds like" routine Old Changes: Support: If yoi like to support me, or you like what I do here or just want to get me drink, feel free to do so 🙂 Every cent donated to JSRS goes a 100% back into the project! Patreon or PayPal END USER LICENSE AGREEMENT: Arma Public License No Derivatives (APL-ND)
  4. Hi, my names Anthrax and im proud to announce the development of my first mod, a retexture of the Livonian Defence Forces to a desert/arid camo pattern, which in my view will enable missionmakers to use the faction and its equipment in terrains outside of Eastern Europe. The scope of the mod is to replicate the LDF Faction for BLUFOR and INDFOR in my geometric desert camo pattern, right now the features scheduled for an eventual release (deadline cant be given at this stage) include: Infantry, infantry equipment, infantry groups, basic ground transport vehicles. Here is a photo showing my progress with the mod so far, note the LDF Soldiers & Equipment (Please note that in this image, Render Worlds is used and the lighting in that is not the same as the lighting in most other maps) All uniforms except for CBRN Gear and the Helicopter pilots outfit have been made. I'm not familliar with forums but hopefully i'l be able to provide progress logs on this website, lemme know what you think of the mod so far. Cheers 😛 CREDITS -Avery for providing me the original LDF camo sample and the textures for the modular vests -The other members of the A3 hub for providing me invaluable assistance with general modding concepts
  5. GF Auto Loot with userconfig by GEORGE FLOROS [GR] Description: GF Auto Loot with userconfig , will detect the enable Mods , without editing lists. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: To install GF Auto Loot with userconfig , you should use modfolders to keep it seperate from the official game content to prevent issues. With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded. Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3. Place the "userconfig" folder into your game install folder, usually: "C:\Program Files (x64)\Steam\steamapps\common\Arma 3". You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: This mod , is including a userconfig folder. The userconfig folder , must be in the main arma 3 game folder. Inside the userconfig folder , are the settings. To make changes in the userconfig , you need to close the game. GF Auto Loot with userconfig , will detect the enabled Mods , without editing lists. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only There is a Possibility option available. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the loot from spawn. The loot will spawn also , at the spawned or placed in editor Buildings. More information inside the Settings.sqf It is also posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v3.1 Fixed , working now also on Dedicated , with auto init.  v3.0 A lot of the previous code is reedited. Added option for the spawned items number. Code optimization. v2.0 It is possible to add your custom item list. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only Changed the codes for the search of the configs. Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40300 Armaholic GF Auto Loot with userconfig
  6. Hello world. I'm glad to share my project for Arma 3, I have been working on it a few months and i think is time to make it official. The mod is aimed to cover some units and equipment currently in service -and some in current development- with the Argentine Army. Vehicles: TAM Family: TAM 2C ** TAM VCTP (Armored IFV) TAM VCPC (Mobile Command ) TAM VCRT (Recovery) VCA Palmaria (155mm Artillery ) TAM VC AMUN (Supply) LVC CP30 Agrale Marrua M10/M20 HMMWV Variants Polaris MRZR-4 Ford F-350 TSCR (Comms) --------- Static objects: Tents (inc.variants) Ammo Boxes MANPADS RBS-70 Skyguard M /FCS Oerlikon GDF-002 AA CALIV 105mm ** CITER 155mm CARDES (Disposable demining tool ) ** UAV: MALE VIGIA-2A ** -------------------------------------------------------------- There's so much to do, and this are my first steps on modeling and texturing, a good way to improve my skills 🙂 I'm not will made a 100% accurate version of vehicles and objects. The mod is set on year 2035. Some equipment gonna be upgraded on that timeline. [All content are subject to change without notice. ] More updates soon! Forgive my bad English .-
  7. "PSZ: POLISH ARMED FORCES" SITREP PSZ: Polish Armed Forces is a mod project focusing on adding a high quality, realistic modern Polish Army faction. This means we plan to recreate in-game most of the currently used Polish Army equipment, including of course most of the signature weapons, vehicles and units, like Beryl, MSBS and Tor rifles, Rosomak APCs, Leopard and Twardy tanks, Sokol helicopters, etc. The SECOND version just got released, so why won't you give it a try? THE FUTURE The general idea is to release the mod as soon as the base is ready, then build upon it, until we have everything one could ask for in terms of realistic Polish Armed Forces faction(s). Initial plan includes PKW 2010 faction with weapons, infantry and some vehicles, which then should be supported by following Special Forces, PKW "Motorpool" and also the 2020-ish PKW faction updates. 2020(-ish) faction will be there to include the newest weaponry polish military industry is trying to incorporate, like MSBS Radon assault rifle, Negev LMG and possibly more, like ATGM Rosomak APC variant. Mod requires CBA (for ASDG Joint Rails, for example) and at this moment we are thinking about incorporating MRT Accessory Functions and Weapon EventHandler Framework for greatest possible immersion and level of realism. Also because we want everything to depict real-life counterparts and their behaviour as much as possible, while keeping the best possible visual and technical quality. SECOND RELEASE Happy Easter, eh? Please bear in mind that it's STILL an ALPHA release, which means there's tons of stuff missing and that the stuff that IS present may need further polishing, not everything (or rather, nothing) might be final. Realistic expectations are a key to happiness and thus we suggest to take that approach :) Current mod version is ALFA 068.1103; and it contains: For the time being, PSZ: PAF mod REQUIRES CBA 3.2.1 or newer to work. DOWNLOAD - PSZ Mod v0.68.1103 @ ArmACenter.PL- PSZ Mod v0.68.1103 @ ModDB- PSZ Mod v0.68.1103 @ Goggle Drive USEFUL LINKS - ArmACenter.PL (home of the PSZ Team) - ModDB profile of the PSZ project - FaceBook profile of the PSZ project - Official PSZ Gallery on Imgur CREDITS ===PSZ TEAM=== WinteR5 Macko zGuba Istar Jon ===CONTRIBUTORS=== (more to be listed as we'll implement more goodies from our beloved friends!) Dan (former developer) - M97 Zbik Sgt. Pepper (former developer) - textures and layers Smookie (former developer) - animations Keeway (former developer) - developer, config, content porting, scripting Reyhard (M.I.A.) - developer, config, content porting, scripting RHS Team - Leupold scopes, repository Project Reality: Polish Forces Team (Veti, ddeo) - STAR trucks Kamil Nowicki - Alex / Bor, UKM-2000, Negev [ACPL] Ghost - "Steal the Data" scenario PSZ logo by WinteR5, uses great Eagle drawing by Julia Baradziej. Enjoy!
