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Found 121 results

  1. This started out as a small add-on adding a few textures for a single player mission that will probably never see the light of day and ended up as a (still small) CAG/Delta Force faction for RHS. It is merely a stopgap until UnderSiege’s Gear & Uniforms are released. To make it clear for the start: The gear used for the units isn’t a hundred percent accurate or even close. Since I do only retextures, I have to work with what the community gave us and in this case I wanted to keep the add-on dependencies to a minimum. So, what do you get? · one assault troop with four teams and a HQ · one recon team · in total, more than 30 individually equipped operators (no identical units) in two variants: night ops and day ops · armed with Toadie’s HK416s and RHS’ weapons · equipped with JPCs, MMACs, OpsCores and Airframes from Adacas Military Gear Pack · some retextures (mostly OpsCores, Airframes with Multicam covers and some patches) · a CCT and a PJ unit · units with Pufu’s excellent SCARs once RHS releases them · ZEUS support (hopefully… hasn’t been tested) What won’t you get? · new models · big updates in the future (I consider is add-on finished and will only maintain but not expand it) · DEVGRU (many other mods out there) Changelog: 1.1 · HK416s in camo paint · new backpacks (thanks to Jonny's MLODs) · updated loadouts · some new vests with flags/patches · ZEUS support (hopefully for real this time) 1.0: first release Here are some pictures: If anyone wants to take some more and post them in this thread, feel free to do so. To change the tabs/flag patches on the G3 use _objectname setObjectTexture [6,"yourtexture_ca.paa"]; for the right side, _objectname setObjectTexture [7,"yourtexture_ca.paa"]; for the left side and _objectname setObjectTexture [4,"yourtexture_ca.paa"]; for the patch on the left sleeve. Since I only wrote the config there is a long list of people to thank: · the RHS team for their outstanding work · Adacas as the author and Warden_1, Sabre, Ardvarkdb, Binkowski, Johannes, Road Runner, Zeealex and all other contributors to the Military Gear Pack · Toadie, Spartan0536 and Navaro for their great HK416s · Teeha and The Krusty Krab Pizza for their GPNVG18 add-onon · Jonny for the backpack models · Alex Vestin for the Multicam template · BIS for the game Download: Steam Workshop Google Drive Dependencies: · RHSUSF Steam Workshop Armaholic · MGP Steam Workshop Armaholic · NIArms Core Steam Workshop Armaholic · NIArms Core RHS Compatibility Steam Workshop Armaholic · NIArms HK416 Rifles Steam Workshop Armaholic · L3-GPNVG18 Panoramic Night Vision Steam Workshop Armaholic Disclaimer: For personal entertainment purposes only. Do not edit and redistribute without permission of the author. Creators claim no responsibility for any damages this add-on or mod may cause, use at your own risk.
  2. The Red Hammer Studios team is very proud to announce our first major release for Arma 3 - RHS: Escalation! Under this name we present two totally standalone mods: Armed Forces of the Russian Federation and United States Armed Forces (if you download them separately and play with both enabled, you are effectively playing Escalation). This is all just a tiny preview of what is to come from our side, with many nice things and improvements planned for the future. FEATURES: - Countless new vehicles: tanks, cars, IFVs and APCs for both sides to use, as well as atmospheric objects like radars. - Completely new soldier models and dozens of gear objects make for over 700 possible unit customization possibilities. Use the supplied virtual ammo crates to quickly make your own custom setups. - New weapons and attachments. Have everything at your disposal to take on your enemy. - Realism enhancements: full PhysX support and realistic configurations, complex Fire Control Systems for applicable vehicles. New user interface items representing control and awareness systems of vehicles to increase atmosphere and gameplay dynamics. Also our constantly expanding and improved decal system has even migrated to the US side. - Fully ZEUS compatible. - Fully ALiVE compatible. Many thanks goes towards ALiVE team making sure RHS Evolution can be enjoyed using ALiVE Framework! - Fully Task Force Radio compatible. Many thanks to the developers of TFA and their effort making sure everything was in place for you to enjoy it right out of the box! TFA will even contain new radios made in the style of our units! - Future-proof: sling-loading will work once they make their way to the stable branch. If you are playing on development branch you should have these features enabled already! FFV will come later as releasing it now would cause problems for those of you playing on the stable branch. Many many more... ROADMAP This is just the beginning! As you might already know, RHS Evolution development will not stop with MANW competition, we will build on it in order to polish the existing, add new content and features! - Further optimization: Especially for the US side, some of the vehicles will receive more resolution lods.It will come in future builds, or even as hotfixes. Rest assured though that with hundreds of hours of testing we have yet to receive a performance drop complaint. - Commercial logos on weapons and equipment. For the sake of avoiding complications in the legal department we decided to change those on the US side with our own. This was mostly to do with MANW. In the near future we will change it back for the sake of authenticity. - Missions. We ran out of time on this one and are not able to deliver a set of missions that we are confident would reflect the type of quality we would want to deliver. However, may mission makers have had access to our alpha build and have been independently producing missions with our content. Expect to see them shortly. We have also teamed up with the producers of the hugely successful King of the Hill game mode to produce a special version of KOTH. It will also go live just a little after the MANW submissions close. - Bugs squashing. As we were adding new content almost to the last day before release, there might still be some left. We had a large group of dedicated players testing around our stuff for almost a month and were able to polish a lot of errors in time for MANW. If you encounter any sort of pesky bugs (although you really shouldn’t), please let us know as fast as possible. - Functionality. In future development builds every piece of equipment will be useable to some degree or another. For now, some of the things that were originally envisioned to have a little more functionality are simply for eye candy. A good example of this are the radars that come along with the pack. - Content and features - while we don’t want to disclose anything at this very moment, we can safely say there is a lot of work that is going on behind the curtains that we haven’t had the chance to finish in time for MANW, but it is still obviously planned to be implemented into future builds. INSTALLATION Unpack the two folders (RHSAFRF and RHSUSF, note that if you downloaded them separately then the following instructions apply to either/or) from the downloaded archive into the root of Arma 3 installation. Add the mods to the start up using either your favorite launcher or by adding the -Mod=RHSAFRF;RHSUSF; (note the absence of the @ symbol) to the launch options of Arma 3 in Steam. If you downloaded the Escalation package, you will find 3 missions contained in the archive. You can extract these to your `Arma 3\Missions` folder. USAGE All the stuff included in the mod is accessible through the in-game editor. The 3 small missions available within the game through `Play>Scenarios`. DOCUMENTATION AND CREDITS Full documentation can be found here: http://doc.rhsmods.org/ DISCLAIMER AND LICENSE ALL THE COMPUTER PROGRAMS AND SOFTWARE ARE PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND. WE MAKE NO WARRANTIES, EXPRESS OR IMPLIED, THAT THEY ARE FREE OF ERROR, OR ARE CONSISTENT WITH ANY PARTICULAR STANDARD OF MERCHANTABILITY, OR THAT THEY WILL MEET YOUR REQUIREMENTS FOR ANY PARTICULAR APPLICATION. THEY SHOULD NOT BE RELIED ON FOR SOLVING A PROBLEM WHOSE INCORRECT SOLUTION COULD RESULT IN INJURY TO A PERSON OR LOSS OF PROPERTY. IF YOU DO USE THEM IN SUCH A MANNER, IT IS AT YOUR OWN RISK. THE AUTHOR AND PUBLISHER DISCLAIM ALL LIABILITY FOR DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES RESULTING FROM YOUR USE OF THE PROGRAMS. By downloading and using the Red Hammer Studios: Armed Forces of the Russian Federation, Red Hammer Studios: United States Armed Forces or Red Hammer Studios: Escalation mods, you hereby agree to the following license agreement. END USER LICENSE AGREEMENT The work contained in this distribution is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License. You can view the license by clicking on the icon at the bottom of this page. Please note that the above mentioned agreement gives the right to Red Hammer Studios to waiver any of the conditions, thus feel free to contact us to obtain permission to modify our work. This