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Found 92 results

  1. First of all want to say that this aspect of ArmA series has been much improved from previous tittles but is missing the gritty feeling of other Tactical shooters of the genre, SQUAD, Project Reality, Hell Let Loose, Post Scriptum, etc Feedback Tracker Ticket https://feedback.bistudio.com/T167121 Some Ideas to improve the "feel" of gunplay / infantry Weapon RECOIL - Overall recoil feels pretty ok, allthough could be a bit more while standing unsupported - Add VERY SNAPPY (barely noticable) amount of camera recoil impulse based on ratio of weapon weight to ammo caliber and weapon attachments (ex Squad, Hell Let Loose, Project Reality) - Impulse has to be very snappy and short and be over before you can think about it (Anyone who fired a gun IRL with cheek rested on the stock will know what I mean) Weapon Resting / Deployment - This is a must for all weapons not just the ones with bipods - Resting for all weapons - Resting of Left / Right sides of the gun on objects such as walls, ex: Weapon Sway - Weapon sway is basically not a thing in Reforger - Increase weapon sway while standing un-supported - Would accompany proper weapon resting / deployment - Make it so you actually have to think about instead of just standing up in the open spraying full auto like in COD / Battlefield / PUBG - Make stamina actually matter when it comes to weapon sway Weapon Suppression / Explosives Supression - This is a must IMO - Add bullet supression from other games (SQUAD, Hell Let Loose, Project Reality, Post Scriptum, etc) based on the weapon cailber - Good change to PVP, eg Conflict - Should also work on supressing AI - Makes firefights longer and more enjoyable, encourages team work, instead of current Arcade flow Weapon Muzzle Effects - Make muzzle flashes for small arms cast a bit more light on surrounding objects while in a dark shadow, inside of a building during the day based on the Muzzle Device, obviously muzle breaks > flash hiders > supressors - Flash hiders are good at hiding flash it is true, however they still give off light IRL to nearby objects shooting in an indoor range. Youtube videos do not do it justice - Muzzle flashes for weapons such as the .50 CAL and KPVT should give off a lot more light to surrounding objects especially the KPVT during the day - Add physics force emitters and effects to muzzle devices that would kick up dust / dirt / trash / foilage, etc based on the muzzle device and the materials of the objects surrounding the muzzle - Make the smoke puffs from weapons stay around for A little bit longer Weapon Ammo Counter - Get rid of live updating ammo counter on the bottom right - Add check mag functionallity with something like "Alt+R" or some other key, where the character checks the mag - The magazine bullet counter icon would update only after checking the mag Weapon Sounds - I think overall these are a great - Shot sounds could maybe have A LITTLE more "POP" to them, and a little more "POP" in the reverb - Shot sounds could be A LITTLE louder, - Currently gunfire just does not give you that "Oh Crap"/"Grittyness"/"Danger" feeling that games like SQUAD and Project Reality do - There is already a sound mod "War Tapes", which makes things louder, it is indescribable how much it changes the feeling / percieved danger of a firefight Launchers - Add backblast damage to launchers - Add a snappy Lighting flash to launchers to light up the surrounding objects from backblast when fired - Add sizable physics force emitters and effects to launchers that would kick up dust / dirt / foilage from backblast when fired - More smoke from launchers, make smoke puffs from launchers stay around much longer - This way you actually have to think when and where you fire from Grenades - Grandes are pretty much useless, you can stand 2-3 meters away looking right at it and it will not even leave a scratch - Increase shrapnel range for thrown and underbarelled Grenades to their realistic values - Add short and bright flash to grenade explosions lighting up everything nearby - Add physics emitters throwing up dust and dirt in addition to the current generic effect - Add a single VERY SHORT AND SNAPPY camera shake impulse and very short ear ringing or sound fading out effect based on proximity to explosion eg Grenade, RPG backblast, etc Bullet impact VFX - Needs work most of the effects seem the same with different color. I would look at SQUAD as en example, their VFX is pretty good - Metal impacts / sparks emit light to surround objects Stamina / Climbing Walls - This is a great addition to ArmA however right now feels way too arcady - Climbing animation should be 2-3X longer or even more if the player is carrying a lot of weight - Should not be allowed to climb if not enough stamina - Cost of stamina to climb should increase with weight of carried items - Add feature from Post Scriptum to drink water from Canteen to rapidly replenish stamina Character Movement - Separate Sprinting from Jogging/Running - Put character in the weapon down Jogging animation on the last "Scroll Wheel Up" setting regardless if the primary weapon is on safety or not - Separate Animation for Sprinting maybe with the weapon held in 1 hand muzzle up like in "Ground Branch" or just on the side like in "Hell let Loose" or "Red Orchestra 2" - Separate Animation vs just sped-up JOG/Run would make it obvious that sprinting is "Very Fast movement mode with Limited duration" vs I will just hold down Shift and end up jogging anyway - Biggest problem is characters are able to JOG Sideways at high speed while firing accuratley down the sights, resulting in circle-jerk Counter-Strike fights - Couple of solutions: - Substantially increase weapon sway while side-strafing at high speed - Do not allow players to look down the sights while strafing at high speed - Automatically slow down players to a reasonable, much lower side-strafe speed when player looks down the iron sights while side-strafing Footsteps - Could be a LITTLE bit louder - Increase the range of footsteps sound, so they can be heard from further away - Seems like footstep sounds for some materials are missing? - Add wet variation to footstep sounds, when the ground mateiral is wet, it would mix in or play different footstep sound Hills / Mountain Terrain - Movement in mountain / hill terrain makes no difference to flat or open fields - Characters are able to run up way too steep of a slope - Characters Sprint FULL SPEED up incredibly steep grades, this is cheesy - Movement up hill makes no difference to stamina? - High ground should be an advantage and difficult to attack requiring you to think about the approach instead of just YOLO sprinting full speed up a cliff Foilage / Bushes / Tree branches - Most bushes / Tree branches missing sound when player runs through them, add sounds for moving through all foilage - Sound of movement through foilage / crop fields / bushes / tree branches needs to be LOUDER, heard from MUCH FURTHER away, - Add sounds of branches / wood cracking and snapping, and rebounding when walking through bushes and thickets - Thick Bushes need to be an obstacle, slowing character movement down SIGNIFICANTLY, should not be able to sprint full speed through thick bushes, way too arcady - Add animations of bushes / branches moving around when disturbed by characters - Make it so you actually have to think about it sneaking up on players / AI instead of rushing full sprint - Add sounds and animations of bushes / foilage / thickets / branches disturbed by vehicles "SpinTires Mudrunner" is a great example - Trees / bushes should not just fall down when hit by vehicles, but should deflect away from the vehicle with sounds "SpinTires Mudrunner" as an example Wind Effects - Tree branches / Bush deflection / Wind sound is too small for moderate winds, needs to be increased - 7 m/s is around 13.6 knots and foilage is barely moving until turned up to 15m/s or ~30 knots
