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  1. The Red Hammer Studios team is very proud to announce our first major release for Arma 3 - RHS: Escalation! Under this name we present two totally standalone mods: Armed Forces of the Russian Federation and United States Armed Forces (if you download them separately and play with both enabled, you are effectively playing Escalation). This is all just a tiny preview of what is to come from our side, with many nice things and improvements planned for the future. FEATURES: - Countless new vehicles: tanks, cars, IFVs and APCs for both sides to use, as well as atmospheric objects like radars. - Completely new soldier models and dozens of gear objects make for over 700 possible unit customization possibilities. Use the supplied virtual ammo crates to quickly make your own custom setups. - New weapons and attachments. Have everything at your disposal to take on your enemy. - Realism enhancements: full PhysX support and realistic configurations, complex Fire Control Systems for applicable vehicles. New user interface items representing control and awareness systems of vehicles to increase atmosphere and gameplay dynamics. Also our constantly expanding and improved decal system has even migrated to the US side. - Fully ZEUS compatible. - Fully ALiVE compatible. Many thanks goes towards ALiVE team making sure RHS Evolution can be enjoyed using ALiVE Framework! - Fully Task Force Radio compatible. Many thanks to the developers of TFA and their effort making sure everything was in place for you to enjoy it right out of the box! TFA will even contain new radios made in the style of our units! - Future-proof: sling-loading will work once they make their way to the stable branch. If you are playing on development branch you should have these features enabled already! FFV will come later as releasing it now would cause problems for those of you playing on the stable branch. Many many more... ROADMAP This is just the beginning! As you might already know, RHS Evolution development will not stop with MANW competition, we will build on it in order to polish the existing, add new content and features! - Further optimization: Especially for the US side, some of the vehicles will receive more resolution lods.It will come in future builds, or even as hotfixes. Rest assured though that with hundreds of hours of testing we have yet to receive a performance drop complaint. - Commercial logos on weapons and equipment. For the sake of avoiding complications in the legal department we decided to change those on the US side with our own. This was mostly to do with MANW. In the near future we will change it back for the sake of authenticity. - Missions. We ran out of time on this one and are not able to deliver a set of missions that we are confident would reflect the type of quality we would want to deliver. However, may mission makers have had access to our alpha build and have been independently producing missions with our content. Expect to see them shortly. We have also teamed up with the producers of the hugely successful King of the Hill game mode to produce a special version of KOTH. It will also go live just a little after the MANW submissions close. - Bugs squashing. As we were adding new content almost to the last day before release, there might still be some left. We had a large group of dedicated players testing around our stuff for almost a month and were able to polish a lot of errors in time for MANW. If you encounter any sort of pesky bugs (although you really shouldn’t), please let us know as fast as possible. - Functionality. In future development builds every piece of equipment will be useable to some degree or another. For now, some of the things that were originally envisioned to have a little more functionality are simply for eye candy. A good example of this are the radars that come along with the pack. - Content and features - while we don’t want to disclose anything at this very moment, we can safely say there is a lot of work that is going on behind the curtains that we haven’t had the chance to finish in time for MANW, but it is still obviously planned to be implemented into future builds. INSTALLATION Unpack the two folders (RHSAFRF and RHSUSF, note that if you downloaded them separately then the following instructions apply to either/or) from the downloaded archive into the root of Arma 3 installation. Add the mods to the start up using either your favorite launcher or by adding the -Mod=RHSAFRF;RHSUSF; (note the absence of the @ symbol) to the launch options of Arma 3 in Steam. If you downloaded the Escalation package, you will find 3 missions contained in the archive. You can extract these to your `Arma 3\Missions` folder. USAGE All the stuff included in the mod is accessible through the in-game editor. The 3 small missions available within the game through `Play>Scenarios`. DOCUMENTATION AND CREDITS Full documentation can be found here: http://doc.rhsmods.org/ DISCLAIMER AND LICENSE ALL THE COMPUTER PROGRAMS AND SOFTWARE ARE PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND. WE MAKE NO WARRANTIES, EXPRESS OR IMPLIED, THAT THEY ARE FREE OF ERROR, OR ARE CONSISTENT WITH ANY PARTICULAR STANDARD OF MERCHANTABILITY, OR THAT THEY WILL MEET YOUR REQUIREMENTS FOR ANY PARTICULAR APPLICATION. THEY SHOULD NOT BE RELIED ON FOR SOLVING A PROBLEM WHOSE INCORRECT SOLUTION COULD RESULT IN INJURY TO A PERSON OR LOSS OF PROPERTY. IF YOU DO USE THEM IN SUCH A MANNER, IT IS AT YOUR OWN RISK. THE AUTHOR AND PUBLISHER DISCLAIM ALL LIABILITY FOR DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES RESULTING FROM YOUR USE OF THE PROGRAMS. By downloading and using the Red Hammer Studios: Armed Forces of the Russian Federation, Red Hammer Studios: United States Armed Forces or Red Hammer Studios: Escalation mods, you hereby agree to the following license agreement. END USER LICENSE AGREEMENT The work contained in this distribution is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License. You can view the license by clicking on the icon at the bottom of this page. Please note that the above mentioned agreement gives the right to Red Hammer Studios to waiver any of the conditions, thus feel free to contact us to obtain permission to modify our work. This add-on is provided for Arma 2: Combined Operations or Arma 3 and is not to be used with VBS or any of its derivatives built for the purpose of military training. That is it on bulky lists. The last thing to do is give you the links so you can start battling it out! IMAGES Links Downloads <- http://www.rhsmods.org (.torrents only right now until mirrors are up) Documentation <- http://doc.rhsmods.org UPDATE SERVER KEY FILE HOTFIX (both for users and admins) For 0.3.0<- http://www.rhsmods.org/downloads UPDATE 2 It's a little late but 0.3.5 is finally at a stage where we feel it is stable enough to hold the fort until 0.4. Head over to http://www.rhsmods.org/ to grab the torrent files, read the changelogs and generally goof around! UPDATE 3: 18.01.2015 Public Continuous Release Program Open! Red Hammer Studios is very excited to announce that we are moving towards a once per month release program! The first version is available tonight and if you follow the instructions (http://www.rhsmods.org/updater) you will be on your way! It will also give us the opportunity to fix and release critical bug fixes much quicker. Our initial aim is to have a new version available through the updater at least once a month. Updated changelogs are available for both factions: ftp://ftp.rhsmods.org/beta/rhsafrf/CHANGELOG.txt and ftp://ftp.rhsmods.org/beta/rhsusaf/CHANGELOG.txt and from now on will also be available in Russian thanks to the guys at TEHGAM community! UPDATE 4: 28.02.2015 Version 0.3.6 Released! Tonight we are pleased to announce the release of 0.3.6! Head over to http://www.rhsmods.org/page/updater if you still were not using the updater. If you were following the beta before, just run the updaters! Want to quickly check what has changed while you download? Check out the changelogs: ftp://ftp.rhsmods.org/beta/rhsusaf/CHANGELOG.txt and ftp://ftp.rhsmods.org/beta/rhsafrf/CHANGELOG.txt Enjoy! RHS Team UPDATE 5: 19.04.2015 Version 0.3.7 Released! With a little delay we are proud to present to you 0.3.7! This released from the beginning was planned as a bug fixing version so we focused mainly to stabilize the platform and add some realism features, including getting the mods up to scratch with all the things added to Arma 3 1.42 version. But don't be afraid! There are still plenty of new toys to play with! Read the full changelogs here: http://www.rhsmods.org/mod/1#changelog and http://www.rhsmods.org/mod/2#changelog The mods can be downloaded via our updaters (download v1.1 from our site) or Torrents. IMPORTANT! From version 0.3.7 we have moved to version and mod based server keys. This should stop people with incorrect versions joining servers. To get the keys head to the mod's respective download pages. Enjoy! RHS Team UPDATE 6: 11.06.2015 Version 0.3.8 Released! We're live! Another month, another update. Ok a bit more than a month but we think you will see that the wait was worth it! Many bug fixes, many new things around. Just turn on your updaters or head over to http://www.rhsmods.org/ to grab the torrents. Enjoy! Like us on Facebook (https://www.facebook.com/redhammerstudios) and rate on moddb (http://www.moddb.com/mods/rhs-armed-forces-of-the-russian-federation-a3 and http://www.moddb.com/mods/rhs-united-states-armed-forces ) Feedback Tracker: http://feedback.rhsmods.org/ Class Documentation: http://class.rhsmods.org/
