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Found 303 results

  1. I have tried installing/reinstalling CUP Terrian - Core, reorganizing my command line add-ons, and server update. Given error message: Warning Message: Addon 'LSR_contact_in_cup_aesthetics_c' requires addon 'CABuildings' I have not run into this issue before. I am using a dedicated server, Host Havoc.
  2. 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.
  3. OPCOM - OPERATIONS COMMAND VERSION: DOWNLOAD: Steam Workshop DESCRIPTION OPCOM is a "see what you get" menu to set up a single-player scenario for missions and a basic liberation mode. You can also drop into other maps, directly from your current scenario, to execute a special operations mission. It takes just a few clicks to set everything up to your liking. Also great for testing new maps and other content. The menu has customization options, so you don't have to stick with its name, colors, or my logo in the boot sequence. More things to come in the future. WARNING: 1. This mod is still in development. Bugs and errors are guaranteed! 2. This mod is made out of fun, not to compete or replace other mods! 3. This mod is not perfect, but I am willing to learn, optimize and clean my scripts. 4. My military knowledge is from games and movies. Military terms might not be used correctly. This mod wouldn't exist, without all the great people here in the community. Without you, I don't know what I would have done when I couldn't wrap my head around an issue. To all of you who are contributing to the Wiki and Forum... THANK YOU! GLOBAL OPS UPDATE (17.02.2022) In Global Ops, you will drop from your current scenario into any other map of your choice in the Arma world! Here's what you can expect: Deploy from your current scenario to Global Ops missions on any other map. Set up to three different objectives for your operation. Insert on foot, with a helicopter or para drop into the action. Easy Access from a homebase on Stratis in Singleplayer Scenarios. Your entire setup carries over to the Global Ops mission. The Global Ops mission ends after all objectives are done or failed. MORE UPDATE FEATURES OPCOM should now work on more maps, as long as they have at least three locations. OPCOM should now work with more factions. You can now add and delete single units from your squad. Access to the full arsenal, including all ACE items. Import and export your OPCOM loadouts to BIS and ACE arsenals. Add vehicles from all factions of your side to your current faction. Change your operator type in the commander settings of your faction. Randomized weather system (experimental). OPCOM now works on other screens than 16:9 (at least tested with 4:3, 16:10, and 21:9) Your squad now heals themselves or each other when wounded or down. Disable OPCOM respawn and revive system entirely. Script and performance optimization. For a full list of all features, tweaks and fixes have a look at the patch notes below. SCREENSHOTS OPCOM KEY FEATURES full operator customization, including inventory management and gunsmith import and export loadouts with BIS and ACE arsenals support setup, incl. transport, CAS, artillery, and vehicle drops faction setup for your scenario customize the name, flag, vehicles, and groups of factions six missions available, plus liberation game mode world settings, incl. random patrols, air traffic, and random weather system (experimental) various settings for gameplay, AI difficulty, and menu customization transfer your settings between different OPCOM scenarios HOW TO USE OPCOM Place a unit on the map in 3DEN editor (you can change faction etc, in the menu). Place the OPCOM module on the map. It can be found in ‘modules >> ai-mods’ Save your mission to single-player scenarios or play directly from within the editor. Open OPCOM from your action menu or bind a key in Arma settings. COMPATIBILITY AND KNOWN ISSUES Don’t use respawn, revive or damage multipliers, if you use ACE or other mods that include medical features or damage handling. Some combinations of mods may cause issues when spawning the dummies or vehicles in the menu (just happened once with Project Blufor and COD: MW2-Core enabled. The Game crashed when a new dummy spawned on faction change.) Performance drops with ambient flybys over large AI groups. Various problems if you decide to play in multiplayer, despite the mod's singleplayer nature! Bloodlust mod conflicts with OPCOM respawn (will look into it). FUTURE PLANS coop support more objectives squad units customization civilians I don't want to plan too much ahead. The top priority at the moment is to make this mod stable. But I'm curious about your feedback and what you want to be added. THANK YOU! Bohemia Interactive: Thank you for giving us Arma without any boundaries. Community: Thank you to everyone who is contributing to the Wiki and Forums. Honorable Mentions: KillzoneKid, das attorney, Dedmen, Gunter Severloh, Larrow, PierreMGI, serena, Tajin Test-Squad: Arsenic, CazerVarix, Berni, Gattobuono, and Z Lone-Wolf-Patch by Domi Task Icons by Kalthramis (GitHub) PATCH NOTES v.0.0.220217.1 v.0.0.211204.3 v.0.0.211121.1 DONATIONS You like my mod? You want to support me? Thank you in advance! At the moment, every cent is appreciated. MAKE ARMA, NOT WAR! DOWNLOAD Steam-Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2651774379
  4. Hello everyone, I was able to learn a lot in the last few weeks by browsing through many posts here and also asking about it. It's really great how much input you can collect here as a beginner. I would like to retrofit the Cayuse helicopters with a GPS from the SOG CDLC. Addressing the basics for this with a class name, creating and integrating by own mod also works when I just "activate" the first two Helis from my actual config.cpp. But now, as a non-programmer, I'm getting to a point where determining parent and child classes becomes very abstract to me with all the 7 Cayuse want to integrate. Attached is my current code and the error message I get when I start the game. I also understand the reason for the error. But I'm a bit confused as to how to come to a solution now. Am I on the right track if I use the BI Wiki as a guide when it comes to external base classes? And which way is the next one then? Orientation using the example of two or the Implied child classes? Actual Code - Config.cpp Classes and Rootpaths of the Cayuse Helicopters My Error Hint by Starting Arma Ideas for the next step to solve BiWiki: https://community.bistudio.com/wiki/Class_Inheritance#Basic_config_concepts Thank you for your ideas and help and a push in the right direction!
