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Found 97 results

  1. HptFw. MoinxDGamer

    Boat sits on top of the water

    I can't get the hull of my boat to be in the water. It just sits above the surface. Can you help me?
  2. RKSL Studios is Proud to present the Second Release of the RKSLA3 Attachments Pack This is the first of a series of Small Arms themed addons that I'm working on. Hopefully plenty more will appear in the coming years of Arma 3's life and this initial release will give you some indication of what I'm striving for in the long run. This addon adds a small selection of scope attachments to Arma 3, utilising the game's weapon customisation feature. Currently the pack contains four optical sights: A Schmidt & Bender 3-12×50 PM II marksman scope (available in two variants both with black, desert and woodland colour schemes) A Schmidt & Bender 5-25×56 PM II sniper scope (with black, desert and woodland colour schemes) A Trijicon RMR mini red-dot sight, (variants for both rifles and handguns, both with black and Flat Dark Earth colour schemes) The UK Armed Forces Elcan Lightweight Day Sight (LDS) (in black and RAL 7006 coyote brown). An Eotech EO552 1x Holographic Sight (in black and RAL 7006 coyote brown). An additional (optional) file is included to allow attaching the RMR handgun variant to the game's 4-Five pistol - RKSL_RMR_4Five.pbo The main aim of the pack is to reflect personal equipment available to members of the UK's Armed Forces and their weapon systems. Full changelogs: RKSL_LDS.pbo RKSL_PM_II.pbo RKSL_PM_525.pbo RKSL_RMR.pbo RKSL_EOT552.pbo Be sure to read the online documentation (pending) and readmes for classnames and where to find the attachments in the editor. This addon addon requires the Community Base Addon! Joint Rails is required to maximise compatibility with Arma 3 weapons: Not only official weapons, but community-made weapons as well if they incorporate the common rail platform. Joint Rails is included in Community Base Addons (CBA) The RKSL Attachments Pack will hopefully be expanded to include more items in future - not limited to weapon scopes alone. The focus of the pack will likely continue to be to reflect equipment issued to UK Armed Forces, but additions will be made by the RKSL team on an ad-hoc basis, reflecting the current needs of our own projects and particular whims as addon makers. We hope you enjoy it. Documentation (needs updating, use the readme files for now) RKSLA3 Attachments Pack ReadMe **Downloads** v.3.01 Download Mirror 1 - @STEAM Workshop I accept donations if you want to provide one, no matter how small. This is completely voluntary and I'll continue to work on addons regardless of whether people donate to me or not.
  3. Hey folks, I am currently developing a Coast Guard Addon for Arma 3. I already modded a Coast Guard Faction and Uniforms as well as Boats and a Helicopter, and now I want to add some special Objects. A rescue basket and a life raft. I am pretty good at making 3d Models of technical objects so that was no challenge. However I am not really good at scripting configs for Arma 3 and working with the Object Builder. So I could use your help. Here is a model of the rescue basket I made https://steamcommunity.com/sharedfiles/filedetails/?id=1862964052 I was able to implement it into Arma but I need to add some features and solve some problems with your help. Features I have to add: -basket floats on water (implemented) -basket can be slingloaded to a helicopter (implemented) -basket has 2 passenger "seats" one for the survivor sitting in the basket and one for the rescue swimmer hanging on the side of the basket (implemented) -basket has strobelights for night operation (not really implemented) -lights can be toggled Problems: -basket is static, it won't fall down if placed in the air (fixed) -i dont know how to get textures on the basket (worked around) -basket doesnt move if a vehicle crashed into it (fixed) -crew view position is not where its supposed to be -sling loading behaves odd -light sources don't relly emit light to the environment Basically I want the basket to be a Boat which can't be driven because it has no motor. This is the current config of the basket class cfgPatches { class Rescue_Basket { units[] = {"Rescue_Basket"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; class Life_Raft_8 { units[] = {"Life_Raft_8"}; weapons[] = {}; requiredVersion = 0.1 requiredAddons[] = {}; }; }; class CfgVehicles { class Boat_F; class Rescue_Basket : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\Basket.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungskorb"; }; class Life_Raft_8 : Boat_F { side = 1; scope = 2; faction = "Coast Guard"; model = "\Coast-Guard-Objects\LifeRaft8.p3d"; slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"}; displayName = "Rettungsinsel (8 Personen)"; }; };
  4. FuRixX Lamborghini

    Addons question

    Hi everyone, hi need help, i want to put in safe my script in my Altis Life server to avoid script stealing, I wanna to create a addon like life_server and put my script there, but i dont know how to do that, please, any can help me?
