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Found 5 results

  1. The Team Presents THE EAST WIND - RHS REMAKE WARNING! YOU ARE ABOUT TO PLAY AN ALPHA VERSION! SOME FEATURES ARE STILL NOT WORKING AND BUGS ARE STILL PRESENT! THIS CAMPAIGN IS NOT COMPATIBLE WITH ACE3 AND MAKING IT SO IS NOT A PRIORITY FOR US YET! Morning lads, I'm happy to announce that The Team is finally getting ready to release the RHS remake of The East Wind. This majestic hunk of data has received a large amount of attention from The Team in the past few weeks after being suspended almost 4 years ago, and is now finally getting ready to set sail once more! The Team currently consists of yours truly, and DenyWilco. Not much of a team but we make do with what we have, and apparently are doing pretty good while doing so. So much for the intro, now to the fun stuff. Required Addons: - RHSUSAF - RHSAFRF - RHSGREF - RHSSAF - Altis Armed Forces (2017) Known Bugs: - In the Prologue campaign, you'll still need to use the RCO. - Please report any bugs on the thread, or feel free to PM me, or DenyWilco. Downloads: Steam Workshop (HIGHLY RECOMMENDED FOR QUICK UPDATES) Mediafire Armaholic Credits: -DenyWilCo [Lead Dev; Founder of The Team] -MrCrazyDude115 [Lead Dev; Founder of The Team] -Bohemia Interactive [Making ArmA 3; Being an all around awesome company] -Red Hammer Studios [RHS; Being awesome] -BI Community Change log: Screenshots: Videos:
  2. Details: This is a replacement weapon config for EricJ's taliban units using AK's and typical weapons from the RHS Escalation mods. I originally created this as a 'leight'weight option for quick Zeus/MCC missions with my group, but I realised that plenty of the other middle eastern factions available require a significant number of separate uniform/weapon packs, (even though they look fantastic). Since almost every modded server I have seen uses RHS. It seems appropriate to combine these. The config assigns Russian AKM's/AKMS' to fighter units, PKMs and SVD's are assigned to MG and Sniper variants as well. All units have russian smoke grenades, RGOs. Leader units have FAKs and PMM sidearms. All units are Zeus compatible. This config also contains an Afghan civilian faction. Unchanged from EricJ's original. The mod is signed with server keys included. Of course, let me know if I have done something ridiculously wrong here. I'm still learning how to put mods together. Images: In future, I would like to add a reinforcement group. Using a civilian truck: Requirements: Taliban Fighters by EricJ RHS: Escalation by the RHS Team Credit: All credit goes to EricJ and the RHS team for their kind permission to use their mods and to allow me to release this. Known Issues (as of version 1.0): I have never released anything before but I have tested this on a multiplayer server. As far as I am aware, apart from a single small conflict notification in the rpt, this does not cause issues on a multiplayer server. The classnames are currently the same as the original EricJ ones and do not match the new loadouts. To Do: Match classnames to new loadouts (perhaps make them more MCC compatible) Add groups and extra vehicle units for fast reinforcements. Changelog: v1.0: First Release Download: Taliban Units with RHS Weapons config v1.0 Cheerio, Silos[CPM] www.cornishpastymen.co.uk
  3. I am making a scenario where I need to have all the groups on the EAST side to change their behaviour. I tried to use foreach on multiple different ways but nothing seems to work. This is what I tried: { if (side _x == EAST) then { _x allowFleeing 0; _x setCombatMode "RED"; }; } forEach allgroups; { if (side _x == EAST) then { group _x allowFleeing 0; group _x setCombatMode "RED"; }; } forEach allUnits; Can someone help me? Thanks
  4. Basically, I have this situation similar to a deathmatch (free for all), and I'd like to "addscore" to players ONLY when they kill other players, not AI's. Digging the internet, I found some scripts (meant for punishing teamkills), worked around them a little bit and got this: I must admit that I could not create such a thing, but I did some modifications and it ALMOST worked as intended. And this keeps happening like: I believe that this is happening because of the accumulated bodies of players, but I wasn't able to delete them to test it out. If any of you guys can help me, it would be appreciated! :)
  5. Basically, I have this situation similar to a deathmatch (free for all), and I'd like to "addscore" to players ONLY when they kill other players, not AI's. Digging the internet, I found some scripts (meant for punishing teamkills), worked around them a little bit and got this: I must admit that I could not create such a thing, but I did some modifications and it ALMOST worked as intended. And this keeps happening like: I believe that this is happening because of the accumulated bodies of players, but I wasn't able to delete them to test it out. If any of you guys can help me, it would be appreciated! :)
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