  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 - 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)
  6. Hello all, Here is a little script enabling AIs for rearming when out of ammo. If I'm right, the vanilla behavior is: - AI leaders sometimes order their AI subordinates for rearming at crates (probably only simple crates/vehicles with accurate magazines). Anyway they don't succeed in that (or barely). What I experienced is AIs running after vehicles, AIs stuck, AIs disobeying... If you have better experience on that, please share. - as playing leader of AIs, you can order your units to rearm at... known abandoned weapons, crates,... no matter if you don't know where they are and how far. The list can be looooong (as a day without bread) , and the, totally useless. you can see you AI crossing the map without few chance for actually rearming. Well, I'm trying here another approach, in this way: - first of all, I limit the script to AIs with played leader. (Just avoiding too many codes on server, but feel free to test what ever units you want); - only AI units owning a primary weapon are concerned: No player, no tourist; - When the AI has less than 10 remaining shots in its primary weapon, if magazines or weapons can be picked, within 100 m of the unit (anytime), the AI will move and pick them up. The possibilities and priorities are: - Any object stated as Arsenal (virtual crates/ vehicles with arsenal code...), is scouted as priority 1. That means the AI will reload at this object, with compatible mags, no matter the content of the arsenal crate/vehicle. At this time, and possibly for ever, I don't make any filter about possible limitation on arsenal. That means any enemy (concerned AI) can rearm at any arsenal. - The priority 2 is crates/vehicles fitted with compatible mags. The rearm action on a crate can empty it. This action is the standard behavior of Arma's engine. If you want more, see module! Anyway, the mags can be inside uniforms, vests, backpacks inside the crate or the vehicle. Not so bad. - the priority 3 is friendly fallen corpses... There is neither arsenal, nor crate but some fellows are lying on ground with compatible mags. That's the last chance for AI to keep their actual primary weapon; - the last priority (4) is any weapon found on ground, inside crate or vehicle. This weapon is different from the original. If several choices, the AI will pick one at random... At this time, I don' have filter for all possible cases and skills of AIs... It's just out of my scope. anyway this weapon can be inside a backpack, inside a crate... I added a mandatory mag for this weapon as I don't want the AIs out of ammo, then picking a weapon, out of ammo then... in a boring cycle. Furthermore, at this time, the abandoned weapon is deleted. Note 1: Vehicles are considered as crates if engine off! Note 2: You can stop an AI (stop order), so he will not continue his search for mags or weapons (but he will not fight without ammo). Of course, as I'm scripting also for my mod: MGI Advanced Modules, I added a Rearm Module enabling more possibilities: - You can easily choose different units (to be upgraded perhaps); - When your AI rearms, the secondary weapon (if any) is refilled in tube (so 1 shot). The AI receives up to 3 first aid kit and hand grenades or smokes. The AI grabs also up to 6 grenades for GL if any. - the rearm and switchweapon vanilla actions are replaced by animations (same ones) and custom scripts avoiding vanilla inventory (too many mags, no grenades, poor fak) Known limitations: - the hand guns are not treated at all; - the GL and launchers are treated in module, but only in case of low primary weapon ammo which stays the triggering factor; Compatible for MP (the treated units are local on each PC/Server), compatible with mods. Depending on mods, you can experience some little difference: - compatibles mags means... compatible mags and some vanilla mags can be used instead of specific ones, for arsenal. I'm not responsible of these choices. - on the other hand, there are several "FirstAidKit" along with mods. Some of them keep the class name and modify the aspect, some of them modify the whole stuff (for nuts,imho). Your AI can receive firstAidKit instead of "blabla_holyKitofTheGreatesModEverWritten" . They will not make difference, and you'll see that if you pick items on dead AI fellow. Have fun! Version: 28 / 07/ 21 in init.sqf
  7. 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 😄
  8. The RwG Addon "Basebuilding Exile" is now available. Steam Community Link This contains new objects and structures for the Exilemod. So far only wood elements are available and their upgraded versions. These can be crafted as frames, placed as usual in Exile and can then be upgraded with the Wood Planks Upgrade Kit (needs a hammer) and with the Exile Fortification Upgrade Kit reinforced with metal. Item-List Features/Contains - A big gate for transporters. - Different door variants. - An elevator that can lift vehicles and people. - More snappoints - Compatible with Exile objects - 3 Custom/Shadow Lods, different texture resolutions, View Geometry and Phys Geometry - Items Electric Engine, Box Of Nails, Wood Planks Upgrade-Kit, Furnace Kit, Anvil Kit, Workbench Kit - and much more Exile Vanilla If you want to use the objects without frames, you don't need to change anything in the config. Use recipes which create a full wall. CustomCodes Old (Only WoodPlanks-Upgrade) New El'Rabito-WIP (WoodPlank-Upgrade + MetalGrid-Upgrade) If you want to use this variant, then use the attached recipes and customcodes. To upgrade a frame, you will need the Wood Planks Upgrade Kit and a Hammer. Update 1.01 Update 1.01a Update 1.0.2 CraftingRecipes vers.2 CfgInteractionModels WARNING This mod is still under development. There may be errors, which are not intended by the creator. Please report bugs in the Discord "Bugs" Channel If you use Enhanced Movement, write the objects of the RwG Addon in the blacklist, otherwise locked doors can be opened by everyone. The elevator does not write coordinates of players and vehicles in the database. So move/drive before log-out. This mod is an extension for the Exilemod and therefore not functional without it. This mod may not be modified and reuploaded without the permission of the creator. This violate the Steam EULA 6D. Reuploads will be removed without warning via DMCA Notice.
