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Found 46 results

  1. Korsac by Vectif Download https://steamcommunity.com/sharedfiles/filedetails/?id=3043043427 Korsac is a 64 km² fictional terrain located in the greater Green Sea region. Inspired by Chernarus, Livonia, and the conflict of the Green Sea region, Korsac is a terrain that aims to provide a modern take on the eastern european setting with the quality of the assets present in Arma 3. The terrain features a main town followed by many sporadic villages along its MSR, with industrial sites and farming settlements out and about. It features a combination of condensed urban combat segments paired up with vast rolling plains and wheat fields, offering diverse opportunities across the board. Korsac is an ideal playground for anything ranging from infantry to full combat arms operations, featuring areas of various density, from urban and claustrophobic towns and villages, to many sporadic settlements and open fields. Images Features - Landmarks such as a main town and multiple villages, industrial sites, farming settlements, radio stations, and a fleshed out airport with attention to runway markings and lights - Custom lighting config for a more dramatic and unique aesthetic - Bright nights on clear full moon - Customized weather config - Customized environment sounds config - Customized ambient animals config - Curated spatial sounds from Enoch - ACE Weather support (temperature and humidity) - Small download size - Standalone terrain with no dependencies Technical details - 8 km x 8 km terrain size - 4096 grid size - 2 cell size - 300 mb download size - 350k objects - Elevation range of 790 m to 940 m - Made from a combination of real, fictional, and fuzzed DEMs and satellite imagery data for gameplay and artistic purposes - Produced between April 2023 and September 2023 Donate If you like my work and would like to see more, please consider donating any amount! It makes a huge difference. paypal.me/vectif Additional credits Thoreaufare for feedback, general help and suggestions, and for keeping me responsible and inspired National Agriculture Imagery Program (NAIP) for the source satellite imagery United States Geological Survey (USGS) for the source digital elevation models Special thanks HorribleGoat, jujurat, and Ice License APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike
  2. Hello Everyone, I would like to show case some content that I'm creating for Arma Reforger and Arma 4. Here is the list of Unguided AT launchers I'm planning (please note the Unguided part) What I have complete so Far as June 2022. M-72 Law M20 and M141 RPG-76 Komar Rpg -18 and 22 RPG 26 and MPO
  3. Lybor by Vectif & Thoreaufare Lybor is a 36 km² fictional mountainous region located in eastern Europe. Inspired by the likes of Bystrica and Sahrani, Lybor aims to bring out a combination between iconic terrain features, featuring an extensive mountain range and a characteristic river which cuts across the region. It is a terrain which will require making use of vantage points, creative thinking, and thoughtful planning. Play to the terrain's strengths to ensure a strategic and efficient navigation for the success of a mission. Lybor is an ideal playground for topographic interpretation, maneuverability, sniping, amphibious vehicles, and gameplay with varying degrees of verticality. Images Features - Landmarks such as industrial sites, lumber mills, market centers, farms, a small civilian airstrip, an electric plant, an abandoned radar station, and a dam - Different types of forest and vegetation in various states of growth (dead, logged, growing, and flourishing) - Extensive mountain range, meadows, and wheat fields - Multiple bridge crossings and cliffside roads - Custom lighting config for a more dramatic and unique aesthetic - Bright nights on clear full moon - Customized weather config - Customized environment sounds config - Customized ambient animals config - Curated spatial sounds from Enoch - ACE Weather support (temperature and humidity) - Small download size - Standalone terrain with no dependencies Technical details - 6 km x 6 km terrain size - 2048 grid size - 3 cell size - 200 mb download size - 500k objects - Elevation range of 224 m to 840 m - Made from a combination of real, fictional, and fuzzed DEMs and satellite imagery data for gameplay and artistic purposes - Produced between February 2023 and July 2023 Donate If you like our work and would like to see more, please consider donating any amount! It makes a huge difference. paypal.me/vectif Additional credits Brett Mayson for QA, feedback, and ACE Weather support integration National Agriculture Imagery Program (NAIP) for the source satellite imagery United States Geological Survey (USGS) for the source digital elevation models Special thanks Dedmen, HorribleGoat, jujurat, kju, Ben, Temppa, and Ice Download https://steamcommunity.com/sharedfiles/filedetails/?id=3013515917 License APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike
  4. [WIP] Zimnitrita Zimnitrita is a map inspired by a region in eastern Ukraine (Гороховатка / Kharkiv Oblast ). The map is partly covered by large forests, wheat fields and villages. Only one bridge crosses the great river, the map is separated by the Oskil river. Only one large city will be present in the west along the river. I try to make regular updates directly on the game workshop (map already available in 0.0.3). Real localisation : Google maps Informations: Size 16,384 km x 16,384 km Area 268,4 km² 1 large city Many medium and small city 1 large river (Oskil) Screenshot : https://imgur.com/tFNgGhe https://imgur.com/p0QFoBq https://imgur.com/rUSEo19 https://imgur.com/Ie4Y1zu https://imgur.com/xLzsUWo https://imgur.com/zVku9Au
  5. Saaret Release date : Estimated Q1 2023 / Q2 2023 Saaret is my first map for Arma 3. All structures placed on the map are from Arma 3 assets, no mods such as CUP - Core. It is a completely fictional terrain. Plopper is used for object placement. The islands are divided into 3 different zones namely, The Northern Islands : Consists of three islands which are connected via causeways and contains the capital of this archipelago. The Middle Islands : All three islands are controlled by the military and are used for bases as well as training purposes. The Southern Islands : Two islands, one natural and the other man made which is an airport. Description Terrain Size : 8192m x 8192m Map Size : 2048 x 2048 Cell Size : 4 Version : 0.6.4 Number of Objects : 91424 Features This map takes inspiration from the South Pacific, especially The Solomon Islands and The Marianas. The clutter is quite tall, such that even in third person you can barely see what is ahead of you, so be prepared for close quarter combat. Bunkers can be hidden in rocks and trees, airports are protected using rock formations, an underwater tunnel for moving undetected using a SDV across the middle islands. There is a high tree density on the islands, which combined with the tall clutter does not cause a major performance drop while moving or flying on the islands. The image album is available here. More images will be posted in this thread. Goals Initial goals are to populate all islands with man-made structures, roads and lights After that I will start to add trees to the islands. Dependent upon how Arma 3 handles the map, the clutter size will be reduced or the tree density will be reduced. Finally all the underwater stuff will be added. Links Steam Workshop : https://steamcommunity.com/sharedfiles/filedetails/?id=2619970987 Youtube links : North Island Showcase - https://youtu.be/4NiBvRqHlyQ Causeway showcase - https://youtu.be/y-8q7hi9urg Saaret Night Flying - https://youtu.be/gKvpoaAwLZY Saaret Showcase - Any and all feedback is appreciated. Changelog:
  6. WIP Release V0.7. Archipelago intends to be exactly what it says on the tin, a series of pacific style islands of varying shapes and sizes, with smaller breakoff land masses scattered around and in between. Hopefully to allow better use of both vanilla and modded boat content, and amphibious gameplay. At this time only two of the medium islands and some surrounding islands have objects on. Mainly infantry focused, tight jungles and narrow roadways. There is currently no schedule/roadmap for updates to come, all that i can confirm is that the largest islands will likely be done last, or possibly in stages. Beyond that, everything is subject to change. Any feedback or suggestions for what to do on the other islands is welcome. Do take into consideration that the current topology of the other islands is not final, it's very rough at the moment. Download from Steam Workshop Technicals: Grid: 4096 Cell: 2m 8192m x 8192m About 355,000 objects so far. (V0.7) Known Bugs: Some trees may be really close together or the occasional tree trunk inside another. Some of the longer bridges, don't look right (have dips in them that make no sense) this is a necessary evil to have the AI reliably use them. Pics to follow. Full Album
