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Found 11 results

  1. Introduction ITC Land Systems is a mod that aims to adds depth and realism to arma’s aircraft, with the main focus being fixed wing aircraft in the ground attack role. Update V1.8 Update V1.7 - performance, usability, reliability Changes: https://forums.bohemia.net/forums/topic/215419-itc-air-systems-v16-fcr-mavericks-new-mfd-system/?do=findComment&comment=3298124 Update V1.6 - Major overhaul Fully interactive MFDs Sensor slewing system(including HMCS) Realistically configurable JDAMs(programmable fuzes & impact angle) Selectable Nose/Tail fuzes Ripple release for bombs Air-Ground Fire Control Radar Realistic physx based autopilot Rover TGP video feed Realistic targeting for mavericks TGP Infrared marking laser Steerpoint system for navigation and targeting Expect new documentation on the github wiki soon https://www.youtube.com/edit?o=U&video_id=I7_3CVfOZKc Hotfix V1.51 Fixed a GBU-12 guidance problem Fixed a config inheritance issue Update V1.5 - Two seaters and Bomb rippling It has been a while, but here it is, v1.5 Changelog Two seater compatibility Bomb ripple releasing Known issues Waypoint autocycle sometimes may not work properly with paired releases, as the second bomb will release before the waypoint is cycled. Two seater system The two seater system comes in the form of a scripted system that lets the WSO and pilot share the pilot's TGP, and a system that synchronizes the steerpoints between the two users. The WSO camera can by default be opened with left shift + down. Bomb ripple release In V1.5 you will be able to ripple certain bombs, both guided and unguided. If your bomb can be rippled the settings for it will show up in the WPN page when it is selected. Ripple-able bombs include dumb bombs like the mk82, but also guided bombs like the JDAM. The ripple system will also let you automatically cycle waypoints every time a bomb is released. Future plans This update came a little slower than the previous ones, but worry not, my work itself has not slowed down. I have started shifting attention to a new project. For some sneak peeks feel free to join the discord. Update V1.4 - Pylon/Bombs Drag & Weight, SADL Datalink messaging, Fuel consumption indicator Hotfix V1.351 V1.35 Mini-update: Laser codes, GBU-12, APKWS, Laser Spot Search Laser Spot Search & Track The laser spot search feature has been overhauled. Previously it would just find the nearest laserTarget object and lock on to it. In its current form, when you enable Laser Spot Search, the pod will start scanning in its currently set direction and field of view for any laser with the desired code. While searching the TGP will say LSS on the right side. When it finds a laser, the TGP will start tracking it, and will say LST on the right side. Update v1.3 - TAD, SADL, TGP ITC_Air base-classes & Compatibility UPDATE V1.2 - MFDs, Compatibility, LJDAM Contents Here are some of the core features of the mod. To view the full contents of the mod, view the documentation. Rover Munitions WP Smoke Rockets GBU-38 JDAM Steerpoints ITC Aircraft comes with a steerpoint system to help users navigate, target, and communicate locations. Steerpoints are stored in the ACE Microdagr waypoint list, allowing players to easily create them from the microdagr. Alternatively steerpoints can be generated from the current TGP position with a hotkey, automatically saving them as a microdagr waypoint with the naming scheme “Mark n”(number). Targeting HMCS: Pilots can use a hotkey to lock the TGP to a position they are looking at with their HMD. Steerpoints: When switching steerpoints, the TGP will automatically lock to the position of the selected steerpoint. Radar: Pilots can use a hotkey to lock the TGP to the location of a vehicle currently locked by the radar. IR Marker HMD & TGP Compatibility Requirements CBA A3 ACE 3 Included Aircraft The mod’s features can be configured for any aircraft, but by default it works on 2 standard aircraft and 2 Jets DLC aircraft. All of our mod’s aircraft are custom versions to ensure the mod is always kept completely optional. All can be found under NATO > Airplanes. F/A-181 > F-181E A-164 -> A-10E A-149 -> Jas-39E A-143 -> A-159 Compatibility https://steamcommunity.com/sharedfiles/filedetails/?id=1501767670 Documentation Documentation can be found here Download The mod can be found on the steam workshop