  2. Add-on for WW4 EXTENDED, an unofficial expansion for WW4 v2.5 (by Sanctuary) Requirements WW4 v2.5 WW4 Extended v1.0 or greater (full installation) WW4 Extended: Cold War Kegetys' Winter Nogojev v1.1 Download Version 1.3 - https://www.mediafire.com/download/yd1tit11htfdnhz/WW4EXT_ARCTIC_v13.zip OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_ARCTIC_v13.zip Patch 1.3.1 Install after the main download. - https://www.mediafire.com/download/cyxy87v31kwmgy6/WW4EXT_ARCTIC_v131_patch.zip OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_ARCTIC_Patch_v1.3.1.zip Hotfix Install after the patch. https://copy.com/ONYWMvPAi4CgV39v Arctic is now also bundled in the new WW4 Extended installer. You can find download links here if you want an automated, no hassle, way to install all this. Manual installation Shortcut method Delete any previous installation of this expansion (by deleting the WW4EXT_ARCTIC folder) Decompress the zip file and place the WW4EXT_ARCTIC folder inside your ARMA Cold War Assault one. Create a shortcut of the ColdWarAssault.exe file. Right click on the new shortcut and click on Properties. In the Properties window add the following line in the Target text field, just after the path to ColdWarAssault.exe : -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH;WW4EXT_CW;WW4EXT_ARCTIC; Launch the game by using the new shortcut. Steam method If you don't want to use shortcuts and use the Steam version: Delete any previous installation of this expansion (by deleting the WW4EXT_ARCTIC folder) Decompress the zip file and place the WW4EXT_ARCTIC folder inside your ARMA Cold War Assault one . In your games list right click on Arma: Cold War Assault and select Properties. In the Properties window click on the SET LAUNCH OPTIONS... button. Write this in the text field: -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH;WW4EXT_CW;WW4EXT_ARCTIC Click OK. Click Close. Click Play. If you want to skip the OFP intro you can add -nosplash before the -mod line, like this: -nosplash -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH;WW4EXT_CW;WW4EXT_ARCTIC Editor Categories You can find the units and vehicles in: You can also find premade groups with those units in the GROUPS (F2) window. Available winter islands for OFP/CWA Check this list: http://ofp-faguss.com/islands.php?type=Winter&reviewed=Any&sort=Rating&order=DESC Screenshots Album (v1.0): https://imgur.com/a/hWHzJ Changelog Credits - Sanctuary (WW4!) - Kegetys (Winter Nogojev sounds and vehicle models and textures) - krzychuzokecia (help on several aspects for v1.2 release) - Apocalypse83 (feedback and testing)
  3. Second turn of Task Force Nike peacekeeping operations on Altis has started. Join Sergeant Cosmos in his first day of serving in a small island republic that recently got on its legs and is about to collapse again. Situation overview Since the beginning of 2036, Greece has maintained its forces in the New Republic of Altis in the form of the peacekeeping contingent Task Force Nike. For several months, 180 soldiers together with members of UNTOFIAAS were controlling disarmament of the AAF and FIA, maintained peace in the cities and trained soldiers of the New Altis Army. A year later, it came to light that the whole process was incomplete and that the NAA did not appoint as many servicemen as intended. Civilians and ex-military, exhausted by the just-ended conflict, were opposed to NATO and any diplomatic relations with Europe, joined forces in guerillas or militias and tried to establish a new order themselves, often leading to tense situations between them and the TFN and NAA. Of the two parties to choose from, the separatist Agon was much more to their liking than the pro-Western FIP. Meanwhile, the climate warmed rapidly leading to draughts and forest fires in the Mediterranean, unrest began to increase, people found peacekeeping forces unnecessary or even problematic. When UNTOFIAAS and TFN began to report situations where 'militants' were simply disarming NAA soldiers or there were exchanges of state equipment for money, Greece decided to increase its presence by 500 new soldiers and launched a second turn of operations. The Greek ship, HS 'Valor' has entered New Altis Republic waters... Up And Gone This scenario is a short take on lore created by After East Wind mod and their makers. Singleplayer infantry-focused scenario for ~40 minutes of playing, planned to be at least twice longer however due to current major dynamic simulation bug the scope was reduced. Frames should be pretty stable except Pyrgos city where they might drop, but once outside this place, they will go up again. Follow the tasks and read the conversations. Supported languages - English - Polish (If you want to add your custom translation in your language, open the mission PBO, extract Stringtable file, add your stuff and send it to me). Dependencies CBA 3; AEW | After East Wind; AEW | 2040 North African Campaign; AEW | Western Sahara Supplement; Western Sahara Creator DLC. Downloads Steam Workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=2876648863 MEGA - https://mega.nz/file/atRmkKra#WEKlhlRexcGYXJ6hvfMJ-1y8sV5yfLOaulvaUgW4WzY Screenshots
  4. mathiasstahle

    The Fall of Khe Sanh

    It's July 1968 and all US forces are retreating from Khe Sanh Combat Base, after several weeks of enemy artillery bombardment. Your helicopter crew must evacuate men and equipment from the USMC outposts surrounding the main base. The Fall of Khe Sanh is a flight mission for ArmA3's S.O.G Prairie Fire setting. I wanted to make a helicopter mission that's not just another "trainer" where you never actually get to do anything as a pilot. Here you will command a fully loaded Bell UH-1D Iroquois into an ever-changing combat zone. You and your crew will perform insertions, hot extractions and transport runs through hostile environments. The mission is voice acted with cinematic cutscenes. The Fall of Khe Sanh exists in both a multiplayer and a singleplayer version. The MP version has 18 playable slots and lets you play the entire helicopter crew, or join one of the infantry forces on the ground in need of a support helicopter. There's is no respwn, so you'll have to rely on the revive system. SINGLE PLAYER VERSION: https://steamcommunity.com/sharedfiles/filedetails/?id=2863267263 MULTIPLAYER VERSION: https://steamcommunity.com/sharedfiles/filedetails/?id=2863559513
  5. RELEASE INFORMATION Version: 1.13 Release date: 03 September 2022 ARMA III version: 2.10 ABOUT The Two Sierra campaign follows a NRF VJTF platoon during three tours of duty. Each tour takes place in a specific ‘Armaverse’ driven by a storyline loosely based on historical facts. The campaign missions support up to 36 players (30 + 6 JIP). FEATURES 3 tours of duty, 12 missions + 3 warmup missions offering challenging and Immersive gameplay in a lively area of operations; Each mission is accompanied with a detailed operations order (OPORD’s in-game and PDF/TXT for forum briefings), AO map and additional intel; Pre-configured TFAR for quick game start. Media (PDF, images) to be used with forum postings (mission cover image, AO map, objectives, etc.). Optimized for dedicated server play; Challenging opponents; Automatic detection of ACRE2/ TFAR, cTab and ACE3 add-ons. Optional mod compatibility (RHS/Project Opfor/3CB Factions -or- CUP/CFP) for BluFor & OpFor MISSION BALANCER Since v1.05 the Two Sierra missions are balanced based on the number of players active. Few notes: Less players = less OpFor / more players = more OpFor Recommended min. players: 12 Mission balancer setting can be overruled using the mission params at mission start. Tour 1 and 2 warmup missions have mission balancer running. Tour 3 has no mission balancer. DOWNLOAD INFORMATION Download Two Sierra ALL-IN-ONE via Mega: https://mega.nz/file/sdJjFJIa#7k1vAazsHbZvLlP2A0OmzbF4YUs2RDx7rLRRvakxBQA [v 1.13] Steam Workshop: https://steamcommunity.com/workshop/filedetails/?id=530541775 [v 1.13] Facebook: https://www.facebook.com/two.sierra.arma/ REQUIRED ADD-ONS Community Based Addons ARMA 3 (CBA_A3) CUP Terrains RECOMMENDED ADD-ONS To enhance game play, the following (optional) client add-ons are recommended: Advanced Combat Radio Environment (ACRE) -or- TaskForce Arrowhead Radio (TFAR) Advanced Combat Environment 3 (ACE3) Commanders Tablet (cTAB) RHS + Project Opfor and/or 3CB Factions --OR-- CUP Units and Community Factions Project CHANGELOG Note: Both the Two Sierra website and Github repo are NO LONGER maintained. Please use this thread, Steam or Armaholic as your source for updates and information. In the archive you’ll find a '2Sierra_readMe.pdf' document with mission information, client/server information, training information, etc. Version 1.13 General: Various issues and optimizations. Updated: Insignia and texture issues finally fixed with ArmA3 2.10 Updated: Applied ADF 2.28 framework. If you have a VIDEO or SCREENSHOTS of your community playing a Two Sierra mission, please let me know. With your permission I'll post the content on the Two Sierra Youtube Channel.
  6. alky_lee

    Pilgrimage - Ported

