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Found 164 results

  1. Achilles

    Achilles Achilles is a gameplay modification for Arma 3. It expands the Zeus real-time editor with many new additions as well as provides bug fixes. Achilles started as an expansion to Ares mod, which was created by Anton Struyk. Achilles became the de facto successor to Ares at the point the latter was no longer updated. Achilles has already grown into a splendid project, but new additions are still to come! Download: · Direct download link: Achilles_v1.0.2.zip Required Add-ons: · CBA_A3 · ACE3 (optional) · Advanced Rappelling (optional) Notes: · The add-on is a modified standalone version of Ares Mod. · DO NOT RUN this mod with Ares at the same time. All features from Ares are included anyway. · ACE3 and Advanced Rappelling are optional, but are requiered to unlock certain additional features. · Moreover, only Zeus need to have the add-on installed as it was the case for Ares Mod. Links: Join us on Discord. Check Achilles Wiki. Check Achilles Tutorial Series. Full list of contributers. Check licence. Check full change logs. Check progress of upcomming updates. Please report issues in the following form: Issues can be reported in this forum or on the issue tracker. Here is a brief list of features I intend to implement: Screenshots (running RHS + CUP terrains + Achilles)
  2. Unsung 3.0 - W.I.P THREAD Hi all , Well its a new year and time to move forward. The unsung team have had a rest from our 2.6 release for A2 and we are looking to move into the next installment of the Arma series. We have done extensive testing and work on the 2.6 release to the point where we are happy we have a solid base to work from as we progress. However, We need your help. We are currently seeking Config writers, Modellers, Texture artists. Especially those whom have experience in porting A2 content to A3 taking advantage of PhysX and other engine enhancements. So if you want to be a member of a strong team and a mod that's been around for over 10 years, then please send me a PM For those new to the Arma series who don't know who we are have a look here: Unsung History (needs an update :P ): http://community.bistudio.com/wiki/The_Unsung_MOD Latest work : http://forums.bistudio.com/showthread.php?181703-The-Unsung-Vietnam-War-Mod-v2-6-Released-!!!&p=2749195#post2749195 Some WIP's so far:
  3. Hello world. I'm glad to share my project for Arma 3, I have been working on it a few months and i think is time to make it official. The mod is aimed to cover some units and equipment currently in service -and some in current development- with the Argentine Army. Vehicles: TAM Family: TAM 2C ** TAM VCTP (Armored IFV) TAM VCPC (Mobile Command ) TAM VCRT (Recovery) VCA Palmaria (155mm Artillery ) TAM VC AMUN (Supply) LVC CP30 Agrale Marrua M10/M20 HMMWV Variants Polaris MRZR-4 Ford F-350 TSCR (Comms) --------- Static objects: Tents (inc.variants) Ammo Boxes MANPADS RBS-70 Skyguard M /FCS Oerlikon GDF-002 AA CALIV 105mm ** CITER 155mm CARDES (Disposable demining tool ) ** UAV: MALE VIGIA-2A ** -------------------------------------------------------------- Here some screenshots: There's so much to do, and this are my first steps on modeling and texturing, a good way to improve my skills :) I'm not will made a 100% accurate version of vehicles and objects. The mod is set on year 2035. Some equipment gonna be upgraded on that timeline. [All content are subject to change without notice. ] More updates soon! Forgive my bad English .-
  4. XENO - Taru Pod Mod by NorX Aengell Description : Hi everyone, I'm happy to share a mod who add the possibility for the Taru (Heavy lifter helicopter of CSAT) to attach and detach the various Pods he can lift. Warning !! The mod is for the alone version of the Taru, not with already pods attached to him. You need to Slingload the pod first before you can have possibility to attach him. All pod dropped at >70m will be parachuted. Feel free to ask for some features I can add, or report bugs i don't have catch. Features : Attach and Detach Pods designed for the Taru. Pods are : - Ammo Pod - Bench Pod - Cargo Pod - Fuel Pod - Medical Pod - Repair Pod - Transport Pod Installation (Thx to Armaholic): Usage: Go in Pilot in the alone version of the Taru, slingload a Pod and an action will be avalaible in the action menu to Attach or Detach the Pod. Action available for Copilot or LoadMaster too. FOR ACE3 USER !! Actions to manage your pod are in the self menu of ACE (check the ACE option to see the keys...). Here is the list of command script you can use (thanks to Hmarcbower for the list) : [TaruName, ObjectToPickup] spawn XENO_Taru_fnc_Action_Accrochage; // hook [TaruName] spawn XENO_Taru_fnc_Action_Decrochage; // unhook [TaruName] spawn XENO_Taru_fnc_Action_Arrimage; // attach pod [TaruName] spawn XENO_Taru_fnc_Action_Desarrimage; // detach pod ["Allonger", TaruName] spawn XENO_Taru_fnc_Choix_Lanceur_Action; // Lengthen 10m ["Allonger Max", TaruName] spawn XENO_Taru_fnc_Choix_Lanceur_Action; // Lengthen to 100m ["Raccourcir", TaruName] spawn XENO_Taru_fnc_Choix_Lanceur_Action; // Shorten 10m ["Raccourcir Max", TaruName] spawn XENO_Taru_fnc_Choix_Lanceur_Action; // Shorten to 10m ["Decrochage Parachutage", TaruName] spawn XENO_Taru_fnc_Choix_Lanceur_Action; // Unhook or Parachute (< or > 200m) FOR ORDER YOUR AI !! When you have an AI in the pilot seat, select him with F2 or F3 or etc, and open your AI-action menu (keybinding "6") and you should see orders availaible. ZEUS MODULE : You have now the possibility to use Module in Zeus to do all the actions the mod add to helicopter. In Modules -> XENO - Taru Pod Mod : - Attach : Attach a pod hooked to the Taru. - Detach : Detach a pod attached to the Taru. - Drop/Parachute : If the helicopter is below to 200m it simply drop the pod and if above the pod will deploy a parachute when close to ground. - Hook : Module for all helicopter who hook a compatible object to any helicopter. (within 15 meters). Media: Change log: : - Fixed : Arma 3 bug (https://feedback.bistudio.com/T117357) who don't show the bench pod in 3den. - Fixed : Some typo in stringtables.xml. - Changed : bikey to XENO_Taru_Pod_Mod_1.5.8.1.bikey. 1.5.8 : - Fixed : Conflict with TFAR mod. - Added : Possibility to shorten or extend ropes (and the pod) to 10m at 100m. - Fixed : Some Zeus modules has their fonctionnality fixed. - Added : Icon for Ace3 actions and Zeus modules. - Changed : The parachute pass now trought the pod during the landing to avoid glitch. Old change log: Credits & Thanks: Bis for the game. Elovergil, Halo-Roro and Kralby for suggestion and help for testing. Stinger for Icons. The french community where I play, Foi de Canard (https://units.arma3.com/unit/fdc). Rinkia for italian translation. zebra1993 for german translation. Download: OneDrive link to Availaible in SteamWorkshop too: Steamworkshop link to License: This work is licensed under the Arma Public License Share Alike Why Bohemia don't add this in vanilla: Support : If you want to help me out, to pay my bills or get some motivation, or just like the stuff I do here, please consider to donate a small amount of money that is always handy to have. You would really help me with this and EVERY donation is greatly appreciated! Thank you very much! Another mod Taru related : JNS Skycranes By Jonpas : Who add the black variant of the Taru to NATO. http://forums.bistudio.com/showthread.php?186479-JNS-Skycranes-%28NATO-Taru-Helicopters%29
