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Found 27 results

  1. AveryTheKitty

    Arma 3 Aegis

    Developed in partnership with the 2035: Russian Armed Forces mod. Check them out here! Art by Mr.Mustache Steam Workshop Discord Patreon Made possible thanks to the support of my wonderful patrons. ❤️ Heliotrope, Bran Flakes, Renegade_Jonesy, Slav_Man_Shae, GeneralKong David - Mustache, CommanderCharms, Andrew Dietz, Scott Reijnders Ezzy, Florian Noé, Spess Mehreen, Pheasant-One, Krijn Lakeman, YonV Ravenholme, Buttista, Takaostar, Schuyler P Jarrett, Krytera, coolscout09 Corvid, Itsme M, Elliot Taylor
  2. This mod tweaks the Zodiac/Rescue Boats and makes them much more agile over the water. More responsive rudder control. Tighter turning circle. Covers every vanilla faction that uses them. Server Key included. Steam Workshop.
  3. I have a spawned boat that i spawn a ammobox (rhs_7ya37_1_singl) and i attach the ammobox to the boat, but if i sit in the boat i 1' person the box disappear but if i look thru 3' person the ammobox is in the boat. can anyone help me to find out what i can do so the box is visible i 1' person also Cheers
  4. EO Factions will provide a selection of post apocalyptic/survival themed factions using gear from my own gear packs and various DLC's, first up.... RFG Survivors: 8 Individual units, groups with vehicles. Street Patrol. Scavenger Squad. Zodiac Boat Patrol. Prowler Patrol (Armed/Unarmed). Zeus compatible. Server key included. RFG Survivors play as BLUFOR. Steam Workshop. Coming soon...
  5. Addon Lun-class Ekranoplan (version 1.0) by SovietKot, VenoM218, SoldierEPilot. Ekranoplan has a maximum speed 280 km/h. Lun equipped 6 anti-ship missile SS-N-22 «Sunburn» and support turret with double autocannons GSh-23. Missile SS-N-22 «Sunburn» having maximum range - 6000meters. The addon can be found in the Editor under: >East>Armored>Lun-class Ekranoplan Archive UPDATE!!! Small fix. Download (Yandex Disk). Download (MediaFire). More screenshots: This addon requires: MCAR Scripts last version (MCAR_Engine.pbo) More information about the addon in the archive.
  6. A backpack that can be assembled/disassembled into a Zodiac. The pbo's in the "optionals" folder are configured to add a fatigue penalty when the backpack is equipped. The "eo_zodiac_backpack_jog" pbo limits the player to jog or walk, the player cannot sprint when the backpack is equipped. The "eo_zodiac_backpack_walk" pbo limits the player to walking only, the player cannot jog or sprint and is instantly fatigued when backpack is equipped. Steam Workshop.
  7. Forward Scan Sonar mod Description This mod adds a sonar to the game which you can use from any ship. This can be useful if you have ever unintentionally grounded your ship or crashed into underwater objects. Also it can be used for searching for objects at the sea floor. Modes of operation Sector Imaging Mode - scans a 180 degrees sector with a very narrow vertical beam. Signal strength is mapped to display intensity, displayed range is not corrected (slant range). This is best suited for searching for objects on the sea floor and for making images. Sector Depth Mode - scans a 180 degrees sector with a wider vertical beam. Depth of each point is mapped to display color, displayed range is projected. This mode is more useful for navigation in shallow areas. Basic Forward Scan Mode - scans area directly ahead of your vessel with a vertical beam. Position of each point is displayed on distance-depth graph, giving you precise information of depth right ahead of your vessel. Although you can see only a small area of the sea floor, this mode has the fastest refresh rate. NOTE: * Wherever the depth is displayed in the device, it is not the true depth, but depth below sensor position which is located at the bottom of your vessel. * Sector scanning modes might degrade your frame rate. If you are having bad performance, reduce the scan rate. How to enable When you are in a ship, use the "Sonar Options" action in the action menu. Options Mode - sets the mode of sonar. Range - sets the maximum range of the sonar. Max Depth - sets the depth limit for the display. Only affects basic forward scan and sector depth modes. Image Gamma - Allows you to adjust gamma correction of the image. Only affects sector imaging mode. Scan Rate - Allows you to adjust the scanning rate of the sonar. Only affects sector imaging and sector depth modes. Download from Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2281685552 GitHub link: https://github.com/Sparker95/Arma-3-Ship-Sonar More description Sometimes I like to do boating in Arma. And every time I do so, I can't stop thinking that the game doesn't have any proper equipment to operate boats. In real life most boats at least have a simple depth pinger. Nowadays there are even cooler devices, such as forward scan sonars, which don't look directly under the vessel, but also ahead of it. More expensive models can perform a good 3D scan of whole area ahead of ship. I also happen to be a sonar developer in real life, so I just couldn't not build one it in the game 😛. The mod works by using ray casts to simulate operation of a real sonar. Because of that you can not 'see' what is lying behind tall objects on the sea floor. Also you are going to see 'shadows' of objects which are on the sea floor or suspended above it (like submarines). To-do list - Figure out a better place for the panel so it doesn't obstruct anything - Try to make a 3D scan sonar done Comparable real life devices Basic forward scan sonars: Simrad Forward Scan: https://youtu.be/O6B-OvjQIQ8 Echopilot FLS 2D: https://echopilot.com/products/fls-2d/ Navigational 3D forward scan sonar: Farsounder Argos series: http://www.farsounder.com/products/argos-350 Imaging sonar: Teledyne SEABAT 7123: http://www.teledynemarine.com/SeaBat-7123-MkII
  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. Hi i have a doubt about a script to move the USS Liberty (static ship)... Are any script guide or something to make it work? Like to free move as a vehicle. I found this on reddit but the publisher said that is works "fine" in SP but in Mp didn't work (I test it and he is right), he said that may be it could be fix doing... that was 2 years ago, someone could tell me how to do that to fix this error? just imagine the possibilities in multiplayer with a movable USS Liberty 😎 . ·Link (reddit post): ·Link (files): https://github.com/Keithenneu/arma_moving_ships
  10. Delta Hawk

