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Found 23 results

  1. ANZACSAS Steven

    Gueb's Mountain

    Gueb's Mountain Arma 2 terrain port to Arma 3 by ANZACSAS steve. 100klm x100klm. Custom weather and lighting.Updated to use A3 near textures etc. Great for flying and takes great screenshot! https://steamcommunity.com/sharedfiles/filedetails/?id=3142122333
  2. Since the T-100x dropped, I wanted to see if I could take the charging along with the railgun onto a plane to use as an EML like in Ace Combat. I'm pretty new to modding and scripting, so as of now, im just trying to copy and paste the Futura's config into the aircraft's. Right now, i have the weapon classes, but not the charging mechanic
  3. Hello there! I'm a new developer and I've been making a missile/armament mod for fixed wing crafts on ArmA 3. I've already got the model up and ready to go but we're now stumped on the config.cpp part. What do we exactly do to add our missile to planes of our choice (be it mods or stock Arma 3 jets) ingame? We literally cannot find any documentation/post related to doing this and we're now out of options and can't learn much. We specifically plan to add it to the Shikra ingame. Thank you!
  4. Hi, I'm trying to make a scenario which involves the Irish Air Corps and I was wondering if there was any mods for the CN-235 or anything that looks similar. Thanks.
  5. Hey guys, I've searched for while but I can't find any solution for my problem. I'm creating a training map for our clan and I want to include a dogfight training. I want to spawn a pool of enemy jets at one of a predefined position and it have to give the jet one of a predefined movepoint to circle until he detects the player. I'm not the fittest in sqf and that's what I created yet: Pool of enemy jets (included in "init.sqf"): I set 5 "empty markers" to spawn on and 5 to move on at the map and included them in "init.sqf": After that I wrote a script to pick all three randomly and set the variables in my "cas.sqf"-file: Until here it worked fine. The script picks randomly the units and positions. Now the problem is to spawn it in and there I depair. =( I tried it like that... _jet = [_randomAirSpawn, "0", _randomAirTarget, east] call BIS_fnc_spawnVehicle; ...and nothing happens. =( And after that I've no idea how to give a waypoint to "_jet". What am I doing wrong?
  6. Currect Version: 5.3.0 (09-08-2019) FAQ FOR FREQUENTLY ASKED QUESTIONS (Expand) Download Links: Dropbox (631, 69MB) Steam Workshop ModDB 2035: Russian Armed Forces v5.3.0 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. You also must do it after every update. 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. AveryTheKitty & Aegis team - Asset sharing from Aegis and vice versa. 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):
  7. Ok, Hi everyone, i m very new in modding and scripting, and the question is: Where have start to make a functional plane, i know the very basics conceps of 3d modeling and almost nothing about scripting or textures, the objetive is learn to modding. I m from latinamerica and the plane i want to do is the A4 Skyhawk, specific, de A-4c. I would appreciate it if someone can guide me in the creation of vehicles and specifically airplanes, thanks in advance. Link to the image of my 3d model: (Blender v2.8) https://ibb.co/RcZBrbn https://ibb.co/nsC0p0c https://ibb.co/0K95FNW Sorry, google translate.
  8. So I have a ww2 mod where fighter planes have 1-2 bombs. Now what i want to make is that for example 5 of them take off in a formation fly over a target i ve selected,switch to bombs drop then and then switch back to guns and engage the enemy aircraft. Also when they are out of ammo they land back at the base get re supplied and all that over again until no plane stands. Idk how to make any of this,so please help. thanks in advance sven
  9. COOP 1-12 Air-War Over South Asia Here is a port of my Mp mission from Arma 2 to South Asia terrain Arma 3. This mission has been developed for dedicated Server use.Designed to be easily edited and read.If clans/groups would like to edit the mission to use mods etc just add the clan tag in name. - Download from here - https://steamcommunity.com/sharedfiles/filedetails/?id=1597976809 - Addons Required - - South Asia v1.3 https://steamcommunity.com/sharedfiles/filedetails/?id=1571581816 - Overview - CSAT have established a Forward Airbase.Our job is to destroy all aircraft in the air and on the ground.Our secondary targets are ground vehicles and lastly the fuel storage,radar and satellite installations. - Factions - - U.S Vs CSAT. - Features - - Dynamic loadouts for aircraft. - AI Helicopter extraction support. - Custom Base / Group Respawn. - Recruit Ai Team Members. - Group Leaders In command of AI will use Group Respawn untill no AI are left then respawn