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Found 20 results

  1. TPW MODS - ENHANCED REALISM AND IMMERSION FOR ARMA3 SINGLE PLAYER TPW MODS is a modular and highly configurable suite of nearly 30 addons designed to increase the civilian, environmental, sonic, climatic and military ambience and realism of the A3 single player experience without requiring any scripting or module placement. You can use the TPW MODS of your choice to enhance any existing missions and campaigns, or to simply turn any empty map into a living world a la Far Cry, with endless replayability and a host of subtle realism and immersion touches that you probably won't even notice until you play without them. All mods interoperate well, are light on resources and a lot of work has gone into optimising them so they should not cause undue slowdowns or framerate issues. TPW MODS has been under constant development since 2013, and continues to be refined and expanded largely due to user feedback and suggestions. Bonus content Download (154 MB) Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2586787720 - I will not support TPW MODS from unofficial versions. Dropbox: https://www.dropbox.com/s/h66z72l3ka3w8jf/TPW_MODS.zip - always the latest version PW6: http://play.withsix.com/arma-3/mods/1JrAgSIp4xGeWAAVF72WTA/TPW-MODS-enhanced-realism-immersion - many thanks to Sonsalt et al. Requires Community Base Addons (CBA A3): https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/ Latest Version Changelog 20230927 [CORE 2.00, ANIMALS 1.71, SOAP 1.76, FOG 2.01] Added support for Normandy, Lybor, Sa'hatra. Incapacitated units will use screams from SSD_DeathScreams if available. [ANIMALS 1.71] Fixed bug which spawned animals too far from player. Dogs now mainly spawn around buildings rather than out in the open. Full changelog Features TPW MODS consists of a number of independently configurable components: AIR - Ambient aircraft flybys ANIMALS - Ambient livestock, wildlife and animal noises BLEEDOUT - Progressive injuries BOATS - Ambient civilian boat traffic on waterways CARS - Ambient civilian traffic CIVS - Ambient ambulatory civilians COMPRESS - Volume compression of loud nearby gunfire CORE - Essential functions for TPW MODS CROWD - Larger stationary low-CPU civilian crowds DUCK - AI/player reaction to nearby projectiles FALL - AI/player reaction to bullet hits and falls from height FIRE - Fires in barrels and fireplaces at night FIREFLIES - Fireflies, houseflies, mosquitoes FOG - Region specific weather, fog, mist and dust storms, foggy breath FURNITURE - Automatic CPU friendly furnishing of default A3 buildings HOUSELIGHTS - Lights in houses at night HUD - Advanced heads up display for infantry PARK - Ambient parked cars and wrecked vehicles PUDDLE - Puddles on flat ground after rain RADIO - Ambient radio chatter in /near vehicles and on foot RAINFX - Raindrop FX on surfaces and goggles REPAIR - Automatic repair of player vehicle at service stations SANITY - Improved behaviour of AI drivers near footbound AI SKIRMISH - Ambient infantry combat SOAP - Region specific civilian sounds and music ZOMBIES - Ambient zombies You can use any or all of the 27 TPW MODS components, and depending on the mods you choose you can expect to see your game changed in the following ways: Infantry realism Units reacting realistically to suppressive fire by ducking/going prone, and running away from nearby unexploded grenades (TPW DUCK). Player experiencing audiovisual suppression effects under enemy fire (TPW DUCK). Units reacting to falls and bullet hits by falling/ragdolling to the ground (TPW FALL). Units continuing to bleed from injuries, resulting in decreased mobility and eventually incapacitation and death if not treated (TPW BLEEDOUT). Units able to self heal using First Aid Kits (TPW BLEEDOUT). Sounds for jumping, falling, rolling and turning prone, looking down sights (TPW FALL). Plausible 2035 mesh networked HUD with range and predictive targetting, bullet trajectory tracing, positional audio ping of nearest enemies, electrochromic tinting, and full colour night vision, when equipped with tactical goggles (TPW HUD). Highly configurable ambient infantry combat, with AI able to call in support (TPW SKIRMISH). Units only run around weapons raised when in combat (TPW SKIRMISH). Units adhere to less rigid formation, occasionally stop and exhibit relaxed animations (TPW SKIRMISH). Units do not abandon (and will try to heal) incapacitated and dead squadmates (TPW SKIRMISH). Automatic repair of player vehicle at fuel stations (TPW REPAIR). More realistic (slower) movement and stance change speeds. Automatic volume reduction of nearby gunfire, to simulate 2035 era active noise cancelling hearing protection (TPW COMPRESS). Civilians Region specific civilians in towns, walking from house to house and reacting to weather, cars and battle (TPW CIVS). Denser CPU friendly civilian crowds along the side of the road and near houses, reacting to weather, cars and battle(TPW CROWD). Civilian traffic, which you may commandeer (TPW CARS), playing music from their car radio (if using TPW SOAP). Drivable civilian cars parked by the side of the road near habitable houses (TPW PARK). Civilian boats (TPW BOATS). Civilian zombies, if using maxjoiner's zombies addon (TPW ZOMBIES). Civilian and military road vehicle AI will slow down/stop near footbound friendlies (TPW SANITY). You may specify which native Arma3 and mod civilians to use on different geographic regions. Maxjoiner's women will be used as female civilians on Greek and European maps, if the mod is present. Ambience Ambient furniture in enterable Tanoan, Altian, Maldenian and Livonian buildings and houses (TPW FURNITURE). Lights in civilian houses at night (TPW HOUSELIGHTS). Fires in barrels and fireplaces at night (TPW FIRE) Region specific ambient civilian environmental noises (voices, coughs and sneezes, traffic, music radio, telephones, domestic and construction noises, trains on appropriate maps), with support for user added sounds/music (TPW SOAP). Mosques playing the Azan call to prayer at appropriate times, with prayer response from nearby houses (TPW SOAP). Nearby gunfire eliciting screaming, babies crying and dogs barking, from houses near the player, and distant police sirens in built up areas (TPW SOAP). Creaking doors/timbers in houses, with whistling wind and rattling windows in windy conditions (TPW SOAP). Additional forest ambience such as creaking trees, falling branches, snapping twigs, small animals rustling undergrowth and leaves, occasional distant chainsaws (TPW SOAP). Ambient radio chatter on foot and in/near vehicles, with support for Russian radio chatter in RHS Russian vehicles (TPW RADIO). Appropriate sized flocks of baaing/bleating/clucking sheep/goats/chickens, and randomly barking dogs / yowling cats (TPW ANIMALS). Ambient Camels on Sefrou-Ramal (Western Sahara cDLC) Owls and foxes at night, dawn chorus of birds in the hour or so before sunrise (TPW ANIMALS). Distant howling wolves at night on remote areas of European/Nordic/Arctic maps - may be configured off, or forced on for other maps (TPW ANIMALS). Frogs croaking around reedy ponds and waterways (TPW ANIMALS). Sharks around the player in deeper water, if using Feint's Sharks addon and or THA_Sharks (TPW ANIMALS). Ambient wild and rideable horses if using the dbo_horses addon (TPW ANIMALS). Crows gradually flocking around dead bodies if there is no nearby combat (TPW ANIMALS). Wild boars with customised grunting sounds will spawn in forested areas, if using EO's ambient boar mod (TPW ANIMALS). Occasional brown bears on remote areas of European/Nordic/Arctic maps, if using walk3r's brown bear mod - may be configured off, or forced on for other maps (TPW ANIMALS). Water buffalo on various Asian maps, if using EO's ambient animals for Cam Lao Nam mod (TPW ANIMALS). Occasional helicopter and jet flybys, with automatic support for 3rd party aircraft mods (TPW AIR). Glowing blinking animated fireflies on warm summer evenings (TPW FIREFLIES). Buzzing flies gradually building up around dead bodies, rubbish piles and bins (TPW FIREFLIES). Whining mosquitos around the player at night (TPW FIREFLIES). Reduced engine and collision volume, increased wind/tyre volume of default Arma3 wheeld vehicles if using JSRS Soundmod (TPW_MUFFLER). Weather Region specific climate (TPW FOG). Ground fog, units with foggy breath, and a chance of snow, during colder weather (TPW FOG). Ground heat haze / mirage effects during hot weather (TPW FOG). Dust devils on treeless regions of desert / middle eastern / central asian terrains during hot weather (TPW FOG). Dust storm functionality which may be called via script or trigger (TPW FOG). Dynamic ground mist reacting to humidity, tree cover, and rainfall (TPW FOG). Dynamic snow which will not fall through buildings/ cover, snow goggle fx, snow fx in vehicles (TPW FOG). Rain droplet effects on most exposed ground and object surfaces near the player (TPW RAINFX). Refractive rain droplet effects on car windscreens and player goggles (TPW RAINFX). Raindrop noises on player's helmet and raised weapon (TPW RAINFX). Puddles on the ground around the player during and after rain (TPW PUDDLE). Documentation Full readme with installation and usage instructions Full changelog Configuration settings Air Animals Bleedout Boats Cars Civs Compress Crowd Duck EBS Fall Fire Fireflies Fog Furniture Houselights HUD LOS Muffler Park Puddle Radio Rainfx Repair Sanity Skirmish SOAP Streetlights Zombies Disclaimer / Licence I totally refuse to accept responsibility for anything that might happen to your game/computer/life as a result of using my mods. I'm not a BI developer, I don't force you to use the mods, I don't ask you to pay for them. If you don't like TPW MODS, don't use them - don't demand that I change them to suit you. If you accept this, then feel free to use and modify this code, on the proviso that you post back changes and improvements so that everyone can benefit from them, and properly acknowledge the original author (tpw) in any derivative works. Wrapping my unacknowledged work up inside your pbo addon and monetising it does not count as returning it to the community. Redistributing my work under your own name via Steam Workshop or elsewhere is expressly forbidden. I can't make you do the right thing, but I hope that you do.
