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Found 28 results

  1. Good Day Devs! despite the sunset of the Arma3 life span, I still hope that the game can be improved in the following patches. I would like to talk about countermeasures that are useless vs AT-Missiles. I often ask these questions: 1.What for in the Arma3 there are vehicles countermeasures ? Is this only protection from not Guided rockets (like RPG-7, like RPG-42 etc), while against Guided AT-missiles it should be useless ? 2. What for in the Arma3 have a signal of an approaching AT-missile (inside land vehicles) ? In order for the player to understand that he will die in several seconds? If countermeasures don't work against it, then the signal doesn't make sense Still I have no answers... When an opponent launches a guided AT-missile into a player's vehicle (APC, Tank), the player hears a shrill warning (beep), but why he hears it is unclear - the player will always be destroyed together with vehicle. AT-Missile approaching - At this point, the player can only make the following actions:. a) The player can release one smoke (from two available) b) The player can release smoke (from two available) and change his position (move). c) A player may release two smoke (!more his vehicle not have). d) The player can release two smoke (!more his vehicle not have) and change his position (move) And this is all that is possible in Arma3 and all 4 options will lead to the inevitable death of the player and his vehicle! Dear devs! if you read this, please explain - what is the point in the signal indicating the approaching AT-missile, If a player’s vehicle is not able to resist this threat? PS: I propose finally to set up counter measures in an adequate way. If in Arma3 there is no active vehicles protection, then the vehicle must be able to withstand enemy AT-missiles, and the number of smoke screens must be > 2. Today, armored vehicle survival is very low.
  2. Hello! I am starting to learn how to mod and wanted to try to have the chest armor updated dynamically. I am sure this can be done server-side, but I was curious if it can pull the player UID within a chest rig mod. So the UID is grabbed by the mod on equip; after grabbing the UID it checks against a preset array of UIDs and determines which patch to put on their armor. Basically, I want to avoid having ten million sets of chest armor to update when a significant change hits my unit. This was my latest attempt at what I am trying to do but it is failing to convert from .cpp to .bin. I do have actual UIDs within the allowedUID array, I removed them to post the code. class cfgWeapons { class UIDCheck { allowedUID = ["UID1","UID2", "UID3"]; if (getPlayerUID player in allowedUID) then { chest_patch = "MOD_NAME\data\ins\Base_USMC_Patch.paa"; systemChat "Your loadout has been added"; } else { chest_patch = "MOD_NAME\data\ins\USMC_ID_16_Corpsman.paa"; } }; //Continues as normal
  3. The 23rd Infantry Division is an Online Military Simulation Unit that Has Infantry, Armor, and Aviation. We are currently looking for New and Experienced Members to join our Growing Community. We are still New and have a lot to offer. We are looking for active Game Masters, Staff in all Areas, and just members. What we offer: We offer over 25 different MOS' to choose from, the list may include; Radio-Telophone Operator, Infantry, Auto-Rifleman, Pointman, Team Leaders, Armor Crewmember, Cavalry Scout, Rotary Wing Pilot, Aviation Crew Chief, Aviation Door Gunner, Light Armored Cannon Crewmember, Combat Medic, Combat Engineer, and Many more. Command Staff Positions are Open; Must be 17 years or older, Understand and Have Leadership Abilities and skills, Communication, and Discipline. Command And Drill Positions are available for Application at The rank of CPL (E-4b) to anyone. We have Operations in U.S. Timezone; Eastern Standard Time Daily or Bi-daily anytime from 14:00(2:00PM) - 20:00(8:00PM) as Start Times. Any Inquiries should be made to Z3R0PAT13NT5#3035 on Discord. The 23rd Infantry Division does not, in any way, Condone or allow any acts of Multi-Clanning; The act of purposefully being in multiple different units or communities with the same goal or principles. Ages 15+, Discord Is Required. ~ 1LT. Lyons; OIC of the 23rd Infantry Division OMSU https://discord.gg/UrjSZy7gzW
  4. 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):
  5. 7th Cavalry Gaming Regiment Branch: Milsim Main Language: English (We have members from all over the world) Timezone: Zulu Time (UTC/GMT) Operation Times: Usually weekends from 1800z (1100) - 2300z (1600) (Operations are posted at least 7 days in advance) Operation Type: All Required Mods: https://wiki.7cav.us/wiki/7th_Cavalry_Arma_3_Mod_Set Other essential info: The 7th Cavalry Gaming Regiment, often referred to as "7Cav", is a long-standing Military Realism (MILSIM) unit that primarily plays first-person military shooter/simulation games. The Regiment was founded in October 2002, making it one of the oldest clans in the areas the Regiment covers. Joining 7Cav is a unique experience, with over 450 members across ARMA 3, Hell Let Loose (PC & Console), Escape from Tarkov and Battlefield 2042 we offer a community that provides realistic training, dedicated operations, and a simulated CAREER. Soldiers start as a recruit, but quickly advance through the ranks, earning medals and ribbons, and progressing through leadership development in a community dedicated to realism and in this case, historical authenticity. Arma 3 Career Pathway: https://7cav.us/threads/401/ Teamspeak information: https://wiki.7cav.us/wiki/Teamspeak Discord: https://discord.7cav.us/ Website: https://7cav.us/ Feel free to reach out to me with any questions either on these forums or through Discord. -2LT.Hess.J- A highlight of training from Charlie Company : Opportunities within 7th Cav include: Alpha Company, 1st Battalion, is the air asset of the 7th Cavalry. The mission of Alpha Company is to find, fix, and destroy the enemy through fire and maneuver; and to provide combat, combat support and combat service support in coordinated operations as an integral member of the combined arms team. Bravo Troop, 1st Battalion is an Armor & Cavalry sub-unit of the 7th Cavalry's First Battalion. The purpose of Bravo Troop is to find, fix, and destroy the enemy through direct and indirect fire; as well as providing reconnaissance and surveillance and Health Service Support to the Combined Arms Battalion. The mission of the Charlie Company is to close with and destroy the enemy with direct fires. Because of the Airborne capability, Charlie Company can conduct disruption operations in the enemy's rear area.
