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Found 21 results

  1. Has anyone figured out how to make it so you NEVER enter that 100m halo animation???
  2. **United Nations Space Command/Task Force Nova** ______________________________________________________________ **Description** Here at Task Force Nova/UNSC we focus on a serious professional enviroment. We are a very serious group targeted to more mature audiences. We do not tolerate any un-serious behavior. Our group is focus'd twords the Marine Corps of the UNSC, we provide a MOS along with a friendly enviroment. When you join you must Attend Basic Combat Training (BCT). **Motto** Everyday we grow strong as a individual, now we must grow together. **Content Pack** https://steamcommunity.com/sharedfiles/filedetails/?id=1767156070 **Arma 3 Unit** https://units.arma3.com/unit/unsc-milsim **What we Provide** A strict serious atmosphere. A serious group of players. We do NOT tolerate any un-serious attitude during Operations. We will be using TFR (Task Force Radio), in the near future. Organization. **Operation Schedule** We host 2 main campaigns normally on weekends. We try to host 2-3 Operations during each week (mon-fri) **Invite Link** https://discord.gg/FQnYbqU -Captain Roswaal L. Mathers
  3. S P O O K W A R C O M by Richard Von Quest VERSION: PROJECT: CLASSIFIED UPDATED: 13 June 2019 DONATE: Support Project // INTRODUCTION : SpookWarCom (Spooks + SPECWARCOM). This is a mega-pack of various projects for Black-Ops, Spec-Ops, You-Were-Never-Here Ops... A Full Package of everything you need for a Map Population System, Mission Generator, Infil and Exfil Options, and everything between. ArmA Dark-Ops Systems, Units, Modules, Scripts, Equipment, etc. // GAMEMODE : Its also a GameMode! You start each game in an Ops Center, where you must decipher the SITREP, and decide HOW to conduct your Mission, working towards the larger goal of winning the Map. SpookWarCom was designed to be an complex game-mode, that stages NATO vs CSAT in a global chess game of geopolitical combat. Players must navigate through a labyrinth of dynamic scenarios and missions that have direct cause-and-effect consequences from the Battlefield all the way up to the Global Theatre. As an Operative, you have been activated by JSOC to conduct Special Reconnaissance, Direct Action, Intelligence, and Unconventional Warfare. You will analyze all Intelligence available, review the assigned Mission, then manage both your Infil and Exfil. After each game, you will adjust the "Game Board" and Modules, to reflect the previous game until you win or lose that Map. The games are random and dynamic. The Battle for a single map can last up to 6 months. 1-6 Maps per Front. Whoever wins the Front, frees or captures that Country. // THE PROJECT : This is both a GameMode, and a large collection of project Addons. Obviously most people will just play as they want, but if you want to follow along and play in an Open-World Black-Ops Sandbox, you can follow this thread and/or subscribe to the Steam Workshop. Use as many, or as few addons as you wish. I offer both stand-alone Downloads, and the full collection if you Subscribe on Steam. // ADDONS / MODULES : FROGS, LEAP, SCAR, FUSE, SCOUT, CORE, SOCOM Check each page for more information and specific details. "Tip of The Spear, You Were Never Here" // FEATURES : TBA // DOCUMENTATION : TBA // NOTES : Example Setup Mission: Altis, Greece Quick & Dirtry Notes --- Read Briefings // KEYBINDING : TBA // REQUIRED : 1. CBA A3 - Community Based Addons A3 2. Eden Objects - TOC2 - Advanced Ops Center (optional) 3. RHS and CUP - Units, Gear, Maps, etc. (recommended) // DONATE : Von Quest Industries // LICENSE :