  8. Bohemian Interactive terrain for Take on Helicopters ported to Arma 3. This Mod is an adaptation of the old ToH map for Arma 3, but trying to preserve the old spirit of the map. Without major modifications, with new functional additions and without pretensions to create a new map and if a reliable adaptation. I know this is nothing new, but in this case the difference is that added roads in South Asia: After 6 months of work, research and testing tools, a first functional version of more than 7000 sections of real roads has been achieved. Now the AI circulates through them, looks for roads and they are visible from the GPS. Thank the QGIS Game terrain tools plugin by @adanteh for their wonderful work. and skyscrapers and other buildings in Seattle: Thanks to the teacher @.kju for his patience and advice. You can download from now in Workshop, enjoy: @ToH Core https://steamcommunity.com/sharedfiles/filedetails/?id=1865403034 (Available via WorkShop). http://www.armaholic.com/page.php?id=35509 (Available via Armaholic). @South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1849403283 (Available via WorkShop). http://www.armaholic.com/page.php?id=35465 (Available via Armaholic). @Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1865395754 (Available via WorkShop). http://www.armaholic.com/page.php?id=35511 (Available via Armaholic). Optional: @ToH noRoads South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1900844835 (Available via WorkShop). @ToH noRoads Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1900845247 (Available via WorkShop). Todo.txt Minimum recommended visibility setting: setViewDistance 12000; setObjectViewDistance [6000,400]; setTerrainGrid 8; More images: https://imgur.com/a/Rcl4nnS Known Bugs: -Incompatibility with "@CUP Terrains - Core" that causes visual errors in the detail textures of some buildings. -There is a problem related to the size of the roads. If you overload a lot of Mods and you have a PC with little Ram memory*, it is possible to get a fatal error of "many virtual blocks requested" due to the saturation of information loaded into memory. *I have 16GB of DDR3 and I have not had problems with a number of normal mods (CBA + ACE + CUP's + CFP + US MILITARY + TFR + others). I hope to further optimize the road file for a better load in the future. Another questions: Any advice on the old map of ToH to give a greater resemblance to the original, will be welcome. Arma Public License Share Alike (APL-SA) Take On Public License Share Alike (TOPL-SA) Take On Helicopters is made by Bohemia Interactive. based on Take On Helicopters Data Pack
  9. shadowhunter123

    Project Livonia

    WELCOME TO: Ladies and Gents! I present to you the newly re-textured/added assets to the LDF Faction in-anticipation for the upcoming Contact DLC. Hope you all enjoy! CH-49 MOHAWK DOWNLOAD: Livonian CH-49 Mohawk Version 1.0 F-149 Gryf Bajeczny DOWNLOAD: Livonian F-149 Gryf Version 2.0 OT-12 Czar DOWNLOAD: Livonian OT-12 Czar Version 1.0 AWC-304 Nyx DOWNLOAD: Livonian AWC-304 Nyx Version 1.0 MBT-31 Leopard DOWNLOAD: MBT-31 Leopard Version 1.0 What's inside: CH-49 Mohawk LDF Camo Livery (Standard Military) Aircraft Grey Livery (Rescue) Dark Green Livery (Night Operations, Air Interdiction Patrols) Ranger Livery ( Air Interdiction Patrols, Local Law Enforcement) Rescue Livery (Emergency Rescue) F-149 Gryf LDF Camo Livery (Standard Military) *Updated* Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) OT-12 Czar LDF Camo Livery (Standard Military) Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) White Livery (Whatever you want it to be.) Ranger Livery (Forest Ranger Livery) AWC-304 Nyx LDF Camo Livery (Standard Military) Autocannon Configuration (Anti-Infantry) Anti-Tank Configuration (Anti-Armor Operations) Anti-Air Configuration (Anti-Air Operations) Recon/Radar Configuration (Recon/Surveillance Operations) MBT-31 Leopard LDF Camo Livery (Standard Military) Add-on Locations: Mohawk: INDEP > LDF > Helicopters > CH-49 Mohawk Gryphon: INDEP > LDF > Planes > F-149 Gryf Bajeczny Czar: INDEP > LDF > Planes > OT-12 Czar Nyx: INDEP > LDF > Tanks > AWC 304 (Autocannon, AT, Recon) Nyx (AA): INDEP > LDF > Anti-Air > AWC 304 (AA) Leopard: INDEP > LDF > Tanks > MBT-31 Leopard *Optional liveries can be found in the livery editor.* LDF Fighter Pilot: INDEP > LDF > Men > Fighter Pilot REQUIREMENTS: You MUST have purchased the Contact DLC. (All mods PR: Livonia releases use Contact Assets) Gryphon MAY require Jets DLC. Czar MAY require Apex DLC. Nyx MAY require Tanks DLC. Message of Thanks: A big shout-out to all of you who helped me out on Reddit and the Bi-Forums (Mug Runcher) for making this possible! Looking forward to bringing you more content in the future! If you haven't already, please don't forget to like and leave a comment! Would love to hear the feedback.