add-on is provided for Arma 2: Combined Operations or Arma 3 and is not to be used with VBS or any of its derivatives built for the purpose of military training. That is it on bulky lists. The last thing to do is give you the links so you can start battling it out! IMAGES Links Downloads <- http://www.rhsmods.org (.torrents only right now until mirrors are up) Documentation <- http://doc.rhsmods.org UPDATE SERVER KEY FILE HOTFIX (both for users and admins) For 0.3.0<- http://www.rhsmods.org/downloads UPDATE 2 It's a little late but 0.3.5 is finally at a stage where we feel it is stable enough to hold the fort until 0.4. Head over to http://www.rhsmods.org/ to grab the torrent files, read the changelogs and generally goof around! UPDATE 3: 18.01.2015 Public Continuous Release Program Open! Red Hammer Studios is very excited to announce that we are moving towards a once per month release program! The first version is available tonight and if you follow the instructions (http://www.rhsmods.org/updater) you will be on your way! It will also give us the opportunity to fix and release critical bug fixes much quicker. Our initial aim is to have a new version available through the updater at least once a month. Updated changelogs are available for both factions: ftp://ftp.rhsmods.org/beta/rhsafrf/CHANGELOG.txt and ftp://ftp.rhsmods.org/beta/rhsusaf/CHANGELOG.txt and from now on will also be available in Russian thanks to the guys at TEHGAM community! UPDATE 4: 28.02.2015 Version 0.3.6 Released! Tonight we are pleased to announce the release of 0.3.6! Head over to http://www.rhsmods.org/page/updater if you still were not using the updater. If you were following the beta before, just run the updaters! Want to quickly check what has changed while you download? Check out the changelogs: ftp://ftp.rhsmods.org/beta/rhsusaf/CHANGELOG.txt and ftp://ftp.rhsmods.org/beta/rhsafrf/CHANGELOG.txt Enjoy! RHS Team UPDATE 5: 19.04.2015 Version 0.3.7 Released! With a little delay we are proud to present to you 0.3.7! This released from the beginning was planned as a bug fixing version so we focused mainly to stabilize the platform and add some realism features, including getting the mods up to scratch with all the things added to Arma 3 1.42 version. But don't be afraid! There are still plenty of new toys to play with! Read the full changelogs here: http://www.rhsmods.org/mod/1#changelog and http://www.rhsmods.org/mod/2#changelog The mods can be downloaded via our updaters (download v1.1 from our site) or Torrents. IMPORTANT! From version 0.3.7 we have moved to version and mod based server keys. This should stop people with incorrect versions joining servers. To get the keys head to the mod's respective download pages. Enjoy! RHS Team UPDATE 6: 11.06.2015 Version 0.3.8 Released! We're live! Another month, another update. Ok a bit more than a month but we think you will see that the wait was worth it! Many bug fixes, many new things around. Just turn on your updaters or head over to http://www.rhsmods.org/ to grab the torrents. Enjoy! Like us on Facebook (https://www.facebook.com/redhammerstudios) and rate on moddb (http://www.moddb.com/mods/rhs-armed-forces-of-the-russian-federation-a3 and http://www.moddb.com/mods/rhs-united-states-armed-forces ) Feedback Tracker: http://feedback.rhsmods.org/ Class Documentation: http://class.rhsmods.org/
  3. Let's make Arma Great Again! I have always wanted to do a complete OPFOR or red faction. For nearly 10 years now I have worked Project RACS to build up the Royal Army Corps Sahrani. I continue that work for Arma3 but it has lost a lot of steam with me. My mood for being a loyalist has soured a bit over the years. It is time for a little revolution.....or at least something different. The core of this mod will be based around RHS: Armed Forces of the Russian Federation. The extension portion will be based round legacy models and contributions provided to me by my wonderful friends in this community. Namely RKSL-Rock, Vilas, and many, many others have contributed to what will be absolutely fantastic. Combine this with support from my friends at RHS this mod will be huge. We are going to do big things here, absolutely wonderful big things. As usual this project will not necessarily be about having the most perfect model, but providing you with a complete playable faction. Plans for the SLA 2017 include.... Regular Army: T-72B, BMP-1, BMP-2, BTR-60, Shilka, SA-6, SA-8, S-60, ZPU-4, ZU-23, D-30, M-46, D-44, SA-13, SA-9, MTLB, MTLB Zu-23, Ural trucks, and various static machine guns and AT weapons, Troops will include Light Regulars, Regulars, Especas, Military Police, as well as crews and officers. Air Force: Mig-23, MiG-27, MiG-28, MiG-21, Su-22, Su-24, Su-25, all with varying loadouts. (hopefully more!!!) Helicopters: Mi-24, Mi-28, Mi-8, Ka-50?? Guards Division:??? BTR-80??? BMD??? T80U??? Idea still fluid.... Navy: Basic patrol/missile/gunboat My basic frame of mind for the current situation on Sahrani..... I have always worked around the lore of the original Arma1 storyboard for Sahrani. An archipelago of islands contested by two governing powers. The end of the Sahrani Civil war and the unification of the island for me was about unifying Sahrani and the immediate islands under the King. The Democratic Republic of Sahrani still exists on the remaining islands they control. That was years ago now. This is a new political climate.... Ideas for missions and campaigns swirl around a coup in the Kingdom and the country destabilizes..... or a UN mandate requires the return of occupied territories to the DRS..... or one of many other ideas that would lead to direct return of SLA troops to the mainland.... whether it be militarization, occupation, or blatant re-invasion.... media
  4. The Team Presents THE EAST WIND - RHS REMAKE WARNING! YOU ARE ABOUT TO PLAY AN ALPHA VERSION! SOME FEATURES ARE STILL NOT WORKING AND BUGS ARE STILL PRESENT! THIS CAMPAIGN IS NOT COMPATIBLE WITH ACE3 AND MAKING IT SO IS NOT A PRIORITY FOR US YET! Morning lads, I'm happy to announce that The Team is finally getting ready to release the RHS remake of The East Wind. This majestic hunk of data has received a large amount of attention from The Team in the past few weeks after being suspended almost 4 years ago, and is now finally getting ready to set sail once more! The Team currently consists of yours truly, and DenyWilco. Not much of a team but we make do with what we have, and apparently are doing pretty good while doing so. So much for the intro, now to the fun stuff. Required Addons: - RHSUSAF - RHSAFRF - RHSGREF - RHSSAF - Altis Armed Forces (2017) Known Bugs: - In the Prologue campaign, you'll still need to use the RCO. - Please report any bugs on the thread, or feel free to PM me, or DenyWilco. Downloads: Steam Workshop (HIGHLY RECOMMENDED FOR QUICK UPDATES) Mediafire Armaholic Credits: -DenyWilCo [Lead Dev; Founder of The Team] -MrCrazyDude115 [Lead Dev; Founder of The Team] -Bohemia Interactive [Making ArmA 3; Being an all around awesome company] -Red Hammer Studios [RHS; Being awesome] -BI Community Change log: Screenshots: Videos:
  5. ***PLEASE NOTE THIS IS A WORK IN PROGRESS*** Hello There! I am currently in the process of designing a Campaign and want feedback on my idea and eventually when I start rolling out mission's them as well. Since moving over to ACE I've loved the ballistic system as part of it. I was inspired by Igneous01 - ArmA 2 Campaign and wanted to create something similar but on the ArmA 3 Platform. However, I wanted to make something that is also co-op but was unsure if that is possible so please feel free to comment down below. I also didn't want thousands of mods I wanted to use mods that are the most popular on the Steam Workshop but like I've said if you have any suggestions please mention them below. Here's a general summary of my campaign: MODS: ACE RHS USAF RHS AFRF Apex Now I know this campaign won't be for everyone but I would appreciate any idea's that great community can provide. ***PLEASE NOTE THIS IS A WORK IN PROGRESS***
  6. After teasing people with promo shots in the combat photography thread for quite some time, I decided to open a separate thread for my upcoming AAF add-on. The idea behind this was to have a AAF faction for contemporary missions on Altis and Stratis using RHS assets and having only the RHS mods as a dependency. Over time I got permission to add some more models to this add-on and, so you’ll get a bit more than just RHS retextures… To provide mission makers with a possible storyline, I wrote a small history of Altis, which ends in a republic being on the brink of civil war in 2017 and with interventions of both Russia and NATO as a real possibility: Some screenshots: More: The content so far: • AAF infantry in pixelated camo • AAF reservists in greek lizard camo • Altian Police units • BMP-3s, GAZ Tigrs, HMMWVs and Urals for the AAF • Ka-60 and L-159 for the Altian Air Wing • pro-western Rebels Links: https://drive.google.com/open?id=1Yxn32iV400uCdolzrKmTl5ftJq5jZnGr http://steamcommunity.com/sharedfiles/filedetails/?id=1298282761 (More mirrors are always welcome!)
