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Found 280 results

  1. Description: JSRS SOUNDMOD is a sound modification for ArmA3. The purpose of this modification is to bring new sounds to the game, making it more exciting. Many would say it makes the game much more realistic, but that is not the initial purpose of this modification. Even if some sounds are authentic to what we call "modern warfare", the main purpose was just to create a certain type of sound feeling. Visit the new JSRS-Studios.com website for more information about my work! https://www.jsrs-studios.com/ Download: JSRS SOUNDMOD - CE.20.0419 In addition, I have a small selection of supported modifications: The Armaholic mirror version: JSRS Soundmod Videos: Installation: Changelogs JSRS Soundmod Update CE.20.0419 Tweaks: - Tweaked firing sound for Zubr revolver, was way over the top - Tweaked firing sound for M4 rifle family (CUP and RHS) - Tweaked fring sounds for all vanilla weapons plus all CUP/RHS compat weapon sounds - Tweaked many minor tweaks all across the soundscape Addidions: - Added new sounds/cfg for vehicles of Tank DLC JSRS Soundmod Update CE.20.0417C: Tweaks: - Tweaked some volume values for M249, M240, AKM, AK74, SCAR and more weapons as they used a wrong layer. - Tweaked new sounds for DSHK and M2 50cal JSRS Soundmod Update CE.20.0417: Again: New signature Key. JSRS_Soundmod_2020_V2. Admins be aware! (Do to some issue with the signing tools, it had my keys deleted!) Tweaks: - Tweaked small arms pistols volume and overall power - Tweaked Mar10 to be more powerful (SD sounds still missing the cracks) - Tweaked close explosion sounds have a bit more bass and sound clearer - Tweaked vehicle engine sounds. Tested a new idea and it came out pretty good - Exhanged/New engine sounds for Offroad, MWB, SUV, Van, Van_02 - Tweaked M249 and M240 sounds, tho I'm not quite happy with the results yet - Made some adjustments to have a better immersion playing Old Man Scenario - Deleted all reloading sounds out of RHS compat files as these cause RPT logs during multiplayer Attention: NEW KEY! JSRS Soundmod Update CE.20.0331: NEW KEY signature. JSRS_Soundmod_2020 Fixes: - Fixed some weapons where muted interior Tweaks: - Tweaked some sounds and explosions Old Changes: Support: If yoi like to support me, or you like what I do here or just want to get me drink, feel free to do so 🙂 Every cent donated to JSRS goes a 100% back into the project! Patreon or PayPal END USER LICENSE AGREEMENT: Arma Public License No Derivatives (APL-ND)
  2. GF Auto Population Zombie Script - Mod by GEORGE FLOROS [GR] There will be a new update soon with a completly reworked code . Here is a temporary version : Description: GF Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Population Zombie Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: GF Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite ,according the selected spawn distance and the max number of enemy. It is created with a concept of , players being in a hostile territory. The intention of this Script - Mod , is to be played alone or even boost your mission and enchase generally the game play. The Zombie spawn possible settings are , patrol , garrison and hunt players. There are arrays , for the Units used , in order to change them easy , to your faction desired enemies . The are presets for RyanZombie , Max Zombies and Ravage mod. There is no editing needed in the 3d editor with markes , triggers etc. It's created in mind , to be as configurable as possible , easy to read , use and edit. There is a dynamic unit spawn and despawn depended on maximum number of enemies and distance. There are options about the spawn positions of the units. There are Safe distances and Blacklist Zones , from players and spawned units . Everything will be total random , according the selected options and the spawn settings. There is a Script and a Mod version available. The Mod version , is using a userconfig , to set your desired settings. For the Mod version : userconfig Installation : Place the "userconfig" folder into your Arma 3 main folder. You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. There are also incuded 2 scipts: GF Auto Random Loadout Script -Mod https://forums.bohemia.net/forums/topic/220873-gf-auto-random-loadout-script/ GF Units Map Markers and Symbols Script - Mod https://forums.bohemia.net/forums/topic/219763-gf-units-map-markers-and-symbols-script/ DO NOT use with : ZBE_Cache AI & Vehicle caching script/addon Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Recommended and/or optional addons and mods to use with : Ravage http://www.armaholic.com/page.php?id=29638 Zombies and Demons http://www.armaholic.com/page.php?id=28958 Max Zombies http://www.armaholic.com/page.php?id=33696 more info in : Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40392 Armaholic GF Auto Population Zombie Script - Mod
  3. Compilation List of my GF Scripts - Mods by GEORGE FLOROS [GR] Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Below are the links and the download button , for every of my available GF Scripts . This list , will always be up to date. For anything that you might want , feel free to ask , if it's possible to do something for this , after all the arma series generally , has a good and helpfull community! Thank you Guys , for the whole support ! and off course . . . have FUN !