  2. Old Thread wouldn't let me edit anymore Releases To reduce link clutter- further details, media and downloads(and mirrors) are on pages through linked images Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Changelog Development Resources 3Ds Max CAT Rig and Tutorials M60E4 Sources and Animation Sources M60E4 Animation RTM Sequences AK Animation sources, sequences and samples FAL Animation sources, sequences and samples G3 Animation sources, sequences and samples M14 Animation sources, sequences and samples AWM Source Material Additional Errata Found a bug? Report it here - [Via GitHub] As of 2015, HLCmods/NIArms has been supported by the generosity and benevolence of the Arma community by donations through Patreon. This generosity has allowed the mods to cut dependence on outside content sources, deliver hIgh-grade Arma-tailored content consistently throughout the year(and provide the entire result open-source), of which the overall direction is driven by donator demand. If you would like to show your support, help fuel the fires- Consider chipping in a few bucks %5BPatreon%5D Current Work Schedule Current Voting Results Licensing Terms
  3. Project Zenith

    Hey there guys! After a fairly lengthy hiatus I'm back to working on my mods pretty regularly again. With that a few things have switched focus for me. Instead of big blankets of general gear the way VSM has been up till now, a million camos of every variety, I'll be focusing more on making unique gear that is more about making your character one of a kind, instead of a face in an army. That being said I will have a handful of camos in this pack, just not the insanity VSM became. I am also working on a more character driven story that i may or may not release, but part of that story is following a unique group of tactical operator dudes, Project Zenith, in this case. So I needed some original camos. I took inspiration from what originally got me started in modding, the project honor camo pattern, and tweaked it/recolored it into 4 (so far) patters. A m81 themed woodland (pictured at the top), a more green themed jungle variant, an altis/malden based arid pattern, and an arctic pattern. I'll be basing this project on my Crye Gen 2 uniforms that i started on before my hiatus. As well as a handful of new vests, helmets, gloves, weapons, and any other gear that may come up as i work on this project. But, not only for western themed units! I will also be putting a rebel faction, and an Opfor faction together. 99% original new models to arma, some small things ill reuse, but i want to focus on new content here instead of reskins. I want this mod to make arma feel sorta Tom Clancy themed. Anyhow, heres some pics. Arid Jungle Woodland Multicam Bonus round kitbashes
  4. FIA REPLACEMNTE PACK HLC weapons replacement for FIA by Educom Quote: This is a little config that replaced the default weapons of vanila for the exelent work of Niarms mod for give it a little more of realism. Feature: - The infantry is equiped with AKM, HK G3 and AR-15 several model Require: Niarms Core Niarms AR15 Pack Niarms G3 Pack NIArms Release Thread DOWNLOAD Version 1.1 Changelog GOOGLE DRIVE MIRROR Thank to: toadie2k : For you Exelent work with the weapons and supor BI: for all the content of Arma III
  5. WarfareThai EX by Roh_Z the Lord_Booka More medias at: Description: WarfareThai EX (WFT EX) is aimed at adding the various faction forces to Arma 3. It includes Thai Armed Forces (Modern), Thai Armed Forces (CSAT-2035), Free Thai Movement (2035), Takistan Kingdom Army, Takistani Insurgents, Chernarus Defense Force, Chernarus Insurgents, Terrorists (Middle East), and some minor factions. It also includes new weapons, new various map objects, and consumable items: food (heal) and drinks (restore stamina). Although the name implied as Thai Armed Force(s), in fact, this mod attend to focus more on weaponry, opfor units, and factions. Download: Steam Workshop WarfareThai EX v0.1.5.8 (Pending) Features: Thai Armed Forces (Modern) - possibly current TAF. Thai Armed Forces (2035) - future TAF which has joined CSAT side. Free Thai Movement - freedom fighters who want to liberate Thailand from CSAT. Takistan Kingdom Army - for A3MP, ALiVE, and Zeus. Takistani Insurgents - for A3MP, ALiVE, and Zeus. Chernarus Defense Force - for A3MP, ALiVE, and Zeus. Chernarus Insurgents - for A3MP, ALiVE, and Zeus. Terrorists (Middle East) - for A3MP, ALiVE, and Zeus. Pirates (African) - for A3MP, ALiVE, and Zeus. African Insurgents - for A3MP, ALiVE, and Zeus. New Uniforms. New Vests. New Headgears. New Weapons. New Vehicles for TKA and CDF. Consumable Items. Note: Completed lists of the Classnames http://pastebin.com/RS4MK8kt Consumable items can be consumed by double-clicking item pictures on inventory screen. Raw food can be processed by double-clicking in front of any inflame object. PPSh-41 and FN Minimi Para can swap magazine interface by dragging the alternated one then dropped-over on current active magazine slot. Optional to compatible with ASDG Joint Rails by copy COREVCompatibleItems.pbo and bisign (respectively) from \Compatibles to \Addons. Optional to compatible with RHS:Escalation by copy COREVCompatibleRHS.pbo and bisign (respectively) from \Compatibles to \Addons. Player can select any insignia by holding CTRL then double-click at uniform icon (uniform slot) on inventory screen. Bomb Vest can be activated by holding CTRL then double-click at vest icon (vest slot) which is showed on inventory screen. When enabled 3D target spotting: aim down (iron sights or scope) at the target then press "Lock Target" or "Reveal" button (default "T"). When enabled spotting distance report: aim down (iron sights or scope) at the target then press "Lock Target" or "Reveal" button (default "T"). Known issues: Some vehicles, and weapon models, and reload animations, are still WIP. Sometimes, when spawned units in Zeus mode on Dedecated Server, they can contained only one magazine in their pocket. According to http://www.legion-arma3.de/forums/topic/warfarethai-ex-thai-armed-force/page/2/ 3D Spotting Target can increased network traffic and lead to desync. Credits & Thanks: Bohemia Interactive - the game and sample models. Aplion - ArmA2 UK vehicles Unbinarized. Rusty - Various Camo Patterns. Toadie's SmallArms and Animations - AK reload animation & G3 reload animation More in readme.txt which is included in mod folder. Changelog: v0.1.5.8 - This iteration is for multiplayer testing purpose, the sooner update might be certainty expected to come. - Added WarfareThai Enable Reserved Weapon module (COREV_Logic_ReservedWeaponEnable), which can store current primary weapon into reserved slot, which mean this module can make player to carry 2 primary weapons at the same time. - Added new headgears: Wig (Long) and its variants. - Added (experimental) shotguns:Remington M870 (Shotgun12Ga_M870), Mossberg 590 (Shotgun12Ga_MB590), Franchi SPAS-12 (Shotgun12Ga_SPAS12), M4 Super 90 Entry(Shotgun12Ga_M4S90), Ithaca 37 Stakeout(Shotgun12Ga_M37),and 12 Gauge Shells (1Rnd_12Gauge_BuckMagnum,1Rnd_12Gauge_SlugMagnum,1Rnd_12Gauge_Flechette,1Rnd_12Gauge_FragHE). - Fixed the Touch Screen config and model. - Adjusted the muzzle velocity formula for some WFT weapons. - Fixed some minor issues.