    NOTE: As of 19 August 2019, I will no longer be updating this forum. This is due to the forum becoming locked every time I update it. It is just untenable. Feel free to continue posting in the comments. The excellent single player mission by Rydygier was originally set on Altis. Official ports were provided for Chernarus, Lingor and Bornholm and links to those missions can be found on the Pilgrimage topic. Rydygier is currently busy with real life but has given permission for players to port the mission to other maps. The purpose of this page is to provide links to the unofficial ports of the mission that have been kept up to date. Some early ports have not been updated and may no longer work, so will not be featured here. When porting some players will add their own preferences into the mission, so they may vary slightly from the official missions and have extra features. Some maps, especially landlocked terrains, will require different mechanics to end the mission. The following missions have been updated to the latest version of Pilgrimage (1.95) Common Links - CUP Terrains - Core, CBA_A3 **** IMPORTANT NOTE - On landlocked terrains, where you start with a vehicle, you NEED that VEHICLE to finish the mission **** Al Rayak (Requirements CUP Core, G.O.S Al Rayak) - Al Rayak by Alky Lee Altis (Requirements - Cessna 185 Skywagon, Real World Weather, Advanced Rappelling ) - Altis by Pvt Partz (Notes) Anizay (Requirements - Anizay, CUP Core) - Anizay by Major Stiffy Australia (Requirements - Australia) Australia by Alky Lee Beketov (requires CUP Core, Beketov) Beketov by Major Stiffy Cambodia Real (Requirements - Apex, Prei Khmaoch Luong , Unsung Vietnam War Mod 3.2 , CUP Units 1.9.1, CUP Weapons 1.9.1, CUP Vehicles 1.9.1 , CBA 3.4.0.170627 , Asian Factions for CUP , Advanced Repelling ) - Cambodia REAL by Pvt Partz (Notes) Chernarus Redux (requires CUP Core, Chernarus Redux) Chernarus Redux by Major Stiffy *** New *** CLA Clafghan (Requires CUP Core, CLA Clafghan) CLA Clafghan by Major Stiffy Dingor (Requires CUP Core, Lingor + Dingor Island) Dingor by Alky Lee Isla Duala (Requires CUP Core, Isla Duala) Isla Duala by Alky Lee Kujari (Requires CUP Core, Kujari) Kujari by Vafana Kujari by Major Stiffy Lingor (Requires CUP Core, Lingor + Dingor Island) Lingor by Major Stiffy Lythium (requires Lythium, JBad Buildings) - Lythium by Major Stiffy Livonia (Requires Contact DLC) - Livonia by Vafana Malden - Malden by Alky Lee Namalsk ( Requirements - Namalsk , Namalsk CUP Replace (Rail Patch), Namalsk Light Patch V2 ) - Namalsk by Pvt Partz (Notes) Napf - (Requires CUP Core , Napf) - Napf by Alky Lee Panthera - (Requires CUP Core, Island Panthera) - Panthera by Alky Lee Rosche - (Requires Rosche, MBG Buildings, CUP Core) - Rosche by Major Stiffy Staszów - (Requires CUP Core, CBA_A3, IFA3_AIO_Lite) - Staszów by Pvt Partz (Notes) Summa - (Requires CUP Core, Summa) - Summa by Major Stiffy Tanoa - Tanoa by Vafana Taunus - (Requirements - Taunus, Arma's Nature, CUP Terrains Complete, Eden Editor Objects) - Taunus by Pvt Partz (Notes) Vidda - (Requirement - Vidda ) - Vidda by Pvt Partz (Notes) The following missions still use an earlier version of Pilgrimage (1.95 beta 1) Altis - Altis by Major Stiffy Cambodia (Requires Prei Khmaoch Luong | ព្រៃខ្មោចលង ) - Cambodia by Major Stiffy Chernarus (Requires CUP Core) - Chernarus by Major Stiffy (Requires Open Chernarus) Chernarus Winter (Requires CUP Core, Chernarus Winter) - Chernarus Winter by Major Stiffy (Requires Open Chernarus), Chernarus Winter by Alky Lee Kerama Islands (Requires Kerama Islands & CUP Core) - Kerama Islands by Major Stiffy Kobbvatn (Requires Kobbvatn, CUP Core, CUP Terrains - CWA, CUP Terrains - Maps, Xin_Ponds, ) - Kobbvatn by Major Stiffy Malden - Malden by A2012V, Malden by Major Stiffy Sahrani (Requires CUP Terrains - Core, CUP Terrains - Maps) -- Sahrani by Major Stiffy,, Sahrani port by Vafana Stratis - Stratis by Major Stiffy Tanoa - Tanoa by rsoftokz, Tanoa by Major Stiffy Tembelan (Requires Tembelan) - Tembelan by Major Stiffy Vidda (Requires Vidda) - Vidda by Major Stiffy CO-OP Altis by Major Stiffy (wip 10) Cambodia by Major Stiffy Chernarus by Major Stiffy Chernarus Redux by Major Stiffy Lingor by Major Stiffy Lythium by Major Stiffy & Pvt Partz Malden by Major Stiffy Stratis by Major Stiffy Tanoa by Major Stiffy Other BI Forum Topics Pilgrimage, Silent---Unseen by Pvt Partz Pilgrimage Ported Variations by rsoftokz SP-COOP Pilgrimage TANOA Edition by rsoftokz Update Log
  7. Hello, this is a simple script to halo jump a player. Does it work in Multiplayer? Yes, MultiPlayer and SinglePlayer. What does this script do? This script allows a player to HALO on a given point on a map. How do I use this script? Place the script in Select an object on the editor and place the following line into its init to allow HALO from the action menu: (remove <t color='#37A9E7'></t> to show it as plain white like any other action) //If script is in scenario root directory this addAction["<t color='#37A9E7'>H.A.L.O. Jump</t>","[player] execVM 'halo.sqf';"]; //If script is in other scenario directory this addAction["<t color='#37A9E7'>H.A.L.O. Jump</t>","[player] execVM 'yourFolder\halo.sqf';"]; halo.sqf //Uncomment following line if used as function //_unit = param[0]; //Uncomment following line if used as script _unit = _this select 0; _haloAltitude = 1000; //Opening map and handling click openMap true; mapclick = false; onMapSingleClick "clickpos = _pos; mapclick = true; onMapSingleClick """";true;"; waituntil {mapclick}; _haloLocation = clickpos; _unitLoadout = getUnitLoadout _unit; cutText ["H.A.L.O. in progress...", "BLACK OUT", 1]; sleep 1; openMap false; _unit setPos _haloLocation; _unit addBackpack "B_Parachute"; //Halo [_unit, _haloAltitude] call bis_fnc_halo; sleep 2; cutText ["", "BLACK IN", 1]; waitUntil {(getpos _unit select 2) < 2}; //Giving loadout back sleep 1; _unit setUnitLoadout _unitLoadout;
  8. Hi, I just wanted to present a mission I've been working on for quite a while now but never got around to posting it here. Basic description Random infantry skirmish on a random place on the map, you can choose any faction, any weapon and any vehicle and just start fighting. The battles are fast, fierce and fun. The mission purpose is to have some quick arcade fun with whatever faction mod you have. Main features Fast-paced, dynamically generated firefight with infantry and land/air vehicles Compatible with any mod that has proper units definitions Fully customizable, set your own rules, select your gear, pick a location, pick factions 3 game modes: Push, King of the Hill and Team Deathmatch Supports Singleplayer and COOP (up to 8 players) Supports 30 worlds! Game modes Push - attack and capture sequence of points, one after another while defenders put fierce resistance King of the Hill - team that has more units in a specified area gets points over time, the team that reaches the point limit first wins Team Deathmatch - get points for killing enemy units, the team that reaches the point limit first wins Workshop collection link (contains missions for all 30 worlds) The mission is fully open source, you can find the sources on GitHub: https://github.com/SkaceKamen/random-infantry-skirmish/ (feel free to use any code found there for any purpose)
  9. I wanted to post my first Arma 3 mission, Total Warfare: https://steamcommunity.com/sharedfiles/filedetails/?id=2776356858. Back in the day, I made a lot of missions for Operation Flashpoint - such as Petrovice Salient, Apache Assault and Operation Sharkeye - but haven't done anything since. It's been fun to make although pretty time consuming due to the complexity of the mission and how rusty I was at scripting. Given that, I am happy that it's fairly polished. And whatever else it may be, it's not boring. The goal was to put you into a large-scale and brutal assault in which you have a genuine sense of having to fight for every inch. The downside of this sense of scale is that it's very resource-intensive. Despite spending a lot of time optimizing it, it's unlikely you'll get buttery smooth framerates. Happy to receive any criticisms/feedback. My questions at the moment with it are: Difficulty level - it's a hard mission, but I do not want to make it much easier as that lowers the intensity of the experience. As a compromise, there is revive (incl SP) but is that too much? There is an occasional issue with the game hanging for a few seconds before resuming, sometimes multiple times. This is caused by a script that ironically is intended to improve performance. The script moves and activates enemy units as soon as you or another squad is in the area. I assume the hanging is caused by the script disrupting the game's resource management - causing a temporary CPU overload. If anyone knows how to fix this, would love to hear. Total Warfare aims to give you the visceral experience of a large-scale, combined arms battle - a brutal urban engagement fought alongside other squads, with an unpredictable enemy, noise and explosions all around you, and unrelenting tension. You're a leading FIA officer who's turned the tide against CSAT/AAF, forcing them to retreat to Kavala. Finally, NATO are joining the war and are launching a massive airborne operation to take the city. You'll be fighting alongside them, but first need to pave the way by taking out the enemy AA units. https://steamcommunity.com/sharedfiles/filedetails/?id=2776356858