  6. Group: 10th Airborne Division, 1st BCT, 2-505th PIR, Alpha Company Branch: Realistic Milsim Age: No Age Limit, just act mature. Language: English Timezone: US EST Operation Time: Training OP on Saturday's at 6:30 PM EST, Main OP on Sunday at 6:15 PM EST Operation Type: Airborne, Air Assault, Infantry, Milsim, HVT, Direct Action, Airfield Seizure's, Join Operations, Campaigns and More Required Mods: RHS, CUP, ACE, CBA, LAMBS, USAF, TFAR and more Other Essential Info: The 10th Airborne Division is a highly specialized unit that conducts Airborne Operations into mountainous and denied territory our goal is to be able to Jump into a foreign denied territory in less than 18 hours . Teamwork and Communication are key to the success of an Operation. Discord: https://discord.gg/yYdRUrGxqf 10th Airborne Division Kevin Speirs
  7. The 28th Combined Arms Division ArmA Unit & Community The 28th Combined Arms Division’s main goal is to provide a positive experience for all, regardless of skill or experience. We are primarily an ArmA unit but we have grown to become a community of close knit friends and colleagues. Our leadership staff, active and retired, have spent hours creating an organized and fun environment for you to enjoy and experience MILSIM. We are a light infantry based unit, with armor and aviation supporting assets to help us complete the mission on the ground. Under steady leadership and systems established based on facts rather than personal interpretation, all unit decisions are made impartially and follow a standardized process. We have combat veterans and enlisted members from real life armed forces currently rostered who work to help develop leadership skills within our community. Application and Entry into the 28th Join our Discord linked at the bottom. Upon entry you will be greeted by a recruiter who will lead you through our induction process, which includes creating an account on our website, filling out an application form, completing a meeting in our TeamSpeak with your recruiter, and finally, completing Initial Entry Training at one of our scheduled times. Once these steps are completed, you are officially recognized as a member of the 28th Combined Arms Division and are free to specialize with specific training. Upon application and acceptance into the unit, members are required to complete 4 operations as an enlisted 11B Infantryman. Upon completion of 4 operations as an Infantryman, the member may request to transfer and train into our other specialized MOS’ listed below. Why do we require you to enter as 11B (Infantryman)? We use this system to streamline members into our more advanced MOS’. Spending 4 operations at minimum as 11B proves that you want to be integrated into the community, as well as providing you with the knowledge of our unit at the most basic but most important level. This system builds prestige within our specialized MOS’, as well as raising the base skill level of our radio operators, pilots, armored crewmembers and medics.If you choose to remain 11B, there is lots of opportunity for growth into leadership positions to help the unit and yourself grow as a leader. The 28th Combined Arms Division Consists of the Following MOS’: Infantryman (11B) After 4 operations as Infantry the following MOS’ open up to you, provided they don’t have a waiting list already: Bradley Crewman (19K) JFSS - Forward Observer (13F) Combat Medic Specialist - Utilizing KAT Medical (68W) Rotary Wing Aviator (153A) Flight Medic - Utilizing KAT Medical (68W-F2) We currently have 160+ people rostered and receive 40-50 members in attendance for main operations. We hang out in our teamspeak and play many different games together outside of operation times. Deployment Operations: Our main operations on Wednesday, Friday and Sunday consist of a persistent storyline throughout the course of 2-3 months to simulate deployments to various areas around the globe. Deployment patches can be found on the website linked below! Main Operations: Our Wednesday operations will vary on terrain and story, as we use these scheduled days to provide a different and refreshing experience outside of our deployment storyline. Operation and Training Schedule: Monday: N/A, subject to extra events Tuesday: Initial Entry Training @ 4PM EST Wednesday: Main Operation @ 7PM EST Thursday: Initial Entry Training @ 4PM EST Friday: Deployment Operation @ 7PM EST Saturday: N/A, subject to extra events Sunday: Deployment Operation @ 7PM EST Our load-in time for Operation Nights is 6:30PM EST with the Operation beginning at 7PM EST. Our Requirements: Working microphone and ability to communicate clearly. Speak and understand English. At least 16 years of age. Be able to commit to 50% attendance. (6 ops per month). Legal copy of ArmA 3. No VAC Bans on record. No DLC required. If this interests you, feel free to join our discord at: https://discord.gg/Deqf5wX Feel free to take a look around our website: https://www.28thcad.org/