  6. INTRODUCTION Weapons of the British Royal Marine Commandos and other UK Armed Forces. By 3 Commando Brigade DESCRIPTION This pack now contains almost all of the rifles used by the British over the last few decades, including many of the variants produced as the weapons were developed or evolved. There are a number of authentic scopes, customised ammunition, plus many accessories to complete the picture. New to version 2.2: A brand new L129A1 and TA648, along with a long list of updates to our existing weapons. For full details, including user and admin guides, please visit our website at https://3cbmod.wordpress.com/released-mods/3cb-baf-weapons/ VERSION 2.2.1 Fixed visual bug on L85A2 VERSION 2.2 Added ACE3 compatible M6 range table Added airburst ammunition for M6 and L16 mortars Added crates containing new mortar ammunition Added HE munition to Zeus Added JDAM munition to Zeus Added missing default.rvmat to m203_col.paa on ukUGL Added missing javelin.rvmat to javelin_co.paa Added plastic_smooth.rvmat to ugl_ladders_ca.paa texture Added new L129a1 model and attachment system Added new TA648 scope Added new White Phosphorus Mortar ammunition Added safety fuse to all mortar rounds Added “uk3cb_” prefix to all models to prevent conflict with other mods Adjusted ACE3 size of large mortar crates Adjusted L119 CQB ballistics Adjusted suppressor positions on all L119 variants Fixed binlog build errors Fixed bone skeleton errors throughout the mod pack Fixed degenerated faces errors throughout the mod pack Fixed gunner proxy position on M6 mortar to realign hands on weapon in Pilot LOD Fixed ILAW (AT4) broken positions of animated parts Fixed incorrect L110 variants reload sound Fixed L119 config errors Fixed L119 reload animations Fixed M6 elevation overrun Fixed missing green and tan L85 in Virtual Arsenal Fixed missing L115 / L118 variants in Virtual Arsenal Fixed missing shrapnel from Zeus placed munitions Fixed mod dependancy issues Fixed mortar smoke not appearing in MP Fixed naming of L115 camouflage dead_bunch_grass textures Fixed NLAW lock distance Fixed non-convexities in Geometry LODs throughout the mod pack Fixed standard mortar smoke rounds causing damage Fixed ‘sum of weights’ vertex errors throughout the mod pack Fixed vanilla Kitbags appearing in L16 mortar crate Fixed visual and shadow LODs issues on all suppressors Fixed Zeus smoke modules Improved efficiency of all mortar munitions Improved section count in .p3ds throughout the mod pack Improved visual effect of mortar smoke rounds Removed duplicate or non-active UV sets on .p3ds throughout the mod pack Removed rogue internal rounds in magazines causing LOD face count errors Removed old L129a1 variants Removed old TA648 scope Removed US text from all L115 variants Updated mortar reload system to allow ammunition to be fed from nearby crates Updated smoke grenades to use British Armed Forces naming designations SCREENSHOTS DOWNLOAD Current version: 2.2, released 15 September 2017 Download from Google Drive License and DisclaimerFor details please visit our website at https://3cbmod.wordpress.com/released-mods/license-and-disclaimer
  7. Space; the Final frontier. These are the voyages of the starship Enterprise. Its five-year mission: to explore strange new worlds; to seek out new life and new civilisations; to boldly go where no man has gone before. - Cpt James T. Kirk Welcome to ArmA 3: Star Trek - Evolution! This mod aims to develop starships and weapons, seen from most of the popular series and titles of Star Trek! The project was originaly inspired of Abs' effort towards his mod 'Star Trek: Road to The Stars', which I intend to keep this at high priority. The project is not only inspired of Abs' mod, but prior to the next movie, "Star Trek: Beyond", which is in cinemas by 22nd July, 2016! In addition, plans are not final and more features may be on the way, this may include: Borg faction, characters, land vehicles and gear. To kick-start the project, below are preview shots on what starships and weapons will be added. Starships: Federation: - Armstrong Class (Finished) - Constitution Class (In Queue) - Intrepid Class (Finished) - Kelvin Class (In Queue) - Mayflower Class (Finished) - Newton Class (Finished) - Saladin Class - Refit (Finished) - Mk. 9 Federation Shuttle (In Queue) Klingon: - Bird of Prey (In Queue) - K'Tinga (Underway) Romulan: - D'deridex (In Queue) Weapons: - Phaser Rifle (In Queue) - Phaser Pistol (In Queue) - Sniper Rifle (In Queue) - Vulcan SMG (In Queue) Also sneak peak at a prototype test for the warp drive system. Disclaimer: - Starships and weapons will be developed from scratch, not ripped or ported (as I already frown upon illegal activity). What this means, is that they will be developed straight from scratch in 3DS Max 2015 (Student Version) and in Blender. In order to construct the models, orientations/blueprints (like all modellers will use) will be used to accurately design the models. If you would like to know where I get most of these orientations/blueprints, you can find them Here. The two weapon pictures you see (Sniper Rifle and Vulcan SMG), however, can be found Here.