  10. What does this script do? This script spawns random reinforcements (group from 4 to 10 men) of the desired faction at the given position, and they will automatically redirect to players position (at the moment of script call, as Last Known Position). Does it work in multiplayer? Yes, it works in MultiPlayer and SinglePlayer Parameters _faction → String → Faction (see below) _sideReinforcements → Side → Side of reinforcements of which can be → west, east, independent _spawnPosition → Position → Center position of where you want to spawn reinforcements _rangeOfSpawn → int → Range of spawn from spawnPosition (if you like to narrow spawn just set this as 1) _addVehicle → Bool → Add a support vehicle Do you think side can be redundant? Maybe, but faction has been added secondly as I didn't want plain CSAT reinforcements when I'm playing on Livonia with Specnaz units, you know? I know not all RHS units have been added, I probably will, no guarantee. If you do script, you can.. Just look at the code, it's easy. Supported Factions SUPPORTED VANILLA FACTIONS: BLU_F NATO (standard) OPF_F CSAT (standard) IND_F AAF (standard) BLU_T_F NATO (Apex, pacific) OPF_T_F CSAT (Apex, pacific) IND_C_F Syndikat (Apex) BLU_W_F NATO Woodland (Contact) OPF_R_F Specnaz (Contact) IND_E_F LDF (Contact) SUPPORTED MODS FACTIONS: rhs_faction_usarmy_d RHS USAF (USA Army D OCP) rhs_faction_usarmy_wd RHS USAF (USA Army D UCP) rhs_faction_usmc_d RHS USAF (USA Army D MARPAT) rhs_faction_usmc_wd RHS USAF (USA Army WD MARPAT) rhs_faction_msv RHS AFRF (Russia MSV EMR) rhs_faction_vdv RHS AFRF (Russia VDV DES) rhssaf_faction_army RHS SAF (KOV Digital) Tban EricJ Taliban Units Edit: Added Syndikat faction IND_C_F (26/02/2022) How do I call the script? Let's say I am a BLUFOR player and I call for reinforcements, just put the following line in a activation trigger line: ["BLU_F", west, getMarkerPos "spawnMarkerPoint", 1, true] execVM "reinforcements.sqf"; Let's say RHS AFRF (Russians) enemy called reinforcements instead, those reinforcement will proceed to my position to engage: ["rhs_faction_msv", east, getMarkerPos "russianReinforcementsSpawnMarker", 1, false] execVM "reinforcements.sqf"; reinforcements.sqf //Uncomment following if used as function //params["_faction","_sideReinforcements","_spawnPosition", "_rangeOfSpawn","_addVehicle"]; //Uncomment following if used as script _faction = _this select 0; _sideReinforcements = _this select 1; _spawnPosition = _this select 2; _rangeOfSpawn = _this select 3; _addVehicle = _this select 4; _unitsArray = []; _vehicleArray = []; _unitsArrayToSpawn = []; _counter = 0; //Parsing factions switch (_faction) do { //Vanilla case "BLU_F": //NATO (standard) { _unitsArray = [ "B_Soldier_SL_F", "B_Medic_F", "B_Soldier_GL_F", "B_Soldier_F", "B_HeavyGunner_F", "B_Soldier_LAT_F", "B_Soldier_M_F", "B_Soldier_AR_F", "B_Soldier_LAT2_F", "B_Soldier_UAV_F" ]; _vehicleArray = [ "B_MRAP_01_hmg_F" ]; }; case "OPF_F": //CSAT (standard) { _unitsArray = [ "O_Soldier_SL_F", "O_Medic_F", "O_Soldier_HAT_F", "O_Soldier_GL_F", "O_Soldier_F", "O_HeavyGunner_F", "O_Soldier_F", "O_Soldier_M_F", "O_Soldier_AR_F", "O_Soldier_UAV_F" ]; _vehicleArray = [ "O_MRAP_02_hmg_F" ]; }; case "IND_F": //AAF units { _unitsArray = [ "I_Soldier_SL_F", "I_Medic_F", "I_Soldier_GL_F", "I_Soldier_F", "I_Soldier_AR_F", "I_Soldier_F", "I_Soldier_AT_F", "I_Soldier_AA_F", "I_Soldier_M_F", "I_Soldier_UAV_F" ]; _vehicleArray = [ "I_MRAP_03_hmg_F" ]; }; case "IND_C_F": //Syndikat units { _unitsArray = [ "I_C_Soldier_Para_1_F", "I_C_Soldier_Para_2_F", "I_C_Soldier_Bandit_7_F", "I_C_Soldier_Bandit_1_F", "I_C_Soldier_Para_5_F", "I_C_Soldier_Bandit_6_F", "I_C_Soldier_Bandit_5_F", "I_C_Soldier_Bandit_4_F", "I_C_Soldier_Para_6_F", "I_C_Soldier_Para_3_F" ]; _vehicleArray = [ "I_C_Offroad_02_AT_F" ]; }; case "OPF_T_F": //Chinese CSAT (Apex) { _unitsArray = [ "O_T_Soldier_SL_F", "O_T_Medic_F", "O_T_Soldier_HAT_F", "O_T_Soldier_GL_F", "O_T_Soldier_F", "O_T_HeavyGunner_F", "O_T_Soldier_F", "O_T_Soldier_M_F", "O_T_Soldier_AR_F", "O_T_Soldier_UAV_F" ]; _vehicleArray = [ "O_T_MRAP_02_hmg_ghex_F" ]; }; case "BLU_T_F": //NATO Pacific (Apex) { _unitsArray = [ "B_T_Soldier_SL_F", "B_T_Medic_F", "B_T_Soldier_GL_F", "B_T_Soldier_F", "B_T_HeavyGunner_F", "B_T_Soldier_LAT_F", "B_T_Soldier_M_F", "B_T_Soldier_AR_F", "B_T_Soldier_LAT2_F", "B_T_Soldier_UAV_F" ]; _vehicleArray = [ "B_T_MRAP_01_hmg_F" ]; }; case "BLU_W_F": //NATO (Contact) { _unitsArray = [ "B_W_Soldier_SL_F", "B_W_Medic_F", "B_W_Soldier_GL_F", "B_W_Soldier_F", "B_W_HeavyGunner_F", "B_W_Soldier_LAT_F", "B_W_Soldier_M_F", "B_W_Soldier_AR_F", "B_W_Soldier_LAT2_F", "B_W_Soldier_UAV_F" ]; _vehicleArray = [ "B_T_MRAP_01_hmg_F" ]; }; case "OPF_R_F": //Specnaz (Contact) { _unitsArray = [ "O_R_Soldier_SL_F", "O_R_Medic_F", "O_R_Soldier_LAT_F", "O_R_Soldier_GL_F", "O_R_JTAC_F", "O_R_JTAC_F", "O_R_JTAC_F", "O_R_Soldier_M_F", "O_R_Soldier_AR_F", "O_R_JTAC_F" ]; _vehicleArray = [ "O_T_LSV_02_armed_F" ]; }; case "INF_E_F": //LDF (Contact) { _unitsArray = [ "I_E_Soldier_TL_F", "I_E_Medic_F", "I_E_Soldier_GL_F", "I_E_Soldier_F", "I_E_Soldier_AR_F", "I_E_Soldier_F", "I_E_Soldier_AT_F", "I_E_Soldier_AA_F", "I_E_Soldier_M_F", "I_E_Soldier_UAV_F" ]; _vehicleArray = [ "I_E_Offroad_01_covered_F" ]; }; case "rhs_faction_usarmy_d": //RHS USAF (USA Army D OCP) { _unitsArray = [ "rhsusf_army_ocp_squadleader", "rhsusf_army_ocp_medic", "rhsusf_army_ocp_grenadier", "rhsusf_army_ocp_rifleman", "rhsusf_army_ocp_autorifleman", "rhsusf_army_ocp_rifleman", "rhsusf_army_ocp_javelin", "rhsusf_army_ocp_marksman", "rhsusf_army_ocp_aa", "rhsusf_army_ocp_uav" ]; _vehicleArray = [ "rhsusf_m1025_d_m2" ]; }; case "rhs_faction_usarmy_wd": //RHS USAF (USA Army W UCP) { _unitsArray = [ "rhsusf_army_ucp_squadleader", "rhsusf_army_ucp_medic", "rhsusf_army_ucp_grenadier", "rhsusf_army_ucp_rifleman", "rhsusf_army_ucp_autorifleman", "rhsusf_army_ucp_rifleman", "rhsusf_army_ucp_javelin", "rhsusf_army_ucp_marksman", "rhsusf_army_ucp_aa", "rhsusf_army_ucp_uav" ]; _vehicleArray = [ "rhsusf_m1025_w_m2" ]; }; case "rhs_faction_usmc_d": //RHS USAF (USMC D) { _unitsArray = [ "rhsusf_usmc_marpat_d_squadleader", "rhsusf_navy_sarc_d_fast", "rhsusf_usmc_marpat_d_grenadier", "rhsusf_usmc_marpat_d_rifleman", "rhsusf_usmc_marpat_d_autorifleman", "rhsusf_usmc_marpat_d_rifleman", "rhsusf_usmc_marpat_d_javelin", "rhsusf_usmc_marpat_d_marksman", "rhsusf_usmc_marpat_d_stinger", "rhsusf_usmc_marpat_d_uav" ]; _vehicleArray = [ "rhsusf_m1025_d_s_m2" ]; }; case "rhs_faction_usmc_wd": //RHS USAF (USMC WD MARPAT) { _unitsArray = [ "rhsusf_usmc_marpat_wd_squadleader", "rhsusf_navy_sarc_wd_fast", "rhsusf_usmc_marpat_wd_grenadier", "rhsusf_usmc_marpat_wd_rifleman", "rhsusf_usmc_marpat_wd_autorifleman", "rhsusf_usmc_marpat_wd_rifleman", "rhsusf_usmc_marpat_wd_javelin", "rhsusf_usmc_marpat_wd_marksman", "rhsusf_usmc_marpat_wd_stinger", "rhsusf_usmc_marpat_wd_uav" ]; _vehicleArray = [ "rhsusf_m1025_w_s_m2" ]; }; case "rhs_faction_msv": { _unitsArray = [ "rhs_msv_emr_sergeant", "rhs_msv_emr_medic", "rhs_msv_emr_grenadier_rpg", "rhs_msv_emr_rifleman", "rhs_msv_emr_arifleman_rpk", "rhs_msv_emr_rifleman", "rhs_msv_emr_rifleman", "rhs_msv_emr_aa", "rhs_msv_emr_LAT", "rhs_msv_emr_marksman" ]; _vehicleArray = [ "rhs_tigr_sts_msv" ]; }; case "rhs_faction_vdv": { _unitsArray = [ "rhs_vdv_des_sergeant", "rhs_vdv_des_medic", "rhs_vdv_des_grenadier_rpg", "rhs_vdv_des_rifleman", "rhs_vdv_des_arifleman_rpk", "rhs_vdv_des_rifleman", "rhs_vdv_des_rifleman", "rhs_vdv_des_LAT", "rhs_vdv_des_aa", "rhs_vdv_des_marksman" ]; _vehicleArray = [ "rhs_tigr_sts_3camo_msv" ]; }; case "Tban": { _unitsArray = [ "TBan_Fighter6", "TBan_Fighter5", "TBan_Fighter4", "TBan_Fighter3NH", "TBan_Fighter2NH", "TBan_Fighter1NH", "TBan_Fighter3", "TBan_Fighter2", "TBan_Fighter1" ]; _vehicleArray = [ "Tban_O_Offroad_01_F" ]; }; case "rhssaf_faction_army": { _unitsArray = [ "rhssaf_army_m10_digital_sq_Lead", "rhssaf_army_m10_digital_medic", "rhssaf_army_m10_digital_gl", "rhssaf_army_m10_digital_rifleman_m70", "rhssaf_army_m10_digital_mgun_m84", "rhssaf_army_m10_digital_rifleman_m70", "rhssaf_army_m10_digital_rifleman_m70", "rhssaf_army_m10_digital_spec_aa", "rhssaf_army_m10_digital_spec_at", "rhssaf_army_m10_digital_sniper_m76" ]; _vehicleArray = [ "rhssaf_m1151_olive_pkm" ]; }; }; _groupSize = [4,10] call BIS_fnc_randomInt; _unitsArray resize _groupSize; //Random position around given position _randomSpawnPosition = [_spawnPosition, random _rangeOfSpawn, random 360] call BIS_fnc_relPos; //Spawning group _spawnedGroup = [_randomSpawnPosition, _sideReinforcements, _unitsArray] call BIS_fnc_spawnGroup; _waypoint = _spawnedGroup addWaypoint [position (allPlayers select 0), 0]; _waypoint setWaypointBehaviour "AWARE"; _waypoint setWaypointCombatMode "RED"; _waypoint setWaypointSpeed "FULL"; _waypoint setWaypointType "MOVE"; _waypoint setWaypointStatements ["true",""]; _spawnedGroup setCurrentWaypoint [_spawnedGroup, 0]; //Spawning vehicle if (_addVehicle) then { _vehGroup = [_randomSpawnPosition, _sideReinforcements, _vehicleArray] call BIS_fnc_spawnGroup; _wp = _vehGroup addWaypoint [position (allPlayers select 0), 0]; _wp setWaypointBehaviour "AWARE"; _wp setWaypointCombatMode "RED"; _wp setWaypointSpeed "FULL"; _wp setWaypointType "MOVE"; _wp setWaypointStatements ["true",""]; _vehGroup setCurrentWaypoint [_vehGroup, 0]; };
