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Found 9 results

  1. TPW MODS TPW MODS is a modular and highly configurable suite of 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 is under constant development, and continues to be refined and expanded largely due to user feedback and suggestions. Download (125 MB) Dropbox: https://www.dropbox.com/s/b26x3umg119jw2r/TPW_MODS_20181117.zip Armaholic: http://www.armaholic.com/page.php?id=22592 - many thanks to Foxhound et al. PW6: http://play.withsix.com/arma-3/mods/1JrAgSIp4xGeWAAVF72WTA/TPW-MODS-enhanced-realism-immersion - many thanks to Sonsalt et al. Steam: This work is not to be made available on Steam. Any versions you find there do not have my support. Requires Community Base Addons (CBA A3): https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/ Latest Version Changelog 20181117 [CORE 1.66, SOAP 1.43] Added Montella to region lists. [FOG 1.72] Improved heat haze effects. Dustdevils on treeless areas of hot desert / middle eastern / central asian maps. [HUD 1.71] American players can now select temperature display in Fahrenheit using ctrl + alt + f. [SOAP 1.43] Fixed errors for maps not on the SOAP list. Added additional winter maps. Improved traffic ambience. Full changelog 20181103 [HPP UPDATE REQUIRED] [ANIMALS 1.46 ] Frog noises near ponds and other areas with reeds. Additional insect ambience in dense vegetation. [COMPRESS 1.00] *NEW MOD* Simulates compression of loud audio by muting nearby gunfire. [SOAP 1.42] Adjusted Azan sample volume to prevent clipping & breaking up on playback. Features Infantry realism Units reacting realistically to suppressive fire by ducking/going prone, and running away from nearby unexploded grenades (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). Automatic repair of player vehicle at fuel stations (TPW REPAIR). More realistic (slower) movement and stance change speeds. Units rapidly reacting to nearby enemies they have line of sight to (TPW LOS)**. Automatic volume reduction of nearby gunfire, to simulate 2035 era active noise cancelling hearing protection (TPW COMPRESS). * TPW DUCK replaces TPW EBS, which has been deprecated due to native engine implementation of suppression. ** Deprecated due to improvements in native AI reaction. Civilians Region specific civilians in towns, walking around and interacting with each other, and reacting to weather and gunfire (TPW CIVS). Denser CPU friendly civilian crowds along the side of the road and near houses (TPW CROWD). Civilian traffic, which you may commandeer (TPW CARS). 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). 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 and Maldenian 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), 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). 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). 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). Working streetlights on A2/OA maps (TPW STREETLIGHTS)***. *** Deprecated due to CUP Terrains implementing working streetlights 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 / middleeaster / 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 Sample HPP Bleedout Civs Compress Crowd Duck EBS Fall Fire Fireflies Fog Furniture Houselights HUD LOS Park Puddle Radio Repair Rainfx Skirmish SOAP Streetlights Zombies Disclaimer / Licence TPW MODS is an SP mod, portions of which may work in MP. I totally refuse to accept responsibility for anything that might happen to your MP game/computer/life as a result of using my mods. 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. Distributing my work via Steam Workshop is expressly forbidden.