  5. Work in Progress (v0.8) What is CoopR? The abbreviation CoopR resolves into Coop Roleplay. These two keywords are leading the whole idea of this modification. CoopR Mod is a gameplay overhaul. Combining coop gameplay with interesting yet not immersion-killing roleplay game elements. CoopR will come in two different release systems. The first to be published is the CoopR Light coop gameplay enhancement. It can be described as a subset of features that passed quality assurance by bringing proper gameplay enhancements that do not have any dependency to other addons of the CoopR Mod ecosystem. The other release is the CMF (CoopR Mission Framework). This framework will provide a library of editor modules and scenario attributes to create multiplayer missions that redefine ArmA3 gameplay by a large package of new immersive features. Additionally the integration of popular modifications like ALiVE and ACE3 will push the feature list even further. The CMF will be officially implemented by CoopR and is planned to run on multiple game servers. The collection of those servers is defined under the CoopR Combat Theatre term. A “theatre” defines the lore multiple servers are running under. Technically players can transfer their characters and squads only between servers where the threatre is the same. There is no way of transfering a World War 2 threatre character into a NATO war theatre. CoopR Light CoopR Light’s primary goal is to extend the gameplay of coop multiplayer squads. It is a small subset of the whole CoopR mod idea. When the development of CoopR Mod started it was clear that this modification will take at least two years to implement all planned features. As time went by the amount of feature ideas grew and therefore the release date was pushed back further into the unknown future. To this date the CoopR team managed to develop a working base with a good amount of core features. We realized that there is a basic feature set ready to be released. We call this set the “CoopR Light” release. The reason to release this light version to the community is to start testing the early state of the modification. We expect to receive hands-on feedback and suggestions that help adjusting the development process. Reported bugs will be brought into the development of CoopR and fixed in future releases. The following conditions need to be met so an CoopR addon is a candidate to be released in the CoopR Light release: No dependencies to other Non-Light addons Adds striking enhancement of coop gameplay Will not require a wipe of any persistence data CoopR Mission Framework The CMF (CoopR Mission Framework) will provide a vast variety of editor placed modules, scenario attribute configurations mission configurations. The CMF will also offer a library of script functions to publish an API for other addons or mods. This is what the framework will bring to the customization point of view. With CMF you can build a completly new type of coop missions. One core feature is the RPG addon. It allows players to create characters with perks and role specifications. These characters are persisted and accessible between different mission created by the CMF. This bring another gameplay addition to coop missions - progress. Characters can increase their skills and “farm” their equipment. Incapacitation is not a trivial thing anymore. You can lose access to your character for a long time or even lose him completely due to permadeath situations. But the RPG system is not at all the only thing coming with the CMF. To shorten it up here is a short list of features that are either nearly completed or work in progress: Character RPG System "Deployment Life" Simulation System Local Persistence & Web Persistence (CoopR HQ) Perk System Role Skill System Temporary Camp / Shelter System Supply Request System Personal Storage / Barrack System Recon Mission System CoopR Webapp / Mobile-App Character Management Extended Squad System many more in concept... Recruitment! The CoopR Mod team is looking for some fresh meat/veggie. Here are some positions we are in need for: SQF Developer (All Skill Levels) ArmA3 Extension Developer Game Concept Designer Vue.js Developer (All Skill Levels) 2D Artist Feature Roadmap Wiki WIP Find us CoopR Youtube Channel @cooprmod Instagram Support us on Patreon! Contribute on Github! Have a chat with us on Discord
  6. M2 Slammer Firepower Upgrade Project Current version: v6.1 Hello, I have created a little config mod with adds a new tanks based on the M2A4 Slammer tank for BLUFOR. It's my first mod like that so not everything works perfectly, so if you have any suggestions how to fix, or improve, certain elements, feel free to weight in. It was done mostly to figure out how to properly edit the config files. THIS MOD DOES NOT CONTAIN NEW MODELS (sadly) [FLUFF] NATO found the existing M2A1 firepower to be lacking. To fix this issue the "Firepower Upgrade Conversion Kit" has been developed for the M2A4 Slammer with was already upgraded with the TUSK (although M2A4 only had 105mm main gun). Along with the improved armor of the M2A4 variant, the additional firepower of the M2A6 is something to be respected. It can still carry troops as well, making it a unique jack-of-all-trades armored fighting vehicle. However, recent high intensity conflicts have shown that a highly trained and motivated enemy, as opposed to usual goat pushers NATO likes to stomp on, can withstand suppression from .50cal MG's. To rectify this, two further modifications to the M2 Slammer has been designed, based on the successful M2A6 Firepower Upgrade; the M2A7 and M2A8. For both, the gunner's 12.7mm coaxial machine gun has been replaced with 20mm autocannon, with has much bigger shock & terror impact on the infantry. The "Designated Infantry Combat Killer" variant, the M2A7, sees commander with 20mm Grenade Machine Gun instead of usual .50cal. The 20mm GMG have been proven useful in dealing with the infantry in cover. The M2A8 is a slight variation of the M2A7. Not happy with decreasing the long range engagement capabilities of the commander's weapon system in M2A7, the NATO engineers came up with the idea of mounting and "Advanced Suppression System", in a form of an 20mm autocannon, for commander's use. While the cannon lacks some of the splash damage 20mm grenades had, it allows for a long range engagements, retains most of the shock value, and can serve as an anti-air weapon. [/FLUFF] Features 4 new Slammer variants: M2A6, M2A7, M2A8 and M2A9 The main features of M2A6 Slammer Firepower Upgrade:new standalone tank for BLUFOR (just for compatibility's sake), the M2A6 improved armor of the M2A4 variant M2A6 can still carry troops enhanced optics for both, commander and the gunner. 