Jump to content

Search the Community

Showing results for tags 'Weapons'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 59 results

  1. Developed in partnership with the 2035: Russian Armed Forces mod. Check them out here! Arma 3 Aegis is an unofficial expansion centered around the vanilla game's 2035 setting. Along with new factions, weapons, vehicles, and gear, Aegis provides a platform update that overhauls several weapons and vehicles to make them more authentic to their real-life counterparts, while remaining loyal to their Armaverse depiction. Aegis is actively updated, with new content being added frequently. Arma 3 Aegis is currently in its beta stage, some content may be work in progress, removed, or yet to be implemented. Credits Content Download & Images
  2. Replacing weapons with Airsoft Guns and Game system. Current version 1.2 Steam Workshop •add 15 weapons. •ArG Weapons Box. •gamer units and groups. •HitCall System. •TimeCounter operation Items. •Team Deathmatch Items. --ver1.2 Changelog-- Add •"Game Setting"Module Remove •Mission parameters(class Params) Change •Mission adapted to ArG ver1.2 •Works on single player, listen server, dedicated server. •Include sample mission file(@ArG_Core\optional_files\Missions). [For the mission editor] 1.Place markers on the map that will be the game area. Marker name is "GameArea" 2.[case of “team death match mission”] Place Team Deathmatch starters [Blue] and [Red]at the start positions of west and east respectively. [case of “Time counter operation”] Place Time counter operation starters [Blue]and [Red]at the start positions of west and east respectively. And place the time counter box and the buzzer sound source anywhere. 3.If you want to make it possible to recover after a hit, place a revive object at each start position or place an ArG Gamer Medic unit with revive ability. 4.You can change the mission details with "Game Setting" Module. ※The hit call system works within the range of the marker "GameArea" & the game start. The game start variable is InGame = 1; PublicVariable "InGame"; ※If you go out of the game area for about 10 seconds after the game starts, it will be treated as a hit. You can return to the game if you revive.
  3. 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
  4. 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/
  5. 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 2.3: A brand new L7A2, L9A1, L131A1 and L105 family 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 2.5 Updated: RKSL scopes moved from being internal to an external dependency SCREENSHOTS DOWNLOAD Current version: 2.5, released 4th April 2019 Download from Steam Workshop License and DisclaimerFor details please visit our website at https://3cbmod.wordpress.com/released-mods/license-and-disclaimer
  6. Napalm and WP Smoke marker rockets For Arma 3 Version 1.0 by ANZACSAS Steve. ------------------------------------------------------------------------------------------------------------------------------------------------------ Steam Link - https://steamcommunity.com/sharedfiles/filedetails/?id=1703765606 - This is a port of my work from Arma 2 and Unsung but updated to Arma 3 specs and standards.:) - Napalm bomb and White Phosphorus Smoke marker rockets. - Napalm fire gives damage for full length of time for AI and players. - AI cannot see through smoke and fire efx. - AI Suppression effect added. - Works on US and Independent faction fixed wing aircraft. - CUP aircraft compatible. - F/A-18 Superhornet compatible. - May work for addons that use default naming system for pylons etc. - Signed and has server key. - Comes with two MP Missions with the MK77 Napalm added to aircraft. Altis - Save the Platoon and Tanoa - Carrier Ops day3. - Recommended to be used with my other Particle efx mods - here - https://steamcommunity.com/sharedfiles/filedetails/?id=1484261993 and here - https://steamcommunity.com/sharedfiles/filedetails/?id=1537745369 - Anyone who wants to help out with any aspect of the mod contact me.:) - Anyone wanting to use this addon /code in their addon or mod just ask.:) - If you like this addon hit the rate button with a thumbs up.:) - Thanks to bis and the community. - Enjoy.:) - Credits - - Code,Particle Efx and Sounds by ANZACSAS Steve. - Model and Texture by Mondkalb.Big Thank you.:) - Model and Texture modified file paths and alignment to Arma 3 by Firewill. - Dual Rail bomb mount model and Texture by Firewill.Thanks bud,nice one.:) - Big thanks for the awesome showcase vid by Haze. https://www.bohemia.net/community/licenses/arma-public-license-share-alike
  7. COVERT GAMEPLAY, OPS CENTER, RESOURCES, and EFFECTS (Central Framework for SpookWarCom) by R. Von Quest VERSION: v0.5.7 Beta UPDATED: 09 February 2019 DONATE: Support Project // 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 off-site Tactical Operations Centers 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 or over water). 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. More Donations equals faster updates and custom requests honored. 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, you MUST set the Vertical Mode to "Sea Level" (straight line) in the Editor BEFORE placing the composition. Place inside the map area, or some things will not spawn in. "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 Archetype Weapons (extra power, etc) Movie-Style Silencers, Ballistics (ultra quiet, sound efx, etc) CIA - SAD/SOG Operatives, Agents, SEALs, 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. // KEYBINDING: Shift + C // REQUIRED: 1. CBA A3 - Community Based Addons A3 2. Eden Objects - TOC2 - Advanced Ops Center (optional) // DONATE: DOWNLOAD =VQI= CORE OPTIONS & OPS CENTER Von Quest Industries // LICENSE: // CREDIT & THANKS: *BangaBob (Drag Dead Bodies)