  4. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  5. Hey there, so, I was trying to install a few serverside mods on my server. For that, I have to enter the mod key in the startup parameters, in this format: @mod1; @mod2; ... But, I don´t know, what keys to enter. Some keys are the Mod names, some the folder names, some are on the website of the mod. But how do I get the keys for mods where the key is displayed nowhere? I would need the keys for: Everything in this collection: https://steamcommunity.com/sharedfiles/filedetails/?id=1543583710 https://steamcommunity.com/sharedfiles/filedetails/?id=1625724231 https://steamcommunity.com/sharedfiles/filedetails/?id=366425329 https://steamcommunity.com/sharedfiles/filedetails/?id=643530417 https://steamcommunity.com/sharedfiles/filedetails/?id=2001817183 If you could give me the keys or whatever, that would be very helpfull. Thanks 🙂
  6. Introducing ZHC! ZHC is a mod based Headless Client system created for Arma 3 that is designed to be flexible and efficient for both large and small communities. It is designed to be completely flexible with features and functionality through the use of CBA Settings and Keybinds. You can read about it more, report bugs, make suggestions, and help contribute on Github! https://github.com/TMZulu/ZHC Core Features Complete Flexibility of Functionality Through Use of CBA Settings and Keybinds Adjustable Timing Expandable HC Limit HC Rebalancing Server and HC FPS Display Message-based Debug system Visual Debug System Dynamic Simulation Support (Experimental in V1.1.0) Additional Features Zeus Holding / Transfer Control Emergency Offloading (HC/Zeus Disconnect Handling) Unit HC Blacklisting Achilles/Ares/ZEN Garrison Compatibility Naked Unit Prevention/Reduction Server Statistics Markers And More! Downloads Download ZHC Available on Steam Workshop Requires CBA
  7. Visit Gruppe Adler on our Website | YouTube | Twitter | Discord Description Gruppe Adler SlingHelmet (GRAD_slingHelmet) is a mod for Arma 3, which adds the functionality of slinging your helmet onto your belt to make space for other (decorative) headwear on your head. All information can be found on our GitHub Page. Features Sling your helmet to your belt. Implementation through ACE Self Interaction Menu Full multiplayer compatibility (incl. JIP) Zeus compatibility Set of functions for mission/script creators Function to add your own helmets to the whitelist (Docs) Supported Mods Vanilla Global Mobilization SOG Prairie Fire 3CB BAF Equipment 3CB Factions SMA (partially) ARC GER Project Opfor RHS R3F BW Mod IFA3 FoW WW2 SAM3 Operation FrenchPoint (partially) VSM (partially) NORSOF_LITE_mas (partially) Only viable Helmets are supported by default, although this can be changed via CBA settings. You can find a full list of supported helmets here. If you find any helmets which you think should be supported or want to add helmets from a completely different mod, feel free to open a pull request or contact us. Further information on all the ways to whitelist headgear can be found on the corresponding wiki page. Dependencies ACE3 License This project is licensed under GRAD APLv1.1. Downloads GitHub: Downloads can be found under Releases. Steam Workshop: Subscribe to GRAD SlingHelmet on Steam Workshop and automatically get the latest releases. Documentation You can check out the full documentation in our GitHub Wiki. Video More images
  8. LAxemann and Jokoho482 proudly present... Enhanced Soundscape What is Enhanced Soundscape? Enhanced Soundscape is a sound enhancement modification for ArmA3. It adds additional, weapon-sound related features to the game. Those are hill/mountain reverb and reflections, forest reflections as well as reflections from houses in urban areas. The basic principle is: Firing a weapon creates a loud noise, noise is waves that swing through the air/make the air swing and those waves get reflected off objects and terrain. The volume levels were done with my soundmod "DynaSound 2" in mind, but ES works with every mod including the vanilla sounds since nothing "core" is changed. Real-time calculated Hill/mountain reverb: The feature simulates the reflection of the gunshot-noise when there are hills around