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2nd Light Armored Reconnaissance Battalion [Milsim][NA/UK/EU]
Arondight912 posted a topic in ARMA 3 - SQUADS AND FANPAGES
Overview Charlie Company, 2nd Light Armored Reconnaissance Battalion is an NA based Arma 3 milsim unit centered around a modified rifle squad attached to a Light Armored Reconnaissance section, set in the GWOT era, focusing on the use of USMC infantry and LAR doctrine. Operation Times: Saturdays at 1100 PST - (this time slot also accommodates our UK/EU members) Key Points Unit focuses heavily on application of infantry and LAR doctrine Immediate slot assignment upon acceptance - training mostly comes “On the Job” Modpack includes: ACRE KAT medical RHS Other mods tailored to emphasize firefight experience Leadership with extensive Arma 3/milsim experience, some active duty military Available roles: 0311 Rifleman 0313 LAV Crewman/0341 Mortarman (dual role) 0331 Machine Gunner Hospital Corpsman CLS (Combat Life Saver) certification Join us on Discord! https://discord.gg/h6QfyNrxYd -
Advanced Combat Radio Environment 2 (ACRE2)
ACRE_Team posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Current Version: 2.12.0.1056 Latest Release Date: 2023-10-17 Current TeamSpeak 3 Support: 3.6.2 ACRE2 The Advanced Combat Radio Environment Introduction ACRE2 is a full fledged communications suite for Arma, allowing realistic radio and voice communications through Teamspeak 3. The original ACRE released in the Summer of 2010 set the bar for communications in the Arma series and allowed what was once the tedious and long task of organizing Teamspeak or Ventrilo channels, with multiple whisper lists and no direct communications between groups, to be reduced to a natural implementation in a single Teamspeak channel. All players are able to speak with each other directly or use in game configurable radios to communicate at longer distances providing unparalleled immersion in the Arma series. ACRE2 takes what ACRE1 pioneered to a whole new level. With increased performance and stability ACRE2 provides and even more immersive communications experience for the Arma user. Direct voice communications has had a complete overhaul and introduced new features such as occlusion from the environment, including vehicles and buildings, as well as multi-channel audio, allowing voices to be heard from multiple sources. A new virtual language feature in the Babel System allows mission makers to designate "languages" to certain players, making those that do not speak the same language indecipherable. This presents a multitude of gaming scenarios including player translators (Babel allows multiple languages per-person) and enemy communications that are unable to be understood. The core feature of ACRE has always been radios though, and that has undergone major improvements in ACRE2 as well. A new, extremely powerful and modular distributed data system allows for a whole manner of new features to be simulated in a robust and reliable way, and powers the most realistic real time radio simulation released in either the civilian or military market. The new data system is designed to support large numbers of radios, in a JIP compatible and persistent world setup, as well as allowing for the future implementation of highly advanced features such as data event logging and radio replay ability. While the public beta only implements two functional radios at the moment the robust and well documented framework allows for rapid prototyping and easy implementation of new radio systems by ACRE as well as the community at large. The entire system is implemented in a way to maximize commonality with current Arma modding practices, going so far to even allow individual sounds of the radios to be modded by the community or any other feature. Requirements ACRE2 requires the latest version of TeamSpeak 3 be installed (either 32-bit or 64-bit), as well as the Community Base Addons (CBA) for Arma 3, which is available on Steam or on GitHub here. Download Traditional Download: https://github.com/IDI-Systems/acre2/releases/latest Steam: You can now find ACRE2 on the Arma 3 Workshop. Our content is published under the name ACRE_Team Installation Instructions & Troubleshooting: https://acre2.idi-systems.com/wiki/user/installation ACRE2 Release 2.12.0 ACRE2 Release 2.11.0 ACRE2 Release 2.10.0 ACRE2 Release 2.9.1 ACRE2 Release 2.9.0 ACRE2 Release 2.8.0 ACRE2 Release 2.7.4 ACRE2 Release 2.7.3 ACRE2 Release 2.7.2 ACRE2 Release 2.7.1 ACRE2 Release 2.7.0 ACRE2 Release 2.6.4 ACRE2 Release 2.6.3 ACRE2 Release 2.6.2 ACRE2 Release 2.6.1 ACRE2 Release 2.6.0 ACRE2 Release 2.5.1 ACRE2 Release 2.5.0 ACRE2 Release 2.4.2 ACRE2 Release 2.4.1 ACRE2 Release 2.4.0 ACRE2 Release 2.3.0- 896 replies
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ITC Air Systems - V1.8 - CCRP, Encore, Updated Compatibility