  8. Introduction The primary purpose of this mod is to further complement Project Opfor and RHS packs to allow 3CB mission makers, and the wider community, to add extra units, vehicles, and weapons to their missions By 3 Commando Brigade (http://www.3commandobrigade.com) Contents For full details of this and all our mods, plus our contributors, please visit our website at https://3cbmod.wordpress.com/released-mods/3cb-factions/ This mod adds the following complete factions: BLUFOR Afghan National Army Afghan National Army Commandos Afghan National Army - Afghan Partnering Unit Afghan Border Police Afghan National Police Afghan National Police - Quick Reaction Force Afghan National Police - National Interdictional Unit Chernarus Civilians Chernarus Local Defence Militia Takistan Civilians Takistan National Army Takistan National Army - Special Forces Takistan National Police Takistan National Police - Quick Reaction Force Takistan National Police - Counter Insurgency Bureau Takistan Pro-Government Militia United Nations INDFOR Chernarus Civilians Chernarus Nationalist Militia Takistan Civilians Takistan National Army Takistan National Army - Special Forces Takistan National Police Takistan National Police - Quick Reaction Force Takistan National Police - Counter Insurgency Bureau Takistan Tribal Fighters United Nations OPFOR Chernarus Civilians Chernarus Anti-Government Militia Takistan Civilians Takistan National Army Takistan National Army - Special Forces Takistan National Police Takistan National Police - Quick Reaction Force Takistan National Police - Counter Insurgency Bureau Takistan Insurgents CIVILIANS Chernarus Civilians Takistan Civilians In addition, this mod also adds extra vehicles to the following factions: FIA RHS CDF Regulars RHS CDF National Guard RHS US Army Release notes version 1.1 Added: Improved texture to UH1H M240s Added: Static Weapon backpacks to units in Eden Editor Added: Workaround AFM to UH1H Fixed: FIA HMG Offroad red texture conflict Fixed: Incorrect Hilux PKM name Fixed: M16 optic proxy position Fixed: MH9 bench and unarmed passenger issue Fixed: Missing T-series firing effects Fixed: Randomization of facegear on units can now be disabled in Eden via unit properties or via 3CB module Fixed: RPK name and incorrect magazine options Fixed: UH1H Armed side door animation. Now correctly hidden Fixed: UH1H Missing Rotor Shadows when at high speed Fixed: V3S Ammo truck having rear FFV turrets Removed: BIS equipment / weapons from T-series tanks inventory Removed: Empty T-34 LOD6 Screenshots Download Current version 1.1, released 4/4/2019 Download from: Steam Workshop License and Disclaimer For details please visit our website at https://3cbmod.wordpress.com/released-mods/license-and-disclaimer
  9. The effect of weapon on AI accuracy by nkenny Abstract* Testing the effect of weapon on AI accuracy. Introduction The weapon an AI soldier is equipped with greatly affects killing power. Even when the class of weapon is nominally the same, weapon configuration plays enormous part. This is especially evident when similar weapons from different mods are used together. To explore the effect of weapon on AI killing power I built an experimental suite. Experiment The test was conducted while running only CBA, CUP Weapons, RHS Russian Armed Forces and NIArms. The player profile was newly created and no AI skill tweaks were made. Description I placed a single shooter on flat terrain, back turned towards a four man group of enemies. The four man team is concealed from the shooter (his back is turned). Each soldier is identically equipped with no body armour or helmet or weapon. After five seconds the shooter is given a weapon and given perfect information about the enemy. This results in him turning and engaging the enemy. The targets are spaced at two meter intervals and the test was run on a 100m and 200m range (normal combat engagement ranges). Shooter and targets were forced to remain static and remain in a standing position. My point of comparison was the AKM rifle. Ubiquitous in enemy hands and mod packs alike. I provide data for the modern MX rifle with a HAMR RCO as a frame of reference. The exercise is over once three minutes has passed, the shooter has expended all ammunition, or all targets are dead. Measurements are printed on screen and recorded on the clipboard. I paste that information into a document. Measurements I ran the exercise six times with each weapon. While not enough for statistical evaluation, I nonetheless deemed it sufficient to get a sense of the performance characteristics of each weapon. - Hits, each bullet that impacts a target. - Shots fired, maximum is 6 magazines: 180 rounds. - Accuracy, hits divided by shots fired. - Time, time in minutes and seconds. Record After each round I recorded weapon class name, Accuracy, (hits / shots fired) and time. Each measurement is averaged (in red). Expectations