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Found 22 results

  1. by wsxcgy What is East Wind Rearmed? East Wind Rearmed is a project that aims to re-imagine the factions provided to us by Bohemia Interactive in Arma 3 with a variety of more contemporary assets, chiefly from Global Mobilization - Cold War Germany by Vertexmacht and RHS Escalation by Red Hammer Studios. Taking inspiration from real world, modern day equivalents, while also attempting to stay relatively true to the factions as BIS imagined them, East Wind Rearmed will add new factions complete with vehicles, statics, groups, and a variety of gear items. The objective is bringing the factions back to the 2010s rather than the 2030s, while still working more or less within the setting provided by Bohemia Interactive. Ultimately, EWR could include re-imagined or expanded versions of the AAF, FIA, CSAT, LDF, ION services, Raven Security, Gendarmerie, and Syndikat, some pending further conceptualization. This initial release will only include the AAF faction, however the FIA is next in line and should hopefully be available relatively soon. After that, I'll likely work on CSAT, ION, and Raven, and then Apex factions like Syndikat. East Wind Rearmed: Altis Armed Forces Downloads https://steamcommunity.com/workshop/filedetails/?id=1753212142 - Steam Workshop Collection https://drive.google.com/open?id=1_OsSyyxxJIEzhHxLPsJ2G6c-qZORNnW8 - Google Drive folder Changelog Special Thanks Bohemia Interactive - this one doesn't really need explanation. Vertexmacht - thanks for GM, love the expansion. the expansion itself is largely what inspired this in the first place. and thanks for making it so easy to mod. Red Hammer Studios - thanks for your addons. its a true privilege to have the assets you guys provide. a lot of top-notch stuff. Nightmare515, Chairborne, TheEvanCat, jarrad96 - provided guidance and troubleshooting help, thanks a ton, wouldn't have made it here without yall.
  2. Over the past few weeks, I have been dipping my feet into the pool that is modding ARMA III. I feel that I have enough completed to announce my project. What I have been working on is a Canadian faction designed to fIt in with the look of A3's NATO faction. As such I have reskinned the Uniforms and some of the Vehicles that are used by NATO, namely the Hunter, Hummingbird and Huron. I have also included a reskinned MBT-52 Kuma as the Canadian Main Battle Tank which I have dubbed the Leopard 2A8 Nexus. So far I have 14 soldiers implemented (I'm working on adding more), along with the vehicles. My Canadian faction uses a fictional successor to the current CADPAT Camouflage, simply called CADPAT 2. There are 4 different variants of CADPAT 2: Arctic, Arid/Brushland (the best for Altis), Desert, and Temperate Woodland. As such, for each unit there are 4 corresponding versions. As for the MX series, I have reskinned them as well - the Canadian MX rifles are manufactured by Colt Canada. The MX is designated the C21, the MXC is the C22, MXM is C23, and MXSW is C24. This is my very first mod, I hope it is welcomed by the community. Screenshots: RIFLEMEN CLOSEUP OF TEMPERATE WOODLAND RIFLEMAN HUNTERS LEOPARDS (CAMO) LEOPARDS (SOLID) HUMMINGBIRDS HURONS TODO Add M2A1 Slammers and AMV-7 Marshalls Add Special Forces Add Jets
  3. Cold War: Global Escalation Mod Series This thread is for my Cold War mod project, which aims to capture the feeling of the conflict while only using assets that are already existing. The mod is based on the late 80s and early 90s period and features a number of factions who are relevant for the time: the Soviet Union, East Germany, Czechoslovakia, the People's Republic of China, the United States, West Germany. These factions are broken into multiple mods, with the Eastern Bloc one currently being the released one. NATO nations will be included soon, as will certain smaller and overlooked nations from the period such as Rhodesia or Cuba, and even North Korea. The mod is meant to be based in history but is not historically accurate in the sense that all of the equipment is exactly right. The equipment is as accurate as it can be with the available assets, and when compared to historical photographs, is still reasonably close to real life. This is especially true if you are using these units as OPFOR enemies, which you'll see in full detail less. Additionally, infantry is the main focus of the mod. The dependencies are listed on the Steam download page. Eastern Bloc Factions On Steam Screenshots