  5. 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 - 6.17.1222 In addition, I have a small selection of supported modifications: The Armaholic mirror version: JSRS Soundmod Installation: Changelogs JSRS Soundmod - 6.17.1222 Changes: Tweaks: - Tweaked New MX Sounds for firing have changed - see Fixes - Tweaked All weapon sounds got revised for correct stacking in the audio engine - No more independently working sounds in distances resulting in multiple pop of only one shot Fixes: - Fixed MX Weapon entries were mixed up - Fixed Wrong inheritance for jet sounds - Fixed SoundSet.frequencyRandomizer': Missing ';' at the end of line - Fixed CAS1 Main Cannon sounds restored to (not correctly working) sounds - Fixed AAF Buzzard were missing all engine sounds - still heavy WIP JSRS Soundmod - 6.17.1218 Changes: Additions: - Added New Jet sounds got added - WIP Tweaks - Tweaked Gau8 sounds got changed, not really working great because of missing SoundSet system - Tweaked Cannon sounds for Blackfoot and Kajman - Tweaked Interior vehicle weapon sounds were too loud Fixes: - Fixed RPT "Sound: Error: File: jsrs_soundmod_snd_helicopters\sounds\shared\\gear_up_in.ogg not found" - Fixed Sevaral RPTs "Missing ';' at the end of line" - Fixed Missing Cas01 cannon sounds - Fixed CTD after Kajman firing main cannon 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)
  6. 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: v3.82 Latest changelog: - fixed runway numbers at Aeropuerto Sargento (near Calamar) - smoothed out terrain - improved satellite texture - fixed displaced road pieces at several places - added three flag texture locations to readme file - removed submerged camp from Medlina - added Municipal office to Calamar - moved start date to non full-moon day/night - replaced several palm tree types with new ones (tnx CypeRevenge & Ben Rampling) - several smaller fixes Download / Official Site: http://www.icebreakr.info
  7. Ok so here's what's up. I spend several hours making a scenario/mission. After a week or so I decide to change some things. I go inside the editor but I forget I have this one completely irrelevant mod active in my modlist. Now everyone needs to have this mod in order to play my mission. And my question is. Is there any file inside the mission folder that contains all the mod requirements for the mission that I can modify?
  8. Currect Version: 5.1.1. (03-06-2018) FAQ FOR FREQUENTLY ASKED QUESTIONS (Expand) Download Links: Dropbox (616, 02MB) Steam Workshop 2035: Russian Armed Forces v5.1.1 ModDB PlayWithSix Please if you like and want to support our mod, feel free to donate so that we can continue giving you quality work. :) (Most of the money will go towards the mod improvement, as in better models etc.) For more 2035 high quality content, we recommend to check out our sister project ArmA3 Aegis! Please do check out and follow their BIS topic and Steam Workshop! =============== 1. DESCRIPTION =============== 2035: Russian Armed Forces focuses on adding a fictional "future" version of the Russian Armed Forces to ArmA3. Great effort has been put into an attempt to seamlessly integrate them into the 2035 era of the Armaverse, so that the faction could stand right next to the others in the base game (NATO, AAF, CSAT). Featured are: - Our own uniforms, vests, helmets and gear made completely from scratch (models and textures). - New vehicles and armor, ranging from T-14 Armata, Pancir AA launcher to the Kamaz trucks, Tigr and more. Tanks DLC features fully compatible. - Usable for any kind of enviroment. Various types of camo for both ground units (Flora, Partizan, Surpat, Desert, Winter... ) and vehicles/aircraft (Russian green, Desert, Nakikda, Winter, Arctic... ) and so on. - Russian weapon pack featuring new guns such as the AK12 (and its variants), AEK, Pecheneg, PP2000 etc. Marksman DLC features fully compatible. We plan on expanding the roster, gear and armament with further versions. Same goes for some of the ArmA3 assets/placeholders that will be replaced in the future Mod is is currently compatible with Zeus, ASDG and ALiVE. ALiVE users: Faction name is "min_rf" (without quotation marks). =============== 2. REQUIREMENTS =============== - ArmA 3 ======================== 3. INSTALLATION/UNINSTALLATION ======================== Extract the folder @Min_RF into your ArmA3 game directory and enable the mod in the launcher. Also put the Mindas.bikey into the core Keys folder. - If using CBA/ASDG, you *MUST* use the "min_rf_wp_c.pbo" and the bisign from the ASDG folder, replacing the one in Addons - otherwise you will have no scopes. For uninstallation, disable the mod in the launcher and delete the respective folder. ================================ 4. CREDITS ================================ Mindas - Everything. Models, textures, config.. yes, he's that busy! Deathstruck - Betatest, screenshots, permissions. Toadie2K - AK animations. TheEvanCat - Black Titan launcher. VanSchmoozin (VSM) - Balaclava model. Sabre One - Armata models. PetrTlach - Consultations. BadHabitz - Help with solving some of the retexturing problems concering the Titan launcher. Bohemia Interactive - The rest of the assets and ArmA3. ========================== 5. MODDER'S RESOURCE INFO ========================== - Retextures are okay. Any manner of them. Feel free releasing those without asking . (for those who are interested: HiddenSelections are enabled for both uniforms and weapons) - Same goes for using the mod as a requirement for another. - Please ask our permission before releasing mods that heavily alter or are based on the assets of this mod (models etc.) ========================= 6. CONTACT INFORMATION ========================= You can usually contact us on the respective forums. Mindas BIS Forums: https://forums.bohemia.net/profile/747965-mindas/ Armaholic: http://www.armaholic.com/users.php?m=details&id=62241&u=Mindas Deathstruck BIS Forums: https://forums.bistudio.com/user/751402-deathstruck/ Armaholic: http://www.armaholic.com/users.php?m=details&id=9573&u=Slashback ========================= 7. LEGAL STUFF/ DISCLAIMER ========================= By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, yaddy yadda. ================= 8. VERSION HISTORY ================= Click to expand the spoiler section to see the changelog. =============== 9. SCREENSHOTS =============== [Click to Enlarge] Current Version: Previous (Expand):