  7. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1618325439 MISSION Russians have invaded the small peaceful island of Malden, and are holding it's citizens captive! Execute missions to weaken the russian presence on the island and set it's citizens free! A randomly generated campaign, execute missions and lead the United States Armed Forces to capture the island of Malden and win the war against the Russian Federation. FEATURES Random AO - One of Malden's cities, the main airport, or the military island base will be selected to attack. Finish one and another is generated. Random Selectable Side Missions - If you want a bit more excitement, you can choose a side mission from the mapboard at base. It will open the map and show you all available missions. Side missions range from diffusing a bomb on your officer, to stealing an enemy supply truck, to finding and rescuing a downed pilot, plus much more. Every time you open the side mission map, there will be different missions at different locations, so if you don't like what's available, just close it and reopen it. Civilian Population and Traffic - There is a heavy civilian presence on Malden, its citizens populate most of the island and are driving cars (shocking!), and walking around everywhere. They aren't hostile to our forces. In fact the reason we are on malden is for them, as the russians have invaded and are making their life a living hell. Recruitable AI - You can recruit AI units from the officer at base. Please allow them a few seconds to get deployed and join your group. If you wish to dismiss a unit, simply walk up to him and select 'Dismiss.' Mobile Respawn - There are 3 mobile respawn vehicles, a 4 door Humvee, an unarmed M113, and an unarmed MRAP. They should have green letters above them saying M.H.Q. 1, 2, or 3. When you die, simply choose which M.H.Q. you wish to respawn on, or just choose to spawn at base. If a M.H.Q. is destroyed, it will respawn at base. Revive - You can be revived by your teammates if you are incapacitated. There is a 5 minute window to be revived before you die. Players can only revive other players, A.I. units do not revive or become incapacitated, they simply die. HALO Jumping - You can HALO Jump by choosing H.A.L.O. Jump from the mapboard at base. You can also choose H.A.L.O. Group to jump with your squad members. CAUTION: if you have joined another players group, it will force ALL GROUP MEMBERS to jump as well! Dynamic Group System - Press the Teamswitch key (Default "U") to open the group menu. Here you can create/disband your own group, invite other players, join or leave another players group. Virtual Arsenal - There is an ammobox at base with virtual arsenal, and all MHQ vehicles are virtual arsenal enabled. You may also call in a supply drop which has virtual arsenal. AVAILABLE SUPPORT (Called with 0-8 on Radio) Supply Drop - An ammobox will drop near you and be marked with green smoke. This box will have virtual arsenal. UAV Recon - Click a location on the map and after the data from the UAV comes in, all hostile and friendly units will be marked for 3 minutes. These markers will not be updated, so be aware units may move around. Artillery, Mortars, Carpet Bomb - Choose one of the 3 from the support menu and click on the map to rain down some good ol' american pop rocks on the enemies. Caution when using in cities, as it may result in lots of civilian casualties, our mission is to protect the civilians, not kill them. Laser Designated Missile - If you have a laser designator, you can call in laser designated missile strikes. You must keep your laser designator on the target until the missile strikes. (There might currently be a bug that removes the missile if you turn the designator off). Fast Travel Transport Helis - A UH-60 and MH-9 are available to transport you around Malden. When you select the heli you want, it will mark an LZ near your location and head that way. Green smoke will automatically be popped at the LZ when the Heli is near. Once you get in, choose "Give a LZ to the Pilot" and it will head to that location. After a few seconds, the screen will go black and you will fast travel to the location. If at any moment the heli becomes bugged out, choose "Detonate Heli Transport' from your action menu to destroy the heli and make the support available again. Paratroop Reinforcements - Click on the map and a squad will paradrop on your location. After the squad has landed, they will fall under your command (Or your group leader's, if you are in another player's squad). Requires both RHS USAF and AFRF. Credits: DUWS by Kibot. Modified Version by BigShot. EOS script & Occupation mission by BangaBob Civilian scripts by Enigma ATM Airdrop HALO script by PokerTour. Defuse Bomb script by Cobra4v320. Thanks to Kempco for the mapsize script. Thanks to FrankHH for correcting the typos. Thanks to Yumsum, Porte and Phil for all their patience in testing.
  8. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1652839680 BACKGROUND: The U.S. has sent our team to assist U.N. humanitarian aid forces in Chernarus. Rebels forces have been attacking the U.N. and stealing supplies. There is a blizzard moving through Chernarus, and the rebels are using it to cover their attacks on the U.N. OPERATION SNOWMAN: The rebels attacked Hope Station at 03:00 this morning under their mission name 'Operation Snowman.' Their next target is Salvation Station, where your team is stationed. Defend the location, eliminate the rebel presence in the area, and get Hope back!! FEATURES: Close-Quarter Combat Revive Virtual Arsenal Dynamic Civilians & Traffic Mobile Respawn Snow Storm! (You can disable it from mission parameters) REQUIREMENTS: CUP Terrains RHS GREF RHS USAF RHS AFRF CREDITS: Civilian scripts by Enigma Snowstorm script by ALIAScartoons Settings button by nEXaus A few scripts from Occupation by BangaBob Thanks to Yumsum, Porte and Phil for all their patience in testing.