2 new extra zoom levels and the commander gets an additional ultra wide default zoom (old one is still included) FLIR modes changed to black and white 120mm main gun ability for main gun and gunner's MG to lock onto ground targets (MG can lock onto air targets as well) with impact point calculation and automatic range and leading correction for moving targets 12.7mm coaxial machine gun for the gunner (Ma Deuce still got it) with 3x500rnd magazine with ability to lock onto air and ground target, impact point calculation and automatic leading for moving targets commander's MG now has impact point calculation ability to launch guided anti-tank and anti-air missiles, in both wire guided as well as fire-and-forget modes commander has a fully functional laser designator available for designating targets for other M2A6's, aircraft and such commander can fire 82mm mortar rounds, 8 shells in total AI gunner, once locked onto laser designated target, keeps following it allowing for guiding really tricky shots as a commander the M2A6 AI crew is aware of laser designated targets and will engage them, meaning UAV or infantry designation for the M2A6 is possible improved the engine power so the tank is more nippy and feels better to drive The main features of M2A7 Slammer Firepower Upgrade Cannons Infantry Terrorizer:further firepower enhancement of the M2A6 all of the advanced M2A6 features (laser designator, CCIP, 82mm mortar, etc.) 12.7mm coaxial MG has been replaced with a 20mm autocannon commander's MG has been replaced with 20mm Grenade Machine Gun The main features of M2A8 Slammer Firepower Upgrade Cannons Advanced Suppression:further firepower enhancement of the M2A6 all of the advanced M2A6 features (laser designator, CCIP, 82mm mortar, etc.) 12.7mm coaxial MG for both commander and the gunner have been replaced with a 20mm autocannons The main features of M2A9 Slammer Firepower Upgrade 140:further firepower enhancement of the M2A8 most of the advanced M2A9 features (laser designator, CCIP, etc.) commander loses his mortar no passenger capacity in exchange for more ammo new 140mm main gun with ammo: APFSDS, HE and FAE. The new gun can still fire missiles new 140mm main gun has a 4 shots autoloader with 5.5s delay between each shot and 20s magazine reload time new 140mm ammo: a thermobaric rounds (140mm FAE). They have pretty low damage, but they have huge splash radius less nippy then the other variants due to added weight of the bigger gun and ammunition (it just doesn't get the improved engine other variants got, it behaves like vanilla M2A4) Classnames B_MBT_01_FU_F - M2A6 classname B_MBT_01_FUC_IT_F - M2A7 classname B_MBT_01_FUC_AS_F - M2A8 classname cannon_120mmFU - new gun classname cannon_140mmFU - new 140mm gun classname mortar_82mmFU - commander's mortar classname HMG_127_FU_Hull - gunner's machine gun classname HMG_127_FU_Commander - commander's machine gun classname 20mm_cannon_FU_Hull - M2A7 & M2A8 gunner's autocannon classname GMG_20mm_FU_Commander - M2A7 commander's grenade machine gun classname 20mm_cannon_FU_Commander - M2A8 commander's autocannon classname ultra_Wide - new, additional, minimal zoom level for commander extra_zoom1 - extra zoom classname extra_zoom2 - new additional maximum zoom classname Sh_140mm_APFSDS - 140mm APFSDS shell classname Sh_140mm_HE - 140mm HE shell classname Sh_140mm_HET - 140mm FAE (thermobaric) shell classname 4Rnd_140mm_HE_shells - 4 round magazine of the 140mm HE shells classname 4Rnd_140mm_APFSDS_shells - 4 round magazine of the 140mm APFSDS shells classname 4Rnd_140mm_HET_shells - 4 round magazine of the 140mm FAE shells classname Known Issues 1. I have created a new gun based on vanilla 120mm, the classname is "cannon_120mmFU", its rather important as some script might require the gun classname to function properly (smart tanks for example). Also the model of the M2A4 is unchanged, meaning the gun still has 105 model, but it's not really all that noticeable. 2. For some reason the commander's weapons only get lead indicator when target is locked in by the gunner and for that target only. I think it's some engine limitation. 3. The AI likes to fire AT missiles first, so M2A6 only gets 2 AT missiles 4. Sorry, but this one is rather janky. I couldn't get the artillery computer working for the commander, it only worked for gunner and he didn't have the mortar available to him. You will need to eyeball it when firing. Also due to how turrets and such work, the mortar shell is fired from the commander's MG. 5. It's pretty random what weapon AI will use to fire at the laser marker, they like to fire AT at it. Also, they do not always spot the marker, so moving it around their field of view might get their attention. 