  9. 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 !
  10. GF Temperature Script - Mod by GEORGE FLOROS [GR] Description: GF Temperature Script - Mod , the values are based on real measures. 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 Temperature Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.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 colors 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/ Notes: The Values are based on real measures and there are 4 different options according to the selected climate. 1 = Hot Desert Climate , 2 = Mediterranean Climate , 3 = Subarctic Climate , 4 = custom The changes are affected from : month time Sun Elevation overcastForecast fogForecast rain gusts Altidude Sea Deep Sea Depth The Temperature Variables are : GF_Temperature_Sum_Air GF_Temperature_Sum_Sea It is possible after the script initialisation , to use them in other scipts etc. This scipt will be used in the future , for other projects as well. It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Big thanks to CarlGustaffa for his Sun elevation code. https://forums.bohemia.net/profile/742616-carlgustaffa/ 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 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40349 Armaholic GF Temperature Script - Mod
  11. NightOps - Arma Platform Modding Project www.NightOps.de One month after the early access release of Arma Reforger, we are happy to announce the NightOps modding project officially. We provide frameworks and custom gamemodes in Arma Reforger for everyone to use. This makes creating a coop or solo scenario very easy for mission makers. No workbench experience yet? Don’t worry, our first tutorials and documentation will lead you through it! And the best thing, it’s already published! The team made several released the last weeks but we feel now ready, to announce this project to the public. You can either use just one framework as a dependency or the whole package with a lot of useful features for creating custom missions. A showcase what features and mechanics are included can be already played in the NightOps - Everon 1985 mini-campaign and we will release custom PvE and PvPvE gamemodes in the near future. What is already done and can be used right now by everyone: Custom Modes Framework (provides ready-to-use Coop gamemode prefabs and some mighty custom trigger for mission design) Dynamic Task Framework (provides a dedicated server working task manager with a lot of custom task trigger) Dynamic Spawn Framework (provides a system to dynamically spawn and de-spawn groups, vehicles and objects and can even use a dynamic faction system to change the spawning units depending on mission header configuration) Everything is covered in a great basic tutorial written by Herbiie and documented well on our website. And more deep dive guides will follow soon about every framework. Next to that, Zeal published a small tutorial about Additional Script utilizing the frameworks in a more specific way about topics, people were asking lately alot. It’s part of our philosophy to make the project open-source sharing everything we learned for the community. So you can either just download the dependencies in the Ingame workshop or review the sourcecode repositories on GitHub. And finally, I want to share a overview about our roadmap for the near future: While we are working already on bigger gamemodes in the background, we are happy to tease the NightOps DYNAMIC COMBAT PATROL mode which will be released soon. We will offer a immersive and persistent combat patrol experience for Arma Reforgers Everon map. And mission makers can use the gamemode out of the box to add it to other custom terrains easily. Ofcourse, that will be covered by another tutorial when it's done. So don’t miss an update and follow us on Twitter. We are looking for your feedback and issue reports. And if you need support, you can always tag us in the official Arma discord server, on the Enfusion Discord or in our own NightOps discord. So enjoy the mods, feel free to critize what's buggy right now (and we expect that you find the bug's we aren't aware of) and stay safe!
  12. I want to create multiple team(like battleground's squad). That means each team can use independent radio frequency, respawn points/area. Are there any mods that support these function? I've been looking around the Workshop for hours, but I can't find it. Tks in advance!