yax posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Introduction ITC Land Systems is a mod that aims to adds depth and realism to arma’s aircraft, with the main focus being fixed wing aircraft in the ground attack role. Update V1.8 Update V1.7 - performance, usability, reliability Changes: https://forums.bohemia.net/forums/topic/215419-itc-air-systems-v16-fcr-mavericks-new-mfd-system/?do=findComment&comment=3298124 Update V1.6 - Major overhaul Fully interactive MFDs Sensor slewing system(including HMCS) Realistically configurable JDAMs(programmable fuzes & impact angle) Selectable Nose/Tail fuzes Ripple release for bombs Air-Ground Fire Control Radar Realistic physx based autopilot Rover TGP video feed Realistic targeting for mavericks TGP Infrared marking laser Steerpoint system for navigation and targeting Expect new documentation on the github wiki soon https://www.youtube.com/edit?o=U&video_id=I7_3CVfOZKc Hotfix V1.51 Fixed a GBU-12 guidance problem Fixed a config inheritance issue Update V1.5 - Two seaters and Bomb rippling It has been a while, but here it is, v1.5 Changelog Two seater compatibility Bomb ripple releasing Known issues Waypoint autocycle sometimes may not work properly with paired releases, as the second bomb will release before the waypoint is cycled. Two seater system The two seater system comes in the form of a scripted system that lets the WSO and pilot share the pilot's TGP, and a system that synchronizes the steerpoints between the two users. The WSO camera can by default be opened with left shift + down. Bomb ripple release In V1.5 you will be able to ripple certain bombs, both guided and unguided. If your bomb can be rippled the settings for it will show up in the WPN page when it is selected. Ripple-able bombs include dumb bombs like the mk82, but also guided bombs like the JDAM. The ripple system will also let you automatically cycle waypoints every time a bomb is released. Future plans This update came a little slower than the previous ones, but worry not, my work itself has not slowed down. I have started shifting attention to a new project. For some sneak peeks feel free to join the discord. Update V1.4 - Pylon/Bombs Drag & Weight, SADL Datalink messaging, Fuel consumption indicator Hotfix V1.351 V1.35 Mini-update: Laser codes, GBU-12, APKWS, Laser Spot Search Laser Spot Search & Track The laser spot search feature has been overhauled. Previously it would just find the nearest laserTarget object and lock on to it. In its current form, when you enable Laser Spot Search, the pod will start scanning in its currently set direction and field of view for any laser with the desired code. While searching the TGP will say LSS on the right side. When it finds a laser, the TGP will start tracking it, and will say LST on the right side. Update v1.3 - TAD, SADL, TGP ITC_Air base-classes & Compatibility UPDATE V1.2 - MFDs, Compatibility, LJDAM Contents Here are some of the core features of the mod. To view the full contents of the mod, view the documentation. Rover Munitions WP Smoke Rockets GBU-38 JDAM Steerpoints ITC Aircraft comes with a steerpoint system to help users navigate, target, and communicate locations. Steerpoints are stored in the ACE Microdagr waypoint list, allowing players to easily create them from the microdagr. Alternatively steerpoints can be generated from the current TGP position with a hotkey, automatically saving them as a microdagr waypoint with the naming scheme “Mark n”(number). Targeting HMCS: Pilots can use a hotkey to lock the TGP to a position they are looking at with their HMD. Steerpoints: When switching steerpoints, the TGP will automatically lock to the position of the selected steerpoint. Radar: Pilots can use a hotkey to lock the TGP to the location of a vehicle currently locked by the radar. IR Marker HMD & TGP Compatibility Requirements CBA A3 ACE 3 Included Aircraft The mod’s features can be configured for any aircraft, but by default it works on 2 standard aircraft and 2 Jets DLC aircraft. All of our mod’s aircraft are custom versions to ensure the mod is always kept completely optional. All can be found under NATO > Airplanes. F/A-181 > F-181E A-164 -> A-10E A-149 -> Jas-39E A-143 -> A-159 Compatibility https://steamcommunity.com/sharedfiles/filedetails/?id=1501767670 Documentation Documentation can be found here Download The mod can be found on the steam workshop- 176 replies
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- functional mfds
- cas
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Hello fellow Arma 3 players. My name is John but I go by snake in game on mostly hostile takeover servers.Steam name bojangles2020 or also Snake.Im here today for the first time to post to the community.i have been playing Arma 3 since the beginning and built many missions.i like to go more smaller based missions with high intensity.depending on mods may determine difficulty.i create missions for my friends and myself to play and we are always looking for new people to join in on the fun.currently I'm working on a mission using the ALIVE mod to have a persistent battle across-the-board.maybe week long missions or longer.a place where you can save and come back and not repeat one area.Also I make special ops type missions where the run time could be 30 minutes or 2 hours.Its all up to the player.I don't mind taking requests for something your mind can conjure up!!I hear guys say Arma 3 is past it's time but let's change that perception.FYI I have no group at the moment.All the current guys just want to come and chill and have fun.Some even role play characters to really bring the missions to life.If you read this far thank you and hope to see you in the lobby!