Mod configuration will vary somewhat. With CUP weapons being more accurate than RHS counterparts. Data @ 100 Meters Data @ 200 Meters Findings @100 Meters At close range the vanilla AKM and CUP AKM are closely matched. With a slight edge to the vanilla gun. RHS weapons are considerably less accurate than all other counterparts and require four times the amount of time and rounds fired for similar effect. The numbers for the NIArms AKM belie their effect on target. Toadie's AK tended to fire in bursts, but with a highly accurate first shot. In effect the gun killed with the first shot, but burned off a few rounds into the air-- wasting time and bullets. @200 Meters At mid range the differences between the weapons become evident. CUP weapons are almost twice as effective as their vanilla counterpart. RHS weapons are considerably less accurate than the others. Which is not to say ineffective. Rate of fire is high and spread provides greater coverage-- area of fire-- than the other counterparts. As for NIArms: the rifle comparatively is laser accurate, out shooting all other alternatives. Contrasted to RHS it provides almost eight times more killing potential. It even compares favourably to the vanilla MX with a optic. Conclusion Not all AKMs are created equal. The killing potential of each gun varies wildly from mod to mod. The most deadly close quarters AK is the vanilla, while in most combat ranges, the NIArms gun outperforms all other alternatives. One obvious take away is that there are radical differences of capability with two presumably identical weapon systems. This is one reason why I would advice consistency in mod sets. Another is that this vast difference in capability need not match the players performance, expectations and experience, with the same weapon system. In the case of the AKM, I believe most players find them very similar-- aside from minor differences in sight picture and sound. In fact to test that very thing I used the same suite to record my own times. I won't post the results here, but they were largely similar across mods. The test itself remains neutral to the intended design intention of the style of configuration each mod adopts. The comparable lack of accuracy of RHS weapons need not be read as a flaw. There are arguments both from the perspective of realism and game play to prefer less accurate weapons. - Firstly, the sort of 'white room' engagement against a non-responsive, non-moving target is hardly applicable. Handling performance on sterile ranges fail to convey the stress of combat shooting. Most studies into the effect of combat on marksmanship show a massive decrease in effective accuracy. RHS weapons simulate combat shooting, rather than target plinking. - Secondly, more shots fired and fewer one-shot-kills, is generally good for game play. At 100 meters vanilla, CUP and NIArms equipped soldiers can eliminate an inattentive fire team in less than 10 seconds. While demanding some caution is good, such a quick end also means a quick end to the session for the player in question. - Thirdly, RHS comes with an entire dimension of weapons. Accuracy comes with modern quality. A RHS M4A1 is more accurate than an AKM. So is a an AK74. See references. Many communities depress AI accuracy values. The considerable accuracy of CUP and NIArms weapons need not be a flaw. Follow the links in the references and one can see the extreme degradation of accuracy based suppression levels. The considerable default accuracy of vanilla weapons, the presence of multiple stances, all are suggestive of a very specific type of gameplay. Soldiers should be cautious and reveal their positions only momentary. Suppressive fire is very effective. It is more important to suppress all dangerous enemies than it is to pursue time consuming killing shots! When the AI is accused of laser accuracy, it will in some cases be due to failure to adequately suppress-- through fire superiority-- the enemy position. Finally, I suspect, particularly in regards to the user made modifications there are considerably differences. Test are done in different AI setting ecologies-- tweaking AI skill is easily (if somewhat obtusely) done. If I shall brave a conjecture I expect CUP weapons, being added more along open source model will show greater variance in configuration. NIArms weapons are developed with an eye towards delivering an uncompromising experience for the shooter. The AI comes much later. All of this means that mod makers and mission designers must pay attention to the source of the weapons given to the AI. Future tests 1. The same platform can easily be used to test other weapons or family of weapons 2. In the future I would like to test ranges out to 300 and 400 meters** References - Original thread on nopryl.no, further numbers, weapons and experiments are here - Experimental mission, links to mission for your own testing -k * Dear mods: Feel free to move this thread. While relevant to mission makers and mod developers equally. It seems sufficiently meta to concern general players, but it is not pointed enough to belong to the mod discussion forum. ** My initial run with standing RHS weapons yielded one hit across 180 rounds. In other words. If faced by a lone, standing gunman armed with a RHS AKM. At 300+ meters you might as well remain stationary and standing yourself.