reverts to Base. - Increase or Decrease your viewdistance and Terrain Detail During Mission. - Vehicles Respawn. - Sling loading. - Customisable Weather and Time of day Params at start of mission. - Assets Available - - CH-67 Huron. - AH-99 Blackfoot. - A-164 Wipeout. - F/A-181 Blackwasp II. - Support Trucks. - Growler light vehicle. - Quadbike. - Intel - - Estimated Enemy Strength - Strong. AA Fire,SAM's,Fighters,Helicopters,Tanks,APCs.Be aware there are small patrols constantly moving around.Ground forces will have to try to avoid some contacts for their will be response teams that will support CSAT patrols in contact. - Objectives - - Fighter pilots will have to achieve air superiority first and then turn to targeting the ground vehicles and fuel storage structures required.Recon Ground forces will help to locate targets and to assist with laser target designation and may even be tasked with the destruction of some target structures themselves. - Addon/Mod Versions - F/A-18 SuperHornet https://steamcommunity.com/sharedfiles/filedetails/?id=1936331121 Panavia Tornado GR4 https://steamcommunity.com/sharedfiles/filedetails/?id=1936311212 - Credits - - Mission By ANZACSAS Steve. - Team Leader Group Respawn script (1.0) by Mongoose_84 for Arma 1,developed into Group respawn scripts by theOden Arma 2, Edited for Arma3 by ANZACSAS Steve with help from GEORGE FLOROS GR. - Recruit AI Scripts/UI by Bon_Inf*Redux -- by Moser. - GOM_fnc_aircraftLoadout V1.341 made by Grumpy Old Man 17-5-20172. - Dynamic Gfx settings scripts by Bryan "Tonic" Boardwine. - Crate filler v2.12 script by KC Grimes. - Thanks to ANZACSAS Ron for Mp/JIP testing. - Hints and tips - Use the F-181 and arm yourself with HARM missiles.Take advantage of the "stand off" range advantage the Harm missiles have and aquire "lock" early and fire before the Tigris AA Tank can engage. Keep your speed up.Use full throttle before and after engaging in case the tigriss does engage. Heavy usage of chaff/flares is expected. All feedback welcome.:) Have Fun. Steve. Update: 3 Jan @ 12:33am
  10. Greetings everyone, could you help me pls with that build. I'm a rookie in Arma 3 Editing. I'm just want to do dynamic AI take off from STRATIS AirBase and after take off they moved to Trigger who delete them, and repeat this every time in Scenario. Could you steer me in the right way to build this. Thanks. What i did. First: MultiPlayer ModuleRespawnVehicle_F - connect to My Vehicle names FBH - AI unit get in - MovePoint to Trigger {deleteVehicleCrew _x} forEach crew; deleteVehicle FBH;}, and they don't respawn, bacause Trigger delete them forever. And i'cant find any replacement to this function for my build. And second : i dont know how to respawn units. Please treat with understanding.
  11. Hello, My name is Peter Stuart. I Surely do enjoy the flying aspect in ArmA III. Ive been flying in ArmA, since ArmA II Operation Arrowhead. I have recently thought of hosting a server where it is as a Simulation RolePlay server, of planes. Starting off with a small ultralight aircraft, and working your way up the ladder and becoming a International pilot. The more in game time you fly, the more money you earn, with that money you will be able to purchase planes, with a limitless variety. ranging from a Cessna 185 to a Beautiful 747-400. I unfortunately lack the skills to work on such a server, but i am willing to bring along some server developers for a wild ride! I also am clueless as to what terrain/map would be necessary to hold such a server, as a terrain/map will require 2-3 major airports, and 2-3 minor landing strips, for smaller aircraft. if you have any questions and or comments, please be sure to leave some down below, as i would love to hear some feedback on this wacky idea! DEVELOPERS: GameMode Devs: 0/3 Game Server Devs: 1/3 Discord Server Devs: 1/3 TeamSpeak Server Devs: 0/3 ADMINISTRATION/STAFF: Game Server Staff: 3/8 Discord Server Staff: 1/8 TeamSpeak Server Staff: 0/8 (Staff Count To Be Increased) (THIS SERVER WILL BE A RESEMBLANCE TO MICROSOFT FLIGHT SIMULATOR X (MFSX) On Steam!) Discord Server: https://discord.gg/33VtEPB thank you, Peter Stuart