6. With the new autocannons AI REALLY likes them for some reason, so far it may fire them at targets like APC's and such. If anyone knows how to limit that: drop an info. 7. The new CCIP has some issues with ACE, if you use the ACE FCS to range the target the CCIP will NOT be corrected for new range. This more of ACE issue with Arma 3 then with my mod, I'm sure it wil be fixed someday. Changelog v6.1 - current version * automatic leading and rage correction for the gunner returns * 140mm gun changed to be more like a World of Tanks autoloader: 4 shots in the magazine, 5.5s delay between shots, 20s magazine reload * lowered pitch on the 140mm firing sound to make it sound more powerful * added muzzle flash to 140mm (just artillery firing effect didn't have that for some reason) * added magazine reload sounds to 140mm * nerfed splash damage of the 140mm FAE (thermobaric) round, from 50m to 30m * changed ammo composition for the A9 with 140mm, now it has 4 round magazines with overall ammo count same as before, more or less * AT missile magazine to be bigger v6 * new variant the M2A9 with a new 140mm main gun. The new gun is bigger so commander lost his mortar in this variant and the passenger compartment was converted into ammo storage. The added weight makes the M2A9 slower then the other variants (it just doesn't get the improved engine other variants got, it behaves like vanilla M2A4). It still gets the 20mm autocannons as secondary guns * new 140mm gun gets new ammo as well with better stats then 120mm shells * new 140mm FAE shell. This thermobaric round has a low damage, but huge splash radius, ideal for taking out large groups of infantry * improved the engine on the M2A6, M2A7 and the M2A8. The tanks feels a bit more nippy especially on slight inclines. * lowered artillery charge of the commander's mortar to 30%. 50% made it shoot too far and it was hard to lob shells over close obstacles * removed the automatic leading correction for gunner. I discovered it could mess with your aim, the new lead indicator is shown instead, same as with commander v5 * new additional zoom levels for commander and the gunner. The commander also gets a new extra wide zoom level * FLIR modes for commander and the gunner changed to black and white * commander's mortar: reload time increased to 6 seconds (from 1.8), artillery charge dropped to 50% (from 70%) * 20mm cannons got another slight buff to RoF (still slower then 20mm GMG) * reduced magazine number for 20mm cannons and 20mm GMG, removed 1 magazine each v4.3 * fixed an issue in with commander's weapon systems were automatically corrected for targets aimed by the gunner. Now commander only gets target lead indicator, so he can fire at other targets without aim being messed up. v4.2 * fixed some of the 82 mortar issues: removed 2 firing modes so you only have 70% artillery charge, now you only need to press button once to change from mortar. Removed firing effect from the main gun * fixed AI sounds for 20mm cannons, now they are same as player's * 20mm cannons got a tiny RoF buff * decreased the amount of ammo for v4.1 * fixed the AI rate of fire and sounds for autocannons, hopefully without braking it in other ways v4 * two new variants for the Slammer, M2A7 and M2A8. Both now sport 20mm coaxial canon. The M2A7 is the infantry killer variant with 20mm GMG for the commander. The M2A8 has 20mm cannon for commander instead v3 * M2A6 now has it's own custom version of the .50's for both commander and the gunner. Both sport impact point prediction and gunner's MG can track air targets as well as automatically give lead to locked moving target. Those are custom in order to not create any possible compatibility issues * cleaned up config a bit v2 - fixed ballistic computer prediction, for now main gun can only lock onto ground targets, AA missiles work as they did v1 - initial release Download (Mediafire) Armaholic mirror Play withSIX mirror
  7. ello, community. I have created my second mod using Drongo's Config Generator. There was no problem creating the first one and I have learned to create such mods and files very quickly. I did everything the right way - I created my units and added Drongo's generator module in the editor, which created the .cpp file. I converted it into a .PBO file successfully using the Addon Builder. After that I uploaded the .PBO file and created a mod, launched it with the requirements, but an error occurs: File Addons\ config.cpp, line 2: /cfgPatches/: '-' encountered instead of '{' What could be wrong? I have opened the file and the '{' was there instead of '-', so it was OK. Here's the whole file's content: Thank you in advance!
  8. Currect Version: 5.3.0 (09-08-2019) FAQ FOR FREQUENTLY ASKED QUESTIONS (Expand) Download Links: Dropbox (631, 69MB) Steam Workshop ModDB 2035: Russian Armed Forces v5.3.0 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):
  9. https://github.com/DoubleRepo/PersistentTreeLogging
  10. https://github.com/jakehekesfists/DMD_BuildingReplace
  11. Altis Special Police Unit v1.49 by FoxFort Description: At the end of civil war in Altis, the Jerusalem Cease Fire of 2030 mandated the creation of an armed defence force to secure the sovereign territory of The Republic of Altis and Stratis, with that act Altis Armed Forces was born. But it was limited to have less then 1000 soldiers. In recent years, the on-going counter-insurgency operations in North-Western Altis resulted with worn down AAF military strength and with WW3 on the doorstep, the need to deal with insurgency and to increase overall security was a top priority. With active embargo on increasing the military strength. Altis government decided to form a Special Police Unit. The newly formed SPU consists only from current serving Altis police officers, who volunteered to server in area of counter-insurgency operation with hope of bringing order to chaos. New needed equipment for SPU was imported into country and the new 100+ strong SPU was formed. Wearing distinctive blue uniforms, SPU saw their first action in defence of Oreokastro. Features: Police Unit to boost defence of Altis from evil West and East 🙂 ------------------------------ Changelog: v1.49 - Added: New "Backpack Engineer" for engineer class. - Added: "US Plate Carrier Rig (Kerry)" model in black and olive-green camouflage. - Added: "GA Carrier Lite" vest in Olive-Green camouflage. - Changed: Class names and ingame names of various soldiers and equipment. - Changed: UAV operator now uses TRG20 rifle instead of PDF Scorpion. - Changed: UAV operator now wears "GA Carrier Lite" vest in Olive-Green camouflage. - Changed: The "US Plate Carrier Rig (Kerry)" model has replaced SPU NATO "Carrier Lite" model. - Changed: Pistol Rook-40 replaced ACP-C2. - Changed: Sniper and Spotter with OCP camouflage, now have brown NVG and khaki chestrig. - Tweaked: Sniper now has medical knowledge. - Tweaked: Spotter now has explosives knowledge. - Tweaked: Renamed "Optional" folders into "Alternative Weapons". - Tweaked: Two missions to work better with latest version. - Improved: Mod codes. - Improved: ACU and Multicam camouflages texture. - Improved: Humvees tires are now a bit darker. - Removed: Panther vest. - Removed: Khaki version of NATO "Carrier Lite". - Stopping support for "RHS:USAF" and "RHS:AFRF" assets, switching to "Alternative Gear - Contact DLC". (This is just a placeholder, Contact DLC is not yet released) ------------------------------ Notes: - The SPU addon is "standalone", which means you don't need to download any other addon in order to use SPU. Now there are alternative weapons files included that require official Arma 3 DLC ownership. Use them if you wish, but you can use only ONE set of alternative weapons at the time. - Originally, new Hmmwvs have been imported from ArmA 2 into ArmA 3 by "Aplion", then further tweaked by me (FoxFort) for usage in SPU addon. - The new MI-35M is not finished, I should improve it eventually.. ------------------------------ Known issues: - The new MI-35M is not finished, expect improvement. - Jeeps and Mi-35M mostly have a proper metal hit effect, but dirt splash when hit is still present on some parts (WIP). ------------------------------ License / Disclaimer: Just by downloading and/or using my mod/addon you automatically accept and apply: - You are allowed to use my "Altis Special Police Unit" in your private or public missions and servers. - You are allowed to use my "Altis Special Police Unit" as part of your mod/addon as long as you make that your addon/mod requires to have my mods/addons installed and running at the same time as a seperated entities. - You are not allowed to alter or to extract my assests from any of my mods/addons and to release it to public as your own work. - You are not allowed to use all or parts of my mods/addons in order to intengrate it into your mod/addon, without making "Altis Special Police Unit" mod/addon as a requirement to be installed and run as a seperated entities. - You are not allowed to use all or parts of my mods/addons in order to make any kind of damage to my name. - You are not allowed to port my work into other games/mods without asking me. --(Basically, just do not steal my stuff and pretend that you made them.)-- ------------------------------ Required Arma 3 DLCs for Alternative Weapons: For "Alternative Weapons APEX AK12": You need to own APEX DLC: https://store.steampowered.com/app/395180/Arma_3_Apex/ ------------------------------- For optional "Alternative Weapons APEX SPAR": You need to own APEX DLC: https://store.steampowered.com/app/395180/Arma_3_Apex/ ------------------------------- For Optional "Alternative Gear - Contact DLC": You need to own Contact DLC: https://store.steampowered.com/app/1021790/Arma_3_Contact/ ------------------------------ DOWNLOAD LINKS: Armaholic ModDB Steam Workshop ------------------------------ Credits & Thanks: BIS, Aplion and Mickyleitor. ------------------------------- Video preview of the mod: ------------------------------- Screenshots:
  12. THERE IS ONLY WAR A Warhammer 40,000 mod for Arma 3. Warhammer 40,000 is a thrilling fantasy universe, one filled with deep stories, enormous conflicts, supremely evil characters, and an eternity of unending, soul-crushing war. It deserves a proper, massive, frontline experience that only a certain game can provide, and that game is Arma 3. "There is Only War" is a mod whose goal is a true representation of 40k in Arma. There will be a no-nonsense approach to creating this ultimate experience - Boltguns will blow targets away, Necrons will be nigh indestructible, Space Marines will stand heads taller than mortals, and one day, Battle Titans may stride over warzones, crushing and annihilating whole companies of troops with one volley of fire. This project will be true to the universe, and lore will be followed as closely as possible, confined only by game limitations, and in extreme cases, common sense. Now, this mod is not affiliated with the Warhammer 40k mod already on the Steam Workshop. While most of the devs on this team came from that project, and quite a few assets were given to us by that mod, we are not working with them, we are a separate mod. It is also important to state that we are not and will not be using any stolen assets, or assets from 40k video games, content will be made the old-fashioned way. "There is Only War" is currently in early development, and we have under a dozen developers at this time. We don't have a first release date yet, but it is certainly within a few months, and afterwards, we plan on monthly updates and patches! This mod is a very ambitious one, scores of animations must be done, hundreds of models completed and textured, and uncountable hitboxes and configs made, and we are looking for more developers to aid us in our endeavor, if you love this universe you'll find yourself at home with us. It's a tough job, but this task is not impossible to complete. Here is a short gallery of assets currently being worked on : There are many more assets in production, but all will be posted in time. Lastly, we do not own Warhammer 40k, all credit goes to the respective owners!