  8. CUSTOM OPTIONS, OPS CENTER, RESOURCES, and EQUIPMENT by R. Von Quest VERSION: v0.5.0 Beta UPDATED: 01 January 2018 INTRODUCTION: This is the Stand-Alone Module of my Custom Starting Options and Ops-Center from my SpookWarCom Project. It was the "core" or heart of my projects. This will add numerous player options that you can set easily for those of you who are new or the non-computery types. It also adds an off-site Operations Center which you can operate from that's isolated from the actual map allowing for better behind-the-lines feel before you are boots-on-the-ground. The Tactical Operations Center is a command post that you can role-play as starting in another nearby country, or location (recommend placing in corner over water). Anyone ever watch "Strike Back"? The Section 20-style Ops Center ties ALL my Projects together (see signature). Use as many, or as few options as you wish. The Ops Center is not required. Feel free to remove the .pbo files (sonic cracks, icons, etc) you do not want loaded. There are so many people that love this hobby but are too intimidated to wade into the technical and modding-side, or just don't have the time. Let me know what Player & Starting Options you would like to see, and I'll attempt to design or script it for the this Addon. Feel free to post requests in this Forum. To use the Ops Center in its fullest, you will need my other Addons as well (SOCOM, FROGS, LEAP, etc). PLEASE READ the DOCs included for more info, keybinding, menu, details, etc! To place the Ops Center over water, you MUST set the Vertical Mode to "Sea Level" (straight line) in the Editor BEFORE placing the composition. "The Only Easy Day, Was Yesterday" FEATURES: Tactical Operations Centers (compositions) Heli Support, Transport, Rearm, Infil/Exfil, etc Starting Time Options - Random w/ Full Moon Randomized Starting Weapon Option Starting Camp Site - Random Locations Covert & Unarmed System (Black-Ops) Holster Weapon - Start & Menu Option Weapon Sway Aim CoEfficient Player Fatigue On/Off Option Starting Info Text - 3 Lines to Customize Custom Weapons, Gear, and Equipment Movie-Style Silencers, Ballistics, etc Remove Reload Icon .pbo file option Remove Ammo Count .pbo file option Replaces "Sonic Cracks", with "Zip, Wiz" efx Long-Range Support Radio System Damage EFX & Blood Splatter on screen Carry & Drag both Alive and Dead units Tactical Reload (no reload from Backpack) Tactical Throw (no throwing from Backpack) Tactical Explosives (set/pickup manually) ...And More! NOTES: More Info coming soon. This was just an upgrade into a Stand-alone Project. Many more cool options are right around the corner. Let me know in the Forums what you want to see added for Custom Player Options. MENU: Shift + C REQUIRED: 1. CBA A3 - Community Based Addons A3 2. Eden Objects (TOC2 - Advanced Ops Center) DOWNLOAD =VQI= CORE OPTIONS & OPS CENTER Von Quest Industries CREDIT & THANKS: - BangaBob (Drag Dead Bodies)
  9. Hello, I am proud to announce this weapon mod in which we are working with our ArmA 3 Team, our general goal is to add weapons that are currently used by different groups of special forces around the world and other more basic which are used by standard enemy forces, all of them developed keeping the best quality and configuration possible. Weapons List: (27-12-17) Sources: (12-01-18) Visit our facebook page for future development news: https://www.facebook.com/directactionsteam WEB PAGE: http://arma3dat.wixsite.com/directactions
  10. Hello ARMA 3 players in general, hello RAVAGE players in particular, Today I present you a full magazine compatibility patch between WarfareThai Ex, RHS USF/AFRF/GREF and IFA3_LITE_AIO I had originally made for my private use but found it so indispensable for playing RAVAGE missions I have decided to publish it. I have expanded on the original compatibilty mod @taf_rhs_asdg, made by lordbooka, the author of WFT that makes the magazines of RHS weapons useable in the WFT guns. What I had done in the beginning was simply to make the existing compatibility two-ways in the sense that also the RHS weapons can use WFT mags. Later on, being an avid RAVAGE player, I removed another batch of inconsistencies between my favourite weapon mods for that kind of gameplay: all those RHS, IFA3_LITE and WFT (plus a few select vanilla guns) bolt-action, (semi-) automatic assault and sniper rifles that appear in each of the packs and/or are sharing the same caliber can now interchange magazines - this is meant to represent the fact that IRL even though e.g. a stock G36 and a stock M4A1 carbine cannot interchange mags, they can shoot the same ammo from their respective different mags. So if I wield a G36 and find a loaded STANAG mag, I can unload the bullets from the STANAG and put them into an empty G36 mag. Also this is IRL true for most LMG's/GPMG's with re-useable belt systems. With the 7.62 x 51 NATO or 7.62 x 54 russian GPMG belt systems it might not be that easy to form new belts out of the single bullets since some feed systems' linking brackets are one-time useable only. Therefor I just made sure that all the boxes with the right caliber from the various mods+vanilla could be used, but did not make the rifle mags of the same caliber useable. Finally I expanded the magazine compatibility to all pistols and SMG's present in the 3 mods by making all primary and secondary magazines of matching caliber that exist in the 3 mods and vanilla useable for these kind of guns - no matter if the guns themselves are available as primaries or secondaries. And ever since RAVAGE Ambient AI was enabled to spawn with launchers, I added mag compatibility between WFT and RHS for these. IFA3 has no launchers sharing ammo with the contemporary launchers of WFT and RHS. Credits and BIG THX go to the Devs of all three mods for creating their awesome content and for allowing me to publish this patch. Special Thanks go out to Alpha Squad Dev Gru for creating ASDG Joint Rails as the founding stone of this and other compatibility mods lordbooka himself for creating the original compatibility as a template to learn from and for helping me with finding correct inheritances for all his guns in the current WFT version. .kju from the IFA3 Dev team for his friendly and encouraging one-on-one coaching in the IFA3 Discord channel on addon load order and finding out the priority of loaded addons so one can reflect that in a compatibilty patch da12thMonkey from the RHS Dev team/ RHS thread in the BIS forums for teaching me the basics of finding inheritances with the config viewer Attaching of scopes, bipods and other attachments: Generally speaking all RHS guns that have „railed“ in the name will use attachments from all mods and BIS. The IFA3 guns will NOT accept any attachments besides the scope that some of them have as fixed part of their model. I left it at this intentionally to make the WFT versions of WW2 guns, which CAN accept just about any attachment available in your game, a true alternative and worth the hassle to switch to. Just imagine the IFA3 guns to be originals, collector's items or period-accurate replicas of WW2 configutations and the WFT versions of the same guns to be the enhanced & upgraded „Gun Nut Retrofit“ variants. A K98 or any bolt action rifle of that ilk can e.g. mount a Schmidt&Bender extreme magnification scope and a bipod, thus enabling you to headshot at 500m or chest hit at 1000m. The MP44/Stgw 44 pulled from the same „Secret Gun Nut Stash“ can mount a flashlight and all available optics – and thusly become a much more useful „Assault Rifle Grandpa“ for you than the „vintage“ variant. Download Links: SWS: http://steamcommunity.com/sharedfiles/filedetails/?id=1264995997 Alternative Link: https://www.dropbox.com/s/j7jixsvjelkc9gd/%40wft_rhs_ifa3_comp.7z?dl=0
  11. NAVAL EXPANSION MOD By CTFRaven Hello all! I would like to present to you the sum of all my projects thus far and their end goal. Throughout my modding career, I have dreamed of creating big vehicles and environments that challenge the player and create a sense of adventure! While this is no map mod, It certainly does all of the aforementioned! What does this mod do? This mod is designed to fill holes inside the Arma3 engine in regards to weapon systems, Ship systems, AI pathfinding, as well as other things the developers decided to look the other way on. It will also include my two ships, as well as 3 additional ships that will showcase all of these systems to their fullest. Features include but are not limited to: Scripts: Full SONAR package including passive, active, and remote capabilities. Active and passive Torpedo package that work while flying, while submerged or surfaced Depth-charge Package - so you can put a stop to your silent hunters. Surface locking Anti-radar missile compatibility package - so you can actually lock and shoot the ships! Surface artillery computer package - so the ship will actually hit its target on the move AI package - so they'll stop running in circles... Submarine compatibility package - so your submarines will actually dive and surface. Weapons: A package of standard NATO and CSAT weapons will be included: -MK-48 light torpedo - both air-launched and surface launched. -CSAT-esque torpedo -AGM/RGM/UGM-84 Harpoon missile - with Radar locking and tracking -3M-54 Kalibr SSM (missile) -OTO Melara 76 mm DP gun - with SR version -Fajr-27 76mm DP gun -MK110 57mm DP gun Vehicles: 3 Corvette-class vessels - including limited anti-ship and anti-sub capabilities (CSAT, NATO, and IND) 2 Frigate-class vessels - including asymetric anti-ship and anti-sub capabilities (CSAT and NATO) 1 Light Submarine - including great anti-ship capability (CSAT) Since this is an expansion, I've left most of the scripts all inclusive, which means that if you want to use these functions you are more than welcome to. I will also release the source files of my Demise operations vessel fully integrated into the system, along with a detailed PDF of how the systems work and how to utilize them. This expansion is also meant to be simple to understand from a dev's perspective, while remaining advanced and immersive to the player. Special thanks to (so far): rksl-rock - for collaborating with me AusSnipe73 - for letting me peek in the source files, and for some models -cheers!