  8. I have suit and basic armor config. What parameters should I change to have a hugh armor resistance suit (not invincible) (When I change armor from 2 to 10, shot at any part of the suit(legs, hands) is registered on the "body" Basic armor config class HitPoints: HitPoints { class HitFace { armor=1; material=-1; name="face_hub"; passThrough=0.80000001; radius=0.079999998; explosionShielding=0.1; minimalHit=0.0099999998; }; class HitNeck: HitFace { armor=1; material=-1; name="neck"; passThrough=0.80000001; radius=0.1; explosionShielding=0.5; minimalHit=0.0099999998; }; class HitHead: HitNeck { armor=1; material=-1; name="head"; passThrough=0.80000001; radius=0.2; explosionShielding=0.5; minimalHit=0.0099999998; depends="HitFace max HitNeck"; }; class HitPelvis: HitHead { armor=8; material=-1; name="pelvis"; passThrough=0.80000001; radius=0.23999999; explosionShielding=3; visual="injury_body"; minimalHit=0.0099999998; depends=""; }; class HitAbdomen: HitPelvis { armor=6; material=-1; name="spine1"; passThrough=0.80000001; radius=0.16; explosionShielding=3; visual="injury_body"; minimalHit=0.0099999998; }; class HitDiaphragm: HitAbdomen { armor=6; material=-1; name="spine2"; passThrough=0.33000001; radius=0.18000001; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitChest: HitDiaphragm { armor=8; material=-1; name="spine3"; passThrough=0.33000001; radius=0.18000001; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitBody: HitChest { armor=10; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms: HitBody { armor=6; material=-1; name="arms"; passThrough=1; radius=0.1; explosionShielding=3; visual="injury_hands"; minimalHit=0.0099999998; depends="0"; }; class HitHands: HitArms { armor=6; material=-1; name="hands"; passThrough=1; radius=0.1; explosionShielding=1; visual="injury_hands"; minimalHit=0.0099999998; depends="HitArms"; }; class HitLegs: HitHands { armor=6; material=-1; name="legs"; passThrough=1; radius=0.14; explosionShielding=3; visual="injury_legs"; minimalHit=0.0099999998; depends="0"; }; class Incapacitated: HitLegs { armor=10; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=3; visual=""; minimalHit=0; depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; }; class HitLeftArm { armor=6; material=-1; name="hand_l"; passThrough=1; radius=0.079999998; explosionShielding=3; visual="injury_hands"; minimalHit=0.0099999998; }; class HitRightArm: HitLeftArm { name="hand_r"; }; class HitLeftLeg { armor=6; material=-1; name="leg_l"; passThrough=1; radius=0.1; explosionShielding=3; visual="injury_legs"; minimalHit=0.0099999998; }; class HitRightLeg: HitLeftLeg { name="leg_r"; }; }; armor=2; armorStructural=4; explosionShielding=0.40000001; minTotalDamageThreshold=0.001; impactDamageMultiplier=0.5; };
  9. Squad name:- 61st Cavalry Regiment Timezone/Location : EST Gamemode preference: coop PVP, Zeus Sandbox Website address:http://www.61st-regiment.com/ Short description: The 61st Cavalry Regiment is devoted to recreating how the United States Army operates. We are laid back outside of operations; However, in operations, you are expected to act with respect. We have found a great balance of Realism and Relaxed gaming style in our gameplay and offer it to anyone who may be interested. I have attached the requirements in order to be recruited below for those who are interested. A) Must be the age of 16 or older to join. B) Have at least 20 hours of Arma Gaming time in steam. C) Must Emulate utter professionalism at all times. D) Always understand this is a Video game and to have fun at all times. E) Obey the orders and directive of those in the Chain of Command. (COC) If you have any questions, feel free to join our discord and ask your questions in our New Comers chat. The discord and TS link are on our website. Be sure to watch our Recruitment Video: In game pictures: https://gyazo.com/d122ac61489af266ca6d52722e1dfd18 https://gyazo.com/b2b81112959eb72d60a2247959dff010 https://gyazo.com/50e91638e62022e823e65d31cb8bf005 https://gyazo.com/54587db45598ed106296b0df6753c469 https://gyazo.com/07d86381a08c1bcc9a1be46c0a9d31bf https://gyazo.com/bae86827eb9f9f0401aa720db172048f https://gyazo.com/2833edb80aeadeef3cf19e494736af75 https://gyazo.com/240e0f32f5303eb891dc9104ee4d3640 https://gyazo.com/b2aae903e48138fc8d7c04ba61551278
  10. Hi, i want to change the armor of a ifrit... especially the window of the vehicle so if found this https://community.bistudio.com/wiki/CfgVehicles_Config_Reference but i dont know where i have to put this in: // for vehicles general armorStructural= 1; // ranges between 1 and 4.0, default 1 armorFuel = 1.4; // default armorGlass = 0.5; // default armorLights = 0.4; // default 0.4 in all models. armorWheels = 0.05; // default // for tanks armorHull = 1; armorTurret = 0.8; armorGun = 0.6; armorEngine = 0.8; armorTracks = 0.6; // for men armorHead = 0.7; armorHands = 0.5; armorLegs = 0.5; // helicopters armorHull = 0.5; armorEngine = 0.6; armorAvionics = 1.4; armorVRotor = 0.5; armorHRotor = 0.7; armorMissiles = 1.6; armorGlass = 0.5; ??? Thx for your anwers
  11. We welcome anyone here. An Arma veteran and new players. We are a Milsim unit under the flag of the Bladenode Federation gaming community. We are running Hearts and Minds Lythium Modded. Anyone is free to join. Join our Teamspeak which will be provided. Teamspeak: ts.bladenode.org Here is a copy of our current roster as of 2/1/19 https://docs.google.com/spreadsheets/d/1su0aNZkxpjldzBte3-gqXrEkPq4CJRNy4rvMylKxDpE/edit?usp=sharing As well as the loadout of our unit. https://docs.google.com/spreadsheets/d/1QsNYDV_q39IVlMCTu9oUQ4p8GoDvyO8I-UDRFGzhsx0/edit?usp=sharing If you have an questions, send an email to 145thbar@gmail.com. Unit page: https://units.arma3.com/unit/145thbar Schedule and Ranking As our schedule, we do patrolling almost everyday as a recreational play style. Every Saturday we have an official operation, and scheduled "mini-ops" are announced throughout the week. It's a very flexible schedule meaning it doesn't matter how tight your schedule is, you would still be able to play with us. The ranking system is done by points. Each operation/mini-op will add points to your profile and thus will determine your rank. It's not always determined by rank, higher ups will always go to your TL or SL for their input on a promotion.