  12. Hello! I'm trying to make a huge and long battle, where bots dinamically creating as waves, and sometimes both sides launch artillery and air strikes to the random choosen enemy target. Method of choosing the target is simple. I set big trigger on the map (wich covering area of battle), and choose randomly as Target = list Trigger1 select _rndm;call{[Target] execVM "L39CAS.sqf"} Command DoartilleryTarget makes artillery strikes pretty easy, and i have not problems with realisation. But i can't to make airstrike; I tried to make something by this method: 1)I created mission on the VirtualReality map, and manually maked airstrike as pilot. And i wrote each "step" by this script _plane = _this select 0; _string = ""; while {Zapis} do {sleep 0.001;_arp = [velocityModelSpace _plane,vectorDir _plane,vectorUp _plane];_str = format[",%1",_arp];_string = _string + _str;}; copyToClipboard _string; This _string was copied into separate file "bombrun.sqf". It is a huge array with vectors in each part of time. Size around 240 Kb. 2)I set trigger with activation "Radio Alfa", and initiation. It must run the script, when palyer witch into binocular on the tank or building, and call airstrike by radio call{[CursorTarget] execVM "L39CAS.sqf"} _target = _this select 0; _pos = getpos _target; _posA = getposASL _target; _h = (_posA select 2) - (_pos select 2); _ha = 500 + _h; _y = (_pos select 1) - 5000; _x = _pos select 0; _pl = [[_x,_y,_ha], 0, "CUP_O_L39_TK", EAST] call bis_fnc_spawnvehicle; _plane = _pl select 0; {_x setBehaviour "Careless";} foreach crew _plane; call{[_plane] execVM "manevr.sqf"}; _grp = group driver _plane; _wp = _grp addWaypoint [[_x,_y + 5000,_ha], 0]; _wp setWaypointType "MOVE"; [_plane] spawn {sleep 29;while {true} do {[_this select 0, "CUP_Vmlauncher_S5_veh"] call BIS_fnc_fire;sleep 0.02}}; [_plane] spawn {sleep 28;while {true} do {[_this select 0, "CUP_Vacannon_GSh23L_L39"] call BIS_fnc_fire;sleep 0.05}}; sleep 60; {deletevehicle _x} foreach crew _plane; deletevehicle _plane; Sub-sqript "manevr.sqf", wich forces plane to make writed manuver _plane = _this select 0; _array = call compile preprocessFileLineNumbers "bombrun.sqf"; _count = count _array; _m = 0; hint format ["%1",_count]; while {_m < _count} do {sleep 0.001;_vel = (_array select _m) select 0;_dir = (_array select _m) select 1;_up = (_array select _m) select 2;hint format ["%1",_array select _m];_plane setVelocityModelSpace _vel;_plane setVectorDirAndUp [_dir,_up];_m = _m + 1}; 3)I run this on the Virtual Reality map. And it's working pretty well on this map. Each time created planes hit the target, choosed by player with binocular. 4)I copied it to the mission on Altis. And it is not work.Plane just shaking a little bit, but flying straight forward. What's a problem? I'm not very experienced in the sqripting, and i can miss thothing in the command behaviour. Thank you for your attention and help!
  13. As title says, my buddys game crashes everytime a heli or a plane starts flying. I am stumped as too the reason. when he first got the game we had no issues. but then we started playing mods and now he has issues. even with mods disabled on vanilla. His PC Specs: CPU: Intel - Core i5-4690K 3.5GHz Quad-Core Processor Motherboard: Gigabyte - GA-Z97X-SLI ATX LGA1150 Motherboard Memory: G.Skill - Sniper 16GB (4 x 4GB) DDR3-1600 Memory Storage: Seagate - Barracuda 1TB 3.5" 7200RPM Internal Hard Drive Video Card: EVGA - GeForce GTX 950 2GB FTW ACX 2.0 Video Card Case: NZXT - Phantom 530 (White) ATX Full Tower Case Power Supply: EVGA - SuperNOVA NEX 650W 80+ Gold Certified Fully-Modular ATX Power Supply Operating System: Microsoft - Windows 10 Home OEM 64-bit Things we have tried: Added 8gb of Ram to make 8 into 16. Multiple Reinstalls Full Deletion of Arma in all folders on the PC Full Wipe of anything arma related including mods and starting back from vanilla Tried all of those things and with no mods installed on the pc he is still having issues. Please help, he doesnt want to "waste" his time trying to fix the game and i enjoy playing A3 with him
  14. I think i may have found the bug that causes the planes to bobble during takeoff. I tested it in eden. It is very apparent with the A-164. It seems that when i put it on 4x speed the bobble is at its most just as it takes off. When you are in 1x normal speed the bobble occurs a little later in air during takeoff. Seems like the bug still hasn't been fixed and in turn could be causing the mods to acts like this. Again I remind you this test was done with NO MODS installed, ONLY Vanilla version of ARMA 3. As soon as i get a chance ill post a video. Try for yourselves in the meantime. Hopefully Bohemia is on top of this . Thanks
  15. Hello, before I start I would like to say a bit about me as a player/pilot. I know how to fly, take of, land, etc as well as how to use guided bombs and missiles. But there are still some thing about flying and fighting planes/jets which I just dont get. 1) How do you control jets as well as choppers with your mouse? In the options it says "MOUSE UP/DOWN" to move the nose up/down but it doesnt work. Do I need to activate these controles somehow? 2) Whenever I fly the movements of the aircraft as well as the free look camera (when you press "Alt") feels smoothed by the game even though i turned mouse smoothing completely off. 3) When flying jets without a radar (as an example the To-199 Neophron) I'm just sometimes able to lock on to other aircrafts even under seemable same conditions (less then 2km away, clearly aiming at the other aircraft, etc). What am I doing wrong? Or is there some kind of bug? 4) Can you recommend any workshop maps to train dog fights, etc.? I'm thankfull for every tipp and advice you guys can give me! :)