  12. This is something I wanted to post several weeks (months?) ago, but never got to do. It's a series of scripts, single and packs, that some of you might find useful. Beware that some of them aren't properly tested or simply unfinished (meaning that they basically work, but might contain bugs as aren't properly tested or developed). I'll tag those as I list them (and as I remember). -- MAP AI RUCKSACK - WW4 v1.0 REQUIRES: MapFact's rucksacks - WW4 Gives rucksacks to WW4 units and allows them to use the ammo stored there when needed. Every time the unit runs out of ammo it'll check its rucksack. If compatible mags are found it'll proceed to use the rucksack the same way a player does (crouching, etc). If no magazines are found and the unit has a LMG it'll ask to his mates for ammo. If any other unit in his group has compatible ammo that will be auto-magically* transferred to the unit requesting it. Tents, etc aren't supported by this script. Only rifle, pistol, etc mags and grenades (hand, smoke, launcher). *This is done to prevent breaking missions, scripts, player orders, or simply to avoid AI units pingponging between locations. DOWNLOAD: http://www.mediafire.com/download.php?jwdzaj12bpspvbt -- HEAL GROUP v1.0 This script pack will automate the healing process of a whole group, as long as there's a medic in their group. It is initiated by selecting the corresponding option in the player's action menu. When using the MapFact's rucksacks - WW4 addon, units lightly damaged will try to heal by using their own bandages before calling for a medic. DOWNLOAD: http://www.mediafire.com/download.php?93ks69dru11n1s9 -- kVEHICLES v0.1 Unfinished/Untested Several fixes and features related to vehicles in OFP. FEATURES - Replaces empty vehicles with clones, to force AI units in the player's group stop firing at it - Crew bails out if vehicle can't move, can't fire or has no ammo - Cargo of land vehicles dismount if vehicle is hit or in danger - It might work in MP (I'm not sure if I included it in this version) IMPORTANT: In kVeh\start.sqs you'll probably want to change this: kVeh set [ 0, "wgl_units"] to this kVeh set [ 0, "list allUnits"] Or whatever array you use to keep track of all units. This is needed in order to vehicles to know when they're in danger DOWNLOAD: http://www.mediafire.com/download.php?98ck2f6aewysu2b -- WGL AI RUCKSACK v1.0 Allows AI units to use items stored in their WGL rucksack. Every time the unit runs out of ammo it'll check its rucksack. If compatible mags are found it'll proceed to use the rucksack the same way a player does (crouching, etc). If no magazines are found and the unit has a LMG, MG or some type of rocket launcher it'll ask to his mates for ammo. If any other unit in his group has compatible ammo that will be auto-magically* transferred to the unit requesting it. Bandages and other items aren't handled by this system. Hand grenades (explosive and smoke) are, though. *This is done to prevent breaking missions, scripts, player orders, or simply to avoid AI units pingponging between locations. DOWNLOAD: http://www.mediafire.com/download.php?bi15575ln8w3y3a -- REASSIGN WEAPONS WW4 v4.2 This had its own thread somewhere, but I'm adding it here for convenience. Equips individual units or whole groups with predefined sets of weapons. The weapon sets are based on the ones being used by the different types of WW4 units. It can also equip high dispersion (HD) ammo, suppressors, night vision goggles, antimaterial rifles (for the snipers) and grenade vests or flare pouches (for the grenadiers). CHANGELOG: DOWNLOAD: http://www.mediafire.com/download.php?af5f2gjl4ycc62h -- kFLARES v1.0 The passed unit will be equipped with a grenade launcher and flares and will shoot them during nighttime if it detects enemies close DOWNLOAD: http://www.mediafire.com/download.php?3ttaelx2na4dopy -- kINFOSHARE v1.2 Allows group leaders to automatically share information about enemy units with each other. The distance at which they can transmit this information will depend on their side and wether or not they have an RTO or a vehicle with a radio in their group (in this case they can transmit to all friendlies on the map, without distance restrictions). Singleplayer and multiplayer. DOWNLOAD: https://www.mediafire.com/download/isz92piv9bawpe8/kInfoshare_v12.zip -- REFILL CRATE WW4 v1.0 Refills crates or vehicles with ammunition (and weapons) associated to a given side The type and amount of ammo and weapons to be used as cargo is predefined in the code You can fill a cargo with ammo and weapons from several sides at once. You can also fill it as many times as you want from a single call, or fill it only with high dispersion (HD) variants of the ammo DOWNLOAD: http://www.mediafire.com/download.php?qdbejdjsj2868k0 -- BAS STAND AND CROUCH v1.0 Modification of the BASriverStandup.sqs script Original script by Rom These are two separate scripts, one for stand up and the other for crouch. Periodically forces all the units inside a trigger area to crouch, and reverts them to auto when they are outside. Those units that can't stand up (hurt legs), are inside a vehicle, don't have any ammo left or are players are automatically excluded DOWNLOAD: http://www.mediafire.com/download.php?g7lkx5sv39a71go -- WALKERS MANAGER v1.0 Standalone version of the CivPopulate script Adds a unit to the walker manager The walker manager then will take care of moving them around at random intervals to random positions [i just noticed I didn't include a proper readme for this, so I'll post the instructions below] INSTRUCTIONS Put this line somewhere (like in init.sqs): [] exec "walkersManager.sqs" Add this line to any units you want to walk randomly (values are just examples): [this,getPos this,30,"full","careless"] exec "addWalker.sqs" It has this format: [<unit>,<current position>, <wander range>,<speed>,<default behaviour>] exec "addWalker.sqs" DOWNLOAD: http://www.mediafire.com/download.php?0623ap6rnp5q114 -- HD AMMO WW4 v1.0 Changes every magazine of any array of units to its HD (high dispersion) equivalent, if it exists DOWNLOAD: http://www.mediafire.com/download.php?vcyfkgrokcusldm -- That's all, folks.