  2. Idea was to create a feature where you get 'something' for headshots. A side reward for accurate shot, mostly for CQB. Kill-feed is not the ideal option for arma or popping text with sound ..so I came up with this. Description: Headgear should have some protection, but what about goggles and NVG's? They shouldn't be that durable, especially if a unit gets killed with headshot. Helmets seems to be all static which are not. If you put a .50 cal round to the head, It's simply not possible for helmet to stay one piece. So I made them destroyable as well. Weapons with different caliber will act different on headgear, according to armor level. For example you won't be destroying armor level 3 headgear with a MX rifle although you might destroy level 2 helmet. For armor level4 headgear, you need high caliber weapon. There are different particle effects including coughing blood, big spray (of blood) going off mid air etc etc. For the helmet damage, powerful enough weapon caliber (like asp kir, gm6 or .50 cal) will not only destoy helmet; it will cause helmet parts to catch fire briefly. Brand new visual effects for head wounds, fatal or not. particle effects: friction sparks, glass shards, blood, fire dust, electric parts failure smoke, headgear parts and hat / helmet fly-off Randomized particle effects according to gear present on unit Each effect is randomized within itself for authentic simulation HMD / Helmet destruction by a head wound mainly depends on chance which is currently at %77 HMDs can be broken with a non fatal shot. This depends on used weapon type and damage value. Helmets can only be destroyed with weapon calibers equal to and/or higher than 7.62 Other factors such as helmet's armor level taken into account with weapon caliber for a better simulation 5 different sound samples for HMD destruction played random each time 8 different sound samples for helmet taking heavy damage Damage from a very high caliber weapon such as .50cal mounted on offroad, GM6 Lynx can cause parts to catch fire briefly In order to make 'catch fire briefly' fx visible you have to have particles 'high' in video options Performance demand of this add-on is minimal as It uses no loops and nothing is added to Arma scheduler Version: v1.14 Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1273833677 Github: https://github.com/the0utsider/ballistic-impact
  3. KnoxHoots

    Leaning

    Add leaning mechanics
  4. Hi guys! Here's a small mod I made for A3 which adds a satellite to the game. Features: -Satellite backpack that can be put on the ground and used to deploy a satellite controle console. -Satellite interface with computer like interface and fullscreen view. -Pip view of what the satellite is viewing on any screen. -Ability to move the satellite live, on small distances through configurable keybinds. -Possibility to move the satellite on long distances by clicking on a built-in map. -Satellite is unavailable during long distances travel, unavailability time is calculated depending on speed/distance. -Normal and thermal view. Fullscreen mod offers extended actions: -Detection of heat sources (vehicles and units) within satellite viewrange. -Included inventory object: Blufor transponder, any unit having the transponder in its inventory will appear with a green square on the satellite. -Laser targeting -Tracking: after clicking on the tracking button double click on a unit and the satellite will follow it automatically. For mission makers: -Optional "satellite" module, you can define the satellite's initial position by placing the module where you want it on the map. -From the module you can also define the satellite's moving speed ( default is 100km per hour). This will only impact long distance movement. -You can make any object a satellite control console by putting "[this] call MRH_fnc_IsSatelliteConsole;" in its init box, if you do not want to give players access to the backpack. -You can make any screen object display the satellite feed by putting "[this] call MRH_fn_IsSatMonitor;" in its init box. Languages: The mod is available in both French and English, if you wish to offer help to translate it to another language please contact me. Multiplayer compatibility: Yes, server key is included. Pvp compatibility: No, as of yet all sides have access to the same satellite. ***New features *** The mod now includes two new objects: The Trivec Avant Satcom Antenna The Universal Tactical Display Both objects work together and allow for a lighter use without the need for the backpack, however when accessing the satellite from the UTD