  13. Requires the latest version of CBA A3. Zeus Enhanced, also known as ZEN, is an Arma 3 mod aimed at improving and expanding the functionality of the Zeus real-time editor. Zeus Enhanced is built with communities who use Zeus as their primary mission making tool in mind by enabling curators with powerful tools to create dynamic scenarios in an efficient manner. For an in-depth breakdown of the features and frameworks please visit the website. This mod is built using the same foundation and design standards as the ACE3 Project. Special thanks to the ACE3 Team for their open source nature and permission to use their systems, without their work this would not be possible. You can download Zeus Enhanced from: GitHub Steam Workshop Features A lot of powerful new modules, as well as improved vanilla modules. Completely rewritten attributes system available for all objects. Context menu that provides quick access to common Zeus actions. Settings to customize the Zeus display (move display to edge, remove watermark, etc.). Ability to disable live search to reduce lag when searching through a lot of items. Overhauled markers tree with markers sorted into categories. Ability to create and edit area markers through Zeus. Rewritten, faster remote controlling of units. 3DEN editor object preview images in Zeus. Player visibility indicator to help ensure mission adjustments are not made in view of players. Placement preview that enables precise object placement on surfaces. Vehicle customization garage made specifically for Zeus. Various bug fixes and quality of life improvements to the Zeus interface. Settings to control Zeus camera properties such as speed and available vision modes. New waypoint types such as paradrop available through Zeus. Contributing You can help out with the ongoing development by looking for potential bugs in our code base, or by contributing new features. We are always welcoming new pull requests containing bug fixes, refactors and new features. We have a list of tasks and bugs on our issue tracker on GitHub. Please comment on issues you want to contribute with, to avoid duplicating effort. To contribute something to ZEN, simply fork this repository and submit your pull requests for review by other collaborators. Remember to add yourself to the author array of any PBO you will be editing and the AUTHORS.txt file; including a valid email address. Submitting Issues and Feature Requests Please use our Issue Tracker to report a bug, propose a feature, or suggest changes to the existing ones. License Zeus Enhanced is licensed under the GNU General Public License (GPLv3).
  14. 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.)
  15. In short: i made several local faction mods using ALiVE ORBAT, and loaded all of them. The problem is, only one new faction shows up. Please help! // Packed using PBO manager, prefix is $prefix$; added from G drive
  16. BettIR - IR Improvement for ARMA (Alpha Release) Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2260572637 Also, if you liked my work and would like to see more - feel free to support me on my Patreon: https://www.patreon.com/vestarr Arma is a great game, but there's one thing it could never do - IR illumination. There's a lot of great things that only work in IR Spectrum, but ESPECIALLY in ACE mod, if it's dark - you're doomed. In real life, you would normally use IR illuminators for that purpose. They emit a bit of IR light to help you see stuff around you. A lot of known Night Vision Goggles have them built in; you can also find these lights in AN/PEQ-15 boxes and other weapon-mounted light combos. Unfortunately, Arma doesn't natively support such thing. However, with a bit of scripting (and magic) we can make anything work right? The mod currently only involves: - NVG-mounted IR lights (compatible with particular NVGs only) - Weapon-mounted IR lights (e.g. vanilla IR laser pointer is enough to use this functionality) - Compatible with Vanilla NVG's and IR pointers - Compatible with most RHS NVG's and IR pointers - Compatible with most CUP NVG's and IR pointers - Compatible with most USP NVG's - Allows you to use your laser along with the IR illuminator - Multiplayer Compatible! - Configurable keybinds to toggle the both lights (Ctrl + Alt + L and Ctrl + Alt + N by default) - Adjustable viewdistance - Tested with 66 AI actors with their illuminators on with minor FPS impact - Easily Extendible - see "For Developers" section below To be added soon: - Weapon-specific offsets for better approximation of the position of the light source - IR Patches - IR-only textures - Weapon-mounted illuminators - AI using it and reacting to it - Reorganizing the code architecture Known bugs: - Laggy in vehicles, potential fix in the pipeline - Position of the lights is approximated and might not be perfectly lined up to the actual position of the light source; will not fix (unless there's a method to fix it) Credits Ulfgaar - for giving me the idea to do the IR patches, which then spiraled out of control and became much more than that; for exchanging a lot of information about the real life technology and helping me understand it much more Dslyecxi - for feedback and Nightvision-related consultation OneLittleSociopath - for helping me figure out some of the optimalization concerns TheVache & Somedudechen - for helping me test this mod Disclaimer This mod doesn't change the color of the NVG's as the screenshots suggest! I used a wonderful NVG mod by Apricot to take nicer preview screenshots. You can find it here: https://steamcommunity.com/sharedfiles/filedetails/?id=1908374667 Licensing information can be found in the steam workshop link, to be updated soon. Contributions/suggestions welcome!
  17. martinkopac44

    NGSW mod

    I've been wondering if there is a mod that adds the Next Generation Squad Weapons from Sig Sauer. I believe that I'm not the only one that thinks that it would be nice things to have.