  13. oOKexOo

    Achilles

    Achilles Achilles is a gameplay modification for Arma 3. It expands the Zeus real-time editor with many new additions as well as provides bug fixes. Achilles started as an expansion to Ares mod, which was created by Anton Struyk. Achilles became the de facto successor to Ares at the point the latter was no longer updated. Achilles has already grown into a splendid project, but new additions are still to come! Table of Contents Features Language Localization Getting Started Installing Required Addons Incompatible Addons Optional Addons Other Zeus Addons Documentation Reporting Issues, Requesting Features and Changes How to Contribute Basic Steps Setting up Your Local Development Environment Add a New Module Add a Translation Authors Contact License Features Visual changes to the Zeus interface Tons of new modules: ACE Medical (e.g. heal, injury; also work in vanilla!) AI Behaviour (e.g. animations, garrison buildings, surrender) Arsenal (e.g. add/modify) Buildings (e.g. destruction, breachable doors) Development Tools (e.g. execute code, config/function viewer) Environment (e.g. advanced weather, earthquakes) Equipment (e.g. toggle tac light) Fire Support (e.g. artillery, suppressive fire) Objects (e.g. attach to, toggle simulation, IEDs) Reinforcements (e.g. spawn reinforcements on the fly) Scenario Flow (e.g. advanced intel, side relations) Spawn (e.g. custom compositions, smoke pillar, USS Freedom) Zeus (e.g. add/remove objects) Extended attribute window: Groups (e.g. careless, hold fire) Vehicles (e.g. cargo, pylons, garage, damage wheels) etc. New waypoint types: e.g. seek and destroy, paradrop, sling load Hotkeys: Copy/past units including the full loadouts Remote control etc. Customizations: Settings (e.g. faction filter) Language Localization Achilles is available for the following languages: English French German Japanese Russian Simplified Chinese Traditional Chinese If your language is not on the list, the English localization will be used. We welcome any new translations (check out How to Contribute). Getting Started Below is what you need to know to get Achilles up and running: Installing Required Addons Incompatible Addons Optional Addons Other Zeus Addons Installing You can download Achilles from: GitHub Steam Workshop Armaholic If you are not familiar with installing ArmA 3 addons, check out the Armaholic installation guide. Required Addons Achilles requires: Arma 3 Community Based Addons A3 (CBA_A3) Incompatible Addons Addons that you should not run when you use Achilles: Ares Optional Addons These mods below are required for certain features (e.g. fast-roping): Advanced Combat Environment 3 (ACE3) Advanced Rappeling (AR) Task Force Arrowhead Radio (TFAR) Other Zeus Addons A list of other Zeus mods that are not required, but nice additions: Zeus/Eden Compositions (ZEC) Zeus/Eden Compositions for CUP (ZECCUP) Zeus/Eden Interiors (ZEI) Documentation Check out the Achilles Wiki and the Achilles Tutorial Series on YouTube. The documentation is rather limited at the time and thus, you will certainly have questions. We will gladly answer them on our Discord server. Reporting Issues, Requesting Features and Changes Please use our Issue Tracker for these kinds of purposes. In the case of a bug report, please only use a minimal set of mods (i.e. only use other mods than the required ones if they are clearly related to the issue). How to Contribute We always welcome contribution to the repository and thank you for your work! We will update the list of contributors. What you need to know: Basic Steps Setting up Your Local Development Environment Add a New Module Add a Translation Basic Steps Fork the Achilles repository Set up your local development environment Do your stuff Create your pull request And then we will have a look at your work! Setting up Your Local Development Environment Clone your forked repository Set up your addon builder (either get Hephaestus or use the AchillesAddonBuilder.bat in the repository) Add a New Module A good starting point for your new module is the custom module framework. We will gladly help you to port your custom module to Achilles (message us on our Discord server). Add a Translation You have to edit the stringtable.xml. The basics about string tables can be found on the Bohemia Interactive Wiki. If you don't want to edit the file with a text editor, you can use a dedicated tool such as Tabler. Authors Check out the list of contributors. Contact Find us on our Discord server. License Achilles is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.
  14. Spetsnaz SSO v1.30 By FoxFort Description: Unknown camouflage units have been spotted on island of Altis, they appear to wear russian made equipment and they have no markings of any kind. No one knows for sure who there are and what are they doing there, but they appear to be working with AAF. The locals have a nickname for them, they call them: "Little green man". ------------------------------ Features: Adds Spetsnaz SSO look-alike. ------------------------------ Usage: In Editor, on AFF side, you can find them separately under "Spetsnaz SSO". ------------------------------ Notes: This was my first addon that I made for ArmA 3 and I've even forgotten about it, so here's a quick fix in order to bring it into working condition (again in 2018 & now in 2019 LoL). In case you do not own APEX DLC, you can still play. AI will use APEX AK-12s, but you will have to use a different weapon. ------------------------------ License / Disclaimer: Just by downloading and/or using my mod/addon you automatically accept and apply: - You are allowed to use my "Spetsnaz SSO" and "FoxFort Camo Pack" in your private or public missions and servers. - You are allowed to use my "Spetsnaz SSO" and "FoxFort Camo Pack" as part of your mod/addon as long as you make that your addon/mod requires to have both of my mods/addons installed and running at the same time as a separated entities. - You are not allowed to alter or to extract my assests from any of my mods/addons and to release it to public as your own work. - You are not allowed to use all or parts of my mods/addons in order to intengrate it into your mod/addon, without making "Spetsnaz SSO" and "FoxFort Camo Pack" mods/addons as a requirement to be installed and run as a separated entities. - You are not allowed to use all or parts of my mods/addons in order to make any kind of damage to my name. - You are not allowed to port my work into other games/mods without asking me. --(Basically, just do not steal my stuff and pretend that you made them.)-- ------------------------------ Changelog: v1.30 - Added: IR Strobe Grenade to all soldiers. - Changed: All soldiers now use Russian Radio Protocols. - Changed: All soldiers now have mix of Euro, Asian faces. - Changed: Heavy AT for desert squad now use brown version. - Changed: RPG-42 Green texture changed to new vanilla A3 one. - Changed: All MRCO scopes on AK-12s have been replaced with ARCO AK. - Changed: All NV Goggles have been replaced with new Compact green NVG. ------------------------------ SCREENSHOTS: ------------------------------ Requirements: - FoxFort Camo Pack - APEX DLC ------------------------------ DOWNLOAD: MODDB ARMAHOLIC STEAM ------------------------------
  15. 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? Two main game servers: One “vanilla” public server and one “addon” server. 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 clientside 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 (e.i. always revive vs permanent death). What times do you play? Zeus Community #1 Public: Gamenight every Sunday & Thursday, start 18:30 UK time (GMT/BST) Zeus Community #2 Addon: Gamenight every Saturday & Wednesday, start 18:00 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 Links Teamspeak: teamspeak.zeus-community.net Website: https://zeus-community.net/a3/ Forum: https://zeus-community.net/a3forums/index.php Information Repository: https://goo.gl/mLQgP5 Steam Group: https://steamcommunity.com/groups/ZeusCommunity Discord: https://discord.gg/v6yng8p 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.