you won't have access to the fullscreen mode and its advanced options, those remain only available from a console deployed from the backpack or created from the editor. To use: If you have the antenna in your gear you will have the option to unfold the antenna, either from the scrollwheel menu, or if using ace from ace self interactions>>equipment. This will deploy the antenna in front of you. If you have ace3 enabled you can move and drag the antenna around. You need to connect the UTD to the antenna to receive a signal, to do so, with the utd in your inventory you will get a scrollwheel interaction when facing the antenna to connect it. Ace 3 users will have the interaction through the ace interaction menu. Once this is done you can bring up the UTD interface by pressing CTRL+U (default, can be changed in addon options), ace users can also do it from the self interaction menu>>equipment. Of course you need to have the UTD in your inventory. The signal will get weaker as you move further from the antenna, beyond a 100m you will lose connection from the antenna and will need to return to its position to reconnect the UTD. Also note that the further you are from the antenna the more statics you will get on your UTD screen, and the harder the image will be to read. The utd interface can be moved around on your screen by dragging it. Close it by pressing the on/off button or the escape key. You can fold and pick up the antenna at anytime(scrollwheel or ace interaction), once folded you will of course lose connection to the antenna (ACE users might get a small delay before the game detects that the antenna has been deleted and might still be able to access the sat for a short while) ******************* PIP MUST BE ENABLED on the clients graphics settings for the mod to work properly. Please report any bug you find, it always helps! Requirements: Requires ACE3 and CBA_A3 *EDIT* You no longer need Ace 3 as a requirement: -Added possibility to use without ace 3 . Ace 3 users will still get the awesome ace 3 interaction menu while ace3 non believers will get the bleak old arma 3 addaction. -Added possibility to disable features: full screen, lasering, detection and target tracking via cba settings. added in V1.3.06 Fixed: -PIP will resume when you exit directly from fullscreen mode. -Glitches which could happen when tracking targets. Added: -Compass and bearing display for the satellite view. (bearing readings might not be 100% accurate, will be fixed when my girlfriend fixes the maths for me **Oooh Maths!**) -Tracking a target will now display it's speed and bearing. -Name of units having a blufor transponder will be displayed next to their tracking icon. -Hovering said unit's tracking icon will display it's name, speed and bearing. Youtube video guide: DL: Download on steam workshop.
  5. Author: göko 'the0utsider', Spectre, 654Wak654 Website/Repo: https://github.com/the0utsider/unit-voiceovers Short description: Dynamic 3D-positional voiceovers MP compatible: Yes *Has to be loaded on both server and client Requirements: CBA Version: v1.46 "Imbroglio" Signed: Yes Description: This is not a regular replacement mod to patch/replace existing sound files. It is a unique experiment using NWI's iconic game "Insurgency" resources; this addon is created to improve overall experience and bring dynamism to increase situational awareness, to simulate better close quarters combat in Arma 3. Features Complete overhaul for default arma unit voice-overs Opfor, independent, and blufor sides use different sets of voices Randomized samples for each action Spot enemy / callout targets direction (Default key 'T') ACE3 Medical compatibility Custom Nationality system (@spectre) Almost 1000 different sound samples total Supports transferring unit locality Works independent from 'enableSentences false' setting For more information on features and customizability, please see github readme For defining custom nationalities and other functions, please see github wiki Special thanks: 654wak654 Thanks bud, none of it would exist without your imagination and experience. gebbet for support sergentKappa for help Spectre For giving proper test and feedback since I first created this, and becoming a part of development: implementing CBA methods like 'statemachine', solutions to add custom sounds/creating custom samples. Also providing a WIKI and taking a step to make this a true community mod, thanks. And thank you all the rest at the other end who enjoy and cherish this.