  12. First off, I love Arma! It's my most played steam game and it's where I've met most of my best friends on steam. However, there are some things that I really dislike about Arma and I wish were done differently. [THIS WILL BE A LONG POST, SO I'LL PUT A TL;DR AT THE END] • Overall polish and attention to detail isn't very good. The damage models need a complete rework. It would be cool to see blood where I actually got shot or to see dents/scratches on a vehicle where I hit something. Actually seeing the rocket being loaded in your RPG and seeing the medkit when you use one, having proper animations for ladders and stairs and more fluid animations that affect what your character is interacting with, like opening doors on houses and vehicles, and Having your character pull his gun closer when hes near a wall so your barrel doesn't stick through. These things seem so little and useless, but they can actually go a long way in making players feel more immersed and like they're playing a more fleshed out game. Tarkov is a great example of good fleshed out animations. • Vehicles. They're good for getting you from point A to point B if you take the main road, they're a deathtrap if you use them for anything else. Hitting a bush shouldn't destroy my tires and headlights while almost killing me in the process. PLEASE, just turn off collision for any bush that's smaller than an offroad! Also, why does your vehicle explode after hitting enough things? Literally no vehicle does that. I play a lot of wasteland, and sometimes you have to use a vehicle as your main weapon, whether it be a hatchback or an offroad. If I ram into another vehicle, it's RNG whether I live and the enemy dies, the enemy lives and I die, we both live, we both die, or one or both of us goes flying off into space. It's extremely annoying. My solution is to make a new damage mechanic for vehicles. If I ram into the driver side of an enemy vehicle going less than 50KMH, the enemy should die and I should be severely injured. Anything over 50KMH and we both die. Something like that. Things should be switched up for armored vehicles as well. Nothing should be completely destroyed by 1 rocket or missile unless it's from a jet or a helicopter. Ifrits, Hunters, and Striders are completely useless if the AI or enemy has an RPG. Instead of having 1 rocket blow up the vehicle and killing everyone inside, make it so that 1 rocket just disables the vehicle and also make it RNG on who dies and who gets severely injured. Each launcher should have their own damage multiplier and each APC and tank should have a multiplier on every side (Front, back, left, right, top, and bottom). Hitting a specific part of a tank or APC like the track or turret should always disable it. IMO, this will make the combat between players and vehicles so much more balanced and fun. • Animations should be interruptible and be able to be performed while moving. If I'm healing and hear an enemy walking up, there's nothing I can do but spin around and hope they have the worst aim in existence. It would be nice if I could stop the animation and take my gun back out to take care of the enemy, then start healing again. If I could move while healing, then I could walk into a room or around the corner in order to finish the animation. Let me pull out my pistol to cancel the reload animation if I need to kill another player quickly. Also, this is something I saw on one of Crowbcat's videos, lets say that I just killed an enemy in KOTH and I only have 8 rounds left in my mag, I go to reload and then another enemy rounds the corner. It would be awesome if I could left click and have my character quickly put back in the mag that has 8 rounds left in order to finish off the enemy, rather than taking the time to get a new mag. Speaking of left click, that would be a good keybind to cancel animations. • This is kind of small, but having preferences for each gun and scope in the options so that each time a player picks up a gun or attaches a scope, it will be suited to their play style. If I pick up an MXC, I want it to be on full auto and zeroed to 200m, and I don't want that to change unless I change it manually in game or in the options. If I drop the weapon and pick it back up, it should be just the way I left it. • The AI is mega dumb. I shouldn't even need to explain how bad they are. There's literally more improvements you could make on the AI than you could on the actual game! They have god like aim, they just sit there and crawl around, they see you through bushes and walls, and they can even magically walk through solid objects. Not even full Lvl 5 armor will protect you from getting 1-tapped by these gods. My fondest memory of them was on Wasteland on the Stratis map. Me and some friend were driving to a mission when an AI on the airfield 1-tapped me out of the back of an offroad going 40KMH from over 600m away. • Weapon sway is unrealistic and annoying more than it is immersive. The sway is so slow and all over the place when it should be more controlled and shaky/twitchy. I mean, come on. You're a highly trained soldier and you can't even walk 10 feet in your gear and still have accurate aim? You literally need to stand still for 2 minutes or have a bipod to be accurate in this game. The current sway animation is just a handicap for gameplay and immersion. It should be reworked. • Player damage and Armor. Each armor piece should have a multiplier for each type of round, and the armor should lose durability each time it gets shot and have less protection the lower its durability is. Players should have a set HP that goes down every time they get hit, and it should continue to drop unless they use a medkit. If I get shot in the arm, my aim should be extremely shaky, if I get shot in the leg then my movement should be slower and I should have a limp. The slow painful limping animation your player gets when they take enough damage needs to go! With no armor and an MX, a player should be dead with 1 shot to the chest, head, and stomach, and 2 to the legs and arms. With All level 5 armor and an MX, a player should die in 2 shots the the helmet, 4 to the chest, 3 to the stomach, 5 to the legs, and 6 to the arms. There are times when I've killed players with level 5 armor using a TRG faster than I've killed players with level 3 armor using an AK-12. That's dumb. Damage and armor should be consistent. • Aiming and shooting should take priority over any other keys held. The delay from when you stop sprinting and ADS is a bit much IMO and one of the many annoyances in PVP. The moment I right click, my character should stop sprinting and ADS. Same with firing. • I'm all for extra content, but NOT if it offers a blatant advantage. The best guns in Arma 3 are DLC. The AK-12 outperforms all other assault rifles. Period. The Cyrus and Mar-10 are the highest caliber weapons that can be silenced and easily outperforms the MK18. Don't even get me started on the MMGs. There should have already been an AK style rifle in the game to begin with and they should have gave us at least 1 gun in .338 and 9.3 before or closely after they released the marksmen DLC. I know that a skilled player with an MX can easily beat an amateur with an SPMG, but not every gunfight in Arma is between a nub and a veteran player. TL;DR •Polish and detail is suck. Tarkov style animations and a better damage model would be nice. •Vehicles should have a different damage mechanic and tanks/APCs should have better/more consistent damage multipliers for each side of the vehicle. •Animations should be interruptible with a left click. •Having gun preferences in the options and having a gun stay the same after you drop it and pick it back up (Zeroing and fire mode.) •AI... •Weapon sway is OP •Armor and damage should be more consistent. •Aiming and shooting should take priority over any other keys held. •DLC is a bit on the P2W side. I'm sure there are more things I could mention and I could have elaborated better on some things, but It's late and I'm tired. Sorry if there are any spelling or grammar mistakes. I'd love to read what you guys think should be different or why some of the things I mentioned should not be!