  9. Hello guys i am working in a map in central africa and i need some buildings that fit this scenery. here are some examples: https://imgur.com/a/4KWX4xr
  10. LAxemann and Jokoho482 proudly present... DynaSound 2.0 What is DynaSound 2.0? DynaSound 2.0 is a sound modification for ArmA3 and all of it's DLCs. It mainly focuses on weapon- and explosion sounds, however all helicopters as well as the Xi'an VTOL were redone, too. Feature list: • All weapon sounds were redone, mainly using high-quality recordings. • Shooting from inside a building reduces the distance one can be heard. • A differenciated and thoughtfully mixed soundscape. Due to a higher dynamic range and less compression, you can and have to turn your volume up in order to bring out the details and punch! • Custom bullet supersonic cracks as well as subsonic "swooshs". • All helicopters as well as the Xi'an VTOL were redone . • Distant-sounds for helicopters. • Flyby sounds for helictopers as well as the Xi'an VTOL. • Rocket flyby sounds. "swiush!" • Incoming rocket sounds for the MLRS. Usually is the last thing you hear. • New explosion sounds • When firing a rocket, the engine sound actually originates from the rocket and is moving away from you. Try the MLRS! Media There is no fancy trailer for the moment, however there is quite a bit of material on my YouTube Channel. Here are some of the APEX weapon sounds: Known issues • The m134 gatling gun might sound weird when not in first person - A recent issue and I'm trying to fix it. • Some volume balancing might have to be done here and there as I went on a tweaking rampage shortly before release and I might have overseen something. :) • Most explosions are still the DynaSound 1 ones and will be redone over the time. • It's not DynaSound 3 yet Dependencies Requires CBA A3. Download ArmAholic Steam Workshop Download (2.21){/url] Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script I've ever done while teaching me tons of stuff. So much love! • Megagoth because love. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) 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.
  11. Ballistic missiles mod for Arma 3 [NOTICE] If you use things from this mod you have to credit us! Steam link to the mod "Ballistic missiles" : https://steamcommunity.com/sharedfiles/filedetails/?id=1383958112 Download the mod "Ballistic missiles" without steam (v1.1) : https://drive.google.com/file/d/1MRljlvqyoCTTxiMFl7s4-LGsB3qZ1d3w/view?usp=sharing ----------------------------------------------------------------------- Authors ----------------------------------------------------------------------- TILK : Realization of 3D models, import and adaptation of models in arma 3, participation in animation code and particle settings and debugging Mr.H : Creator of the missile launch interface, configuration of objects in arma 3, made the majority of the code with many code improvement and debugging ----------------------------------------------------------------------- Features ----------------------------------------------------------------------- Use ballistic missiles to create original and impressive missions (missiles cannot be used as a weapon) Basic launch interface provided Single player and multiplayer compatible (tested on dedicated server) Low resource consumption animation Risk of injury or death if you are within 100m of the missile during launch (damage also compatible with Ace) ----------------------------------------------------------------------- How to use this mod ----------------------------------------------------------------------- Place one or more missiles on the map Launch the missile(s) Method 1 : You can launch the missile with an interface by adding this function in the init of the object by using its variable name. For example, a laptop object with the variable name laptop1 : [laptop1] call TILK_fnc_isMissileLauncherInterface; Method 2 : Launch the missile by giving a variable name to the missile, you can put this function in a trigger or an addaction. For example, a missile object with the variable name missile1 : [missile1] call TILK_fnc_launchMissile; ----------------------------------------------------------------------- Credits ----------------------------------------------------------------------- Source of missile sound : universal-soundbank.com Thanks to Bohemia Interactive ----------------------------------------------------------------------- Images ----------------------------------------------------------------------- ----------------------------------------------------------------------- Advertising ----------------------------------------------------------------------- You can download Mr.H's famous satellite mod for Arma 3, here : https://steamcommunity.com/sharedfiles/filedetails/?id=1310581330 If you are mission maker my comrade RedBelette develops a mission framework for Arma 3 that you find here: http://steamcommunity.com/sharedfiles/filedetails/?id=1226877632&searchtext=red+framework ----------------------------------------------------------------------- Acknowledgements ----------------------------------------------------------------------- Many thanks to the TGV team ! ----------------------------------------------------------------------- Releases : ----------------------------------------------------------------------- V1.0 : First release of the mod V1.1 : Add V2 missile Missiles are now destructible but not targetable Flame size reduction during launch
  12. Hi, I've just started to get in the modding scene for Arma 3. I'm starting off with the basics like config modifications. And I've made a lot of progress so far. However, I've been working on a new type of ammo that is roughly equivalent to artillery in power. Due to this I was hoping to have the same visual and sound effects of the 230 mm Rockets from the M5 Sandstorm MLRS play when the new round i'm working on impacts a surface/target. But I'm at a bit of loss of how to go about implementing that. Any advice or suggestions would greatly appreciated, thank you!