  11. Hello there, I am facing some challenges to implement the findEmptyPosition and avoid collision among vehicles those spawn in the same spot. Some help to fix it will be very much appreciated. Here below is my code working pretty fine, except for the collisions in some rounds. If you prefer, here is for download: https://drive.google.com/file/d/1NIdU2pLEjl41M3Vlc0dVANRvuK3PFCqd/view?usp=sharing // SIDE SPAWNS // Spawnpoints for each faction. Only the specific faction can spawn. _bluAllSpawns = ["bluSpawn01","bluSpawn02","bluSpawn03","bluSpawn04","bluSpawn05","bluSpawn06"]; _opAllSpawns = ["opSpawn01","opSpawn02","opSpawn03","opSpawn04","opSpawn05","opSpawn06"]; _indAllSpawns = ["indSpawn01","indSpawn02","indSpawn03","indSpawn04","indSpawn05","indSpawn06"]; // ................................................................................................................................................ // SHARED DESTINY // Waypoints where any faction can go. _goToSharedDestiny = ["destinoComum01","destinoComum02","destinoComum03","destinoComum04"]; // SIDE DESTINY // Waypoints where only the specific faction can go. _goToDestinyBlu = ["destinoBlu01","destinoBlu02"]; _goToDestinyOp = ["destinoOp01","destinoOp02"]; _goToDestinyInd = ["destinoInd01","destinoInd02"]; // ANY DESTINY // Use _goToAnywhere for the group to consider going to both shared destinations and those of all factions. _goToAnywhere = _goToSharedDestiny + _goToDestinyBlu + _goToDestinyOp + _goToDestinyInd; // ................................................................................................................................................ // BLUFOR GROUPS // Number of soldiers and type of faction squads. _bluSquadLight = ["B_Soldier_TL_F", "B_soldier_AR_F"]; _bluSquadRegular = ["B_Soldier_TL_F", "B_soldier_AR_F", "B_soldier_AR_F", "B_soldier_AR_F"]; _bluSquadHeavy = ["B_Soldier_TL_F", "B_soldier_AR_F", "B_soldier_AR_F", "B_soldier_AR_F", "B_soldier_AR_F", "B_soldier_AR_F"]; _bluVehLight = ["B_Quadbike_01_F"]; _bluVehRegular = ["B_MRAP_01_hmg_F"]; _bluVehHeavy = ["B_MBT_01_cannon_F"]; // OPFOR GROUPS // Number of soldiers and type of faction squads. _opSquadLight = ["O_Soldier_TL_F", "O_soldier_AR_F"]; _opSquadRegular = ["O_Soldier_TL_F", "O_soldier_AR_F", "O_soldier_AR_F", "O_soldier_AR_F"]; _opSquadHeavy = ["O_Soldier_TL_F", "O_soldier_AR_F", "O_soldier_AR_F", "O_soldier_AR_F", "O_soldier_AR_F", "O_soldier_AR_F"]; _opVehLight = ["O_Quadbike_01_F"]; _opVehRegular = ["O_MRAP_02_hmg_F"]; _opVehHeavy = ["O_MBT_02_cannon_F"]; // INDEPENDENT GROUPS // Number of soldiers and type of faction squads. _indSquadLight = ["I_Soldier_TL_F", "I_Soldier_AR_F"]; _indSquadRegular = ["I_Soldier_TL_F", "I_Soldier_AR_F", "I_Soldier_AR_F", "I_Soldier_AR_F"]; _indSquadHeavy = ["I_Soldier_TL_F", "I_Soldier_AR_F", "I_Soldier_AR_F", "I_Soldier_AR_F", "I_Soldier_AR_F", "I_Soldier_AR_F"]; _indVehLight = ["I_Quadbike_01_F"]; _indVehRegular = ["I_MRAP_03_hmg_F"]; _indVehHeavy = ["I_MBT_03_cannon_F"]; // ................................................................................................................................................ // BLUFOR STRATEGY // All faction groups and destinations. _bluGroup01 = [getmarkerpos (selectRandom _bluAllSpawns), BLUFOR, _bluSquadLight,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _bluGroup01 addWaypoint [getmarkerpos (selectRandom _goToSharedDestiny), 0]; _bluGroup02 = [getmarkerpos (selectRandom _bluAllSpawns), BLUFOR, _bluSquadLight,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _bluGroup02 addWaypoint [getmarkerpos (selectRandom _goToDestinyBlu), 0]; _bluGroup03 = [getmarkerpos (selectRandom _bluAllSpawns), BLUFOR, _bluSquadRegular,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _bluGroup03 addWaypoint [getmarkerpos (selectRandom _goToSharedDestiny), 0]; _bluGroup03 addWaypoint [getmarkerpos (selectRandom _goToDestinyBlu), 1]; _bluGroup04 = [getmarkerpos (selectRandom _bluAllSpawns), BLUFOR, _bluSquadHeavy,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _bluGroup04 addWaypoint [getmarkerpos (selectRandom _goToAnywhere), 0]; _bluGroup04 addWaypoint [getmarkerpos (selectRandom _goToAnywhere), 1]; _bluGroup05 = [getmarkerpos (selectRandom _bluAllSpawns), BLUFOR, _bluVehHeavy,[],[],[],[],[],180] call BIS_fnc_spawnGroup; //This one will hold position (no waypoint). _bluGroup06 = [getmarkerpos (selectRandom _bluAllSpawns), BLUFOR, _bluVehHeavy,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _bluGroup06 addWaypoint [getmarkerpos (selectRandom _goToDestinyBlu), 0]; // ................................................................................................................................................ // OPFOR STRATEGY // All faction groups and destinations. _opGroup01 = [getmarkerpos (selectRandom _opAllSpawns), OPFOR, _opSquadLight,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _opGroup01 addWaypoint [getmarkerpos (selectRandom _goToSharedDestiny), 0]; _opGroup02 = [getmarkerpos (selectRandom _opAllSpawns), OPFOR, _opSquadRegular,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _opGroup02 addWaypoint [getmarkerpos (selectRandom _goToSharedDestiny), 0]; _opGroup02 addWaypoint [getmarkerpos (selectRandom _goToDestinyOp), 1]; _opGroup03 = [getmarkerpos (selectRandom _opAllSpawns), OPFOR, _opSquadHeavy,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _opGroup03 addWaypoint [getmarkerpos (selectRandom _goToDestinyOp), 0]; // ................................................................................................................................................ // INDEPENDENT STRATEGY // All faction groups and destinations. _indGroup01 = [getmarkerpos (selectRandom _indAllSpawns), INDEPENDENT, _indSquadLight,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _indGroup01 addWaypoint [getmarkerpos (selectRandom _goToSharedDestiny), 0]; _indGroup02 = [getmarkerpos (selectRandom _indAllSpawns), INDEPENDENT, _indSquadRegular,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _indGroup02 addWaypoint [getmarkerpos (selectRandom _goToSharedDestiny), 0]; _indGroup02 addWaypoint [getmarkerpos (selectRandom _goToDestinyInd), 1]; _indGroup02 addWaypoint [getmarkerpos (selectRandom _goToDestinyInd), 2]; _indGroup02 addWaypoint [getmarkerpos (selectRandom _goToSharedDestiny), 3]; _indGroup03 = [getmarkerpos (selectRandom _indAllSpawns), INDEPENDENT, _indSquadHeavy,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _indGroup03 addWaypoint [getmarkerpos (selectRandom _goToDestinyInd), 0]; _indGroup04 = [getmarkerpos (selectRandom _indAllSpawns), INDEPENDENT, _indVehHeavy,[],[],[],[],[],180] call BIS_fnc_spawnGroup; _indGroup04 addWaypoint [getmarkerpos (selectRandom _goToDestinyInd), 0];
  12. 7th Cavalry Gaming Regiment Branch: Milsim Main Language: English (We have members from all over the world) Timezone: Zulu Time (UTC/GMT) Operation Times: Usually weekends from 1800z (1100) - 2300z (1600) (Operations are posted at least 7 days in advance) Operation Type: All Required Mods: https://wiki.7cav.us/wiki/7th_Cavalry_Arma_3_Mod_Set Other essential info: The 7th Cavalry Gaming Regiment, often referred to as "7Cav", is a long-standing Military Realism (MILSIM) unit that primarily plays first-person military shooter/simulation games. The Regiment was founded in October 2002, making it one of the oldest clans in the areas the Regiment covers. Joining 7Cav is a unique experience, with over 450 members across ARMA 3, Hell Let Loose (PC & Console), Escape from Tarkov and Battlefield 2042 we offer a community that provides realistic training, dedicated operations, and a simulated CAREER. Soldiers start as a recruit, but quickly advance through the ranks, earning medals and ribbons, and progressing through leadership development in a community dedicated to realism and in this case, historical authenticity. Arma 3 Career Pathway: https://7cav.us/threads/401/ Teamspeak information: https://wiki.7cav.us/wiki/Teamspeak Discord: https://discord.7cav.us/ Website: https://7cav.us/ Feel free to reach out to me with any questions either on these forums or through Discord. -2LT.Hess.J- A highlight of training from Charlie Company : Opportunities within 7th Cav include: Alpha Company, 1st Battalion, is the air asset of the 7th Cavalry. The mission of Alpha Company is to find, fix, and destroy the enemy through fire and maneuver; and to provide combat, combat support and combat service support in coordinated operations as an integral member of the combined arms team. Bravo Troop, 1st Battalion is an Armor & Cavalry sub-unit of the 7th Cavalry's First Battalion. The purpose of Bravo Troop is to find, fix, and destroy the enemy through direct and indirect fire; as well as providing reconnaissance and surveillance and Health Service Support to the Combined Arms Battalion. The mission of the Charlie Company is to close with and destroy the enemy with direct fires. Because of the Airborne capability, Charlie Company can conduct disruption operations in the enemy's rear area.