    Nassau 1715

    "In an honest service there is thin commons, low wages, and hard labour. In this, plenty and satiety, pleasure and ease, liberty and power; and who would not balance creditor on this side, when all the hazard that is run for it, at worst is only a sour look or two at [hanging]? No, a merry life and a short one shall be my motto." - Bartholomew Roberts A General History of the Robberies and Murders of the most notorious Pyrates (1724) "Fear not the sea, for those born to hang will never drown." - Ancient Proverb Intro Nassau 1715 is about the economic, social and power struggles that occurred in the West Indies during the early 18th century and the events leading to that, telling the true and brutal story behind some of history's most notorious criminals who plundered the seas and the bold and determined men who hunted them down. This is a proof of concept release. This is not meant to be a complete conversion for ArmA 3. Rather it's meant to show that this concept, 18th century naval warfare, is possible in ArmA. Another goal of the proof of concept is to attract more developers to help with the long term goal of creating a complete total modification for ArmA 3, DayZ or even ArmA 4. After the proof of concept release the project will be reevaluated for a viable total modification. In the long term, the mod is planned to encompass some of the most significant events in Europe and the West Indies that led to the Golden Age of Piracy, including parts of the War of Spanish Succession and the English privateer voyages in the West Indies against the Spanish and French. These events come together with the wrecking of the Spanish Plate Fleet of 1715 off the coast of Florida, leading to the rise of the Pirate Republic at Nassau, New Providence Island. From there, Nassau 1715 explores the world of pirates of the West Indies and the East Coast of America, and the steps taken by the English government and colonies to suppress them, using real life events as a story backdrop for multiplayer gameplay in an open world setting. The biggest feature of Nassau 1715 is being able to authentically sail large vessels, therefore sailing, while greatly simplified from real life, is difficult and challenging, requiring basic seamanship and knowledge. You must read the field manual in the game and review the Quick Sail Guide in order sail. Screenshots Features Included in this release are Several Sloops (including: Adventure, Albas, Royal James and Antelope) 1-Pounder Swivel Gun 6-Pounder Naval Cannon .62 Flintlock Pistol .69 Naval Pattern Carbine 17 Uniforms (not counting variants) 3 Vests (not counting variants) 4 Hats (not counting variants) Map of Gun & Cat Cay High Seas Map Ingame Documentation/Field Manual Some Basic Missions (SP & MP) More content will be added over time. Quick Sail Guide Quick Sail Guide Considerations while playing You must learn how to sail in order to sail. This is not an arcade game, it's an authentic simulation of sailing. It will be difficult. You should expect to be frustrated and confused at first. Only after studying the art of sailing you will be good at sailing. In order to become a better sailor you should listen and follow the instructions of more experienced players who know how to sail. Sailing is a crew effort based on skill and knowledge. If you are a beginner you should avoid shoals at all cost or you'll run aground. Because this is an early proof of concept release, features, classnames and assets may change and/or be removed. This mod brings gameplay features that have never been attempted before in ArmA, so there will glitches and other issues. Lastly this was develop with the idea of being used on a multiplayer server. Compatibility We did not specifically develop this mod with compatibility to other popular mods in mind, therefore you may encounter some issues if you choose to use this mod with another mod. Compatibility with other mods isn't a priority since every other mod is from a different century. End User License Agreement Do not reupload any 3d or 2d assets, original or derivatives, including, but not limited to, the Steam Workshop Do not retexture or remodel Do not port to other game engines Do not use on monetized servers Derivatives Some of our work has been kindly donated specifically for this project, therefore for development and copyright reasons we don't allow reuploads, derivatives or retextures of Nassau 1715. However, if you do want to create derivatives or retextures please consider actually becoming a part of the team to help create more content and/or modify existing content. Thanks and Credits Philipjn from the Pirates Ahoy! community for donating the base model of the sloop Major (Retd) Kelly, https://www.KellyBadges.co.uk Peter Davis - HMS Surprise Simulator Keith H. Burgess, Wychwood Forest, Armidale NSW, http://woodsrunnersdiary.blogspot.com/ Team Members Delta Hawk - Lead Artist, Shipwright Bloodwyn - Lead Scripter Luca - Lead Terrain Artist Bava - Historical advisor and Shipwright ppitm - Historical advisor, Research and Sailing Master Kola - Artist J0tA - Artist Noklaschmi - Artist LAxemann - Lead Sound Artist How to connect with us Discord Twitter BI Forums Pirates Ahoy! Steam Workshop Please do not reupload anywhere else, this modification will probably change often with updates https://steamcommunity.com/sharedfiles/filedetails/?id=1726376971
  11. DaddyBaz369