you. The further the mountain/hill, the more diffuse the reflection will be. Close terrain will reflect a clear "popp", while mountains in the distance will send back a diffuse, "crumbly" echo. The feature is calculated in real-time and real-environment, meaning you will actually be able to see the mountain the shot got reflected from. Forest reverb: So many trees and plants around you create some kind of "half-enclosed space". You will hear a thick layer all around you when firing inside a forest! Urban reverb: The many hard surfaces of houses in urban areas give a very direct and harsh reflection when firing a gun. The mod simulates this by playing slapback sounds from the actual walls when firing next to houses in urban areas. The result is a "thickened" feeling when firing your gun. Media Here is an explanation video of the mountain reverb (using old and outdated sounds!) Known issues None at the moment. Dependencies Requires CBA A3 Download Steam Workshop ArmAholic Changelog Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script of Enhanced Soundscape while teaching me tons and tons of stuff. So much love! He made this possible. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) • I totally copy/pasted this from the DynaSound thread. If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.
  9. Vincent Richard

    Project France WW2

    France WW2 is a project that aims to integrate into Arma 3 French vehicles dating from the Second World War (during the Battle of France in 1940). We have almost all the 3D models made of the land vehicles from that time with the uniforms as well. We just need the integration to be done, that's why we are looking for people who know how to develop / integrate vehicles on Arma 3. In a second time, we are looking for 3D artists and historical advisors to bring their knowledge. If you are interested or you want more information, contact me in PM. France WW2 est un projet qui a pour but d'intégrer dans Arma 3 des véhicules français datant de la Seconde Guerre Mondiale (durant la Bataille de France en 1940). Nous avons quasiment tous les modèles 3D fait des véhicules terrestres datant de l'époque avec les uniformes en plus. Il nous manque juste l'intégration à faire, c'est pour cela que nous recherchons des personnes s'y connaissant en Developpement / Intégration de véhicules sur Arma 3. Dans un second temps, nous recherchons des artistes 3D et des Conseillers historique pour apporter leurs connaissances. Si vous êtes intéressé ou que vous désirez plus d'informations, contactez moi en MP.
  10. Killer Scar

    APNA Mod Project

    So Basically i was thinking about making mod for algerian people's national army for arma cold War assault but i know you guys hate me for being 12 years old i know but chill out, So the mod that im gonna make mod most of there equipment are -NiS i need help i cant find it -ICP for the russian equipment etc -RCWC for vehicles and stuff -CSLA or PR for the OT-64 SKOT vehicle And many more also i need people to help if you want to join my project add me on Discord KillerScar#4378 Also there is error on oxygen 2 that is called unable to load file. Load that dont let texture stuff and etc
  11. Lauta678

    ARMA 3 Addon Request Thread

    hi guys, anyone have this mod? I have wanted to install it for a long time but armaholic closed
  12. Welcome to Unsung Redux - the Unsung story continues. With the creators DLC S.O.G. Prairie Fire being released today, we want to stress that Unsung is not going away. Quite the contrary, with Unsung Redux we will provide a Prairie Fire compatible version of Unsung, reducing duplication of assets and taking advantage of the premium assets now available. First Unsung Redux Dev build will be made available on Steam Workshop and later Unsung Redux Stable. The Dev build is intended for developers and testers primarily, while the Stable release is targeting the general player base interested in the Vietnam war. Of course Unsung itself will continue to be available as the total conversion mod it is. Steam Workshop URL for Unsung Redux DEV: https://steamcommunity.com/sharedfiles/filedetails/?id=2479495652 It will be unstable and work in progress, so expect frequent breakages.