  16. Replacing weapons with Airsoft Guns and Game system. Current version 1.4 Steam Workshop •add 15 weapons. •Three game mode systems. •ArG Weapons Box. •gamer units and groups. •HitCall System. •TimeCounter operation Items. •Kill Count operation Items. •Capture The Flag Operation Items. (WIP) --Ver1.4 Changelog-- Add •GameMaster Menu.--Ctrl + Shift + Y is the default key to open. Key setting is possible. •Capture The Flag Operation(Stable). •Combo starter (multi-operation compatible). Change •start music can be selected from the ArG Game Setting Module or GameMaster Menu(27 songs). •To the new work which made the sample mission correspond to Ver 1.4. Remove old missions. Delete •TimeCounter Operation Call Ready(Blue) •TimeCounter Operation Call Ready(Red) •kill Count Operation Call Ready(Blue) •kill Count Operation Call Ready(Red) Fix •Lots of small fixes .... •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 “Kill Count operation”] Place GameStart Call Ready[Blue] and GameStart Call Ready[Red]at the start positions of west and east respectively. [case of “Time counter operation”] Place GameStart Call Ready[Blue]and GameStart Call Ready[Red]at the start positions of west and east respectively. And place the time counter box and the buzzer sound source anywhere. [case of “CaptureTheFlag operation”] Place GameStart Call Ready[Blue]and GameStart Call Ready[Red]at the start positions of west and east respectively. And place the Capture the flag and Place markers of variable names "westHQ" and "eastHQ" 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.
  17. Addon "Aerodrome ICAO signs and NDB" for ARMA 3 PC game by NightIntruder ver. 0.93 05.OCT.2016 PLEASE NOTE: reading of the readme included in the addon is the obligation before usage of the addon. Without reading whole document you are not permitted to use the addon and obliged to delete it from all data storages where the addon was stored. 1. INTRODUCTION 2. ADDON FEATURES 3. CREDITS & COPYRIGHTS 4. LICENCE AND END USER AGREEMENT 5. BUGS & TO DO 6. CHANGELOG 1. INTRODUCTION The addon was made by NightIntruder. My main goals to achieve while working on the addon were: - to have ICAO signs for airports whenever I fly with my fellow v-pilots during our scenarios, - to have helping signs while taxiing according to ATC's direction - to have airport charts that would help having better SA at airports - to have better and more realistic immersions at airports - to encourage mission makers of colaborating communities to include ATC slot for their's MP scenarios It took me 4 days to create the addon. Initially I didn't want to release the addon but finally I thought that the addon is good enough to share it. In creation of the addon following software were used: - Autodesk 3D Studio Max 2016 (3D, models, unwrapping) - Autodesk Photoshop CS 2 (2D, textures) - Notepad ++ (writing configs) - BIS Developer Tools: Object Builder, ModelBuilder, IMGtoPAA. 2. ADDON FEATURES: - 1 model of NDB station - a bearing system courtesy of TeTeT - 6 different models of standing sign (low-poly, app. 240 polys per sign) - 3 different models (simple polys) for laying sign - 833 custom made textures that cover most of ICAO signs related to taxiways, stands, APRONs, runways - changing textures of a signs' polys based on setObjectTextureGlobal command - standing signs are backlighted during night time - a mission with pre-placed signs on four Tanoa's aerodromes and NDB stations is included - charts of Tanoa's aerodromes are included - a server key included - a manual with path to textures included 3. COPYRIGHTS & CREDITS - NightIntruder: work on whole addon, including models, textures, rvmat and config - Bohemia Interactive Studio: for the great ARMA-family games. - 7WEDS and ArmaCoopCorps communities fellow v-pilots for being inspiration for the addon. - TeTeT: for scripted bearing indicator system 4. LICENCE AND END USER AGREEMENT The addon has been made under Creative Commons 4.0 BY-NC-ND licence: http://creativecommons.org/licenses/by-nc-nd/4.0/legalcode The Author of the addon is Robert Koterbski also know as NightIntruder. Copyrights and ownership of the addon belongs entirely to the Author. There are additional restrictions applied by the author to the addon in terms of End User Agreement: - using the addon for military purposes is not allowed without permission granted by the Author, - you have no rights to upload the addon on Steam or use it at any monetization servers Remeber, the addon is provided "as-is", use at your own risk. 5. BUGS & TO DO BUGS: - not known TO DO: - to add a few missing textures - to add ruin model of NDB station - to add approach /depart procedure charts (courtesy of jacd from 7WEDS) - get feedback and release final version 6. CHANGELOG Version 0.93 05.10.2016 - added NDB station object with 4K textures (change in package weight from 6 to 38MB) - sample mission reworked (added new NDB stations at 5 places and script of bearing indicator) - 3 aerodrome diagrams were updated to new positions of NDBs - the addon's manual was extended by NDB-wise section Version 0.92 03.10.2016 - sample mission reworked (added approach NDB stations at 5 places) - Bala airstrip diagram added Version 0.91 03.10.2016 - scope of the addon enhanced by NDB station object and script Version 0.9 02.10.2016 - first BETA release of the addon DL link (google docs): http://drive.google.com/open?id=0B6u6Y4Pnn63jNUdrUWE5aWtDRlE DL link (sendspace): http://www.sendspace.com/file/t3zkak
  18. Hi all, Need some tools to create your mission or spice it? I created an addon for mission markers. Do not hesitate to ask how things work and report any bug. I'll reply to suggestions and I'll share scripts as usual.