    Additions to consider?

    Hi, Firstly, I’m loving how the game is developing overall, and look forward to each update that improves gameplay and the environment. The following are a few of my personal thoughts, some of which are already shared by others, on possible additions I’d like to see within the world of Vigor: Dressing for the occasion; If map selection is no longer available, the ability to change clothing and equipment selection during the encounter lobby to suit the game would be preferred. Why dress in bright red tracksuit to then go to a blizzard in Dverg Forrest, or a Winter Hunters smock to visit a sunny Grontheim Valley? Add a Ghillie suit to the wardrobe too, crafted from local flora and fauna! Wildlife; an additional threat to ‘campers’ and ‘teamers’ but also a source of food and reward (animal hide or head trophy for the shelter)? Native Dogs, Arctic fox, Musk ox, reindeer, wolves, Brown bears, eagles, seals? Times of day: Norway experiences some amazing displays of the Northern Lights, so why not have an encounter to view them? Additional equipment could include flashlights and glow sticks, Signal Flares (Fired and loiter on a parachute to illuminate an area) but not Night Vision Goggles. Spotting a wolfs eyes in your torchlight could be a chilling experience!! Vehicles: there are plenty of abandoned cars and trucks, why not Hotwire one (Or find a bunch of keys in a nearby building?) to get across the map quicker. Fuel could be limited, add more to go further. Keys get instant activation, or take longer to Hotwire with wire\nails etc? Shelter interaction: I would love to take my boat out on the water to a) catch some fish and b) row to the oil rig! I would also love to play the arcade game!! Vigor Playlist: share the Vigor Score/soundtrack on Apple Music, Spotify etc so I can listen to Vigor mood music when not playing. That’s all for now. I’ll await your feedback before I add more comments/suggestions. Keep up the great work. Best regards DaddyBaz
  12. Fellow fellow mod creators, I am currently seeking a modeler who can import a model for me which i have been stuck with for the longest time 😞 . I purchased this big lady (cutter) a while ago however never have had luck finding someone who can import vessels. If anyone is willing to help me out with importing this big lady along with (if its possible) to get the sea wizz to work as well as if theres a possible way to set it so that rotary aircraft can land on the stern pad and “attach” to it so that the ship can be in motion without risk of collison and “flying” away, id be forever greatful. I understand that in this day and age most people dont like doing work simply because they enjoy it. Inorder to provide “motivation” & incentive , i would be willing to set whoever helps me out as joint authors when i upload it to workshop to share with the public for non-commercial use. If you also require some other means of compensation then , ill be more than happy to discuss that. If you’re interested please do not hesitate to contact me here on forums and/or on discord- Roman Sparkz#1436 below are the details of the model: Geometry - Polygon mesh Polygons - 36,680 Vertices- 39,453 Textures - Yes Materials - No UV Mapping- Yes picture of the cutter- looking forward to hearing from someone soon! - Roman
  13. Does anybody know whether is it possible to implement vanilla like horn by boats and tasks? Somehow the simple config entry of it under vehicle class is not letting driver to make any sound.. ... weapons[] = {"TruckHorn2"}; magazines[] = {}; ...
  14. 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?
