Jump to content

Search the Community

Showing results for tags 'Mod'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Virolahti
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Saint Kapaulio
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • SOS GAMING's TS³ Viewer
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 285 results

  1. 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 !
  2. Sysroot's Utility Scripts [SUS] This "mod" is less so a mod and moreso a collection of utility scripts created in hopes of assisting you in creating other, more complex mods/missions. The mod currently consists of 4 SQF scripts with varying utility functions: EzAnimate : Various functions for easily and efficiently animating objects in different ways. EzEvents : Various functions for easily creating and managing custom events. EzQuaternions : An easy to use framework for allowing items to be assembled from various parts and disassembled into various parts. MiscUtils : Miscellaneous utilities that don't really fit into a file of their own, but are useful for various things. Interested? See more info on the steam workshop page here. Any questions, concerns, or suggestions are very welcome and much appreciated. This is my first time posting on this forum, so I apologize for any mistakes. Note that the steam workshop page does have a dedicated discussion thread that I will also be monitoring. Thank you for your time!
  3. Sysroot's Utility Scripts [SUS] This "mod" is less so a mod and moreso a collection of utility scripts created in hopes of assisting you in creating other, more complex mods/missions. The mod currently consists of 4 SQF scripts with varying utility functions: EzAnimate : Various functions for easily and efficiently animating objects in different ways. EzEvents : Various functions for easily creating and managing custom events. EzQuaternions : An easy to use framework for allowing items to be assembled from various parts and disassembled into various parts. MiscUtils : Miscellaneous utilities that don't really fit into a file of their own, but are useful for various things. Interested? See more info on the steam workshop page here. Any questions, concerns, or suggestions are very welcome and much appreciated. This is my first time posting on this forum, so I apologize for any mistakes. Note that the steam workshop page does have a dedicated discussion thread that I will also be monitoring. Thank you for your time!
  4. 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.20.0419 In addition, I have a small selection of supported modifications: The Armaholic mirror version: JSRS Soundmod Videos: Installation: Changelogs JSRS Soundmod Update CE.20.0419 Tweaks: - Tweaked firing sound for Zubr revolver, was way over the top - Tweaked firing sound for M4 rifle family (CUP and RHS) - Tweaked fring sounds for all vanilla weapons plus all CUP/RHS compat weapon sounds - Tweaked many minor tweaks all across the soundscape Addidions: - Added new sounds/cfg for vehicles of Tank DLC JSRS Soundmod Update CE.20.0417C: Tweaks: - Tweaked some volume values for M249, M240, AKM, AK74, SCAR and more weapons as they used a wrong layer. - Tweaked new sounds for DSHK and M2 50cal JSRS Soundmod Update CE.20.0417: Again: New signature Key. JSRS_Soundmod_2020_V2. Admins be aware! (Do to some issue with the signing tools, it had my keys deleted!) Tweaks: - Tweaked small arms pistols volume and overall power - Tweaked Mar10 to be more powerful (SD sounds still missing the cracks) - Tweaked close explosion sounds have a bit more bass and sound clearer - Tweaked vehicle engine sounds. Tested a new idea and it came out pretty good - Exhanged/New engine sounds for Offroad, MWB, SUV, Van, Van_02 - Tweaked M249 and M240 sounds, tho I'm not quite happy with the results yet - Made some adjustments to have a better immersion playing Old Man Scenario - Deleted all reloading sounds out of RHS compat files as these cause RPT logs during multiplayer Attention: NEW KEY! JSRS Soundmod Update CE.20.0331: NEW KEY signature. JSRS_Soundmod_2020 Fixes: - Fixed some weapons where muted interior Tweaks: - Tweaked some sounds and explosions 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)
  5. TheQueenMalkova

