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Showing results for tags 'america'.
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Come join the First Armored Division, we currently have 12 people, but pull in the corp 30-40 in events and drills! We have many mos, everything from motorized rifleman to a helicopter gunner. We primarily focused on land fighting but will have the occasional apache in missions. There is no age limit, only requirement is to have arma 3 and speak ok english. https://discord.gg/NsUyQXjQ4z To join copy and paste this link into your browser and accept the invite.
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milsim [US/EU] 24th Armeekorp [Iron Front MilSim][Wehrmacht]
desertfury16 posted a topic in ARMA 3 - SQUADS AND FANPAGES
XXIV (24th) Armeekorps The 24th Armeekorps was founded to create immersive and realistic ArmA3 community with a focus on the Germany Army during World War 2. Part of this Community is a dynamic campaign that starts with the Occupation of Czechoslovakia, the Invasion of Poland and the Blitzkrieg in the West and takes in important Events like Dunkirk, the Battle of the Bulge, the fight for Stalingrad and the Battle of Crete. We feature - Zeus-aided Missions - Dynamic and Chornologic Campaign - Regular Trainings and Events - Ranks - TFAR - Website / Forum - Teamspeak 3 - EU/US Friendly Times We are recruiting Currently we are looking for: - Pilots - NCO's - Medics (Requires knowledge of ACE-Medical) - RTO's - General Recruits and Personelle You can contact us over ... ... our Website ( http://xxivarmeekorps.gamerlaunch.com/ ) ... our Steam Group ( http://steamcommunity.com/groups/24thArmeekorps ) ... our ArmA3 Unit Page ( https://units.arma3.com/unit/xxivarmee ) ... our Teamspeak ( 173.234.27.145:9993 ) ... me personally ( http://steamcommunity.com/id/thedesertfox_xxiv ) -
Introducing my first terrain: Ergon County [WIP] Ergon County ([WIP] name) is based off a fictional region in the Rocky mountains, Canada. It has dense forests and a few villages with surrounding military bases. The map also varies greatly in elevation seeing as it is created with inspiration of the rocky mountains. Dense forests with tall trees and various locations give it a feel of a county up in the north with a vast wilderness as well as scattered villages and military installations. Features: 4km X 4km terrain making it a small but detailed terrain Detailed villages / towns scattered around the map Several military installations Completely created with Buldozer Dense forests with beautifull snow themed trees and mountains Several open areas open for possibilites such as camps, or base building Almost all buildings are enterable Planned features: Airfields (2 or 3) where there will be a mix of military airfields and civillian airfields More custom areas with great detail added to them More towns and possibly a connecting river across the map Screenshots (Bare with me, I am not the best at taking pictures) Old Castle One of the towns One of the military installations Abandoned quarry The complete album:
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Flying Destroyer Script - America on a Boat
fl4shrewind posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is one of my first scripts I ever made and I have spent no time to make it more condenced but it works and it's beautifal :D ! In this script it will spawn a US Destroyer (big boat), then attach an Apache to it along with a few other decorative props, and lastly a red, white, and blue smoke trail for your skywritting needs. This was originally in my admin menu I made so Its designed to be in a menu tree on my Action menu. I've removed what I could of that aspect so all you have to do is pick a way to execute this command however I will supply one way for you if you do not know how. This script has no real purpose other than something fun to show your friends. Originall inspiration was from the PapuWarfare test server, I saw Viba spawn in huge boat and fly it around, I was forever inspired to one day get that to work and I have surely built apawn it. <3 Viba and Papu, RIP Server. I also had an automatic cleanup feature in this scrip which you may not like since for testing reasons I had spam my hint box and you may just want to look at this work of art and it automatically removes it shortly afer you exit the vehicle. So here it is! STEPS: 1) Create a text document and save it as "flyingDestroyerT1.sqf" in the MP mission (or SP) folder that you will use in step 2 Example Directory: C:\Users\Joey\Documents\ArmA 2\MPMissions\ReWind%20ExampleMissionName.Chernarus 