  15. Hey guys and gals Recently I was trying to add ships to my custom (mod) faction. Implementing the ships I had no problem, but as soon as I tried to add my own skins to the ships, I encountered a problem. I doesn't seem to be possible to add my skins to the ships, at least the way I was trying. Here's my code. Please help me 🙂 class CfgVehicles { class ship; class B_G_Boat_Transport_02_F; class RHIB: B_G_Boat_Transport_02_F { side = 1; scope = 2; scopeCurator = 2; crew = "Custom_Uniform1"; faction = "Coast Guard"; displayName = "Festrumpfschlauchboot"; model = "\A3\Boat_F_Exp\Boat_Transport_02\Boat_Transport_02_F.p3d"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Rhibboat_co.paa"}; }; class B_Lifeboat; class SRHIB: B_Lifeboat { side = 1; scope = 2; scopeCurator = 2; crew = "Custom_Uniform1"; faction = "Coast Guard"; displayName = "Festrumpfschlauchboot(klein)"; model = "\A3\Boat_F\Boat_Transport_01\Boat_Transport_01_F.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Coast-Guard\Data\Boat_Transport_01_rescue_CO_1.paa"}; }; }; I tried to add the Skins in the editor via setObjectTextureGlobal and it worked with the ingame ships, however with the boats in my faction it didn't work. https://imgur.com/zfC63YW The inner ships textures have been replaced with setObjectTextureGlobal and the outer ones are the boats from my faction.
  16. SBS Fenrir Company is a European based unit which aims to have realistic intentions and having fun. Here we aim to have fun roleplaying as the British Royal Navy’s special forces called the “Special Boat Service”. Our missions are based around a lot around stealth, sabotage, intelligence gathering, high value target terminations and much much more. Our main code in this group is as follows: 1. Respect All players, staff and guests are to be treated with respect at all times. 2. Communication In this group we do not talk about each other, we talk with each other. 3. Fun We are a basically a group of people just wanting to have some fun together. Don’t be that guy that changes because of a rank or that is being a meme all the time We have Campaign Operations every weekend (Usually on a Saturday, just whenever the host is free) and Training every week to constantly improve on being a good, consistent Arma player whilst enjoying our time. If this has grabbed your interest just hop in the discord and we can recruit you into our ranks: https://discord.gg/67ZYkpC I hope to see you amongst our other brothers! Best regards, Sergeant "Dagger"
  17. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1655023117 BACKGROUND: The AAF has invaded the island of Malden! It's citizens are asking for help from the U.S., so our forces are mobilizing. In order to gain a foothold on the island, we will have to attack via boat, as the AAF has an air defence system in place. OPERATION GREEN ARROW: U.S. forces are going to capture Goisse harbor, then move inland to destroy AAF air defences. While this main attack is going on, your team is to inflitrate Malden via the passage north of Vigny. Once you have made landfall, your objective is to sabotage the heli depot to prevent the AAF from attacking our other troops to the north. Once the heli depot is sabotaged, your team will move to La Passagne to capture it and defend it against any counter-attacks. FEATURES: Revive No Stamina/Fatigue Civilian Population No mod requirements WARNING - TO PLAY IN SINGLEPLAYER YOU MUST PRESS SPACEBAR AT THE RESPAWN SCREEN, THEN CHOOSE 'SKIP' FROM THE MENU!! CREDITS: Civilian scripts by Enigma A few scripts from Occupation by BangaBob Thanks to Yumsum, Porte and Phil for all their patience in testing.
  18. Howdy, I'm seeking some help building a USS Liberty Template, making the AI move around in it, and also I'm looking for a NWU Type I uniform. First off, I have no problem placing the various turrets/weapons on the ship, and disabling AI pathing to place crew members and make them animated to sit/lean/kneel/repair whatever. My problem is making the AI move around in/on the ship, as they constantly get stuck, clip through walls, fall through the entire thing and land in the water, or refuse to move. AI troops disembarking from a chopper walk straight off the edge into the water. I tried making a 4-man CSAT diver team board the ship and attack the crew, but the just sit in the water, they absolutely refuse to use the 2 ladders. Finally, I'm looking for a Navy Work Uniform Type I (https://en.wikipedia.org/wiki/Navy_Working_Uniform). I've got RHS, General Equipment addon, VSM, and a whole host of others. I haven't found anything with the blue/grey digital camo used by the US Navy. Thank you in advance for any help.