  18. Hello, As the title implies, I've made my first custom faction using Alive ORBAT and everything seemed fine, worked, and appeared in Editor and when I zeused it locally on my PC for trying. But when I uploaded it on the server it didn't appear when I wanted to use it in Zeus (Yes I installed the mod correctly on the server) The GameMaster Module also has enabled all the Unofficial addons. I used this tutorial https://www.youtube.com/watch?v=vC9eLS7fCWQ&t=1660s&ab_channel=WarIsHell Can somebody please help explain why? Thank you 😞
  19. Dynamic ISIS War System ATTENTION: - 01/22/2019: Mission is under development again! I will upload it to Steam, when I get something ready! Heavily modified version of the famous DUWS-M, originally developed by Kibot (DUWS), modified by Bigshot and rlex (DUWS-M) and enhanced by myself (DISWS). In this version player(s) have to fight the Islamic State as well as the Al-Nusra Front. On each restart you'll get a dynamic, procedurally generated campaign, playable on any map you like (not tested on all maps! Please report back!). It's all about asymetric warfare against an enemy who is sometimes difficult to find. Even when you cannot find any differences between the enemy and the civillian population! Face suicide bombers, ISIS supporters and a lot of new features which are making the famous and great DUWS even more enjoyable! NOTE: If you like this mission, please leave me a rating. Thx! ******** A.T.T.E.N.T.I.O.N ******** !!! This mission does NOT run on dedicated servers !!! I'm very sorry for this, but there are so many scripts and for now it's just too much work to change them all. I once started creating this mission for SP for myself. - Update 1.80 - See Changelog below --------------------------------------------------------- *** Check the LATEST required mods *** --------------------------------------------------------- FEATURES It's basically DUWS - but with a LOT of new stuff! I turned it into a Insurgency-style dynamic whole-map mission with a lot of atmosphere. All new elements are working seamless together with the DUWS mechanics. Commandpoints can be earned by shooting Al-Nusra fighters, disarming IEDs, get intel by locals, finish missions based on intel, and more. You can choose several winning conditions for your playthrough in the mission parameters (lobby). Additionally to taking over ISIS held zones you have to help the locals defending their villages against the Al-Nusra Front. If you help them, they will forgot about civilian casualties and there will be less suicuiders and other supporters. Also Al-Nusra and ISIS are hostile to each other. I.e. if you get intel from the locals about an ISIS weapons cache, that one might be placed on a location where Al-Nusra fighters are hiding - or attacking. They will fight each other and you can use this situation to your tactical advantage, just to name one example. The whole situation provides a nice "dynamic chaos" with unforseen situations happening. AL-Nusra also likes to ambush their enemies - for example they hide in buildings and shoot from windows. So you might need to kick in doors and search houses to get them out of the towns. There are so many possible things happening around a playthrough that I really cannot write it all down. For DETAILS about using new features please check the DISWS-Manual (map ingame diary)!! Reputation System: Civilians will whether like or hate you, or just being neutral. Depends on the amount of casualties and if you help them defending their towns against Al-Nusra. The occupied/attacked villages will change on each new playthrough. You will never know where they are, so you have to check the villages. A red marker will appear when you find a occupied/attacked village - and turns green when you defended it succesfully Al-Nusra is able to re-take villages in some rare cases. If you fail to defend a place against one of their attack waves, they will occupy it and you have to plan an attack to re-take it. The more civilians get killed, the more people will join the enemy = More suiciders and ISIS Supporters will operate against you! Civilians are "divided" into religious groups who hate each other (Sunni and Shia muslims) You can gain your reputation by defending towns against the Al-Nusra Front. Conversations: You can ask civilians about their opinion and thoughts. Talk to them to monitor your progress about occupied and defended villages, as well as civilian casualties. Search civilians and dead bodies for intel and items - but take care. A suicider doesn't like to get interrogated! More sidemission from found intel! (Weapons caches, HVTs) Perform your own playstyle (missions from HQ, from Intel, or just clear villages or fight against ISIS) Command your team or command the whole army! It's up to you. Like in DUWS there's an AI commander, but you can of course add HC squads however you want Full RHS U.S. troops and equipment for WEST. ISIS and Al-Nusra Front troops and equipment for enemies (and some stolen vehicles