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YouTube Advert: Who are we? Zeus Community, an open community which has been playing Arma since the OFP days in 2001. Our Teamspeak server is our primary home with more information available via our website, forum and Discord channel. Links provided below. What should I expect on your server? We strive for Milsim oriented gameplay. In the hierarchical command structure, players are expected to follow the orders of their superiors and take responsibility of their subordinates. Communication and teamwork is key. Lone-wolfing, purposely ignoring commands, and other selfish behaviours will not be tolerated. We do employ some basic Standard Operating Procedures (SOPs) and radio procedures for the sake of efficiency but nothing overly complex which can't be understood quickly while playing. We play mostly cooperative (PvE) missions at platoon scale (around 30 players) though we have been known to play Team vs Team (PvP) missions on occasion. How many ArmA 3 servers do you run? Three main game servers: A “vanilla” public server (#1), an “addon” server (#2), and a "CDLC" server (#3). The vanilla public server is open to anyone interested in milsim gameplay, experienced or new, as long as you don’t break server rules of course. For the public server, there is not a mandatory mod requirement though we do often play missions which require official DLC such as Apex for the Tanoa terrain. However, it is strongly recommended that players to connect to our Teamspeak server (even if you don't have a mic) since we use Teamspeak for pre-mission briefing, post-mission debriefing, and on-mission squad comms (instead of group/green channel). We also recommend that players install our optional custom modpack called "ZClient" which includes very useful client-side mods such as ShackTac HUD (see Info Repo link below). On the other hand, the addon server requires all players to have a working mic and installation of our custom addon server modpacks which includes gameplay enhancing mods such as ACE3, ACRE 2, RHS, additional terrains and more. It is recommended that newcomers try out our vanilla public server before considering moving on to our addon server where gameplay is slightly more hardcore (i.e. always revive vs permanent death). The CDLC server can be considered a hybrid of the previous two servers mentioned where we play most CDLCs (e.g. SOG Prairie Fire, Global Mobilization, Western Sahara) in a weekly rotation. Mod-wise, ACRE2 is required (as well as any necessary CDLC-ACRE compatibility mod if using Steam Workshop mod version) but other than that, all that is recommended is to also run our optional modpack mentioned earlier "ZClient". What times do you play? Zeus Community #1 Public: Gamenight every Sunday, start 18:30 UK time (GMT/BST) Zeus Community #2 Addon: Gamenight every Saturday & Wednesday, start 18:30 UK time (GMT/BST) Zeus Community #3 CDLC: Gamenight every Thursday, start 18:30 UK time (GMT/BST) Why should I choose Zeus Community? Milsim gameplay but without the role-playing fluff. While the missions we run on our servers do employ a hierarchical command structure, the community itself (outside of gameplay) does not have player ranking, role whitelisting, or any other unnecessary RP fluff like some other milsim communities. No need for "Sir! Yes sir!". No mandatory training or minimum attendance required. We are an open community so we don't punish players if they happen to have a busy life and can't commit to playing games on a regular basis. We only ask that you don't slot into mission critical roles (e.g. squad leader, pilot, etc.) for a mission if there is a reasonable chance that you may have to go AFK for significant periods of time. Also, although we do employ basic SOPs, radio comm procedures, and we do organise optional training sessions, we don't require newcomers to undergo mandatory training before they can play. Just listen to your leaders, follow the example of more experienced players and you will quickly familiarise yourself with how we operate. In-community developed, custom missions. Using the 3den Editor tool, 99% of the missions we run on our servers are developed by the community, for the community. While we do allow our community’s developers creative freedom, we still maintain quality standards for our missions. Do note that, despite a coincidence in the name, we actually rarely play Zeus Game Master missions (our community name predates ArmA 3's ZGM gamemode). High frequency of brand new missions to play. Most milsim communities are stuck with a relatively small pool of missions