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Found 118 results

  1. Greetings, everyone. Here to present my vision of Ravage mission and my server that running it. B2 Ravage Malden Mission File: b2_ravage_malden.Malden.pbo Steam Mods Collection Server Details: GameServer: B2 Server IP: 217.182.197.232 Port: 2400 TeamSpeak : 185.121.174.14 Description You playing as a Pathfinder of a Survivor community rather then lone survivor. World outside the fence 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. 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 and gear, no fictional stuff. Recruitable AI companions (can be revived and will revive player). Experience and Levels System. Weapon/Gear Shops and Garage Systems. Persistent Gear, position and vehicles. S.T.A.L.K.E.R.-like Anomalies. THE Zone - area affected by deadly virus, with lots of zombies, anomalies and extremely dangerous robotic 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 and all the mod-makers
  2. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1618325439 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: Civilian Population and Traffic, Recruitable AI, Mobile Respawn, Revive, Random AO, Random Selectable Side Missions, HALO Jumping and Virtual Arsenal. 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. -SUPPORT (Called with 0-8 on Radio): Supply Drop, UAV Recon, Artillery, Mortars, Carpet Bomb, Laser Designated Missile, Transport Helis and Paratroops. Requires RHS USAF and AFRF.
  3. 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/
  4. 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.
  5. 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) 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-on · 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.
  6. 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 DOWNLOADS: Malden 2035 Stratis (Coming soon) Tanoa (Coming soon) Altis (Coming soon) Please leave any suggestions or feedback in the comments! MEDIA:
  7. 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
  8. 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
  9. 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.
  10. 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!)
  11. INTRODUCTION United States Army 3rd Battalion, 75th Ranger Regiment (3/75th RR) 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 and one weapons platoon. Secondly we have the 107th Fighter Squadron supporting with their A-10Cs. Lastly we have the 160th Special Operations Aviation Regiment which is composed of one aviation battalion which flies the AH-6, MH-6, MH-60K, MH-60L DAP, and the MH-47 Chinooks. 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.
  12. 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
  13. 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)
  14. 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
  15. 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.
  16. 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
  17. 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
  18. 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?
  19. This addon includes Chernarussian National Party guerillas. "Nationalist guerillas of the National Party is an underground movement lacking sophisticated weapons, but their knowledge of the country, military expertise from civil war and underground network make them serious opponents to both communist guerillas and government forces." This is retexture mod made of both RHS and vanilla units. I tried to make them as similar as possible to the units from ARMA 2.The same camouflage, equipment, weapons, etc. Also required RDS Civilians addon for the presence of civil guerillas. Features: - Set of NAPA units like in original A2 - RHS and vanilla vehicles, static weapons - Civilian guerillas armed with WW2 weapons, hunting rifles, etc. And few more civilians retextures - Added different groups like in A2 Known issues: - Automatic Rifleman armed AK-74 with 45rnd mags instead of RPK-74 (by reason of its absence in RHS weapons) - Chikom vest replaced by another chestrig. - Wooden SVD replaced by plastic one (by reason of its absence in RHS weapons) Thanks RHS for their great mod, Reyhard for his Civilian pack. https://steamcommunity.com/sharedfiles/filedetails/?id=1507820054
  20. An Apology To RHS

