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Showing results for tags 'guard'.
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There is Only War, Warhammer 40,000 Mod
E_50_Panzer posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
THERE IS ONLY WAR A Warhammer 40,000 mod for Arma 3. Warhammer 40,000 is a thrilling fantasy universe, one filled with deep stories, enormous conflicts, supremely evil characters, and an eternity of unending, soul-crushing war. It deserves a proper, massive, frontline experience that only a certain game can provide, and that game is Arma 3. "There is Only War" is a mod whose goal is a true representation of 40k in Arma. There will be a no-nonsense approach to creating this ultimate experience - Boltguns will blow targets away, Necrons will be nigh indestructible, Space Marines will stand heads taller than mortals, and one day, Battle Titans may stride over warzones, crushing and annihilating whole companies of troops with one volley of fire. This project will be true to the universe, and lore will be followed as closely as possible, confined only by game limitations, and in extreme cases, common sense. Now, this mod is not affiliated with the Warhammer 40k mod already on the Steam Workshop. While most of the devs on this team came from that project, and quite a few assets were given to us by that mod, we are not working with them, we are a separate mod. It is also important to state that we are not and will not be using any stolen assets, or assets from 40k video games, content will be made the old-fashioned way. "There is Only War" is currently in early development, and we have under a dozen developers at this time. We don't have a first release date yet, but it is certainly within a few months, and afterwards, we plan on monthly updates and patches! This mod is a very ambitious one, scores of animations must be done, hundreds of models completed and textured, and uncountable hitboxes and configs made, and we are looking for more developers to aid us in our endeavor, if you love this universe you'll find yourself at home with us. It's a tough job, but this task is not impossible to complete. Here is a short gallery of assets currently being worked on : There are many more assets in production, but all will be posted in time. Lastly, we do not own Warhammer 40k, all credit goes to the respective owners!- 38 replies
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wh40k [A3][EU/NA][WH40K][Semi-Milsim] Regicide Tempestus Scions
Evaneiro posted a topic in ARMA 3 - SQUADS AND FANPAGES
Regicide Tempestus Scions For the Emperor! Introduction We are a tightly connected and constantly growing ArmA 3 semi-serious unit playing in the universe of Warhammer 40,000. We are impersonating an elite special force of the Imperium of Man known as Tempestus Scions. The elite status allows our unit to access a wide range of equipment - starting with lasguns and flamers, going through plasmaguns all the way up to destructive melta bombs and meltaguns. We fight across a vast plethora of environments - from snowy tundras or huge jungles of unexplored planets to centres of massive hive cities populated with both allies and civilians. The enemy of men is our enemy - orks, forces of chaos, tyranids, traitors, demons and much, much more. About us Our main objective is to create a fun and unique experience enjoyed by every member of the unit. The experience, which is both challenging and entertaining. We boast a wide range of operations, whether that is our main campaign, side campaign or a simple fun op where we impersonate other armies - Warhammer or not. Depending on the Zeus, we may have different ORBATs, different style of campaign and totally different experience. Currently, we have two main parts of the unit: Tempestus Scions Adeptus Mechanicus Tempestus Scions are the core of the unit - the killers and the defenders in every conflict we are engaged in. This is the main backbone of the unit - Assault, Armour, Heavy Weapons, Mortars, Heavy Artillery, Fire Support and many more. Adeptus Mechanicus is a new part of our unit that we have started developing recently. This is the backbone of our support - medics, demolitions, engineers, researchers, technicians and pilots. We and the Emperor want you! Don't wait, don't hesitate! Join our Discord today! -
Need help with Cold War Assault mission editing! (triggers)
Sulon480 posted a topic in USER MISSIONS
Hello everyone, im new on this website! I need help on a problem, that I spent hours trying to fix it, but still no idea... So I'm making a stealth-kinda mission, with guards, alarms and stuff. I already made a Sentry to move into a house, and activate an alarm, when activated, making the nearby guards search for an intruder. I kinda got used to using triggers, but there is something I can't figure. It's the following; So in the base, I want a vehicle crew just chilling with a Sentry waypoint, and a Get In waypoint, so when they see an intruder, they'll use the nearby BMP. So it works well, but i want them to get in the BMP when they see enemy OR when the alarm is triggered. So I can only make them get in the BMP ONLY when the alarm is on, or ONLY when they see enemy... How can a make it both? I dunno if there is still people playing with this game, but I hope someone will find this thread. :) (I'm not from an English speaking country, I hope I was understandable :) )- 9 replies
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Getting ArmA 3 (AI-tanks) to behave more like ArmA 2
Boss-Starstreams posted a topic in ARMA 3 - QUESTIONS & ANSWERS
I'm trying to figure out what's making the ArmA3 AI behavior (with the tanks in particular) different then in ArmA2 It's really for single player fun more than anything. But here are the two topics I'm referring to: In ArmA2, the tanks (when using the Guard way-points) would follow you almost all over the map. In other words, the tanks would hunt you down. What can I do to make this happen in ArmA 3?The other more important issue is, when I'm hiding in a forest, say 120 yards away, or even behind a building at the same distance, it seems like the AI always knows I'm there as soon as I pop my head out. This is not realistic. In the real world, it's very unlikely that someone will see you at that distance, and even if you were only 50 feet away, the chances of them knowing you're there (unless they were looking right in your direction) would be unlikely. What is making ArmA 3 behave like this? Or how can I make it behave more like ArmA 2? I think it's safe to say that squatting helps decrease the chances of being noticed, but it's not an absolute fix. Is there a global radius-awareness setting I can apply for all AI? Thanks