  13. fabiodl93

    [SP/Coop 4] Dark Moon

    Hello Arma community, I want to share with you my first mission published on the Steam Workshop called Dark Moon. Mission Briefing: Last week, the island's media reported on a chemical theft from an industry in Kavala. The investigations conducted by the local authorities have indicated an anti-government cell as responsible for the incident and asked for our support to identify and neutralize the alleged threat. The aerial reconnaissance carried out in recent days, combined with information obtained in the field, identified the city of Orino as the main point of interest. We do not know exactly what kind of activities are taking place in the area therefore we recommend the utmost caution. Features: No mods required Singleplayer/Cooperative (up to 4) Virtual Arsenal Vanilla revive system for Coop Feedback If you have any feedback or encountered any bugs please share it here or on the mission's Steam page. Have fun and have a Splendid™ day. - Fabio
  14. FRITH FACTIONS Adds 3 Infantry factions using assets from Frith's Ruin and Ravage. Frith Blue: 10 units. 4 groups (Fire team, Zone Fire Team, Sniper team, Sentry) Frith Red: 10 units. 4 groups (Fire team, Zone Fire Team, Sniper team, Sentry) Frith Looters: 8 units. 3 groups (Looter Gang, Hunters, Criminals) All factions Zeus compatible. Credits: Lordfrith for the work of art that is Frith's Ruin. Haleks for the mighty Ravage. STEAM WORKSHOP.
  15. Group: 10th Airborne Division, 1st BCT, 2-505th PIR, Alpha Company Branch: Realistic Milsim Age: No Age Limit, just act mature. Language: English Timezone: US EST Operation Time: Training OP on Saturday's at 6:30 PM EST, Main OP on Sunday at 6:15 PM EST Operation Type: Airborne, Air Assault, Infantry, Milsim, HVT, Direct Action, Airfield Seizure's, Join Operations, Campaigns and More Required Mods: RHS, CUP, ACE, CBA, LAMBS, USAF, TFAR and more Other Essential Info: The 10th Airborne Division is a highly specialized unit that conducts Airborne Operations into mountainous and denied territory our goal is to be able to Jump into a foreign denied territory in less than 18 hours . Teamwork and Communication are key to the success of an Operation. Discord: https://discord.gg/yYdRUrGxqf 10th Airborne Division Kevin Speirs
  16. Bren_Silent

    CO 6 Survival

    Hey guys, I created a mission which i would like to present here. In my "Survival" mission you and up to 5 friends will try to defend a compound on the small island of Porto against endless waves of enemies. This mission can be everything from some lighthearted "just shooting at stuff" down to a pretty realistic training in group combat. How does it work? You start out in the center compound of Porto with nothing but a pistol and a big Box with a basically empty Ace Arsenal. As soon as one of you leaves your starting Area the enemies will start to spawn. After you defeat a wave (or the groupleader decides to call in the next one) everybody who died during that wave will respawn and (for the first 24 waves) new equipment will be added to the Arsenal. After that it is basically more of the same. The longer the game is running the more Infantry will run into your position, and soonish after the start even vehicles will start to make an appearance. Via a Startparameter you can choose if you only want to fight on the east side of the island (recommended for up to 4 players) or on the whole island. There are 4 different spawn points in the east and 2 more in the west. On each of these the enemy groups may spawn randomly. After a few runs you will know how many enemies will be incoming but without some recon you wont know from where they will come. To get rid of the tedious task of searching that one single enemy that is lying somewhere in a bush and is preventing you from finishing a wave the last few enemies will be marked on the map. After you defeat a wave there are roughly 30 seconds until the new wave spawns in. And they might have quite a short walk to your base. Therefore causion is advised if the whole group is bunched around the arsenal to equip the latest fashion trends. Thanks to the high amount of randomness this mode provides a very high replayability aswell as quite a sharp learning curve. Dont give up if you die in the first five waves a couple of times. The first five are actually harder than the following 10 due to limited equipment and the feeling that you NEED to equip the new stuff right away. If you work together as a group you should be able to overcome this issue. Another option is to skip the first 5 waves (via parameter) to start with basic equipment already unlocked. This mission hasn´t had a big playtest yet. I tried to make sure though that there are no gamebreaking bugs anywhere to be found. I would appreciate feedback about any issues you might find. As soon as i am kinda sure it runs smooth the Beta label will be gone. Necessary mods are: CBA, ace, BWMod (+ace compat), Cup terrains core + maps Possible addition: CUP (Weapons, Units, Vehicles) + ace compats. Adding Cup will actually change the enemy waves and will double the vehiclepool from which the enemy vehicles are chosen. There will also be more content added to your own arsenal but i didnt want it to be overkill therefore it is normaly only 1 or 2 options extra per wave. I also highly recommend using TFAR for the missions if you want to play them even semi-seriously. Players who died switch into spectator mode and they shouldnt be able to tell the people alive about enemies around corners. Furthermore you have to pay more attention if the southeast guard suddenly isnt anwsering on the radio anymore. ACRE should work aswell but as i never played with it i have no idea how to set the mod up. If someone wants that in the mission and is able to assisst me i am happy to add it as long as it doesnt create a dependency for the mod. Further additional mods are also possible but they wont have any effect on the mission. But you can decide to unlock the whole arsenal at wave 25 or even at the beginning. If you got other mods loaded their weapons will also obviously appear in the arsenal. Now finally. Here is the link to the mission: https://steamcommunity.com/sharedfiles/filedetails/?id=2614670962 Have fun and if there are any bugs, feedback or feature requests feel free to reach out.
  17. Heroic slovniacs An Arma 3 CO-OP scenario. Heroic slovniacs trailer: What's this? Takistanian milita has taken a Takistanian army airport, the Takistanian army has requested the help of the Russian army to retrieve that airport. Three soldiers and a Su-25 were sent in order to assist (or more likely do all the job by themselves) retrieving that airport, but are met with a strong resistance due to the fact that the Takistanian milita acquired a huge amount of equipment from the same airport. The mission theme is Close air support (Su-25) that is guided by the help of the three soldiers on the ground, so 4 players. Download from Steam Workshop: Normal version or ACE version. Player slots: Squad leader. Marksman\Enginner. AT soldier. Pilot. I also have an ACE version, which replaces the Marksman with a medic. Pros: I have spent 350 hours on this mission, I hope it will be great enough! Cinematics! (they suck because Arma 3 cinematics suck). Voice acting! (for the commander, it will give you PTSD). Random events (that will kill you, such as a minefield). Long mission (depends if you keep bullshiting or not). Unlock ground vehicles as you progress, making you stronger. Thanks to LAMBS mod, the AI can actually outsmart you by miles, so be careful. Multiple respawn points to save traveling times. Music player (that randomly plays music every 10 mins). The commander welcomes players who connect, and whines when a player disconnects (who the ♥♥♥♥ cares remove this point idiot). There is no acting in this mission, you play however you want and unlock vehicles (ground vehicles) as you play through the mission, as long as your play-style is not about you being a complete idiot, you will pass. At least you can feel that the world is a bit more "alive" than other missions. Cons: The Intro is quite long (7 mins) but that's because I wanted to lay out information in a better way (btw the intro is not boring). Since I wanted the performance to be good (and this mission is so large that I pushed Arma 3 to its boundaries) I had to make it so that the hosting computer (whether it's a player or a dedicated server) take the weight of the scripts and units, so only the host will suffer from a poor performance (if his PC is older than 2018) while the rest of the players will have no problems in performance :), so not a huge con really. Last part of the mission might be heavy on the hosting PC, but you can always quit, since that part makes %10 of the mission anyway. 13 mods (19 if ACE) (most are light weight) so that you can experience the full experience without AI being dumb etc etc. Other stuff: I have became a no life making these missions, and thank to all the people who helped me (even slightly) who are mentioned in the end of the mission, I hope you will give this mission a try, since it doesn't require a huge number of players (3 players are acceptable, 2 players will cause the guy on the ground to eat huge metric tons of organic ♥♥♥♥). Also, I hope Digger won't traumatize you for life. Download from Steam Workshop: Normal version or ACE version. Report any glitch in the comments (below) or I will call out targets for the pilot to annihilate.
  18. MAIN POST WILL BE SOON REWORKED ----------------------------------------------------------- OBSOLETE
  19. THE KUNDUZ INSURGENCY AIS [SP/MP Coop-14] by 1-506Ranger STEAM LINK: The Kunduz Insurgency AIS ACE version utilizing ADV - Medical available here: The Kunduz Insurgency ACE The Kunduz Insurgency AIS is optimized for SP with Psycho's AIS revive system. This mission is MP coop ready, but instead of ACE, a number of immersion scripts and AIS make this a much more tolerable Single Player ALiVE insurgency experience as AI will heal the player (if AI teammates are not in direct contact) when you are down. READ THE MAP BRIEFING AND DIARY SECTIONS IN-GAME Features: AIS revive - nothing needed to stabilize and revive , first aid kit/medkit needed to heal smaller injuries. F/A 18 - 25 CAS sorties (JDAM and CBU only) available to Leaders only. FOB West - Independent 81mm mortars will fire at will in support of operations. If you see red smoke in an area of contact, withdraw to a safe distance. ALiVE Combat Support - Transport, CAS, and 1 x 105mm howitzer available for indirect fire support. BAF Ground and Air Service available at both FOBs for rearm and refuel ZLT field repair in effect, toolkit needed after 5 repairs. Troop recruitment available at both FOBs and US OP. SEE STEAM PAGE FOR REQUIRED AND RECOMMENDED CLIENT SIDE MODS Script Credits: *AIS Revive - Psycho *ArmaPhronk - CRS, Earplugs and IR Strobe *johnnyboy - JBOY Combat Up Down *JW Custom - Close Air Support Field System *Neko-Arrow - Mortars *Pokertour - ATM Airdrop *Psycho - AIS Revive *zealot111 - Realistic Field Repair *Quicksilver - QS icons ***Thanks to HeroesandvillainsOS for use of the core content of his ALiVE diaries (edited) - see map in-game for more information
  20. The 28th Combined Arms Division ArmA Unit & Community The 28th Combined Arms Division’s main goal is to provide a positive experience for all, regardless of skill or experience. We are primarily an ArmA unit but we have grown to become a community of close knit friends and colleagues. Our leadership staff, active and retired, have spent hours creating an organized and fun environment for you to enjoy and experience MILSIM. We are a light infantry based unit, with armor and aviation supporting assets to help us complete the mission on the ground. Under steady leadership and systems established based on facts rather than personal interpretation, all unit decisions are made impartially and follow a standardized process. We have combat veterans and enlisted members from real life armed forces currently rostered who work to help develop leadership skills within our community. Application and Entry into the 28th Join our Discord linked at the bottom. Upon entry you will be greeted by a recruiter who will lead you through our induction process, which includes creating an account on our website, filling out an application form, completing a meeting in our TeamSpeak with your recruiter, and finally, completing Initial Entry Training at one of our scheduled times. Once these steps are completed, you are officially recognized as a member of the 28th Combined Arms Division and are free to specialize with specific training. Upon application and acceptance into the unit, members are required to complete 4 operations as an enlisted 11B Infantryman. Upon completion of 4 operations as an Infantryman, the member may request to transfer and train into our other specialized MOS’ listed below. Why do we require you to enter as 11B (Infantryman)? We use this system to streamline members into our more advanced MOS’. Spending 4 operations at minimum as 11B proves that you want to be integrated into the community, as well as providing you with the knowledge of our unit at the most basic but most important level. This system builds prestige within our specialized MOS’, as well as raising the base skill level of our radio operators, pilots, armored crewmembers and medics.If you choose to remain 11B, there is lots of opportunity for growth into leadership positions to help the unit and yourself grow as a leader. The 28th Combined Arms Division Consists of the Following MOS’: Infantryman (11B) After 4 operations as Infantry the following MOS’ open up to you, provided they don’t have a waiting list already: Bradley Crewman (19K) JFSS - Forward Observer (13F) Combat Medic Specialist - Utilizing KAT Medical (68W) Rotary Wing Aviator (153A) Flight Medic - Utilizing KAT Medical (68W-F2) We currently have 160+ people rostered and receive 40-50 members in attendance for main operations. We hang out in our teamspeak and play many different games together outside of operation times. Deployment Operations: Our main operations on Wednesday, Friday and Sunday consist of a persistent storyline throughout the course of 2-3 months to simulate deployments to various areas around the globe. Deployment patches can be found on the website linked below! Main Operations: Our Wednesday operations will vary on terrain and story, as we use these scheduled days to provide a different and refreshing experience outside of our deployment storyline. Operation and Training Schedule: Monday: N/A, subject to extra events Tuesday: Initial Entry Training @ 4PM EST Wednesday: Main Operation @ 7PM EST Thursday: Initial Entry Training @ 4PM EST Friday: Deployment Operation @ 7PM EST Saturday: N/A, subject to extra events Sunday: Deployment Operation @ 7PM EST Our load-in time for Operation Nights is 6:30PM EST with the Operation beginning at 7PM EST. Our Requirements: Working microphone and ability to communicate clearly. Speak and understand English. At least 16 years of age. Be able to commit to 50% attendance. (6 ops per month). Legal copy of ArmA 3. No VAC Bans on record. No DLC required. If this interests you, feel free to join our discord at: https://discord.gg/Deqf5wX Feel free to take a look around our website: https://www.28thcad.org/
  21. Sean Newberry

    First Armored Division

    Come join the First Armored Division, we currently have 12 people, but pull in the corp 30-40 in events and drills! We have many mos, everything from motorized rifleman to a helicopter gunner. We primarily focused on land fighting but will have the occasional apache in missions. There is no age limit, only requirement is to have arma 3 and speak ok english. https://discord.gg/NsUyQXjQ4z To join copy and paste this link into your browser and accept the invite.