from the Syrian Army) IEDs Arsenal Buy, recruit units, vehicles, weapons, support, AI squads, platoons, tanks, planes, helicopters, etc. Fire for Effect (Immersive Artillery System. See ingame description) Supply Drop includes Arsenal Logistics (transport any object with vehicles like trucks, helis, etc..) Respawn at homebase or any established FOB There's a chance for a dead man's switch triggering when shooting a suicider. So keep distance. Immersive Mine Detector for IEDs (it detects also materials used to construct IEDs which can lead to false alarm) Ambient soundscape (Prayer call, music, radio at houses and other places, ambient chatter - ONLY with TPW MODS) Support for Weapon Mods (Can be equiped via Arsenal) All progress is persistent and will be saved with your savegame All scripts and features written with performance in mind! But if you still get low FPS, try these: Ingame distance view setting (CH View. See ingame Manual) AI limiter (can be enabled via mission poarameters) ZBE Caching (can be enabled via mission parameters, if you're encountering low performance after trying other settings) All DUWS-M features are included and working - I won't name them here, they're too many Commandpoints will also be rewarded for disarming IEDs, shooting Al-Nusra Fighters and finishing tasks provided by intel Select the win conditions in mission parameters (lobby) DISWS-Manual can be found ingame (map). Check it for full features description and How-To Currently work in progress - So far everything is fixed now! I'll be working on future plans soon. SINGLEPLAYER: Use the server-browser and start a local host (LAN session). Save your progress using the custom save function (radio: 0-8-1 - Sitrep). - Default map is Takistan! But you can play it on any map you like. It might case trouble on real small maps. On some maps the random placement of zones/hq may not work properly - or placing zones out of the maps range. First try to decrease the distance from HQ, the zone radius or place them manually. To play on another map, just rename the PBO, i.e. to DISWS_1_66.Altis.pbo (Keep in mind that Windows maybe does not show file endings! Just make sure the file ends with ".pbo") DOWNLOAD PBO: https://drive.google.com/file/d/0B81rpxl19DuQQVRneW9iZHpjWGs/view?usp=sharing STEAM WORKSHOP: http://steamcommunity.com/sharedfiles/filedetails/?id=1159 CHANGELOG: http://steamcommunity.com/sharedfiles/filedetails/?id=1159462402 KNOWN BUGS: - If you loose the Request Menu and other action menu items after respawn or when resuming a save, just respawn again or use the Save/Rest action at HQ or FOBs. REQUIRED MODS - CBA_A3: http://www.armaholic.com/page.php?id=18767 - RHS_AFRF3: http://www.armaholic.com/page.php?id=27150 - RHS_USF3: http://www.armaholic.com/page.php?id=27149 - RHS GREF: http://www.armaholic.com/page.php?id=30998 - RHS SAF: http://www.armaholic.com/page.php?id=32203 - CUP Weapons: http://cup-arma3.org/download - CUP Units: http://cup-arma3.org/download - CUP Vehicles: http://cup-arma3.org/download - CUP Terrains CORE: http://cup-arma3.org/download - CUP Terrains MAPS: http://cup-arma3.org/download - Takistan Civillians for CUP: http://www.armaholic.com/page.php?id=32020 - Iraqi-Syrian Conflict: http://www.armaholic.com/page.php?id=28406 - Revos's Mine Detector: http://www.armaholic.com/page.php?id=29929 STEAM-USER click here: http://steamcommunity.com/sharedfiles/filedetails/?id=908457911 *Thx, bcmaster Not needed, but HIGHLY RECOMMENDED - TPW Mods: https://forums.bistudio.com/topic/154944-tpw-mods-v20170208-enhanced-realism-and-immersion-for-arma-3-sp/ - RYD Liability Insurance: http://www.armaholic.com/page.php?id=27485 A word on TPW Mods: Sometimes (dunno why) the mission fails to disable unnecessary features from TPW. Better disable those in TPW's userconfig file. Specially Civilians, Croud, Cars, Helis, Fall, Puddles, Fog and Animals. SUGGESTED MODS - JSRS-Soundmod: http://www.armaholic.com/page.php?id=32317 - Unit_SFX: http://www.armaholic.com/page.php?id=28888 - Virtual Projectile Sounds Reality: http://www.armaholic.com/page.php?id=31799 I don't recommend ACE because the mission includes a lot of custom scripts. But when using ACE, you'll also need: - ACE3 RHS Compatibility files: http://www.armaholic.com/page.php?id=31281 When using ACE, the 'Special Forces Training' Feature (no fatigue) might be overwritten by ACE Advanced Fatigue! Download this mod in this case: - Remove Stamina ACE (main mod required): http://www.armaholic.com/page.php?id=31792 Weapon Mods are supported. You're able to use them via Arsenal. CREDITS - BIS: Arma 3 - Kibot, BigShot, rlex: DUWS-Unofficial - BangaBob, ReVo: Their great scripts! - GigaS: Some partial scripts and support! - [ToS]HadeS, [ToS]AUT_Cyclon, [ToS]Zauberbesen: Help and testing! - R3vo: Mine Detector - TPW: TPW Scripts and helping me! Thank you! - AuTigerGrad: Ambient Sound Pack - Rydigier- Fire for Effect - Community for all the great stuff!
  20. 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.