  9. [SP/MP] OPFOR KP Liberation - Project Opfor / RHS Changes Made After looking at all the liberation missions it became clear that there where hardly any OPFOR sided liberation missions out their, compared to the orignal one, so we decided to deliver an OPFOR experience to liberation by making a Kp Liberation based on the OPFOR faction. So what we have done here is take Kp Liberation and change all the factions around to make it so you are able to play as the OPFOR faction, with out having to do anything, below is just a few of the main changes. We have used Project opfor as part of the base gear that will be used by the other factions. -Playable OPFOR faction. RHS AFRF (VDV/MSV) -Changed BLUFOR faction. Project OPFOR (Islamic State) -Changed GUER faction. Project OPFOR (Sahrani) -Changed the enemy marker colours to blue. -Changed spawn point marker to match OPFOR faction. -The friendly side is now OPFOR. -Added a extra tutorial page to help people. -OPFOR Medical vehicles changes. -Changed all factions to match new sides. -Fixed exploding choppers on the Ship. This mission will support other mods. If there is demmand a public server can be setup. Overview of the mission The area has fallen to the enemy, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the area. - Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area. - Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps. - Purchase both infantry and vehicles (both ground and air) using three different types of physical resources; supplies, ammunition and fuel. - Build the FOB of your dreams with an in-game "what you see is what you get" system. - Play within an immersive engine that not only punishes you for civilian casualty but diversely reacts in turn. - Combat aggressive and cunning hostile forces who react and adapt to your actions. - Monitor and work alongside, or against, independent guerrilla forces. - Learn that every window is a threat thanks to the custom urban combat AI. - Accomplish meaningful secondary objectives that will benefit your progression. - Never lose your progress with the built-in server-side save system. Statistics / Different on each map Capitals: 10 Cities: 68 Military: 26 Factories: 24 Radiotower: 22 Total Sectors: 147 Below you can look though the maps in the steam workshop. OPFOR Chernarus KP Liberation : OPFOR Altis KP Liberation : OPFOR Sahrani KP Liberation : OPFOR Tanoa KP Liberation OPFOR Takistan KP Liberation OPFOR Lythium KP Liberation More still to come. ----------------------------------------------------------------------------------------------------------- Understanding Markers Capitals: There are several larger or important cities in the region. When all are under friendly control, you'll most certainly have beaten back the enemy to a point where they cannot re-establish control. This is your primary objective. They are very well defended and you'll have to deal with a very high chance of enemy reinforcements or counter attacks. Cities: Generally small to medium-sized cities. Factories: Across the region you will find civilian factories under enemy control. Capture these, as they only need a storage area and can then produce the three resources. As such they are a very strategic first target! Military Bases: Home to large amounts of highly equipped enemy forces, these installations are heavily defended and will require large and well co-ordinated assaults if you have any hope in capturing them. While capturing enemy bases you'll prove that your operation is progressing in a promising way, therefore you'll unlock some heavier assets. Radio Towers (RT): When under enemy control, RT will be used to call in reinforcements when a nearby sector is attacked by our own forces. The reaction time will depend on the distance between the tower and the sector. When under friendly control, the towers will give useful map intel on hostile troop movements in the vicinity by intercepting their radio communications. ----------------------------------------------------------------------------------------------------------- Credits: -Creator: Zbug -Primary Editor: Wyqer -Secondary Editor: Luacs - Cross over This mission is under the Arma Public Licence (APL)
  10. Hello Everyone!!! A few of us have put together a dedicated server with RHS mods in the Warlords missions set. Some features include, no stamina, higher cost for jets, revote for sectors, and much more. We have a dedicated discord as well: https://discord.gg/NZYCmW We're a very new server so come on over and join in the fun! server name: RHS Warlords Dedicated Server | RHS USAF | RHS AFRF | RHS GREF
  11. Author: JTS Introduction: A mission in operation flashpoint style Description: Kolgujev. October 1, 2020. This military island, owned by United States, was abandoned for many years. But recently there was found a large activity of Russian army. The US considered it as a threat and sent two officers to the Russian headquarters in Kolgujev to assess the situation. But instead of peaceful negotiations, they captured them. October 20, the United States established a base on the coast of Kolgujev. On October 25, the US sent a squad to an operation to rescue two officers Features: - Start scene - OFP style mission - 2 localizations: English & russian - Revive (APEX Edition) - Respawn with respawn screen (Selectable locations) - JIP (Join in progress) compatible - Music from OFP - Conversation script (APEX Edition) Notes: - Read briefing carefully Credits & thanks: Mission was tested by: JTS (me), Urban Screenshots: Download (Steam workshop) Download (Armaholic)
  12. This addon represents Chernarussian Defence Forces and other law enforcement structures units retextures based on RHS mod. As usually, you can see original A2 type CDF units. Also you can find in this addon Chernarussian airborne forces, national guard, Ministry of interior special force "Orel", KGB special force "Alpha" in different equipment. Features: - Original A2 CDF camo and some other camouflage patterns - CDF now wearing PASGT helmets instead of 6b27 - Added many groups - Added RHS CDF vehicles with my crew in it - Some new vehicles retextured to CDF camo - Added CDF airborne forces flag Known issues - Automatic Riflemans armed AK-74 with 45rnd mags instead of RPK-74 (by reason of its absence in RHS weapons) - CDF Militia unit uses rhsgref_chicom class vest, that's not done yet (Hopefully new update will fix it :-) ) - Wooden SVD replaced by plastic one (by reason of its absence in RHS weapons) Thanks RHS for their great mod, Zedderick for his CDF Kamaz textures, Soviet Armed Forces mod and Xacino for his RD-54 model. Steam link: https://steamcommunity.com/sharedfiles/filedetails/?id=1550624597
  13. INTRODUCTION United States Army 3rd Battalion, 75th Ranger Regiment (3-75RR) is a community that aims to provide a realistic simulated special operations environment. The higher objective of which is to create an environment which is conducive to allow growth of its members mentally in teamwork, leadership, and morality. We offer three different routes within the unit you can choose from Alpha Company, 3rd Battalion, 75th Ranger Regiment which is our ground core and muscle. They consist of a rifle company housing three rifle platoons. Secondly we have the 160th Special Operations Aviation Regiment which is composed of one aviation battalion which flies the AH-6M, MH-6M, MH-60M, MH-60M DAP, and the MH-47G Chinooks. Lastly we have the 16th Special Operations Squadron supporting with their AC-130Hs. OVERVIEW The missions of the 75th Ranger Regiment is to plan and conduct special missions in support of US policy and objectives. As such, the 75th Ranger Regiment conducts large-scale joint forcible entry operations while simultaneously executing surgical special operations raids across the globes. These missions include: ⮚Direct Action: These Missions are designed to seize, destroy, capture enemy facilities and/or materials. Rangers are trained and equipped to deliver maximum surprise and shock to opponents. ⮚Airfield Seizure: The Ranger Regiment is the Nation's premier choice for forced entry operations. The Ranger Regiment's capability to conduct airborne operations into hostile territory is strategically essential to our offensive military power and reach. ⮚Special Reconnaissance: The intelligence gathering activities are designed to monitor, find and fix hostile forces for future operations or strategic decision making. ⮚Personnel Recovery: Rangers are trained to evacuate or rescue civilians and prisoners of war, or capture designated enemy personnel in politically sensitive areas, hostile terrain, or enemy held territory. ⮚Clandestine Insertion: To place maximum surprise and shock on the enemy, the Ranger Regiment uses special techniques and equipment to infiltrate enemy territory, seize the initiative, and achieve surprise over hostile forces. ⮚Sensitive Site Exploitation: Leveraging their combination of cutting edge equipment and lethal, responsive strike forces, the Regiment collects and analyses information gathered on missions to conduct rapid follow-on operations that keep aggressors off-balance and unable to react. GET CONNECTED ⮚Minimum age requirement is 18+ (Waivers are possible) ⮚Valid ArmA 3 copy. Your application will not be processed without a valid Arma 3 Player ID. ⮚Teamspeak 3 & Discord VoIP Client and working microphone/speakers/headset ⮚Be disciplined, motivated and eager to learn specialized task If you are interested in learning more, and/or applying for membership, please visit us in our Website.