  13. Date: August 8, 2036, 09:40 Place: Stratis island Situation: NATO forces displace the remaining enemy forces to the north and west coast of the island. It is necessary to carry out the last decisive attack until AAF and CSAT forces are entrenched in their positions. Features: Game Modes - Singleplayer, 3 Player CO-OP; Walkthrough duration - medium; Difficulty - medium; No required addons; Voice acting - no; Titers and descriptions - eng | rus; Arcade Mode - each player controls his own tank; Fast and fun gameplay scenario. Links: Steam Workshop MediaFire Armaholic
  14. Unit Introduction TFK is recruiting new members for Friday and Saturday evening events. We are a semi realistic milsim unit, which means we strive for realism and discipline during events, but do not require perfect military communication and lingo to be used. We currently have a roster of about 60 people and you can expect about 15-20 people per event not including the zeus (who controls the mission and AI movements, for those unfamiliar). We are seeking able bodied soldiers who are mature and able to learn. We do muliple different themed campaigns with interesting focuses and changing stories that are affected by performance and decisions made on the op. Each campaign can last anywhere between two and four months depending on our feedback. We will be starting a US Army campaign in Esbekistan on 6/8/2018 where we will be conducting anti-terrorism operations. In the past we have done PMC, WW2, Vietnam, Russian Special Forces, and many others. We are a modded community, however, all our mods are easily available on a Steam list (see below) and are updated for your convienence, just have to subscribe and it will all be downloaded. If your interested add me and send me a message. Training will be given to all, so inexpierience with our mod list or game can be worked out. All recruits will be brought into Teamspeak and given a brief interview before having the option to do Basic then, or some other time that they are able. Further, optionional information to follow below. (Including op times, promotion guide, what we cover in basic and other information). Regards, Cpl. Axelyoder In addition to Infantry we are primarily recruiting for Armor. We have only two slots filled and are looking for a total number of at least 3 full vehicle crews, so we are looking for drivers, commanders and gunners. Air also still has some slots open. Event Days Monday - Officer/NCO Staff Meeting - 9:00 P.M. EST Tuesday - No Event Currently Scheduled Wednesday - No Event Currently Scheduled Thursday - No Event Currently Scheduled Friday - Task Force Kronos Op - 9:00 EST, Main Op - 10:00 P.M. EST Saturday - Task Force Kronos Mini Op - 9:00 EST, Main Op - 10:00 P.M. EST Sunday - No Event Currently Scheduled Steam Mod List https://steamcommunity.com/app/107410/discussions/10/1696048879957029140/ TFK Modern By: Xgames48 Official Arma Page Our Arma official arma units page allows all members to have TFK arm badge and vehicle emblem in game and on any server https://units.arma3.com/unit/taskforcekronos Promotions Guide COs: All of the COs listed so far have been here for many years. So if you ever want to be a CO it’s going to take time and extreme dedication. NCOs: The initial promotion from a ranker rank to an NCO rank is based on attendance, community activity, leadership skills, and whether the person has a history of taking events seriously and assisting new members. Ranker: Normally promotions in the ranker ranks is based on event attendance and overall unit based skill. Recruit: To complete the Recruit rank you will have to go through basic training. Some things covered in Basic Buddy System- You are responsible for our buddy. Stacking and Breaching Buildings Explanation of how to use Task Force Radio. How to use Short Range How to use Long Range Do not shoot a non threatening Contact. Only open fire if the contact poses a threat to you or a friendly. Clearing Weapon jams Fire Orders Rules of Engagement (ROE) Reports Contact Report- “ Contact, Barening, Distance, Describe, Any Add Ons.” Sitrep- Ammo Casualties (give any information on dead or wounded) Equipment(give any information on Vehicles or emplacements). Ace Medical system ACE Providing First Aid to yourself Providing First Aid to others Morphine, Epinephrin, and bloodbag usages Basic Formations Wedge- most used formation Diamond- forms a diamond Column and variants- A line... essentially Want to join? Questions? Join us! Teamspeak; tfk.ts.nfoservers.com Or, Add me on Steam https://steamcommunity.com/profiles/76561198083316072/