  7. Hi, this is the WIP-Release of the upcoming „My Mistake“ Campaign. The Story is about a grandfather, who is very sick and gets his family around him to tell them about a mistake he did in his life, which he wants to talk about before his death. He starts with the last few days before his mandatory military service where the player visits friends behind the Iron Curtain in East Germany. Then war erupts and the player is thrown into the fight to save his and his comrades lives and their country from an invasion with unknown intentions. After this the player experiences the whole military career of the grandpa and discovers what he meant with the words „I made a horrible mistake“... Current state of the Campaign: Currently in the WIP release there are 3 missions with more to come as they are created into a playable state. None of these are 100% finished, which I do besides finishing the other missions, but they should be mostly bug free and are only lacking some immersive touch on like more AI civilians or more ambient conversations... Remarks: The campaign is nowhere near finished, and I didn´t start with creating it from the first mission on as these are missions where big parts of Altis and Tanoa need to be decorated, which I started with, but isn´t finished and needs more time. Also for now I skip everything that happens before the conflict with the GDR (about 10 missions, mostly training and immersion focused) as this part of the campaign (the second part) is planned out completely and I used the first mission of it to experiment with some mechanics that I want to use throughout the whole campaign and continued from there. What makes my campaign special is that it is a really realistic story that I develop in cooperation with a military advisor to keep it realistic on a strategic as well as tactical level so the player could be fully immersed into the life of the grandpa. I try to build as much randomness in the missions as possible, in one mission there are over 40 different possibilities how a conversation could unfold according to how a artillery barrage hits a target and that also changes the next mission on this point. Also there are often multiple possible ways to complete the mission. Because of this it takes long for the missions to be completed, but I think it´s worth it if the mission is better afterwards. Features: -Realistic and immersive campaign -Many random elements -Story changing corresponding to player and AI actions -Custom dialogues -Very long campaign (story spans over roughly 50 years) with potentially over 100 missions -Voice acting and cutscenes between and during the missions planned -Training missions to teach you what you need to know (coming in the future) -German and English localization (no english localization in the second mission, but it could come soon) I´m looking for your help finishing the campaign: Due to the massive scale of the campaign any help is greatly appreciated as currently I create this campaign alone with some help in testing, scripting and localization, but basically alone this would take forever to finish. Primarily needed is help in mission creation, scripting, testing, voice acting and localization in other languages. It doesn´t matter what you could do, if you want to contribute we find a role for you. If you find any bugs feel free to share them, so I could fix them. Also if you have suggestions for improvements please share them so I could implement them. I hope you enjoy this campaign. Requirements to play: - Global Mobilization Cold War Germany CDLC Workshop-Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2791570343 Contact: You could join the projects Discord Server here or contact me via PM or simply reply here, I will try to answer as fast as possible. Credits: Jaentzen for help, advice, tips, testing and English translation Zink for suggestions and testing Sturmhuhn for suggestions and testing Gonzka for help with scripting [101.JgBtl] Th3_Jock3R for help with scripting Alpha993 for help with scripting the artillery attack in Barmke StellaStrela for the templates in the package "Weferlingen - Border Crossing Point and Military Bases"
  8. Dynamic Recoil Video Demonstration: https://files.catbox.moe/k7y7st.mp4 https://files.catbox.moe/kyfea7.mp4 https://files.catbox.moe/3hxjgt.mp4 https://files.catbox.moe/3hxjgt.mp4 https://files.catbox.moe/t69jok.mp4 https://files.catbox.moe/5cudmo.mp4 https://files.catbox.moe/nh55q0.mp4 https://files.catbox.moe/j8s3g4.mp4 https://files.catbox.moe/h43l7x.mp4 I couldn't attach video to the forum post directly and there is no preview post so I'm not sure if these will embed correctly Dynamic Recoil is a script that dynamically simulates recoil. I was too lazy to configure all the guns separately so I tried to make it as dynamic as possible in the sense that it adapts to the weapon platform, without additional manual configuration per weapon. The goal is to create recoil that makes more sense and is more fun, more focusing on gameplay improvement, rather than realism. I'm still playing around and seeing what works.