  13. ADV - ACE CPR Giving you a second chance if your everyday CPR doesn't do squat. My community and I had a serious problem with the way ACE handles its CPR. If you're playing with ace_medical_enableRevive=1 you might have found out that CPR practically does nothing as long as your patient has no pulse (i.e. is in the revive state). You would need to use a Personal Aid Kit to revive your patient, setting all his health variables back to their start values - practically doing a magical heal with the magical wand called PAK. With adv_aceCPR you can finally use CPR to get someone out of the revive state without healing him completely, making gameplay much more interesting. After successfully "stabilizing" the patient, he/she will have a basic pulse of at least 30bpm. ACE-doctors have a 40% success rate and ACE-medics have a 15% success rate. Regular riflemen can resuscitate a patient, but they will have a much lower success rate. They can still keep the patient from dying due to an expired revive timer though. The success rate is lowered if the patient looses blood and is raised if the patient received Epinephrine right before CPR. The minimum rate is always 2%, unless the player starts with a success probability of 0 (look at "For mission builders" for additonal info). Depending on your settings (adv_aceCPR_maxTime, see below) you might be too late to resuscitate a player with CPR alone - in that case I have good news for you: With version 1.4.0 a new item has been added to ADV - ACE CPR: A defibrillator. The defibrillator works almost like the CPR action, but you have to have an AED in your inventory and it's much faster and the success rate is way higher. Using the defibrillator will induce pain to all units who stand too close to a patient when the defibrillator is used (except for the operator). You can only use the defibrillator if you're a medic (ace_medical_medicClass > 0). I recommend using ADV - ACE Splint additionally to ADV - ACE CPR - not just because I'm the modest author, but because these two mods offer the things I felt missing in the current version of ACE³. Download: The most current version (1.5.2) can be downloaded here: https://github.com/Pergor/ADV_Medical/releases/download/1.5.2/adv_aceCPR.zip Or get it at armaholic (thanks to foxhound!): ADV - ACE CPR v1.5.2 For now I uploaded ADV-ACE CPR to Steam Workshop as well: http://steamcommunity.com/sharedfiles/filedetails/?id=1104460924 Advanced Combat Environment 3 (ACE 3) Community Base addons A3 The Addon is signed and has a bikey. And of course ACE³ is needed - adv_aceCPR works with at least version 3.12.0 For mission builders: You can set the probabilities for successful resuscitation individually depending on the value for ace_medical_medicClass a player's unit has, or the time to be added to the revive timer or the duration during which CPR can still be applied successfully. The easiest way to do this is via CBA Settings ( https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System ). Alternatively you can use the following variables in your mission: adv_aceCPR_probabilities = [40,15,5,85]; //the first entry is for ace_medical_medicClass == 2, the second for == 1, the third for regular units with ace_medical_medicClass == 0 and the fourth one for the defibrillator. So if you want to disable CPR for any player with less than ace_medical_medicClass below 2 just use something like this: adv_aceCPR_probabilities = [40,0,0,85]; The time to be added to the revive timer (+/-3 seconds) can additionally be set with this variable (default is 30, maximum is 40, minimum is 15 - if set to anything below 18 there's a chance you spend more time on CPR than you gain): adv_aceCPR_addTime = 30; To set the duration during which CPR can still be applied successfully, you can set adv_aceCPR_maxTime. (Eg. if your ace_medical_maxReviveTime is 600 seconds and you want players to only be able to resuscitate patients for 300 seconds, set it to 300. If the value is higher than ace_medical_maxReviveTime, it will revert to ace_medical_maxReviveTime). After this time you have to use AED or PAK to resuscitate a player (default is 1200). In other words: after adv_aceCPR_maxTime each CPR only adds time to the revive timer, it won't bring your buddies back: adv_aceCPR_maxTime = 300; The classname for the defribrillator item is "adv_aceCPR_AED" I highly recommend to adjust the values for adv_aceCPR_probabilities when handing out the AED. Current issues: - Unknown Special thanks: - LeWarz and the whole Spezialeinheit Luchs for playtesting - Markus from Boom Tools Filmton for his support and the AED sound! - T.Fork - NorX Aengell - DeliciousJaffa Changelog: 1.5.2: ADDED: setting to enable AED usage only in medical facilities/medical vehicles/both/all. 1.5.1: ADDED: Setting to enable/disable ADV - ACE CPR. 1.5.0: ADDED: added cba settings. ADDED: setting for maximum duration for CPR to be still successful. IMPROVED: time added to revive-timer upon CPR now depending on new variable adv_aceCPR_timeAdd. REMOVED: deprecated variables adv_aceCPR_onlyDoctors and adv_aceCPR_quotient. And of course, the licence: This addon - as a whole - is allowed to be copied, distributed or modified as per the GPL-2.0 licence. Additional terms apply for using this addon: You may not use this addon or parts or derivatives of it for any commercial purposes, including monetized game servers. This addon or parts or derivatives of it may not be used in any derivative of Life gamemode. Different licences may apply to parts of this addon if it's not copied or distributed as a whole.
  14. Hi, I want to take a current uniform or gear item, retexture it, and upload it as a standalone mod. I know how to overwrite current content, but I want to make it a custom standalone mod. How do I do this? I cannot find any videos on mod making start to finish with this concept. Please help, thank you.