  2. haleks

    Impact

    impact Hello gents! Here comes another small size project, this time focused on immersion. Impact aims to address a simple yet overlooked feature in Arma 3 : hit reactions. The current vanilla system boils down to a weird twitching animation, with little to no "impact" to AI units. Combined with the rather solid ballistic protection the base game offers, this can lead to frustrating gunfights, with players unloading on AI hostiles that are barely affected by bullets... Non-fatal shots feel inconsequential as a result : AI units remain able to return fire immediately, and feel overpowered or robotic. How? The mod relies on a very simple approach. No over-complicated animation handling or scripted damage; the goal is to provide a reliable, efficient in-engine solution to this problem, without "impacting" (haha...) 3rd party addons. Whenever an infantry unit takes a hit, impact analyses the characteristics of the projectile, and emulates kinetic energy when deemed necessary, eventually causing a brief "ragdoll" state. Even if a unit survives a high-caliber hit or a nearby explosion, it will have a good chance of being knocked down by the impact and falling to the ground. They will get back on their feet after a few seconds, buying players some time in tense situations and adding uncertainty to situational awareness (since the ragdoll state doesn't necessarily means the unit is actually dead), leading to a more "organic" experience. Impact works in all environments, with all types of ammo, including explosives. How to use? Known issues : Important : In order to work properly, Impact has to be loaded on both clients & server machines. Download
  3. ARPI brings up 700 items to improve military roleplay and immersion in Arma 3. With ACE3 and CBA, some items have functionalities. STEAM-WEB-LINK: ARPI - ARES Roleplay Items VISION and PHILOSOPHY Our vision is to enable the Arma 3 player to tell stories by themselves with independet manipulation of arma environment. We want to spare micromanagement capacities of the ZEUS in extensive roleplay-missions and enable storytellers to increase immersion via filling missions with items. ARES RP Items [ARPI] brings up over 700 items to improve military roleplay and immersion in A3. With ACE3 and CBA, much items have functionalities or can be combined to become usable. Items are for example : Food, Tools, Electronical Equipment, Loot, ID's, Documents, Money, Boxes, Knifes, ComRadios, Contraband and other stuff. The main aims of this mod are: reduce telling and hint-work of zeus with self explanatory items supply missionmakers with mission-relevant items enable the player to physically affect the arma environment provide a messaging system with players and virtual identites (NPC) enriching the immersion of operations, for example "checkpoint simulation with regular civil items and contraband" improve battlefield roleplay with military survival items, things you can find on killed combattants supported language: english and german Basic function via ACE Interaction hint and sound for the used activity, read-and hearable in 15-30m range of the user hints can be seen by admin and zeus globally (zeus will be informed about relevant activities) Advanced functions Some items can manipulate the environment (knive can kill, chainsaw saws trees, machete chops bushes, s.o. ) Survival System with modules for diseases, combinable scrap, water-system and filthy insects. Some Items can reduce or delete the effects of the modules Some items can place objects, such as tents, campfires, security equipment, s.o. Some items can detect variables in objects, for example geiger counter, chemsniffer or RFID Detector (see item list for variables) Requirements: All Functions require CBA3 and ACE3! It is possible to deactivate the ACE3 functions in your init.sqf by adding: AR_InteractionsEnabled = false; Place relevant modules in the editor to use Global Interaction System, Trading System or other systems. Restrictions: No reuploads on Steam allowed! No not never! Montarization in any means is definately not allowed! Its a free mod for the community! Useage on monetarized servers is not allowed. If you want to rip/change/host these files to include them in your local clan-repos, thats ok for us If you want to change or implement something, talk to us! We can make an improvement in the next official version together. Future plans: New Items, Sounds and Functions will be added Classname list and descriptions: https://drive.google.com/file/d/1ZDv3wELtrvSb2nfGhuIKXhr8fpBY5C50/view?usp=sharing
  4. Dynamic Vehicle Sounds The mod aim to fill the blanks in Arma by adding new sounds for immersion. Features: Not Compatible with: https://forums.bohemia.net/forums/topic/238508-truck-reverse-parking-sound/ (Obsolete) Notes: -the mod is SP compatible only ...for now -some works for both Ai and Player vehicles. -The Sounds are separated into different PBOs, you can remove the ones you dont like. -this mod is compatible with every other Sound mod so far. Not everything is covered in the videos, read the features list for more details Download: Dynamic Vehicle Sounds V2.0 workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=2826840641 Credits: -AirShark -GEORGE FLOROS GR -Sammael -Tally -Sharp Special Thanks to: Drebin, POLPOX, NikkoJT and Lou amoung many in Arma discord for the help.