  14. Greetings, everyone. Here to present my vision of Ravage mission and my server that running it. B2 Ravage Malden Files b2_ravage_malden.Malden.pbo Steam Mods Collection Server Details GameServer: B2Server IP: TeamSpeak : Story Few years have passed since the beginning of The White Plague. World lies in ruins... Remaining shards of humanity sheltered in barricaded fortresses, desperately trying to survive. Everything is hostile outside this walls. You are one of The Pathfinders. Your mission is quite "simple": rediscover the World. Description You playing as a Pathfinder of a Survivor community rather then lone survivor. World outside is extremely deadly - you'll have to team-up if you want to survive long enough. Gameplay is focused on teamwork, combat action and exploration. Mission is balanced for 2-4 player teams, but will also work in SP-mode. Features Dynamically spawned enemies - bandits, renegades and zombies Hardcore survival with effects of hunger, thirst, radiation, injuries, virus and dust sickness Multiple survivor Hubs with NPC characters Realistic modern weapons, gear and vehicles Realistic hardcore firefights including suppression and weapon jamming Recruitable AI companions (can be revived and will revive player) Experience and Level Systems Weapon/Gear Shop and Garage Systems Persistence System S.T.A.L.K.E.R.-like Anomalies Post-Apocalyptic Weather (including dust storms and tornadoes) The Zone - area affected by virus with lots of zombies, anomalies and extremely dangerous drone guardians Rumors says somewhere inside The Zone there's a functioning mobile nuclear reactor, which will fulfill power requirements of what's left from humanity virtually forever Screenshots Credits haleks - amazing Ravage Mod hoverguy - Weapon Shop, Garage and Experience Systems aliascartoons - Dust Storm Script EO - multiple scripts and scripting hints tourist - performance and mod advises GEORGE FLOROS GR - Helicopter Crashsite script and overall support of Ravage community and all the mod-makers
  15. Hello, soldiers! Welcome to my latest mission: Eradication. Eradication is a mod/variant which combines the new Warlords mode and the Ravage Mod, creating a post-apocalyptic type Warlords scenario. Story: 10 years ago, a deadly sickness spread throughout the island. The island had been closed off and quarantined, left to rot and be consumed. Within the chaos, two major factions rose to the top. The year is now 2019, and a highly trained US Marine Task-Force has been deployed to establish a foothold on the island, neutralize the two major factions in the region, and attempt to eradicate as many infected as possible. BLUFOR players will control the US Marines, OPFOR players will control one of the major factions on the island, and the INDEPENDENT faction will be AI controlled and will defend all towns and cities with their lives. Renegades and lone survivors will also roam the island killing everything on sight. Both teams of players will have to loot and scavenge the area to ensure they never run out of ammo or resources. However there is NO hunger/thirst system as I thought it would take away from the main idea of the mission. You will be able to tweak some parameters before playing to make it customizable to suit your needs. To play solo/with AI: Host a LAN server normally and keep the AI in the player slots. Everything else is basically the same as the Warlords mode, but has been modified to fit the setting. If this mission is well received, I will make versions for other maps. More Info: - The Independents represent the 2nd major faction in the region, the 1st being the OPFOR faction. - You can search any wreckage or furniture piece. All buildings have been fully furnished. - Renegades and bandits will sometimes be carrying important Ravage items. - The OPFOR faction has slightly weaker units, but they make up for it by being cheaper to recruit. Required Mods: - All RHS Mods - Ravage - Derelict - CUP Terrains (For CUP maps) DOWNLOADS: Malden 2035 Malden 2035 LITE Takistan Stratis (Coming soon) Tanoa (Coming soon) Altis (Coming soon) Please leave any suggestions or feedback in the comments! MEDIA:


    by GEORGE FLOROS [GR] Description: Try to Survive ... Coop ... or Not! This mission supports playing Solo or Multiplayer ,Coop or PVP and also supports EVERY map (ArmA 1/2/3). 20 Different Enemy Faction VS NPCS or Zombies. Gameplay with a lot of options (MODULAR environment). It is a survival mission based in the features (thirst + hunger and loot system) of Ravage mod, that can be played from one player to coop mp or PVP (like Dayz gameplay), with a modular environment, selections via missionparameters for everything included , environment,ambience,loot,enemies,type of mods that you want to play with, ex: Unsung loot items + VC_Village_Guerillas enemies and can be played to every map,by changing the name of the map, ex: SALVATION.CSJ_SEA ( the selection of the map will have effect to the loot spawned cause of the buildings.) It doesn't need a server running , like exile and you can play this also on Dedicated. Features: playing Solo or Multiplayer ,Coop or PVP Supporting EVERY map (ArmA 1/2/3) VCOM AI 20 Different Enemy Faction Gameplay with a lot of options (MODULAR environment) And much more Installation: Place the mission file in the MPmissions folder inside your Arma 3 installation. Your ArmA3 installation should be in yoursteamfolder/steamapps/common - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Usage: Recommended and/or optional addons and mods to use with SALVATION: CUP Terrains Complete http://www.armaholic.com/page.php?id=30045 CUP Weapons http://www.armaholic.com/page.php?id=27489 CUP Units http://www.armaholic.com/page.php?id=29301 CUP Vehicles http://www.armaholic.com/page.php?id=29716 RHSUSAF http://www.armaholic.com/page.php?id=27149 RHSAFRF http://www.armaholic.com/page.php?id=27150 RHSGREF http://www.armaholic.com/page.php?id=30998 Zombies and Demons http://www.armaholic.com/page.php?id=28958 Max Zombies http://www.armaholic.com/page.php?id=33696 RSO Buildings Pack http://www.armaholic.com/page.php?id=32088 ArmA 3 Custom Buildings - Original http://www.armaholic.com/page.php?id=29678 The Unsung Vietnam War Mod http://www.armaholic.com/page.php?id=29948 Notes: It is supporting EVERY map ! (ArmA 1/2/3) , just by changing the name at the end of the mission name like : SALVATION.Stratis to : SALVATION.Tanoa You can search the static objects of the map for loot. Extra Loot Script by BangaBob (works on every map) is also available. The percentage of loot can be adjusted according the Map selection (can be counted from the server by hitting 0-0-2 in game). To Check + test the spawn of the items , there is also an option on the parameters , on the Loot Probability , to Enable Debug Weapon = 0 Magazines = 1 Items + Ravage items = 2 Vests = 3 Backpacks = 4 Ravage items = 5 extra pics to see the spawn of the items: Select your desired Environment There is included in the selections , also Loot for , Community Upgrade Project [ CUP ] and The Unsung Vietnam War Mod. To activate it you must have the certain addons . For changes , go to the mission parameters . Your Selections may have effect on the performance , check more the parameters settings. Every time you are starting the mission , the starting position will be on random. - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Credits & Thanks: haleks [ Ravage ] ryandombrowsky [ Zombies and Demons ( Ryanzombies ) ] Maxjoiner [ Max Zombies ] Community Upgrade Project [ CUP ] RED HAMMER STUDIOS [ RHS ] RSO Creations [ RSO Buildings Pack ] mattaust [ ArmA 3 Custom Buildings - Original ] UNSUNG Mod Team [ The Unsung Vietnam War Mod ] TAW view Distance Script by Tonic Loot system Script by BangaBob Advanced Rappelling Script by Duda Advanced Urban Rappelling Script by Duda Advanced Towing - Script by Duda NRE Earplugs Script by NemesisRE VCOM AI Driving Script by Genesis92x Vcom AI Script by Genesis92x Mag Repack Script by Outlawled Snow Storm Script by aliascartoons Thunderbolt Script by aliascartoons Road Flares Script by aliascartoons Real Weather script by code34 Generic Dust Particles Script by Goon Generic Snowstorm Particles Script by Goon Randomly generated roadside IED's script by brians200 AI HALO Jump Script by cobra4v320 Engima's Civilians Script by Engima Engima's Traffic Script by Engima [R3F] Logistics Script by Team R3F Injured Ai simple script by Persian MO Phronk's Furniture script by Phronk Left Shoulder Scripted Weapon script by ArtyomAbramov No Kill Zone Script by SuperChicken Productions Headshot + Killfeed Script by GEORGE FLOROS [GR] Custom DeathScreen Script by GEORGE FLOROS [GR] Earthquakes_GF Script by GEORGE FLOROS [GR] Crashsites_GF Script by GEORGE FLOROS [GR] 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: Version 3.0 Enabled the default save option. Added compatibility with: Max Zombies by Maxjoiner Mod http://www.armaholic.com/page.php?id=33696 + minor fixes Version 2.0 Added compatibility with: The Unsung Vietnam War Mod http://www.armaholic.com/page.php?id=29948 No Kill Zone Script by SuperChicken Productions Road Flares Script by aliascartoons + minor fixes Version 1.0 Requirements: @CBA http://www.armaholic.com/page.php?id=18767 @Ravage Mod http://www.armaholic.com/page.php?id=29638 Forum topic: - BI forums https://forums.bistudio.com/forums/topic/212528-salvation/ - Armaholic forums http://www.armaholic.com/forums.php?m=posts&p=198511#198511 Download : Armaholic Salvation v3.0
