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Showing results for tags 'nuke'.
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Released! Both Vanilla and CUP versions are published to Steam, and my onedrive link here: https://onedrive.live.com/?id=5B54FC51A7917265!156668&cid=5B54FC51A7917265 CUP version is available separately! I've been playing with the different artillery selections so their max ranges should be accurately simulated. Up to 300km range on the SCUD so it should work on even the big-huge maps out there. Arty Fire Mission Improved SCUD functions! Initiates player-requested SCUD fire mission for friendly pook_SCUD launchers. Can be scripted for mission-driven "RED DAWN" or "SEARCH AND DESTROY" SCUD fire missions (e.g. "Stop General Guba before he launches the SCUD" type missions). This function is available for SCUD, and Iskander (9K720) functions are in the works. To use the SCUD launch function: To use the SRBM Function: Players can ready, load and fire the missiles, enabling the choice of HE, cluster, and 5kt nuke warheads on a player-controlled vehicle. Multiple texture sets for the vehicles. Trying to cover all the different camo variations - forest, desert, jungle, drab green for most of the vehicles. I've redone some of the previous textures from the A2 models that weren't looking too good in A3. Credit where it's due: - Citizenship models: 2S19, 2S3, 9K720 (default textures) - BIS: SCUD model, T72 chassis - MAZ chassis units all based on SA8Gecko's original A1 model. - Me: All the other models; custom textures, and logic for all vehicles. - - Also, new wheel 3D model w/ actual modeled tread. Systems so far - 2S19 'Msta' Self-Propelled Howitzer 2S1 Self-Propelled 122mm Howitzer (on the right) 2S3 Self-Propelled 152mm Howitzer (on the left) 2S5 Self-Propelled 152mm Howitzer (no pic yet) TOS-1A Mobile Rocket Artillery A-222 'Bereg' Coastal Artillery 4K51 'Rubezh' Coastal Missile Artillery 3K60 'Bal' Coastal Missile Artillery 9K58 (Smerch) Rocket Launcher 9K72 SCUD SSBM Launcher (selectable HE, cluster, and 5kt nuke warheads) 9K720 'STONE' SSBM Launcher CHANGE NOTES
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UPDATE: Version 5.1 - No longer requires CUP, and CUP is now supported as an optional configuration. Look for the optional "pook_Bomber_Factions" rar file for the CUP-specific options! :) Copyright 2016 hcpookie. This item is not authorized for posting on Steam, except under the Steam account named hcpookie -------------------------------------------------------------------------------------------------------------- Version 5 major feature: Added Tu-22 and Su-24 aircraft. Version 5.1 update - fix to nuke script and CUP addon signing issue affecting MP server joins All planes are found in a new "Air-Bomber" category in the editor. 3D editor preview pics now included. Changelog of fixes and improvements: The major Tu-95 family derivatives are present. The Tu-95 versions in this addon provide conventional bomber, strategic strike capabilities, and in the Tu-142 the ability to detect Ship objects (submarines, boats, etc.) via the use of the sonobuoy detection feature. Now included are Tu-16 family aircraft, including a strike/ASM version and a conventional bomber/ASM version. Included is a PDF guide describing the finer points of the mod, capabilities, and use of the Nuke Script. Wait... did I say "Nuke Script"??? Download the mod and the PDF "guide" here: https://onedrive.live.com/?id=5B54FC51A7917265!32228&cid=5B54FC51A7917265 The standard Tu-16: The Tu-16-K10 Strike/ASM model. Note the massive size of the K10 (NATO: AS-2) missile: Tu-95 "Bear-H": Tu-142 "Bear-F" (note tail stab antenna sensor array and front glass bombardier canopy, and lack of underwing weapon pylons): Kh-41 (3M80) ASM missile. 3x 3M80 "Moskit" missiles: Conventional bomber version w. 24 FAB-250 bombs: Tu-95 MS-16 (Bear-H) with 16 Kh-65 CALCM: Tu-142 dropping sonobuoy:
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DOWNLOAD LINK https://steamcommunity.com/sharedfiles/filedetails/?id=1436978581 Arma 3 Eagle Wing full campaign The Arma 2 bonus campaign remastered. Situation: After the conclusion of Operation Harvest Red in 2009, the civil war in South Zagoria province has escalated into a outright war between the U.S., backing the Chernarussian government, and the Russian Federation, backing the ChDKZ insurgency. The U.S. launches "Operation Echo Wave" and dispatches a naval fleet off the coast of South Zagoria to aid the Chernarussian Defense Forces (CDF) in their retaking of the province. You take on the role as the US marine pilot, Ed Winters, with Co-Pilot Tim. Your objectives are simple: Head to the airfield and destroy Russian Su-25's After destroying the Su-25's move to Marathon position and engage all hostile helicopters inbound. Your mission is over once all AA missiles have been fired. Requires: All CUP mods except CWA. Nimitz mod CBA mod Haven't tested with ACE or other such mods, so don't expect full functionality. DOWNLOAD LINK https://steamcommunity.com/sharedfiles/filedetails/?id=1436978581 Thanks: Bohemia Interactive CUP team CBA team Nimitz mod
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- eagle wing