  6. A3 HARDCORE DAMAGE MODIFICATION mp compatible: not tested (should work theoratically, tell if it does please) compatibility with other mods: Works fine with mods like RHS. Wont work with ACE due to its own medical system. version: 1.0 github repo: https://github.com/the0utsider/A3-HC-Damage Download on Steam workshop Description: The way of arma handling damage is possible the most sophisticated in any engine out there; you get all sorts of calculation for ballistic protection vs bullet caliber, hit velocity, angles etc. But most of the time (especially with level 4-5 armor) you have to be really precise to get headshots. You need to hit 'in the face' and that is doable but what happens when you miss? This is the problem. If your shot falls close to neck area, that is a seperate body part which have 0 affect for what you want: headshot. Similar situation with chest and upper body. There are 3 body parts in arma damage system for upper-body: abdomen, diaphragm and chest. While game evaluates total damage, not all of this is added to overall health. This results as what you mostly experience: guy gets shot again and again, he moves his arms, twitches and nothing happens. He keeps running. When you modify bullet hit values, you lost logical ballistic originality of game. Yes it would work, there are many config altering mods out there as well but they just do more than they should and break the game. It is just not fun to shoot a guy from pixel (or pinky) of left foot and get a kill for that. It breaks everything. Short desription of problem is: arma treat humanoid models like frankenstein: Each body part should have some affect on overall health but some of them do not or relationship is really low. This mod uses arma's own damage model and improves it by binding damage of certain areas of body together, getting past frankenstein issue on homanoid characters: *Neck and face damages are added up and passes to 'head' damage. *Upper chest, diaphragm and abdomen area now affects overall health of body (which they should, it is the place of all vital organs) *Pelvis (or lower gut or balls) damage passes to legs. It's not ideal when you got wounded around pelvis and still be able to run like gazelle. These values are passed on with a "multiplier" inside code and it is available under CBA addon options for you to decide a ratio for your liking, default is 1.5. *As another option, you can change the effect of how upper body damage dealt with. It is multiplied to 'body' health as default which means death when reaches to 1 and this is default behavior of mod. The option is to pass damage to 'hands' which will not kill you no matter how high it is, it is not fatal but it will cause extreme weapon swing. These are all global settings; meaning they apply to everyone on server and you have to be logged as admin in a server to change them. Last one is development debugger setting which will hint you what multiplier applied, what was the damage and where etc. Local option. Should be used good for testing. Variables and their defaults: ["goko_damage_multiplier", 1.5]; ["goko_damage_fatalHeadWounds", true]; ["goko_damage_fatalChestWounds", 0]; ["goko_damage_affects_hands", true]; ["goko_damage_disableLegs", true]; ["goko_dev_debugger", false];
  7. XV Anarchist VX

    Actual Match Mechanics?

    So what is the basic mechanics of a match? Is it always 8 players or up to? If a player is killed can another join? Does the zone get smaller? How does it work?
  8. An unofficial extension Workshop GitHub "War is expensive: from laser-guided missiles to large-yield bombs, getting things done can be hard on your pocket. When funds start going low and budget cuts roll in, that's when warfare becomes about improvising and being creative. Sometimes, that means dropping barrels loaded with TNT and shrapnel on refugee camps." - The Guy Who Invented Barrel Bombs (probably) Description So both in celebration of the Laws of War DLC, and Al-Assad's birthday, I've decided to give myself the challenge to make a mod which in my opinion was long over-due: the ability to deploy Barrel Bombs in ArmA 3. After about three days of intense development, it's finally ready to ship: Customize the payload according to your strategic needs, load it into a helicopter, and drop away! How to use In the editor, search for and place Barrel Bomb Dispenser (Large) in your mission. ACE Interact with the dispenser, and Prepare a Barrel Bomb. You may now select between the types of fuse (Air-burst or Impact detonation), and the strength of the payload, or how many cluster munitions will be included in the barrel. If your dispenser has enough materials remaining, hit CONFIRM. As soon as you're done, a new barrel