  10. 1. Fall damage is OP, you jump off a pebble and BOOM... you’re almost half dead already. 2. Weapon Accuracy is dreadful, bullets do not hit efficiently enough especially with a controller. 3. You need to add K/M support for this game. 4. Too many bugs and glitches causing myself and many other VIGOR players to lose all items in game and have to re grind the items over and OVER AGAIN. 5. Every character looks identical to each other. Needs a lot more clothing items in the store. 6. You do not even know who your own team mate is due to lack of HUD, you need to add an Icon above there player to symbolise it’s uour friend and not enemy. 7. Bullets to not shoot properly from a gun and what I actually mean is that when you’re trying to spray your machine gun, only a couple bullets come out and you then have to tap the RT button rapidly as if it’s a single bullet gun. 8. VERY repetitive, needs to add in game events to keep players wanting to play more and not do the same thing which is sprint to the safe house and then sprint to a safe zone and repeat over and over again. 9. WHY IS CROUCHING IN THIS GAME SO DAMN LOUD JESUS. 10. Dev support is ridiculously slow, this game came out in July 2018 and what has happened but add an in game lobby and some guns? Every patch update has done nothing but make the game worse, I’m still finding myself freezing in random spots, server kicks or not being able to use my weapon and die. 11. Add a ranking system so again it’s fun to be able to rank up and see the levels in game lobby. 12. Add some stats so we can actually see how many kills we have made, or how long we’ve walked, how long been playing for ETC... 13. Focus on your player base, I’ve seen soooooooo many players making suggestions or mentioning about bugs and nothing is being done. They’re simple bugs to fix and we’re still facing these every day. 14. Loads more to complain about but I would probably go to 100+ so I’ll leave it here. Feel free to continue this on in the comment section if I have missed anything you guys may be struggling with for this game, I will be adding an IDEA poll soon so once again share some ideas and I’ll add them in.
  11. Currect Version: 5.2.1 (09-01-2019) FAQ FOR FREQUENTLY ASKED QUESTIONS (Expand) Download Links: Dropbox (631, 69MB) Steam Workshop 2035: Russian Armed Forces v5.2.0 ModDB Please if you like and want to support our mod, feel free to donate so that we can continue giving you quality work. :) (Most of the money will go towards the mod improvement, as in better models etc.) For more 2035 high quality content, we recommend to check out our sister project ArmA3 Aegis! Please do check out and follow their BIS topic and Steam Workshop! =============== 1. DESCRIPTION =============== 2035: Russian Armed Forces focuses on adding a fictional "future" version of the Russian Armed Forces to ArmA3. Great effort has been put into an attempt to seamlessly integrate them into the 2035 era of the Armaverse, so that the faction could stand right next to the others in the base game (NATO, AAF, CSAT). Featured are: - Our own uniforms, vests, helmets and gear made completely from scratch (models and textures). - New vehicles and armor, ranging from T-14 Armata, Pancir AA launcher to the Kamaz trucks, Tigr and more. Tanks DLC features fully compatible. - Usable for any kind of enviroment. Various types of camo for both ground units (Flora, Partizan, Surpat, Desert, Winter... ) and vehicles/aircraft (Russian green, Desert, Nakikda, Winter, Arctic... ) and so on. - Russian weapon pack featuring new guns such as the AK12 (and its variants), AEK, Pecheneg, PP2000 etc. Marksman DLC features fully compatible. We plan on expanding the roster, gear and armament with further versions. Same goes for some of the ArmA3 assets/placeholders that will be replaced in the future Mod is is currently compatible with Zeus, ASDG and ALiVE. ALiVE users: Faction name is "min_rf" (without quotation marks). =============== 2. REQUIREMENTS =============== - ArmA 3 ======================== 3. INSTALLATION/UNINSTALLATION ======================== Extract the folder @Min_RF into your ArmA3 game directory and enable the mod in the launcher. Also put the Mindas.bikey into the core Keys folder. - If using CBA/ASDG, you *MUST* use the "min_rf_wp_c.pbo" and the bisign from the ASDG folder, replacing the one in Addons - otherwise you will have no scopes. You also must do it after every update. For uninstallation, disable the mod in the launcher and delete the respective folder. ================================ 4. CREDITS ================================ Mindas - Everything. Models, textures, config.. yes, he's that busy! Deathstruck - Betatest, screenshots, permissions. AveryTheKitty & Aegis team - Asset sharing from Aegis and vice versa. Toadie2K - AK animations. TheEvanCat - Black Titan launcher. VanSchmoozin (VSM) - Balaclava model. Sabre One - Armata