  13. Hi, Originally I made this custom memory allocator as a fun project because I dreaded of slow A3 performance. Features 64-bit only custom memory allocator for Arma 3 Based on Intel Threading Building Blocks (TBB) 2018 Update 4 Large Page support Optimized for both AMD and Intel CPU with AVX/AVX2 Drop-in replacement for BI-provided TBB4 malloc How to install You can read the installation guide in the ZIP package. Notes Not BattlEye compatible. I only tested INTEL64 AVX2 binary on my own PC (i7-8750h with RTX 2070). I cant afford to test all binaries. As an unwanted side effect, some trainers/cheats will not working or crash if you use this custom memory allocator 😁 Performance could be better or worst. I am not responsible if something happens to your games or PC. I am not taking any profits or benefits from this. Virus-free: VirusTotal result (scanned with 60+ engines) . Only one false positive with one of the binaries, I already contacted the AV gave me false positive result. (fixed) Source code will be uploaded once I clean up the code (I built this long time ago and just recently dusting it up). If you have any question or report about this please contact me via this thread/forum or "spektykles" on official Arma 3 Discord server. I am all ears 😀 Download ZippyShare
  14. Hello everyone. There are some problems that bother me recently. Some of my workshop mods are auto-removed/hidden by Arma3launcher. Let’s use CBA_A3(steam workshop ID is 450814997) MOD as example. Now I can’t find CBA_A3 in Arma3launcher and in the folder path of arma3/!workshop, but in the 450814997 folder, all the cba components are downloaded correctly by steam client (see image below). https://ibb.co/9YGg7B4 There are other mods(like all the CUP mods, all the RHS mods,etc) that are suffering the same fate. Some of them are always be hidden, others are removed--reappeared in a short period--then removed again. But all the mods mentiond above are downloaded by steam client and can be found in 107410(steam ID for arma3,see the image above) folder. I also tried to unsubscribe/unstall all the mods mentiond above,then subscribed again, both in arma3launcher and in the workshop pages, and steam client and arma3 are also be unstalled and installed, but all in vain. By the way, my local mods are all intact, it seems that they are not affected by Arma3launcher. Is there anyone can help?
  15. So after many years away from Arma I have decided to take up modding again, and as a refresher project I have decided to make a US Embassy Building and the surrounding compound. This isn't based on any specific embassy and has to be kept within a scale of what will run well in arma - so is quite small by real world standards (though i guess kinda big by arma standards) but i'm hoping it would fit against many backdrops and offer somne opportunity for interesting scenarios Currently the main building is in game and some basic features have been implemented, but there is still much detail, features and fixes to complete - here are some screenshots and video though 🙂 Current model in game and some features: Still work to be done 😄
  16. Hey everyone, I was wondering if anyone could point me in the direction of a mod or tip: I want to be able to load/move a plate carrier / vest that has items inside it into a backpack. As it stands you have to empty the plate carrier / vest before you can put it into a backpack. Any help would be greatly appreciated as this "feature" drives me crazy haha, cheers!
  17. Hello everyone! This is my first post haha! I would like to know if it is possible to remove .pbo that I don't use in mods. For exemple, I'm not using the vehicles in RHS. I just want to keep the weapons for the mod Tier One weapons that's using them. Unfortunately, the mod didn't work anymore. Maybe I remove too much XD? Idk if I am very clear, tell me if you need more details. Sorry for my English too xD Thank you for your time!
  18. I want to use the sound config of official Tank like MBT_01(Merkava) MBT_02(T100) MBT_03(MBT52) for my custom tank, but i cant find the Sound config files and i dont know how to attach it to my mod (Only found the official *.wss of inbuild tanks) Anyone know How to use inbuild sound.hpp directly, or where is it? I do not want to rewrite the sound.hpp of arma samples and test the codes one by one
  19. Hello guys... A little context, I was editing a mission using "MOD MLV PROYECTO 1982" and then I realize that units wearing mod uniforms and helmets are immortal if you shot at them (tried every weapon), this only happens when the ace mod is loaded. The point is I need to create a mod to fix this compatibility issue with the addon "MOD MLV PROYECTO 1982", is there a code template or something? Please help ACE https://steamcommunity.com/sharedfiles/filedetails/?id=463939057 MOD MLV PROYECTO 1982 https://steamcommunity.com/sharedfiles/filedetails/?id=1266670664 Mission file https://drive.google.com/file/d/1L1jxLbMwtTdyiX0fhG7xRItTXWlXlbWh/view?usp=sharing Addons preset for the mission https://drive.google.com/file/d/1dP-cbQc8G8BulpdwhVYsSvsTY1MdORgh/view?usp=sharing
  20. Lingor Island This lush green environment in a fictional country somewhere near the Equator. Inspiration were countries such as Venezuela & Colombia. ~5 months were spent on research and creation of this world. Lingor is one of the most played maps in Arma Community and first really lush green environment that worked well with all the optimizations. Reason for the project is that I've been waiting for years for a proper optimised jungle map. With help of great talented man Berghoff that is now (after 5-6 months of hard work) possible to enjoy. We have to understand that vegetation rich map is a whole different matter in BIS engine. PCs that were able to run Duala/Jade Groove on max settings & view distance of 10 km will probably only have sufficient FPS with 1000-4000 meter distance on Lingor. With months of optimisations (especially Berghoff did an amazing feat here) we can now enjoy jungle from air or from a grunt's perspective. Required addon: CUP Terrains Core. Latest version: v3.9.5 (Lingor) & 3.82 (Dingor) Latest changelog: - finally: all new Apex vegetation! (DLC is not required) - massive improvement of lighting and satellite image of the map - new huge sectors to explore with lot of details - new town Mirasol on NW with a new unpaved runway - burned down villages: Jodido and unnamed one - added scrapyard - large sector is now GAL training facility with two mock villages - 3 new research bases for sci-fi scenarios (Deidre, Scarlett, *censored*) - one research base is abandoned and long forgotten - added bio storage facility Marika - added couple of invisible roads (for AI pathing) - added iron gates by poolpunk (thank you!) - added bunker objects by Sahbazz (thank you!) - fixed incorrect runway numbers at FOB Eddie (greetz to the legend: wld427!) - various smaller fixes, too many to mention here Download / Official Site: http://www.icebreakr.info (currently only Steam Workshop version is up to 3.9, new patch coming very soon!) Promo video #1:
  21. Terrains of Bohemian Interactive for Take on Helicopters ported to Arma 3. This Mods is an adaptation of the old ToH map for Arma 3, but trying to preserve the old spirit of the map. Without major modifications, with new functional additions and without pretensions to create a new map and if a reliable adaptation. I know this is nothing new, but in this case the difference is that added roads in South Asia: After 6 months of work, research and testing tools, a first functional version of more than 7000 sections of real roads has been achieved. Now the AI circulates through them, looks for roads and they are visible from the GPS. Thank the QGIS Game terrain tools plugin by @adanteh for their wonderful work. and skyscrapers and other buildings in Seattle: Thanks to the teacher @.kju for his patience and advice. You can download from now in Workshop, enjoy: @ToH Core https://steamcommunity.com/sharedfiles/filedetails/?id=1865403034 (Available via WorkShop). @South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1849403283 (Available via WorkShop). @Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1865395754 (Available via WorkShop). Optional: @ToH noRoads South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1900844835 (Available via WorkShop). @ToH noRoads Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1900845247 (Available via WorkShop). @ToH Dummy CUP https://steamcommunity.com/sharedfiles/filedetails/?id=2423420392 (Available via WorkShop). Todo.txt @ToH Core @Seattle @South Asia Olds Minimum recommended visibility setting: setViewDistance 12000; setObjectViewDistance [6000,400]; setTerrainGrid 8; More images: https://imgur.com/a/Rcl4nnS Known Bugs: -It is compatible with @CUP Terrain - Core, but it must be loaded before @ToH Core in the mod list. -There is a problem related to the size of the roads. If you overload a lot of Mods and you have a PC with little Ram memory*, it is possible to get a fatal error of "many virtual blocks requested" due to the saturation of information loaded into memory. *I have 16GB of DDR3 and I have not had problems with a number of normal mods (CBA + ACE + CUP's + CFP + US MILITARY + TFR + others). I hope to further optimize the road file for a better load in the future. Another questions: Any advice on the old map of ToH to give a greater resemblance to the original, will be welcome. Arma Public License Share Alike (APL-SA) Take On Public License Share Alike (TOPL-SA) Take On Helicopters is made by Bohemia Interactive. based on Take On Helicopters Data Pack
  22. This Mod JackFrench adds a French faction; with a very wide range of land and air vehicles (Nato, Indp, CSAT retexture). author : JackFrench website :https://jackfrench-arma3.fr First release : 11/11/2014 Signed: yes Server key: server key included Listed: Blufor Faction : JackFrench Download : https://steamcommunity.com/sharedfiles/filedetails/?id=714689601 or website Jackfrench https://www.jackfrench-arma3.fr/modjackfrench.html - Fusiliers Multicam, Woodland, Tropic, Desert, Mountain (Alpine), Special Forces. - Assault rifles HK 416F and HK 417 F. Long range rifle M320 Woodland, Desert, Multicam, Alpine - Recognition vehicles, transport / logistics. Tank truck, workshop, equipment, ammunition - Helicopter transports / support, marine version, camo - Airplanes, Armored - Boats (zodiac, outboard, submarine, speedboats) ************************************************** ************* version 20190112_012JF Arma3 Apex required ************************************************** ************* Upgrade to the latest modifications Arma 3 + - Added HK 416F and HK 417 F (French faction now equipped with the famous HK 416 for 2019 - Modification of the contents and update of the armed cases [JF] - Added French faction uniform crates - French Faction Equipment Addition - Stealth aircraft addition - Addition griffon plane - Add UH 80 woodland - Added national marine crew - Addition national naval officer - Modification on armed lynx and hummingbird, marine, multicam, woodland were not visible in the editor - Same for armed panther multicam - All helicopters and armed aircraft use the new dynamic loading system in the editor / - Resume some textures -------------------------------------------------- -------------------------------------------------- ----------------------------------------- WARNING * 20180509_129JF (For players who do not have Apex remove the file jackfrench_apex.pbo / for players who do not own Apex remove the file jackfrench_apex.pbo) Change Log / changelog - compatibility with DLC Tanks / compatibility with DLC Tanks - Added module jackfrench_apex / Added: module jackfrench_apex - Added VRL minigun, AT, multicam, tropic / Added: VRL minigun, AT, multicam, tropic - Added jeep minigun multicam, tropic / Added: jeep minigun multicam, tropic - Kamaz missile launcher, multicam, tropic - Miscellaneous detail / - Detail various -------------------------------------------------- -------------------------------------------------- -------------------- * 20160630_0182JF Change Log / changelog - Some changes in Arma-apex forecasting - Some changes to the Arma-apex output - Two soldiers in the back of the truck were not armed / - Two soldiers in the back of the truck covered were not armed - Corrigendum for some aircraft missiles / - correction to certain aircraft missiles - Corrigendum on certain jackets / - correction some jackets - Miscellaneous detail / - Detail various -------------------------------------------------- * 20160613_0165JF -------------------------------------------------- * 20160522_0143JF -------------------------------------------------- * 20160209_0040JF -------------------------------------------------- * 20160127_027JF -------------------------------------------------- 20150514_134JF -------------------------------------------------- 20150110_010JF -------------------------------------------------- 20141108_315JF first release of JackFrench mod November 11, 2014 Description: This mod adds a French faction with a very wide range of land and air vehicles (Nato retext, Indp, CSAT.)