  4. MGI HALO JUMP Last update 17/09/2018 Hi all, Here is a little script to make an object as HALO JUMP base. All AI group units with 100 m of the caller will perform the jump. Other players are not concerned. Required: at least one object to add this HALO jump action. parameters: JUMP ALTITUDE / SAFETY ALTITUDE / THIS (object init field) / AI GROUP example: 0 = [this,2000,90] execVM "MGI_HALO.sqf" // in init field of a pole. or simply: car1 execVM "MGI_HALO.sqf" // 2000 ,90 and true are params by default. MGI_HALO.sqf : params [["_pole",objNull,[objNull]],["_jump_alt",2000,[0]],["_jump_safety",90,[0]]]; MGI_compHALO = compileFinal " _plyr = _this; MGI_fnc_orient = { _obj = _this select 0; _p = _this select 1; _obj setVectorDirAndUp [ [ 0,cos _p,sin _p], [[0,-sin _p,cos _p],0] call BIS_fnc_rotateVector2D ] }; _plyr setVariable ['bpk',unitBackpack _plyr]; if (backpack _plyr != '') then { _whs = createVehicle ['WeaponHolderSimulated_Scripted',getpos _plyr,[],0,'can_collide']; _plyr action ['DropBag', _whs, typeOf (_plyr getVariable 'bpk')]; ['EHid','onEachFrame', { params ['_plyr','_whs']; if (backpack _plyr != 'B_parachute') then { _plyr action ['dropBag', _whs, typeOf (_plyr getVariable 'bpk')]; _plyr action ['AddBag', _whs, 'B_Parachute'] }; call{ if (stance _plyr == 'UNDEFINED') exitWith { _whs attachTo [_plyr,[-0.1,-0.05,-0.7],'leaning_axis']; [_whs,-180] call MGI_fnc_orient }; if (stance _plyr != 'UNDEFINED') exitWith { _whs attachTo [_plyr,[-0.1,0.75,-0.05],'leaning_axis']; [_whs,-90] call MGI_fnc_orient }; }; if (isNil {_plyr getVariable ['bpk',nil]}) then { ['EHid', 'onEachFrame'] call BIS_fnc_removeStackedEventHandler }; },[_plyr,_whs] ] call BIS_fnc_addStackedEventHandler }; "; waitUntil {time >0 && count allPlayers >0 }; _pole addAction ["<t color='#00ffff'>HALO jump for group (AI)</t>",{ params ["_target","_caller","_id","_parameters"]; openmap [true,false]; titleText["Select Map Position", "PLAIN"]; _parameters params ["_jump_alt","_jump_safety"]; ["Jump","onMapSingleClick", { 0 cutText ["","black",0.01,true]; params ["","_pos","","","_jump_alt","_jump_safety","_MGI_forSquad"]; _caller = player; _MGI_units = (units _caller) select {local _x && alive _x && _x distanceSqr _caller < 100000 && isnull objectParent _x}; { [_x,_forEachIndex,_pos,_jump_alt,_jump_safety] spawn { params ["_unit","_index","_pos","_jump_alt","_jump_safety"]; private ["_bpk","_bpktype","_whs","_para"]; if (isPlayer _unit) then { _unit call MGI_compHALO; }; uisleep 2; _unit allowDamage false; _unit setPos [(_pos select 0)-60 + random 30,(_pos select 1) -60 + random 30, (_jump_alt max 200) + (12 *_index)]; waitUntil {(getpos _unit select 2) > _jump_safety -50}; uisleep 0.2; if (isPlayer _unit) then { _bpk = _unit getVariable "bpk"; _bpktype = typeOf (_unit getVariable "bpk"); _whs = objectParent _bpk; _unit addBackpackGlobal "B_parachute"; }; 0 cutText ["","black in",1,true]; waitUntil {(getpos _unit select 2) < ([_jump_safety max 90,_jump_safety] select (isPlayer _unit)) +20 or (!isnull objectParent player) }; if (!isplayer _unit) then { uisleep 0.8; _chute = createVehicle ["Steerable_Parachute_F", getpos _unit, [], 0, "can_collide"]; _unit moveInDriver _chute; } else { _unit allowDamage true; if (!isTouchingGround _unit) then { _unit action ["OpenParachute", _unit]; } }; _para = objectParent _unit; waitUntil {!isnull _para}; _para allowDamage false; waitUntil {sleep 0.5; (isTouchingGround _unit && isNull _para) or surfaceIsWater (getpos _unit) or !alive _unit}; if (isPlayer _unit) then { _unit setVariable ["bpk",nil]; waitUntil {isNull _para}; deleteVehicle _para; sleep 0.5; detach _whs; if (!isNull _whs) then { _unit action ["AddBag",objectParent _bpk, _bpktype]; sleep 2; deleteVehicle _whs; }; } else { uisleep 