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Found 5 results

  1. Did you always want a "Scuba/SDV SEALs team 6-flavor" infiltration mobile spawn point? Look no further; in an upcoming SP campaign I'm releasing soon, inspired by the awesome mobile HALO spawn point BY RickOshay, featuring immersive teleporting inside the plane, sound fx, green lights, and whatnot... "I"...no..WE ­čśőcame up with this little script. The script will be released upon mission publishing, for everyone to share. here a little teaser... A deep help goes also to the guy at the ArmA3 discord channel, particularly at Leopard 20 and Grezvany13 for the HUGE help! Credits go to them as well. NOTE: the script is tested in SP. MP development needed... UPDATE: Added a "NO-SDV" scuba insertion option...in case your teammates feel lonely and want to tag along at any cost...
  2. FROGMEN, RE-BREATHERS, OPERATIONS, GEAR, and SUBMARINES by Richard Von Quest VERSION: beta v0.5.7 UPDATED: 13 June 2019 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my Combat Diver System from my SpookWarCom Project. This will focus on the Underwater Environment and the unique elements of the murky and chilling capacity of Combat Diving Operations. For me, one of the greatest parts of ArmA is the Diving and NEW v1.6 water environment. What an amazing experience for a game. I want to build off the rebreather and add more layers to the SCUBA and explore some deep water possibilities and immersion. This project will be similar to my HALO Mod, but instead of the extreme altitude, this will focus on the deep sea and combat underwater operations. I want to explore more options of Gear & Systems (mostly fictional) for deep water ops, like salvage, recovery, surveillance, etc. I also will be adding a Submarine or three with the ability to use a Lock-Out Chamber for deploying Spec-Ops, CRRCs and SDVs. "Brave Men, Dark Waters" // FEATURES: Submarine Transport - HMS Proteus Submarine Composition (destroyer) Submarine Ready Room (Gear-Up) Stingray Rebreather Rig F.R.O.G.S Rebreather Rig SPECTRA Diving Goggles Submarine Navigation Command (mini-game/infil) Submarine Exterior Lighting (WIP) EFX, Sound, and Immersion Lighting: Low, Med, and High Vis SDV Mini-Sub (lock & unlock from Sub) CRRC Zodiacs (inflate/deploy from Sub) // NOTES: This is EXPERIMENTAL. You can Enter and Exit from the LOC. Flood and Drain the LOC multiple times. Re-Route of the Submarine possible as well. Multi-Mission capable. Can get a little unstable at times. Use caution. Stay clear of the SDV when Unlocking and Locking, as this is heavy equipment and can injure or kill the player. The same is true for the CRRC. Stay clear when inflating it and especially when detaching it as it will shoot up to the surface when you unlock it. Take care when placing the Sub as it is very hard to find again. GPS recommended for navigation if you want to find, then re-enter the sub. If playing MP, some features cant be experienced by the client. (I think, untested) Main features have been tested and work fine in MP. The SCUBA and other sections of this Mod are still under development. This part is ready for public testing and feedback. The first LOC broke and I hastily had to re-do it, so this is a "test / low res" placeholder version only. I have some better stuff coming as part of a bigger package and Submarine Project. // KEYBINDING: Shift + F // REQUIRED: 1. CBA A3 - Community Based Addons A3 // DONATE: DOWNLOAD COMBAT DIVER PROJECT Von Quest Industries // LICENSE: // CREDIT & THANKS: *n/a
  3. One month after the disappearance of 'The East Wind Device', a NATO SF Diving Team secretly infiltrates Malden to obtain the device from a CSAT research base. Use cunning, teamwork, stealth and audacity to obtain the mysterious device in this SP scenario. Introduction Hi everyone, being unsatisfied with the amount of frogman scenarios, I'm currently working on my first serious mission and would like to introduce you to 'Operation Magnitude'. I've published the first part of the operation on steam and would like to hear your feedback before I start getting into the technical part and voice acting. The rest of the operation is still in the early stages, so all suggestions about what comes after this demo are welcome too. I hope you enjoy the scenario. I've made the scenario private for now. It will be opened again in about a week https://steamcommunity.com/sharedfiles/filedetails/?id=1820324287 Stecklenburg
  4. I am trying to make a viper suit that will have scuba fins when swimming, just like the survival suit. I have looked through the data and I think it can be done using only a config, but I am unsure how to set this up. I've done a lot of research before posting this but I am stumped on how to continue. The main issue is how do I structure a config file for clothing without replacing vanilla assets? This is harder to find out than I would have thought. If anyone has suggestions to make this easier I would appreciate it. This mod doesn't seem overly complicated by the lack of information makes continuing difficult I am also planning an accompanying upgrade for the Type 115 rifle to enable it to fire underwater and maybe up the range on the .50 cal. I also want to reskin the viper suit to the same color as the black Type 115 but the main priority is the flippers.
  5. The hum of the lights whispering secrets as footfalls echo throughout the hangar... Introduction This will the official WORK-IN-PROGRESS Thread for all projects. Released, Un-Released, Concept, Discussion, 3D Models, Feedback, SQF Scripts, Teasers, and general spit-ball'n of Ideas. Rather than create a seperate thread each and every time, I wanted to have just one centralized location for everything whether its been green-lit for release, or it was a smoldering heap of miscalculated rocket fuel. Check back often HERE as this Main Post will get updated from time to time. Silent Service -- Submarine Project: Frogmen -- Combat Diver Project: SpookWarCom -- Black-Ops Project: Feet First into Hell -- H.A.L.O. Project:
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