  13. TotesGotes' Weapons and Gear by: totesgotes Reuirements: Apex DLC, Marksmen DLC. Download: https://drive.google.com/open?id=151HckezZm3QxoVmriEyg1PWR8ItS3IId This is an addon I decided to create on my free time upon realising my disappointment in the lack of vanilla gear and weapons colour schemes. This addon offers various simple colour schemes for weapons and uniforms, as well as my own two rendition of my take on digital terrain patterns that matches the vanilla environment on ArmA 3. This is an open source addon. Feel free to change anything you would like to. No need to contact, no need to credit. Published on Steam: TotesGotes' Weapons and Gear Updated to V1.12 Added Grey Fleece, Khaki Pants. Added some detail on NATO uniforms. Future plans: Winter camos. Tiger Stealth Balaclava. MTP Stealth Balaclava. Add Tiger Camouflage for Special Purpose Suits. Still fixing uniform config errors. More fixes and equipment expansion. Still a personal mod me and my cousin uses, will not take seriously unless obligated.
  14. FAP UNITS for A3 Latest version: 1.4 (Apr 1 2017) Here comes the FAP .... Foes & Allies Pack, of course <g> :) this addon features: Shots made by: scruffy. I. Factions for my released islands such as: Afrenian Army & Police Molatian Army & Armed Civilians ARL Lingor Rebels GAL Government Army of Lingor Cecanian Army (currently occupying Isla Abramia, in regular & winter camo) Abramian Rebel Alliance & Police (four tribes with 4 camos, trying to restore order on the same island + policemen that operate mainly from capitol of Yolandi) Red & Blue Gangs Alienz Zetaborn & Reptile II. Vehicles There are some vehicles present, but mainly A3 skinned ones: Antonov An-12 Cub (Military & Civil variants) Fennek recon vehicles for Afrenian army (Afrenian Leopard camo) Leopard 2A5 (Afrenian Leopard camo) Abramian Police car (working lights & siren as horn/LMB) Kamaz trucks for almost all factions etc. III. Weapons & Equipment AKM, AKMS and RPK rifles && 40mm Grenade launchers M16A2s/ AR-15s RPG-7 SVD Dragunov PKM M1911 Igla AA Steyr AUG A1 Gasmask SF-10 1 Kilo of Cocaine 1 Stack of Dollars List of classnames for Units: Available at -> http://www.icebreakr.info/fap/classnames.txt Contributors/Credits: - NZDFCrash (soldier model, weapons, configs, etc.) - Sahbazz (mags, configs, help, etc.) - TRYK xmosmos, zabb (Gasmask). - Kiory (head mask for Natives, coming with next version) - LordJarhead (sounds) - Rocket (Steyrs) - Kol9yN (Cocaine pack model) - RobertHammer (Grenade Launcher Hand Animation) - Bad Benson | alien model, scripts, energy weapons for Zetaborn faction - Ryan_D, Colonel26 | Aliens A1 Mod conversion for Alienz/Zetaborn Faction - Hitcher | Spaceships & Tanks Creations used for Alienz/Zetaborn faction - HcPookie | An-12 Cub Download Available here | 7zip archive 200MB Official Website http://www.icebreakr.info
  15. I'm currently using the CUP weapons pack and the RHS weapons. Each have a shotgun, the CUP has the AA12 and the RHS has some pump shotgun. I'm trying to make a neat training area that has a clay skeet shooting area but only bullets can break them. I checked to see if it was only addon ammo but that's not the case. The slugs break them but not the pellets. Any ideas why this is happening?
  16. DSR Weapons

    As REDUX prepares to receive it's final update, the team has decided it's time to release our assets. The first release, as the title states, are our weapons. Mostly A2 ports with a few of our own weapons thrown in. All models are un-binarized, and available for editing. We release these assets so that the community can take them and use them in future projects. These weapons are released under APL-SA If you would like to assist in maintaining, adding to, or simply editing these files, message me or submit a pull request on the github. Assets https://github.com/BigBenMOTO/DSR_Weapons.git Some photos. Will add more later. https://imgur.com/a/viqrE
  17. https://imgur.com/4YteLJh https://imgur.com/6rPKFIn https://imgur.com/aFsKnQX Model by: Hack-er Edited by me Looking for someone to help me texture and write this thing into the game. Message me if you are interested I'll continue working on it. This is my first real mod for this game.
  18. Loadouts in patrol

    Why is it sometimes I can use my own weapon loadouts in patrol but most of the time, it will not list it, and I am forced to use what the game has picked for me? And even if I do get my own loadout, 50% of the time, if I respawn, my loadout options are removed and Im forced to the 1 weapon the game picked for me. Is this a bug or by design? The following I do think is a bug: At the map respawn screen, there has been a few times that I can pick from my own loadout, but it is not shown in the list. I can select a invisible item (in the location where it would be listed at), click details and there is nothing displayed (no weapons, no attachments, etc) but then when I spawn, I will have one of my own loadouts.