    Dear RHS, I am deeply and truly sorry for the troubles I have caused you. I am writing this apology letter not only to myself but to my unit and RHS all together. I fucked up and I am so so grateful that you guys have reconsidered the charges. You guys aren’t a bad mod and some random DMCA’d one of our modpcks when RHS were their own separate mod. We got heated but I took it way too far. I promise, I won’t waste your time EVER again. Once again, sorry for me fucking up and I won’t ever DMCA anyone again.... Sincerely, Wilson.
  21. This addon represents Chernarussian "Red Star Movement" units retextures based on RHS mod. I've made set of units like in original A2 game, with different camo uniforms on them and another variants in full camo suits with insignia. Features: - Original A2 camos - Original A2 berets, beanies and alice pack. - CHDKZ Insignia - Added many groups - Added RHS CHDKZ vehicles with my crew in it Known issues - Automatic Rifleman armed AK-74 with 45rnd mags instead of RPK-74 (by reason of its absence in RHS weapons) - Chikom vest replaced by 6sh92 - Wooden SVD replaced by plastic one (by reason of its absence in RHS weapons) Requires: - RHS AFRF - RHS GREF - RHS USAF - YuEmod Thanks RHS for their great mod, Yura Esin for his vests and Denis Fomenko for straps model on Alice pack. Changelog: v 1.01 - Fixed some config errors v 1.0 Links: http://steamcommunity.com/sharedfiles/filedetails/?id=1216707909 https://yadi.sk/d/7xqDCAvf3QCXZr
  22. SALVATION (@)

    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
  23. WSXCGY'S RHS EXTRAS 2.1.1 Description A collection of miscellaneous items intended to complement RHS, including helmets, vests, and uniforms depicting over 15 different nations. Preview Images Requirements Credits Changelog Download Google Drive: https://drive.google.com/open?id=1iUjJy7OpIoXQjiOamlghosEdTZZ8Lpah Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=916062070 Armaholic: http://www.armaholic.com/page.php?id=32708
  24. After weeks of work, I'm proud to finally present The East Wind: Escalation in a releasable state. EWE is the RHS-inspired adaptation of BIS "The East Wind"-Campaign. Nearly all assets have been exchanged and most scripts have been altered in some way or another. EWE also features a custom made FIA-faction, made with assets from both RHS and BAF. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1423933010 (No direct download as of now) I tried to keep it as vanilla as possible, but you obviously require all RHS factions, as well as BAF Weapons and Equipment by 3CB and CBA. In addition to that, I strongly recommend you the following mods, that'll greatly enhance your gameplay experience: DynaSound 2 Enhanced Soundscape Blastcore Edited (Standalone Version) Be advised that, just like the original campaign, EWE is not compatible with ACE/AGM, due to systems conflicting with the mission scripting. However, there are ways to get around that. Don't recommend that though if you don't know what you're doing, and if you know what you're doing, you don't need me to tell you how to. Despite the numerous hours i spent with this project, it is far from being perfect. Consider this release v.0.9. Some bugs are still present and some of the later missions have to be playtested/bugfixed yet. All major work is done though and i'll be releasing a couple of hotfixes in the next few days to tackle the remaining issues. Known Issues: I always appreciate help, and since this is a one-man project, i can need a lot of it. If you find a bug and want to help, try to figure out how to fix it and tell me. Fresh ideas are never a bad thing. This campaign emerged from a small-time project to a full time venture during my holidays and i never thought i would actually be able to pull this off. I learned a lot about Scripting and C++, and i came to really appreciate the work and creativity that BIS has put into this. Credits and special thanks also go to: The RHS Team for their great mod 3CB for their beautiful uniforms Many people in the BI-Forums, who write wiki-stuff, answer questions and provide great information in general.
  25. Russian movies

    Hello Veteran lurker, Bushcat on steam,found a Russian film on you tube by random.It is called КРУТОЙ БОЕВИК "Разведка" русские фильмы 2016, боевики, криминал. I did a Google translate and it came up with Intelligence 2016? Any Arma 2 vets or RHS fans be advised to check it out.I would ask any of our Russian friends to provide a HD Download link and/or English subs,please? Obviously a propaganda film as are hollywood flicks like top gun etc.But very good combat scenes and acting! Apologies if i posted in the wrong place? As im here i would like to pay tribute to the boys that changed Arma for me. Gunther,Genesis,Zerobyte?Arkir and his eye balls,and possibly many more,you know who you are,forgive me. Last note: Antistasi single player.Thank you Barbolani(Alberto?)You have made Arma 3 what it should be for me. Collecting 3 smoke grenades allowed me to take kavala castle single handedly. (after recon dieing 5 times!) Thank you:)
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