models. PetrTlach - Consultations. BadHabitz - Help with solving some of the retexturing problems concering the Titan launcher. Bohemia Interactive - The rest of the assets and ArmA3. ========================== 5. MODDER'S RESOURCE INFO ========================== - Retextures are okay. Any manner of them. Feel free releasing those without asking . (for those who are interested: HiddenSelections are enabled for both uniforms and weapons) - Same goes for using the mod as a requirement for another. - Please ask our permission before releasing mods that heavily alter or are based on the assets of this mod (models etc.) ========================= 6. CONTACT INFORMATION ========================= You can usually contact us on the respective forums. Mindas BIS Forums: https://forums.bohemia.net/profile/747965-mindas/ Armaholic: http://www.armaholic.com/users.php?m=details&id=62241&u=Mindas Deathstruck BIS Forums: https://forums.bistudio.com/user/751402-deathstruck/ Armaholic: http://www.armaholic.com/users.php?m=details&id=9573&u=Slashback ========================= 7. LEGAL STUFF/ DISCLAIMER ========================= By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, yaddy yadda. ================= 8. VERSION HISTORY ================= Click to expand the spoiler section to see the changelog. =============== 9. SCREENSHOTS =============== [Click to Enlarge] Current Version: Previous (Expand):
  12. Greetings, I have been running a dedicated Arma 3 server for about 10-15 players with 32 mods. I've noticed that players weapons, after they were done firing, would continue to fire. For example, if player X fired down range then holstered his rifle, his rifle would continue to fire for all the other players in the server. This happens when there's 2 or more players on the Zeus server without anything else spawned in. Its more so obnoxious when 10-15 players are in a firefight and there is continuous rifle fire even though the battle has ended and everyone is yelling at each other to stop firing. The players on the server all have a ping of 100m/s or lower. The server specs are decent. I've tried running the server without mods to see if this was a mod related issue but found it continued to persist. I've spoken with another community about this issue and they have also experienced the same problem. Anyone know what might be causing this and if there's a way to fix this?
  13. Dual Arms This is mod that allows use of two primary weapons, one in your main slot one in your launcher slot. Download here! Google Drive link here! Dual Arms relies on eventHandlers to work correctly. The following are used: Killed InventoryOpened InventoryClosed Take Bind UserAction 16 to any key to be able to swap with a key instead of addActions. They have been disabled by default. If using this in a MP scenario or gamemode, you can override my code and set the ability to use addactions and drop the weapon on death. As well as add blocked weapons that will not be able to be added to your launcher slot. What does this mod actually do? I have seen other scripts that claim to do the same thing. This uses your launcher slot, the same that your RPG would go into. There is no attachTo/onEachFrames constantly making sure the weapon is on your back and attached when not in a vehicle. Weights are fully supported, if you have two primary weapons it will slow you down with fatigue. That means you will slow to a crawl with dual SPMGs. Due to the nature if this going into the launcher slot, mods need to be supported for it. Currently the top 20 Weapon mods on steam are supported, the list is on the steam workshop page above. (I also take suggestions on which mods to support with future updates!) Currently 2.8k+ Weapons are supported. If you are playing in a persistent game mode you will need to add some code to your file that saves a player when they disconnect, otherwise the pointer attachment and UGL ammo will not save. Otherwise it will save. Here is a video where you can check it out in action, featuring vehicles as well: The piece of code that will save your players gear in a dedicated MP environment is: (Usually handled by missionEventHandler onDisconnect) If you would like to know more about overriding my code please see the example MP mission inside the download from steam, right next to keys and addons folder. As well as my post on Exile forums explains with more details how to merge eventhandlers if needed. Here is some information on Exile Forums : http://www.exilemod.com/topic/25999-dualarms-two-primary-weapons/ My github with example config (also in download - this link contains overrides for Exile players as well) : https://github.com/Andrew-S90/DualArms Download link from steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1334412770
  14. Iam porting my Napalm mod from Arma2 and require a model and texture guy or gal to handle a couple of small jobs to finish.