2) In your mission editor, add a playable unit. Under its initialization field paste this into it: family1 = _unit addAction ["<t color='#9A2EFE'>- </t><t color='#FF0000'>M</t><t color='#FFFFFF'>u</t><t color='#0000FF'>r</t><t color='#FF0000'>i</t><t color='#FFFFFF'>c</t><t color='#0000FF'>a</t> <t color='#FF0000'>A</t><t color='#FFFFFF'>i</t><t color='#0000FF'>r</t><t color='#FF0000'>l</t><t color='#FFFFFF'>i</t><t color='#0000FF'>n</t><t color='#FF0000'>e</t><t color='#FFFFFF'>s</t>", "flyingDestroyerT1.sqf"]; 3) In "flyingDestroyerT1.sqf" copy and paste The code below into the file and save it. ////////////////////////////////////// // // // The Real American Destroyer // // By: ReWind // // Steam: // http://steamcommunity.com/id/45645667867834534/ ////////////////////////////////////// //Identifing Player //Spawning the Apache on players position //Moving player in driver seat of Apache //Spawning Destroyer on players position //Attaching Destroyer to Apache //Getting player Direction before spawn //Telling player the direction they faced //Setting Apache and player direction where player looked _unit = _this select 0; _position = getPos _unit; // you can spawn this anywhere since your player is automatically moved to driver _vehicle = "BAF_Apache_AH1_D" createVehicle (_position); // You may change "BAF_Apache_AH1_D" to any vehicle classname you want and it will function the same _vehicle engineOn true; // False to spawn the vehicle off _unit moveInDriver _vehicle; // !!You NEED this otherwise there is no way to get into the driver seat!! _vehicle allowDamage true; // Set False to make the chopper indestructable (if you crash a heli while invincable it still often times explodes) _vehicle0 = "Land_Destroyer" createVehicle (_position); // There is also another boat I think it is called "Land_Fragetta" not sure but you can interchange them however the props will not allign properly _vehicle0 attachTo [_vehicle,[ 0, 0, 4.5]]; _vehicle0 setVectorDir[0,0,180]; _vehicle0 setDir 180; _direction = getDir _unit; hintSilent format["Based on the direction you were looking, the Object will spawn facing: %1 degrees",_direction]; _vehicle setDir (_direction); _unit setDir (_direction); //Adding other props to give detail _vehicleProp13 = "C130J_static_EP1" createVehicle (_position); _vehicleProp13 attachTo [_vehicle,[7,0,11.5]]; _vehicleProp14 = "C130J_static_EP1" createVehicle (_position); _vehicleProp14 attachTo [_vehicle,[-7,0,11.5]]; _vehicleProp13 setVectorDir[0,0,180]; _vehicleProp14 setVectorDir[0,0,180]; _vehicleProp13 setDir 180; _vehicleProp14 setDir 180; _vehicleProp1 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp1 attachTo [_vehicle,[ 7.65, -25.22, 16.5]]; _vehicleProp2 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp2 attachTo [_vehicle,[ -7.65, -25.22, 16.5]]; _vehicleProp3 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp3 attachTo [_vehicle,[ 7.6, -27.82, 16.5]]; _vehicleProp4 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp4 attachTo [_vehicle,[ -7.6, -27.82, 16.5]]; _vehicleProp5 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp5 attachTo [_vehicle,[ 7.5, -31.3, 16.5]]; _vehicleProp6 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp6 attachTo [_vehicle,[ -7.5, -31.3, 16.5]]; _vehicleProp7 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp7 attachTo [_vehicle,[ 7.5, -33.9, 16.5]]; _vehicleProp8 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp8 attachTo [_vehicle,[ -7.5, -33.9, 16.5]]; _vehicleProp9 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp9 attachTo [_vehicle,[ 7.39, -37.38, 16.5]]; _vehicleProp10 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp10 attachTo [_vehicle,[ -7.39, -37.38, 16.5]]; _vehicleProp11 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp11 attachTo [_vehicle,[ 7.34, -39.28, 16.5]]; _vehicleProp12 = "FlagCarrierUSA_EP1" createVehicle (_position); _vehicleProp12 attachTo [_vehicle,[ -7.34, -39.28, 16.5]]; //Maintaining smokes when player is alive //Spawning Blue Smokes //Attaching Blue smokes to Apache even with back of destroyer //Starting cleanup, when vehicle is not active, smokes stop, props are then removed. Also deletes props if the vehicle explodes while {alive _vehicle} do { if (vehicle player == _vehicle) then { hint "Vehicle Active: True"; _vehicle1b = "SmokeShellBlue" createVehicle (_position); _vehicle1b attachTo [_vehicle,[0,-70.6,4.5]]; _vehicle2b = "SmokeShellBlue" createVehicle (_position); _vehicle2b attachTo [_vehicle,[0,-70.6,4.7]]; _vehicle3b = "SmokeShellBlue" createVehicle (_position); _vehicle3b