  21. Hello community! I've had this released on the Steam Workshop after a long development period, and it's about time I introduce it here. I hope communities will enjoy using this! Hunter'z Persistency Module What is it? It's an "offline" (meaning, an SQL server or similar is NOT required) persistency framework for complex dynamic missions. It's meant as an alternative to existing solutions that use SQL servers. Instead of using a server/database approach, Hunter'z Persistency Module is fully SQF-based and outputs save data to text files in SQF-format. With this module you can avoid having complex infrastructure such as SQL servers and set up a persistent server with ease. What can it do? As a framework, it's got all the functionality you need to save any object, ammo crate, or vehicle and it's designed to be very easily customised so that you can save custom information such as object or mission variables. The module is focused mostly on realism/logistics scenarios, which means whatever you want to be persistent, you can set it up with ease and it will save every detail without compromise or room for exploits. For example, if you want to set a vehicle to be persistent, all you have to do is call one line of code and its state will be saved with all details down to the number of rounds it has in its guns. Player units are also persistent by default, which means not only does it save your position or your gear upon logging out, but also how many bullets you have in the magazines inside your backpack, the damage on all your body parts including your full medical state if you use ACE, any map markers you have placed and whatever else comes to your mind. The customisation of the framework is done by using API functions that you call either through scripts in your mission or live through the in-game admin console. These are all described together with setup instructions and further information in the manual that comes with the module. How does it work? It uses Killzonekid's debug console dll extension (with his permission of course) to write to a save file on the server machine. Although the save file comes out as pure SQF, due to the limitations of extensions in Arma, large data arrays are split up into smaller ones and parsed back to normal by the module during saving and loading. This means that you might see a lot of text in your save files, but since it's all SQF, you actually have the option of editing the data manually by hand in case of any problems you have in your mission or things you want to change. Saving to file is done automatically, through an auto-save system, for which you can set the save interval. The module is very performance friendly as it only uses resources when conducting a save, which usually takes less than a second. Player persistency is managed through connect/disconnect event handlers by the server, and other than these situations the module will not be using any CPU power! Future work / TODO? I plan on adding more features to the mod. One thing I will investigate soon is persistency of damage to map objects, such as buildings that are part of the map. No promises though! Download link You can obtain the mod through the Steam Workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=1207707864 Licensing The module is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. You are free to share or build upon this work as long as you credit me as the original author. You may not sell this work or any derivatives of it, or financially profit from the use of the mod in any way. Trivia Although I've been working on Arma 2/3 for a few years now, this is the first mod that I got ready to be released for public use. I'm hoping to have release versions ready for my other mods, especially the AI mod I've been developing since 3 years, but we'll see... For more info on what I do, feel free to check out my repo: https://github.com/KHunter-Arma
  22. 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.
  23. So, i'm having problems with the physx of this vehicle. Going forwards or backwards is fine but when i turn the tank, regardless of if i'm accelerating or not, it accelerates a lot; and if I press A-D repeatedly the tank accelerates a lot more, Once i got it to 3200 km/h. I suspect this has to do with the model of the tracks or a misplacement of memory points, but i have no idea Video Physx simulation = "tankX"; dampersBumpCoef = 0.30000001; terrainCoef = 0; fuelCapacity = "650 * 0.165"; ACE_refuel_fuelCapacity = 650; maxOmega = 251.33; minOmega = 83.78; enginePower = 530; peakTorque = 2000; engineMOI = 20; idleRpm = 800; redRpm = 2400; clutchStrength = 50; dampingRateFullThrottle = 0.25; dampingRateZeroThrottleClutchEngaged = 8; dampingRateZeroThrottleClutchDisengaged = 0.25; maxSpeed = 75; thrustDelay = 0.050000001; brakeIdleSpeed = 2.8; normalSpeedForwardCoef = 0.6; slowSpeedForwardCoef = 0.1; tankTurnForce = 150000; tankTurnForceAngMinSpd = 0.75; tankTurnForceAngSpd = 0.75; accelAidForceCoef = 6; accelAidForceYOffset = -2; accelAidForceSpd = 