  4. B3LX_MILITIA Generic faction mod + customizable faction script This script provides a fast way to create a custom faction allowing for selection and randomization of uniforms, vests, head and facewear, weapons, insignia and flags. This mod doesn't change any existing mod asset or texture as it contains only configs and scripts, except images used in insignia and flags which were made by author. -->Features: -Four already set-up factions: - Yekîneyên Parastina Gel, default WEST faction - Hayat Tahrir as Sham (ex-Nusra), default EAST faction - Jabhat Tahrir Surya (Ahrar + Zinki), selectable in init.sqf - Turkish backed FSA (Sultan Murad + Hamza Division), default GUER faction. -Compatible with alive: spawned units in alive will have the specified identities, loadout and vehicle flags. -Customizable: create as many factions as you want and use mission based factions. -Open to adaptation, include your own assets and other mods in the script to extend it to your needs. You can use this script with any exisitng faction if you add or change classnames in unitTypes.sqf. Examples: YPG Hay'at Tahrir as Sham Olive Branch Forces -->Requirements: -CBA -RHS complete - needed for weapons and vehicles, obviously. -Project OPFOR - it has all the important camo patterns and allows insignia. -->Optional mods for better functionality: -Iraqi Syrian Conflict mod - provides takbir shouts (if you care for this mod you probably already own ISCmod) -VSM Accessories - provides diversity in balaclavas (strongly advised for decent balaclavas) -Hidden Identity V2 - provides diversity in shemaghs (strongly advised for really jihadi looking shemaghs) -CL_Armbands - provides armbands for less standardized factions (not needed but helpful when using factions that look similar, many actually use them in the syrian war beacuse uniforms are not "uniform" enough). Download from dropbox B3LX_MILITIA.ZIP
  5. Hi all, I'd like to create my own factions, customizing a warlord scenario from @Jezuro. The warlord init module is too restrictive with one faction per side. So, I intend to enlarge a new one (per side) with much more groups. I read several pages on forum(s) but I can't have a clear idea if I need to create a config.ccp (in a mod) or some classes are enough in description.ext. I just need to create groups/factions with existing units/vehicles. I saw that an ALIVE mod ORBAT tool could help, but the question remains the same: addon or not? Thanks for your experience.
  6. The Black Order is a fictional Terrorist Organization inspired by fictional megacorps and terror cells and other bad evil large organizations out there. The mod adds a new faction named Black Order containing allot retextured weapons, gear, and vehicles. Welcome to the light operator, remember our cause. The mod is using CBA and RHS:USAF as base Content Black Order Faction (OPFOR and INDFOR) Military Science Division Military Police Retextured objects equipment and item Vehicles Weapons Clutter items A new sect feeling to the game Download Github Steam Workshop Required Addons CBA RHS: United States Armed Forces Optinal Addons ACE3 (ACE Compat) Links GitHub GitHub Issue Tracker
  7. I am trying to get to the bottom of why not all assets from some mods are made available for a zeus curator when initiated through an in-game script. Note that this is not related to needing to adjust the module to read "all addons including unofficial ones" in the editor. I have a script which creates a curator module and assigns it to the designated player (usually me), and is supposed to add all addons to it. This works fine with almost everything; all vanilla factions are added without fault and almost all downloaded mods. However, for a couple of faction mods, some assets are not being added even when some of them are. While it is usually quite consistent which fail to add, it is not always completely. At first I assumed it was a case of some assets in the mod having scopeCurator set such that this was intended, but even having been into the configs and successfully changed it, it still fails most the time. It also wouldn't explain why on some occasions these assets do get added. Here is the script I have been using to add the curator and configure it in singleplayer: _unit = player; // Exit if unit is already curator if (!isNull (getAssignedCuratorLogic _unit)) exitWith { systemChat format["[Zeus] Logic already assigned to %1, remove it first",name _unit]; }; private _curator = missionNamespace getVariable [format["f_zeusCurator_%1",getPlayerUID _unit],objNull]; // Check curator exists, if not create it if !