  19. Arma 3 Assets Navigating through 1000+ game objects can be a mess. To help you with finding a soldier, vehicle, object, item, weapon or magazine you want, we're going to maintain an official library of Arma 3 Assets on the Community Wiki. Entries are cross-linked, so you can easily access soldier's equipment, weapon accessories or addons they all belong to. Preview images are attached to every object and item with model, so you can check them without even starting the game. Have fun with modding ;) Objects By addons By side BLUFOR OPFOR Independent Civilian Empty Items By addons By type Weapons Vehicle Weapons Items Magazines
  20. Hi guys, Is there a chart somewhere that converts KG or Lbs in "arma mass/weight"? we are trying to make are weapons realistic... but... cant figure out what do enter. Cheers
  21. DESCRIPTION: This addon will add 13 World War 2 weapons to your IFA3 LITE: - FG42 (including bayonet, adjustable sight and deployable bipod) - M12 shotgun (including M1912 bayonet) - M3a1 "Grease Gun" submachine gun - PPS-43 submachine gun - Pistole 640(b) "Browning Hi Power" with German Markings - Radom VIS P35 pistol - Walther PPK pistol - SMLE No.4 Mk I rifle (including spike bayonet) - SMLE No.4 Mk I (T) sniper rifle - Sten Mk.II submachine gun - Sten Mk.II silenced - Sten Mk.V - Welrod Mk.II silenced pistol - PU Scope for SVT-40 (IFA3) All weapons can also be found in a Ammobox in the form of a German Fallschirmjäger Drop Canister. You will need IFA3 LITE for this addon to run. RELEASE DATE: 25-Dec-16 LATEST VERSION: v1.0 AUTHOR: Lennard ----------------------------------------------------------------------------------------------------------- SCREENSHOTS: - Mods used in screenshots: IFA3 LITE, Faces of War & Direone's static anims. CHANGELOG: v1,0 - Initial release KNOWN BUGS/ISSUES: None known at the moment. CLASSNAMES: CREDITS: STEN MkII - Seph & BuLL5H1T STEN MkV - Synths M3a1 - RedRogueXIII & Teh Snake PPK - RedRogueXIII Welrod - RedRogueXIII M1912 - KnechtRuprecht (Moritzmayer.de) M1917 Bayonet - Divesh Deusion Jagger FG42 - Lap Lam Chan SMLE scope - Vilas PPS-43 - Vilas P-35 - Lukelcc & Megamawman Browning Hi Power - Mr. Rifleman PU scope - Mr. Rifleman & BuLL5H1T FJ Drop Canister - Lennard Config help - El Tyranos & Kju EULA: By downloading this content you agree with the following: - The addon shall in no way be modified or repackaged, unless permission is given by the original author. - This addon may under no circumstance be used in any monetized server. - No responsibility can be claimed on the original author for (im)possible damage to your system/game that may be caused by installation of this addon. - You may not use this addon for any commercial or military training purposes. ----------------------------------------------------------------------------------------------------------- REQUIREMENTS: Arma 3 Iron Front in Arma 3 LITE DOWNLOADS: LEN_IFA3_WP_V1.0 (Mediafire) Steam workshop Mirrors are welcome! Have fun!

    Weapons can be found anyway pretty much. But by look in these places the chance is higher. Military Check Points: On all islands, found on cross sections (4 roads cross) tents will house anything from Ammo to a Glock. If your lucky 'a commander' will be there, they have a Red Hat and shoot at you so you know when you see them. On island one they will have the basic FNX pistol (45 ACP) On island 2/3 they will more than likely have a Glock (9 mm) For the very lucky you may find a elite soldiers 'rare' they will have a AK-74 or M4 Carbine. (The best weapons) PLEASE NOTE: Radios can give you the locations. Found at radio towers. Random spawn. (Battery) On island one there is normally "1" crash site normally a tan coloured jeep (for some reasons the developers haven't got the 'art' for the truck facing side ways so it will be on road going along the Y-axis (Up) On island 2/3: more jeeps and Humvees, found in military bases and fire stations only. Helecopter crashes anyway around the map 'LUCK' Around crashes: military gear and weapons. Island 2 and above! Military bases. Icon on map Have you guessed it Guns CAR BOOTS; SUV may sometimes have shotguns in. Misc location for guns (be anywhere on map) Bunkers Watch towers Building (rare) Guns/Ammo *= I don't know name FNX pistol - 45 ACP clip(15) Colt 911 - 45 ACP clip(7) Glock - 9mn clip(18) GOOD Magnum - 317' clip(6) (good) Remington (shotg) - 10 cal clip (12) //another shotgun very bad clip 2 :( Reapeater - 7.62 clip(7) Glospi rifle* - 7.62 clip(7) Sniper Very Rare 7.62x32 (VPD)* MP5k - 9mm clip(30) AK-74u - 5.56x32 clip(30) ^F-rate AKM -7.62x32 clip(30) ^F- damage AK-74 - 5.56x32 clip(30) GOD M4 Carbine - 5.56x42 GODS GOD L82 RARE - 5.56x42 M4 basically If you see the super 22 or the ampotations pistol don't pick them up, pea shooters basically. Your fis is better promise.
  23. Hi, Currently I am trying to finalize a weapon pack of about 16 new weapons for a Mod I am developing. All the weapons are working almost as intended, except two issues which I cannot find any understandable info on. 1. I cannot figure out how to add the full auto firing mode to my weapon. 2. I cannot seem to get the attachments to work as intended. Here is my Config: class CfgWeapons { class myGUN_base { access = 3; afmax = 0; aidispersioncoefx = 4; aidispersioncoefy = 5; airateoffire = 0.5; airateoffiredistance = 500; ammo = ""; autofire = 1; autoreload = 0; backgroundreload = 0; ballisticscomputer = 0; bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01.wav", 0.1, 1, 15}; bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02.wav", 0.01, 1, 15}; bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03.wav", 0.01, 1, 15}; bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04.wav", 0.01, 1, 15}; bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02.wav", 0.1, 1, 15}; bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03.wav", 0.177828, 1, 15}; bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04.wav", 0.177828, 1, 15}; bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01.wav", 0.1, 1, 15}; bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02.wav", 0.1, 1, 15}; bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03.wav", 0.1, 1, 15}; bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04.wav", 0.1, 1, 15}; bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01.wav", 0.01, 1, 15}; candrop = 1; canlock = 0; canshootinwater = 0; cartridgepos = "nabojnicestart"; cartridgevel = "nabojniceend"; count = 0; cursor = "arifle"; cursoraim = "CursorAim"; cursoraimon = ""; cursorsize = 1; cmimmunity = 1; descriptionshort = "Assault Rifle <br />Caliber: 5.56mm"; detectrange = 0; dexterity = 1.64; discretedistance[] = {100, 300, 400, 600, 800}; discretedistanceinitindex = 1; dispersion = 0.0001; displayname = "myGUN"; disposableweapon = 0; distancezoommax = 300; distancezoommin = 300; drysound[] = {"A3\sounds_f\weapons\other\dry7.wav", 0.01, 1}; emptysound[] = {"", 1, 1}; enableattack = 1; ffcount = 3; fffrequency = 11; ffmagnitude = 0.5; fireanims[] = {}; firelightduration = 0.05; firelightintensity = 0.012; firespreadangle = "3.0f"; flash = "gunfire"; flashsize = 0.5; forceoptics = 0; handanim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\MX\data\Anim\mx_cqc.rtm"}; //hand animation lcation hiddenselections[] = {}; hiddenselectionstextures[] = {}; hiddenunderwaterselections[] = {}; hiddenunderwaterselectionstextures[] = {}; htmax = 600; htmin = 1; initspeed = 0; irdistance = 0; irdotintensity = 0.001; irlaserend = "laser dir"; irlaserpos = "laser pos"; laser = 0; lockacquire = 1; lockedtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 6}; lockingtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 2}; magazinereloadtime = 0; magazines[] = {"myGUN_30Rnd_556x45_B_Stanag", "myGUN_30Rnd_556x45_T_Stanag"}; //magazines used maxleadspeed = 23; maxrange = 500; maxrangeprobab = 0.04; maxrecoilsway = 0.008; memorypointcamera = "eye"; mfact = 1; mfmax = 0; midrange = 150; midrangeprobab = 0.58; minrange = 1; minrangeprobab = 0.3; model = "EC_Weapons\myGUN"; modelmagazine = ""; modeloptics = "-"; modelspecial = ""; modes[] = {"Single", "Burst"}; multiplier = 1; muzzleend = "konec hlavne"; muzzlepos = "usti hlavne"; muzzles[] = {"this"}; namesound = "rifle"; optics = 0; opticsdisableperipherialvision = 0.67; opticsflare = 0; opticsid = 0; opticsppeffects[] = {}; opticszoominit = 0.75; opticszoommax = 1.1; opticszoommin = 0.375; picture = "\EC_Weapons\UI\gear_myGUN_x_ca"; primary = 10; recoil = "assaultRifleBase"; recoilprone = "assaultRifleBase"; reloadaction = "GestureReloadMX"; //reload gesture reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\new_trg.wav", 0.1, 1, 30}; reloadsound[] = {"", 1, 1}; reloadtime = 0.15; scope = 0; selectionfireanim = "zasleh"; showaimcursorinternal = 1; showempty = 1; shownunderwaterselections[] = {}; showswitchaction = 0; showtoplayer = 1; simulation = "Weapon"; sound[] = {"\EC_Weapons\sound\myGUN", 4,4}; soundbegin[] = {"sound", 1}; soundbeginwater[] = {"sound", 1}; soundbullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; soundburst = 1; soundclosure[] = {"sound", 1}; soundcontinuous = 0; soundend[] = {"sound", 1}; soundloop[] = {"sound", 1}; swaydecayspeed = 2; tbody = 100; texturetype = "default"; type = 1; uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; useaction = 0; useactiontitle = ""; useasbinocular = 0; usemodeloptics = 1; value = 4; weaponinfotype = "RscWeaponZeroing"; weaponlockdelay = 0; weaponlocksystem = 0; weaponpoolavailable = 1; weaponsoundeffect = ""; weight = 0; class Library { libtextdesc = "myGUN"; }; class GunClouds { access = 0; cloudletaccy = 0; cloudletalpha = 0.3; cloudletanimperiod = 1; cloudletcolor[] = {1, 1, 1, 0}; cloudletduration = 0.05; cloudletfadein = 0; cloudletfadeout = 0.1; cloudletgrowup = 0.05; cloudletmaxyspeed = 100; cloudletminyspeed = -100; cloudletshape = "cloudletClouds"; cloudletsize = 1; deltat = 0; initt = 0; interval = -0.02; size = 0.3; sourcesize = 0.02; timetolive = 0; class Table { class T0 { color[] = {1, 1, 1, 0}; maxt = 0; }; }; }; class WeaponSlotsInfo { allowedslots[] = {901}; mass = 4; class MuzzleSlot { access = 1; compatibleitems[] = {"muzzle_snds_M"}; displayname = "Muzzle Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; scope = 0; }; class CowsSlot { access = 1; compatibleitems[] = {"optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr", "optic_Holosight"}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = 2; }; class PointerSlot { access = 1; compatibleitems[] = {"acc_pointer_IR", "acc_flashlight"}; displayname = "Side Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE"; scope = 0; }; }; class ItemInfo { priority = 1; RMBhint = "XMX"; onHoverText = "TODO XMX DSS"; }; class GunParticles { class FirstEffect { directionname = "Konec hlavne"; effectname = "RifleAssaultCloud"; positionname = "Usti hlavne"; }; }; class Single: Mode_SemiAuto { sounds[] = {StandardSound, SilencedSound}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2", db-12, 1,10}; closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3", db-12, 1,10}; soundClosure[]={closure1,0.5, closure2,0.5}; }; class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[] { begin1[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; begin2[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; begin3[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; soundBegin[]={begin1,0.33, begin2,0.33, begin3,0.34}; }; class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[] { begin1[]={"EC_Weapons\sound\myGUN.wav", db-1, 1,200}; begin2[]={"EC_Weapons\sound\myGUN.wav", db-1, 1,200}; soundBegin[]={begin1,0.5, begin2,0.5}; }; aidispersioncoefx = 1.4; aidispersioncoefy = 1.7; airateoffire = 2; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; burst = 1; canshootinwater = 0; dispersion = 0.00093; displayname = "Semi"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 500; maxrangeprobab = 0.2; midrange = 250; midrangeprobab = 0.7; minrange = 2; minrangeprobab = 0.3; multiplier = 1; recoil = "recoil_single_mk20"; recoilProne = "recoil_single_prone_mk20"; reloadtime = 0.065; requiredoptictype = -1; showtoplayer = 1; soundbeginwater[] = {"sound", 1}; soundburst = 0; soundcontinuous = 0; soundend[] = {}; soundloop[] = {}; texturetype = "semi"; useaction = 0; useactiontitle = ""; }; class Burst: Mode_Burst { sounds[] = {StandardSound, SilencedSound}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2", db-12, 1,10}; closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3", db-12, 1,10}; soundClosure[]={closure1,0.5, closure2,0.5}; }; class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[] { begin1[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; begin2[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; begin3[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; soundBegin[]={begin1,0.33, begin2,0.33, begin3,0.34}; }; class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[] { begin1[]={"EC_Weapons\sound\myGUN.wav", db-1, 1,200}; begin2[]={"EC_Weapons\sound\myGUN.wav", db-1, 1,200}; soundBegin[]={begin1,0.5, begin2,0.5}; }; aidispersioncoefx = 2; aidispersioncoefy = 3; airateoffire = "1e-006"; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; burst = 3; canshootinwater = 0; dispersion = 0.00093; displayname = "Burst"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 30; maxrangeprobab = 0.05; midrange = 15; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.9; multiplier = 1; recoil = "recoil_auto_trg"; recoilprone = "recoil_auto_prone_trg"; reloadtime = 0.07; requiredoptictype = -1; showtoplayer = 1; soundbeginwater[] = {"sound", 1}; soundburst = 0; soundcontinuous = 0; soundend[] = {"sound", 1}; soundloop[] = {}; texturetype = "burst"; useaction = 0; useactiontitle = ""; }; }; class myGUN : myGUN_base { scope = 2; }; }; Here a some screenshots for the attachment proxies on my model: Proxie Placements http://imgur.com/a/yFFKT Proxie Selections http://imgur.com/a/hriwx Any Help would be greatly appreciated!
  24. Hello everyone, I have just experienced this for the first time tonight and even though it was quite funny it remains very problematic, havn't managed finding a thread already speaking about it so here i will explain it. What happens : You will randomly loose all your inventory during a round, everything, even your clothes, basically ending up in underwear. This can happen to a single person just like it can happen to the whole both teams ! Pictures for proof : https://snag.gy/kL4zFo.jpg ; https://snag.gy/OVoTKb.jpg ; https://snag.gy/dv35QP.jpg
  25. This is my first post and my first play through of he campaign. I played non stop before the release but have been out of the country ever since. I noticed the weapon pool works like absolutle hell. Only SOME items from the scouting missions are saved. The crated get maxxxed out quick and your pretty much screwed. My question is about personal. I soent hours doing 100% side missions before the first adapt base. Then again 100% scouting (this is when I noticed the weapon, gear pool was shit) before the breaking even mission I was wondering hell do j even care if my squad mates die.? Will I have x less if I have x die the mission before?