  15. So I've been experimenting in the editor, trying to make "standoff" armor for APCs, make big ridiculous armored gun trucks, things like that. Basically the kind of makeshift DIY stuff we see in Iraq and Syria. Naturally, I'm using the attachTo and setVectorDirAndUp commands in each objects init field for this. This is an EXTREMELY time consuming and tedious process, as I have to fiddle around with the X,Y,Z coordinates of every piece and then hit "play scenario" just to test the placement of each piece and then end it, make guestimates, rinse, wash, repeat. Is there an easier way to do this? Like maybe some mod or addon or something that lets me just sync the object to the vehicle and then move it around with the mouse? Or maybe see my X/Y/Z coordinate adjustments in real-time in the editor, as opposed to having to start the scenario each time to see the placement? I've got some really cool ideas, but my god is this a pain in the ass lol. Here's some stuff I'm messing around with/WIP:
  16. Hello all! Welcome to Aegis PMC, an Arma3 semi-milsim experience. We try to act in a tactical and serious manner while trying to stay fun and somewhat casual. We have a wide range of roles within the unit, from a grunt in a squad or a pilot up in the air! We have hosted some very fun operations in the past, ranging from modern combat in the middle eastern front, to WW2 campaigns in the European theatre! If you would like to join our clan, please friend me or one of the other recruitment officers on steam. We can discuss the role you would like to fulfill within Aegis. I am Jimulance You can also contact Dr. Reaper or M. Jiare Also you can join the teamspeak server: ts3.akl.wombatserve.rs:9991, and if one of the recruitment officers is there, we can get you set up within our group. Have a fun firefight, Aegis Pmc 1st Lieutenant Jimulance
  17. Hello devs! Unfortunately, after the release of DLC Tanks, the change of positions (driver/gunner/commander) in Arma was not affected at all. It was always a needle in my ass, but after the release of the interiors, this problem even aggravated. Why? After the release of Tanks DLC, I see how in half of second a player can find himself in any chair (driver/gunner/commander), without considering the inner walls of the vehicle and other units! Unfortunately, this looks not good. Please note, in most tanks or APC driver position has a separate location. This is a completely separate cabin, which is closed on all sides by bulkheads. Those. being inside such a vehicle, a person physically can not change his position - "from gunner to driver" or "from commander to driver" or "from driver to commander" or "from driver to gunner". This is physically impossible! Why do we see this in Arma? When a player changes all positions passing through the walls, then it looks absurd. I propose to take this moment into account and make a change of positions from the position of the driver (or to driver position) accessible only from the outside of the vehicle. In this case, the place where the player wants to sit should be free. So it should be in real life. For example. If you are in the gunner position, then in order to sit in the driver's chair you need to first get out, go to the driver's hatch and only after that sit on the driver's seat. Or vice versa. In this case devs, you can use the action menu (choice of place) or personal icons (when a player approaches a certain place of the vehicle) It seems to me that every interior, before changing positions should take into account the current position of the player. Most vehicles physically even do not allow (!not leaving vehicle) changing the position "from gunner to commander"and vice versa. For example, see Varsuk T-100 or Rhino. It is impossible physically to change position from the gunner to commander's position and vice versa. The main weapon prevents this! In this case, also it would also be good to change positions from only the outside vehicle. Such a feature could add a bit of realism (time spending for changing positions). In general, I want to say - in most cases, for change positions (driver/gunner/commander) the player must leave the vehicle and the position where he wants to sit should be free. Devs please try give the player a bit of realism on the backgrounds of vehicles interiors.
  18. Hello. If we consider the upcoming update - DLC Tanks, then for me, creating the interiors (driver, commander, gunner) for armored vehicles - it would be the most welcome innovation for Arma3, which can be related to upcoming game update. Please Note. Today (v1.76) in Arma3, !only armored vehicles do not have interiors and this looks at least strange. Why such dislike for armored vehicles!? Why the player does have such a contrast in the simulation of controls of all vehicles and armor? I remember that OFP had interiors for armored vehicles and it was in 2001! I think in 2018, @BIS need to revive the old traditions, because any vehicle in Arma should have a interrior, then the player will have the same feeling from controlling all vehicles. In any case, equality it is a fair! I can imagine, that this is not a small amount of work, but such work, realy could raise the Arma3 gameplay to a new level! I want the users of Arma3 to express their thoughts about the interiors of armored vehicles, which are lacking in game. Subsequently, developers can consider this topic and draw useful conclusions. Welcome...