10; torqueCurve[]= { { "(0/2500)", "(0/2350)" }, { "(357/2500)", "(1900/2350)" }, { "(714/2500)", "(2100/2350)" }, { "(1071/2500)", "(2250/2350)" }, { "(1428/2500)", "(2350/2350)" }, { "(1785/2500)", "(2350/2350)" }, { "(2142/2500)", "(1965/2350)" }, { "(2500/2500)", "(0/2350)" } }; waterPPInVehicle=0; maxFordingDepth=-0.65; waterResistance=0; canFloat=0; waterLeakiness=15; antiRollbarForceCoef=50; antiRollbarForceLimit=20; antiRollbarSpeedMin=10; antiRollbarSpeedMax=65; class complexGearbox { GearboxRatios[]= { "R1", -23, "N", 0, "D1", 50, "D2", 40.123, "D3", 28, "D4", 23, "D5", 18.6, "D6", 16.2, "D7", 13.91 }; TransmissionRatios[]= { "High", 1 }; gearBoxMode="auto"; moveOffGear=1; driveString="D"; neutralString="N"; reverseString="R"; }; changeGearType="rpmratio"; changeGearOmegaRatios[]= { __EVAL(2400/2400) , __EVAL(1000/2400), // R1 __EVAL(800/2400) , 0, // N __EVAL(2350/2400) , __EVAL(1900/2400), // D1 __EVAL(2350/2400) , __EVAL(1900/2400), // D2 __EVAL(2100/2400) , __EVAL(1900/2400), // D3 __EVAL(2200/2400) , __EVAL(1900/2400), // D4 __EVAL(2200/2400) , __EVAL(1900/2400), // D5 __EVAL(2200/2400) , __EVAL(2000/2400), // D6 __EVAL(2350/2400) , __EVAL(1900/2400) // D7 }; switchTime=0; latency=1.5; engineLosses=25; transmissionLosses=15; driveOnComponent[]={}; wheelCircumference=2.2; numberPhysicalWheels=16; turnCoef=5; class Wheels { class L2 { boneName = "wheel_podkoloL1"; center = "wheel_1_2_axis"; boundary = "wheel_1_2_bound"; steering=0; side="left"; mass=150; width=0.51999998; MOI=14; latStiffX=2.5; latStiffY=50; longitudinalStiffnessPerUnitGravity=18000; maxBrakeTorque=37500; sprungMass=3125; springStrength=264063; springDamperRate=17236; dampingRate=260; dampingRateInAir=260; dampingRateDamaged=10; dampingRateDestroyed=10000; maxCompression=0.15000001; maxDroop=0.15000001; frictionVsSlipGraph[]= { {0,0.5}, {0.34999999,1.2}, {1,0.5} }; }; class L3: L2 { boneName = "wheel_podkolol2"; center = "wheel_1_3_axis"; boundary = "wheel_1_3_bound"; }; class L4: L2 { boneName = "wheel_podkolol3"; center = "wheel_1_4_axis"; boundary = "wheel_1_4_bound"; }; class L5: L2 { boneName = "wheel_podkolol4"; center = "wheel_1_5_axis"; boundary = "wheel_1_5_bound"; }; class L6: L2 { boneName = "wheel_podkolol5"; center = "wheel_1_6_axis"; boundary = "wheel_1_6_bound"; }; class L7: L2 { boneName = "wheel_podkolol6"; center = "wheel_1_7_axis"; boundary = "wheel_1_7_bound"; }; // rear left wheel, usually Idler or Drive Sproket // Note, this wheel may not always be touching the ground, but we need it anyway! class L9: L2 { boneName = "wheel_podkolol9"; center = "wheel_1_9_axis"; boundary = "wheel_1_9_bound"; maxCompression = 0; maxDroop = 0; sprungMass=0; }; // front left wheel, usually Idler or Drive Sproket // Note, this wheel may not always be touching the ground, but we need it anyway! class L1: L2 { boneName = ""; center = "wheel_1_1_axis"; boundary = "wheel_1_1_bound"; maxCompression = 0; maxDroop = 0; sprungMass=0; }; class R2: L2 { boneName = "wheel_podkolop1"; center = "wheel_2_2_axis"; boundary = "wheel_2_2_bound"; side = "right"; }; class R3: R2 { boneName = "wheel_podkolop2"; center = "wheel_2_3_axis"; boundary = "wheel_2_3_bound"; }; class R4: R2 { boneName = "wheel_podkolop3"; center = "wheel_2_4_axis"; boundary = "wheel_2_4_bound"; }; class R5: R2 { boneName = "wheel_podkolop4"; center = "wheel_2_5_axis"; boundary = "wheel_2_5_bound"; }; class R6: R2 { boneName = "wheel_podkolop5"; center = "wheel_2_6_axis"; boundary = "wheel_2_6_bound"; }; class R7: R2 { boneName = "wheel_podkolop6"; center = "wheel_2_7_axis"; boundary = "wheel_2_7_bound"; }; // rear right wheel, usually Idler or Drive Sproket // Note, this wheel may not always be touching the ground, but we need it anyway! class R9: R2 { boneName = "wheel_podkolop9"; center = "wheel_2_9_axis"; boundary = "wheel_2_9_bound"; maxCompression = 0; maxDroop = 0; sprungMass=0; }; // front right wheel, usually Idler or Drive Sproket // Note, this wheel may not always be touching the ground, but we need it anyway! class R1: R2 { boneName = ""; center = "wheel_2_1_axis"; boundary = "wheel_2_1_bound"; maxCompression = 0; maxDroop = 0; sprungMass=0; }; };
  24. B.S.P Commander Terminal Mod is an Immersive Special Operations tool that Brings Multi Layer Awareness to the Battlefield Commanders and operators , You can Access the Satellite Direct Link or Patching Friendly Squads Helmet Cams or Vehicle Cams, At HQ you can Also Project Both Feeds on Multiple Monitors and TVs by Press of a Single Button, For Comments, Feature Requests and Bug Reports Please Join our Discord https://discord.gg/7ku84wVpmG B.S.P Commander Terminal
  25. So i am looking for a WW2 mod that requires arma 3 and Apex only . I only have bought arma 3 with Apex, Zeus , laws of war . I am looking for a mod that has a WW2 campaign mode . Does anybody know such mod ? I am also looking for any mod that feature a campaign where you are a simple soldier under someone else command . I usually find mod where you have to command your men which i don't like so that's why I am looking for any campaign , scenario or mission where you are a soldier that follows command only