(isNull _curator) then { format["[Zeus] Curator variable already assigned to %1, reassigning", name _unit] remoteExec ["systemChat",_unit]; unassignCurator _curator; deleteVehicle _curator; sleep 1; } else { //format["No Curator.", _curator] remoteExec ["systemChat",_unit]; unassignCurator _curator; f_var_sideCenter = createCenter sideLogic; format["Creating....", _curator] remoteExec ["systemChat",_unit] }; _var = missionNameSpace getVariable ["l_var_sideLogic","Fail"]; // Create a new curator logic _curator = (createGroup f_var_sideCenter) createUnit ["ModuleCurator_F",[0,0,0],[],0,""]; _curator setVariable ["owner",format["%1",getPlayerUID _unit],true]; _curator setVariable ["showNotification",false,true]; _curator setVariable ["Addons",3,true]; //Set Zeus Vision Modes [_curator, [-1, -2, 0]] call bis_fnc_setcuratorvisionmodes; // Assign the passed unit as curator //_unit assignCurator _curator; _unit assignCurator _curator; private _curator = getAssignedCuratorLogic _unit; systemChat format["Curator: %1", _curator];; if (isNull _curator) then { _curator = _unit; }; // If curator is null or not the correct logic exit with an error message. if (isNull _curator || typeOf _curator != "ModuleCurator_F") exitWith { systemChat format["Failed to resolve curator for %1", _unit]; }; // Decide which addons to add based on passed mode _mode = True; _addons = []; switch (typeName _mode) do { case "ARRAY"; case "STRING": { if (_mode isEqualType "") then { if (_mode == "basic") then { // Load predefined basic modules _mode = ["A3_Data_F","A3_Data_F_Curator","A3_Functions_F_Curator","A3_Misc_F","A3_Modules_F_EPB","A3_Ui_F_Curator","A3_Modules_F_Curator","A3_Modules_F_Curator_Misc","CuratorOnly_Modules_F_Curator_Chemlights","CuratorOnly_Modules_F_Curator_Environment","CuratorOnly_Modules_F_Curator_Flares","CuratorOnly_Modules_F_Curator_Ordnance","CuratorOnly_Modules_F_Curator_Smokeshells","A3_Modules_F_Bootcamp","A3_Modules_F_Bootcamp_Misc"]; } else { // Convert to array _mode = [_mode]; }; }; { if (isClass (configFile >> "cfgPatches" >> _x)) then { _addons pushBack (configName (configFile >> "cfgPatches" >>_x)); }; } forEach _mode; }; case "BOOL": { if (_mode) then { // If true was passed, add all available addons to curator list _cfgPatches = configFile >> "cfgPatches"; for "_i" from 0 to (count _cfgPatches - 1) do { _class = _cfgPatches select _i; if (isClass _class) then { _addons pushBack (configName _class); }; }; } else { removeAllCuratorAddons _curator; }; }; }; // Nothing to add! if (count _addons == 0) exitWith {}; // Remove existing addons removeAllCuratorAddons _curator; _curator addCuratorAddons _addons; systemChat format["[Zeus] Added %1 addons",count _addons]; // Reduce costs for all actions _curator setCuratorWaypointCost 0; { _curator setCuratorCoef [_x,0]; } forEach ["place","edit","delete","destroy","group","synchronize"]; systemChat format["[Zeus] Curator set-up complete for %1.",name _unit]; _unit assignCurator _curator; I have checked my patch file that is supposed to be fixing this to ensure that the vehicles are listed in cfgPatches, and that the assets I am looking for have scopeCurator = 2. I am not getting any error messages other than: This confuses me because I read on a biki page that addons can be added "on the fly" for a curator, and it works despite this error message for most addons. So I'm not entirely sure what to be looking for from here. Pointers appreciated. Cheers, Law
  8. Hello ! I'm trying to create a faction using a config.cpp, I am able to give them the gear I want, but I am struggling to make units with a the right subset of faces/voices/facewear. For example, I'd like to have units featuring only : African faces, chinese voices and sunglasses only. I strongly believe that to achieve this I have to edit indentityTypes in the CfgVehicles : identityTypes[] = {"LanguageENGB_F","Head_NATO","G_NATO_default"}; But I couldn't find any description of the content of the fields, nor a list of the Languages and Heads "pools" I can use in identityTypes. Would somebody mind sharing some information ?