2; _unit allowdamage true; }; }; } forEach _MGI_units; openmap [false,false]; ["Jump","onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; false },_parameters] call bis_fnc_addStackedEventHandler; },[_jump_alt,_jump_safety], 5,false, true,"","vehicle _this == _this"]; _pole addAction ["<t color='#00ffff'>HALO jump solo</t>",{ params ["_target","_caller","_id","_parameters"]; openmap [true,false]; titleText["Select Map Position", "PLAIN"]; _parameters params ["_jump_alt","_jump_safety"]; ["Jump","onMapSingleClick", { 0 cutText ["","black",0.01,true]; params ["","_pos","","","_jump_alt","_jump_safety","_MGI_forSquad"]; _caller = player; [_caller,_pos,_jump_alt,_jump_safety] spawn { params ["_unit","_pos","_jump_alt","_jump_safety"]; private ["_bpk","_bpktype","_whs","_para"]; _unit call MGI_compHALO; uisleep 2; _unit allowDamage false; _unit setPos [_pos select 0,_pos select 1, (_jump_alt max 200)]; waitUntil {(getpos _unit select 2) > _jump_safety -50}; uisleep 0.2; _bpk = _unit getVariable "bpk"; _bpktype = typeOf (_unit getVariable "bpk"); _whs = objectParent _bpk; _unit addBackpackGlobal "B_parachute"; 0 cutText ["","black in",1,true]; waitUntil {(getpos _unit select 2) < _jump_safety max 90 or (!isnull objectParent player) }; _unit allowDamage true; if (!isTouchingGround _unit) then { _unit action ["OpenParachute", _unit]; }; _para = objectParent _unit; waitUntil {!isnull _para}; _para allowDamage false; waitUntil {sleep 0.5; (isTouchingGround _unit && isNull _para) or surfaceIsWater (getpos _unit) or !alive _unit}; if (isPlayer _unit) then { _unit setVariable ["bpk",nil]; waitUntil {isNull _para}; deleteVehicle _para; sleep 0.5; detach _whs; if (!isNull _whs) then { _unit action ["AddBag",objectParent _bpk, _bpktype]; sleep 2; deleteVehicle _whs; }; } else { uisleep 2; _unit allowdamage true; }; }; openmap [false,false]; ["Jump","onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; false },_parameters] call bis_fnc_addStackedEventHandler; },[_jump_alt,_jump_safety], 5,false, true,"","vehicle _this == _this"]; Now, you can choose in game if you HALO jump solo or in group (AI fellows within 320 meters). Have fun
  5. LOW and EXTREME ALTITUDE PARAJUMPS by R. Von Quest VERSION: PROJECT: CLOSED UPDATED: 13 June 2019 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my HALO/PARA Infiltration System from my SpookWarCom Project. This Module will allow the player to setup transport and perform a combat parajump into any area of the map you desire. Both low-altitude parajumps, and high-altitude HALO jumps are supported. For the more extreme HALO jumps, special equipment is needed to survive the harsh and dangerous environment of the low-oxygen, sub-zero atmosphere. I must stress this is a fictional project. Some creative liberties are taken for better gameplay and immersion. Do not expect a 1:1 simulation of a true military freefall operation. This is a GAME. NOTE: This is a complete overhaul and full re-write of the last versions. Numerous features and old options have been temporally removed to speed up this release. They will be added back in later. "Feet First into Hell" // EQUIPMENT: Dragonfly HALO ReBreather Rig System HellJumper Altimeter NEXTGEN Watch Thermal JumpSuit, H3 Helmet, O2 Bottle Automatic Opening Device (AR3) Electronic Auto Opening Device (ASTRA) Backup Reserve Parachute Sentinel Safety Reserve Trigger Device 3D Models and more coming soon... // FEATURES: Player select FlightPlan, JumpPoint, Cargo Custom Audio, Effects, Lights, Atmosphere Fog-of-War Human Flight Error, Drift, etc SAMs, RADAR, and Flak Enemy Air Defenses Hypothermia, Decompression Sickness, etc Parachute Cut-Away (SHIFT+CTRL+L) Travel Time, Cut Scene, Chute Failure, etc Bury Gear to Hide it from the enemy And many more under development... // AIRCRAFT: XC-130 Hercules "Nightmare" (Black-Ops Edition) // NOTES: This Forum Post glitched and I lost the details I typed up for this page - will re-type it later. Sorry! // KEYBINDING: Shift + L // REQUIRED: - CBA A3 - Community Base Addons // DONATE: DOWNLOAD =VQI= LEAP HALO/PARAJUMP PROJECT Von Quest Industries // LICENSE: // CREDIT & THANKS: *BIS - for an amazing (and frustrating) hobby! *dr_strangepete - early stages and gear-saving *cobra4v320 - early stages and gear-saving *Mikero - Dev Tools; Utility *Alwarren - Dev Tools (Blender) *Sabre[DUST] - helping with the C-130 *killzone_kid - tutorials and info
  6. Greetings! The 122nd ODST Division is a new unit, looking for people who are active and are 17+ or older. The era the unit will be taking part in is the war with the Covenant (along with fighting insurrectionists as well) and the possibilities can range from dropping behind enemy lines, to supporting militias on occupied worlds or can range to planetary defense or invasion of an occupied world. we are also interested in playing with other units. Information The unit is a community between milsim and casual play, in-game during unit events, members are expected to play with a sense of realism from loading in and grabbing gear to the ending with a debrief. Campaigns will be 4 missions long (1 mission per week), Major Campaigns will be 6-8 missions long (1 1/2-2 months long) operations will be on Sundays at 6pm EST (5pm CST) and training will take place on Friday at 6pm EST (5pm CST). Campaigns will have different endings depending on the outcome of the previous missions before the final one, and can depict of moving the unit to another planet or retreating and changing the outcome of its position in the UNSC's fight against the covenant. Outside of operations members are encouraged to play games with each other in team speak and build a camaraderie between each other to build a tight understanding that can be used in operations without conflict arising. If interested please come join us on our discord is: https://discord.gg/PEw5eM
  7. The 7th fleet is always looking for new recruits who are interested in having some Arma 3 fun. We are a fairly laid back unit however we take ops more seriously, but we understand we're all here to enjoy the game and have a good halo/arma experience. We have operations every Sunday and basic training on Tuesday evenings ( we can be flexible with this) we also have a 24/7 OPTRE Liberation server (Exile coming soon ;) ) , we can host fun ops whenever and we have very close relationships with multiple other Arma 3 OPTRE units and love doing joint ops! we are a very open minded group of individuals and we are welcome to any ideas our members have for operations or unit changes. IF YOU ARE INTERESTED IN JOINING US CONTACT US AT: https://discord.gg/24AAkU Thank you, CW2 B. Lubinsky
  8. Hi, im looking for a script that does as the title says. Thanks.
  9. HI I found this script for parajump: openMap true; onMapSingleClick { onMapSingleClick {}; player setpos _pos; _height = 1000; [player,_height] spawn BIS_fnc_halo; hint ''; openMap false; true }; This lets Player to Jump anywhere on the map, but: 1. Doesnt add Parachute 2.Doesnt alow to carry parachute and backack I changed it to this: openMap true; onMapSingleClick { onMapSingleClick {}; player setpos _pos; _height = 1000; [player,_height] spawn BIS_fnc_halo; player addBackpack "B_Parachute"; hint ''; openMap false; true }; Wich solved the first problem, but iam kinda stuck with the second. I tried attachto, but apparently thats not the correct way or iam not understanding how to use it. ANyone tried something simmilar?
  10. If you are looking for a Halo MilSim Server then look no further! Eclipse Halo RP is a server dedicated to the community, and fun above all. We are currently looking for new Marine recruits to fill our ranks and to grow our community. We host weekly Operations as well as Training sessions. We don't ask for any time commitments, IRL COMES FIRST! We have many different branches such as, Armored, Air Force, Marines, ODSTs. We want you to be the role you want to be! After your BMT you are able to select training for a MOS (Job) that you would like! We welcome any and all skill groups. If you're just starting out on Arma and need a place to learn and have fun Eclipse is the place to be! If you have any questions please don't hesitate to ask! Hope to see you in the server! -1st Lt. Karambit, UNSCAF Eclipse Head of Recruitment Eclipse Discord: https://discord.gg/cx7pqAX
  11. -Made with permissions of Article 2 Studios, All models other than BI made get credit to them, Will require OPERATION: TREBUCHET for models and weapons- (Steam workshop (Always Up-To-Date) OPCAN 2.0 is the Revival of OPCAN after all original files were lost. While not fully completed, over time new assets will be added like factions and equipment. Changelog V1.4.5 End -Final build. Release of current dev build (Unfinished assets included). No more updates coming V1.4 -Halo infinite scheme added -WIP colonial guard scheme -Redone all RL camo schemes -MRS-10L-S1 (MAR-10 Reskin) -I think there was more but i forget V-Revival 1.2.1 -Quick hotfix for headwear -Changed facewear textures to match new camo V-Revival 1.2 -Added NVG slot helmet attachments -Redid halo Reach camo patterns -Removed medical helmets based on base OPTRE schemes (since they added their own) -Added more attachments to security vest -Added CIV "TURBOGEN Rake V-5" (Apex Prowler reskin) -Added Halo 2 Anniversary and Halo 3 Themed CBU uniforms V-Revival 1.1 -Added M52A "Security" Configuration -Added M52A "Medical" Configuration -Added M52A "Assault" Configuration -Added M92 "Bolt" GMWS (a Jets SAM reskin) -Added Insurrectionist variants of static AA -Added CH252 "Medical" Variants -Added "Slim" variants of most uniforms V-Revival 1.0 -Rebuild of the entire mod to work with current build OPTRE -Removal of halo 3 marines (More info on later) -No factions as of now -Multiple armor and uniform reskins for the CBU series -Multiple ODST armor reskins -For once i added a friggen key -Reskins of Jets DLC Praetorian-1C (or whatever its called), the M48 Buzzsaw Current Screens
  12. FOR MORE INFORMATION ABOUT THIS AD:
  13. I have 2 models. I parachute model and a Altimeter model. I would like them put into ArmA3. The Altimeter would be worn on the jumpers left wrist when they put on the parachute and does not need to function. it is just a aesthetic prop. The parachute on the other hand, should work as the steerable parachute does on ArmA 3. I would like this to be titled "MFF Rig" I would like a second version exactly like that titled "MFF Jumpmaster". the only difference on this one, would be if we can get the TFAR long Range radio script added to it so it acts as if it has a radio inside. This is for the JM to talk with the pilot. Money on the line here. If you can do it and are willing to do it, send me a message on steam and we can get to talking. Steam Profile: http://steamcommunity.com/id/PhilAbney97/
  14. GEORGE FLOROS GR

    Zombie Survival Course

    by GEORGE FLOROS [GR] Description: Survive - Loot and Clear the Areas. 31 Different Enemy Faction. Fight VS Zombies or NPCS.Supporting almost EVERY map (ArmA 1/2/3). Gameplay with a lot of options (MODULAR environment). Features: Respawn VCOM AI Psycho's aid system JIP compatible Game Mode selection 31 Different Enemy Faction Supporting almost EVERY map (ArmA 1/2/3) Long lasting Gameplay with a lot of options And much more Installation: Place the mission file in the MPmissions folder inside your Arma 3 installation. Your ArmA3 installation should be in yoursteamfolder/steamapps/common - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Usage: Recommended and/or optional addons and mods to use with Zombie Survival Course: Heros Survive http://www.armaholic.com/page.php?id=31161 CUP Terrains Complete http://www.armaholic.com/page.php?id=30045 CUP Weapons http://www.armaholic.com/page.php?id=27489 CUP Units http://www.armaholic.com/page.php?id=29301 CUP Vehicles http://www.armaholic.com/page.php?id=29716 RHSUSAF http://www.armaholic.com/page.php?id=27149 RHSAFRF http://www.armaholic.com/page.php?id=27150 RHSGREF http://www.armaholic.com/page.php?id=30998 Operation: TREBUCHET http://www.armaholic.com/page.php?id=28614 Notes: It is supporting almost EVERY map ! (ArmA 1/2/3) , just by changing the name on the end of the mission name like : Zombie_Survival_Course.Stratis to : Zombie_Survival_Course.Tanoa 3 Game modes to choose A. Clear Area , ( Suggested for Zombies ) B. Clear Area + Destroy Communication tower ( Suggested for NPCS ) C. Capture + Hold Area ( Only for NPCS ) It is possible even to play with Virtual Arsenal available , if you enable it from the Extra Mission options . The Loot spawn system from Heros Survive is DISABLED . The Loot Script by BangaBob will be running instead + it works on any map . To Check + test the spawn of the items , there is also an option on the parameters , on the Loot Probability , to Enable Debug Weapon = 0 Magazines = 1 Items + Heros Survive items = 2 Vests = 3 Backpacks = 4 Heros Survive items = 5 2 extra pics to see the spawn of the items Select your desired Environment There is included in the selections , also Loot for , Community Upgrade Project [ CUP ] to activate it you must have the certain addon [ Weapons + Units + Vehicles] . For changes , go to the mission parameters . Your Selections may have effect on the performance , check more the parameters settings. If you want to enable the Heros Survive (SURVIVAL mode) , enable from the parameters and also you MUST have enable this addon , in order to play this mode! If the Survival mode is enabled , you will see on the right side the survival icons . Every time you are starting the mission , the starting position will be on random. If it stops generating objectives , then you should restart the mission. - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Credits & Thanks: A3 Wounding System Script by [TcB]-Psycho- =BTC=_TK_punishment Script by BTC Giallustio TAW view Distance v1.4 Script by Tonic AI HALO Jump Script by cobra4v320 Heros Survive Scripts by heros Loot system Script by BangaBob Advanced Rappelling Script by Duda Advanced Urban Rappelling Script by Duda Advanced Towing - Script by Duda NRE Earplugs Script by NemesisRE VCOM AI Driving Script by Genesis92x Vcom AI 2.81 Script by Genesis92x Mag Repack Script by Outlawled Monsoon Script by aliascartoons Snow Storm Script by aliascartoons Real Weather by code34 Generic Dust Particles Script by Goon Generic Snowstorm Particles Script by Goon Situational Music Script by DemoCore Addon-Free Stat Save System [BETA] by Stealthstick/Zooloo75 Randomly generated roadside IED's by brians200 Engima's Civilians Script by Engima Engima's Traffic Script by Engima findSafePos Script by Joris-Jan van't Land taskPatrol Script by Joris-Jan van't Land Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.3 Added Headshot + Killfeed Script v2.0 Optimize Unit Spawn distance , for Roaming Selections Optimize for Suiside Bombers Spawn Minor fixes v2.2 Downgraded A3 Wounding System Script by [TcB]-Psycho- to 15102016 ,because of errors v2.1 Optimized Unit Spawn for Roaming Selections Updated A3 Wounding System Script by [TcB]-Psycho- to v24062017 Added Suiside Bombers (civilians) v2.0 added options for: Civilians , Vanilla / APEX or CUP Civilian traffic , Vanilla / APEX or CUP ( vehicles ) Ambient life , Vanilla ( animals ) Roaming ZOMBIES Roaming NPCS ,Vanilla / APEX / CUP / RHS Roaming NPCS vehicles ,Vanilla / APEX / CUP / RHS / TREBUCHET Weapon Jamming Vehicle Crew Display Killing Civilias feed AI chatter Ambient Radio Chatter BIS_sandstorm v1.2 Minor fix (error with Ryanzombies) v1.1 Fixed some issue with Zombies and Demons classnames Added compability with , Operation : TREBUCHET v1.0 - Zombies and Demons Forum topic: - BI forums - Armaholic forums Armaholic Zombie Survival Course v2.3
  15. www.helljumpers.club //UNSC Transmission 0A1CDX-ST Welcome Helljumpers //December 2552 - //Origin: CFV-88 Spirit of Fire //Origin ID Verify: CONFIRMED //Welcome to 1-1 Sunray We are a small arma 3 casual Milsim unit that uses the Operation Trebuchet mod. We selectively recruit our members because we believe putting together a team of skilled people is the best choice for accomplishing a particular task and to remain tactically proficient. Our goal as a unit is to provide a fun and enjoyable Halo like experience while using the arma 3 engine as it's sandbox setting. We strive hard to provide a fun, challenging and high quality experience like no other OPTRE unit to our members. Through these interactions, we hope to give our members a sense of belonging, while working together as a group. We believe that in doing so, we are helping these members to achieve their highest potential in game. Do you think you have what it takes to be part of our small arma 3 milsim group? Recruitment Information: We are built on a hierarchical management system without ranks close or similar to the structure of an organization. Each new member is assigned to a group. Each play group is composed of (X) players under the supervision of a team leader. Our structure is relatively simple. Some positions may require experience and/or a certain obligation of constant presence and greater responsibility. We do not have a formal structure that promotes arrogance, power struggles or mass recruitment. Ranks are for cosmetic and for the sake of realism. Consequently, there are no hardcore entry requirements like most milsim units. The applicant may consider joining a separate unit to fill his extra time with additional content. This is not an anti-land, ie, as "We are the cool-kids club because we have no ranks and no special requirements." We have no political presence "If you miss a scheduled event, no worries, maybe next time. However, we do expect applicants to have a relatively good amount of experience playing the game. SIDE NOTE: 1-1 Sunray is not looking to recruit a large amount of players, we are looking for no more than 5-10 experienced arma 3 player to fill a medium sized group. Recruitment requirements can be found on our discord page. If you think you have what it takes to join us visit us: Website: www.helljumpers.club Discord:https://discordapp.com/invite/kR85SFe Recruitment email: info@helljumpers.club
  16. Hi all, I've been around since Operation Flashpoint days and lost touch a little with Arma 3 here for a while. Just updated to 1.60+ update and notice a halo around the body when in third person? Anyone else seeing this and know of a fix? Been searching and can't find anything. Thanks!
  17. The hum of the lights whispering secrets as footfalls echo throughout the hangar... Introduction This will the official WORK-IN-PROGRESS Thread for all projects. Released, Un-Released, Concept, Discussion, 3D Models, Feedback, SQF Scripts, Teasers, and general spit-ball'n of Ideas. Rather than create a seperate thread each and every time, I wanted to have just one centralized location for everything whether its been green-lit for release, or it was a smoldering heap of miscalculated rocket fuel. Check back often HERE as this Main Post will get updated from time to time. Silent Service -- Submarine Project: Frogmen -- Combat Diver Project: SpookWarCom -- Black-Ops Project: Feet First into Hell -- H.A.L.O. Project:
  18. Does anyone know of a script to use for a Paradop insertion? Either a Static line from =ATM= or a skydive one? Not using RHS. Im looking for a script that I can use that will make the plane (most likely a C17) spawn in mid-air as a static object. But with the sound effect of it flying. That way, the players can run out the back into a free fall. ACE3 supported.
  19. So I'm more then likely gonna have to do all this by script. I'm new to the mission making scene. But this is what I would like to do. *I'm using the Operation Trebuchet mod* I have 3 pelicans on the Altis runway. Each will carry about 12 ODST's. I also have 2 Falcons, 1 will carry a full load of ODST's and the other myself and another ODST. ODST troopers load into their Pelicans (About 12 ODST's per Pelican.) Players to load into their Falcon. Once players are loaded, all aircraft take off and head to objective. Once at objective aircraft land and unload troops and return to base. I can create the insertion and the pelicans returning to base. If the troops are already in the pelican. But not from this start point. I'm using waypoints right now. But I can't seem to figure it out. The troops load, thats as far as I get. Video attached for better understanding. https://www.youtube.com/watch?v=ZfsFfBNdjBk&feature=youtu.be
  20. Hi guys, I am eagerly awaiting this game and have pre-ordered 3 copies , two for myself and one for my brother. Questions I have not found answered anywhere. a). Two controllers ? I have read ARMA2 can support two joysticks\keypads etc...could this be confirmed? b). Force feedback: is there any or is it just return to centre tension on joysticks. This concerns me most as in the early versions of arma, the feedback tension on my micsosoft sidewinder force feedback 2 was great, but after subsequent patching the force became very weak. c). Will there be adjustment of feedback level in-game (ie adjustment via control panel did nothing to adjust the level of RTC tension..it was the game that made the tension weak somehow). I read there is an english patch for the german version....could anyone post screenshots or links of the control menus so we can figure out what kind of control of HID's we will have? Thanks again -=Rough_Knight=-
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