  10. Hi. How can I add requiredAddons to a mod? I know it should be added to the config.bin (or .cpp) and I know the structure should be something like this: class CfgPatches { class My_Mod { units[] = { }; weapons[] = { }; requiredAddons[] = {"CBA_Extended_EventHandlers"}; version = "0.993"; versionStr = "0.993"; versionDesc= "My Mod"; versionAr[] = {1,0,0}; author[] = {"Me"}; }; }; But I don't know where you get the name of the required mod from. For example, in the above code I don't know where the name "CBA_Extended_EventHandlers" comes from. (I know what it is though!) Can someone please explain it to me?
  11. Lingor Island This lush green environment in a fictional country somewhere near the Equator. Inspiration were countries such as Venezuela & Colombia. ~5 months were spent on research and creation of this world. Lingor is one of the most played maps in Arma Community and first really lush green environment that worked well with all the optimizations. Reason for the project is that I've been waiting for years for a proper optimised jungle map. With help of great talented man Berghoff that is now (after 5-6 months of hard work) possible to enjoy. We have to understand that vegetation rich map is a whole different matter in BIS engine. PCs that were able to run Duala/Jade Groove on max settings & view distance of 10 km will probably only have sufficient FPS with 1000-4000 meter distance on Lingor. With months of optimisations (especially Berghoff did an amazing feat here) we can now enjoy jungle from air or from a grunt's perspective. Required addon: CUP Terrains Core. Latest version: v3.9.5 (Lingor) & 3.82 (Dingor) Latest changelog: - finally: all new Apex vegetation! (DLC is not required) - massive improvement of lighting and satellite image of the map - new huge sectors to explore with lot of details - new town Mirasol on NW with a new unpaved runway - burned down villages: Jodido and unnamed one - added scrapyard - large sector is now GAL training facility with two mock villages - 3 new research bases for sci-fi scenarios (Deidre, Scarlett, *censored*) - one research base is abandoned and long forgotten - added bio storage facility Marika - added couple of invisible roads (for AI pathing) - added iron gates by poolpunk (thank you!) - added bunker objects by Sahbazz (thank you!) - fixed incorrect runway numbers at FOB Eddie (greetz to the legend: wld427!) - various smaller fixes, too many to mention here Download / Official Site: http://www.icebreakr.info (currently only Steam Workshop version is up to 3.9, new patch coming very soon!) Promo video #1:
  12. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  13. Multiplayer Save and Load Saves a multiplayer mission in progress to be reloaded later. Downloads: Google Drive Armaholic - not yet confirmed Steam Reloads units, gear, vehicles, weather/mission details, waypoints, tasks, buildings, markers, triggers, missionNamespace*, locations, etc... Mod designed for use to save the progress in player-made multiplayer missions. For best results when loading, start the original mission, then load your progress with the UI. Saved mission files are stored in the mod folder, so take care. I believe this is about as good as I can code a save/load mod in SQF. But if you can do better, please feel free to make coding suggestions here! Uses inidbi2 from code34. v1.1 Locations and MissionNamespace now saved. Note: missionNamespace items of type "CODE" are not saved, as this would decrease performance or break the process. MissionNamespace items are also not removed, so CODE items can be maintained by loading the original mission before loading your saved game. Known Issues: - Scripts running at the time of save cannot be re-initiated after. Also, full script environment cannot be re-initialised without starting the scripts at the beginning, which is likely to cause more trouble than it is worth. So I recommend loading mission progress whilst in the original mission. - Unit side anomalies reported. - Unit names not syncing globally. Will likely cause issue if scripts require a unit to have a specific name on clients. - Zeus will detach from some players in some instances. Use #adminLogged in Zeus Game Master modules, then re-login as an admin. - Use this code if the action is removed by your gamemode: player addAction ["<t color='#FF5500'>Multiplayer Save and Load</t>",{createdialog "MSLDialog";},[],-999,false,true,"","isServer or serverCommandAvailable ""#kick"""];
  14. NoSirIamNotaLobster

    Problem with taking off

    So i got this problem taking off where the plane would 'bump' (like hitting an invisible rock or something) on the runway when reaching certain speed making it impossible to takeoff. It occurs on RHS's Tu-95, TeTeTe3's Su-35 and PAK FA (forgot the author's name) , some Sabs' aircraft, HAFM but vanilla aircrafts doesn't seem to be affected including Jets DLC planes. I dont think its because of the runway terrain because i tried it on altis, stratis,and virtual garage all with the same result. Does anybody have the same issue or.. is it just me? Original https://forums.bistudio.com/forums/topic/212258-problem-taking-off/ Decided to move it here from troubleshooting thanks to suggestions and how it affects only modded planes and i'm a noob in forums Thanks guys, appreciate every help.