  9. Working on a TvT Campaign and would like to have a script that changes a flag when a faction captured an area (trigger) been looking around but can't find anything suitable - help appriciated - thanks
  10. hello guys, i'm having a little issue with hostages rescue script...i use this code : [h1, h2, h3, h4] joinsilent (group _x); ...where h1 h2 h3 h4 are hostages and _x is player saving them, and all works in editor MP, but on dedicated server, hostages join player group, but remain civilian faction! i wish they change team to player's team (red or blue) so opponent AI (green) shoot to kill them after rescue! any idea how make it happen also on dedicated ? thanks guys !
  11. Hey Guys, i wrote a script to set the AI on the whole server every 10 seconds to certain Values according to the Side it is on for a modded "KP Liberation" Mission. This worked perfectly. But i wanted to change the script for the East Side to better reflect the skill of certain factions. the original script was: while {true} do { { _x setSkill 0.6; _x setSkill ["aimingAccuracy", 0.2]; _x setSkill ["aimingShake", 0.7]; _x setSkill ["aimingSpeed", 0.7]; _x setSkill ["Endurance",0.5]; _x setSkill ["spotDistance",0.6]; _x setSkill ["spotTime",0.8]; _x setSkill ["courage", 0.8]; _x setSkill ["reloadSpeed", 1]; _x setSkill ["commanding", 0.7]; } forEach (allUnits select {side _x == east}); sleep 10; }; this worked exactly as i intended. (is exec. via init.sqf and sets the skills from mission start every 10 seconds so that it includes every spawned unit, even if called by Zeus or any other special way. works great) but now i wanted to change } forEach (allUnits select {side _x == east}); to something that affects only a certain faction like } forEach (allUnits select {faction _x == LOP_TKA}); this line however doesn't work and i can't find any answer how to only call a script on a certain faction, so i was hoping someone in this forum could help me :) PaloKan EDIT: I am an idiot. All i was missing was putting the Faction name into " " to make my scripts work haha. great, now i have differently skilled Middle Eastern Militia, ISIS Soldiers and Russian Elite soldiers to fight <3 Thread can be closed :) /thread
  12. Hello guys, I have a question during making my mission. I am planning the mission like " player vs few player+ AI" . And trying to set as player only side respawn at pre- fixed respawn point and player+ AI side respawn like take the AI control. or swith to that AI. I know if I set the respawn set as group or side, player can switch to AI. But as far as I know one mission only have one setting for respawn. Is there any way to set both two settings for each side?
  13. Hello I am doing a mission and I want to lock 5 quad for the BLUFOR and let them open for the OPFOR, Is it possible and, If yes, How can I do that ? Sorry if my English is bad ans thx for your help ;)
  14. M107man

    Help with mod

    I was looking to make my own "mod" using existing units and gear i have ingame from other mods. My goal is to make my own faction on blufor or opfor, like RHS or any other unit mod that has for example "US Army Woodland" and then goes into vehicals infantry etc, but i want them to be permanent, for example every time i load the game up there they are in blufor or opfor or whatever i dont want to just do some scripting to get the gear on them i can already do that some what. If some one could help me getting started that would be great!
  15. I am currently playing on arma 3 's official 16+2 zeus server, and Im struggling to add more than one faction. When choosing mission as admin I only have the option to make: master stratis/altis NATO/CSAT/AAF but not two at once. I would like players to compete. How can I change that?