  19. So I've been experimenting in the editor, trying to make "standoff" armor for APCs, make big ridiculous armored gun trucks, things like that. Basically the kind of makeshift DIY stuff we see in Iraq and Syria. Naturally, I'm using the attachTo and setVectorDirAndUp commands in each objects init field for this. This is an EXTREMELY time consuming and tedious process, as I have to fiddle around with the X,Y,Z coordinates of every piece and then hit "play scenario" just to test the placement of each piece and then end it, make guestimates, rinse, wash, repeat. Is there a way to do this easier? Like maybe some mod or addon or something that lets me just sync the object to the vehicle and then move it around with the mouse? Or maybe see my X/Y/Z coordinate adjustments in real-time in the editor, as opposed to having to start the scenario each time to see the placement? I've got some really cool ideas, but my god is this a pain in the ass lol. Here's some WIP/ideas I'm messing with now:
  20. I'm working on a config that removes the armor from CSAT uniforms and adds armor to their harnesses. The harnesses aren't giving me any trouble, but the uniforms are. I understand their uniforms inherit armor values from the soldier configs themselves, so I edited those and gave them the same hit points values as CAManBase. Trouble is, now every uniform in the game has ballistic protection and I can't figure out why or how. No one but CSAT should be inheriting these values and there shouldn't be any ballistic protection either. On top of all this I'm getting the "No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'" and can't figure that one out either. Any help is appreciated here. Here's my config pasted in full. Or you can grab it in mod form if you want to see the effect for yourself: https://mega.nz/#!8MJ2gaDA!g5spf5ly_QEx13kZeQfZ-4N_ts9QijlGo6kh5OcLlwc
  21. -Link: http://steamcommunity.com/sharedfiles/filedetails/?id=928488263 Mount up in command of an M2A2 Bradley IFV crew, deploy an infantry complement, and smash the Takistani Army's elite Republican Guard! Mod Requirements: RHS USAF RHS AFRF RHS SAF RHS GREF CUP Terrains/Maps CUP Weapons CUP Vehicles TFR Another short, simple, and enjoyable mission as a Showcase of a roughly OIF-OEF era US Army. Utilize the weapon systems of the RHS M2 Bradley IFV in support of NATO coalition operations against the Takistani Army's infantry, IFVs/APCs, and armored assets. SITREP: CENTCOM has assumed command of NATO Coalition forces deployed to deter Takistani aggression against neighboring Free Karzeghistan. Operation Guardian Edge is in effect. NATO forces have advanced into the Royal Caliphate of Takistan, and have inflicted significant casualties against regular army forces. The US Army 1st Cavalry Division faces serious resistance from the 5th Republican Tank Corps of the Takistani Republican Guard, threatening the momentum of the allied advance. Further mechanized reinforcements requested at the Forward Line of Troops. Hey there, everybody! I'm not exactly brand new to mission making, but I am fairly inexperienced. As a result, I would like to improve the quality of my missions and to do this I need criticism, comments, and advice. I would very much appreciate any comment or piece of advice that may help me further my technical proficiency in mission-making.
  22. I everyone! I was hoping to find some help from the community. I'm having trouble with tracked vehicles, and the first problem is with the land contact. I'm not convinced it has anything to do with the LOD landcontact, since that seems pretty straight forward. There's a pic of the problem in my dA gallery: Well, that was supposed to be just a hyperlink, but it just displays the photo I wanted to show anyway. Tank 1 has different sized wheels. However, it's all just an illusion, because I set up the memory points on all wheels the same size as the 3 covered wheels' center and bounds. Mass is also weird, because it's supposed to be a total of 10kg for the components, and 4 weight boxes evenly distributed for actual mass. That's how the sample tank is done. The 3 wheels and drive wheels move, but the front and back wheels do not, as expected for what I did (btw, is there a better way given that same-size wheels are not an option?). The tracks move, and even an AI soldier can drive it, somewhat. IT stays in that position while moving. EDIT 1: I forgot to mention that all the wheels on this tank, except the front two, are dampened all the way up even though they don't touch the ground. When testing in buldozer, they rise and drop together. Tank 2 is about 10 cm off the ground. I placed my character in prone on the far side to sort of make it more clear. The wheels do not move in Eden (although they do in buldozer). The tracks also don't "move" or damper. The tank is driveable; though it is too slow, turns too tightly, and stutters about every 3 meters as if tapping the brakes. Same size wheels are not a problem with this tank, but none of them move. Weird. EDIT 2: This tank also has a similar mass set up as the sample tank, where 4 mass boxes distribute the weight. It seemed less important to mention that here, but I reconsidered. Ok so... I know I'm gonna need to post more pics or screenshots of the LODs in OB, or maybe paste sections of my config and model documents. For the sake of retaining some secrecy on my project and also not posting unnecessary pics on the servers, I want to limit what I post to only what is needed. So, where shall we start? Any help is much appreciated!!
  23. Blackbomber200

    Tanks DLC Unofficial Discussion.