to replay for months where new missions are produced on an infrequent basis. Our community on the other hand, benefits from a combined pool of around 600+ missions and produces an average of 5 brand new missions across both servers each week for the community to play. Mission diversity. Unlike many other milsim communities, we don't limit ourselves to particular factions, equipment, vehicles or mission objectives. In one mission you may be a guerrilla fighter with limited equipment tasked with ambushing an enemy convoy, and then in the next mission you may be a tank crewman in a combined arms scenario with CAS and artillery support. Even revive or respawn mechanics (or lack thereof) can differ between missions. Diversity is the spice of life. Servers Zeus Community #1 Public - IP address: 185.103.96.3 Port number: 2302 Zeus Community #2 Addon - IP address: 185.103.96.3 Port Number: 2310 Zeus Community #3 CDLC - IP address: 185.103.96.3 Port Number: 2320 Links Teamspeak: teamspeak.zeus-community.net Discord: https://discord.gg/v6yng8p Steam Group: https://steamcommunity.com/groups/ZeusCommunity Website: https://zeus-community.net/a3/ Forum: https://zeus-community.net/a3forums/index.php Information Repository: https://goo.gl/mLQgP5 Questions? If you need more info, our Information Repository (link above) provides extensive information and tutorials. Also, feel free to message me if you have any questions or queries.
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[EU] Beowulf Strategic Operations - Tactical Realism Community
BennySouthSt posted a topic in ARMA 3 - SQUADS AND FANPAGES
Beowulf Strategic Operations is an EU based tactical realism community that plays every Wednesday and Sunday at 19:00 BST. You can find out more at www.beowulfso.com, or keep scrolling down for a look at what we do and how we play. We average between 20 and 30 players per-session and play every Wednesday and Sunday at 20:00 UTC. We're primarily EU based, with members from England, Finland, Denmark, the US and more. What is "Tactical Realism", and why do we enjoy it? Tactical Realism is the term best used to describe how we at Beowulf play - We aren't a conventional Milsim group who follow strict rank and procedure, nor are we a totally laid-back disorganized group of mates playing Arma together; we exist in a sweet spot, a middle-ground that we call "Tactical Realism". We don't have any present ranks or roles, and don't restrict ourselves to representing a singular force in a singular conflict - the average session may consist of two, three or even four missions in a variety of terrains or as a variety of forces. You may go from a USMC M60 Machine-gunner, deep in the jungles of Tanoa to a F/A-18F WSO supporting a Special Forces raid in Southern Sahrani - The only roles we limit are mission-critical roles, such as Piloting, where messing up could mean the end of the mission for everyone; new members can jump in as pretty much anything else available in that mission. We also provide some completely optional training in a variety of skills - If you're new to Arma 3, feel free to pop along to one of our basic induction sessions, or if you're into the real hardcore s**t, turn up to one of our advanced JTAC courses. Just remember that none of these courses are necessary, and are completely optional if you want to attend them - the same goes with our sessions too! We have no unnecessary attendance policy, and average between 20 and 30 players every session. We're a friendly bunch, especially towards new players, so if you've ever got any questions you can ask anyone in game, on steam or through our Slack chat. What mods do you use? Beowulf uses a variety of mods to enhance the Arma 3 experience. We use a variety of community-proven mods such as: -RHS: Armed Forces of the Russian Federation -RHS: United States Armed Forces -RHS: Serbian Armed Forces -RHS: Green Forces -CUP Terrains -CUP Terrains CWA -NIArms -Advanced Combat Enviroment 3 -Advanced Combat Radio Environment 2 -3CB as well as a variety of other mods that add more terrains, assets and some custom in-house assets. All of our mods are handled by our costume made mod-installer, the Beowulf Sync Utility - a lightweight tool that we hope to eventually share with the wider community. Contact Us You can find out more info at https://beowulfso.com/. If you're interested in joining us, visit https://beowulfso.com/join and send us a little bit about yourself - we'll reply with the information to join our slack chat and download the mods as soon as possible! If you want to speak to one of our members, you can message one of our members on steam - they'll be sure to answer any questions! BennySouthSt - http://steamcommunity.com/id/BennySouthSt or join our steam group.- 8 replies