  15. Hi Community ! I'm happy (and a bit proud) to present my work : Macaco's mod… A mod everyday ""work in progress"... for now 9 modules... - AI Reaction (Requires CBA, TASKFORCERADIO) With this module you can activate the "hearing" of the AI, which will hear you when you speak with TASK FORCE RADIO - Timer (Requires CBA, ACE) With this module you can activate a timer, based on the DAYTIME variable (totally rewritten) - FollowMe (Requires CBA, ACE) With this module it is possible to enable an ACE interaction menu that allows the player to have some AI commands run: *follow me *stop *lying *stand up * go up to the nearest vehicle * wears protective clothing (helmet + harness) * handcuffing (use a band) *to free - "Logistic Vehicle" module. (Requires CBA, ACE) With this module (can be synchronized with just one faction vehicle) it is possible to create a logistic vehicle for refueling / resetting and vehicle repair ... Also you can use an AI that "simulates" the repair of the vehicle but that if killed will make subsequent repairs impossible ... - "Earthquake" (Requires CBA, ACE) The module allows to create earthquakes with destructive areas; the intensity of the earthquake is adjustable ... - Module "HQ" (Requires CBA, TASKFORCERADIO) The module allows you to create an HQ vehicle with different features: * Equip the vehicle with aeronautical radio with 40km range (Task Force Radio) * Equip the vehicle (in the inventory) with UAV backpack (Darter), batteries and terminal (depending on faction) * Equip the vehicle with an omnidirectional radio disturbance antenna (Task Force Radio) * Equip the vehicle with a directive antenna (movable) to increase the range / power of the radio (Task Force Radio) -"Sounds Of War" module (Requires CBA, ACE) The module allows you to create areas with war sound effects and possibly (real) explosions and light flares, useful for example to delimit areas game recreating a more realistic situation ... -"Supplies" module (Requires CBA, ACE) The module allows you to request a supply case, with a virtual arsenal set by the editor. The module is equipped with various options for operating dynamics. -"Watch" Module (Requires CBA, ACE) With this module it is possible to activate a clock (with graphic interface) that creates two alarms, publishes useful variables for triggers and executes sqf files at the end of alarms .... - "Advanced Stamina" Module (Requires CBA, ACE) (feat. Hollywood) This module manages advanced stamina, adding the possibility of drinking, eating, etc ... Note for those who used the previous mod "Advanced Stamina Mod": Edit the missions with the old mod and then re-insert the modules with Macaco's Mod ON STEAM WORKSHOP: Macaco's mod ON YOU TUBE: Macaco's Channel (Tutorials) SECONDO REGGIMENTO INCURSORI ( 2RGT ) : http://www.secondoreggimento.it/
  16. Zeus Enhanced Requires the latest version of CBA A3. Zeus Enhanced, also known as ZEN, is an Arma 3 mod aimed at improving and expanding the functionality of the Zeus real-time editor. Zeus Enhanced is built with communities who use Zeus as their primary mission making tool in mind by enabling curators with powerful tools to create dynamic scenarios in an efficient manner. For an in-depth breakdown of the features and frameworks please visit the website. This mod is built using the same foundation and design standards as the ACE3 Project. Special thanks to the ACE3 Team for their open source nature and permission to use their systems, without their work this would not be possible. You can download Zeus Enhanced from: GitHub Steam Workshop Features A lot of new and improved modules Extended attributes displays Settings to customize the editor display Context menu providing easy access to common actions Various bug fixes for the Zeus interface Rewritten vehicle garage specifically for Zeus Rewritten, faster remote controlling of units Contributing You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. We are always welcoming new pull requests containing bug fixes, refactors and new features. We have a list of tasks and bugs on our issue tracker on GitHub. Please comment on issues you want to contribute with, to avoid duplicating effort. To contribute something to ZEN, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the AUTHORS.txt file; including a valid email address. Submitting Issues and Feature Requests Please use our Issue Tracker to report a bug, propose a feature, or suggest changes to the existing ones. License Zeus Enhanced is licensed under the GNU General Public License (GPLv3).
  17. This Mod JackFrench adds a French faction; with a very wide range of land and air vehicles (Nato, Indp, CSAT retexture). author : JackFrench website :https://jackfrench-arma3.fr First release : 11/11/2014 Signed: yes Server key: server key included Listed: Blufor Faction : JackFrench Download : https://steamcommunity.com/sharedfiles/filedetails/?id=714689601 or website Jackfrench https://www.jackfrench-arma3.fr/modjackfrench.html - Fusiliers Multicam, Woodland, Tropic, Desert, Mountain (Alpine), Special Forces. - Assault rifles HK 416F and HK 417 F. Long range rifle M320 Woodland, Desert, Multicam, Alpine - Recognition vehicles, transport / logistics. Tank truck, workshop, equipment, ammunition - Helicopter transports / support, marine version, camo - Airplanes, Armored - Boats (zodiac, outboard, submarine, speedboats) ************************************************** ************* version 20190112_012JF Arma3 Apex required ************************************************** ************* Upgrade to the latest modifications Arma 3 + - Added HK 416F and HK 417 F (French faction now equipped with the famous HK 416 for 2019 - Modification of the contents and update of the armed cases [JF] - Added French faction uniform crates - French Faction Equipment Addition - Stealth aircraft addition - Addition griffon plane - Add UH 80 woodland - Added national marine crew - Addition national naval officer - Modification on armed lynx and hummingbird, marine, multicam, woodland were not visible in the editor - Same for armed panther multicam - All helicopters and armed aircraft use the new dynamic loading system in the editor / - Resume some textures -------------------------------------------------- -------------------------------------------------- ----------------------------------------- WARNING * 20180509_129JF (For players who do not have Apex remove the file jackfrench_apex.pbo / for players who do not own Apex remove the file jackfrench_apex.pbo) Change Log / changelog - compatibility with DLC Tanks / compatibility with DLC Tanks - Added module jackfrench_apex / Added: module jackfrench_apex - Added VRL minigun, AT, multicam, tropic / Added: VRL minigun, AT, multicam, tropic - Added jeep minigun multicam, tropic / Added: jeep minigun multicam, tropic - Kamaz missile launcher, multicam, tropic - Miscellaneous detail / - Detail various -------------------------------------------------- -------------------------------------------------- -------------------- * 20160630_0182JF Change Log / changelog - Some changes in Arma-apex forecasting - Some changes to the Arma-apex output - Two soldiers in the back of the truck were not armed / - Two soldiers in the back of the truck covered were not armed - Corrigendum for some aircraft missiles / - correction to certain aircraft missiles - Corrigendum on certain jackets / - correction some jackets - Miscellaneous detail / - Detail various -------------------------------------------------- * 20160613_0165JF -------------------------------------------------- * 20160522_0143JF -------------------------------------------------- * 20160209_0040JF -------------------------------------------------- * 20160127_027JF -------------------------------------------------- 20150514_134JF -------------------------------------------------- 20150110_010JF -------------------------------------------------- 20141108_315JF first release of JackFrench mod November 11, 2014 Description: This mod adds a French faction with a very wide range of land and air vehicles (Nato retext, Indp, CSAT.)
  18. ADV - ACE CPR Giving you a second chance if your everyday CPR doesn't do squat. My community and I had a serious problem with the way ACE handles its CPR. If you're playing with ace_medical_enableRevive=1 you might have found out that CPR practically does nothing as long as your patient has no pulse (i.e. is in the revive state). You would need to use a Personal Aid Kit to revive your patient, setting all his health variables back to their start values - practically doing a magical heal with the magical wand called PAK. With adv_aceCPR you can finally use CPR to get someone out of the revive state without healing him completely, making gameplay much more interesting. After successfully "stabilizing" the patient, he/she will have a basic pulse of at least 30bpm. ACE-doctors have a 40% success rate and ACE-medics have a 15% success rate. Regular riflemen can resuscitate a patient, but they will have a much lower success rate. They can still keep the patient from dying due to an expired revive timer though. The success rate is lowered if the patient looses blood and is raised if the patient received Epinephrine right before CPR. The minimum rate is always 2%, unless the player starts with a success probability of 0 (look at "For mission builders" for additonal info). Depending on your settings (adv_aceCPR_maxTime, see below) you might be too late to resuscitate a player with CPR alone - in that case I have good news for you: With version 1.4.0 a new item has been added to ADV - ACE CPR: A defibrillator. The defibrillator works almost like the CPR action, but you have to have an AED in your inventory and it's much faster and the success rate is way higher. Using the defibrillator will induce pain to all units who stand too close to a patient when the defibrillator is used (except for the operator). You can only use the defibrillator if you're a medic (ace_medical_medicClass > 0). With version 1.5.4 I have added the option to use stationary AEDs. You can set the stationary AED objects via CBA settings. Default is Land_Defibrillator_F. You can place a stationary AED via editor or curator. Players can approach the item and use an ACE action to activate the stationary AED. By activating it they have 12 seconds to use it on any unconscious patient in a radius of five meters. After 12 seconds the stationary AED will deactivate again. I recommend using ADV - ACE Splint additionally to ADV - ACE CPR - not just because I'm the modest author, but because these two mods offer the things I felt missing in the current version of ACE³. Download: The most current version (1.5.6) can be downloaded here: https://github.com/Pergor/ADV_Medical/releases/download/1.5.6/@adv_aceCPR.zip Or get it at armaholic (thanks to foxhound!): ADV - ACE CPR v1.5.5 For now I uploaded ADV-ACE CPR to Steam Workshop as well: http://steamcommunity.com/sharedfiles/filedetails/?id=1104460924 Advanced Combat Environment 3 (ACE 3) Community Base addons A3 The Addon is signed and has a bikey. And of course ACE³ is needed - adv_aceCPR works with at least version 3.12.0 For mission builders: You can set the probabilities for successful resuscitation individually depending on the value for ace_medical_medicClass a player's unit has, or the time to be added to the revive timer or the duration during which CPR can still be applied successfully. The easiest way to do this is via CBA Settings ( https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System ). Alternatively you can use the following variables in your mission: adv_aceCPR_probabilities = [40,15,5,85]; //the first entry is for ace_medical_medicClass == 2, the second for == 1, the third for regular units with ace_medical_medicClass == 0 and the fourth one for the defibrillator. So if you want to disable CPR for any player with less than ace_medical_medicClass below 2 just use something like this: adv_aceCPR_probabilities = [40,0,0,85]; The time to be added to the revive timer (+/-3 seconds) can additionally be set with this variable (default is 30, maximum is 40, minimum is 15 - if set to anything below 18 there's a chance you spend more time on CPR than you gain): adv_aceCPR_addTime = 30; To set the duration during which CPR can still be applied successfully, you can set adv_aceCPR_maxTime. (Eg. if your ace_medical_maxReviveTime is 600 seconds and you want players to only be able to resuscitate patients for 300 seconds, set it to 300. If the value is higher than ace_medical_maxReviveTime, it will revert to ace_medical_maxReviveTime). After this time you have to use AED or PAK to resuscitate a player (default is 1200). In other words: after adv_aceCPR_maxTime each CPR only adds time to the revive timer, it won't bring your buddies back: adv_aceCPR_maxTime = 300; The classname for the defribrillator item is "adv_aceCPR_AED" I highly recommend to adjust the values for adv_aceCPR_probabilities when handing out the AED. Current issues: - Unknown Special thanks: - LeWarz and the whole Spezialeinheit Luchs for playtesting - Markus from Boom Tools Filmton for his support and the AED sound! - T.Fork - NorX Aengell - DeliciousJaffa - GodofMonkeys - veteran29 - corp-0 Changelog: 1.5.6: ADDED: spanish translation (Thanks to corp-0!) And of course, the licence: This addon - as a whole - is allowed to be copied, distributed or modified as per the GPL-2.0 licence. Additional terms apply for the usage of this addon: You may not use this addon or parts or derivatives of it for any commercial purposes, including monetized game servers. This addon or parts or derivatives of it may not be used in any derivative of Life gamemode. Different licences may apply to parts of this addon if it's not copied or distributed as a whole.