  9. RR CRAM Project THIS PROJECT HAS SOFAR NOT BEEN RELEASED AND IS WORK IN PROGRESS Start Date: 12/2020 Team: Wasserstoff (Main Coder) Pax (Github / PR / Code Kiddo) Contributors: none so far Host Community (DE): Website Discord Pre-Release Versions: v1.0.a.1 4.4.21 - v1.0.a.2 Feature-Requests / Bugreports / other issues: PLEASE LABLE YOUR ISSUE! Credits: Can be found on the project main page. already CBA Team for saving our butts with XEHs 😉 Updates will be posted in this thread
  10. Explanation of the Mobile Weapons Project The Mobile Weapons Project is a futuristic conversion mod set at the turn of the 22nd century. The intent of the mod is to create a futuristic and immersive setting in ARMA that allows the users to have a unique sci-fi experience. To that end we have created multiple unique systems and functions for the players to help them feel like the soldiers of tomorrow or.. next week. The project will explore multiple concepts for the soldiers of the future through the use of multiple factions and looking to real world experimental projects to help us make grounded equipment and technologies. Examples of this can be seen in our first work, the Conqueror Suit and its planned features such as suits requiring spare parts should the suit get damaged and fuel cells that need to be swapped out when empty. The World of the Mobile Weapons Project 5 years of constant conflicts between the superpowers of the world, never openly becoming a world war, but coming very close on several occasions. The so called 5 years of fire were sparked by the deaths of most of the major world leaders due to negligence on the part of a North American Unions weapons manufacturer known as the Mobile Weapons Manufacturer. This led to the MWM being globally barred from selling weapons and the CEO and a good portion of the board being sentenced to prison or death to appease the world's powers. Many nations started banding together for protection and to gain strength after feeling like they'd been embarrassed and made to look weak. Inevitably this led to conflicts both internally and externally as policies changed and expansionism took over the world again. The Great Pacific Alliance formed with China and Japan at its heart in the East, The nations of Europe having dissolved the European Union formed a new alliance named the European Alliance, and the NAU became isolationist once again only focusing on protecting vital resources and their borders. The final faction to arise during these times was the private army for hire known as the Mobile Weapons Unit who were contracted by the NAU to assist them and their allies. Sporting experimental equipment rejected by the NAU the MWU would be considered a waste of money until the battle in the ghost city of Hing Cho where a company of the MWU tore out their powered armors internal A/Cs and inadvertently solved the issues the suits had been having. If you'd like to learn more feel free to join us at our discord https://discord.gg/YK7wDmQ The Mods Current State The Mod officially released September 27, 2021! The mod right now is building up the Mobile Weapons Unit/ Ardician Armored Corps faction. These factions focus on making use of the Conqueror Suit and advanced weaponry that makes use of the nation's advanced battery and capacitor technology. This has let us give them railguns, energy shields/deflectors, Enhanced speed and resistance innately while wearing an active suit. MOD FEATURES - Functioning Power Armor. Grants enhanced speed, Recoil Reduction, Energy Shields, a variety of sights and an advanced H.U.D. - Jetpacks with a high skill ceiling - 8 different weapons with multiple retextures -25+ uniform/ vest/ helmet items. Testing the jetpack for controllability Retros Testing out the long jump . Finally, since the suit was designed to allow soldiers to operate in the upper atmosphere, we implemented a shielding system. Running on limited charge the shield deplete after every instance that would hit a player at high velocity. (Frag grenades drop the shields very fast) the shields don't recharge organically, but need to have their power cell manually replaced or charged. This gives operators shielding, all though limited. Due to the internal circuitry and such the armor runs very hot on thermals, in fact hot enough heat seeker missiles will chase the suit over certain vehicles. With all this experimental equipment we felt we needed just a bit more to truly make a player feel immersed. So we're working on implementing an armor break system. The system makes it so when hit on certain points there's a chance that certain suit functions will cease to work properly unless the part is repaired or replaced. Future Plans for the Mod The mod is released and we are continuously adding content to it. To make sure that the mod is quality we take the time to concept out our next pieces. Below you can see the concepts for the MK2 version of the armor. We're working on adding in armor and air craft in the coming updates, but we're a new team still learning. Below you can see our concepts and WIPs Concept Pictures Those interested in playing the mod or helping with its development can join here on the discord and someone will be with you to help get you situated! Update: the mod was released here is a link for those interested https://discord.gg/8zd8kHKKRR