  19. Hi guys, I searched on every site and internet for download this yacht but I don't find the Big Luxury Yacht in this video : Please really help me for find this ship because I don't find it in the workshop or harmaholic, i don't how I can dl this beautiful boat. A screen of the ship : Thanks you very much for help me.
  20. I’m pleased to release an BETA version of my first addon - BOC Inflatable Raiding Craft (IRC). BOC IRC provides a backpack which can be assembled in to an inflatable raiding craft on land or in (or under) the sea. This addon was created as a means of learning a bit of config writing and was heavily inspired by O' Hally's boats and from whose mod some of the config entries were learnt. However, this addon has been written from scratch, with added textures, tweaked boat characteristics and different functions - boats cannot be repacked after assembly and when assembled underwater will surface slowly. Features Inflatable Raiding Craft Bag – a custom skinned black bag and other vanilla cam variants which, when worn, can be assembled into an inflatable raiding craft. Tardis-like qualities allowing an outboard motor to be carried with ease! Inflatable Raiding Craft - a tweaked version of the vanilla boat with slightly increased speed and manoeuvrability. Compatible with Backpack on Chest Addon and Feint paddle mod. Use The backpack is called the “Inflatable Raiding Craft Bag (Black)” (B_IRC_bergen_F B_IRCbergen_blk_F) and can be placed directly in the editor, via script, or through a character’s loadout selection. When the backpack is worn an option exists to assemble the Inflatable Raiding craft, which will pop in front of the player. If assembled underwater, it will rapidly rise to the surface above the player. Once assembled, the raiding craft can be used as per the vanilla boat. Additionally, the IRC (B_Boat_IRC_01_F) can be placed directly in the editor (but it cannot be disassembled). Changelog Hopefully this will be of use to someone! This work is licensed under the Arma Public License No Derivatives. This work may not be uploaded to Armaholic or used on Life servers. The addon can be downloaded from steam workshop here
  21. I have been making a mission involving the Nimitz and a squad that is tasked to take a boat to this island (Map is Kerama Islands for those curious) and blow up AA defenses so F18s can do the rest. I have 3 objectives for the 9 man squad (Each member's Variable Name is F1-F9). The objectives are A.) Get in the boat B.) Unload at the shore/Rearm if needed C.) Take down AA I have C.) finished but I am having an issue with A.) For the objective I have set down the "Create Task" module titled "Get in the ship" and its state is "Assigned" with an always visible marker on the boat. Synced to the "Create Task" module I have a Trigger that has a timer for the Objective to be assigned (Like 2 seconds just so the notification pops up). next I have the "Set Task State" module in the state of completed. There is a trigger synced to the "Set Task State" module. The Trigger has Activation set to "Any Player" and Activation Type "Present" the Condition Script box has the following code: allInTheVehicle = false; while {(not allInTheVehicle)} do {allInTheVehicle = true}; {if (!alive f1 && f2 && f3 && f4 && f5 && f6 && f7 && f8 && f9 || vehicle truck1 != myVehicle) then {allInTheVehicle = false;}} forEach playableUnits; globalAllInTheVehicle = true; My friend supplied me with this script but we couldn't figure out why the objective will not render as completed when all playable units take a position within the boat (Driver, Navigator, Gunners, Etc). Any help with this would be grateful since I am still new to scripting.
  22. mathias_eichinger