  17. Project OPFOR is an initiative to bring community new forces and armies, which were/are involved in recent military events. We will surely keep requirements as simple as possible, for now we only use AFRF and USAF from Red Hammer Studio. GREF dependency will be probably added by the end of this year. Note: We DO NOT consider making dependency on modifications with poor quality. That of course means Leights OPFOR Pack in now absolete with all the weaknesses it had, but while rewriting it our main purpose was to offer compatibility with old classnames and files and we'v achived it. We devided our mod into 4 pbo's (for more info and faction classnames check README file) For my part I would like to invite all willing to work together to join our mod team to bring to ARMA as many armies as possible and give it to community in one complex package. DOWNLOAD: Mega - https://mega.nz/#!voZyzCjQ!b5IL1eEYeateFzldLpLtpNG5Ovpy8QsMdTu0ElenkBQ Steam Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=735566597 http://imgur.com/a/9nVey Changelog: (for complete check SW or README.txt) 0.2.4 - Added Datsun - Added Land Rover (SPG-9) - Added Flags for all factions - Added More aks-74/aks-74u for Afghan Militia, Islamic State - Added PM-63 for Afghan Militia, Iraqi Armed Forces, Kurdish Armed Forces, African Militia, Islamic State, Irish Republican Army - Added Optional RDS compatibility pbo - Fixed Boko Haram sides - Fixed Priority on factions - Fixed ISIS Uniforms (OPFOR is no longer naked) - Fixed static.sqf editor script error (thanks to Spyderblack723) - Fixed stringable error - Fixed CfgMoves error (one left) - Fixed Lee Enfield is back in VA - Fixed Iraqi Armed Forces is now using AKM as main weapon - Fixed RACS is now using M249 as MG and M24 as sniper rifle - Improved ISOF units - Improved Boko Haram groups (thanks to >D4S< Shepherd of Fire) - Improved IRA and UVF groups (thanks to >D4S< Shepard of Fire) - Improved Islamic State groups - Improved ISIS HMMWV Textures - Improved Iraqi HMMWV Textures 0.2.3 - Added Offroad M2 motorized groups for LOP_AM and LOP_AM_OPF - Added Aks-74/aks-74u for some factions - Fixed Eastern European civilians do not longer spawn with asian faces - Fixed Uniform problems for Islamic State and Peshmerga - Fixed Headgears in 3den are once more visible - Fixed Commander and Gunner for T-55's - Changed Some uniform names Known Bugs: - Generating ST on the fly is very slow .rpt error - Missing some takistani clothes (help needed) - Missing some dedicated textures for vehicles - Black spots on Chedaki 03 uniform back - Some 3den preview images are missing (IRA and UVF) Credits: - Red Hammer Studio for their awesome mod - Reyhard for a lot of help, T-72 CDF textures and permission to include his T-34 and T-55 - Leight for his textures and willingness to work with me - zGuba for introducing me to the "world of configs" and answering my questions - Krukov and his International Expeditionary Unit for bughunting and feedback - Grim Panda and his Force Protection Combat Team for testing - Ma77h3hac83r for new logo's - Stagler for his Chechen textures - Sharpmaster1379 for being an military advisor - Basher for helping with stringables - brainslush for helping me fixing a lot of stuff - (SWE) Jonathan for assisting me with reworking the gallery - Aplion for permission using his physX configuration for landrover - Mikero for his awesome tools - Whole community for help, feedback and ideas - Bohemia for best game in the universe
  18. Frontline is a PvP mod that brings the same structured teamwork orientated gameplay found in games such as Project Reality, Squad and the Tactical Battlefield mod back to Arma 3. The aim is to create a set of realistic game mechanics and systems that puts the responsibility on the players to play as a team to win. The majority of the features of the mod will be very familiar to players of the aforementioned games/mods. Roles and squads Commander features and command structure Rally points and forward outposts Weapon re-balance, smoke and particle rework Defensive structures construction Vehicles and assets become available at specific player numbers. Medical system Custom suppression effects Squad radar Spotting system Heavily modified and enforced TFAR version 3D Interaction (Easier door opening, ladders and more) Vehicle Maintenance Freakishly simple 2-clicks-from-vanilla-arma-to-being-screamed-at-by-your--squadleader launcher. Excellent performance relative to other game-modes that have large player numbers Smooth and polished interface and systems AI fighters only for when the server is waiting for actual players to join But why is it called Frontline? Because we fight on the Frontline! Gone are the days of fighting over arbitrary buildings and locations, now territory is king. You decide what locations are tactically relevant the whole battlefield is your playground. Push the Frontline by taking and holding ground, the team with the most territory bleeds the other of tickets, the more territory the faster the bleed. The Frontline constantly updates and flows with the shape of the battle forces the teams to play together, communicate and fight in a realistic manner. Flank enemy squads to cut them off from reinforcement and supply, probe for undefended gaps in the Frontline and breakthrough. Timelapse 40x speed of a battle (youtube) Typical reaction of a player seeing the frontline for the first time At the moment the mod is played in conjunction with either RHS or Iron Front mods . The only place to play it is on the server run by the development team (this will change as the player-base expands). The mod and it's dependencies are available on steam workshop. If you have any problems installing please use the launcher we made. It's idiot proof. The steam workshop is there because people wanted it, and it works just fine, but we will only support/help people installing with the launcher. Details of the launcher in the second post of this thread and you can get it on the website. The server also uses CUP terrains, Kunduz and some custom terrains that are all in the mod pack delivered by the launcher. Teamspeak is mandatory because of the mod-integrated Task Force Radio, but even if you don't have TS, the launcher will help you install teamspeak, take care of all the TFR plugins, open the frontline teamspeak, put you in the right channel, open TrackIR if you have it, launch Arma, put you into the server, and make you a nice cup of tea just the way you like it.) We have a website here https://www.frontline.frl/ but nearly all interaction with/between the community is on the discord On the discord we discuss feedback, trash-talk and organize events and playing times. We play at specific times, we don't yet have the player-base to have spontaneous games so we set specific game nights to get bigger games with more players and combined assets unlocked. So yes the server is empty most of the time, and no that does not mean the mod is dead. Come to the discord to find the time of the next fight, but right now it is every Wednesday (RHS), Saturday (RHS) and Sunday (Iron Front) at 1800GMT. Some background on the development: The mod has been in development for several years now, starting with a sub-section of the dev team that developed Tactical Battlefield. The SQF coding is built on top of the framework made by the AAW team. The tech behind the Frontline itself is something entirely unique to this mod. A whole Python extension framework has been built from scratch just to be able to execute our Python code on the server that takes care of "capturing" the terrain and computes a realistic frontline based on the situation in the AO. On a side note: we're quite proud of how we implemented it. In fact, we're so proud of our ingenious tricks used that we're currently (early 2018) going to Python conferences and giving talks about the gamemode. Its pretty cool stuff and as the bonus of fantastic performance.