    ARMA 3 Addon Request Thread

    I had a look in the face of war mod but there are only summer uniforms. Is there any mods that include the coat and other winter uniforms of the Japanese Army?
  6. Hello dear people, this is my first forum topic and please dont kill me if I do everything wrong! I am a beginner server administrator and trying to get some things to work. I rented a A3Wasteland server and got it running with https://github.com/MayhemServers/MAYHEM_A3Wasteland.Altis mission. Now theres an addons folder and I try to get some of them working but nothing I tried was a success. For example the buryDeadBody addon can someone explain how to get it running? Im thankful for any help and tipps 😃 Also theres an AI_Spawner folder but I dont get it running too. We hoped to have a nice Wasteland server with occasionally spawning AI troops to support or attack. Im trying my best but its hard. Thank you guys in advance. Nils
  7. Hello all, Here is a little script enabling AIs for rearming when out of ammo. If I'm right, the vanilla behavior is: - AI leaders sometimes order their AI subordinates for rearming at crates (probably only simple crates/vehicles with accurate magazines). Anyway they don't succeed in that (or barely). What I experienced is AIs running after vehicles, AIs stuck, AIs disobeying... If you have better experience on that, please share. - as playing leader of AIs, you can order your units to rearm at... known abandoned weapons, crates,... no matter if you don't know where they are and how far. The list can be looooong (as a day without bread) , and the, totally useless. you can see you AI crossing the map without few chance for actually rearming. Well, I'm trying here another approach, in this way: - first of all, I limit the script to AIs with played leader. (Just avoiding too many codes on server, but feel free to test what ever units you want); - only AI units owning a primary weapon are concerned: No player, no tourist; - When the AI has less than 10 remaining shots in its primary weapon, if magazines or weapons can be picked, within 100 m of the unit (anytime), the AI will move and pick them up. The possibilities and priorities are: - Any object stated as Arsenal (virtual crates/ vehicles with arsenal code...), is scouted as priority 1. That means the AI will reload at this object, with compatible mags, no matter the content of the arsenal crate/vehicle. At this time, and possibly for ever, I don't make any filter about possible limitation on arsenal. That means any enemy (concerned AI) can rearm at any arsenal. - The priority 2 is crates/vehicles fitted with compatible mags. The rearm action on a crate can empty it. This action is the standard behavior of Arma's engine. If you want more, see module! Anyway, the mags can be inside uniforms, vests, backpacks inside the crate or the vehicle. Not so bad. - the priority 3 is friendly fallen corpses... There is neither arsenal, nor crate but some fellows are lying on ground with compatible mags. That's the last chance for AI to keep their actual primary weapon; - the last priority (4) is any weapon found on ground, inside crate or vehicle. This weapon is different from the original. If several choices, the AI will pick one at random... At this time, I don' have filter for all possible cases and skills of AIs... It's just out of my scope. anyway this weapon can be inside a backpack, inside a crate... I added a mandatory mag for this weapon as I don't want the AIs out of ammo, then picking a weapon, out of ammo then... in a boring cycle. Furthermore, at this time, the abandoned weapon is deleted. Note 1: Vehicles are considered as crates if engine off! Note 2: You can stop an AI (stop order), so he will not continue his search for mags or weapons (but he will not fight without ammo). Of course, as I'm scripting also for my mod: MGI Advanced Modules, I added a Rearm Module enabling more possibilities: - You can easily choose different units (to be upgraded perhaps); - When your AI rearms, the secondary weapon (if any) is refilled in tube (so 1 shot). The AI receives up to 3 first aid kit and hand grenades or smokes. The AI grabs also up to 6 grenades for GL if any. - the rearm and switchweapon vanilla actions are replaced by animations (same ones) and custom scripts avoiding vanilla inventory (too many mags, no grenades, poor fak) Known limitations: - the hand guns are not treated at all; - the GL and launchers are treated in module, but only in case of low primary weapon ammo which stays the triggering factor; Compatible for MP (the treated units are local on each PC/Server), compatible with mods. Depending on mods, you can experience some little difference: - compatibles mags means... compatible mags and some vanilla mags can be used instead of specific ones, for arsenal. I'm not responsible of these choices. - on the other hand, there are several "FirstAidKit" along with mods. Some of them keep the class name and modify the aspect, some of them modify the whole stuff (for nuts,imho). Your AI can receive firstAidKit instead of "blabla_holyKitofTheGreatesModEverWritten" . They will not make difference, and you'll see that if you pick items on dead AI fellow. Have fun! Version: 28 / 07/ 21 in init.sqf
  8. UPDATE: Mod found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1919803068 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
  9. THERE IS ONLY WAR A Warhammer 40,000 mod for Arma 3. Warhammer 40,000 is a thrilling fantasy universe, one filled with deep stories, enormous conflicts, supremely evil characters, and an eternity of unending, soul-crushing war. It deserves a proper, massive, frontline experience that only a certain game can provide, and that game is Arma 3. "There is Only War" is a mod whose goal is a true representation of 40k in Arma. There will be a no-nonsense approach to creating this ultimate experience - Boltguns will blow targets away, Necrons will be nigh indestructible, Space Marines will stand heads taller than mortals, and one day, Battle Titans may stride over warzones, crushing and annihilating whole companies of troops with one volley of fire. This project will be true to the universe, and lore will be followed as closely as possible, confined only by game limitations, and in extreme cases, common sense. Now, this mod is not affiliated with the Warhammer 40k mod already on the Steam Workshop. While most of the devs on this team came from that project, and quite a few assets were given to us by that mod, we are not working with them, we are a separate mod. It is also important to state that we are not and will not be using any stolen assets, or assets from 40k video games, content will be made the old-fashioned way. "There is Only War" is currently in early development, and we have under a dozen developers at this time. We don't have a first release date yet, but it is certainly within a few months, and afterwards, we plan on monthly updates and patches! This mod is a very ambitious one, scores of animations must be done, hundreds of models completed and textured, and uncountable hitboxes and configs made, and we are looking for more developers to aid us in our endeavor, if you love this universe you'll find yourself at home with us. It's a tough job, but this task is not impossible to complete. Here is a short gallery of assets currently being worked on : There are many more assets in production, but all will be posted in time. Lastly, we do not own Warhammer 40k, all credit goes to the respective owners!