will appear, ready to be loaded. You may also inspect any barrels and read their label in order to confirm their properties. Carry the barrel to the desired Helicopter, then Prime and load it. Keep in mind that vehicles only have a limited amount of barrels that can be loaded - all barrels take up the same space. From the Helicopter - as either the pilot, copilot, or turret-gunners - ACE Interact with the vehicle and Check Barrel Bombs. Select the desired barrel and simply hit the confirmation button. F.A.Q. Yup. Should work with all Helicopters, I reckon. You bet. Both for self-hosted servers and Dedicated, works all the same. Use this function. Start an issue on GitHub. If you don't have an account there, use the Steam Workshop discussions. If none of these methods is accessible to you, then you can reach me on Steam and yell until things are fixed. Kind of. Regardless, be careful whenever deploying over a populated urban environment, as the paramedic/journalist/child-seeking shrapnel module is currently active, and it never misses. Sorry, not at this time. Shout-outs BromA, for being the coolest group of badasses autistic losers out there. McGabe and Wronglets, for helping me test this thing. The ACE3 Team, for keeping their mod the way all mods should be: open-source and extendable by the community. Cheers, fellas. And of course, Bashar Al-Assad, for re-popularizing this absolutely reprehensible, but still very amusing type of ordinance. Happy belated birthday! License This mod has absolutely no license whatsoever. Steal it, repack it, rename it, stretch it, twist it, lick it or suck it, it's your problem, I really, really don't care. Just to be real clear, you ARE free to: Unpack this mod and edit the everliving shit out of it. Rename it into something else and claim credits for yourself. Sell it or commercialize it, which in that case you've found someone stupid enough to buy it so my personal congratulations. Re-upload or re-repack it on any other website or re-distribution service, just don't blame me if your version is out-dated. Using it for real-life military purposes of any kind. Actually, if this mod ends up being used by actual armed forces for training, someone please let me know so I can tell all my friends and family about it. However, If you do plan on improving it it, this mod is stringtabled and can be translated - so that and any other contributions are better off done at Github so everyone else may benefit from it. AND REMEMBER KIDS:
  9. This is designed to work where you have 'enableSentences False' either on server or mission, adding dynamic sounds to units (on death, reload, low ammo, friendly fire, being sniped, nearby teammate is killed, killing an enemy, being shot-wounded etc.) for German, US and Russian factions (POL units sharing US sounds for now). It is similar to my other VO mod, this one uses Day Of infamy and Rising Storm sound samples for factions, well done native Russian and German voice-overs. Still needs lot of work, some sounds are not at equal level, some sound too loud some are silent in firefight etc. nonetheless, I've tested this properly and it is working fine. NOTE: I've only tested with IFA3_LITE so I don't know its compatibility with other mods. Download/subscribe: https://steamcommunity.com/sharedfiles/filedetails/?id=1361160962
  10. I'd like to announce to the community the release of my bullet-time/slow-motion mod. This mod is a spinoff of a slow-mo feature that I included in my "The Dude's Fantastic Paintball Adventure" mission; my friends and I enjoyed the feature it so much that I figured others would too. This mod features the following: When in bullet-time, the player gets a temporary health boost. Damage taken while in bullet-time does not impact the player when the effect ends (unless player killed in bullet-time). Player moves faster (relative to all other AI, players, objects) in bullet-time. Bullet-time ability regulated by "recharge delay". "Tracer-vision" feature (optional): Friendlies and enemies fire tracer rounds while in slow-motion (tracer colours are team-specific). AI bullets also travel slower for increased immersion and reaction time. Auto-react feature (optional): Player automatically "reacts" and enter bullet-time when caught unaware by enemy fire. Link to the mod: http://steamcommunity.com/sharedfiles/filedetails/?id=930993237 Latest version (with "tracer-vision"): Previous version (still demonstrates the slow-mo feature nicely): I hope you folks enjoy! Bandpass
  11. BohemiaBeck

    Idea for a DLC

    This post moved to the addon request thread at: https://forums.bistudio.com/topic/139977-arma-3-addon-request-thread/page-118
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