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- recruiting
- realism
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(and 5 more)
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2.Panzer-Division (EU, WW2, English Speaking Wehrmacht)
Karl Sauer posted a topic in ARMA 3 - SQUADS AND FANPAGES
The 2.Panzer-Division is a Wehrmacht 'Milsim' unit for Bohemia Interactive's latest title, ArmA III. Our campaign and event operations span the period of the Second World War. Our operations focus on cooperative gameplay. Structure, tactics, and weapons are based on actual military documentation. We strive for a mixture of accuracy and entertainment, and will edit and update areas of the unit as aspects change such as mods and terrains. What we are looking for: - Mature, active, and reliable members. - Applicants interested in utilizing realistic tactics and squad layouts. - Members able to make our weekly events. (Sunday at 8PM GMT+1 till around 10-11PM GMT+1) We offer: - A fun and friendly community of players, without any shouting/screaming Drill Sergeants. - Open recruitment opportunities for various roles within our Infantry. - A continous developing internal campaign, with longterm goals and effects. - A unit lead by people with experience from various realism communities. - An always open Teamspeak ( Adress: 89.163.206.207 ). How to join: Go onto the website and fill out the form under "ENLISTMENT". You will then be contacted on Steam by a leader for an interview. Website Leader SteamProfile Steamgroup Youtube Channel -
Squad name: 7th Cavalry Regiment Timezone/location : All US/EU Gamemode preference (eg coop or pvp): Coop/PVP/PVE, Mil-Sim Contact email: My 7th Cavalry Profile Website address: 7th Cavalry Website Short description: The 7th Cavalry Regiment is a military simulation clan primarily focused on Arma 3. The Regiment was founded October 15th, 2002 and remains committed to military simulation today. This means that when you enlist, you will earn your place as a trooper in one of the oldest gaming regiments online. For the majority of people in the CAV, this unit isn't just somewhere to play, it truly is a brotherhood in which all are respected and supported by their brethren. We have over 220+ Active Arma 3 members spread across 1st Batallion. We have three Company's: Alpha, Bravo and Charlie. Alpha contains Fixed & Rotary Wing for Transport and Attack. Bravo consists of Mechanized Infantry, Armor, Cavalry Scouts (Ground Recon) and our Medics. Charlie Company, the tip of the spear, is the main Infantry element, with Airborne Infantry & Heavy Weapons. The 7th Cavalry is best known for their in-depth training schools & courses (over 34 different classes!!!) and our high-attendance, detailed, immersive Operations. Want to learn more? Start your 7th Cav Career today! Click the link and choose your Career path ---> 7th Cavalry's Arma 3 Career Pathway For more info, visit Detailed 7th Cavalry Recruitment Post Language: English Signed, =7Cav=Lucius.M
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multiplayer Looking For A scripting team to help make a new mp gamemode
Nick Webster posted a topic in ARMA 3 - FIND OR OFFER EDITING
Im looking for a team to help me put together a mission, the mission will be insurgency but more complex like frontlines but with ace winds and acre. it will have communication towers that can actually knock out long range communication between team members. it will require teamwork as logistics will be important. please contact me with an help, ideas, etc. Websternick01@gmail.com -
Trouble making a compatibility config
giorox posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
So I am working on a mod and want to make it compatible with ACRE2 but not have it be necessary to have ACRE2. So I have 2 soldiers defined in my normal config and giving them the "ItemRadio" item, like so: class GIX_EB_RegInf_F: B_Soldier_base_F { _generalMacro="B_Soldier_F"; scope=2; displayName="Rifleman"; nakedUniform="U_BasicBody"; uniformClass="GIX_CombatUniform_EB_LZP"; class Wounds { tex[]={}; mat[]= { "GIX_BAMequipment\Data\noPatch.