  22. Group: United Task Force (UNITAF) Branch: Flexible Schedule / Attendance - MILSIM just without the Yes Sir no Sir. Availability: Join on operations as often or as little as you like, including reserve roles if you want to join but aren't sure you'll make it. Language: English Time Zone: Central Europe (but we have plenty of people from the Americas and Pacific and wouldn't say no to more) Our Arma-integrated Website: United task force Discord: discord Operation Times: CEST/GMT/UTC - Flexible schedule (attend by choice from 1 to 20 ops a month) using our dynamic ORBAT deployment application. Operation Type: COOP (from 5-man Special Operations missions to 40-men+ beach assault we have it all) Mods: ACE / TFAR / RHS (Full list: mods) Roles available for:- Marksmen- Snipers- Leadership- Fixed Wing pilot- Rotary pilot and gunner- Tank crew- Autorifleman- Anti-tank/anti-air- Everything, seriously, any role is a potential option. Other Information: United Task Force is a one-of-a-kind session based cooperative MILSIM experience for the Arma series. A unique blend of realism, solid teamwork, just without the yes-sir-no-sir. Our Website: United task force FAQs and more information about UNITAF on the website. - 24/7 Public Server - Just search for UNITAF in the public server list. - Private session based MILSIM operations. - Numerous training sessions so you can become an expert in whatever roles you choose. - Our one-of-a-kind game integrated MILSIM website application. - Full of cool and friendly people from across the world. - Powerful and well maintained servers to reduce frame-drops and keep the game as immersive as possible. Email adress: hq@unitedtaskforce.net Website features: /- Order of Battle: Deploying on our missions looks something like this which makes it super easy to keep track of what team you're in and what your radio frequency is etc ORBAT Snapshot /- Operations Order [OPORD] are written in full for all official operations. To add immersion and let you know exactly what you should be doing on operation. OPORD Snapshot
  23. AI INFANTRY RESPAWN SP/MP Hi all, Here is a script to allow AIs respawning according to parameters. This works in SP or MP. Only infantry (on foot AI) concerned as far as the killed AIs while in vehicles is the object of a second script. parameters: SIDE(S) / POSITIONS / DELAY / MIN UNITS IN GROUPS / REMAINING LOADOUT Examples: [] spawn MGI_fnc_unitRespawn // [] passed as parameter equals to [ [WEST,EAST,RESISTANCE,CIVILIAN], "start", 10, 144, false] All ai units can respawn on their position at start, after 10 sec delay, with their initial loadout. [ [WEST,EAST], ["mrk1","death","start",""], nil, 3 ] spawn MGI_fnc_unitRespawn // equals to [ [WEST,EAST], ["mrk1","death"], 15, 3, false] here, only WEST & EAST ai units can respawn: - on the marker "mk1" if any, on death position if not, for BLUFOR - on the position of death for OPFOR, (other strings in positions array are useless), 10 second delay (default), if their group headcount is below 3 (delay already started at death), with their initial loadout. Code to be run on server. (trigger, server only, non-repeatable, condition true) or initServer.sqf
  24. Unofficial expansion for WW4 v2.5 (by Sanctuary) Features Lots of new units and vehicles that expand the original WW4 selection for all sides Several support call options (CAS, transport, fire missions) Custom menu to issue squad orders and call for support Infantry units can be equipped with rucksacks, and AI units are able to use them Visual and sound effects (tracers, bullet cracks) All extra features are toggleable Fixes to some vanilla WW4 bugs Requirements WW4 v2.5 (already bundled in the installer version) Download Installer WW4 Extended v1.1 Complete Installer This installer contains the main expansion plus the Cold War and Arctic extensions. Vanilla WW4 is also included in the installer. - https://www.mediafire.com/download/f6x39b45drv0mkh/WW4_Extended_v1.1_Setup.exe Mirror: http://www.moddb.com/mods/ww4-extended/downloads/ww4-extended-v11-complete-installer OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_full_v11.exe WW4 Extended v1.1.1 Patch Installer Installer that patches WW4 Extended to version 1.1.1. It includes the previously released scripts hotfix. Apply this patch after the main installer. - https://www.mediafire.com/download/jry2rnbcsr0uc3x/WW4_Extended_Patch_v1.1.1_Setup.exe Mirror: http://www.moddb.com/mods/ww4-extended/downloads/ww4-extended-v111-patch-installer OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_Patch_v1.1.1.exe Hotfix https://copy.com/vhAGUc9cqkurWiC4 Zip files Main EXT v1.1 Infantry, objects, scripts and music. - https://www.mediafire.com/download/yxc227kn2bf86rd/WW4_EXT_v11.zip Main EXT v1.1.1 Patch - https://www.mediafire.com/download/r654y307y6ssdyp/WW4_EXT_v111_patch.zip Vehicles EXT v1.1 Just vehicles. Requires Main EXT. - https://www.mediafire.com/download/5nx4nkc7t4oydh6/WW4_EXT_VEH_v11.zip Vehicles EXT v1.1.1 Patch - http://www.mediafire.com/download/4dum8u1qhg8jmge/WW4_EXT_VEH_v111_patch.zip OFP v1.96 compatibility patch Rename the file from ww4ext_inf_cfg.pbo.OFP to ww4ext_inf_cfg.pbo and place it in the addons folder inside WW4_EXT. - https://www.mediafire.com/download/86d97zspupnjk9c/WW4_Extended_OFP_patch_v111.zip Manual Installation Shortcut method Delete any previous installation of this expansion (by deleting the WW4_EXT and related folders) Decompress the zip file and place the WW4_EXT folder inside your ARMA Cold War Assault one. Create a shortcut of the ColdWarAssault.exe file. Right click on the new shortcut and click on Properties. In the Properties window add the following line in the Target text field, just after the path to ColdWarAssault.exe : -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH; Launch the game by using the new shortcut. Steam method If you don't want to use shortcuts and use the Steam version: Delete any previous installation of this expansion (by deleting the WW4_EXT and related folders) Decompress the zip file and place the WW4_EXT folder inside your ARMA Cold War Assault one . In your games list right click on Arma: Cold War Assault and select Properties. In the Properties window click on the SET LAUNCH OPTIONS... button. Write this in the text field: -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH; Click OK. Click Close. Click Play. If you want to skip the OFP intro you can add -nosplash before the -mod line, like this: -nosplash -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH; I've written more detailed instructions here. Configs for non-bundled vehicles For them to work properly you'll have to download both the custom config and the addons proper. All these vehicles listed here are entirely optional. Download non-bundled configs for v1.0: - https://www.mediafire.com/download/sx6fgmb7l8v6e6r/WW4_EXT3P_v1.zip Check the readme of the configs for detailed instructions and a list of the required pbos for each listed addon. Mi-2 Requires: Mi-2 version 1.1, by Our Weapons team(ftp://ftp.ofpr.info/ofpd/unofaddons2/Mi-2pack_byNO.exe) Extra Addons for EXT These are already included in the installer version. WW4 Extended: Cold War: Infantry and vehicle units from the 80’s Cold War era for all sides (already bundled in the installer version) WW4 Extended: Arctic: Infantry and vehicle units for arctic and winter islands from the 80’s Cold War era for all sides (already bundled in the installer version) Editor Categories You can find the units and vehicles in: You can also find premade groups with those units in the GROUPS (F2) window. Vehicle and Unit Classes There's now some txt files with class names inside WW4_EXT\_docs\Class names. Here you can check spreadsheets with the unit names and classes of the vehicles and units used in WW4 EXT: (Outdated) https://drive.google.com/folderview?id=0By2CaodBQ84GT3RYVW5fWEIzT1k&usp=sharing&tid=0By2CaodBQ84GN1RDM0ctazhyNlk#list Screenshots v1.0 album: http://imgur.com/a/NXoiC Assorted images from previous versions: Extra Features Manual The Extra Features Manual can be found here. This document is also bundled in the zip and installer files. MLODs and textures for v1.1 I've finally gone ahead and sorted and updated almost everything used in v1.1. The only things you won't find are the models that aren't explicitely public domain or that I'm able to share for one reason or another (middle east units, zils, BTRs, BMDs...) and the vehicle texture masters. With that said, if there's still something that shouldn't be there please let me know and I'll reupload the zip files with those models removed. WW4 Extended v1.1 MLODs WW4 Extended v1.1 Infantry textures WW4 Extended v1.1 Infantry textures for Cold War and Arctic Note that the texture masters are in GIMP format (.xcf). Use them at will, as long is in an Arma game (there's the ported Arma vehicles there, and those have that restriction). No credit is required, although it'd be appreciated. Changelog You can see the full changelog here. Credits Credits can now be found here. This document is also bundled in the zip and installer files. -- EDIT: Updated to v1.1.1
  25. Hello everyone! Welcome to the CSAT ReTexture Thread! What is this? - This is a project of mine I started working on couple of months back, but due to recent improvements, I've decided to take a next step and started uploading things onto the workshop. - It includes different camoed variants of all the vehicles located within CSAT and some objects of some importance, such as camo nets, IR masking tents and tents. About: - First started as a small project, if you can even call it a project, repainting the Tempest (KamaZ Typhoon) vehicles. The video above was the showcase I made for it. At first, they looked really good, I just kept driving around Altis, Stratis and Malden, sometimes for hours. And then it hit me in the head "Why not do it for all the vehicles?". And here we are. - What this addon does is, well, basically adds different textures to already existing CSAT vehicles and objects for different terrains. We're not just talking about one specific color on these vehicles, this is all Hexed, includes 3 different colors per each camo variant, which takes time to properly select each piece and paint, if starting from scratch. - For now, it only contains CSAT Winter, CSAT Desert and CSAT Black Ops variant. Future groups, such as CSAT Urban, CSAT Woodland and CSAT Marines will be added once I'm done with the first three groups I'm currently working on. ( Lack of time.) What now? - Currently working on vehicles and objects. I am in need of templates, so I'm making them on my own. Some templates were used from ArmA 3 Samples, but that only goes for the VTOL and most likely, future content (such as the Spetsnaz gear). - Infantry gear and weapons will be the next step after I'm done with vehicles. - Step after that? There's always a chance of combining static weaponry with these vehicles. Would be nice to have a Tempest roaming around with S-750 or Radar in the back. - Most of the templates are done (over 80%), just a couple more remaining. After that, it will be much easier to focus on the rest of the groups. ( Vehicle templates will be uploaded on Google Drive for others to use and create content of their own, once I re-organize the layers properly. Currently a mess.) It took a lot of hours to make these templates, hopefully worth it. - If there are any problems with the mod or if you do encounter something strange, please feel free to contact me either via this thread or Steam Workshop, where the mod was first uploaded. Download: Steam Workshop Armaholic Liscence: This mod is licensed under a Creative Commons Attribution-NonCommercial NoDerivatives 4.0 International License. You may not use this on monetized servers, it is forbidden. You may not reupload this mod on Steam or any other sites. Changelog Feel free to contact me on Steam or Twitter. Discord server will be created soon. Social sites: - Twitter - Steam Please do enjoy, more to come! 🙂
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