  5. "So gory, that Bohemia Interactive once banned it from the Workshop!" "The most badass mod you've ever used." Adds various elements of gore to ArmA3 such as blood splatters, blood sprays, blood pooling, bleeding, gibbing, and other misc details. For Multiplayer: Servers and clients must run the addon. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=667953829 Github: https://github.com/zooloo75/BloodLust/ Requires CBA! The addon must be running on the server and all clients. YOU MAY NOT RUN BLOODLUST ON A MONETIZED SERVER WITHOUT MY PERMISSION! Support my endeavors with a generous donation using the "Donate" button below. Donations go towards coffee/beer and stuff. Thank you for your generosity! 🙂 Changelog:
  6. AWR - Advanced Wound Reaction by [79AD] S. Spartan / [79AD] O. Forest I'm happy to announce a new mod that was created by me in collaboration with O. Forest. For our events we needed an improvement for the ACE3 unconsciousness so that people would still be able to interact with others but unable to actually fight. So I was asked if it's possible to create our own mod that extends the system of ACE3. In the current state the mod uses the perceived pain level from ACE3 to determine if a unit will be incapacitated. If that's the case the unit won't be able to use the weapons but the handgun based on a chance. You will then be able to crawl to a medic for medical attention. The pain can be reduced as usual by using the morphine. Be aware to not overdose! 😉 Features: configurable behavior for pain reaction reaction for AI and players configurable chance to pull out handgun while incapacitated ability for AI to drop and pick up their weapons after being hit Planned: make an option to get triggered by damage threshold, making it possible to completely replace the default ACE unconscious state. more reactions to different wounds option for AI surrendering after losing their gun Always happy for feedback in any means. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2894821376 Github: https://github.com/Spartan190/Adv_Wound_Reaction Special thanks to [79AD] O. Forest for encouraging on making this mod and the [79AD] team for testing
  7. Dynamic Vehicle Camshake A collection of functions that extend the usage of camshake for immersive vehicle operations. features: -Collision Impact: adds dynamic camshake when vehicle impacts, like when ramming into other vehicles or hitting an object at certain speed also triggers when jumping from hills and ramps, it is based on simple formula, camshake sensitivity = (speed / mass) * force. -Fire Power: adds camshake when shooting from behemoths armament like 155 howitzers or rocket Artys to simulate ground trembling due to the excessive recoil, later i extended it for universal use including (HMGs, cannons ,mortars...etc) it works with every mounted weapon that inherits from vanilla classes. -Over Speed/High Friction: camshake effect appears when reaching supersonic speed for Fixed Wings or the conventional maximum speed for most ground vehicles, adjustments are based on the category. (tracked/wheeled/air). -Surface Terrain Friction: once you are off-road in a wheeled vehicle the camshake kicks in to embodies the Friction and the higher the speed the severe it gets once you follow the road or slow down it will smooth again, while the Tracked vehicles has no effect as they are meant for all terrain purposes. APCs will have 25% less sensitivity due to the size and the number of wheels they have. -Near Fire Power: similar to Laxemann's twitch once you are near a vehicle that shoots the effect kicks in, however it uses FPC as references and works only when on foot, and sensitivity adjusted based on how far you are from the firing vehicle max distance (69m), the effect is mostly noticeable on Artys that if you use the default values in FPC, though it uses Vars from FPC its actually isnt required. -Crew Hit Reaction: the differences between the standalone and this, is that this last adjust the camshake based on the projectile and its velocity rather than hitpoints also it includes fixes from DVC and further optimized. do not use it with the standalone version ! CHR standalone version: https://forums.bohemia.net/forums/topic/235243-crew-hit-reaction/ (Obsolete) Customizability via CBA menu Download: Dynamic Vehicle CamShake v2.1.1 requirements: CBA issues: -CIC may not work with certain vehicles. (Related to EH nothing can do) -FPC (non tracked vehicles) the camshake occurs for FFV positions for commander and gunner seats if found. Credits: -AirShark -Curious Big thanks to the community for the heads-up it wouldn"t be possible without their help.