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat" }; }; backpack="GIX_B_LZP_AP"; weapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; respawnweapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; magazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; respawnmagazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; hiddenSelections[]= { "Camo" }; hiddenSelectionsTextures[]= { "\GIX_BAMequipment\Data\C_EB_LZP.paa" }; linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; faction="GIX_Units_BLU"; vehicleClass="GIX_EB_INF"; author="BrAF Team"; }; class GIX_EB_PQD_F: B_Soldier_base_F { _generalMacro="B_Soldier_F"; scope=2; displayName="Rifleman (Paratrooper)"; nakedUniform="U_BasicBody"; uniformClass="GIX_CombatUniform_EB_LZP_PQD"; class Wounds { tex[]={}; mat[]= { "GIX_BAMequipment\Data\noPatch.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat" }; }; backpack="GIX_B_LZP_AP"; weapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; respawnweapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; magazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; respawnmagazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; hiddenSelections[]= { "Camo" }; hiddenSelectionsTextures[]= { "\GIX_BAMequipment\Data\C_EB_LZP_PQD.paa" }; linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; faction="GIX_Units_BLU"; vehicleClass="GIX_EB_INF"; author="BrAF Team"; }; And then I made a different pbo entirely with the edited config with how I thought it was supposed to be (replacing ItemRadio with ACRE_PRC343), like so: class CfgPatches { class GIX_compat_acre { units[]= { "GIX_EB_RegInf_F", "GIX_EB_PQD_F" }; requiredVersion=0.1; requiredAddons[]= { "A3_Characters_F_BLUFOR", "A3_Characters_F_OPFOR", "A3_Characters_F_Common", "A3_Characters_F", "acre_main", "acre_api", "acre_ace_interact", "acre_sys_antenna", "acre_sys_attenuate", "acre_sys_components", "acre_sys_core", "acre_sys_data", "acre_sys_fonts", "acre_sys_gui", "acre_sys_io", "acre_sys_list", "acre_sys_modes", "acre_sys_oe303", "acre_sys_prc77", "acre_sys_prc117f", "acre_sys_prc148", "acre_sys_prc152", "acre_sys_prc343", "acre_sys_radio", "acre_sys_rpc", "acre_sys_sem52sl", "acre_sys_sem70", "acre_sys_server", "acre_sys_signal", "acre_sys_signalmap", "acre_sys_sounds", "acre_tanoa" }; magazines[]={}; ammo[]={}; }; }; class CfgVehicles { class B_Soldier_base_F; class GIX_EB_RegInf_F: B_Soldier_base_F { linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; }; class GIX_EB_PQD_F: B_Soldier_base_F { linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; }; }; The problem is that with ACRE and the compatibility pbo in the mod folder, it disables all Radios completely, meaning I can't even access the normal Radio item that comes with vanilla A3 through the VA or by spawning the unit.. Any help on what I'm missing?- 1 reply
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[NA/EU] Applied Tactical - Tactical Realism Community
Kansiov posted a topic in ARMA 3 - SQUADS AND FANPAGES
Community Overview Applied Tactical is a multi-gaming community focused on tactical and team-oriented play. We expect our members to be mature, cooperative and respectful individuals who are looking to play games tactically, and are comfortable in working with others to achieve a common objective. As a multi-national community, we welcome members from around the globe, however do understand that our servers are located in North America and English is the de facto language of communication. Our ArmA 3 group hopes to offer our members tactical and realistic play without the fluff of standard mil-sim communities. We believe our member should have equal opportunity to select roles and responsibilities on a mission-by-mission basis based on their comfort level. Currently our main weekly operations begin at 2000 ZULU/GMT and 1900 ZULU/GMT when North American daylight savings is in effect. What We Offer Realistic, Varied Missions—As a tactical realism server, we do not believe in locking ourselves into one faction or conflict. In a single session, you may be playing as Soviets in Afghanistan in one mission and US Marines in Iraq the next. We built all our missions using Olsen’s Framework to ensure fluidity when joining-in-progress or spectating after death. Our missions are a mixed of cooperative and team versus team missions. Friendly Atmosphere—Members within our community tend to be laid back outside of missions. Unlike traditional mil-sim communities, we do not have set ranks and rosters; roles and duties are selected on a comfort-level basis. In addition, we treat all members equally. Officer positions are merely for administrative purposes. Members' contributions to the community are equally valued. Comprehensive Modset—We play an extremely modified version of ArmA 3 that contains weapons and equipment that covers various conflicts and eras. Generally, our missions tend to avoid equipment from the post-modern setting of ArmA 