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recruiting 7th Battalion, Royal Australian Regiment | MILSIM Recruiting!
SGT Pearce posted a topic in ARMA 3 - SQUADS AND FANPAGES
7th Battalion, Royal Australian Regiment Milsim Unit The 7th Battalion Royal Australian Regiment Relaxed Mil-Sim Unit is looking for members who are looking for an Australian Military Simulation experience, you will learn the basics of infantry combat on a section level to a Platoon level and we offer leadership roles and specialty roles. The roles we offer are as follows: Roles: • Infantry (Rifleman, LSW, Grenadier, NCO) • Combat Engineer • Artillery Light Gunner • Artillery Observer • Armoured Vehicle Crew (Driver, Gunner etc) • Helicopter Pilot • Commando Requirments: • 16 years old (minimum age) • have a working mic • be on reguraly for operations and training Who are we? 7th Bat, Royal Australian Regiment also known as 7th Bat, RAR is a ArmA 3 Relaxed MILSIM group that prides itself at giving players a fun, serious and realistic way of playing ArmA 3. 7th Bat Has core values that keep the unit together, these core values include; • Teamwork - The ability to work together to achieve a common goal, • Resolve - to overcome a task and challenge no matter of hard or dire the situation is, • Respect - To treat others how you want to be treated and to acknowledge their ideas, • Train ability - the ability to be trained in any environment/situation and to have to drive to learn, • Adaptability - the ability to be familiar and adjust to a unfamiliar situation and, • Initiative - to take appropriate action into your own hands without being told by anyone. What does Training involve? NOTE: Recruits CAN Participate in Operations and Campaigns! 7th Battalion's training program is simple yet challenging this so we can get players on to the field as fast as we can, 7th Bat tries to simulate the training process so once an application has been submitted jump on teamspeak and a officer or a sergeant with a "J-1" Tag will do a interview with you and you will be placed in to the "School Of Infantry" for basic training, for training training includes; PHASE 1: FIELD • Basic weapons (small arms, launchers eg) • Strategies • Field movements • Engagement • Interpreting orders (tested in crucible) • Field craft *trenches, cam conceal, base building* • Navigation PHASE 2: RAITEL & FIRST AID • Loc stats • Operating a short range and long range radio • Proper ratel procedures • Treating wounds • Treating others wounds PHASE 3: Crucible • 7 checkpoints • Constant ambushes • Civil Welfare • Radios • Fieldcraft • Defensive position 5 minutes prep • Self first-aid • Weather change PHASE 4 IETs (Initial Employment Training) • Specialized training for different roles Interested? If you are interested, Fill out the application form in the link below and join our TeamSpeak server and Message/Poke SGT Pearce and/or CPL Tiernan and we will assess the application: Website: https://7thbattalion-milsim.weebly.com/application-form.html TeamSpeak: ts3.syd.wombatserve.rs:10103 -
[Release] Airburst HE (ACE3 Compatible)
beno_83au posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Download: MIL_airburst - Dropbox / Armaholic Description: I created this for VBS3 and converted it across (and fancied it up) for ArmA 3. It allows required ammunition types to be detonated for use as an airburst round. This was converted primarily for the ADF Uncut Carl Gustav 84mm HE round, however it could conceivably be used for any explosive round (also tested on vanilla RPG-42 HE and HEAT rounds). Features: - GUI for quick input of range. - Engagement distances: - Range setting under 40m will have no affect (i.e. impact detonation). - Range setting between 40m and 70m will have a chance to fail to detonate. - Can be applied to only selected players (e.g. units who would be trained in the application of HE rounds for airburst). - Can account for numerous ammunition types (customisable). - Range setting will be "remembered" until a round is fired (pre-set a range into the next round). - More of a sacrifice on realism in favour of gameplay: - Range can be re-adjusted, including closer, without "breaking" the fuse. - AT gunner is the one making fuse adjustments. - Can potentially be used on any explosive round not featuring an adjustable fuse in reality (e.g. HEAT rounds). - Support for multiple languages (if required). - ACE3 compatibility. To use: - English only: - Copy the folder MIL_Airburst to your mission folder. - Multi-language: - Copy the folder MIL_Airburst(MultiLanguage) to your mission folder and remove the (MultiLanguage) from the folder name. - Copy stringtable.xml to the mission's root directory. OR - Copy the project under <Project name="MIL_Airbust"> into an existing stringtable.xml. - Add these lines to your description.ext #include "MIL_airburst\defines.hpp" //(basic level of GUI defines, nothing flash) #include "MIL_airburst\fuseSetting_dialog.hpp" - Run this command from initPlayerLocal.sqf for MP (or init.sqf for SP) before the mission starts: private ["_units","_ammo"]; _units = ["_unitName"]; _ammo = ["_magazineName"]; if ((str player) in _units) then { nul = _ammo execVM "MIL_airburst\initAirburst.sqf"; }; _unitName - string - unit/s to be allowed to set ranges. _magazineName - string - magazine/s to be allowed to have their range set. Example: private ["_units","_ammo"]; _units = ["p1","p2"]; _ammo = ["RPG32_HE_F"]; if ((str player) in _units) then { nul = _ammo execVM "MIL_airburst\initAirburst.sqf"; }; Credits: - @madpat3 for his German translation. Media: Demo (1:06): Employing Airburst (8:42): If anyone finds any problems please let me know (particularly with the translations, my Google assisted German ones were pretty bad). Thank you. Change log:- 84 replies
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G'day all currently in the process of finishing off an ADF Hawkei. (come across a few snags, see link for details: https://www.reddit.com/r/armadev/comments/6mrb6b/need_some_vehicle_mod_help/) ^^^ TAN VARIANT ^^^ ^^^ 'Auscam' ^^^ needs a bit of work* ^^^ INTERIOR ^^^ *needs a lot of work, mainly just going through and re-UV unwrapping and texturing* current process: interior modeled, needs texture re-done (that can be done after i get it released) exterior modeled, tan done, 'auscam' needs work done in game: just gotta fix that problem stated above in the reddit link, and do the PIP for the mirrors Cheers, Yoilon *EDIT: Now released: http://steamcommunity.com/sharedfiles/filedetails/?id=1100846946 (05/08/17)
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Australian Defence Force Uncut - DISCONTINUED
Raid posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Australian Defence Force Uncut 0.5.1 MEDIAFIRE IMAGE GALLERY NO LONGER SUPPORTED New devs WIP thread: -
[WIP] Project Overwatch - Australian & New Zealand Special Forces
Saxøn posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
G'day all, What is Project Overwatch?: Project Overwatch is a modification aiming to replicate all modern vehicles, weapons and equipment used by both Australian and New Zealand Special Forces Branches. Today we are proud to announce Project Overwatch. The majority of us have been playing the ArmA series since OFP and we intend on bringing quality content rather in regards to our work and features. However we do have lives outside of Arma and are mostly very busy people so the mod is being worked on at our own pace. We are always looking to strengthen our foundations and expand the team. If you are confident in Configs or scripting, 3D art, Textures, Terrain development or O2 feel free to contact me via the forums. Any and all help will be appreciated greatly. Branches we are focusing on include the Australian 2CDO (2nd Commando Rgt), SASR (Special Air Service Regiment), SOER (Special Operations Engineer Regiment), NCDT (Navy Clearance Diving Teams), TAG-E and TAG-W (Tactical Assault Group East and West), 4SQN (No.4 Squadron RAAF) and the 1STNZSAS (1st New Zealand SAS). General questions will be accepted on the thread, so long as they aren't feature requests, stupid questions or just plain ol' spam Disclaimer: Project Overwatch is merely a placeholder title for the modification and may be changed at a later date.- 59 replies
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