  16. Hey all, sorry if this is has already been answered, I've searched the internet and can't find an exact remedy. If there is already a post answering this, please just point me to it. Sorry then. Anyways, so my problem is with the custom vehicle classes being overwritten. What I mean by this is that after I make a custom faction, and custom vehicle Classes, the faction appears in game yet the vehicle Class names do not. Instead, they are replaced by the vanilla "planes", "cars", "men", etc for the type of unit respectively. For example: class CfgFactionClasses { class test_fac { displayName = "My Test Fac"; author = "hnchmc"; flag = "\a3\Data_f\Flags\flag_quontrol_co.paa"; icon = "\a3\Data_f\Flags\flag_quontrol_co.paa"; side = 2; }; }; class CfgVehicleClasses { class test_fac_vehicleclass_testplanes { displayName = "Test planes"; }; class test_fac_vehicleclass_testcars { displayName = "Test cars"; }; }; Then, when applied to vehicles using side = 2; faction = test_fac; vehicleClass = "test_fac_vehicleclass_testplanes"; in game it reverts back to the vanilla vehicle classes, where they're found under "planes" or "cars" Maybe I'm missing something? Anything helps
  17. INTRODUCTION This mod was personal pet project of mine for 2 months and now is finally done! This mod holds 2 factions, both PMC's, one good, one bad. DESCRIPTION This faction mod pack includes 2 PMC factions- 2 AI, 2 vehicles each, 5 custom vests, 1 custom helmet. SCREENSHOTS (more images to come) SPECIAL FEATURE On the OPFOR side known as SWORD, their is a AI unit thats to be feared if your on foot! It is called, the Destroyer, based after call of duty MW3 Juggernauts he is the arma 3 version of that same bad guy! His vest and helmet have been set to custom settings where shooting the Destroyer in the head or vest will be pointless if you are using 5.56mm or below. once the vest is on, the player or AI can not run or jog to balance it. As seen in the image above, the Destroyer has a pun on his crotch plate, its also on his shoulders too. LORE SWORD http://deathpackpmcarma.wikia.com/wiki/S.W.O.R.D. Death Pack http://deathpackpmcarma.wikia.com/wiki/Death_Pack_PMC_story Link removed due to permissions mod requirements are a little big for some, sorry about that. CREDIT All credit goes to my good friend Rad for helping me on this projects between a job and collage.
  18. Hi guys, a lot of time ago I was creating a work called the italian division project, but due to the lack of time and the need of a lot of work it was discontinued. Now I'm here with a new work, that was initially part of the italian division project, but it is now reworked to be as simple as possible to and more friendly to future arma updates. It will be dependent from CUP for the vehicles and the weapons, becouse I think they have done an awesome work and, in this way, this mod will be always up to date with future Arma 3 changes. ARMED FORCES OF THE TRIVENETO REPUBLIC Triveneto is a fictional republic in the north east part of the italian peninsula. The Triveneto, or Tre Venezie, is a historical region of Italy. The area included what would become the three Italian regions of Venezia Euganea, Venezia Giulia and Venezia Tridentina. Venezia Euganea, Venezia Tridentina and Venezia Giulia are now the three main regions of the Triveneto Republic. Capital and largest city Venice Official languages Venetian, Italian Religion 90.3% Christianity 7.0% No religion 2.7% Islam 0.1% Buddhism 0.1% Hinduism 0.1% Other religions[1] Government Unitary presidential republic Legislature Parliament • Upper house Senate • Lower house Great council Formation • Independence 10 May 1949 Population • 2016 estimate 9,071,080 GDP (PPP) 2016 estimate • Total $450.651 billion • Per capita $49,679 GDP (nominal) 2016 estimate • Total $602.991 billion • Per capita $66.461 Gini (2014) 26.9low HDI (2014) 0.899 very high Currency Euro (€) Time zone CET (UTC+1) • Summer (DST) CEST (UTC+2) Drives on the right History Since the fall of the Republic of Venice in 1797 more or less strong political movements attempted the reconstitution of the republic. At the end of World War II, in the general confusion that surrounds the northeast area of Italy was created the Triveneto autonomist movement, which was initially underestimated by the government of Rome. In 1949 the situation degenerates, the movement now has the good cheer of the population and, in an attempt to eradicate it, the major political leaders of the movement are