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Showing results for tags 'mrap'.
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Hello. I've had a problem with many vehicles lately. The AI is not shooting vehicles that are marked as "MRAP". I should mention that the AIs with a rocket launcher or an AT can and will shoot at the intended vehicle. The other AIs are literally ignoring the vehicle and just going away even when the gunner is shooting at them. I've already seen a couple people with this problem on MRAPs, and I can fully understand that the AI is programmed to consider a vehicle too strong for them to shoot at it, BUT I have a mod, that's called "Pedagne Mod" (it's an Italian mod that ads a lot of Italian vehicles) and there are vehicles that are certainly not too strong. The Italian army uses the VTML Lince a lot, and that's why I want to use it too. I invite you to see an image of the Lince on Google so that you can get an idea of what I'm talking about. I'm not using any kind of AI mod. Only LAMBS sometimes. I've tried searching the config.ccp file in the Lince but I couldn't find anything relevant. Please help, I'm literally going crazy.
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Oshkosh L-ATV, Lockheed Martin JLTV and AM General JLTV
kuvangc posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
the JLTV mod will part of SSS works and US naval warfare pack JTVSs will be replacer of HMMWV The Joint Light Tactical Vehicle (JLTV) is a United States military (specifically U.S. Army, USSOCOM, and U.S. Marine Corps) program to part-replace the Humvee that is currently in service[4] with a family of more survivable vehicles with greater payload. JLTV traces back to 2005 but publicly emerged in January 2006, with early government requests for information noting: "In response to an operational need and an ageing fleet of light tactical wheeled vehicles, the joint services have developed a requirement for a new tactical wheeled vehicle platform that will provide increased force protection, survivability, and improved capacity over the current Up-Armoured High-Mobility Multipurpose Wheeled Vehicle (UAH) while balancing mobility and transportability requirements with total ownership costs." The joint service nature of the effort was assured through Congressional language in the Fiscal Year 2006 (FY06) Authorization Act, which mandated that any future tactical wheeled vehicle program would be a joint program. JLTV is what Oshkosh calls the "Core1080 Crew Protection System," which includes mine resistance, IED detection, and a lot of bolt-on armor. It's not just about defense, though: optional turret and missile launch units put bite behind the bark. A suspension that can be raised and lowered electronically makes it easier to transport JLTVs to wherever they're needed, but out in the field, it's got 20 inches of wheel travel for insane off-road capability. Oh, and Oshkosh claims it's 70 percent faster than the best tactical wheeled vehicle (TWV) in the market currently. http://s1030.photobucket.com/user/kuvan13/media/untitled_zpszhnrkqre.png.html -
tanks dlc Tanks DLC: treatment inside vehicles?
mickeymen posted a topic in ARMA 3 - DEVELOPMENT BRANCH
Hey. Some thoughts that have poked me... With the reception interiors of armored vehicles , it seems to me, that time comes for a useful update, which can greatly improve the gameplay of Arma3. Today, (v1.80) inside the vehicles AI or the player does not have the ability to treat themselves, despite the fact that majority vehicles abound with medications. This fact looks, at least strange, if not more. It seems to me that adding the ability to heal itself inside vehicles would be a perfect addition for Tanks DLC, since interiors can now allow the addition of self-healing animation inside vehicles. I think this feature is simply necessary for all passengers. On the positions of Driver / Gunner / Commander this may be a matter for discussion. Here's how I see the details. if vehicle has medicaments, then: 1. On the passanger places the player or AI must be able to handle a wound. The AI always should do it independently (if he is injured and is inside) 2. With the reception of armor interiors, self-medication inside the vehicle must have the treat-animation in the sitting position. (one anim for all sitting) 3. If the AI leaves the vehicle and this AI not have a first aid package, then it should always take a nominal first aid package (one) with them. 4. The quality of the self- treatment inside the vehicle can have a different coefficient of recovery and can differ from self-treatment outside the vehicle (more or less effectively depending on the position and situation) @BIS, please think about these details. This can significantly improve the upcoming Tank DLC and the entire Arma platform as a whole -
HI Would anyone be interested in making an Cougar Mrap for me and my friends use, we are not experienced enough to make one and was wondering if someone would like to create one for us. You will be given full credit an if it is posted anywhere you will be acknowledge as the designer and creator. If anyone is interested please reply back Thanks
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9th Armoured Combat Detachment - 171st Combat Brigade (RECRUITING)
R. Hayward posted a topic in ARMA 3 - SQUADS AND FANPAGES
171st Combat Brigade 9th Armoured Combat Detachment Who we are Built upon serving armoured veterans and current serving personnel, we are a platoon/troop level organisation dedicated to providing the 171st Combat Brigade with personnel who specialize in armoured warfare. Our mission is to close with and destroy the enemy using fire, maneuver and shock action to enable the 171st to achieve mission success. Much like the rest of the 171st, we are committed to achieving a challenging and realistic mil-sim experience to provide a teaching and experience-building platform for both in-game and real life military skills in an enjoyable way. Similarly we aim to create and provide a community for which to casually interact with each other outside of the game environment as well. Our unit seeks to take our community to other games to expand upon our interests and palate but predominantly: we aim to provide the high standard and format of game play that our unit/community members expect and enjoy. Who we require To fill operational needs, we require 