  11. Mandol, Afghanistan Description A terrain of eastern Afghanistan intended to show the major differences in the biomes of Afghanistan and the immense size of the mountain ranges, and the difficulties they provide. This is not a one-to-one representation of Mandol, I have defiantly taken creative freedom. I have released my terrain on the steam workshop so that the community can offer feedback on what they like and don't like, also, almost half of the map has been placed and is fully playable for the community. I'm doing what I did on the workshop here, making a thread so that more members of the community can have the chance to view the terrain and offer their input. 32768x32768 cell: 8 45-50% complete Goals The end goal is to offer a terrain that folds in much of the more diverse and uncovered areas of Afghanistan into one area, everything from the vast pine forest of Nuristan, the neverending farmland of Jalalabad and Bagram, to the dense urban areas of Kubal and Kandahar. My ambition has definitely revealed itself in the size of this terrain and the goals that it is set to accomplish. Along with what was mentioned above more goals include: Show the intensity and difficulty of the Afghanistan mountains, displaying the isolation that some of the populations have. Utilize JBAD structures to offer dense urban areas. Offer a very large terrain to the various pilots of the community to soar, mixed with the intense terrain variation, it should offer a unique problem for supporting assets. Create accurate military installations of varying sizes. Will have 2 airports, one will be helicopter-based like Jalalabad Airport in the central part of the valley, with the other being more similar to Bagram Airbase in the SW corner of the terrain. In all, there are about 5 cities planned, not including the one in the north. Links Steam Workshop Youtube JBAD big thanks to them P.S. My name is from Arma milsim, not any military affiliation. I have not found a way to change it
  12. Formally named: Slay's Ghost Recon Wildlands Drone System, now named (EDS) Slay's Expedited Drone System Hello Bohemia forum, this is going to be the first mod I've publicly released, I'm currently planning to release it as a standalone mod as it was originally made for a Ravage mission I worked on for 2 years, but I felt as if it was a complete waste to let it sit in an obscure mission. Posted on Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2263559431 Status: WIP Features: Instantly throw infinite amount of drones that are already connected to the players UAV terminal allowing a Ghost Recon Wildlands esque drone system. 4 different drones to choose A Recon drone which can drop smoke grenades A Medical drone which can revive teammates using the vanilla revive system A combat drone using the Laws of War DLC's de-mining drone A secondary combat drone using the vanilla drone but with weapons attatched to it (not visible, but usable) Planned Features: Standalone mod first and foremost, the script version will be posted as soon as I seperate unneeded files and remove left over scripts from the original mission they were used in. The ability to visibly see what drone you threw A way to destroy the drone with a scroll menu or make destroying the only means of leaving the drone, akin to the original game. More planned features maybe to come depending on feedback. Media:
  13. 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!
  14. FOR SUGGESTIONS MOST ARE WELCOME BUT PLEASE CHECK THE QA SECTION LOCATED BELOW. THANK YOU ! Included in the pack: 30 Different T-Shirt textures 2 Wearable Cowboy Hats 1 3D Logo for the A3C QA: Q: How often will updates come out? A: It depends on two main factors. The amount of free time we have got and on the suggestions or self chosen textures that will be added. Some textures are more difficult than others. Q: How can I suggest a T-Shirt texture? A: Either directly in our Contact link of our website or via the Steam thread or Comments section or through the Arma 3 forums thread. The options have been mentioned from the fastest to the slowest method. Please do not suggest images with copyright or inappropriate ones. Q: Has this addon been tested? A: Many times actually in the editor. Q: Has this addon been signed? A: It has indeed. The key for servers is also included in the file. If something is missing please let me know. Installation how to: If downloading the file directly just extract the addon and insert it in your Arma 3 directory. After that just load the addon via the Arma 3 launcher. If you cannot see the addon just swipe it in the launcher addon section. All done! Website Link: here. Steam Link: here. Direct Download Link: here. Showcase Gallery: All feedback is appreciated. Also in this addon there is plenty of room for suggestions including T-Shirt Logos, no copyright Icons and sketches. Please do not hesitate to suggest appropriate icons and sketches. If a suggestion goes unanswered please post it again because we most likely have somehow missed it. Thanks!
  15. Marshall's Tandem Mod for a few months, I've been working on a tandem skydiving mod and today I'm proud to announce that ill be releasing this mod to steam workshop in the next few weeks I am working on the final touches to make this mod be able to move from the Alpha build to open it up for a public Beta. below is some media showcasing the mod and after that is a list of current and future features. Media: Current Features: ACE Compatibility from launch BackpackOnChest by DerZade Compatibility from launch Compatibility with most base and modded parachutes (primarily tested with base game steerable parachute) Compatibility with both walking to deploy (I.e C-130 or C-17) but also from seated air vehicles (I.e Helicopters) Item required to establish a tandem mode Fully Multiplayer Compatible Planed Features: Clipping in and out sound effect Custom animations for the actual fall Custom animations for in-vehicle (Long Term) Below I may or may not have put a small trailer that i quickly made as a showcase i do plan on doing a proper cinematic trailer for the mod in the future How to use the mod on the release: go to an arsenal and get a tandem harness and parachute From land: 2. find a tandem buddy and use ace interact with them and attach them 3. then jump off an edge :)))) From a Vehicle: 2. Jump in a passenger seat in an air vehicle both you and your tandem buddy need to be in a cargo seat 3. use ace interact on the buddy you want to jump with and select jump with tandem (or something like that) Required Mods: ACE BackpackOnChest CBA_A3