  10. 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&q=40392 Armaholic GF Auto Population Zombie Script - Mod
  11. 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.
  12. Hey there, so, I was trying to install a few serverside mods on my server. For that, I have to enter the mod key in the startup parameters, in this format: @mod1; @mod2; ... But, I don´t know, what keys to enter. Some keys are the Mod names, some the folder names, some are on the website of the mod. But how do I get the keys for mods where the key is displayed nowhere? I would need the keys for: Everything in this collection: https://steamcommunity.com/sharedfiles/filedetails/?id=1543583710 https://steamcommunity.com/sharedfiles/filedetails/?id=1625724231 https://steamcommunity.com/sharedfiles/filedetails/?id=366425329 https://steamcommunity.com/sharedfiles/filedetails/?id=643530417 https://steamcommunity.com/sharedfiles/filedetails/?id=2001817183 If you could give me the keys or whatever, that would be very helpfull. Thanks 🙂
  13. Introducing ZHC! ZHC is a mod based Headless Client system created for Arma 3 that is designed to be flexible and efficient for both large and small communities. It is designed to be completely flexible with features and functionality through the use of CBA Settings and Keybinds. You can read about it more, report bugs, make suggestions, and help contribute on Github! https://github.com/TMZulu/ZHC Core Features Complete Flexibility of Functionality Through Use of CBA Settings and Keybinds Adjustable Timing Expandable HC Limit HC Rebalancing Server and HC FPS Display Message-based Debug system Visual Debug System Dynamic Simulation Support (Experimental in V1.1.0) Additional Features Zeus Holding / Transfer Control Emergency Offloading (HC/Zeus Disconnect Handling) Unit HC Blacklisting Achilles/Ares/ZEN Garrison Compatibility Naked Unit Prevention/Reduction Server Statistics Markers And More! Downloads Download ZHC Available on Steam Workshop Requires CBA
  14. Visit Gruppe Adler on our Website | YouTube | Twitter | Discord Description Gruppe Adler SlingHelmet (GRAD_slingHelmet) is a mod for Arma 3, which adds the functionality of slinging your helmet onto your belt to make space for other (decorative) headwear on your head. All information can be found on our GitHub Page. Features Sling your helmet to your belt. Implementation through ACE Self Interaction Menu Full multiplayer compatibility (incl. JIP) Zeus compatibility Set of functions for mission/script creators Function to add your own helmets to the whitelist (Docs) Supported Mods Vanilla Global Mobilization SOG Prairie Fire 3CB BAF Equipment 3CB Factions SMA (partially) ARC GER Project Opfor RHS R3F BW Mod IFA3 FoW WW2 SAM3 Operation FrenchPoint (partially) VSM (partially) NORSOF_LITE_mas (partially) Only viable Helmets are supported by default, although this can be changed via CBA settings. You can find a full list of supported helmets here. If you find any helmets which you think should be supported or want to add helmets from a completely different mod, feel free to open a pull request or contact us. Further information on all the ways to whitelist headgear can be found on the corresponding wiki page. Dependencies ACE3 License This project is licensed under GRAD APLv1.1. Downloads GitHub: Downloads can be found under Releases. Steam Workshop: Subscribe to GRAD SlingHelmet on Steam Workshop and automatically get the latest releases. Documentation You can check out the full documentation in our GitHub Wiki. Video More images
  15. LAxemann and Jokoho482 proudly present... Enhanced Soundscape What is Enhanced Soundscape? Enhanced Soundscape is a sound enhancement modification for ArmA3. It adds additional, weapon-sound related features to the game. Those are hill/mountain reverb and reflections, forest reflections as well as reflections from houses in urban areas. The basic principle is: Firing a weapon creates a loud noise, noise is waves that swing through the air/make the air swing and those waves get reflected off objects and terrain. The volume levels were done with my soundmod "DynaSound 2" in mind, but ES works with every mod including the vanilla sounds since nothing "core" is changed. Real-time calculated Hill/mountain reverb: The feature simulates the reflection of the gunshot-noise when there are hills around you. The further the mountain/hill, the more diffuse the reflection will be. Close terrain will reflect a clear "popp", while mountains in the distance will send back a diffuse, "crumbly" echo. The feature is calculated in real-time and real-environment, meaning you will actually be able to see the mountain the shot got reflected from. Forest reverb: So many trees and plants around you create some kind of "half-enclosed space". You will hear a thick layer all around you when firing inside a forest! Urban reverb: The many hard surfaces of houses in urban areas give a very direct and harsh reflection when firing a gun. The mod simulates this by playing slapback sounds from the actual walls when firing next to houses in urban areas. The result is a "thickened" feeling when firing your gun. Media Here is an explanation video of the mountain reverb (using old and outdated sounds!) Known issues None at the moment. Dependencies Requires CBA A3 Download Steam Workshop ArmAholic Changelog Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script of Enhanced Soundscape while teaching me tons and tons of stuff. So much love! He made this possible. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) • I totally copy/pasted this from the DynaSound thread. If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.
  16. Vincent Richard

    Project France WW2

    France WW2 is a project that aims to integrate into Arma 3 French vehicles dating from the Second World War (during the Battle of France in 1940). We have almost all the 3D models made of the land vehicles from that time with the uniforms as well. We just need the integration to be done, that's why we are looking for people who know how to develop / integrate vehicles on Arma 3. In a second time, we are looking for 3D artists and historical advisors to bring their knowledge. If you are interested or you want more information, contact me in PM. France WW2 est un projet qui a pour but d'intégrer dans Arma 3 des véhicules français datant de la Seconde Guerre Mondiale (durant la Bataille de France en 1940). Nous avons quasiment tous les modèles 3D fait des véhicules terrestres datant de l'époque avec les uniformes en plus. Il nous manque juste l'intégration à faire, c'est pour cela que nous recherchons des personnes s'y connaissant en Developpement / Intégration de véhicules sur Arma 3. Dans un second temps, nous recherchons des artistes 3D et des Conseillers historique pour apporter leurs connaissances. Si vous êtes intéressé ou que vous désirez plus d'informations, contactez moi en MP.
  17. Killer Scar

    APNA Mod Project

    So Basically i was thinking about making mod for algerian people's national army for arma cold War assault but i know you guys hate me for being 12 years old i know but chill out, So the mod that im gonna make mod most of there equipment are -NiS i need help i cant find it -ICP for the russian equipment etc -RCWC for vehicles and stuff -CSLA or PR for the OT-64 SKOT vehicle And many more also i need people to help if you want to join my project add me on Discord KillerScar#4378 Also there is error on oxygen 2 that is called unable to load file. Load that dont let texture stuff and etc
  18. Lauta678

    ARMA 3 Addon Request Thread

    hi guys, anyone have this mod? I have wanted to install it for a long time but armaholic closed
  19. Welcome to Unsung Redux - the Unsung story continues. With the creators DLC S.O.G. Prairie Fire being released today, we want to stress that Unsung is not going away. Quite the contrary, with Unsung Redux we will provide a Prairie Fire compatible version of Unsung, reducing duplication of assets and taking advantage of the premium assets now available. First Unsung Redux Dev build will be made available on Steam Workshop and later Unsung Redux Stable. The Dev build is intended for developers and testers primarily, while the Stable release is targeting the general player base interested in the Vietnam war. Of course Unsung itself will continue to be available as the total conversion mod it is. Steam Workshop URL for Unsung Redux DEV: https://steamcommunity.com/sharedfiles/filedetails/?id=2479495652 It will be unstable and work in progress, so expect frequent breakages.
  20. Hi, Originally I made this custom memory allocator as a fun project because I dreaded of slow A3 performance. Features 64-bit only custom memory allocator for Arma 3 Based on Intel Threading Building Blocks (TBB) 2018 Update 4 Large Page support Optimized for both AMD and Intel CPU with AVX/AVX2 Drop-in replacement for BI-provided TBB4 malloc How to install You can read the installation guide in the ZIP package. Notes Not BattlEye compatible. I only tested INTEL64 AVX2 binary on my own PC (i7-8750h with RTX 2070). I cant afford to test all binaries. As an unwanted side effect, some trainers/cheats will not working or crash if you use this custom memory allocator 😁 Performance could be better or worst. I am not responsible if something happens to your games or PC. I am not taking any profits or benefits from this. Virus-free: VirusTotal result (scanned with 60+ engines) . Only one false positive with one of the binaries, I already contacted the AV gave me false positive result. (fixed) Source code will be uploaded once I clean up the code (I built this long time ago and just recently dusting it up). If you have any question or report about this please contact me via this thread/forum or "spektykles" on official Arma 3 Discord server. I am all ears 😀 Download ZippyShare
  21. Hello everyone. There are some problems that bother me recently. Some of my workshop mods are auto-removed/hidden by Arma3launcher. Let’s use CBA_A3(steam workshop ID is 450814997) MOD as example. Now I can’t find CBA_A3 in Arma3launcher and in the folder path of arma3/!workshop, but in the 450814997 folder, all the cba components are downloaded correctly by steam client (see image below). https://ibb.co/9YGg7B4 There are other mods(like all the CUP mods, all the RHS mods,etc) that are suffering the same fate. Some of them are always be hidden, others are removed--reappeared in a short period--then removed again. But all the mods mentiond above are downloaded by steam client and can be found in 107410(steam ID for arma3,see the image above) folder. I also tried to unsubscribe/unstall all the mods mentiond above,then subscribed again, both in arma3launcher and in the workshop pages, and steam client and arma3 are also be unstalled and installed, but all in vain. By the way, my local mods are all intact, it seems that they are not affected by Arma3launcher. Is there anyone can help?
  22. So after many years away from Arma I have decided to take up modding again, and as a refresher project I have decided to make a US Embassy Building and the surrounding compound. This isn't based on any specific embassy and has to be kept within a scale of what will run well in arma - so is quite small by real world standards (though i guess kinda big by arma standards) but i'm hoping it would fit against many backdrops and offer somne opportunity for interesting scenarios Currently the main building is in game and some basic features have been implemented, but there is still much detail, features and fixes to complete - here are some screenshots and video though 🙂 Current model in game and some features: Still work to be done 😄
  23. Hey everyone, I was wondering if anyone could point me in the direction of a mod or tip: I want to be able to load/move a plate carrier / vest that has items inside it into a backpack. As it stands you have to empty the plate carrier / vest before you can put it into a backpack. Any help would be greatly appreciated as this "feature" drives me crazy haha, cheers!
  24. Hello everyone! This is my first post haha! I would like to know if it is possible to remove .pbo that I don't use in mods. For exemple, I'm not using the vehicles in RHS. I just want to keep the weapons for the mod Tier One weapons that's using them. Unfortunately, the mod didn't work anymore. Maybe I remove too much XD? Idk if I am very clear, tell me if you need more details. Sorry for my English too xD Thank you for your time!
  25. I want to use the sound config of official Tank like MBT_01(Merkava) MBT_02(T100) MBT_03(MBT52) for my custom tank, but i cant find the Sound config files and i dont know how to attach it to my mod (Only found the official *.wss of inbuild tanks) Anyone know How to use inbuild sound.hpp directly, or where is it? I do not want to rewrite the sound.hpp of arma samples and test the codes one by one
×