  15. Visit Gruppe Adler on our Website | YouTube | Twitter 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 3CB BAF Equipment SMA (partially) ARC GER Project Opfor RHS R3F BW Mod Only viable Helmets are supported. 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 can be found on the corresponding wiki page. Dependencies ACE3 License This project is licensed under GRAD APLv1.0. 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
  16. Sugar Lake v1.51 by Major Desync Background Sugar Lake is a township in the Vieilhomme Delta. A hub for oil exploration and extraction, Sugar Lake has extensive port facilities servicing a number of oil rigs and refineries in the surrounding wetlands. These include the Sugar Lake Oil Field, owned and operated by Vrana Petrochemicals, a division of the multinational conglomerate Vrana Industries. Given the strategic importance of these assets, Sugar Lake is home to two recently requisitioned military installations - Joint Air Facility (JAF) Sugar Lake (formerly Sugar Lake “International†Airport) and Camp Burnside (formerly Sugar Lake Marina). The military detachments in these bases are supported in local security and counterinsurgency actions by a number of private military contractors (PMCs). The most prominent of these is Ion Services, which operates out of an extensive facility in the port. The security provided by these forces has encouraged the government to locate several of its displaced persons (DP) camps in Sugar Lake, housing citizens internally displaced by the virulent insurgency that wrack the country. Some of these refugees have voluntarily fled conflict zones, others have been resettled as a result of Ward of the Government Orders. Corporate Social Responsibility Pacts with a number of private enterprises, including Vrana Industries, provide these refugees with welcome opportunities to supplement their subsistence allowances with Productivity Credits by working in the local oil and port facilities. Insurgent and other criminal groups have tried to exploit the DP camps as recruiting grounds, but thanks to the vigilance of the government, the military and their PMC security partners, their efforts have been unsuccessful thus far. The Vieilhomme Delta is a maze of bayous, channels and watercourses of varying size, and low-lying islands covered with tall marsh grass and patches of dense forest. The wetlands are infested with a number of anti-government militias. According to government sources, several of these insurgent groups are proxies for foreign states and non-state actors bent on the destabilisation of the country. Moreover, many insurgents are affiliated with international organised crime syndicates, who have made Vieilhomme Delta a highway for narcotic and arms, and human trafficking. Features: Terrain dimensions: 8.2 km x 8.2 km Terrain area: 67.1 sq. km (same area as Zargabad) Heightmap resolution: 4 m/pixel Elevation range: -15 m to +16 m Approx 280,000 objects drawn from A1, A2, and A3; AiATP or CUP Terrains is a required addon. Vast majority of buildings enterable. Low-lying river delta marsh terrain, with high marsh-grass and patches of dense woodland; many navigable bayous, bays, and channels. A large low-density urban area surrounded by levees, and several small outlying delta settlements. A large industrial port facility, with a number of different compounds, including a PMC base, several shipping container yards, and oil storage plants. An air-base, with extensive hinterland and associated radome installation, military camp, and fuel storage facility, all surrounded by levees. A military camp with extensive dock, field hospital and airmobile facilities. A range of industrial facilities including several oil refineries and isolated outlying extraction rigs and installations. Sugar Lake's size, topography, ground cover, and locations make it perfect for amphibious operations involving boats, subs, and divers, and/or airmobile elements, as well as counterinsurgency search-and-destroy missions, and/or insurgency raids against military or industrial infrastructure and/or personnel. The various oil and port installations are suitable for close combat and MOUT. This is not an ideal map for extensive armoured maneuvers, aside from convoys. However, Sugar Lake does offer a chance for amphibious vehicles to shine. Required Addons: CUP Terrains OR All in Arma Terrain Pack (note AIATP is no longer being updated, so CUP Terrains is recommended) Licence: This addon is released under the Arma Public Licence Share Alike (APL-SA) licence Media: Screenshots Video showcase by MS Leveldesigns Video Zeus flythrough by Hisashi Nagato. Review by Officially Lost. Change log: Beta v1.0: First release. Beta v1.1 (16/11/15) FIXED: Error message on start-up: “Cannot Load Texture Ca\misc3\wf\data\black.pac†by removing several objects including tents from the DP camps. (Thank you Auss for the pro tip!) FIXED: Placement and height of a number of objects - including oil platforms, wood docks, powerlines etc. ADDED: More pier ladders to oil facilities and wooden piers to make it easier/possible to climb out of water. Beta v1.2 (26/04/16) FIXED: Ugly artifacting on dirt textures due to new parallax mapping. FIXED: Various misplaced objects (floating garbage bins, sandbags etc). TWEAKED: Sugar Lake now uses the CUP Terrains models for all pre-Arma3 objects. It is still compatible with All in Arma Terrain Pack as of this release date. TWEAKED: The following objects incompatible with the latest versions of MakePbo have been removed: Shooting_range_acr, seacat, garbage_metal, powgen_big, TWEAKED: The positions of some of the army_hut, hotel and yellow bungalow house objects, and objects around them to compensate for inconsistent positioning in CUP Terrains. Beta v1.21 (hotfix for 1.60) (1/06/16) TWEAKED: Config and surface textures to come up to 1.60 standard. Fixes the 1.60 Black Sky bug. Thanks to james2464 and Makhno for the necessary know-how. Beta v 1.3 (10/07/16) Visual Optimisation - Making Sugar Lake Sweet Again. ADDED: Some trees and bushes in marsh areas. TWEAKED: Config lighting settings. TWEAKED: Sat image to better match the default surface textures. TWEAKED: Some of the surface texture PAAs. TWEAKED: Heightmap - adding perlin noise to some underwater areas and smoothing the airfield runway, taxiways and aprons. Thanks to t800a and Cype_revenge for hints and tips. Beta v 1.31 (20/08/16) TWEAKED: Improved outside terrain. Beta v 1.32 (23/08/16) FIXED: In-game map grid is no longer divided into two large-scale grid squares. This fixes some issues with the GPS coordinates and some features of ACE3. Thanks to Makhno for the pro-tip. Beta v 1.4 (14/04/18) TWEAKED: Water colour now changed