  16. So people liked my last post, so I decided to slice another piece of my mission and serve it to the community in the form of a standalone. This time, I bring you, Slay's Battlefield / Modern Warfare Inspired Parachute System now named (EPS) Slay's Expedited Parachute System, it will delete your backpack, equip and then open a chute, protect you till landing, then give the player back their backpack and all respective gear it had. Status: WIP Features: The ability to open a chute without one equipped The ability to land safely at any speed without dying The ability to cut the chute you currently have if you open it up at say, a mile up, you can cut it, and redeploy it whenever you wish, or smack into the ground and die, completely up to the end user. Planned Features: Bindable button. Usage: Press Space Bar while falling. Media: Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2264418816
  17. 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 .-
  18. Click Here to read the same information in google docs: CLICK HERE Development Status: Early Development We are currently recruiting more developers and staff if you think you have what it takes to join The Fallen team join our discord and sign up. What is fallen? Brief Game mode description Arma 3 The Fallen is a PvE / PvP game mode inspired by Tom Clancy's The Division being developed by the Arma 3 The Fallen team. It is set in a fictional city using Midtown Manhattan's city road layout, in the aftermath of a virus escaping a lab; the player, also known as an agent employed by the United States armed forces, is tasked with helping to try to fight to take back the city from enemy ai factions and combat criminal activity in its wake. The Fallen is structured with elements of role-playing games, as well as cooperative and player versus player online multiplayer, there are no cars or transport; the only way of getting around is by foot. Gameplay Arma 3 The Fallen is an action role-playing game (RPG) mode set in an open world mid-crisis city with destructible environments that can be freely explored by the players. The player's mission is to restore order by gearing up and fighting the factions trying to take over the city. The player can carry three weapons, and explosives like sticky bombs and mines and handheld throwables to fight against enemies, The game mode is played from a third-person perspective. As players progress, they earn Fallen Credits. They can use this in-game currency to buy weapons and gear, and use the Credits to learn perks. You can progress through tier levels to get better perks. The player's gear is categorized into seven levels of rarity and commonality: worn, standard, specialized, superior, high-end, gear set items or the rarer exotic items. Gear can be either bought with credits at the vendors, or found as in-game loot, or crafted from gathered blueprints. There are 3 perk tier categories these are Medical, Security, and Tech. By battling AI and players, completing tasks and objectives this grants the player credits which the player can spend to gain access to new perks and more XP meaning they can fight harder and better AI and higher perk tiered and level players easier, the higher your player level the more chance you have of getting better gear, guns and rarities.The game mode features a dynamic weather system which may bring benefits or disadvantages to players. For instance, storms and mist can hinder a player's visibility and make aiming difficult. The game will also feature a day-night cycle which can change the aggressiveness of the ai in the game. PVE The core gameplay of The fallen is Player vs Environment. The Agents will go against AI Factions. These Factions are split into Tier systems of how dangerous they are (1 is the easiest). Each faction has identifiable gear and items on them and different factions will give you various loot and monetary rewards for killing them. All factions will immediately be hostile towards the player upon seeing them. Some of the AI factions will require help from friends due to number or difficulty. There are 2 player hubs and 7 safe houses throughout the world, these are where you will get missions. Missions are the best way to get rewards and content and give you the highest chances of rewards as you are helping the populace The main hub is where you will respawn when you die and is considered to be the central hub of the world, often most missions will send you through or back here, the hub is a good location to talk to players and try and set up a group. Groups We have no player factions, every player is a part of the Agency, instead, players can form groups, these groups are run by their group leader and it is up to them what tasks and areas they operate in. PVP/Dark Agents In the Fallen zone agents can decide to go rogue otherwise known as going dark. This is the PvP element of the game mode. These agents are marked on the map and can be killed for a reward but also kill other players for their gear and gain the reward. Dark agents are the most extreme and dangerous ways of getting rewards and gear and are one of the hardest methods on the server for gaining gear. Fallen Zone The Fallen zone is where the virus first spread and is the most hit area, thus this area is extremely dangerous. At Fallen Zone 9 Also known as FZ-9 of the Fallen zone is the