  19. Good day, community, I do need some help. I'm using RHS for my survival scenario. After quite a break, I returned to Arma and found out that they've added integrated large number of different ammunition types to the weapon configs - great job, actually, love the depth of it. But since you couldn't merge different types of ammo in one magazine (using Outlaw MagRepack), constantly scavenging and swapping weapons, after just an hour of gameplay, I ended up with like 20 different full and half-empty AK mags, which also clogged scroll menu. Basically, I would like to revert it back to single type of magazine (say "rhs_30Rnd_545x39_AK") while keeping whole range of weapons . So, first idea was to make a script that constantly roams through player's inventory and replaces "wrong" types of mags with the one I need. waitUntil {!isNull player}; private ["_magazinesAmmo","_needReplace","_ammoCount"]; while {true} do { sleep 1; _magazinesAmmo = magazinesAmmo player; { sleep 1; _needReplace = "rhs_30Rnd_545x39_7N10_AK" in _x; _ammoCount = _x select 1; if (_needReplace) then { player removeMagazine "rhs_30Rnd_545x39_7N10_AK"; player addMagazine ["rhs_30Rnd_545x39_AK",_ammoCount]; }; hint format ["%1\n%2\n%3",_x,_needReplace,_ammoCount]; } forEach _magazinesAmmo; }; With that I managed to replace one type of mag with another. But then I kinda get lost in arrays and their nesting. Also I couldn't find the way to remove specific mag (with selected number of ammo), so problem might be with removing/adding magazine with wrong number of ammo. What I need is to get it working with arrays of pairs like: [ [["wrong_mag_calA_01","wrong_mag_calA_02"],"right_mag_calA"], [["wrong_mag_calB_01","wrong_mag_calB_02"],"right_mag_calB"] ]; Maybe, there's another way, like changing CfgMagazines somehow, so all the RHS weapons simply spawn with one type of magazine each, but I've currently have no idea how to make that. Any help or advice appreciated. Thank you.
  20. Its a heavely customized version for veteran gameplay type (no extented map content...), the parameter are locked to not breack the mission and balance. Direct dowload here : https://drive.google.com/open?id=1DoZPVmoMKwIChmd1dNj0fJzFwmsgQwQY Steamworkshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1614180127 Parameter of the mission : -Each side start with 1 sector (base) and 0 CP. -Each base got an helipad unlocked. Warlord sector : -The little location give a poor income, they are mainly used to be able to counter attack. -Sector like FOB or Oil field area give a good income. -Sector town give normal income. -The big town and Airport give a huge income. -Each sector are guarded by Middle East Militia Balanced mission and strategy : The Irakian forces are supported by the USA, so they can order few American asset for a higher price. The Islamic faction can order cheaper vehicle like T-34, T-55 so they can get a cheap armored force. The 2 Faction can order BMP-2 and other similar vehicle for the same price. For the weapon both side can order cheap russian and launcher crate, the Irakian can order more expensive U.S. weapon and launcher, in return the Islamic faction can order cheap static AT weapon (Spg9, Metis, Kornet). With the R3F logisitic script its easy to load/unload static weapon. The assset will look like expensive at first, but there a lot of sector and strategic sector (good income), to force the player to conquer and keep strategic sector like FOB, Oil field and big town. The side who own this sector will have a good income and that will take few minutes to buy the most expensive asset. The airport is working, plane asset are avaible and separated by 4 sector for each side. Player class : *The squad leader can order CAS, and Airtaxi : -Irakian Faction can call USA support, more effective (AH-64 and A-10) but with a longer cooldown. -Islamic Faction can call SU-25, Mi-24 AT less effective but with a shorter cooldown. *The engineer (or Bomber for Opfor) can build sandbag everywhere if they have a toolkit. No night There is no night, the mission start at 6 am. The time from 6 pm to 6 am is skipped. Logistic Player can carry and load in the vehicle defensive structure and static weapon. Defensive structure can be build at base. Other feature and community script for gameplay enhancement : -R3F logistic : Player can carry and load in the vehicle the ammobox. -R3F log (creation factory) : Each side can build fortification and structure to protect a sector, note huge structure like tower or building cant be loaded in a vehicle, its mainly to defend the base. An other note about the creation factory there a hard limit to avoid performance issue. -AIS Revive : Player can see an injured friend on the map, the injured player can be revived by an AI squadmate (press/spam H key). -Advanced sling loading, tranport object by air. -Advanced towing, transport object with ground vehicle. -NRE Earplug, earplug. -TAW Dynamic View Distance, ability to set up viewdistance and terrain quality. -Ambient Aircombat
  21. Previously called the "US Army 2005" addon, now i renamed it to "US Forces 2000s", so the addon can have a wider scope and can include more branches. This pack includes Soldiers and Marines wearing BDUs in Desert camo or M81 Woodland camo and Interceptor Body Armors in M81 camo, 2004-2006 era Marines wearing Marpats, IBAs, Nomex Flightsuits, and there are also 2007 Era US Army units that wear Full UCP camo. They use RHS weapons and vehicles, GSTAVO's M16A2s are also used by most of the Marines from 2001-2003, and also rear echelon US Army units Features: - Units, primarily US Army and USMC, from 2001 to 2007, wearing appropriate uniforms and gear for each year - units are mostly available in woodland and desert variants (except for later US Army, wearing universal camo pattern, of course) - Generic Special Forces Units, from 2001s to 2005 era - Adapter for users of RH Accessories pack is available, inside the "optionale" folder found in the mod's directory (@simc_uaf_08_rhs). using RH Optics will give more period accurate attachments not found in RHS, primarily PEQ2s and Aimpoint M2s, also TA01 ACOGs Gear: - ACU Uniform (UCP camo, IR flag option) - MICH helmet (UCP, M81, and DCU camo, and coverless versions) - MICH