to muddy delta brown (props to Bludski and the Cambodian Playground dev team for the config settings) ADDED: 1 new industrial area in the port featuring APEX objects ADDED: Scattered APEX objects to the oil facilities and town areas FIXED: Map glitch (fixed by A3 update) FIXED: Issue with bulletproof windows in some CUP A2 buildings (fixed by CUP updates) FIXED: Issue with CUP A2 army hut objects (fixed by CUP updates). FIXED: Buzzards now land without stalling on autopilot (fixed by A3 update) v 1.5 (05/05/18) ADDED: More Apex and Malden objects across the map. FIXED: Some misplaced objects from v1.4 v 1.51 (05/05/18) FIXED: Some misplaced objects from v1.5 Known Issues: 1: The row of buildings at grid 056978 has a weird lighting glitch, where they do not appear to reflect the ambient artificial light after dark. However, it will reflect vehicle lights, and lights placed via Zeus. 2: A3 water is invisible through A2 windows, which gives players x-ray underwater specs when looking through them. 3: Since v1.2, running Sugar Lake with All in Arma Terrain Pack, produces an annoying, but harmless error message requiring the CUP_Ca_Plants_E2 addon when launching Arma 3. Select OK to close the message and resumes the game launch. As of this release, Sugar Lake is still fully compatible with the All in Arma Terrain Pack. 4: Some of the A2 trees do not play nice with the new A3 lighting. Credits & Thanks: Silola for the outstanding X-Cam mod, with which most of the objects in this terrain were placed, and without which this terrain would have been delivered in multiples of the time and fractions of the quality. CAPTNCAPS (teamproskill) and FSF for their ever helpful Terrain tutorials. Bushlurker, M!lkman, Jakerod, Uro, Aus and the many others who offer help and advice in the Arma 3 Terrain forums. Mikero, whose tools underwrite most of the the Arma modding community. Gav for alpha testing. BIS for producing the Arma series. Download links: Steam Workshop Armaholic PlayWithSix
  17. Arma 3 Linux server and mod updater (workshop) A python script that updates your server and mods. Just edit the variables in the "Configuration" region to your liking and run the script. :-) Features: Update Linux server binaries Download mods from the Steam Workshop Update mods from the Steam Workshop Converts all mod files and folders to lowercase Creates symbolic links with human readable names (e.g. 620260972 becomes @alive) Non-features (for now): Setting up the basic dedicated server Manage keys Requirements: Python 3 steamcmd Steam account with an Arma 3 license (only required for downloading mods from the workshop) License: MIT Download: Arma 3 Linux server and mod updater (workshop)
  18. UPDATE! v4 - current version * I added a new inbetween animation for crouched movement with weapon up, in order to fix the massive jerking you experience when going from side to side. * edited the weapon up running (not tactical pace) so it still shows the crosshairs, just something I found annoying. Now that stance has a reason to exist. * added an OPTIONAL XEH script that increases the animation speed by 12.5% The addon is in the Optional folder. REQUIRES CBA! v2.3 * NOW WORKING! edition. Thanks to the help of good folks at the arma discord I managed to fix all the bugs and errors. Hopefully it all works fine now. v2.2 * fixed yet another fuckup with caused to you to ice skate around when you wanted to sprint. Sorry for the spotty release folks, it was hard to fish out all the stuff from that massive config and some stuff got broken in the process. v2.1 * fixed massive fuckup I made, with pretty much prevented previous version from working at all v2 The mod was completely redone from the ground up. Now it only edits the animations in places that needed the changes and no longer overwrites all of the vanilla animations. This means it should be compatible with any updates or changes BIS makes. I know its how it supposed to be from the start, but it was really time consuming and difficult to fish out the animations from the massive config file. ------ Hello! I have been trying to make the arma animations feel a bit less rough and more in line with standard FPS feeling. I was partially successful, I changed the minimal play time requirement to 0 and enabled step blending for pretty much all movement animations. This resulted in much smoother feeling, especially when changing movement direction very quickly. For the most part the feeling of lost control for a moment is greatly reduced. However one of the biggest issues remains. For some reason when changing movement direction from left to right, or similar, Arma goes like this: left > stopped > stopped player idle > right Its fast, but it still results in some pretty janky movement. I tried removing interpolation from left and right to stopped. It worked surprisingly well, but side movement interpolled into forward and back resulting with player character inching forward or back when stopping during side movement. If anyone knows how to deal with that I would welcome any help. http://www.mediafire.com/file/ln87i6d8fonf8ms/@Smoother Animations v4.zip
  19. Overthrow is a dynamic [SP/CO16] revolution simulator campaign built for ARMA 3. Description: Overthrow simulates undertaking a grass-roots revolution against an oppressive NATO occupation of your home. Altis, Tanoa (Apex required of course), and Malden are currently supported. Start in a in a small town with nothing, and fight your way to remove the occupying NATO forces from the Island. There is no single way to Overthrow, which is what makes it exciting and unique. Head on combat, guerrilla tactics, or economic domination are all possible. ACE and CBA are required, and Advanced towing is integrated. Our overall focus is to ensure that all player actions matter, and that things behave generally as you would expect them to in the real world. It was inspired by the great times we had playing the original "Antistasi" dynamic campaign. We would love you to help us test our mod, and help guide future development. Updates (24 July 2017): APEX no longer required, and an Altis, Malden campaigns have been added. Get ready for more community-map additions soon! Current Version is, released 15th July 2017. Updates are coming out frequently as new features are added and fixes completed. To install: - Steam Link --> http://steamcommunity.com/sharedfiles/filedetails/?id=774201744 - GitHub (download full source) --> https://github.com/jabberzac/Overthrow To get in touch: - Facebook (general help and chat) --> https://www.facebook.com/armaoverthrow/ - Discord (keep Armazac company) --> https://discord.gg/QGQ5gf4 - GitHub (report issues / view wiki page) --> https://github.com/jabberzac/Overthrow/issues - Reddit --> http://reddit.com/r/armaoverthrow General features: - GTA-inspired wanted/stealth system - Dynamic political system with regional stability - Buy and sell just about in any-game item/vehicle/weapon for currency - Reverse engineer and build items and equipment for your revolution-machine - Complete jobs to gain faction reputation and access to blueprints for valuable equipment - Capture towns and military objectives - Dynamic economy/Regional pricing/Trade - Buy, sell and lease real estate with prices affected by regional politics - Fast travel to any owned real estate or camp (configurable with difficulty settings) - Manipulate the markets with guns or piles of cash - Recruit and arm civilians - Designed to work in both single player and multiplayer - Committed to creating a living and breathing landscape where anything can happen - Ongoing development and addition of features - Support for more maps planned This addon includes the following scripts: - VCOM AI - by Genesis92x - http://www.armaholic.com/page.php?id=25381 - Advanced Towing - by Duda - http://www.armaholic.com/page.php?id=30575 Warm Regards, Foofski and the Overthrow Dev Team
  20. A Mod based on Tom Clancy's Ghost Recon, which covers the series from the original era until Ghost Recon Wildlands. It is primarily focused on making a functional and working CROSSCOM 2.0 system in Arma, based on the one from Advanced Warfighter and Future Soldier. Youtube Showcase- https://youtu.be/WH3YTKi3eJ8 Ghost Lead, Kozak, Pepper and 30K sweep through a European village with the CROSSCOM active. Allied squadmates are shown as Blue, while hostiles are Red, civilians white. The shape denotes unit type- infantry are diamonds, vehicles squares, with icon shape, size and color as close to GR's as possible. The small feed in the bottom corner gives a real time grid reference (GRD) and time. (LMT) Here you can see some OPFOR units that have been tagged by the HUD- if the players lose sight of the units the HUD projection/ feed will show a broken outline at their last spotted location, before disappearing over a short time. A screenshot of some players moving through a mission built for the CROSSCOM mod- A Ghost Team deployed to the Mediterranean in order to find and eliminate an enemy BODARK recon team, who are supporting Militia units in the area. This video uses outdated uniforms (VSM V1- and the current uniforms for the various Ghost Recon era soldiers are VSM V2.) Technical mod information- The CROSSCOM will IFF (Identify Friend/Foe) targets out to 200m for infantry, 300m for vehicles, in a colored diamond for infantry, square for vehicle, similar to Ghost Recon Advanced Warfighter- Red is hostile or unknowns, Blue is allied squadmates. Weather, time of day and the amount of cluttered terrain or stance all affect the HUD- it's harder to get an accurate read for the CROSSCOM when at night, in bad weather such as a storm or typhoon, and prone targets in brush terrain are harder to tag than standing targets in the open. The HUD also gives a readout of your current grid reference (GRD) and time of day (Local Mean Time, LMT) in the corner of the screen. Squad Linked HUD- The HUD is linked between squad members, meaning if one player spots a target it will appear as tagged for the entire squad if they are in close proximity to each other, out to about 50-75m between the individuals. I recommend disabling the ingame Squad hexagons when using the CROSSCOM. Broken LOS Area marks- If you have no direct line of sight to the tagged target or have lost line of sight to the target, for example if an enemy ducks behind cover, a broken outline of the diamond or square in the respective colour will appear in the last spotted location for a short period of time before fading on your HUD. The CROSSCOM is linked to several inventory items, and will only boot up and be enabled if you are wearing those items- the mod scans your inventory upon spawn and gives you tactical googles if you have no CROSSCOM item, meaning that the mod is usable in all custom missions and even in the official campaign, but bear in mind that it is rather over-powered for the base game campaign. UAV Supported- If you have a UAV overwatch in your mission that is controlled by a player who had the HUD, the UAV can tag targets for infantry or armored units. If a squadmate has the HUD enabled while linked to a UAV drone, the UAV's tag targets will be projected onto the HUD of the UAV operator and all infantry units in that squad, visible as a tag which can been seen through obstacles such as hills and terrain. If your UAV looses visual on the enemy forces the tag is removed after a short period of time. In addition to the HUD, the mod also moves the player's third person camera to an over-the-shoulder perspective, similar to the Ghost Recon games. Ghost Recon Faction- The mod includes a faction of units based on Delta Company, 1st Battalion, 5th Special Forces Group 'Ghost Recon' during the three major time periods over the course of the series. This includes the 'Classic Era', which covers the pre-GRAW (pre 2013) time period, and the soldiers are armed with M4A1 Carbines, M249 SAW's, M14's and MP5's. Classic units are equipped in M81 camo and have no CROSSCOM auto-enabled. Notably lighter gear and lack of helmets compared to later depictions of the units. All unit have loadouts/ units based on the PS2 or PC version of the game, Veteran Difficulty, with some liberties taken for game play reasons, such as adding smoke grenades, which were not in the original. All classes are based on the game's preset kits and options. Yes, before anyone asks the brown Ghille is correct and not a mistake, as both the Island Thunder and Jungle Storm campaigns have the Ghost's Sniper unit wearing a brown Ghille suit. Ghost Recon Advanced Warfare/GRAW Era covers the Mexican Civil War period of 2013-2014, and soldiers from the Bolivia campaign in Ghost Recon Wildlands are also included. Credits- Deadfast (Shoulder camera) and TPW for original HUD code, used with permission. List of CROSSCOM supported items- Tactical Glasses, Tactical Googles, VR Headset, Assassin Helmet (Black), Viper helmets. Download Links- Steam Workshop- http://steamcommunity.com/sharedfiles/filedetails/?id=1274118490 Armaholic- http://www.armaholic.com/page.php?id=31449

    Okay so this is the idea, why dont we create a total conversion of arma 3 and putting it in the Iran Iraq war? i've got so many good ideas for this future mod but sadly i dont know how to make such thing, otherwise i would of done it by now! im ready to share my ideas and to start a group of modders under one name. my aim is to create a mod that is as good as the RHS mods and CUP.