    Tanoa Coast Guard

    Hi gentlemen, Tanoa just got another addition: The Tanoa Coast Guard. Author: mathias1978 Author Website: http://mathias1978.deviantart.com/ Requirements: Official APEX expansion: https://arma3.com/apex Version: 1.1 Signed: No Short description: This mod adds Tanoa Coast Guard troops in some infantry roles in a custom camo pattern made by myself, plus a gunboat in a camo pattern done with happyponyland camo generator and a grey colored Lynx helicopter. Units can be found under BLUFOR-->Tanoa Coast Guard-->Men. The boat can bei found under BLUFOR-->Tanoa Coast Guard -->Boats, and the helicopter is located in BLUFOR --> Tanoa Coast Guard --> Helicopters Changelog: v1.1: New ship camo, because community reaction was that the old one would be plain ugly. Credits: BI Studios for a game series that lets me be creative since 2005, having fun since 2001. R0adki11 for continous support and advice. Happyponyland for camo generator: http://www.happyponyland.net/camogen.php IndeedPete for handy retexture templates. Download: http://www99.zippyshare.com/v/pEjDNUc9/file.html Armaholic mirror thanks to Foxhound http://www.armaholic.com/page.php?id=31839 Steam Subscription: http://steamcommunity.com/sharedfiles/filedetails/?id=789632428
  23. mathias_eichinger

    Everon Coast Guard 2035

    Author: mathias1978 Author Website: http://mathias1978.deviantart.com/ Requirements: No addons required Version: 1.1 Signed: No Short description: This mod adds several Everon Coast Guard members (Autorifleman, Marksman, Medic, basic Sailor) in a unique self-made camo pattern, as well as a patrol boat in an also unique self made garish "camo". Note to mission makers: This unit represents the near-future timeline Everon Coast Guard, a paramilitary force tasked both with Search and Rescue and coastal souvereignity missions. Their dual role needs them to be highly visible for rescue missions and heavily armed at the same time to provide for Everon's territorial and coastal water integrity. As the Sailors do conduct infantry guard and patrolling duties in coastal areas, they wear camo fatigues to present a low visual profile on land. Units are can be found under BLUFOR-->Everon Coast Guard-->Men. The patrol boat can be found under BLUFOR-->Everon Coast Guard -->Boats. This has been possible with the help of Roadkill11 and packing open the original -E3- mod by Soronelite. Credits: BI Studios for a game series that lets me be creative since 2005, having fun since 2001. Soronelite by providing a simple retexture addon back in 2013 where I could see how adding boats basically works R0adki11 for continous support and advice. Changelog: v 1.1: -"Everon Coast Guard" Faction in Eden editor, no longer lumped together with others under "Everon"; -Marksman has got a proper sniper rifle. Download: http://www107.zippyshare.com/v/DfvL6wgF/file.html Steam Subscription: http://steamcommunity.com/sharedfiles/filedetails/?id=660554854 Armaholic mirror thanks to Foxhound http://www.armaholic.com/page.php?id=30740 Have fun with this and please provide feedback.
  24. If you set a group of Assault boats to move to a waypoint, it works fine.... UNLESS their behaviour is set to 'careless'. If it's set to careless, they either move very very slowly, or not at all. This is on Windows 10, 64-bit, latest version of normal-branch Arma (Eden-update), as of 19/02/2016.
  25. Hi all, I am a Linux user who is new to the ARMA franchise. I have been having a crack at putting together a simple, vanilla mission whilst waiting for the game to be updated from version 1.42 to 1.54 and am wondering if someone could help me sort out a few issues I have encountered during testing. 1. I found that 2 missiles from a chopper will take down a Military Cargo Tower. I can't have that and am wondering if there is a script to make a building indestructible? 2. Is it possible to restrict the use of artillery, so the Scorcher, Sandstorm and mortars are not available? 3. AA units that I have placed on the side of a mountain do not change weapon and fire when an enemy chopper flies past. Is there a script that forces them to use the AA missile launcher as their primary weapon AND actually fire it when an enemy air unit flies into range? 4. I have a speedboat on patrol and would like it to refuel/re-arm when the patrol is complete. I am having difficulty in getting the boat to manouver alongside the pier where I have a Taru fuel pod and 2 boxes of vehicle ammo stationed using the "move" waypoint. ( I could probably get it so that it works with more tweaking and previewing but am hoping that there is an easier way or some kind of "refuel" option). 5. Finally, could someone please tell me if the mission I am creating using version 1.42 is going to transfer successfully to version 1.54 when my version of the game is updated? Thanks for any assistance that can be provided.
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