  8. Crew Hit Reaction As we all know Arma is lacking the immersion when it becomes to Vehicles especially Tanks, this little addon adds players camera shake when you get hit inside any vehicle to simulate the power of kinetic energy of the shell during impact or at least to notify you when you get hit, especially when you are in a big Abram were most of the time you will never know what hits you due to heavy armor. P.S this is my first mod to release hope you enjoy it 😉 Download Link for Final Fix Version: https://mega.nz/file/2xkFBAQJ#p5koGs2P-OVJhiOtUyPk9NGjn389KMMm4p2EHQdrrsQ * require CBA //ChangeLog Version 01 -release Version 1.1 Now the camshake is adjusted depending on the hitpart -internal components: engine, fuel tank, ammo case will cause more powerful and senstive camshake when getting hit -external compnents: wheels, tracks will have less camshake as they are separated from the crew chambers -fuselage: turret, hull will have medium camshake Version 1.2 Hotfix -fixed the script wont initialize if you dont start the mission in a vehicle -fixed the camshake will continue to play after the players bail out from destroyed vehicle Version 1.2 Hotfix 2 -Optimized the code for better performance (using objectParent to check) Version 1.3 //the mod is bug free now \(^-^)/ Fixed: -the camshake continues to happen when you bail out while the enemy still shooting at the vehicle youve been in. -the tracks had wrong values. -typos Added: -More Vanilla hitparts turretbarrel, motor, commander turret -ERA and Plates support with very reduced camshake (the vanilla ones only) Version 1.3.1 -overall code performance optimization Version 1.4 -excluding the small calibers from causing the camshake e.g: from (rifles, LMGs, Pistols,...etc ). -excluding hand grenades from causing the camshake (when in tracked vehicles only). -adjusted camshake sensitivity based on the type of the vehicle (Boat 10, tracked 15, Air 16 ,wheeled 17). -increased camshake duration on Air Vehicles and lower its power for realism prospective. -add more hitparts with adjusted values (main_rotor and tail_rotor). 1.4 Hotfix -reverted duration camshake for tracked vehicles to 1 instead of 0.5 for exterior parts. -fixed camshake wont initilize for wheeled vehicles. -fixed all the vehicle types used the same values for the exterior parts. -fixed iskindof command wasnt functioning in the script as it should. -iskindof Boat were used instead of iskindof ship. Version Final -added CBA custom settings menu. -separate APCs from the Wheeled category for appropriate adjustments. -fixed game freezes when multiple parts get hit simultaneously. -removed unnecessary coding and repeated checks. -rewrote the code for better response. -initializing the mod directly through the config. -cleaning typos. *the mod require CBA *the CBA custom values in the addons option applies only for certain parts, interior parts like engine has fixed value inside the mod. Final fix -mod wont initilize when you dont start in a vehicle -removed more unnecessary coding. Credits -AirShark Big thanks to Snkman and the community for the support
  9. Truck Reverse Parking Sound this little addon adds reverse parking sound for trucks . works for both Ai and player vehicles so far tested with vanilla and RHS trucks Download: Truck Reverse Parking Sound
  10. 4th Marine Raider Battalion Realism Unit The 4th Marine Raider Battalion Realism Unit, aka 4th MRB, is a realism unit in the Arma 3 community. We simulate a fictional unit within the Marine Special Operations Command (MARSOC) of the United States Marine Corps (USMC) and United States Special Operations Command (USSOCOM). The 4th MRB is structured and organized identical to a real life MARSOC battalion, with attached supporting USSOCOM units. The 4th MRB was founded by long-serving members of a different Arma 3 realism unit which emulates another real life United States Marine Corps Unit. The 4th MRB attempts to maintain the discipline, professionalism, and esprit de corps of real US Marine special operators. The fun and excitement members of this unit enjoy is the result of the difficult and challenging operations we are asked to perform and in developing skills and unique tactics commonly practiced by special operators within the special operations community. These typically include (though are not limited to) direct action missions, special reconnaissance, foreign internal defense, counter-insurgency, unconventional warfare, maritime interdiction, counter-narco terrorism, hostage rescue, preparation of the environment, security force assistance, gas & oil platform operations, and special clandestine operations. Based out of Marine Camp Currin, Bozacaada, Turkey - the unit currently consists 4th Marine Raider Battalion, 4th Marine Raider Support Battalion, and associated SOCOM supporting elements from 160th Special Operations Aviation Regiment (Airborne) and 27th Special Operations Group, 27th Special Operations Wing. The 4th MRB is an immersion-orientated, role-playing realism unit. By considering an application you have similar interests. Training or Combat Patrols: Weekly - every Tuesday 1900 US Central Time Full Operations: Twice monthly - first & third Sunday 1900 US Central Time Website: 4thmrb.net Forums: 4thmrb.net/forums TeamSpeak: 38.103.170.8:9988 (pw: 4thmrb) YouTube: youtube.com/c/4thmrbnet Steam: steamcommunity.com/groups/4thmrb