18 personnel to join our ranks and become armoured crewman capable of manning both M1 Abrams series of Main Battle Tanks and a plethora of MRAP mobility vehicles. The person joining us must not only be committed to learning the armoured trade but have a peculiar dedication to the unit to provide mission capability: there is one compulsory operation day on Saturdays 1900R (Romeo) (EST-Eastern Standard). What you can expect Unlike conventional infantry or special forces, armoured brethren have a unique bond that is noticeably casual and close between the rank structure filled with interesting and humourous banter. The nature of our job requires the crew to be in-sync with each other as much as possible to ensure that steel meets target. An excellent crew is unmatched on the battlefield, mastery of this profession ascends you to a level that cannot be unsurpassed by any land (or even air!) platform. Our missions are dynamic, complex and challenging: our servers are built using systems such as ALIVE, Spyder and other in-house tweaks and scripts in order to bring to life the 171st Combat Brigade concept of the original MSO style game play in past Arma titles. Furthermore, as a community we regularly play other games with each other purely to let of steam as well as ensuring that we prevent ourselves from burning out from doing the same thing repetitively. Would you like to know more? https://units.arma3.com/unit/171st-combat-brigade https://steamcommunity.com/groups/171CB If you are interested, please don't hesitate to contact the 171st expressing interest in the 9th Armoured Combat Detachment or myself directly through the Bohemia forums. I will en devour to respond to you as soon as possible. -
The road to Lolosalam is heavily mined. In order to restore access for our forces and build rapport with the local populace we have initiated a clearing operation. As an EOD specialist you will be attached to the lead element. Your job is to clear mines when requested to do so in order to facilitate mission fulfillment. Following this mission you will spend the night in the hills surrounding Lolosalam. In the morning you will RTB. Your callsign will be 'Keymaster'. You will be attached to a small fireteam codenamed 'Seeker'. Following you will be two rifle squads codenamed 'Reaper' and 'Slayer' respectively. Headquarters callsign is 'Crossroads'. This is a very basic mission with very little scripting, but it feels really good and almost like you're really on a deployment. You (and up to 3 of your friends) are EOD specialists in the United States Army and are attached to a fireteam which will lead and assist you. You need to move in a convoy of 3 MRAPs to the city of Lolosalam, securing the path along the way for more troops to follow in your wake. You ride in the front MRAP while the two MRAPs following behind you contain regular U.S. Army rifle squads to support the ultimate Lolosalam objective. You start at the base by an arsenal box. Get whatever gear you need out of there and then go to the front of the base and get in the lead MRAP. Don't worry about the fireteam leader bitching at you over the radio, they will never leave without you because they need you. All you have to do is concentrate on your job. The AI will (should) do their job without you having to babysit them. They will order you from time to time to defuse or destroy an IED blocking the path of the vehicles. After you're satisfied that the area is safe get back in the MRAP and the convoy will start moving again. If you ever come under fire or are attacked simply retreat to the MRAP and re-assess the situation. If you have to clear a path of IEDs while under fire it is easiest to simply detonate them with an explosive charge. The front MRAP has a decent supply of these explosive charges for dealing with the IEDs. Be careful because some IEDs are dual-charges and are designed to kill EOD. This usually takes the form of an anti-personnel landmine placed on top of or near the main IED. Use your eyeballs and be cautious. This mission starts out very slow and boring because not much happens at first. There are long periods of driving through the mountains looking at the sights and listening to music, but the Taliban are always watching you. If you look closely in the hills you may see them planning your future demise. As you get closer to Lolosalam, that dreaded city, more and more activity will start popping up. Your troops should deal with the enemy most of the time (as long as they can find/see them) and will even call in air support to help level the playing field. This all plays out over sidechat radio. To actually win the mission and end the game you just have to clear the way and let the two rifle squads do their patrol around Lolosalam. They will inform you of further developments. No Taliban can be in or near Lolosalam. You can make the Taliban retreat without having to hunt down and kill every last one. If they feel like they're getting fucked up they'll run into the hills to regroup, just like real life. This mission can be completed without taking a single U.S. casualty, but one wrong move can also instantly take the lives of about 40 people. Possible glitches/bugs you may encounter: - Vehicles falling off mountains - A-10's crashing during CAS runs - No lag during most of the mission but a lot of lag inside of Lolosalam Top two are caused because of the nature of the map Clafghan and its extremely steep slopes. I did everything I could to kind of code around it though, so it should be okay most of the time. The last one is simply in regards to your CPU and possibly RAM. I've had two people play this same exact mission and one had 120 FPS the whole game, the other had 120 FPS and then about 15 FPS once they entered Lolosalam. A dedicated server and headless clients will mitigate this issue. Let me know if you run into any problems. Note: Default view distance is 4500 for gameplay purposes. This seems to be okay for most people. If you need to turn it down the host or any logged in admin should be able to access the debug menu in-game in multiplayer. Simply type "setviewdistance NUMBER;setobjectviewdistance NUMBER" and hit global exec or something and it should change it for everyone. I'll add in an option later that lets you select the view distance at the beginning of the mission. Download: http://steamcommunity.com/sharedfiles/filedetails/?id=1265397099