arrested. This leads to heavy protests in the streets. On January 7, 1949 during a demonstration, for unknown reasons, a clash begins with police, 5 policemen and 4 Protestants are killed. The killing of some citizens by the police increases the protests that lead to more street clashes between police and protesters. On January 20 the government of Italy moved the army in support of existing police units, but this does nothing but feed the clashes, the autonomist movement indeed had, in the confusion of the early years after World War II, found and stored many weapons. February 23, the point of no return, during a round is lost control of the situation and 20 activists of the movement for the independence of the Triveneto are killed, this triggers riots and demonstrations against the methods used by the Italian government in other cities of Northern Italy. The evening of February 25, the government commissioner in Venice is murdered in his office along with an army general. The Italian government declared martial law and in tried to occupy the cities of the north east with the army. The clashes intensified, while Padua, Verona, Vicenza, Treviso and Pordenone are placed under control of the Italian army as a result of violent clashes, some rebel units guided mainly by former soldiers occupied Mantua, Ferrara, Brescia and were moving to Ravenna and Bergamo. Given the precarious Italian situation and the fear generated by the USSR to the east (NATO in fact born on April 4, 1949) the US decide, together with France and the UK, to enter into the question politically to prevent Italy from descending into a new civil war. It was therefore decided to grant the people of the Italian Northeast to express themselves on belonging to the Italian state through a plebiscite while the forces will attest to their positions in a stalemate. On 10 May the population is expressed with 63.7% for the independence of Venice Euganea, the Venezia Tridentina and Venice Giulia that will create the republic of Triveneto. After that political conflict between the Republic of Triveneto and the Italian Republic started, regarding the occupied areas. In fact, both refuse to withdraw the army from the areas occupied months before. After two more months of diplomatic clashes with the mediation of the USA all occupied territories are returned to the respective country except the cities of Mantua and Ferrara, who are assigned to Triveneto as compensation for damages. The Triveneto Republic since then has always been on the western side, but was admitted into NATO only on July 5, 1983 due to continuous oppositions from Italy. From the second half of the 80 relations between the two states have normalized and economic and trade cooperation have become more and more intense. Armed Forces Army The army of the triveneto republic is composed by four brigades, one heavy brigade, where you can find the two tank regiments and some mechanized infantry regiments, two medium brigades, where you can find the anphibious assault regiment with some mechanized infatry regiments and the air assault regiment, and one light brigade, where you can find some mountain regiments. Equipment: M1A1 Abrams MBT FV510 Warrior IFV MC80 Warrior IFV M113A3 M163 VADS ADAV1 Keeper (custom AA defence vehicle based on the MC80 warrior, I'm still working on it) Land Rover Zamak Truck CH-47F Chinook UH-1Y Venom AH-1Z Super Cobra Eh-101 Merlin M4A1 (main rifle, but I will probably change it, suggestions?) FN Fal with scope (old service rifle, now used as marksman rifle) M249 M9 MPLS Titan (multi purpose launcher system, it can fire both AA or AT missiles) Navy The navy main base is in Chioggia, on the southern part of the Lagoon of Venice. The navy is based mainly on 6 Lepanto class Frigates. Air Force The air force operates from four airpots mainly, one in Verona (2nd Fighter wing with 20 Eurofighters), one in Istrana (1st Fighter wing with 20 Eurofighters), one in Rivolto (3rd Fighter wing with 20 Eurofighters), one in Venice (5th wing with 4 E-130J AEW and 10 C-130J) More updates will come in the future This mod will depend on CUP for the vehicles and the weapons, I think it is the best idea instead of have a lot of copies of the same vehicles. The planes (Eurofigher and E-130J) are going to depend from my main mods (this is the best option, so I have to update only the planes once and they are going to be always up to date), this two planes are going to be optional, so if you don't want them you can use the mod with only CUP. A big thanks to CUP team for they awesome work and for the permission to create the ADAV-1 from their MC-80 Warrior