  16. so i'm trying to make a caesar that i've modded up with a wipeout cannon, 35mm aa tank cannon and just about every other conceivable vehicle weapon in the game respawn, only problem is that every time it respawns, it does so with out any of the fun stuff. could someone please help with my problem? this is some of the script that i put into the init field : removeAllWeapons this; [this,"Gatling_30mm_Plane_CAS_01_F",2] call BIS_fnc_addWeapon; this addEventHandler ["Respawn",{removeAllWeapons this; [this,"Gatling_30mm_Plane_CAS_01_F",2] call BIS_fnc_addWeapon;}];
  17. TheJackSparrow

    Not able to turn on radar

    Hi, I am currently having an in-game issue where I cannot seem to enable the radar in the scroll menu. I've tried launching my game with and without mods, but with no luck - the option simply does not appear in the scroll menu when I am inside a plane.
  18. Read about that shiny new scripting command (setFeatureType) in a Jet´s DLC topic, found it has a config brother, and figured somebody might enjoy this Get it on the steam workshop edit: Preview pictures with & without the addon loaded. Taken from a comanche gun-cam, hovering in 3km height at the most southern point of the big island (i always mix them names up) - one comanche and a warthog standing on the salt lake.
  19. Here is my newest minimod. This time I messed around with the aircraft configs in order to make them less of deathtraps. After many hours of trials I found out that all you really need to do is to lower the explosionShielding (to 0.5 from 10~20) on the main config part (NOT the hitpoints). The result is this: helicopters and planes can take more hits from AA fire and not turn into giant fireball right away, while the modules (engine etc.) do get damaged and destroyed. In the end aircraft are destroyed by crashing down rather than by fire. It is still possible to destroy the aircraft with gunfire or explosive, but they are more resilient to this, but their modules will get damaged, with will knock the craft out and cause AI to bail. It also gives you a chance and time to eject. I also zeroed out epeImpulseDamageCoef with in stops the crashing from being a death sentence. If you are lucky and don't hit anything during the crash, the chances are the helicopter wont explode and you will survive the crash (helo will still get damaged modules). It's pretty random though, but least its no longer a certain death sentence. In combination with above: I changed the crewCrashProtection, so the crew is more likely to get injured during the crash. Note that these are incredibly simple config tweaks, so different aircraft might behave differently. I edited the base classes so all vanilla aircraft as well as many modded ones (pretty much all of CUP) are affected. Features: * lower explosionShielding so aircraft take less damage from AA fire * modules still take damage as normal, so aircraft still crash * zeroed out epeImpulseDamageCoef so it is possible to survive a crash * crewCrashProtection changed so it is more likely for the crew to get injured during a crash * simple base config edit with affects a lot of modded aircraft without the need for compatibility patches Known Issues: Might lead to some odd behaviour of the aircraft under fire (might not get damaged as much as it should), but it usually works pretty well. Let me know how stuff behaves with this mod on Download: http://www.mediafire.com/file/8hgnsz2j7ngsmsy/%40less_explody_aircraft.zip
  20. So I ran into an issue a while ago, where I'd be trying to use my flight stick (First my Logitech Extreme 3D Pro, Now my Thrustmaster HOTAS X) in a jet or helicopter, but when I pushed my throttle all the way forward, nothing would happen. After extensive Google searches on this issue, I saw that most people had a problem with the throttle being split between thrust and brake, but nothing about my specific issue, which brings me here. At first, I would only have to hold the Shift key for a few seconds to get the plane going, after which it was fine, but now as soon as I let go of Shift, I just slow down. I think that some power is being applied by the throttle, but it never goes to 100% (or when I hear that whoosh sound that you get when flying normally at full throttle). I checked in the controller settings, played with deadzones, sensitivity, and all that but nothing so far has worked. And the reading on that screen registers the throttle at 100, it's just that the game doesn't. Any help at all with this issue will be appreciated, because my forte is flying (and I'm not good at anything else in the game).