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Hey guys Aren't you all tired of the all same wasteland servers? Sure you are!, so today I'm pleased to announce the Warfare Wasteland server, running on Esseker map, and utilizing RHS Mods. It is a wasteland like no other We have Nukes, Ballistic Missiles, Artillery, and much more all in the Beautiful Esseker map. Dedicated server 24/7. Come join us in the future of Wasteland. IP 66.30.254.215 Port 2302 Required Mods: Esseker, RHSUSAF, RHSAFRF, and Cup Terrains Core Team Speak same as the server IP
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Imported my SILO "house" for side missions, scripting, etc. Original thread: http://forums.bistudio.com/topic/177204-nuke-silo-side-house-for-side-missions This is what I consider a "pre-release" version. I would like to make the textures more military-like and less house-like. And a few more things. REQUIRES CUP TERRAINS! Need the trees and terrain features. The Silo is in fact a "House" object. It is intended to be teleported to for a "blow up the missile" kind of mission, like a side mission. It places well in the editor. Since it uses the original Chernarus or Desert terrain, it is best placed within those maps. HOWEVER you can change the "ground" texture to anything you wish via the hidden selection with the setObjectTextureGlobal command. Found in the 2D editor under "Objects". Found in the 3D editor under "Structures - Village". Download "version 0.9" here... this isn't quite ready for prime time but it does work within the game : https://onedrive.live.com/?id=5B54FC51A7917265%2151694&cid=5B54FC51A7917265 Ideally, those who make EVO type missions w/ the side missions (bomb the convoy, etc) can now create a "disable the missile" with this House object. I intend to build a custom map so mission makers who are challenged with teleport scripts can still use it. Mission makers can script a teleport trigger (like the "elevator" trigger scripts) to enter/exit the silo. The "entrance" is intended to be your team sneaking or otherwise forcefully entering, so there technically is no "front door" so to speak. To use, spawn or place it way out of the way of the normal AO so that it isn't accidentally stumbled upon. You could place it 100km away, no matter. Just need that teleport trigger to enter it. Place the "enter missile bunker" trigger somewhere like one of the bunker entrances on Stratis, or one of the "mine shaft" entrances on Takistan. It is intended to spawn on the upper-most room. Work your way down to the missile. You could plant a charge, etc. Path locations are present so AI should be able to wander the hallways. Ideally the mission maker will place roaming AI in and around the entrance so players "breaking in" will have a bit of a challenge. And remember... "check those corners" :)
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New Mission Featuring a Unique AI System - Last Stand Kavala
Donald Flatulence posted a topic in ARMA 3 - USER MISSIONS
Hi all, We recently released a new mission - Last Stand: Kavala Features: /Squad Leader has full access to the Zeus interface (Press Y in game) //Revive system and dynamic respawn points //Virtual arsenals at all key locations - including a controllable UGV //Unique AI system - fast paced relentless combat like never before //A selection of the best music from Arma 3's soundtrack //A hidden Easter egg in Castle Kastro that really blows... We would love to see more people give it a try, if you want to join the 1000+ people that already have check it out via the link below: http://steamcommunity.com/sharedfiles/filedetails/?id=603109334 (Please leave a rating on the workshop for us!) Or https://onedrive.live.com/redir?resid=4ED2B8655B077EDB!568618&authkey=!AA7pOOfZXgn4gjA&ithint=file%2cpbo Feel free to leave feedback for us on the workshop or post something here - we read every comment we get, so you won't be ignored. -
NaughtyBullGaming.com Presents: A3 Nuke Town: Team Death Match
Liqu1dShadow posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
Forgive me if this is in the wrong section, The map is based on Call of Duty's Black Ops map: Nuke Town but with my twist to keep the Arma feel 20 players but 4 will be reserved so an admin can get on the server, so will be 16 players, 8 per team. You have random spawns at the back of the gardens. You are not locked to teams after 3 minutes so ignore that. 3 Classes (soon to be 6) Medic Silenced ACP-C2 .45 (4x 9rd Mags) Katiba Camo with ACO Scope (4x 30rd Mags) Medikit Smoke Grenades Green (3) to cover up the person he is to treat Engineer ACP-C2 .45 (4x 9rd Mags) MXC 6.5 with ACO Scope (4x 30rd Mags) MineDetector Hand Grenade Sniper ACP-C2 .45 (4x 9rd Mags) GM6 Lynx 12.7 mm (Camo) with SoS Scope (4x 5rd Mags) Smoke Grenade Yellow APERS Range Mine Ghillie Suite I will be adding red and blue class differences then once the server take off ill add more classes. 30 second bleed out with suicide Name: NaughtyBullGaming.com Presents: A3 Nuke Town: Team Death Match IP: 95.154.201.8:2332 Mods Needed: None Mission File Size 3.5MB I have setup a Teamspeak 3 Server for each team as well on: 5.39.102.43:26799 Please put any feedback here and I hope you like it, its took a lot of work to make by myself with some help from a few key people :)