  15. 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
  16. KnoxHoots

    Attachments

    Implement attachments to enhance weapon capabilities. Fast mag, stock, extended mag, rapid fire, long barrel, barrel choke, quickdraw, grip, laser light, tactical flashlight, suppresor, high caliber rounds, stabilizer (sniper rifle), just a few examples. All attachments would stay withing context of the game. Nothing unbelievable.
  17. 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
  18. The Lowlands Warrior team has decided to start releasing Alpha stage mods in order to get more feedback on the content and maybe encourage more modders to join the team History Back in the early 2000's LLW started as a mod for the original Rainbow Six series, creating a large arsenal of NL Army/Marines weapons. Shortly afterwards they started creating content for Operations:Flashpoint (aka Arma: Cold War Assault) They released a large pack with terrains, vehicles, aircraft, weapons and units which what THE only dutch armed forces mod around at the time. Current plan The LLW team is not as big as in the old days. Many have stopped modding. Although, those who still have a bit of spare time dream about doing what was done before, this time in Arma 3. (Or 4?) Whatever we are creating now will be released here in the following posts. We hope every one will enjoy the mods, even while in early development stage. Website: Going through an overhaul...
  19. Just collecting classnames and putting it into format for use: ALL CUP Weapons (with attachments): CUP Weapons (without/with very limited Attachments)
  20. SupremeBread

    Bugs

    For the weapons part, earlier today i was playing with some weapons on the shooting range, I pulled a weapon out it came off my back, I pulled the other one out and I had one in my hands and one on my back. The weapon in my hands and back at the same time was the Mosin. The other weapon I had was the Suomi on my back. To sum it up I had a Suomi and a mosin on my back and another mosin in my hands. Next topic. Reload animations. The silver pigeon has a weird reload where the outlander reloads it like a normal gun, but the gun doesn't move at all so it looks like he is putting invisible shells into an invisible chamber. Going back to the mosin, whenever i was using it at the range, I was in first person, I shot, it did nothing to load the next bullet into the chamber in first person. When I shot in third person though, the outlander pulled the bolt back to load in the next bullet. Next Tag. Ammo glitches. Take for example you take a Suomi to the range, reload it shoot it a couple times, reload it again one last time, then unequip it, the bullets that were in the gun are taken out and put into your inventory. Then you think, why do I have bullets, I took none out of my storage, so you try and put them back into your storage it doesn't work. The first time it happend to me i was confused and thought was my storage full or am i going to lose them when I die in a game? Next Tag. Invisible props. I have searched the entire safe house to see if I could find invisible props, in my head i thought, as you upgrade your safe house, you must get more props or items in it. I looked around and found a invisible barrier, i felt around it with my character and it seemed like it was a door for a later upgrade, if you're wondering where it is, if you look directly at the map and turn right to that doorway, go into the doorway and turn right you will meet the invisible door. I know its not the most important thing to fix before a full release but it would make the game a lot better if there are anymore of those anywhere else. Thank you for reading this and I hope the community and devs can perfect this game. -TheSupremeBread
  21. 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
  22. 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 v0.1.5.9 (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 - WarfareThai Launch84mm_M3 now can accept Tanks DLC's MRAWS magazines. - WarfareThai Launch130mm_9K115 now can accept Tanks DLC's Vorona magazines. - Fixed some minor issues.
  23. 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.
  24. 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
  25. 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!
×