  23. Greetings! I wanted HMDs for the West German helicopters from Global Mobilization, so I've made a small compatibility patch for Kimi's HMDs Mod. I was going to keep this as an in-house mod for my group, but I figured there's more than a few people that might find this useful. Adds HMDs for the following GM helicopters: West Germany, - CH-53G - CH-53GS - VBH-1 - VBH-1A1 - VBH-1A1 Swooper - PAH-1 - PAH-1A1 I don't intend on adding the East German or Polish helicopters, but I may if it is requested. This is my first mod release for ArmA 3, so please if anything isn't working correctly (especially MP functionality, as I haven't been able to test that yet) let me know! Thanks to, - Kimi, HMDs Mod - Vertexmacht, Global Mobilization - Bohemia Interactive, for obvious reasons... Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2446018592
  24. shadowhunter123

    Project Livonia

    WELCOME TO: Ladies and Gents! I present to you the newly re-textured/added assets to the LDF Faction in-anticipation for the upcoming Contact DLC. Hope you all enjoy! DOWNLOAD: PROJECT LIVONIA (ALL IN ONE) Version 1.0 CH-49 MOHAWK DOWNLOAD: Livonian CH-49 Mohawk Version 2.0 (New Texture Update) F-149 Gryf Bajeczny DOWNLOAD: Livonian F-149 Gryf Version 2.0 OT-12 Czar DOWNLOAD: Livonian OT-12 Czar Version 1.0 AWC-304 Nyx DOWNLOAD: Livonian AWC-304 Nyx Version 1.0 MBT-31 Leopard DOWNLOAD: MBT-31 Leopard Version 2.0 (New Texture Update) Pandur II DOWNLOAD: Pandur II Version 1.0 (Newly Released) What's inside: CH-49 Mohawk LDF Camo Livery (Standard Military) Aircraft Grey Livery (Rescue) Dark Green Livery (Night Operations, Air Interdiction Patrols) Ranger Livery ( Air Interdiction Patrols, Local Law Enforcement) Rescue Livery (Emergency Rescue) F-149 Gryf LDF Camo Livery (Standard Military) *Updated* Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) OT-12 Czar LDF Camo Livery (Standard Military) Aircraft Grey Livery (Standard Military, Ceremonial) Dark Green Livery (Night Operations, Air Interdiction/Interception Patrols) White Livery (Whatever you want it to be.) Ranger Livery (Forest Ranger Livery) AWC-304 Nyx LDF Camo Livery (Standard Military) Autocannon Configuration (Anti-Infantry) Anti-Tank Configuration (Anti-Armor Operations) Anti-Air Configuration (Anti-Air Operations) Recon/Radar Configuration (Recon/Surveillance Operations) MBT-31 Leopard LDF Camo Livery (Standard Military) Pandur II (IFV) LDF Camo Livery (Standard Military) Add-on Locations: Mohawk: INDEP > LDF > Helicopters > CH-49 Mohawk Gryphon: INDEP > LDF > Planes > F-149 Gryf Bajeczny Czar: INDEP > LDF > Planes > OT-12 Czar Nyx: INDEP > LDF > Tanks > AWC 304 (Autocannon, AT, Recon) Nyx (AA): INDEP > LDF > Anti-Air > AWC 304 (AA) Leopard: INDEP > LDF > Tanks > MBT-31 Leopard Pandur: INDEP > LDF > APC > Pandur II *Optional liveries can be found in the livery editor.* LDF Fighter Pilot: INDEP > LDF > Men > Fighter Pilot REQUIREMENTS: You MUST have purchased the Contact DLC. (All mods PR: Livonia releases use Contact Assets) Gryphon MAY require Jets DLC. Czar MAY require Apex DLC. Nyx MAY require Tanks DLC. Message of Thanks: A big shout-out to all of you who helped me out on Reddit and the Bi-Forums (Mug Runcher) for making this possible! Looking forward to bringing you more content in the future! If you haven't already, please don't forget to like and leave a comment! Would love to hear the feedback.
  25. Hello! Usually I'm not finding help on forums, but this time I just don't know what to do. I'm playing Arma on mods like Immersed weather snow effects , and another with snow , but i have problem because always when I'm saving , leaving game and try to play again on the save ,the menu of mod doesn't show , so i can't change weather options and turn on snow. I really need help because I'm playing with friends on zeus and the snow effects really add a lot of fun to the game . Sorry for bad english but I'm from Poland 😁
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