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Found 11 results

  1. I was wondering if there was any consideration to port/remake old arma campaigns to arma 3 via creator dlc? I would love to play the original OFP campaign on brand new maps and an enhanced 80's version of Malden island. Hell, I would also like a port of take on helicopters to arma 3.
  2. Arma Project – is a player community that was created for hosting team-based tactical games that imitate real-life armed conflicts through the use of modern technical means. The project aims to achieve interesting, tactically coordinated plays of already created missions. One life per mission, first-person only, no bots, realistic camouflage, armament and vehicles. Main event – Arma Project Games (APG) runs on Fridays and Saturdays from 21:00 Moscow time (GMT+3). Games run on their own assembly of mods for ArmA 2 Operation Arrowhead, based on Advanced Combat Environment 2 (Complicates ballistics, adds many weapons, equipment, artillery, etc.), many additional islands (Napf, Winter Cherno and Vostok, Caribou, Emita, Fallujah, Fata , Isla Duala, Franken, Zernovo, Isola Di Capraia, Lingor, Celle, Panthera, Queshkibrul, Sahrani, Thirsk, Spritzisland, etc.), many additional mods (RHS, weapons, vehicles, uniforms, various features, etc.), and also a radio exchange mod. The game on the project is very different from vanilla ArmA 2, adding realism, simulator and complicated model of ballistics / weapons / equipment. Arma Project Games (APG) There are 2-3 missions for 100-220 slots; confrontation between two sides (red and blue), which consist of 3-8 detachments with their own commanders and structures; the parties prepare in advance for the mission: they plan their actions, arrangement, tasks, etc. Each mission takes between 30 minutes and 2.5 hours. TeamSpeak: ts.armaproject.ru It was originally a Russian community, but recently we present the English version of the ArmaProject! Translated information about the project, game installation, short rules, Steam guide and community, forum interface and home page. Przewodnik dla początku gry na polskim (Polish guide) An non-Russian section of the forum has been created for communication. TeamSpeak has translators to answer questions and guide you through the game. We look forward to new players and your feedback!
  3. Story This is a script that I wrote a few weeks ago for a friend. It's supposed to let AI's with specific backpack's deploy static weapons automatically in a combat. You can link specific backpacks with specific static weapons multiple times. This script doesn't work, if the AI is in a combat mode all the time or if the AI never gets to be in a combat mode. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun. Content It is a single ~80Code-Line-Big Script to let AI's with specific backpack's deploy static weapons automatically in a combat. Purpose The aim of this script is to make it easier to implement a universal script, which makes a combat with AI more interesting. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Examples nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"]] execVM "HandleAutoDeploy.sqf"; nul=[["B_Bergen_dgtl_F","B_Mortar_01_F"],["B_Bergen_mcamo_F","B_Mortar_01_F"],["B_Bergen_hex_F","B_GMG_01_high_F"],["B_Bergen_tna_F","O_GMG_01_high_F"]] execVM "HandleAutoDeploy.sqf"; All 3 examples are possible, because there is no limit for the amount of parameters.
  4. Axel Horh

    [SP] War 1950

    Good day. For old school players i prepared new mission. This War on the Sahrani. Needs: RH Aks Vilas WW2 Liberation mod East Weapons Pack West Weapons Pack Enjoy! link: version 0.5 https://i.imgur.com/yuUhWCE.jpg
  5. Hello everyone, im new on this website! I need help on a problem, that I spent hours trying to fix it, but still no idea... So I'm making a stealth-kinda mission, with guards, alarms and stuff. I already made a Sentry to move into a house, and activate an alarm, when activated, making the nearby guards search for an intruder. I kinda got used to using triggers, but there is something I can't figure. It's the following; So in the base, I want a vehicle crew just chilling with a Sentry waypoint, and a Get In waypoint, so when they see an intruder, they'll use the nearby BMP. So it works well, but i want them to get in the BMP when they see enemy OR when the alarm is triggered. So I can only make them get in the BMP ONLY when the alarm is on, or ONLY when they see enemy... How can a make it both? I dunno if there is still people playing with this game, but I hope someone will find this thread. :) (I'm not from an English speaking country, I hope I was understandable :) )
  6. Axel Horh

    Project A

    In the summer of 2050 the Earth began to be on the edge of self-destruction. Civil wars, a battle for resources, poverty and hunger plunged the world into chaos. Before pressing the red button there were only a few days ... A year before these events, scientist Andrew Scott received a new element of Galaxios in the hadronic collider. This substance is the basis of all non-biological compounds. It became the basis of the new 3d printer, which Andrew Scott invented six months later. In the Azores he continued his research and created an autonomous dome with a capacity of 20 people. His fellow scientist Adam Horch created a teleporter. They gathered a group of enthusiasts and made a teleport to the Moon. After 150 years, their descendants received a radio signal from the Earth. Downloading the remnants of Galaxios in the teleporter they sent the expedition to the Earth. Start of project 04.06.2018. 11/06/2018 WIP 30/06/2018 WIP
  7. Hey ArmA Freaks, Back in 2014 I just started a Arma clan called "United German Forces" (UGF) and now in 2016 we started a Server for Arma 1. We saved a lot of Classic missions like Sahrani Life, Evolution, Domination, Warfare, Zombies and more... everything WITHOUT Mods/AddOns. Our Server is 24/7 Online and running without different Mods/AddOns. Everyone who got ArmA Version 1.18 can join us. (Armed Assault, Combat Operations, Gold Edition) Server Name: UGF-Clan Gaming Server Server IP: 188.122.68.72 Port: 2302 (How to connect: Just join via IP and Port over the ArmA Multiplayer) For more Informations, Updates and the Server rules just check out the links. UGF Steam Group: https://steamcommunity.com/groups/ugf-gaming UGF Homepage: http://unitetgermanforces.beepworld.de/ UGF Server Live-Status: https://www.gametracker.com/server_info/188.122.68.72:2302/ Join us now! Greetings, Sven
  8. Hi Everyone! I'm playing with Arma Gold Edition ( Steam Version ) and some time ago I made a backup of the entire folder called "ArmA" which resides in the "Documents" folder in order to backup my profile and savegames. Now, if I delete all the current folder "ArmA" and I restore it with my backup, Will I recover all the past situation ( the one at the time I made the backup ) or should I change something more ? Thanks to all ! Have a nice day on the battlefield :D
  9. Hello After make sume missions on armed assault editor, Can i make a small setup like dlc from my missions ?
  10. Story This is a script that I wrote a few weeks ago for a friend. It's supposed to simplify the loading of cargo onto vehicles by the player. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun. Content It is a single ~140Code-Line-Big Script to enable the Player to attach objects with other objects via the action menu in a simple way. Purpose The aim of this script is to make it easier to implement a universal script, which enables the player to attach objects in a specific manner. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Examples
  11. Story This is a script that I wrote years ago for a event mission. It's supposed to simplify the command to an AI for shooting at an specified area with the artillery. There are several routine integrated to avoid script errors. A description can be found inside the SQF file, how to execute the script. It's SP/MP/Dedicated and HC compatible. Have fun. Content It is a single ~100Code-Line-Big Script to let an AI controlled artillery shoot at a single destination. Purpose The aim of this script is to make it easier to implement an artillery. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Examples
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