battery pack accessories made by Lennard - PASGT helmet (M81, DCU, 6-colour, and Marpats) - LWH Helmet (Desert and Woodland Marpat) - Interceptor Body Armour OTVs (a shitload of them, really, in M81, DCU, and UCP camo, also plain coyote brown) - CIRAS vests - SPEAR BALCS vests - FLCs (on its own and on top of IBAs) - ILBVs (on its own and on top of IBAs) - BDU Uniforms (M81 and DCU) - Raid BDUs (M81 and DCU) - Units have randomised helmets - Nomex Flightsuit (model by Cinco) - ESS and SWD Goggles - few other glasses, ESS V12 and Birth Control Glasses (Made by Lennard) - Watch Caps for early years SF (Also Made by Lennard) - PVS7 NVGs on rhino mounts - optional ace compatibility for all glasses and NVGs available, config made by lizardbolo, optional config comes in a pbo located in "optionale" folder under the mod's directory - patrol caps, utility caps, and boonie hats, in DCU and M81 - Fleece jackets and MOPP suits Planned stuff: - Wound textures - m40 gasmask + hoodie - editor icons - some additional SF Vests Full Changelog: Known Issues: - Nametapes does not receive shadows (idk how to fix this yet, material issue or smthing i have no idea even) - Wound textures not yet working Credits: - Bohemia Interactive: A2 Sample models, for base of uniform model and also the pouches - bolo861: Helped me fix loades of config errors, beta testing, and made config for the glasses ace compatibility - punky: original FLC model - bigstone: Scrim helmet model, ISAF patch texture, and several other texture for other unit patches, and lots of advices - cinco: NOMEX fligtsuit model - Johannes for his awesome SF template for Arma 1 - RHS team: Awesome mod in general that becomes the base for this mod (vehicles and weapons) - GSTAVO: That wonderful M16A2 - Lennard: Several great models that he gave me, including the watch caps, glasses, and battery pack - John Hansen (of Brazilian Defense Force mod) for ALICE webbing models - everyone here who helped me discover all the bugs that appear due to mijn clumsiness, and also for all the suggestions and critics! image albums: https://imgur.com/a/hdcjLq9 https://imgur.com/a/DaEScEM https://imgur.com/a/WWkAhrA https://imgur.com/a/dVLSUVv Download: Steam Workshop ------------- Additional Units Optionally, if you want some more units, you can grab some here. http://steamcommunity.com/sharedfiles/filedetails/?id=1116198232 The extra units that are included in this optional pack are: - 173rd Airborne Bde (2004 and OEF) - 10th Mountain Division (2004 and OEF) - 101st Airborne (OEF) - 3rd Infantry Division (OEF) - 4th Infantry Division (2004 and OEF) - 1st Infantry Division (2004, 2007, OEF) - 1st Cavalry Division (2004, 2007, OEF) - 2nd Armoured Cavalry Regiment (2004, OEF) As always, the 2004 ones wears DCUs and M81 IBAs, and a mix of MICH and PASGT helmets. The OEF units are in Full ACU gear and they wear ISAF patch on their left arm.
  22. i'm trying to make warlords mission with RHS and ACE. here is the problem. "fixed uniform" i'm trying to give a choice to player about loadout. vest or other gears are fine. but, the uniform has fixed by warlords init module. can i disable the fixed uniform issue? ---------- + this is not a BI or warlords issue. i can not connect to 'class.rhsmods.org/' is there any other place to check class names? i really need it for asset price change.(also with vanilla class names)
  23. Hi all, Mission coop for 9 max at SHAPUR, but can be accomplished in SP. SP or MP with HEAL & REVIVE feature for AIs and player(s)! Yes! In SP, you don't die. AIs fellows can heal you as you're unconscious. If not, you'll respawn after 2 minute bleed out. You can save them as well. Your mission is to hold the factory as Alamo point. You can enable/disable Arsenal crates for players. See on Steam for all required mods (R3F except bugged R3F objects, RHS, CUP terrain for Shapur, EricJ talibans for uniforms) . Have fun! https://steamcommunity.com/sharedfiles/filedetails/?id=539562506
  24. The Soviet army back in the action! The armed forces of the Soviet Union was created in 1918 (then called the red army), and ceased to exist in 1993. Apply a crushing blow to the world imperialismo, or head to the Democratic Republic of Afghanistan, to fulfill their internationalist duty! For our Soviet Motherland! For correct work need: http://www.rhsmods.org/mod/1 - RHS: AFRF http://www.rhsmods.org/mod/2 - RHS: USAF http://www.rhsmods.org/mod/3 - RHS: GREF Screens Class List Download Google Drive Steam
  25. Hey! I've been trying to modify the civilian presence module by BIS to be used on community ported maps like Chernarus. I've got this code working so far (Put in "Code On Unit Created"): // Set clothes _civs = [ // Factory "LOP_CHR_Civ_Worker_03", "LOP_CHR_Civ_Worker_04", "LOP_CHR_Civ_Worker_01", "LOP_CHR_Civ_Worker_02", "LOP_CHR_Civ_Worker_06", "LOP_CHR_Civ_Worker_05", "LOP_CHR_Civ_Worker_07", // Forest "LOP_CHR_Civ_Woodlander_06", "LOP_CHR_Civ_Woodlander_05", "LOP_CHR_Civ_Woodlander_01", "LOP_CHR_Civ_Woodlander_02", "LOP_CHR_Civ_Woodlander_03", "LOP_CHR_Civ_Woodlander_04", // Town "LOP_CHR_Civ_Citizen_06", "LOP_CHR_Civ_Citizen_05", "LOP_CHR_Civ_Citizen_07", "LOP_CHR_Civ_Citizen_03", "LOP_CHR_Civ_Citizen_04", "LOP_CHR_Civ_Citizen_02", "LOP_CHR_Civ_Citizen_01", // City "LOP_CHR_Civ_Profiteer_04", "LOP_CHR_Civ_Profiteer_01", "LOP_CHR_Civ_Profiteer_03", "LOP_CHR_Civ_Profiteer_02", // Gay "LOP_CHR_Civ_Rocker_03", "LOP_CHR_Civ_Rocker_01", "LOP_CHR_Civ_Rocker_04", "LOP_CHR_Civ_Rocker_02", // Village "LOP_CHR_Civ_Villager_01", "LOP_CHR_Civ_Villager_04", "LOP_CHR_Civ_Villager_03", "LOP_CHR_Civ_Villager_02" ]; _loadOut = getUnitLoadOut (selectRandom _civs); _this setUnitLoadout _loadOut; // SetFace _num = round Random 23; _face = ["whiteHead_", _num] joinString ""; if (isServer) then {[_this, _face] remoteExec ["setFace", 0, _this]}; // SetName However their names are still greek. Since Bohemia didn't allow us to select a faction but rather "Auto detects" whether we're on Tanoa or Altis using this module in a community made map is 99% of the time going to be a pain. Is there anyway to use #include "rhsafrf\addons\rhs_c_troops\identities.hpp" and grab names from identities.hpp files like you do in mods? Use use setName to turn Garkos Kortas into Roman Bytchok?