  19. ROK Armed Forces Retexture Addon v1.0 Click image to new tap and big enough to see it! Description This addon is upgrade version of Republic of Korea Army Unit addon. Add Republic of Korea Army(ROKA) and ROKMC faction in blufur. All clothes and vehicles are retextured from original arma 3 models. If you find some bug or crash, please send message to me. Steam ID : 11Hz And thank you for download this addon. Features 70 uniform & vest & helmet 18 vehicles 86 insignia Download Link Main File @ROK_Armed_Forces_Retexture_Addon - Steam subscribe Link Optional File @ROK_Amred_Forces_Radio_Retexture_Addon - Steam subscribe Link - require Main File & Task Force Radio & CBA Included pbo @ROK_Armed_Forces_Retexture_Addon roka_d.pbo roka_d_vh.pbo @ROK_Armed_Forces_Radio_Retexture_Addon roka_d_radio.pbo Item class name Vehicle list Change log Thanks to Kimchiguys Group, Kimchiman, Daymoon Stevenson Raspu86 Bohemia Interactive
  20. I just got back in to making Arma 3 missions and I found the anvil editor which is like a beefed up MCC mission maker. The only problem is there are very few advanced tutorials out there and I cannot figure out how to change which faction spawns in the objective zone. I looked through all the .sqf files and found one that defined the factions then it had open blank templates to add your own faction but I don't know how to go about adding an addon faction such as ChDKZ or any of the factions from the rhs_afrf3 mod. // ADD CLASSNAMES if (_faction==5) then { _InfPool= []; _ArmPool= []; _MotPool= []; _ACHPool= []; _CHPool= []; _uavPool= []; _stPool= []; _shipPool= []; _diverPool= []; _crewPool= []; _heliCrew= []; }; and here's and example of the CSAT one that's already in here. // EAST CSAT FACTION if (_faction==0) then { _InfPool= ["O_SoldierU_SL_F","O_soldierU_repair_F","O_soldierU_medic_F","O_sniper_F","O_Soldier_A_F","O_Soldier_AA_F","O_Soldier_AAA_F","O_Soldier_AAR_F","O_Soldier_AAT_F","O_Soldier_AR_F","O_Soldier_AT_F","O_soldier_exp_F","O_Soldier_F","O_engineer_F","O_engineer_U_F","O_medic_F","O_recon_exp_F","O_recon_F","O_recon_JTAC_F","O_recon_LAT_F","O_recon_M_F","O_recon_medic_F","O_recon_TL_F"]; _ArmPool= ["O_APC_Tracked_02_AA_F","O_APC_Tracked_02_cannon_F","O_APC_Wheeled_02_rcws_F","O_MBT_02_arty_F","O_MBT_02_cannon_F"]; _MotPool= ["O_Truck_02_covered_F","O_Truck_02_transport_F","O_MRAP_02_F","O_MRAP_02_gmg_F","O_MRAP_02_hmg_F","O_Truck_02_medical_F"]; _ACHPool= ["O_Heli_Attack_02_black_F","O_Heli_Attack_02_F"]; _CHPool= ["O_Heli_Light_02_F","O_Heli_Light_02_unarmed_F"]; _uavPool= ["O_UAV_01_F","O_UAV_02_CAS_F","O_UGV_01_rcws_F"]; _stPool= ["O_Mortar_01_F","O_static_AT_F","O_static_AA_F"]; _shipPool= ["O_Boat_Armed_01_hmg_F","O_Boat_Transport_01_F"]; _diverPool= ["O_diver_exp_F","O_diver_F","O_diver_TL_F"]; _crewPool= ["O_crew_F"]; _heliCrew= ["O_helicrew_F","O_helipilot_F"]; };
  21. I have found this code in the functions viewer regarding the sites module. if (isNil 'BIS_initSitesRunning') then { BIS_initSitesRunning = TRUE; ['[SITES] Modules config init'] call BIS_fnc_logFormat; if (isServer) then {execVM '\A3\modules_f\sites\init_core.sqf'} else {execVM '\A3\modules_f\sites\init_client.sqf'}; }; I am wondering how I can customize this without a mod to enable the module to spawn RHS INDFOR insurgents instead of AAF. And is the module in MP run on the client or the server? Thank you for any help.
  22. Hi all, I just want to make my custom units based on exported loadouts from Virtual Arsenal, that will be always accessible via mission editor or third party addons, nothing special, just my custom group under NATO or CSAT factions. If i get it right, the only way to do it - to make addon. But i have no skills and knowledge to make such addon by myself, so i need little help from the community. I try to do this by myself, and found this links: http://pastebin.com/9zUxVn07# http://pastebin.com/wtCnGxTR ... so i see that it have only few rows of code, but don't know how to use it :( What kind of file i need to create .bin, .cfg, .cpp, .sqf ? Does it accept pasted data from virtual arsenal e.t.c. Maybe somebody can help me and show some working example of such addon with only one or two units that have virtual arsenal loadout ? And i will continue to add my units to it. Thanks for any help.
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