  22. The Black Order is a fictional Terrorist Organization inspired by fictional mega corps and terror cells and other bad evil large organizations out there. The mod add a new faction named Black Order containing allot retextured weapons, gear and vehicles. Welcome in to the light operator, remember our cause. The mod is using CBA and RHS:USAF as base Content Black Order Faction (OPFOR and INDFOR) Military Science Division Military Police Retextured objects equipment and item Vehicles Weapons Clutter items A new sect feeling to the game Change log v2.1.0 Tank update - Added a black camping table (#9) - Added and adjusted crate inventories (#22) - Added C130J (#8) - Added M1A1 (#11) - Fixed and added police sirens on military police vans (#14) - Fixed wrong faction in group config (#21) - Fixed wrong scope of traitor air unit (#19) - Removed stolen green smoke from LAT (#20) - Adjusted infantry inventory and equipment (#13) [ACE] - Adjusted names to match ace (#13) [ACE] - Refactored L-Pill (#5) [ACE] v2.0.1 Minor - Fixed missing displayname for zeus spawned aircraft. #3 v2.0.0.0 - Relaunch - Major reconstruction of the entire mod - Added new aircraft (Jet, VTAL) - Added new ground vehicles - Added static weapons - Added more clutter items - Added new gear - Reworked all weapons used. - Reworked all gear and inventory - Added ability to add supported mini mods. - Added ace compatibility mod. (the mod warns if the mod is not on when ace is present.) - Added stringtable to open up for fan translations Download Github Steam Workshop Required Addons CBA RHS: United States Armed Forces Optinal Addons ACE3 (ACE Compat) Links GitHub GitHub Issue Tracker
  23. ADV - ACE Splint - Fixing you up if your arms and legs go kaputt - The times are over in which you had to use a Personal Aid Kit to fix damaged arms and legs with ACE³. ADV - ACE Splint offers you an item you can use to fix damaged arms and legs. Of course the option to splint a damaged limbed will only be available with ace_medical_healHitPointAfterAdvBandage disabled. Depending on your settings an applied splint might come off again. In that case you might be able to apply it again, or have to use a new one. I recommend using ADV - ACE CPR additionally to ADV - ACE Splint - not just because I'm the modest author, but because these two mods offer the things I felt missing in the current version of ACE³. Download: The most current version (1.1.2) can be downloaded here: https://github.com/Pergor/ADV_Medical/releases/download/1.1.2/adv_aceSplint.zip You can get it at armaholic (thanks to foxhound!): ADV - ACE Splint v1.1.2 Advanced Combat Environment 3 (ACE 3) Community Base addons A3 The Addon is signed and has a bikey. And of course ACE³ is needed - adv_aceSplint works with at least version 3.12.0 Or get it at the Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1291442929 For mission builders: Settings for ADV - ACE Splint can be changed with cba settings, or the following variables: adv_aceSplint_reopenChance = 30; //default 0, maximum value 100 adv_aceSplint_reopenTime = 300; //default 600, minimum 30, with a certain random factor adv_aceSplint_reuseChance = 80; //default 80, maximum value 100 The classname for the splint item is "adv_aceSplint_splint" If you want to enable logging to rpt set this variable: adv_aceSplint_diag = true; Current issues: - Unknown. We don't usually play with ace_medical_healHitPointAfterAdvBandage so if something breaks I'm most likely the last person to know about it, so bug reports are always welcome. Special thanks: - NorX Aengell - DeliciousJaffa Changelog: 1.1.2: ADDED: Setting to enable/disable ADV - ACE Splint. 1.1.1: IMPROVED: added randomization to reopen-time. FIXED: reset of falling off splints upon PAK usage. 1.1.0: ADDED: cba settings. ADDED: splints can now fall off. ADDED: variables for probability for the splint falling off, time for the splint to take falling off, and for the probability to be able to reuse the fallen off splint. And of course, the licence: This addon - as a whole - is allowed to be copied, distributed or modified as per the GPL-2.0 licence. Additional terms apply for using this addon: You may not use this addon or parts or derivatives of it for any commercial purposes, including monetized game servers. This addon or parts or derivatives of it may not be used in any derivative of Life gamemode. Different licences may apply to parts of this addon if it's not copied or distributed as a whole.
  24. 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.
  25. Unit Voiceovers, an arma3 voice-over addon DOWNLOAD Author: 654Wak654 & the0utsider Website/Repo: https://github.com/the0utsider/unit-voiceovers Short description: Dynamic, randomized 3D-positional sound samples for units Requirements: None Version: v1.29 Signed: Yes Description: Using NWI's iconic game 'insurgency' sound samples, this add-on created to improve overall experience and bring dynamism to expressionless Arma3 models. I always imagined this to be something similar to st_hud but an aural one instead of visual. Each faction has their own sounds, with samples played on certain actions to increase situational awareness, to simulate better close quarters combat. Features: Complete overhaul for default arma unit voice-overs Opfor, independent, blufor sides use their own different set of voices Randomized samples on each action for diversity Spot enemy / callout targets direction (Default key 'T') ACE3 compatibility: supports ace grenade types works independent from 'enablesentences false' setting; using its own EH framework almost 1000 different sound samples total 'spot enemy' feature:This is similar to tactical ping, only an aural one to quickly alert your group. It uses 'knowsAbout' command; according to weather, time of day and distance of enemy soldier, player will call out enemies direction. If 'knowsabout' value return zero, function won't work. Customization: * CBA is required to enable add-on options Enable/disable VOs for player/client Sound sample pitch adjustment Set volume level and travel distance to your liking Ratio customization for certain sounds Rebind/change 'Target Spot' key via CBA add-on controls Dynamic voice-overs when: clip goes empty/reloading, shooting enemy, being shot at, getting wounded, hurting a friendly, spotting enemy, using throwable items, low on ammo, hostile throw grenade at you, a teammate nearby is killed, planting charges. Included Files: gokmen.bikey goko_uVO.pbo goko_uVO.pbo.gokmen.bisign Thanks: 654wak654 for original EventHandler code, this add-on could never exist without his support. Ömür 'gebbet' & Hamza 'ElKappucino' for testing. Sceptre for feedback and help. NWI for creating Insurgency, mikee and others for VO's License: Covered under Arma Public License Share Alike APL-SA Feel free to use and modify this code, on the proviso that you post back changes and improvements so that everyone can benefit from them, and acknowledge the original authors in any derivative works. DOWNLOAD ChangeLog: