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Found 27 results

  1. The Boys Milsim Hello. The Boys milsim is a highly beginner friendly Arma 3 "unit" that is not strict in its rules or requirements, as we just try to have fun with the game. Most of the current staff team have 5000hours or more on Arma 3 so if you are in doubt about something, just ask and i am sure someone is able to help. We do polls on what people would like to play as during missions and what universe our campaigns should take place in. (to make sure that people have fun) All you need: A copy of Arma 3 A mic and understandable English We do not care if you have just bought Arma 3 or is a 10k hour veteran as everything can be taught very easily. All we care about is the attitude you bring and the mental maturity you show. We are always looking for more people to join the fun, so jump on in and try it. Discord:https://discord.gg/4aRVFUFu
  2. The Boys Milsim Hello. The Boys milsim is a highly beginner friendly Arma 3 "unit" that is not strict in its rules or requirements, as we just try to have fun with the game. Most of the current staff team have 5000hours or more on Arma 3 so if you are in doubt about something, just ask and i am sure someone is able to help. We do polls on what people would like to play as during missions and what universe our campaigns should take place in. (to make sure that people have fun) Timezone : GMT / Zulu time All you need: A copy of Arma 3 A working mic and understandable English We do not care if you have just bought Arma 3 or is a 10k hour veteran as everything can be taught very easily. All we care about is the attitude you bring and the mental maturity you show. We are always looking for more people to join the fun, so jump on in and try it. Discord: https://discord.gg/4aRVFUFu
  3. LOW and EXTREME ALTITUDE PARAJUMPS by Richard Von Quest VERSION: beta v0.6.0 UPDATED: 04 June 2021 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 + D // REQUIRED: - CBA A3 - Community Base Addons // DONATE: 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
  4. Improve your HALO and HAHO experience! Stand up from your seat, walk to the ramp, and step into the air! Steam Workshop GitHub How?! No, this is not walking on moving objects. This method seeks to improve on Immersive HALO Jump, which also uses a static prop on which to walk, but moves players from and back to a flying aircraft: Fly in a plane with player or AI pilot Create a static prop 2 km behind the flying plane at the same altitude When players "Stand up", they are moved to the same relative position on the static prop Ramp animations and Jump lights are synced from the flying plane to the static prop When players step off the ramp they are moved back to flying plane, and given the plane's velocity Players' AI teammates also on the plane will eject at 0.5-second intervals, and will open their chutes at the same altitude as the player does This means that for the jumpers, their position on the map or GPS will seem to "lag" behind the aircraft. It's best to have a marker tracking the aircraft so the jumpers can watch that instead. Ideally they are focused on the ramp and the jumplight, while a player jumpmaster is watching the map. Features Multiplayer and dedicated server compatible Compatible with following, no dependency or compats required: V-44 X Blackfish from Apex CUP C-130, MH-47, MV-22, Mi-6 RHS USAF C-130, CH-47 USAF mod C-130, C-17 FFAA C-130, CH47 Easily plan a Free Fall insertion with an AI plane by setting the Initial Point, Release Point, and Altitude, with auto ramp jump lights. Script version demo missions and "server-only" script version Other Notes The Xi'an does not let you walk on it. Please let me know which other aircraft that let you walk on the ramp and cargo bay should be added. Plan AI Flight can be used when in a cargo seat with an AI Pilot. AI helicopters don't seem to want to fly at altitude, so those are player-pilot only.
  5. BreadTruck96

    Arma 3 OPTRE: 89th JTF

    The 89th Joint Task Force is a MILSIM-Lite OPTRE unit. With a good handful of our members and leadership either active military or prior-military, a lot of what we do is very streamlined and informative. It also allows us to appease the more serious Mil-Sim members while still keeping our more casual members happy. We are also new player friendly; whether you are new to Arma or an Arma Veteran, our trainers will be happy to teach you everything you need to know to join the fight. We are primarily a Marine unit, however we are supported and supplemented by an aviation detachment as well as an ODST team. Roles available for training and use in operation vary from a number of ground combat MOS's, such as grenadier, auto rifleman, anti tank gunner, and more. https://discord.gg/SfBbMXMv6S
  6. MGI HALO JUMP 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 : MGI_HALO = { 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]; _plyr setVariable ['lockInv', _plyr addEventHandler ['InventoryOpened', {true}]]; if (backpack _plyr != '') then { _whs = createVehicle ['WeaponHolderSimulated_Scripted',getpos _plyr vectorAdd [0,-2,1],[],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; if (!isNull _whs) then { detach _whs; _whs setPos (_unit modelToWorld [0,-2,1]); _unit action ["AddBag",objectParent _bpk, _bpktype]; sleep 2; deleteVehicle _whs; }; _unit removeEventHandler ['inventoryOpened',_unit getVariable 'lockInv']; } else { uisleep 2; _unit allowdamage true; }; }; } forEach _MGI_units; openmap [false,false]; false },_parameters] call bis_fnc_addStackedEventHandler; waitUntil {sleep 1; !visibleMap}; ["Jump","onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; },[_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; if (!isNull _whs) then { detach _whs; _whs setPos (_unit modelToWorld [0,-2,1]); _unit action ["AddBag",objectParent _bpk, _bpktype]; sleep 2; deleteVehicle _whs; }; _unit removeEventHandler ['inventoryOpened',_unit getVariable 'lockInv']; } else { uisleep 2; _unit allowdamage true; }; }; openmap [false,false]; false },_parameters] call bis_fnc_addStackedEventHandler; waitUntil {sleep 1; !visibleMap}; ["Jump","onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; },[_jump_alt,_jump_safety], 5,false, true,"","vehicle _this == _this"]; }; 0 = [this,2000,90] spawn MGI_HALO Now, you can choose in game if you HALO jump solo or in group (AI fellows within 100 meters). EDITED : version nov 19th 2020 Have fun
  7. Has anyone figured out how to make it so you NEVER enter that 100m halo animation???
  8. Dragoncree