  19. Farquharson

    The ACU Project

    We from TFT8 are proud to announce the public release of a joint work commission between ourselves and DustyPeek. The Army Combat Uniform Project. The Public Release Contains the following: Frequently Asked Questions(FAQ): Development Team: DustyPeek - Model Rigging, Initial Textures, Initial Configuration Farquharson - Final Configuration, Final Textures, Consulting SheamusV - Consulting, Tester Special Thanks: Current and Prior American service members in TFT8 for realism consulting. DustyPeek for taking on this ‘immense’ and important commission for our unit. If you’re interested in his other work, or commissioning him for yourself check out Raven Industries on discord. Shaleshock for the awesome promotional in-game photography. Check him out over on Twitter. Download on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1872341060 Download via Google Drive: https://drive.google.com/file/d/17s0Ltv5jLysbnJzuV_lGnz9V-GPyVtIb/view?usp=sharing ©2019 by S4@Task Force Tempor 8 Milsim This work is licensed under the ArmA Public License (APL): https://www.bohemia.net/community/licenses/arma-public-license Internal re-textures for private individual and unit use not made for public distribution on platforms such as but not limited to Armaholic, Steam Workshop, etc are permitted. Derivative textures, naming, etc - must give proper, present and clear credit to TFT8. This work is not to be publicly re-uploaded by any entity other than the official Task Force Tempor 8 development team.
  20. Hello, I'd like to announce a project that my team has been hard at work with: Fields of Glory: 1861 - 1865. This is a historical conversion mod for Arma 3 that transforms the game into an American Civil War game, with muskets and cannons, line infantry and long-range cannon artillery. It's just three of us now working on this big undertaking, but we're always looking for new talent to help us with 3d modelling, terrain building, uniform designing, programming and scripting, etc. If you are interested in joining the team, please message me. Keep in mind that this mod is in early stages of development. Thank you! -J. Woody WIP images of Springfield musket:
  21. Download | Repository | Issue Tracker | Wiki | Steam Workshop What is DCG? Dynamic Combat Generator is an Arma 3 mod designed to help mission makers quickly enhance their cooperative scenarios by supplying a collection of easy to use, modular addons. DCG's addons are highly customizable and allow creators to populate their missions with ease. What's Included in DCG? Modularity Save/load functionality Occupied cities with patrolling and garrisoned enemies Scaling enemy strength Dynamically spawned patrols Enemy static emplacements and sniper teams Populated cities Civilian interaction Roadside IEDs Dynamically spawned civilian traffic Hostile civilians Terrain based animal spawns Approval system FOB construction system Transportation system Dynamic weather Unit caching Headless client support ACE3 support ACRE2 support TFAR support Coop mission template How Do I Use DCG? The latest version of Community Based Addons is required on the server and client. Server Setup Extract the DCG and CBA zip files to the server's Arma 3 folder After extracting the files, @dcg and @cba_a3 should exist in the server's Arma 3 directory To configure a mission for DCG, take a quick look at Setting up a DCG compatible mission If you wish to customize DCG's settings, check out the Settings Framework Can I Contribute to DCG? Dynamic Combat Generator is open source and hosted on Github. Feel free to fork the repository and submit a pull request. Teamwork makes the dream work!