attachTo [_vehicle,[0,-70.6,4.9]]; _vehicle4b = "SmokeShellBlue" createVehicle (_position); _vehicle4b attachTo [_vehicle,[0,-70.6,5.1]]; _vehicle5b = "SmokeShellBlue" createVehicle (_position); _vehicle5b attachTo [_vehicle,[0,-70.6,5.3]]; _vehicle6b = "SmokeShellBlue" createVehicle (_position); _vehicle6b attachTo [_vehicle,[0,-70.6,5.5]]; _vehicle7b = "SmokeShellBlue" createVehicle (_position); _vehicle7b attachTo [_vehicle,[0,-70.6,5.7]]; _vehicle8b = "SmokeShellBlue" createVehicle (_position); _vehicle8b attachTo [_vehicle,[0,-70.6,5.9]]; _vehicle9b = "SmokeShellBlue" createVehicle (_position); _vehicle9b attachTo [_vehicle,[0,-70.6,6.1]]; //Spawning Red Smokes //Attaching Red smokes to Apache even with back of destroyer _vehicle1r = "SmokeShellRed" createVehicle (_position); _vehicle1r attachTo [_vehicle, [0,-70.6,6.3]]; _vehicle2r = "SmokeShellRed" createVehicle (_position); _vehicle2r attachTo [_vehicle, [0,-70.6,6.5]]; _vehicle3r = "SmokeShellRed" createVehicle (_position); _vehicle3r attachTo [_vehicle, [0,-70.6,6.7]]; _vehicle4r = "SmokeShellRed" createVehicle (_position); _vehicle4r attachTo [_vehicle, [0,-70.6,6.9]]; _vehicle5r = "SmokeShellRed" createVehicle (_position); _vehicle5r attachTo [_vehicle, [0,-70.6,7.1]]; _vehicle6r = "SmokeShellRed" createVehicle (_position); _vehicle6r attachTo [_vehicle, [0,-70.6,7.3]]; _vehicle7r = "SmokeShellRed" createVehicle (_position); _vehicle7r attachTo [_vehicle, [0,-70.6,7.5]]; _vehicle8r = "SmokeShellRed" createVehicle (_position); _vehicle8r attachTo [_vehicle, [0,-70.6,7.7]]; _vehicle9r = "SmokeShellRed" createVehicle (_position); _vehicle9r attachTo [_vehicle, [0,-70.6,7.9]]; //Spawning White Smokes //Attaching White smokes to Apache even with back of destroyer _vehicle1w = "SmokeShell" createVehicle (_position); _vehicle1w attachTo [_vehicle, [0,-70.6,4.3]]; _vehicle2w = "SmokeShell" createVehicle (_position); _vehicle2w attachTo [_vehicle, [0,-70.6,4.1]]; _vehicle3w = "SmokeShell" createVehicle (_position); _vehicle3w attachTo [_vehicle, [0,-70.6,3.9]]; _vehicle4w = "SmokeShell" createVehicle (_position); _vehicle4w attachTo [_vehicle, [0,-70.6,3.7]]; _vehicle5w = "SmokeShell" createVehicle (_position); _vehicle5w attachTo [_vehicle, [0,-70.6,3.5]]; _vehicle6w = "SmokeShell" createVehicle (_position); _vehicle6w attachTo [_vehicle, [0,-70.6,3.3]]; _vehicle7w = "SmokeShell" createVehicle (_position); _vehicle7w attachTo [_vehicle, [0,-70.6,3.1]]; _vehicle8w = "SmokeShell" createVehicle (_position); _vehicle8w attachTo [_vehicle, [0,-70.6,2.9]]; _vehicle9w = "SmokeShell" createVehicle (_position); _vehicle9w attachTo [_vehicle, [0,-70.6,2.7]]; sleep 15; } else { hint "Vehicle Active: False"; sleep 1; hint "Removing inactive spawns and ending script"; deleteVehicle _vehicle; deleteVehicle _vehicle0; deleteVehicle _vehicle1b; deleteVehicle _vehicle2b; deleteVehicle _vehicle3b; deleteVehicle _vehicle4b; deleteVehicle _vehicle5b; deleteVehicle _vehicle6b; deleteVehicle _vehicle7b; deleteVehicle _vehicle8b; deleteVehicle _vehicle9b; deleteVehicle _vehicle1r; deleteVehicle _vehicle2r; deleteVehicle _vehicle3r; deleteVehicle _vehicle4r; deleteVehicle _vehicle5r; deleteVehicle _vehicle6r; deleteVehicle _vehicle7r; deleteVehicle _vehicle8r; deleteVehicle _vehicle9r; deleteVehicle _vehicle1w; deleteVehicle _vehicle2w; deleteVehicle _vehicle3w; deleteVehicle _vehicle4w; deleteVehicle _vehicle5w; deleteVehicle _vehicle6w; deleteVehicle _vehicle7w; deleteVehicle _vehicle8w; deleteVehicle _vehicle9w; deleteVehicle _vehicleProp1; deleteVehicle _vehicleProp2; deleteVehicle _vehicleProp3; deleteVehicle _vehicleProp4; deleteVehicle _vehicleProp5; deleteVehicle _vehicleProp6; deleteVehicle _vehicleProp7; deleteVehicle _vehicleProp8; deleteVehicle _vehicleProp9; deleteVehicle _vehicleProp10; deleteVehicle _vehicleProp11; deleteVehicle _vehicleProp12; deleteVehicle _vehicleProp13; deleteVehicle _vehicleProp14; }; sleep 3; hint "script cycled"; sleep 1} THE REST IS OPTIONAL from this point on 4) IF you want to remove the auto-clean-up feature, simply replace lines 150 all the way to the end of the script seen below else { hint "Vehicle Active: False"; sleep 1; hint "Removing inactive spawns and ending script"; deleteVehicle _vehicle; deleteVehicle _vehicle0; All the way to the last line with this: else { hint "Vehicle Active: False"; sleep 1; hint "Autocleanup: Dissabled"; }; sleep 3; hint "script cycled"; sleep 1} Thats all, if you like this hit me up on steam, I have loads of nutty admin tools I have created, I'd be glad to share some.- 1 reply
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