  19. So i recently made a retexture of a uniform following a tutorial, at first i used the config that the tutorial used and then one that i found on the internet. But it doesn't work i was wondering if someone could help me out here. Note - i do not know how to make configs or how to code.
  20. [FOX] Ambient Airspace Heyo, [FOX] Ambient Airspace is a modified version of my ambient flyby script. Features: Auto initialization, load the addon and done Random CIV flyby in ANY mission (default every 15 min / 1 vehicle) Support for RHS,CUP and for custom classes via patch or script Singleplayer | Localhost or use it only on server ( clients dont need it ) WKS-> https://steamcommunity.com/sharedfiles/filedetails/?id=1617724896 For settings check out https://github.com/Skullfox/fox_ambient_airspace
  21. Hi I am new to Arma 3 modding scene, but I have previous experience with another engine. I am wondering where to start - and what resources are available. Such as rigging for clothing and units, but also vehicles mainly tanks. If anyone could point be to tutorials or even some sample resources to use, that would be appreciated! Thanks for any advice!
  22. I wanna make the situation of like the "RED DAWN" movie, "World in Conflict" game. (not for life gameplay) But any A3 city police add-ons are almost "short-sleeved uniform" not match winter maps. So I'd to make a (long sleeved) uniform like an American POLICE. Not SWAT or FBI or some. City Police (like a DPD, SPD, LAPD, NYPD etc...). That using retexture of CUP or PROJECT OPFOR. or another way. Therefore, I want to change some textured material of uniform but I don't know how to changes that Rvmat. Or did someone know "long-sleeved USA Police officer Uniform"? If knew that, please tell me.
  23. Allahu Akbar my friends, i present you an Zeus|Achilles addon which your community will love if they survive. This addon extends Achilles with 4 new modules all for the modern suicide bomber and terrorist. Carbomb Drop the module on a vehicle and make it a portable bomb, when you hear the mobile phone ringing its already too late. Carbomb KI Drop the module on a civilian and select the vehicle which the "terrorist" will sabotage. Remote IED Drop the module on a civilian near a road and let him place a IED Suicide Bomber Drop the module on a civilian to convert him to a portable IED, never forget they have maybe a deadman switch. Requirements: CBA_A3 ACE³ Achilles Notes: 3den Attributes currently removed Ace³ carbomb disarming will be included in a later update various function name changes Download: Steam Workshop Armaholic Reuploads are not allowed exceptions: Armaholic Functions: News,updates and more on my Discord. For mission makers Needs rework
  24. U l t r a S i m p l e H e l i c o p t e r R e q u e s t I'd like to share a little thing, nothing big. KeyCat asked for this feature in another project and it didn't fit. Since I can not say no to cats, I wrote an extra mini addon. Description: Mini dialog to request any helicopter of your side, with a small crew that joins your group. Should work in any mission and with any properly configured addon, 2 chopper limit. Download: Community Base addons A3 Signed: Nope, since no MP restrictions were made and you could trick the script and spam choppers. Usage: Press Hotkey (default: END) to bring up mini-interface. Choose and request helicopter. Helicopter will spawn a few clicks away and report in after 10 seconds, then fly towards your position. There is a limit of 2 choppers at a time to prevent spamming. Known issues: Helicopter can crash on spawn in rare cases. Please note: There is nothing official about this. What you see here is me returning a favor to an old battle buddy and sharing it with you lot. No support, no updates, just so you know. Changelog: Enjoy!
  25. Hello, so ive spent a lot of time playing arma with my friend on my own created server with custom zeus vs zeus mode (we play with addons for russian and USA vehicles and soldiers, Russia vs USA) and we want to play with prices of soldiers so the other army cant cheat, and I tried for 30 mins searching google and trying to set up this mode on 1 zeus, but when I open zeus as game master, there is just drones section for russia NPC, and I cant even afford it cause prices with addons are bit bugged or arent set. Please help me, if you dont understand me, tell me, I try to explain more. Here is video of what im talking about, cause my english is bad:
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