  22. GF Auto Population Zombie Script - Mod by GEORGE FLOROS [GR] There will be a new update soon with a completly reworked code . Here is a temporary version : Description: GF Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Population Zombie Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: GF Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite ,according the selected spawn distance and the max number of enemy. It is created with a concept of , players being in a hostile territory. The intention of this Script - Mod , is to be played alone or even boost your mission and enchase generally the game play. The Zombie spawn possible settings are , patrol , garrison and hunt players. There are arrays , for the Units used , in order to change them easy , to your faction desired enemies . The are presets for RyanZombie , Max Zombies and Ravage mod. There is no editing needed in the 3d editor with markes , triggers etc. It's created in mind , to be as configurable as possible , easy to read , use and edit. There is a dynamic unit spawn and despawn depended on maximum number of enemies and distance. There are options about the spawn positions of the units. There are Safe distances and Blacklist Zones , from players and spawned units . Everything will be total random , according the selected options and the spawn settings. There is a Script and a Mod version available. The Mod version , is using a userconfig , to set your desired settings. For the Mod version : userconfig Installation : Place the "userconfig" folder into your Arma 3 main folder. You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. There are also incuded 2 scipts: GF Auto Random Loadout Script -Mod https://forums.bohemia.net/forums/topic/220873-gf-auto-random-loadout-script/ GF Units Map Markers and Symbols Script - Mod https://forums.bohemia.net/forums/topic/219763-gf-units-map-markers-and-symbols-script/ DO NOT use with : ZBE_Cache AI & Vehicle caching script/addon Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Recommended and/or optional addons and mods to use with : Ravage http://www.armaholic.com/page.php?id=29638 Zombies and Demons http://www.armaholic.com/page.php?id=28958 Max Zombies http://www.armaholic.com/page.php?id=33696 more info in : Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&amp;q=40392 Armaholic GF Auto Population Zombie Script - Mod
  23. Compilation List of my GF Scripts - Mods by GEORGE FLOROS [GR] Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Below are the links and the download button , for every of my available GF Scripts . This list , will always be up to date. For anything that you might want , feel free to ask , if it's possible to do something for this , after all the arma series generally , has a good and helpfull community! Thank you Guys , for the whole support ! and off course . . . have FUN !
  24. In short, I made a faction mod by using Drongo's Config Generator to create new units based on units from other mods and official platform updates. I took the faction mod config file into Notepad++ and edited it to add editor subcategories for my units to help improve organization and scenario compatibility. One problem remained: many of my units did not appear under the category of my faction in 3DEN or Zeus (though some arbitrarily did). Instead, they appear under the subcategory I assigned them, but under the faction category that the unit I had built them upon belonged to. This includes infantry, vehicles, turrets, and other such hardware. Squads and groups appear to function fine. In order to solve this, we went into the configs and added a class editorCategory under the same display name as the faction, then assigned this category to all the units in cfgVehicles. they all appeared, neat and organized, as desired. This for some reason broke compatibility with the Reinforcements Module of Achilles, and now my faction no longer appears under the Vehicle Faction selection dialogue, although it still appears under the squad selection dialogue for the same module. Since Achilles reinforcements only handles infantry in the form of groups, I think the issue at hand is not limited to only vehicles, but all units under cfgVehicles including infantry and others. Just as well, in cfgVehicles, all the units are assigned to my faction, and should be appearing under the appropriate category, but don't. There is no issue with selecting the faction as a playable faction in scenarios like Dynamic Recon Ops, and if the classname for the faction were somehow wrong in the config files, I would be getting all kinds of errors. This leads me to believe that, somehow, there is an issue with my units inheriting the faction editor categories of the factions their base units originated from. This is strange, because unless a unit can somehow belong to more than one faction simultaneously, they should not be inheriting these classes and the original faction category should be completely overriden by the new one. I am ready to provide photographic examples as necessary for clarification, and my config as well.
  25. EDIT: this description is waaayyy outdated, I ,alas, have been very lazy with documenting all it can do... Best way to know everything it has to offer is to read the changelog of releases which I DO keep up to date and documented. One day I promise I will document everything....😉 MRH Milsim Tools is a mod aimed at expanding the possibilities of scenarios for milsim units, as well as adding permanent features to missions. It is first and foremost meant to be used in milsim scenarios in multiplayer. Though some features will still work in SP, a lot of them will not behave properly in a single player environment. Please also note that a lot of the mod's features are built around the premise that most milsim units send dead players to a 'respawn bunker' from which they cannot escape until the end of the mission. So when killed a player will be considered 'dead' by the mod. An admin, or the use of the JIP menu can reset that status but if you use a different respawn scheme some things might not work properly. While some parts of the mod are plug and play, most features will require to be added to the mission by the mission maker, and as such require some basic scripting knowledge. A lot of tweaking options are available from CBA options menu. This mod is in constant WIP, the idea being that each time I develop something for a mission for my unit I will include it here. Current version: 1.17.6 Full guide, frameworks and features here: https://mrhmilsimtools-arma3-mod.wikia.com/wiki/MRHMilsimTools_ARMA3_Mod_Wiki Git hub issues here: https://github.com/MisterHLunaticwraith/MRHMilsimTools/issues Source code here: GitHub repository And download here: Download on steam workshop. localization: French and English Requirement: CBA_A3 ACE3 Features: **Core features:** Fully configurable team roster. You can change team roster color theme, decide if you want to display AIs and AI groups, even show all sides in the roster. Tracking of dead, alive, disconnected, reconnected players. Players will be flagged 'dead' by the mod if they are killed and respawn, allowing you to know they are dead even if the 'alive _x' scripting command returns TRUE. The mod keeps a registry of dead and disconnected players, you can decide to kill players that where flagged dead upon disconnecting when they reconnect (optional). Player intel data: Role, rank with NATO code, customizable rank insignia, radio frequency. Alongside CBA's option to change group name in the lobby, you can set a radio