    Hello there guys I'd like to start this forum to discuss Arma III's last DLC for the year. I know its still a longs way off, but its never too early to start discussing these things. Well actually Bohemia encouraged us to give feedback and ideas on the their DLC. So here are mine. I'd like to brainstorm or suggest Tanks and APCs or upgrades or fixes to the current Tanks we already have. This is simply just a place to discuss Ideas and I don't except Bohemia would choose all of them or any of them for the matter. Below I will put some of the Tanks I would like to see make their way with the Tank DLC. LET US BEGIN! P.S If this is in the wrong section I apologize Moderators, please move it the correct section. The first Armored Vehicle I would like to see is the AMV-7 Marshall Mortar variation from the Pre-alpha that was never put in the game. It looks really great and I think would be useful when you need mortar support but don't want to use the large long range mortar Tanks. A variation perhaps for all the factions including CSAT and AAF. I would also like to see the AMV-7 and all the Faction APCs get more armor or perhaps add the option to add Reactive armor I feel like the APCs defiantly can be taken down too easily with Grenade launchers which is a main reason why I think APCs don't see a lot of action or seen on the battlefield a lot which kinda sucks when you want to use armor. I personally like the AMV-7 Marshall and wish I could use it more. I also feel like the Wheels on APCs can get shot way too easily so maybe add light plating that covers half of the wheels making them harder too hit. Also if you could perhaps add a 12.7mm machine gun to it, either that or change the description of the tanks armament. Next I'd like to see the American Main Battle Tank, but instead have the M1A3 battle tank the Military is currently developing and working on. There currently no blueprints or pictures of it for obvious reasons so Bohemia could probably use some creativity in how they think it will look in 2035. Here are American APCs that the US Military currently uses that would be cool to add. The M113 Armored Personal Carrier. Stryker LAV-25 Also the M3 Bradly Next up I want to suggest maybe a tank for the CTRG or the British. The M2 Challenger is highly regarded as one of the strongest tanks in the World or was atleast with only one being destroyed by friendly fire (Quite tragic) Now this amazing futuristic tank is real and is currently being developed in Poland as their next main battle tank. Its considered a stealth tank and by far is one of the most futuristic looking tanks we are currently making in the world the PL-01 MBT. It would only be fair to in cooperate a polish tank since ironically they are only one of a few countries who actually pay their 2% to NATO. This gorgeous looking tank I believe I already spotted in the Roadmap Video on YouTube, but if that's not it I'd like to suggest it now. This tank is currently regarded as one of the most powerful tanks in the world and can beat any NATO or US Tank. It also has some of the most advanced weapon systems and counter measures in the world and the inside literary looks like the inside of a Spaceship. The T-14 Armata. The T-15 Armored Troop transport Carrier. The BTR Bumerang The 2S35 Artillery Tank Now moving onto the Chinese or Pacific CSAT Forces. Not much is really known about what new Main Battle Tanks or APCs the Chinese are developing so I'll just add the current ones they have and maybe futuristic versions can be made by Bohemia. Type-99 ZBL-09 Not a lot of new Chinese APCs are being made atleast from what I can find. I'm pretty sure the T-100 actually is already this, so maybe Bohemia is time travelers or has access to super classified intelligence but this is Iran's newest Main battle tank the Karrar just hit the production lines this year. The Type 10 is Japan's newest Main Battle Tank and would possibly be relevant for the Pacific in Tanoa. The Type 87 is Japan's current APC. Germany is currently using the Boxer I believe as their APC of choice, although it has a similar look as the Stryker, but Id thought Id just put it here anyway. The AFF Tank is already based off the Leopard MBT so I won't include it obviously. Next up is Itlay's Ariete Main Battle Tank which I think would be relevant to Altis since Altis is suppose to be near Greece and Italy. On top of that the Greece use the Leonidas IFV APC which would also be relative to Altis That's all the Tanks that I wouldn't mind seeing in the tanks DLC, now I know you won't add every single one of these or any of them on the list and some of tanks currently in the game might already be based off of some of these, but these are just some ideas. Outside of that I wouldn't mind seeing tweaks and balances to the older tanks with a Dynamic Loadout system (Nothing too crazy) Just changing ammunition types or the Machineguns on the Tanks with perhaps different types of Defense systems like the option to have Smokes or the newest Active Protection system that some of these tanks have. The Germans are currently working on a 130mm Cannon, but they don't know how feasible it will be, but this is in 2035. So maybe change out cannons on tanks? Also wouldn't mind having Reactive armor option to add too tanks, but this would make tanks slower and eat up more fuel as a disadvantage if you wanted to keep things balanced, or add harder hitting rounds to penetrate the Reactive armor, or make tanks harder to kill. Heck maybe Reactive armor is already on some of the tanks, doesn't feel like it though. Should be able to add to APCs though. Also maybe add TOW launchers to the APCs to help with dealing with Tanks (Although I know APCs aren't made to fight tanks, but sometimes you run into Tanks). Also possibly add Incendiary rounds for the Tanks Commander Machine gun. These are all the ideas and suggestions I have, if there is something I miss or forgot, be sure to comment your ideas too so we can make Tanks Great Again!
  24. Hi all, I have a something of a predicament before me. I find it very enjoyable making simple scenarios for myself to replay as short, fun showcases of squad-level infantry tactics, armored warfare, and combined arms using the fairly realistic assets afforded by RHS and the various Bundeswehr gear mods. I feel I Have a fairly decent grasp of mission structure and what makes a mission fun while still incorporating the somewhat realistic objectives, circumstances, and jargon I've picked up through my service. Unfortunately, I don't have an expert grasp on the Eden Editor. I can use waypoints and triggers effectively to create a fairly simple and effective version of a real mission, and can use simple ambientAnim scripts to provide a fairly varied environment, but I lack the intimate knowledge with the Editor to use more advanced scripting, and creating actual tasks. My request is this. Is it possible that any advanced mission or scenario makers on here would have the patience or interest in taking the basework missions I have provided, and creating a more well-rounded and improved experience from them? I can provide the links to the missions I've made so far on the Workshop, and if anyone is interested, I would greatly appreciate it. I would absolutely love it if the simple missions I enjoy making could somehow be elevated by a more experienced hand with the interest in pursuing this LINKS: - Bundeswehr: Armored Warfare http://steamcommunity.com/sharedfiles/filedetails/?id=912514095 -Bundeswehr: Infantry http://steamcommunity.com/sharedfiles/filedetails/?id=908530453 -RHS US Combined Arms Showcase - Takistan http://steamcommunity.com/sharedfiles/filedetails/?id=914002496
  25. Hey there! So no matter the number i put in for "armor=____" I cant seem to get it to translate to the game... Anyone have any ideas? heres my config section for the vests. class Custom_Vest: Vest_Camo_Base { scope = 2; displayName = "Project Honor Platecarrier"; picture = "-"; model = "A3\Characters_F\BLUFOR\equip_b_Vest01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Project_Honor\Data\moh_vest_template.paa"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; containerClass = "Supply120"; mass=80; armor = "5*0.5"; passThrough=0.3; hiddenSelections[] = {"camo"}; }; };
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