  11. 2nd Battalion, 5th Cavalry Regiment The 2/5 Cav is an Arma 3 milsim unit that strives to create a realistic environment focused on the Vietnam War. Our overall goal is to create a fun, professional, environment that our members can enjoy. We emulate an actual Army unit that served in Vietnam for the vast majority of the war. As a result, we prioritize immersion and realism in our efforts involving mission making, ranks, in-game assets, and unit structure. Open Billets: Rifleman Grenadier Automatic Rifleman Fire Team Leader (Upon Approval) About us: North America based unit (Operations take place at 1900 CST) Teamspeak IP: 104.156.254.117:9101 Website:https://2-5cav.net Youtube:https://www.youtube.com/channel/UCsIM0nnVc-1d-s1XBKtY6Rw Discord:https://discord.gg/pT8GnpaYkm Home to former and active duty service members Requirements to join the 2/5 Cav: Must be proficient in English 18+ years of age Availability to attend operations on the 2nd and 4th Sunday of every month Demonstrate maturity and professionalism Have valid copy of Arma 3 / TeamSpeak 3 / S.O.G. Prairie Fire DLC Must not be active in or take part of any other Vietnam War realism unit Contact our Recruitment Office Personnel Via Discord: SGT Irwin - Scare#5703 SGT Pimentel - LCLdark#5407 PFC Gibbs - Gibbs#5111
  12. Deployed aims to take the classic insurgency style mission directly inspired by MSO, and push it beyond in terms of immersion, performance and replayability, using the ALiVE framework. Patrol, talk to the locals and secure ennemy held areas to gain intel about ennemy weapon caches, and destroy them. ISIS activity has increased in recent months in Lythium, Afghanistan. You are part of the US initiative to help local Afghan forces in fighting the insurgency. FEATURES: - Replayability: Random ennemy strength, placement, and caches locations on each playthrough. - Long-term OP with persistence: save your progress and get back into action. - Chose your difficulty, time of the day, as well as post process effects in the mission parameters. - Ambient civilian life: civilian interactions to get intel, custom sounds of crowds, TV, propaganda, conversations, traffic, reaction to fire. - IEDs, VBIEDs and suicide bombers depending on civilian hostility. - A multitude of supports: Helicopter transportation and fast rope, rotary and fixed wings C.A.S as well as UAV support. - HALO/HAHO insertions - AI recruitment. - Loadout manager for you and AIs. - Mobile respawn point. - A field hospital and a vehicle maintenance point. - A main FOB that feels alive, with other friendly FOBs around the AO. - Supply convoys tasks. - A Shoothouse. - Vehicle ambient radio chatter. - Realistic fuel consumption. - Different roles to play on. - Zeus slot for the admin and a dedicated zeus slot. - ACE w/o medical compatible. HOW TO LAUNCH THE SCENARIO: 1- Subscribe to the scenario and required mods. 2- Launch Arma 3 via launcher, turn on all required mods and launch the game with them and other recommended mods if you wish to. 3- In ArmA 3 menu choose Multiplayer (even for Solo play) => server browser => host server(local or internet) => host server 4- In the map/missions menu choose Lythium => Deployed - Lythium). Choose role, mission parameters and press play. RECOMMENDED MODS: These are not in any way mandatory to play, but are recommended for a more immersive playthrough. - Any gear mod of your liking. - LAMBS mods. - Immerse. - JSRS sound mods. AUTHOR's NOTES: I hope you will enjoy this scenario as much as I loved creating it. As the concept is easily portable, give me requests for future maps or features as of course I will be creating more! Errors and bugs are inevitable in such a game, but I'll do my best to help fix them if there are, if something is broken on my end except it to be fixed as soon as I can. Comments, ratings and feedbacks would be really appreciated, thank you for your support! DOWNLOAD: Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2377438757 All credits due to the authors of the scripts I used that is to say Bons, Engima, George Floros, to the ALiVE dev team, Bohemia Interactive for the best game ever, without them I could not have done anything! Mods used in the artworks are USP Gear and Uniforms, TSF vests.
  13. Hello, community. - I want to create a task in the middle of a huge town. The type of the task is not important. - We all know I can simply place enemy units... and even if I use waypoints, they will be very predictable and I will almost always know their possible location and position. - For this reason and in the interest of the dynamic and immersive gameplay I am seeking, I wish to use some kind of a script that would randomly "choose" dynamicaly generated spots and positions and will spawn these groups somewhere around, let's say around the objective in a hidden marker area. - In order to achieve this I could probably create and name the groups first and use their tags in the script that is going to spawn them in this area. - The other possible way would be to include units' correct editor names (classifications) and spawn all of the included units, but this seems to be more difficult to accomplish. So, what would you suggest? As always, thank you in advance and cheers! 🙂
  14. Work in Progress (v0.8) What is CoopR? The abbreviation CoopR resolves into Coop Roleplay. These two keywords are leading the whole idea of this modification. CoopR Mod is a gameplay overhaul. Combining coop gameplay with interesting yet not immersion-killing roleplay game elements. CoopR will come in two different release systems. The first to be published is the CoopR Light coop gameplay enhancement. It can be described as a subset of features that passed quality assurance by bringing proper gameplay enhancements that do not have any dependency to other addons of the CoopR Mod ecosystem. The other release is the CMF (CoopR Mission Framework). This framework will provide a library of editor modules and scenario attributes to create multiplayer missions that redefine ArmA3 gameplay by a large package of new immersive features. Additionally the integration of popular modifications like ALiVE and ACE3 will push the feature list even further. The CMF will be officially implemented by CoopR and is planned to run on multiple game servers. The collection of those servers is defined under the CoopR Combat Theatre term. A “theatre” defines the lore multiple servers are running under. Technically players can transfer their characters and squads only between servers where the threatre is the same. There is no way of transfering a World War 2 threatre character into a NATO war theatre. CoopR Light CoopR Light’s primary goal is to extend the gameplay of coop multiplayer squads. It is a small subset of the whole CoopR mod idea. When the development of CoopR Mod started it was clear that this modification will take at least two years to implement all planned features. As time went by the amount of feature ideas grew and therefore the release date was pushed back further into the unknown future. To this date the CoopR team managed to develop a working base with a good amount of core features. We realized that there is a basic feature set ready to be released. We call this set the “CoopR Light” release. The reason to release this light version to the community is to start testing the early state of the modification. We expect to receive hands-on feedback and suggestions that help adjusting the development process. Reported bugs will be brought into the development of CoopR and fixed in future releases. The following conditions need to be met so an CoopR addon is a candidate to be released in the CoopR Light release: No dependencies to other Non-Light addons Adds striking enhancement of coop gameplay Will not require a wipe of any persistence data CoopR Mission Framework The CMF (CoopR Mission Framework) will provide a vast variety of editor placed modules, scenario attribute configurations mission configurations. The CMF will also offer a library of script functions to publish an API for other addons or mods. This is what the framework will bring to the customization point of view. With CMF you can build a completly new type of coop missions. One core feature is the RPG addon. It allows players to create characters with perks and role specifications. These characters are persisted and accessible between different mission created by the CMF. This bring another gameplay addition to coop missions - progress. Characters can increase their skills and “farm” their equipment. Incapacitation is not a trivial thing anymore. You can lose access to your character for a long time or even lose him completely due to permadeath situations. But the RPG system is not at all the only thing coming with the CMF. To shorten it up here is a short list of features that are either nearly completed or work in progress: Character RPG System "Deployment Life" Simulation System Local Persistence & Web Persistence (CoopR HQ) Perk System Role Skill System Temporary Camp / Shelter System Supply Request System Personal Storage / Barrack System Recon Mission System CoopR Webapp / Mobile-App Character Management Extended Squad System many more in concept... Recruitment! The CoopR Mod team is looking for some fresh meat/veggie. Here are some positions we are in need for: SQF Developer (All Skill Levels) ArmA3 Extension Developer Game Concept Designer Vue.js Developer (All Skill Levels) 2D Artist Feature Roadmap Wiki WIP Find us CoopR Youtube Channel @cooprmod Instagram Support us on Patreon! Contribute on Github! Have a chat with us on Discord
  15. Would dynamic light and shadows be too hard to implement in Arma 3 at this point? It was added to DayZ SA back in 2016 and would be great for immersion in the Contacts DLC and/or any horror themed mission. Also creates the same amazing immersion that the STALKER games have. Here are some sources and examples: https://trello.com/c/GSZoLFyL/122-dynamic-shadows https://trello-attachments.s3.amazonaws.com/547c4a954dad7ad76b9cb6a1/57c0b25c3f2de7ff0dbedcdb/60e4ce88a2b98d10f607ee302161ec34/Shadows.mp4
  16. Greetings to all, and thanks for checking out my post! There are plenty great of groups out there, and I hope you find the one that is right for you. What follows is a summary of the inspiration behind TFTW and some additional information to help give you an idea of what the group is all about. Before we start, here is some good music to bring pleasure to your ears while you are reading: https://www.youtube.com/watch?v=AQM0QDQf21k :) In July of 2017, some good friends and I founded Task Force Timberwolf while I was in Eastern Europe on a training mission. The group has already grown into something extremely meaningful to me, and it's a project I hope to continue building for the rest of time. I am passionate about and have an immense interest in everything military and the Arma series is the perfect sandbox to tell stories, play out scenarios, and overall just be immersed in a military conflict zone environment. The type of gameplay offered in the series is unmatched by any other platform, and it scratches that itch perfectly. Since starting this group, I have focused hugely on ensuring that we have a healthy, good community of players. This is an absolutely critical part of building a group right. We only take those who can get along well with others, those who have maturity, and those who have a passion for Arma and military role-playing/simulation. Our group focuses primarily on military sandbox gameplay augmented by other event types which can take place in a conflict zone. The goal is to create an immersive and interesting military sandbox environment for each mission, and I have a dream of introducing unique role-playing elements into missions to add depth to storylines. I encourage our players to treat every scenario with the thought of "what would I do if I was in this situation in real life?". Our sandbox environments and use of real-world tactics bring an incredible amount of life and purpose into our scenarios. The group is a small project currently, but its future is incredibly bright and I am absolutely hyped to see the community grow and prosper. If you think this type of gameplay is what you're looking for in an Arma group, I highly encourage you to apply. Be forewarned, though, the selection process is tough, and I am looking for quality, dedicated members who truly want a good experience. While Task Force Timberwolf places an emphasis on using authentic tactics, techniques, and procedures of actual military operations, the community is definitely NOT a hardcore MILSIM group. It's a friendly, light-hearted community outside missions and people are never going to be subject to rank-and-file nonsense of many hardcore groups out there. My goal here is not to force people into the right state of mind for events, it is to attract the types of people who really do enjoy a type of gameplay that is often slower-paced, much more authentic, and more immersive than the typical experience. Task Force Timberwolf won't ever require members to attend our regular events. People should want to come to the events instead of being forced to come to the events. Our members have families, jobs, school, commitments, and otherwise. As a US Army service member who was stationed overseas, I totally get that. It's part of being a member of society in the real world and Arma shouldn't define your life. Session Times: Fridays at 2200 US Central Time (alternate with Saturdays) Saturdays at 2000 US Central Time (alternate with Fridays) Sundays at 1300 US Central Time We require that all applicants: Are 18+ years of age Own a legal copy of Arma 3: APEX Use a working, clear microphone Use wired internet connection Have a great attitude! If you'd like to fill out an application to become part of our family, please find one under https://www.taskforcetimberwolfhq.com/recruitment. Make sure to actually submit text here, some people tend to overlook that. We will likely not accept short applications of "hey, I want to join" etc. Please put some thought into it. I'm excited to see what you have to say, it's always a pleasure to be connected with the Arma community! See you in the field! IN PACK, WE HUNT! Very respectfully, ICE MAN Founder, Task Force Timberwolf
  17. Hi, I just created this account (for now) to make some noise about this thing that i'm missing for so long. We need simple vanilla flashlights.. at least I really wish there were some... I remember the first time I started playing arma 3... at that time there was only one map to chose, wich was Stratis. I joined a server and it was night. It was pitchblack, except for that impressive lightbeam coming from the lighthouse. And the lights far away from some houses, I loved it. Well meanwile I tend to play a lot on Altis Life servers, which are really fun on their own way. I really like the roleplaying part of it. On these servers you start of as a civilian, doing what a "civilian" does,... farm, farm and farm. Anyways, after night falls, gameplay could be really interesting especialy because you can't see anything without light. But... alas, we only have two options when it comes to take a walk in the dark. Being armed with a gun equiped with a flashlight or wear nightvision goggles and there fades the ambiance... I remember when I was a kid, I had that old military flashlight that had like 2 or 3 levers, you could either go with full light and be seen by the enemies from far away or you could pull a lever so most of the light would be cut off, only a small lightbeam would go through a slit covering only a small area in front of you. Then there were the other levers in which you could put a red or green filter. I really loved this flashlight. I remember doing some mors code with it. :) I like to imagine a scenario where noone would have acces to nightvision and would rely merely on flashlights to be seen by the enemy if not carefull or see the enemy from far away. Or one having to use his flashlight with a filter in order to check his map for navigation. I'm sure this is feasable, consider this a wish to the devs team. Please make it happen!! :)
  18. Hi I'm the leader of a group (Mastiff-Squad) we are looking for recruits as well as people who would like to join our servers and play with us. Anybody is welcome we just ask you remain mature and play nice with others as of right now we may be hosting a server in a hour or two if you need to contact me do so through my email: harlan201@hotmail.com or on steam as: nightblaze14 and on discord as: harlan201 thank you and we hope to see you soon
  19. So many of you might have noticed how the AI animates when stationary. You will for example, breech a building and find in one of the rooms an AI lying on their stomach, who then uses their freakish abdominal muscles to spin around at the speed of a falcon's sneeze without moving their legs at all and gun you down in the face. AI when stationary seems to act like a turret, very robotically and artificial looking, swiveling around on the spot with little to no animation other than where there gun is pointing. It's immersion breaking and kind of terrifying in a 'familiar made strange' terminator sort of way. And it's doubly strange because players appear to animate fine when swiveling around, (assuming their mouse sensitivity isn't 100%) Bohemia, please fix :(
  20. Improved grenade throwing and weapon switching actions script Version 1.2 Keys assigned to switch on primary/secondary/handgun weapon if corresponding weapon already in hands, allow to holster/move weapon on back Throwing distances of hand grenades can be controlled by holding throw key. After push and holding for short time, you hear the sound of pulled out grenade safety pin. At this moment, if you release the key, you just drop a grenade right under your feet. Holding button up to 1.5 seconds proportionally increases grenade initial speed and throwing distance. Version 1.2 Code refactored to release condition, removed early version restrictions, bugs and unwanted side effects. Demo mission updated. Download link.
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