frequency for each group. In the team roster,and on the soldier's tablet the name you defined for the group will be shown instead of default Arma group naming (Alpha 1-1 etc.). Radio frequency is optional, can be set and will be shown in the lobby and on the player's PDA but does not affect either ACRE2 or TFAR radio frequencies. Admin warnings for current death toll. Whenever a player dies, admin is prompted a hint (this feature can be disabled). You can set a percentage of acceptable death ratio upon which the admin menu will automatically open allowing you to end the mission or allow players to respawn. Setting to remove map for players that are not formation leaders AFTER the briefing screen. Players with a map in their inventory will keep it during the briefing stage, useful if you do your briefings before launching the mission, but if you enable this option, only group leaders will keep the map once in game. Short automated cut scene when players join in. A small cutscene where the camera moves from above the player to first person view will play (locally of course) when the player joins the game (optional, can be disabled). Removal of disconnected players bodies. Bodies of disconnected players will automatically be deleted thus preventing looting by other players! (optional, can be disabled). Enhanced and configurable JIP menu. Whenever a player Joins In Progress the JIP menu will open allowing them to rejoin their group (optional, can be disabled). You can decide to show all sides in the menu (useful for PVP missions) and include AI groups with playable units. The player can join any other player they select, if the selected player is in a vehicle and the vehicle has free cargo place the player will be moved inside the vehicle. Players cannot join other players if their vehicle is full. Players inside a vehicle are marked with an icon, the icon is red if the vehicle is full. The mod includes a function to turn any object into a JIP menu access point. When the JIP menu is used, a small cut scene plays for the teleported player and if they where flagged as 'dead' the mod flags them as 'alive' so you can use it to allow dead players back in the game. Powerful admin menu. The admin menu can only be opened by a logged in admin and therefore doesn't work in SP, it includes a lot of features, mission statistics, dead players, etc. From the admin menu you can end the mission with a default ending or with any ending defined in the mission's cfgDebriefings. You can reset a player's status if they have been flagged 'dead'. You can heal all players (ACE damages) or just the selected player. You can remotely open the JIP menu for a selected player or for all dead players. You can see the selected's player location on the map and apply some preset punishment for a given player (chicken on head, push ups etc.). Punishments can be customized from the mission's description.ext. Last but not least you can remotely edit any player's equipment (opens ACE arsenal). PLEASE NOTE: As of now, limitations to ace arsenal only allow you to change uniform, vest and helmet and their contents. Backpacks and equipped weapons cannot be changed. I will work on a workaround solution in the next update. **Soldier PDA and framework** The mod includes a PDA item that can be accessed through ace self interactions >> equipment if the player has the pda in their inventory. Access to personal data, map and team roster Default tabs in the PDA include player self intel,a map (can be disabled) and a team roster. Stopwatch, alarm and timer functionalities The PDA has an alarm app that allows players to set an alarm or a countdown timer and includes a stopwatch feature. Possibility to send, receive and collect data and pictures. From your mission description.ext you can predefine data and pictures that can be added to the tab's gallery app or to the tab's data app. Each data or picture can be given separately and therefore discovered mid game. (2 functions are included that do just that). Data can be shared and transferred between players if they are within a ten meters radius of each other. **Fiberscope** Fiberscope Item The mod includes a fiberscope item that allows equipped player to look under doors (ACE self interaction >> equipment). It only works if you are next to a door or a window. **Vehicle spawner module** Vehicle spawner The mod includes a function to turn any object into a vehicle spawner, you can select what type of vehicles (see, land, air, all of them) the spawner will allow you to spawn. Mission makers and admins can decide which mods/ dlcs and factions are available from the spawner. The spawner works fine with vanilla assets, RHS, CUP and PROJECT OPFOR vehicles, some vehicles from other mod might not be listed properly depending on the mod's config files. **Radio chatter module** Play ambient radio chatter from a radio prop The mod includes a function to turn any object (but preferably a radio prop) into a random radio chatter player. The radio can be turned on and off (ACE interaction) effects are global and the same chatter is played on every machine. By default I have included a US military radio chatter channel (with samples taken from the excellent TV show Generation Kill) but you can create your own channel with custom sounds either from the mission's description or by packing them into a custom addon (if you do so, please share!). **Map markers** Customized map markers I have also included a shit ton of customized map markers all of them are available to mission makers, and some of them (not all, so has not to overcrowd the icons tab) to the players. **Hacking and downloading tool** A hacking tool object is included, you can still disable a CBA option if you want to allow players to perform hacks and data download without the item in their inventory. Hacking and downloading tool item Two functions are included to make objects hackable, while hacking or downloading content players can still move but they have to stay within range of the objects. **Miscellaneous functions for mission makers** In addition the mod includes several functions designed to make mission maker's life easier: Elevator simulation Timer Check when all alive players are on board a vehicle Automatically fill given ammo crate with ammo fitting the player's weapons Automatically refill ammo crate with infinite ammo/ items Remove unit's nvg (regardless of the mod they come from) Remove ACRE2 radios Search object/ person function ACE3 simple conversation interaction MP compatible sit unit on chair with release condition Splashscreen with customizable image Static line parachute jump Travel time ETA HVT capture and surrendering function **New features: v1.13** -Enhanced map object, replaces the vanilla one, can be put on the ground and shared, folded in the corner of the screen etc. - Heli taxi system -Support requester via grid coordinates input for: artillery strikes, CAS, supply drops. -Zeus invisibility toggle **New features v.1.15.0** *Added new functionality : Parachuting addon (Halo Gear) -Features: * 2 Masks and 2 Parachutes with auto opening possibilities (CYPRES II Auto Activation Device). *Special HUD for Halo Mask *Chances of mask breaking (Halo Mask With ESS only) *Emulation of Hypoxia effects *Configurable key to open parachute (default SPACE) instead of scrollwheel action menu. *Objects that are attached to the player with ace interaction (IR Strobes chemLights etc) will also appeared attached when the chute is deployed. *Fully configurable
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