3. Mods in our modest include, but are not limited to: RHS, 3CB, CUP Terrains, ACE3 and ACRE. Strong Tactical Focus—For the most part, our community tries to play missions as realistically as possible with a strong emphasis to team-work and real-world tactics. We have a strong active and former military core of members, along with a series of optional trainings for new members to improve their tactical cohesion with the group. We require all new members to attend a one-time familiarization training course to ensure everyone gets on the same tactical page. How to Apply If you like what’s been described above, then you’re more than welcome to apply! Currently we are only accepting applicants 18 years of age and above. In addition, we strongly urge all our members to have a working microphone before playing with us. To apply, simply go to our website and register. Upon verifying your registration, you should see an “Apply for Membership” button on the tab just below the title. Simply click on that and fill out the form honestly and to the best of your abilities; we are not testing your English abilities, but rather are simply trying to gauge if you’re a right fit with us. You should not need to write no more than a 3 sentence paragraph for the written questions. Links Website In-session Screenshots -
About The 7th Ranger Regiment Being one of the largest ArmA3 communities, we provide a wide range of experience in tactical play and organised team play. We only use military procedures, techniques and tactics where it benefits the experience and performance. In summary our conglomerate is about providing "serious fun" and playing together in a tactical manner. Taking the mission as a challenge and overcoming it. Never giving up and continue fighting whatever it takes in the processes and procedures that we have been trained in. At the same time always keep a positive player experience in mind. We try to offer an immersive experience, and always look for feedback and suggestions. CAMPAIGNS AND EXERCISES CAMPAIGNS / OPERATIONS Campaigns are multiple Operations and Combat Missions connected to each-other. These Operations are made in a realistic way with official briefings being given in advance. Operations involve all parts of the unit and last for several hours. Operations take place in a organised and formal environment. FIELD TRAINING EXERCISES A Field Training Exercise (FTX) describes a coordinated exercise conducted by a squad or a platoon for training purposes. Our Operations are individually scripted and controlled by Zeus. We take pride in our ability to host and continue a story line and theme for events. We use a wide range of mods within our own custom made mod pack. SQUAD PRACTICE All Rangers assigned to a squad are required to attend one training a week. If you can't attend due to work or real life difficulties, the squad leader must be informed as soon as possible. MOS TRAINING MOS (Military Occupational Speciality) Training is something you can take on the side as a fully enlisted member of the unit. These trainings qualify you for different positions all around the unit. What we are looking for: Mature and respectful individuals. People who are willing to learn and improve. We do not have activity requirements, once you have proven to be a valuable member, we are always happy to play with you. We expect our members to learn things themselves or ask those who know to teach them. We obviously offer mentorship for those who are new. Requirements to join the unit. When applying to the 7th Ranger Regiment, make sure you fit all the requirements for the unit: Each member of the 7th Ranger Regiment will need a legit and working copy of ArmA3. You will need a working microphone to apply and play in the unit. Teamspeak3 is the 7th Ranger Regiment main communication program, all operations, meetings and organisation will take place on Teamspeak 3. You will need to have at-least 4-5 hours a week ready to spend around the weekend for the unit. Our Schedule can be found under unit schedule and the operations centre. Maturity and self-discipline is needed when applying to the unit, everyone acting immature during official operations will be removed from the unit. How to join us: Make an Application and do not be shy to contact me, officers or moderators of our Steam Group More Information: Visit our Website Teamspeak will be provided upon interest in the unit. We have our own Mod Repository (Arma3Sync) and our own in-house Custom Mods. Feel free to contact me on Steam, if you have any further questions!
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