    Arma 3 Halo Milsim Unit

    The 11th Shock Trooper Battalion is a brand-new Halo ODST Arma 3 unit. Hello ladies and gentlemen we are the 11th shock trooper battalion based in US eastern time with Operations and FTX running every Saturday at 8:30 est. We have just recently been formed so we are a small-time unit looking to recruit new blood into our community. 11th STB prides itself on creating a fun and enjoyable space to enjoy Arma 3 and the halo mods that come with it. The campaigns we will run will be story driven with complex and engaging story lines but if you are less concerned with that and more game play, we do boost a creative mission builder team with dedicated people who put hours of there time and energy into breathing life into complex and interesting layout to test your skills. The skills you will be learning include: Assault: Main form of Anti Vehicle and Anti Air for ODST ground forces Support: Your Auto-rifleman class utilizing LMGS and HMGS Marksman: Long range designated sharpshooter Urban: Your breacher and room clearer Medic: Combat lifesaver RTO: Voice for ODST ground forces Rotary: Rotary air vehicle training Fixed: Fixed Wing air vehicle Training times are set to the squad leaders’ preference. We are looking to hold at least 3 to 4 events a month with an attendance of 20 people at the moment. The 11th STB is are open to any and all no matter you level of experience with Arma and use a heavy Milsim style play with some roleplaying. Our discord and information to our community can be found here on our discord https://discord.gg/2Y72X4MvBh
  9. ChaosCompany

    Chaos Company [EST]

    Discord|| TeamSpeak||Website Chaos Company is a Semi-Realism/Casual ArmA 3 Operation Trebuchet (OPTRE) unit loosely based on the Halo universe. We focus on providing a fun, well-structured and organized virtual Military and Halo experience to all players stretching from newcomers to veterans. Enlistment Requirements: 17 (With Waiver) 18+ Years of age Ability to attend at least ONE Official Operation a month A working microphone and Teamspeak 3 Unit Makeup: (See our ORBAT) Chaos Company consists of: -1 Marine Platoon, 2 Combat Teams -ODST Squad -Sniper Fireteam -Engineer Fireteam -Combat Support Squad (tasked with Armor, Artillery, and Aviation needs) Scheduled Main Operations: Over time, the leaders of this unit have recognized that a singular day of the week is not compatible with all members of a community, therefore we alternate our Official Operations each week. These days are announced each preceding month and are conducted at 20:00 / 8:00 PM EST to accommodate all members. Other: Mini-Operations and Special Events throughout the week Interested in becoming Leadership? We promote from within! -Fireteam Leaders -Squad Leaders -Officer Candidates We fill these positions in both our Marine and specialty elements. Training: We strive for all training to be practical, useful, and quick. In too many past communities, we see training that is not useful for the player and is oriented around Senior Leadership bureaucracy. Our training is experienced and new players, with many instructors and a custom training map to help automate training. Required Training -Basic Training Voluntary Training -Weapon Qualifications -Specialty Trainings Leadership Training -Team Leader -Squad Leader -Officer Candidates
  10. **UNSC 15th Expeditionary Force** The 15th Expeditionary Force is an OPTRE Semi-realism-multi-branch unit comprised of Marine, Air Force, and Naval personnel. With the 15th we offer: - Orbital Drop Shock Troopers (With this we encourage brotherhood and teamwork above all) - Marine Force Recon - Certifications and Specializations on multiple weapons/armor (All which include advanced training ranging from JTAC to CQB Specialists to Sapper Specialization etc) - Active Community with operations daily - Promotions are done weekly so you always have a chance to rank up if you do well - Air Force Pararescue (PJs) - A story driven operation formed over multiple weeks done on Saturdays - Office of Naval Intelligence Agents (Section 1) - Spartan Program - First Contact Operation Planned - Game Maker applications open - All Time Zones are covered for OPs - Task Force Radio is used with RTO cert/classes available during the week - And many more when you join the 15th! -Capt. Karambit, 15th Head Admin OUR DISCORD
  11. **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
  12. 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
  13. 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
  14. Hi, im looking for a script that does as the title says. Thanks.
  15. 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?
  16. 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
  17. -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
  19. 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/

    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
  21. 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
  22. 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!
  23. 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:
  24. 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.
  25. 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