lab where the virus was created and is one of the most dangerous locations in the game. A Lot of equipment and people were left in this zone as the military tried to gain a foothold and stop the spread of the virus. This area is where a lot of high-end weapons were left behind when the military fell back beyond the quarantine wall because of the increased violence and infection rates in this area. Specialist equipment must be worn to even enter the Fallen zone... Better quality items can be found within the Fallen Zone, but are considered "contaminated"; contaminated loot can be stolen by other players and must be flown out via helicopter in order for them to be available to the player after they leave the Fallen Zone. Players can be accompanied by other friendly agents, however, anyone can turn against each other at any moment, this is called going dark. Players credits may drop if they die too often in the zone. Backstory The year is 2020 a supervirus escaped a lab when there was a massive gas leak leading to an explosion; most of the specimens were contained or were killed by the scorching heat of the flames...but this supervirus escaped the flames through survivors using their bodies as a trojan horse and incubator to ravage through the host’s body, through the flames and into the city population, this supervirus was phage and antibiotic-resistant and ravaged through the population of the city within 14 hrs of infecting patient zero of this viral epidemic, this supervirus was highly infectious and caused symptoms of coughing, sneezing, sweating, viral rash and major respiratory problems leading to lung collapsation. The supervirus was known as the Neo-Virus named after the lab called Neo Virology Laboratories that was based in the part of the city we now call the fallen zone, this virus caused widespread chaos, and the city was placed under quarantine. The U.S. Government activated sleeper agents in the population, they are tasked with restoring order in the city. They combat criminal groups, such as the Rioters, common street thugs who generally want to take advantage of the quarantine, and the Cleaners these are insane City Sanitation workers who wield flamethrowers and believe everyone is infected, You even fight blacked agents who have gone insane after witnessing the chaos and destruction caused during the breakdown of order following the initial outbreak. You also can fight an ai faction called "Darked Suppressors" (DS) that were originally the front line against the darkness that swallowed this fallen city, a blacked private military company that was abandoned by the government during the evacuation, and are now hostile to it. A Fallen Zone is a place that has been left behind and fallen into chaos. This is where the lab was and there is evidence of the damage and how badly the supervirus hit this area of the city, the government walled this part of the city off as a last-ditch effort to keep the infection contained, It’s your job to survive and help the city get back on its feet, will you be the hero or turn your back on your people.. let’s find out! Factions During the short period of this disaster, groups have formed into factions. Most factions within the zone are enemy factions but some factions are friendly or neutral to our cause and will help us during firefights or even give us supply, shelter and gear. Civilians You will have AI civilians walking around the map, some may have missions so make sure to go up to them and check as they have good rewards. Enemy Factions The following are the most prevalent enemy factions, these are the ones that are the most dangerous to us or we know where they are. Cleaners The cleaners are an enemy faction that wants to kill the virus by burning everything...but they believe everyone is infected and won't stop at anything to burn everyone and everyone to death! Darkness Suppressors ( DS ) "Darked Suppressors" (DS) that were originally the front line against the darkness that swallowed this fallen city, a blacked private military company that was abandoned by the government during the evacuation, and are now hostile to it. Looters Looters are AI that attacks people for their loot, they only care about their own survival in this world and will do anything they can to benefit themselves for a higher chance of survival. Dark Agents Dark agents are an ai faction of Agents that have gone dark and are now trying to gain power in the city. More factions to be added! Connection Information Discord
  19. Captain Mason-e0927844420c6c6e

    [WIP] Pilatus PC-12

    Hello everyone! I was looking around and found the lack of civilian fixed wing aircraft. One of my favourite airplanes is the Pilatus PC-12. I found this free model and I was thinking about making it a functional aircraft in Arma and I am just looking for feedback to see if this would be something people would like :)
  20. This is a personal passion project based on the concept of The Great War continuing past 1918. I am a newbie modder so I will update when I can and post all the pretty things I can. Any enquiries are welcome. The inspiration for this is the Leviathen Book series, the Infernal Devices book series, Crimson Skies, and general steampunk/WW2 shenanigans. Aiming for 2/3 factions worth of basic infantry weapons/gear and a vehicle or two eventually. To give you a perspective, this is my current stage: It's a lethal weapon in 23mm..... will try to reduce the calibre Current WiP: USEF: M1 Garand M1 Thompson Thompson "Trench Sweeper" M1911 Carbine M1921 Pistol M1 Goliath F3 Fighter GR: I do not expect this to get anywhere very quickly. But when things happen they'll appear here