  2. 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: 107.191.99.156:8550 (pw: 4thmrb) YouTube: youtube.com/c/4thmrbnet Arma 3 Units: units.arma3.com/unit/4thmrb Steam: steamcommunity.com/groups/4thmrb
  3. 173rd Airborne Brigade Combat Team Milsim Have you ever wanted to jump out of an airplane, or air assault an enemy position? Have you ever wanted to participate in company-sized light infantry operations? Then look no further, the 173rd may be just right for you! Overview The 173rd Airborne prides itself in being the distinct and go-to unit for airborne & light infantry operations. Our goal is to offer authentic experience based on real US Army standards without sacrificing the game play. Who We Are The 173rd Airborne (the "Unit") is an established MilSim unit based on the real-world 173rd Airborne Brigade Combat Team, an airborne infantry brigade combat team of the United States Army currently based in Vicenza, Italy. The Unit is based in the Central Standard Time zone and all unit events are scheduled and quoted in CST (GMT-6). Our Unit prides itself in being the premier airborne & light infantry MilSim unit in the Arma 3 community. We retain this reputation by effectively implementing realism mods for communications, equipment, textures, and interfaces, while simultaneously executing meticulously planned and designed operations which keep our soldiers engaged, challenged, and entertained. The Unit works very hard to embody and honor the real-world 173rd Airborne Brigade Combat team by employing real-world fighting tactics and other features of U.S. military doctrine. One of the keys to the success of the Unit is division of responsibilities and mechanisms for ensuring accountability. There is a lot of work to be done, and our members keep the lights on by completing administrative work in an accurate and timely manner. To continue ranking up in the Unit soldiers are required to volunteer their efforts on an administrative staff. These staff positions manage tasks such as personnel tracking, security and monitoring of public Unit assets, mission planning, mod/texture building/maintenance, soldier training, community outreach, media/illustration asset development, enlistment and applicant processing, and community administration. On an on-going and continuously impressive basis these different administrative staffs coordinate and accomplish their objectives, keeping the Unit organized and headed in the right direction. Unit History The Unit was formed on November 18th, 2012. The founding members included actual military personnel as well as military enthusiasts and FPS gamers. The Unit was originally formed as an Arma 2 MilSim. The Unit officially transitioned to Arma 3 on October 12th, 2014. The switch from Arma 2 to Arma 3 brought about some growing pains as soldiers slowly followed the Unit to the new platform but by the end of 2014 the unit had grown substantially. The Unit took a leap forward in the summer of 2015 following the launch of its new "state of the art" website, administered by a talented base of professional and amateur programmers, with additional support coming from the senior staff members. Nothing from the original website (today affectionately referred to as "Old Grey") was ported onto the new platform. Countless man hours were put into restricting the forums, composing and publishing unit information, and transitioning dozens and dozens and dozens of personnel files, including all service and disciplinary records. Today, the Unit is larger than ever, and with its size has come the implementation of ever-more impressive technology and professional-grade web content. We are constantly looking for members who show promise and devotion to the Unit. Those soldiers are often specifically selected to serve as Senior Staff members, developers of critical Unit content, among other responsibilities. The Unit In order to accomplish our goals we offer a wide variety of training courses in which players can perfect and hone their skills. All our courses are based on the real US Army courses but designed to fit the game. As a milsim/realism unit we require role-playing during training and operations to ensure everyone has a good experience. This might all sound very serious but during our off time our milsim unit becomes a very relaxed community that enjoys a large variety of games. Where we differ from most units is that when we start official unit events we switch to our serious side and get things done. The Community The most important aspect of our unit is the community it creates. Making friendships and long lasting bonds is what keeps groups of people together and we wouldn't be here if all we did was serious milsim. We emphasize that the unit is our unit as it is ran by the whole community and not a single person. We value each and every member and everyone has a chance to contribute to better the unit. If you think this is something you want to take part in we hope you consider enlisting and experience what we have to offer. Available Positions: http://173rd.us/index.php/page/Public/positionAvailability.html Enlist Today! http://173rd.us/index.php/page/index.php?app=perscom&module=enlistment Enlistment Requirements: 1. Applicant must be at least 16 years old. 2. Applicant must be able to communicate fluently in English both verbally and in writing. 3. Applicant must own ARMA 3 and be able to play the game with additional mods. 4. Applicant must not be a member of any other MilSim unit or community that would prevent him from attending official unit events. 5. Applicant must utilize a role-play friendly name. The name with which you apply does not need to be your real name, but it must be a realistic name that can be utilized easily in combat. Applicant should have an internet connection with speeds in excess of 5Mbps downstream and 1Mbps upstream to North American servers. Test my speed NOTE: All soldiers are required to own Arma 3 Apex expansion. Looking for More Information? Check out the links below! 173rd Website http://173rd.us/ 173rd Teamspeak http://TS3.173rd.us 173rd Forums: http://173rd.us/index.php/page/Public/aboutUs Check out our Social Media Channels! Official 173rd YouTube Channel: https://www.youtube.com/channel/UCPwaXoIzJjnrfeEezJe7Kgg Official 173rd Twitch Streamers: https://www.twitch.tv/communities/173rdmilsim/details Official 173rd Reddit: https://www.reddit.com/user/173rdOfficial Official 173rd Steam: https://steamcommunity.com/app/107410/discussions/10/1727575977523379407/ Hope to see you around our teamspeak!
  4. "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: http://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:
  5. 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
  6. 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!! :)
  7. 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
  8. 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 :(
  9. 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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