  21. United States Naval Warfare Pack Bringing the Arma Community the missing assets from the United States Navy and U.S. Marine Corps By Seven Seas Studios Hello and Welcome! 7SS is proud to announce the WIP Launch of the US Naval Warfare Pack. This pack will include all the missing USN/USMC assets from Arma 3. This includes Ground Assets, Air Assets, Sea Assets, Uniforms, and Ordnance. In the below Spoiler, you can see all the Assets we are working on currently: Aircraft Helicopters AH-1Z Viper CH-53E Super Stallion CH-53K King Stallion MH-60R SeaHawk MH-60S KnightHawk UH-1Y Venom Fixed Wing C-2A Greyhound E-2D Advanced Hawkeye F/A-18C Hornet F/A-18D Hornet F/A-18E Super Hornet F/A-18F Super Hornet E/A-18G Growler F-35B Lightning II F-35C Lightning II KC-130J Super Hercules MV-22B Osprey T-45C Goshawk UAV's MQ-8b Fire Scout X-47B/C Boats SOC-R Mark V SOC SURC (Small Unit Riverine Craft) RCB (Riverine Command Boat) RHIB versions Ships LHA USS America LHD USS Bonhomme Richard LPD USS John P. Murtha LSD USS Ashland Cruisers - Ticonderoga Class USS Port Royal Destroyers - Arleigh Burke Class USS Michael Murphy LCS USS Independence All assets will maintain the utmost standard of accuracy and quality, and are specifically made for realism units. These vehicles will be created in such a way so they are as close to the IRL counterpart as close as possible, within the limitations of Arma 3. These mods will have the following features: All Mods Real Statistics (Speed, Turning, Etc.) ACE3 Compatibility, this includes the ACE Cargo System, the ACE Repair System, and the ACE Fastroping system TFAR/ACRE2 Compatibility, built in LR-radios in the helicopters 7SS Startup Module Aircraft Features Service menu Easy Mode - Standard Arma 3 Start-Up Medium Mode - MFD Interaction Advanced Targeting/EW Systems Aerial refueling - USAF compatible Ship Features Working war stations Working seats Working Screens Walkable Drivable(Eventually) Note: 7SS Modules will allow all vehicles in sync to have a set fold, fuel level, heath level, and more! Announcement 03JAN2016 Dev Team: Foxone SJones17 TheSn4k3 Demix524 arindfle Biohazard3420 FullerPJ KokaKolaA3 Peral SuperFastBlast Norsk2277 G.Hines Flander25 Credits: Bohemia Interactive Studios, for making Arma 3 John_Spartan & Saul, for their amazing Afterburner script and animations, and their Service Menu Firewill, for his outstanding Missilebox TeTeT, for help with scripts, O2 and general imput Mankyle, for his LCS-2 model K20017 and his US Navy friend, for alot of very nice reference pictures Discord Link - https://discord.gg/0mIH3iu3cDNRiL7V WE ARE ACTIVELY LOOKING FOR PEOPLE TO JOIN OUR TEAM, WE ARE CURRENTLY LOOKING FOR PEOPLE WITH MODELLING, SCRIPTING, CONFIG, O2 (OXYGEN) AND ANIMATION SKILLS, IF YOU WANT TO HELP OUT PLEASE CONTACT SOMEONE FROM THE DEV TEAM This add-on is released under: Creative Commons License Attribution-NonCommercial-NoDerivs CC BY-NC-ND
  22. Hey. I am looking for a currently working ((MP)) ammo crate filler script. Not VAS but something I can use for specific items instead of having 50 ammo boxes etc... thanks for the help.
  23. Just encountered a weird bug on Dev branch and now i am curious if other can reproduce or if it's on my side: Please take note that this is with the Saitek X52Pro throttle quadrant.
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