  21. Hey guys, now that i've seen some maps using tunnels, i thought i would make some models for that. These are divided into individual modules and can therefore realize "theoretically" infinitely long tunnels. In addition, there is a saving of resources, since Arma offers no models for such projects. End with eternal stacking of walls and blocks. Here is the first finished project (without MC texture). All models have at least -3 C-LODs -2 shadow LODs in addition comes the -Geometry -Geometry Phys -Roadway -Fire Geometry -View Geometry -Memory - LOD All models get their materials through the Multimats and are scaled differently depending on the LOD. The lowest poly is only textured by a combined _co map. Currently I am working on this tube. I hope I could leave a first, good impression.^^ If you are interested, suggestions or criticism you can contact me. https://steamcommunity.com/id/HGRaVeN103/ other thread
  22. Monument Valley - Old West Map Description: Since my first attempt on creating a map wasn't successful, I've started working on a new, working one map for my Wild West sandbox - Old West. Monument Valley - namesake of a place in USA, Arizona and Utah. It's size is 2048x2048 m. It takes place in the mid 19th century, in a time of Wild West era. Geography: Terrain is mainly consists of desert. Other half of it is mountains and plateau. It will have little towns, farms, villages and also some of the Native American tribes when I'll finish working on a topo relief and flora. Plans: Finish making topographical relief Update new sat map to a high-quality one (very boring and not necessary) Map mask can be changed too, but is good already Add foliage Add buldings and other objects Release it Requirements: Apex DLC CUP Terrains - Core Mattaust Buildings Pack Maybe something more in the future Snapshots:
  23. [FOX] Suitcase About: This mod add the possibility to pick up the vanilla suitcase via Ace3 interaction. Advantage is you have access to the object itself and can play around with it. Examples for missions: Scripted commands/ additional Ace³ actions Hidden GPS in the suitcase ... Working: Player pick up and drop NPC pick up and drop Examine NPC if he have a suitcase, he will drop it Drop on kill Feel free to post any ideas/wishes. Phil
  24. Project Taketombo Hi, I'm P. Dubois aka "Feenx" I have a work-in-progress to share. This project is being developed under Feenx Studios and won't have an official name until closer to it's release. Note this project is in the development phase so everything listed here and below is subject to addition, change or cancellation. Some features will make it to the release version and some won't. There is no release date as of now or any further information to give outside of this thread. However, if interested I'd recommend following this thread for future updates. This project includes some but not limited to the following below: VISUAL ANIMATIONS (in SFM) Collective. Pedals. Cyclic *already animated*. Switches (essentials only). Main and tail rotor pitch linkage. Doors open / close. Trim strings (with wind). Night flying; landing light, position, anti-collision (strobe) and instrument lighting. plus more... VISUAL SIMULATIONS Caution panel warning lights appropriate to arma SFM damage hitpoints. Blade coning appropriate to rpm and lift. Airframe vibrations. Some aerodynamic occurrences during hovering and forward flight. Aircraft behavior (enhanced wind simulation). plus more... MECHANICAL SIMULATION (basic start-up and shut-down procedures) Battery. APU (generator). Starter. Throttle; independent of collective; keybind/rotation axis; configurable control for manipulating rpm (idle to fly). Rotor brake. plus more... AUDIO SIMULATION Various levels in engine noise for appropriate rpm. Aerodynamic sounds during hovering and forward flight. When interacting with switches and other parts of the helicopter. plus more... This will all be built and tested on a helicopter model. This helicopter will be built from the ground up and serve as a template for these upgrades to the standard flight model. Initial thought was to use a base BIS helicopter but that turned out to not be the best option for our vision. Not sure yet, deciding between AS350, Bell 206, or R66 for now which will serve that purpose. To elaborate, this project is to enhance the SFM with immersive and interactive features for helicopters. Creating a brand new working helicopter model is just an added bonus. That more so helps us to lay down the ground work for this project and move forward to upgrading pre-existing helicopters in the future. Thank you for reading
  25. Hello ArmA community! This modification is kind of expansion for A3 3DEN editor. I very often use this editor during the development of modifications and other trivia stuff (like cinematic trailers etc...) and when it comes to animation configuring part, well... that sucs Previewing animation in Animation Viewer > setting it on unit with switchMove/playMove > [you know whats next]. Yeah, and then... the adjustment of animation. Launching mission to test it out > getting back to Eded to fix position > Doing all this stuff again and again... Then, the idea came to my mind: what if i will be able to preview animations right in eden editor and then just use it on unit with playMove/switchMove? This is the story about how this mod was born AnEVi (Animation Easy Viewer) - is a powerful tool (expansion) that allows you to preview and adjust animations on units right in editor. Currently, the half of work is done and almost ready for release, but the functional is not sufficient yet. I'm planning to add more animation control stuff like: animation speed, play/pause/reset (and other things). What do you think about my idea? And yeah, sorry for my bad engrish guys c: // Soon I'll add link to my Discord server Screenshots: