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Found 19 results

  1. Mod version : 0.1.60 (03/07/2018) Hello and welcome to the Ravage Mod Thread! Ravage is a survival mod focused on immersive and dynamic gameplay. Players are to survive in a post-apocalyptic world, where bandits, infected and hunger will be constant threats. About "Ravage" Ravage is a comprehensive survival modification, inspired by various games such as the Stalker series or the Dayz mod, as well as many novels like The White Plague by Frank Herbert or Ravage by Barjavel. The Ravage mod has been in development since 2013 and is still an ongoing project, with many additions being planned for the future. The current release is to be considered a beta, and only showcases the free-roaming mechanics. It includes demo missions and several editor tools allowing you to create all sorts of scenarios in a matter of minutes. Ravage is designed to be easy to use, performance-friendly and is compatible with many addons. Features SP & MP compatible : Ravage comes with a set of easy-to-use modules, allowing you to create your own survival experience. All modules are designed to work in every environment : single player, locally hosted or dedicated servers. Survival mechanics : Hunger and thirst system connected to Arma 3 fatigue simulation : The more gear you carry running around, the hungrier & thirstier you will be. Eating and drinking will restore a small amount of health (with a bonus near Fireplaces), your health will decrease at low hunger & thirst levels. Zombies : Ravage includes a dynamic zombie spawn system. As the sun goes down, more infected will be roaming the land. Beware! Some zombies are extremely fast and will outrun you if you don't manage your fatigue. (Includes animations from Teacup's pack and custom skins by Bad Benson.) Bandits & survivors : Survivors are despaired and don't hesitate to kill to obtain whatever they can scavenge. You will stumble upon clans of bandits fighting each other, searching towns for loot or hunting you down. Not all survivors are hostile though; some of them are willing to join you. Quality OST : Including soundtracks from the STALKER games with permission from GSC Game World, as well as a selection of Arma 3 tracks. WIP. And many more : Accelerated time factor. New items (usable by double-clicking them in your inventory). Realistic vehicle repairs. Dynamic weather. Ability to sleep (requires camping items). Radiations, gasmasks (includes breathing sounds function) and Geiger counter. Loot and Dynamic Furnitures systems. Wrecks and derelict vehicles spawning on roads. Character persistency in Multiplayer. Compatible with many addons (details below). How to play? Just launch one of the scenarios listed under "Scenarios/Ravage Mod"; everything you need to know will be explained along your journey. Make sure tutorial hints are enabled in your settings! Kodabar kindly made a video showcasing the demo mission, with instructions on mod installation : If you play a Multiplayer mission wich has character persistency enabled, your equipment, survival status and position will be saved and restored next time you join the same server. All your saved characters can be previewed and/or deleted from the MP save manager (scenarios>Ravage). Mission Making Several modules are available under modules >> "Ravage" in Editor mode. Amongst other things, these allow you to : spawn hostile and friendly ambiant AI. spawn zombies. enable the dynamic weather function. cover the map with wrecks and damaged vehicles. enable the loot system and spawn ambient furnitures inside buildings. enable the survival and radiation systems. enable character persistency in Multiplayer. Each module controls one particular aspect of Ravage features and can be used independently. You will usually need only one module of each type, except for the zombie hordes module. Creating a mission for Ravage, be it a singleplayer or multiplayer scenario, requires close to zero scripting knowledge : the modules will detect what kind of environment they are working in (SP, locally hosted or dedicated server) and adapt accordingly. Documentation More informations are available on the Ravage Wiki. The wiki is work-in-progress but already provides valuable informations on survival mechanics or mission-making using the Ravage modules. Make sure to have a read there first if you have any doubt or question! Ravage on Youtube Thanks to Gunter Severloh, the Ravage Mod has its own Youtube Channel! Most, if not all, the videos related to Ravage will be compiled there; if you want to see just how modular Ravage can be, how people play it, or just looking for tutorials, it's definitely the place to go. Make sure to subscribe if you want to stay tuned with the latest additions to the mod! Supported Addons This mod requires CBA_A3! Ravage is designed to be compatible with many addons in order to bring in more variety : Recommended Mods Besides the supported addons, the modding community has been producing many mods for any taste. Here's a list of selected mods that will enhance your ingame experience with Ravage : Performances Tips If you are going to play Singleplayer, consider launching Steam in OFFLINE mode. Always set the Arma3 Launcher to close itself after clicking "play". Be aware that the new Water Reflections can cost up to 10 frames per second, you can turn this feature off from the video options. Credits & Thanks Special thanks to Bad Benson, Cosmic10r, Evil Organ & Tourist for their numerous contributions and precious help testing Ravage MP! Thanks to Kodabar and Gunter Severloh for their support, and to anyone spreading the good word! Gasmasks and Shemags made by Cunico and included with permission (http://forums.bistudio.com/showthread.php?174221-Hidden-Identity-Pack-V-2). STALKER:Shadow of Chernobyl soundtrack by Mooze, included with permission from GSC. Loot System based on concepts by Larrow and Na_Palm. Weather system based on randomWeather2 by Meatball (http://forums.bistudio.com/showthread.php?172817-randomWeather2-Script-Dynamic-Weather-For-A3). Scorch's Inventory Items by Scorch_052 used by some of the new items (http://forums.bistudio.com/showthread.php?159535-Scorch-s-Inventory-Items). Radioactive Zone Warning Sign texture by Bossmann. Additional models & textures by Giorgygr. Infected skins by Bad Benson. Additional sound FX and config tweaks and dynamic compositions by Evil Organ. Retextured weapons by Cosmic10R. The MP save system was inspired by zooloo75's concept. Zombie animations by Teacup and the Breaking Point Mod team. License Ravage Mod by Haleks is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Permissions beyond the scope of this license may be available on request. Using Ravage Mod on monetized servers is strictly forbidden. You may not reupload this mod on Steam. Changelog Download Links : Ravage v0.1.60 Mirrors : Ravage Wiki (thanks to Kodabar) : http://ravage.wikia.com/wiki/Latest_version_of_Ravage How can you support mod development? Any contribution can help and will be used to acquire content related to Arma3, and/or survival games, such as DLCs and future BIS releases. Or coffee. Feel free to donate whatever you want, no matter how modest your contribution may be, tokens of appreciation always boost moral and creativity.
  2. Ground Zero Scenario Series Dead or not, they are a threat Gameplay 1-40 solo/coop/PVP survival game (host the game in multi even for solo else it will be broken). Survive in a hostile environment among civilians, militaries, thugs and optionally, zombies.Every game is different! Feedbacks welcome. Main features Permanent skirmish between the 3 factions (and Zombies if Ravage or Zombies & Demons is activated) Up to 40 players/AI in coop/PVP with dynamic respawn systems Huge randomized content 3 game modes 30 different type of missions each coming with variable elements 10 random events, dynamic weather , day & night cycle impacting the game, etc. Ambient systems for increased immersion: civilians, animals etc. Classic survival pillars: food, water, temperature, loot, vehicles, advanced health system etc. Open world: explore the region, follow the available missions, encounter random events... Dedicated server support Headless client support Custom save games for mission progress Automatic multi-mods support framework Mods Collection All Ground Zero different maps/scenarios Required mods Check the "Required items" widget on the right column of Steam workshop CBA_A3 Heros Survive Optional mods supported for even more immersion vCom AI Ravage Zombies and Demons BWS Zombies Any mod bringing content in the form of men, vehicles or equipement/gear will automatically be activated and stacked Update log http://arma-3-ground-zero.wikia.com/wiki/Update_log Wiki Work in progress wiki Downloads Ground Zero Altis Ground Zero Beketov Ground Zero Chernarus Ground Zero Chernarus 2035 Ground Zero Chernarus Redux Ground Zero Isla Duala Ground Zero Kunduz Ground Zero Malden Ground Zero Ruha Ground Zero Sahrani Ground Zero Stratis Ground Zero Takistan Ground Zero Tanoa Ground Zero Trava Ground Zero Vidda Ground Zero Wake Island Credits Click here
  3. Dynamic Bandit Camp Spawn Script The idea behind this script is, that bandits or survivors in your survival mission will set up a camp somewhere to store their loot, money, even cars or helicopters. Inspired by countless hours of searching for player hideouts in DayZ SA back in the days. As the camps are spawned dynamically (de- and re-spawn every hour, in different compositions and randomly selected markers) this should give your mission a nice immersive touch which will improve replay ability. Showcase Videos: (slightly outdated, might provide a new one at some point) Functions of the script - random selection of 1 of 5 pre-placed markers - random selection of structures to be placed around that marker - random loot in main "treasure" lootbox - random loot in the buildings - random props spawn in buildings (that can be looted if you are running the Ravage mod) - survival supplies (FAK, food, drinks) (food and drink is depending on the Ravage mod) - AI group that patrols the camp - the camp will be deleted after 3600 seconds and the script will loop, starting from scratch How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "banditcamp.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - banditcamp.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> banditcamp.sqf 5. Move the banditcamp.sqf to your mission folder. ========================================= banditcamp.sqf (uses CUP assets as there are more tents) CUP Version: - CUP Core -CUP Terrain banditcamp.sqf (vanilla version) Version that runs with Ravage and CBA only Script Dependencies: Ravage mod is required to run this script you can find it here: LINK CUP (if first version is used, what I recommend as there are more tents): CUP: Terrain - Core, Maps, Units, Weapons (can be subscribed to in the Steam Workshop) Setting up the Script in the editor: 1. Start your mission via editor and place markers named: mrkrA_1 mrkrA_2 mrkrA_3 mrkrA_4 mrkrA_5 2. To name a marker, add the above name into the Variable Names field like this: mrkrA_1 3. Place your markers on flat ground to avoid issues with the object placement. 4. Note the following: - place mrkrA_1 in the center of a 4000 meters radius and all other markers spread around that marker. - why? The script will check a radius of 4000 meters around that marker (mrkrA_1) to see if the player is close. If not, the script will pause to safe performance. 5. Place your player and start your mission. The script will now select one of the 5 markers randomly every 3600 seconds and will place the Camp, AI units and loot around this marker. After 3600 seconds everything will be deleted and the script starts from the beginning. The script loops infinitely. The script will only run, once you are within 4000 meters proximity of mrkrA_1, as mentioned above. Personalize the script - (additional markers) 1. To place more markers, just add additional marker names under _mark = [.....]. in the script. 2. The last marker needs to end without comma "mrkrA_15"];. Leaving a comma at the end of the array "mrkrA_15,"]; would not work. 3. Place the new markers on the map. Adding weapons To add your weapon classname into _weaponArray = ["yourweaponclassname","yoursecondweaponclassname","yourlastweaponclassname"]; this will drop in the loot box. Adding items To add your item classnames into _itemArray2 = ["youritemclassname","yourseconditemclassname","yourlastitemclassname"]; ("_itemArray =."will spawn large amounts of ravage money into the main lootbox, hence you should not amend that one) Add another category to items To add another category of items such as (silencers, optics etc.,.), add your classnames into _itemArray3 = ["youritemclassname","yourseconditemclassname","yourlastitemclassname"]; Add hand grenades, mines, explosives To add your classname into _explosivesArray = ["youritemclassname","yourseconditemclassname","yourlastitemclassname"]; Add or remove house/tent structures _tents = [], _tents2 = [],_tents3 = [],_tents4 = [] are the arrays of possible buildings that can spawn. Add your additional building classnames here. In these brackets e.g. _tents = ["Camp","Land_tent_east"]; Each array is linked to a different spawn point e.g. structures from the _tents array, will spawn in _tent. I recommend having a different set of buildings in each category (_tents, _ tents2,....) else you will end up with two identical buildings next to each other in a camp which might look weird. Using the script without Ravage mod If you want to use this without the Ravage and CBA mod, delete all classnames that start with "rvg_". Camps to despawn and respawn faster or slower go to line 287 (Sleep (random 3600); Sleep 1000) and update the numbers to your liking. The first number will select a random amount of seconds (1-3600) and the second number is a actual valua (e.g. the script would pause for a random amount of seconds between 1-3600 seconds + a definitive 1000 seconds to despawn and respawn). If you want to have multiple sets of camps spawned, do the following: Copy & paste the file "banditcamp.sqf" and rename it to e.g. "banditcampB.sqf" in your mission folder. [] execVM "banditcampB.sqf"; <--- place this text onto a new line into the init.sqf file in your mission folder. in "banditcampB.sqf", change all the marker names under " _mark" and give it a new unique name such as "_mrkrB_1",_mrkrB_2",..... place markers with those new names on the map. banditcamp.sqf may have markers in the southern part of your map whilst banditcampB.sqf has its markers in the northern part, as an example. =================================== Changelog 27.03.2018 - Updated the OP to hopefully add clear instruction on script usage (thanks @Gunter Severloh) - updated the script to contain line-per-line explanation - added CUP version as the structures fit better to the "camp" feeling - added clean up code for loot able objects/furniture that are spawned into camp structures by the ravage loot module - added range check for script to only run if player is within 4000 meters proximity of the markers 08.03.2018 - sorted the arrays and put them at one place on top (easier to enter your own buildings, tents, weapons or items from other mods) - added a bigger variety of vanilla structures and weapons that may spawn (includes a chance to spawn working Car or Helicopter) - random amount of enemy AI spawns and patrols now with random gear based on your ravage equipment module settings - added a WaitUntil function to stop the camps from de-spawning if the player is within 200 meters of the current camp - added some explanation on how to install and edit the script - removed all dependencies other than CBA and Ravage
  4. Ravage Devastated Altis

    Background: I made this with inspiration by Haleks Mission "Tales from nowhere, Episode 2: 2047". Description: The white plague spread mercilessly. More and more civilians infected themselves with the fungus, and became mad or died in agony. The ecosystem on altis was completely destroyed by wars and nuclear pollution. Earthquakes and dry thunderstorms shatter the area since then. It hasn't rained for months. Shortly before the entire infrastructure on Altis collapsed, CSAT started an automatic cleaning protocol on its numerous remaining drones. Due to an intended error in the control system code, an already infected and insane hacker was able to overwrite the commands before his death and give the drones their own AI. Now they roam around on Altis and erase everything that comes into their path! Features: Scripts in Mission: - Play in Single (self hosted) or Multiplayer mode - Open World Endless Survival Sandbox - Fight against Zombies, Guerillas and Renegades but don't mess with the drones! - Survive the harsh environment - Dynamic Group system - Safezones and Traders - Radioactive Zones - Static and dynamic Bandit Camp Spawns - dynamic Shipwrecks - Earplugs (press "6" to put in and out) - Placeable Respawn Camps - Mobile HQ - Some crazy Postapocalyptic Stuff i builded Be careful, if u die u loose all ur Equipment! Mods u need: - Ravage - CBA_A3 - Friths Ruin Recommended Mods: - JSRS Soundmod - Dawn of the Dead: Infected Skins Addon - Sullen Skies for Altis,Stratis, Malden and VR Map - Enhanced Movement - QS Mag Repack Compatible Mods: - RHS Complete Pack - Cup Weapons & Units - Warfare Thai Mod - Iron Front Lite UPDATE: - added Safezone and Traders - added Radioactive Zones - added Dynamic Bandit Camp Script by Vandeanson - added Safezone Heli Taxi and Heli Taxi Base - added GF_Earplugs - added Shipwrecks by Vandeanson - added Mobile HQ - Added patroling Darter to BLUFOR Base(s) (Not connectable for players) - Added Artilery Option for Players (only at Mainbase!) - Changed behavior of Guards at Mainbase (They should now Attack all kind of enemies) - Made a few additions to Mainbase - Added small Outpost next to Base - Added Artillery Base - Changed some Markers at the Map - players will now loose all equipment when they die and not being revived - removed Random Respawns If u want to play in Singleplayer just host it on LAN DEDICATED SERVER VERSION (AS REQUESTED): https://www.dropbox.com/s/ct51kkd84aie2hu/RavageDevastated_Server.Altis.pbo?dl=0 (Just right click, download) Dropbox Download: https://www.dropbox.com/s/b2czem825usatvj/RavageDevastated.Altis.pbo?dl=0 (Just right click, download) Steam Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1383493530
  5. Description: At Malden, there's nothing but death and ruin. All that's left are wandering infected plunderers and murderers. You are slowly but surely running out of food and your dog's stomach is growling. You have no choice but to go. In the north of the island there may be a boat at a small hiding place to escape from here! Features: Ravage Features:http://ravage.wikia.com/wiki/Beginner's_guide Scripts in Mission: GF_Earthquakes, Alias Duststorm and Nuclear Strike Script, Vandeansons Dynamic Bandit Camps and JohnnyBoy´s JBOYDog THIS MISSION IS WITHOUT ZOMBIES CAUSE THE DOG DONT DO DMG TO THEM OR GET KILLED BY THEM FAST! - Play in Singleplayer and try to Escape Malden with ur best friend - Command your dog through the dangerous areas of Malden (PRESS T FOR COMMAND MENU) - Open World Escape Survival - Fight against Renegades and OPFOR Bandits, no one is friendly! - Eat, drink and try to find a tent or a bed for the night - Radioactive Zones (TURN ON YOUR GEIGER MULLER COUNTER!) - Ravage Bandit Camps - Hunt animals for meat, and let boomer bring you the hunted meal Mods u need: - CBA_A3 - Ravage (Ravage is NOW also available at Steam, but u can download and discuss Bugs here also: Other recommended Mods: - JSRS Soundmod - Dawn of the Dead: Infected Skins Addon - Enhanced Movement - QS Mag Repack Compatible Mods: - Friths Ruins - RHS Complete Pack - Cup Weapons & Units - Warfare Thai Mod - Iron Front Lite KNOWN PROBLEMS: - Boomer sometimes need some time to follow you (FIXED; New version with better behavior) - Dog Script doesnt works correctly sometimes (FIXED; Should work much better now) - Sometimes there are Sound errors (FIXED) - Dog Commands dont work after loading a safegame (FIXED; thnx a lot to Johnny Boy!) Planned Stuff: - Adding JBOY Birds of Prey script Special Credits to Johnny Boy for his amazing work with the JBOY script, and respect for his deceased dog! Dropbox Download: https://www.dropbox.com/s/6ilqhmbk56rmz9c/A_Man_and_his_Dog_SP.Malden.pbo?dl=0 (Just right click, download) Steam Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1388181081 I hope you will enjoy it and even if not there are other very good Ravage Missions out there! Just search the WWW for Armaholic or the steam Workshop.
  6. Old West - Wild West Sandbox Description: Have you ever thought of playing actual western-type sandbox in ArmA III? It could happen really soon. The Old West is the first sandbox mission for ArmA III, that is set up in the American Wild West. You can do anything what you want, e.g. collect trophies, hunt animals, kill outlaws, buy and sell things, or just actually live. This sandbox even has surviving system, you need to drink and eat to stay alive. Plot: You're living in a harsh world of the American Old West. The world is actually set up in Monument Valley, Arizona-Utah, USA. There is a lot of locations. Towns, villages, Native Americans tribes and etc. There's also a working train station - travel from town to town. Towns are living, saloons, stores, churches and other places are waiting for you to come (and spend some money, if you want). Snapshots: https://imgur.com/a/3CuC6 Features: Immersive sandbox gameplay Western atmosphere Ambient music script Working stores and saloons Money system Surviving system Many more... Required content: APEX Expansion Epoch Mod CBA_A3 CUP Terrains - Core CUP Units CUP Weapons dbo horse Heros Survive Mattaust Buildings Pack PLP - Containers Post Apocalyptic Units RHPISTOLS TRYK's Multi-Play Unifrom's pack WPN_R_F Sov & Rus Weapons pack 007: Goldfinger Mod list is rather big, but that's what you need to create such mission like this without creating an actual Western mod. Status: Still in development. Approximate release date: when map mod is done.
  7. Dynamic Shipwreck Spawner by Vandeanson After a few weeks people realized that all was lost in Chernarus. With the inland being too dangerous for traveling, many gathered as much supplies as they could, loaded it into their boats and took off into the open sea. Many did not make it through the harsh weather conditions and currents... Nowadays, lucky survivors might still stumble across the rusty remains of such endeavors, washed up along the shores, when wandering along Chernarus coastlines... Showcase Videos: Functions of the script - random selection of 1 of 5 pre-placed markers - random selection of lootable props to be placed around that marker - random loot in main "treasure" lootbox - the wreck will be deleted after 3600 seconds and the script will loop, starting from scratch How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "shipwreck.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. Step 2 - shipwreck.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> shipwreck.sqf 5. Move the shipwreck.sqf to your mission folder. ========================================= shipwreck.sqf (uses CUP assets as there are more wrecks) CUP Version: - CUP Core -CUP Terrain Note, some more instructions will follow, something fucked up while uploading and i ll have to set it up again later. cheeeers
  8. Sind dir andere ArmA Gruppen zu stressig? Keine Lust den 15 jährigen Admin mit „Sir“ anzusprechen? Findest du 3 Stunden-Powerpoint Trainings auch langweilig wie sonst nichts? Willst du trotzdem das taktische Milsim Vorgehen nicht vermissen? Die familiäre ZEW Runde könnte dir gefallen. Hier steht die gemütliche und spaßige Mission im Vordergrund. Wir betrachten ArmA nach wie vor als Spiel liefern aber eine grundlegend befriedigende taktische Erfahrung. Einmal pro Woche werden hier entweder dynamische Zeus Missionen von unseren herzlichen Gamemaster geleitet, welcher bereits viele tausend Stunden Erfahrung mitbringt. Oder es kommt zu einer vollkommen durchgescripteten Kampagnenmission die in dutzenden Stunden arbeit speziell von unseren Content-Creator vorbereitet werden. Hierbei lehnen wir uns Ausrüstungstechnisch an den US-Streitkräften an und versuchen dieses Paket realistisch wie möglich auf unsere Truppe zu verteilen. Unsere Gruppe ist durchgehend Volljährig, Ausnahmen werden nicht gemacht. Das Modpaket basiert auf ca 7GB und beinhaltet ACE/TFAR – das erstere mit advanced medic settings. Interesse geweckt? Schau doch mal vorbei: Stups einen der Admins an oder such nach "Magica", den ArmA Recruiter.
  9. JUNGLE WARFARE!! Situation: Inteqam (Revenge) in the Wildlands is a persistent sandbox SP Wasteland mission based on the lush Bystrica with logistics, free-roaming and base building/survival elements where you, a covert OPFOR operative, were handed over to the ruthless FIA rebels towards the end of Al Inteqam (The prequel mission also available on steam workshop/drive). The AAF, however, has surprisingly come to aid you in this time of trouble and sent in their teams spread sporadically all over the map. Seeing a chopper sent in by NATO to provide additional monitoring, AAF too have injected one of their own to balance the equation. You have just managed to take out the guards and are without any equipment. Bruised and battered from the melee ordeal... General Tips: - A Base Building Factory, an empty heli and and empty tank will spawn on a random location (On destruction, all 3 of these will respawn elsewhere after a delay). - You can recruit guerrilla units at the flagpole installed at Rebel Camp. - There are a total of 6 teleport poles spread throughout the map which will help you and your group members to teleport to any other pole location. Respawn-able vehicles are present near each pole. - At regular intervals, the AAF will send in a cache which will be marked on the map and supported by a smoke grenade. It will have 3 each of random weapons, items and magazines. Final Words of Advice: - The teleporting flagpoles are relocatable via logistics. - To make the most of your inventory, empty weapon crates can be spawned at the base building factory so that you can save some stuff in them and carry them wherever you may like. Mark useful crates locations on map for easier navigation. But be careful, if the vehicle carrying the crate/flagpole is destroyed, so will the crate. - Respawn-able empty Striders are placed on undisclosed spots on the map. - Every dead enemy group will respawn somewhere on the map after a set timer. - All the empty vehicles are set on a “respawn to original spot†timer once they are either destroyed, or deserted for more than 500m. - And last but not the least, you have an addaction where you can repair all nearby vehicles within a range of 50m. But it has a screen fade effect so beware of using it near enemies. - Allied group will be deleted once the player is killed - Instead of loading the cache drop in the truck and going all the way back to the base, spawn a crate with the base building factory and take it along. Stuff it with all you think you will need and then equip your self somewhere safe. - You can tow vehicles and take them wherever you want. Just place the vehicle you want towed behind the vehicle which will tow and you will see an addaction - Helis can lift vehicles and crates. Just hover the heli over the target object or vehicle and an addaction will appear. The ideal height should not be about 5-10m I guess. Summary: 1. Wasteland in SP 2. SP Respawn 3. Base Building 4. Logistics 5. Combined Arms (in a way) 6. Cutscenes and cool music ;) 7. And lots ...and I mean Lots & Lots OF UNADULTERATED FUN.. Needs: CUP Terrains Complete *Hope you all enjoy this as much as I have loved making it* :D Download: Google Drive Steam workshop Update 3: 1. FIXED: The mission got broke due to updates. Fixed with the help of the amazing community member Rydygier. Update 2: 1. Added "towing" and "lifting" logistics ability to the vehicles. 2. Included unit caching to increase FPS considerably 3. Added a new rebel camp for recruiting Update 1: 1. Assigned NVGs to allied and enemy guerilla units 2. Optimized enemy spawn area to make encounters more possible 3. Allied team mates will have infinite magazines as it is assumed they will re-arm like humans. Its a good compromise I guess. Special Thanks to: - Amazing people like RYDYGIER (wouldnt have been possible without your spawn codes brother), JShock (like always), Greenfist, Shuko, R3vo, Larrow (the wizard), Haleks, R3F Logistics team and the entire bis community that have supported my work till now through their scripts, snippets etc.. :)
  10. [SP] Bounty Hunter (Malden)

    [SP] Bounty Hunter (Malden) An endless sandbox mission, featuring a custom shop system, upgradeable base, customizable missions parameters, dynamic enemy groups and random missions. You start with some basic gear and a couple of resources, the rest is up to you. You can earn money from killing roaming enemy groups, eliminating roadblocks, selling enemy vehicles and explosives to the Black Market and completing missions. The idea of this mission is to be a fun, "grindy" sandbox, inspired by games like Just Cause 2. I did my best to allow player to have a variety of different tools in his/her disposal, without making everything too easy or predictable. It was also not my intention to dive too deep on realism, so... keep that in mind. =) Mission link (Steam Workshop) http://steamcommunity.com/sharedfiles/filedetails/?id=1126213389 This mission is still under heavy development, so bugs and errors are to be expected. Any feedback and bug reports are much appreciated! Known issues: -The screen in base occasionally refuses to work correctly. Also, if you don't have PiP on from the settings, it doesn't do anything anyway. Since this feature is pretty much a luxury and doesn't do anything else than add some visuals to the base, it's not a priority. -Sometimes groups will, despite many different workarounds, spawn inside rocks in Malden. I'm looking for better solutions for this. The issue persists with certain locations regarding the Area Clear mission type, unfortunately. -You will sometimes see duplicated notifications about group kills. These are annoying, but they don't actually add any extra money. I'm pretty sure that they are caused by some kind of bug inside Bohemia's own notification system, as none of my functions calls them when they appear second time. This mission is for SP only. However, 4 player CO-OP is currently under heavy consideration, but I make no promises. This mission DOESN'T REQUIRE ANY MODS. However, the following mods are strongly recommended: -CBA A3 :: http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 -JSRS SOUNDMOD :: http://steamcommunity.com/sharedfiles/filedetails/?id=861133494 -JSRS SOUNDMOD - Additional Weapon Handling and Reloading Sounds :: http://steamcommunity.com/sharedfiles/filedetails/?id=863393819 -Blastcore Edited :: http://steamcommunity.com/sharedfiles/filedetails/?id=767380317 -Enhanced Movement :: http://steamcommunity.com/sharedfiles/filedetails/?id=333310405 -Revo's Simple Quicksave :: http://www.armaholic.com/page.php?id=29306
  11. A deadly rage virus has transformed the population of Altis into bloodthirsty creatures! Do what you can to survive this onslaught! 28 Weeks Later is a FULLY VANILLA survival sandbox aimed at replacing the deceased Dynamic Zombie Sandbox mod as the owner ceased working on it. It's basically like DayZ, as in open world, zombies around the map, loot, eat, drink, etc.... However I've personally added some twists to spice up the gameplay such as setting up small camps during the night, or taking on Bandit camps and their leaders. Why Should I Play This? Well, for starters it doesn't require any mods, so you can just jump in and play at anytime. It will also be updated a lot and I will be getting a server for it soon, so what do you have to lose? You no longer have to download 4 GB + mods for a legit zombie survival experience. What does this have that other mods don't? 28 Weeks Later is aimed at providing a user-friendly Roleplay environment for all those Altis Life players, as well as a unique survival experience to those who are new to Arma and/or DayZ. I plan on making this work on any map simply by modifying to ".Altis" extension in the near future. I built this from the ground up, and it is still in development. So expect A LOT of updates EVERYDAY! :) If you have any questions, or if you have any suggestions you want me to add in, leave them down below. Have fun and good luck! P.S: If you would like to play with us, message me and I'll send you the IP for our TeamSpeak Server :) Steam Workshop (Recommended for instant updates)
  12. Survive Altis http://steamcommunity.com/sharedfiles/filedetails/?id=697790654 Survive Altis is an open world survival sandbox, where players can do whatever they like, there is a general story line that can be followed but the world is an ever changing dynamic sandbox where survival is key. Its a big old world and you and your loyal companion Max will have to use your wits and logical thought to survive.. Features: Dynamic weather with changing ambient temperature Character effects - Hunger, Thirst, body temp, sickness, blood level, bleeding.. Dynamically spawned Zombies and AI , aswell as fixed AI A cool story line to follow.. Civilians that can provide information if spoken too Replay-ability Unique custom keys for doing actions* A "virtual" inventory** Many other cool features.. *Rather than include other mods, I decided to approach this a bit different. Instead of having "physical" items, such as wood or matches, these are virtual entities associated with your character. ** Looking at objects will display a dialog informing the character of possible actions, for example looking at a tree would say - "Gather wood (F2)" and by pressing F2, the character will gather some wood. Gameplay: Its an open world, where your struggle to will be prevalent. Not only will there be dynamically spawned zombies and AI, but you will have to battle the harsh elements, find food, find clean water and shelter to keep dry. Max your loyal companion has many abilities that can help you in your journey, he can seek out animals to hunt, warn you of enemy presence, attack nearby enemies and even keep you warm during the cooler hours. I hope you enjoy! Please leave any feedback / bugs below and ill do my best to get to them! Changelog: 09/06/2016 - Added - Holster weapons Added - "Survivors" that roam the map and can be spoke to / convinced to join you Added - Dynamically spawned wreckages on roads / repairable vehicles Added - Attach chemlight to person Added - Lightning storms that during certain weather conditions decimate the map (they look really cool) 07/06/2016 - You can now pay civilians to fight for you, the currency is zombie teeth. They will join you and can be controlled with the standard arma AI controls. Adjusted starting equipment - No longer DLC items If the player has a radio on his person he can receive radio chatter from nearby enemies indicating their presence.
  13. nEXaus's Malden Sandbox Overview nEXaus's Malden Sandbox is a simple yet fun way to explore Bohemia Interactive's newest map; Malden 2035. Explore the map how you want, when you want. This Sandbox edition of Malden by nEXaus features several enemy outposts and a major stronghold. About Malden 2035 The map Malden, originally featured in the original ArmA series is set in the Mediterranean region. The map includes two airports, one on mainland and one north of the island, several major towns and a military base off the eastern coast of the island. Please note that comments & questions left on this thread may not be responded to frequently. If you are seeking a quick response, please comment via the Steam Workshop page. I do not frequently check, nor update this thread. Features: Virtual Arsenal Virtual Vehicle Spawner VAS Script AI Recruitment ArmA 3 Revive System Fully functioning Strategic Map Admin Controls (ie Zeus & Teleportation) Enemy AO's Shooting Range HELO Jump USS Freedom (ArmA 3 DLC Aircraft Carrier added in Jets DLC) To Do: Teleportation for all players on the server (Currently only available to server host / Zeus) Additional enemy outposts and the addition of a second, easier enemy stronghold Teleportation to USS Freedom Greater variety of settings & options. Multiplayer optimization Download from the Steam Workshop here. Download from Armaholic here. (Please note that re-uploads of this mission is a violation of Steam T&C and Steam Online Conduct Rules. Re-uploads will be reported) I hope you enjoy this Sandbox mission. I'm a fairly amateur ArmA 3 Mission Developer so please excuse errors and issues with the map and feel free to leave feedback here or on the Steam Workshop page! Thanks! - nEXaus / DavidmyGrylls
  14. NOTE: to reset the progress when hosting the mission locally, select "yes" as "wipe the game's save" parameter. then start then game. once you see the map/briefing interface, exit the mission and start it again. now the progress is reset. Version: BETA 0.135 Overview This sandbox mission is greatly inspired by Far Cry series. You take the role of a man who fled this homecountry, Tanoa, with his mother, at a very young age due to the boiling civil war between the royalists and the nationalists. His father died when general Solomon - as known as 'the Vulture', usurped the power from the royale, and with the help of eastern super powers, almost killed off all nationalists. Twenty years later, with the experience of several years serving in the U.S. Army and a dying wish from mother, the protagonist returns to his birthplace, to seek vengence against the man who mercilessly killed his father. Features -A fun sandbox & single-mission campaign and several side quests.(WIP, 3 infinite random side quests and 7 main quests, plus 1 intro quest avaliable thus far) -A shop system for players to buy and sell weapons, buy clothing and buy vehicles at will. -Gun shop supports vanilla, RHS and SMA weapons; NIArms weapons are added but pricing is still WIP. All weapons' prices are subject to changes. -20 safe houses across the map avaliable for purchase. You can save player's gear, location and money in the bed at safe houses; a stash crate is also avaliable at each safe house to store equipments for later use. As long as you have saved, you can just start a new game to resume your progress. DON'T HAVE TO USE ARMA 3's BUGGY SAVING MECHANISM AT ALL. -11 radio towers for players to hijack and reveal hidden POIs on the map. (Most POIs are still WIP) -Random friendly/enemy patrol teams/vehicles. The southern areas are controlled by the Royal Army(enemies) and the rebel(friendlies), and the north is controlled by CSAT. -Ambient traffic and civilians - Tanoa is teeming with life. -Recruitable civilians - hire them to fight by your side. Hired civilians randomly pick a gun from the weapon list -Lootable enemy corpses for cash. Different factions yield different amounts of cash. -Property system - still WIP. Requirements APEX DLC. CBA A3. Supported Mods (all optional, but highly recommended) RHS USAF (weapons purchasable) RHS AFRF (weapons purchasable) RHS GREF (affects what kind of enemies you fight in the early game; adding more immersion) RHS SAF (Not yet used, but may use it in the future) http://steamcommunity.com/workshop/filedetails/?id=843770737 Special Military Arms (weapons purchasable) http://steamcommunity.com/sharedfiles/filedetails/?id=699630614&searchtext=SMA NIArms series (added, not yet detailedly priced) http://steamcommunity.com/workshop/filedetails/?id=665702172 Changelog v0.135 Removed (unwanted) MCC dependency Known issues -Some delay when spawning enemies. TODOs: -Finish the story quests. -Finish the property system. -Add more side quests. Credit Enigma's simple tasks/civilians/traffic scripts. gpgpgpgp1234's coding helps. HoverGuy's simple shop system. IndeedPete's conversation system. Zenophon's framework. Download https://drive.google.com/open?id=0BwxW21OcfZ_LWWYxdHVPUzhnS0E Workshop (reuploaded) http://steamcommunity.com/sharedfiles/filedetails/?id=906561138 Oh thank you Bohemia, for your stupid design to have me got my old mod page accidentally deleted by simply double-tapping enter. THANK YOU SO MUCH YOU MORONS.
  15. Arma2 DayZ: Epoch is an unofficial open source client and server mod based on DayZ Community Edition. Arma2 DayZ: Epoch Mod brings more RP to DayZ Mod with; Metals based economy, NPC Traders, Lockable Vaults, More roles, and more. Arma2 DayZ: Epoch is set in a future time after the Great Infection. Humanity is slowly returning to the wasteland, industrious survivors have begun to join together in small groups and rebuild society. Small camps of merchants have started to pop up to do business with survivors who collect goods from the wasted remnants of civilization. Wholesalers have landed on the shores offering imported goods to aid the rebuilding effort. All is not safe however some vestiges of infection still remain and rogue bandits still roam the countryside preying on unsuspecting survivors. Survive, explore, build wealth, make your way through the harsh environment and assist in the effort to rebuild, or burn it all down it's your choice, live in the Epoch. GitHub Source also see Wiki for features and information. See Readme for full Credits Downloads - released 3/2/2017 Arma2 DayZ: Epoch is licensed under: DAYZ is a registered trademark of Bohemia Interactive a.s. "DayZ Epoch" is an unofficial modification that is not affiliated or authorized by Bohemia Interactive a.s.
  16. Mission Brainstorm / Need Help

    Hello all, I am posting here for some brainstorming ideas as well as get user feedback on how others think i should proceed. I am wanting to create a mission that is basically a global sandbox. I have used liberation as a base before and it works well and I like the concept. However I like the random and dynamicness of ALiVE feeling more like a large scale operation. My problem that I am running into is I am not sure if there is a way to combine liberation and ALiVE together. Here is what exactly I am looking to do. I would like to create a mission that is playable on 2 or possibly 3 sides. I want to include unit spawning and FOBs like liberation. I like the dynamic AI of ALiVE and the ALiVE profiler. I like the battle tracking of ALiVE. I would like to create a system (similar to high command) that would let me spawn AI units to my squad, take them to where I need them and fortify them, leave the squad and allow ALiVE to take them over and profile them. My overall goal is to create a mission that you basically start with bare minimum resources with bare minimum control of the map, the player then must build up their defenses and fortifications utilizing player spawn FOBs, vehicles, and AI, the ALiVE (or similar) profiler would defend and reinforce units but not attack objectives. I like the idea of having to capture objectives for more resources to spawn units however it is not essential to me as one player would be limited to a 9 - 12 man squad thus they would not be over powered anyway. I am not sure the best way to achieve this so if anyone has any recommendations I would be greatful. Thank you!
  17. [SP] Sentinel - Outbreak

    Sentinel - 'Outbreak' Altis, Esseker & Chernarus Editions Description: This is a sandbox style mission where the player must escape from an island where there's been an outbreak of a highly contagious rage-inducing virus, which turns those who have been infected into blood-thirsty, violent psychotics. The mission begins in a different way depending on which edition you're playing. On Altis you're an innocent holidaymaker that's stuck on the island when the outbreak hits, in Esseker you're the lone survivor of a plane crash, while on the Chernarus version you've been kidnapped after the refugee camp you were working at was attacked by soldiers and are currently being held captive in an underground facility. Deciding that just waiting to die isn't exactly how they'd like to spend their last few hours on earth, the player must venture forth and will need to make use of whatever weapons and equipment they find scattered around in buildings, vehicles and dead bodies in order to survive long enough to find a means of escaping the island. Trying to stay alive is made even more challenging as the player will have to either evade or kill the crazed remnants of those that have been infected by the virus; as well as scattered groups of bandits - and in the case of the Altis and Chernarus editions there's even hostile soldiers who would rather shoot first than risk being infected themselves. Thankfully in the Altis and Chernaurs editions the player isn't completely alone however, as there are still a handful of survivors scattered around who are desperately trying to hold back the never ending hordes of the infected. The Esseker edition is a much darker and lonelier experience as it's set later in the Outbreak timeline and takes place in a location that's suffered the ravages of time and neglect after the initial outbreak. Features: -=Altis Edition=- 8 Random starting locations and random loot that spawns in almost all the buildings mean that you'll have a different experience each time you play. 4 Different ways to complete the mission, including 2 obvious and 2 relatively hidden methods of escape that only a few sharp eyed or resourceful players will find. Random Bandits and even armed civilians that are friendly to the player that spawn at certain locations and with random gear. Simple text based narration courtesy of IndeedPete's conversation system. Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done. Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities. The ability to sit down and rest to heal minor injuries (those that are less than 33%) slowly over time. While resting, the player can build a campfire which will automatically save their progress - be advised that even though this feature can be used multiple times, it comes with a 10 minute cool down timer. The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks. Custom sounds and textures for a richer experience. Created to be vanilla Arma 3 friendly, no 3rd party mods or addons required. -=Esseker Edition=- 6 Random starting locations and random loot spawns in almost all the buildings mean that you'll have a different experience each time you play. 3 Different ways to complete the mission, including 2 different methods of escaping from Esseker and a highly optional 'King of the Wasteland' ending for the murdering sociopaths among you. Random Bandits/Marauders spawning at certain locations and with random gear. An underground bunker area that is created through the clever use of scripts and existing structures, it's not pretty, but it is functional. Simple text based narration courtesy of IndeedPete's conversation system. The ability to sit down and rest to heal minor injuries (those that are less than 33%) slowly over time. Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done. Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities. The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks. Custom sounds and textures for a richer experience. -=Chernarus Edition=- 4 Random starting locations and random loot that spawns in almost all the buildings mean that you'll have a different experience each time you play. 3 Different ways to escape from Chernarus and complete the mission, and a highly optional 'Ruler of South Zagoria' ending for the murdering sociopaths among you. Added the ability for the player to sit down and rest, which will slowly heal minor injuries (damage to the player must be less than 33%). First Aid kits must still be used to treat any serious injuries first, otherwise the player will not be able to heal when they try to rest. You know you are healing when you see the word 'resting' in the top right corner of the screen, this fades away when back at full health. You can rest near the campfire in the tower at the Survivor Stronghold in order to save your progress, but this comes with a 10 minute cool down period before it can be used again. Random Bandits that spawn at certain locations and with random gear. Simple text based narration courtesy of IndeedPete's conversation system. Vehicles that have a random chance of spawning at certain locations, each with varying degrees of fuel remaining and damage done. Hordes of infected that will pursue you relentlessly for as long as they can see/sense you, with more spawning closer to villages and cities. The infected can cripple/kill the player with several hits, and will damage and eventually destroy the player's vehicle if they managed to swarm around it and keep pounding it with their fists and rocks. Custom sounds and textures for a richer experience. Installation: Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/Missions folder. Credits & thanks: -=Altis Edition=- B. Robertson (aka Capt.Robertson / Baraban) and the Sentinel Team - Mission design and testing. Special Thanks To BobTom aka Craig and Corvobrok - Original Infected Scripts. IndeedPete - Conversation System. ZZEZ - Loadout Script. BangaBob aka H8ermaker - Loot Script. [sTELS]Zealot - Random Vehicles Script. -=Chernarus Edition=- Red Hammer Studios - Russian & US Equipment. -=Esseker Edition=- RonhillUltra and ThcMonkee - Esseker Map. Change Log: -=New in version 1.05=- Edited the Game Logics and Triggers to make the mission compatible with Eden/Apex, the mission should now appear in the scenario list again. (All Editions) Added the new 8 point military cap to the USMC officer on board the USS Khe Sahn. (Chernarus Edition) Left some of the portable lights on in the Underground Bunker after the power is cut, as it appears as though BIS have drastically reducing the distance that the ambient light travels in a recent update. Most portable lights like those have got their own independent power source anyway so it doesn't really break the immersion too much. (Chernarus Edition) Added a new Bandit camp at the junk yard, South of Petlov Grad. (Esseker Edition) Added a few more spawns to account for the new locations in the most recent version of Esseker. (Esseker Edition) Tweaked the waypoint for the UN Helo to make it more likely to land on the roof of the hospital. (Esseker Edition) -=New in version 1.03=- Changed the base units and added new textures to the infected to make them look like they're more suitably well clothed for a temperate environment. (Chernarus & Esseker Editions) Made some changes to the Infected scripts to fix a bug that crept in with the recent Arma 3 patch, this only broke the Chernarus version as the infected spawned as side GUER instead of CIV, now all editions have the infected spawn on side CIV. (Chernarus Edition) Added another 2 spawning locations for the Fuel Trucks. (Chernarus Edition) Added a trigger to fully repair the escape helicopter after it's manually repaired and refuelled by the player, this will disable that annoying master warning alarm. (Esseker Edition) -=New in version 1.02 (All Editions)=- Added more bandanas and sunglasses for the Bandits, and made some of them spawn with just balaclavas to add a little more variety. Added a few more entries into the init.sqf file to trip a lot of the trigger conditions on mission start to false, this is the default trigger condition state and I normally don't need to define it in the init file but people running the game with the -ShowScriptError start parameter were constantly being spammed with undefined condition error messages. This doesn't have any effect on gameplay and was more of an annoyance for the people that have this start parameter as default - usually modders or mission makers and their testers. Fixed a small bug that was present in the original random vehicle spawning script, so now the random vehicles should spawn even in the small villages and continue appearing until the end of the mission for the Altis and Chernarus editions. Requirements: * Please note that you can use any 3rd party mod/addon that's not listed in the requirements below, but you do so at your own risk as it may change the overall mission experience and in some cases, possibly even break it. -=Altis Edition=- None - No mods/addons required for the Altis edition. This was created with vanilla Arma 3 in mind. -=Chernarus Edition=- Community Upgrade Project - Terrains Complete - CUP Team. *This is required for the Chernarus terrain* - http://www.armaholic.com/page.php?id=30045 RHS: Armed Forces of the Russian Federation & RHS: United States Armed Forces - Red Hammer Studios - http://www.rhsmods.org/ -=Esseker Edition=- Esseker by RonHillUltra and ThcMonkee - http://a3esseker.info/ RHS: Armed Forces of the Russian Federation & RHS: United States Armed Forces - Red Hammer Studios - http://www.rhsmods.org/ Community Upgrade Project - Terrains Complete - CUP Team. *This is required for the Esseker terrain* - http://www.armaholic.com/page.php?id=30045 Known Issues & Future Plans: (Esseker Edition) There's still issues with the underground bunker section of the map, particularly with regards to it making the player go into the skydiving animation whenever he steps off a ladder or falls down. This is due to the altitude this area is set at (2500M), and while for the most part it isn't too much of a problem and has been fixed with some scripting, occasionally the player will stay in the skydiving animation and float a few feet above the ground. The best fix for this is to drop your weapon or put it in your backpack (or if you're using ACE3 - just put your weapon on your back), this will change the player's animation and he'll land as normal. In very rare instances one or two of the infected sometimes spawn without ambient sound effects, making them particularly dangerous if you're not paying attention. (Esseker Edition) On some occasions the pilot of the rescue helicopter will land nearby again briefly even after picking up the player, this is just another glitch in the AI, but it's not game breaking. There's a few buildings in the map that the infected still struggle to navigate properly, although this is more of an issue with Arma 3's poor AI pathfinding. (Altis Edition) On some occasions when reverting to a previous save, or continuing an older game, the scripts and conversation system may take a few minutes to catch up again. This is due to the large size of the map and sheer amount of scripts in use and can't be helped. (Altis Edition) When building a campfire they will appear at the same altitude above ground level as the player's feet; which means that even though you can build them inside a house or on the top floor of an office building, if you're standing too close to the edge of a building or rock formation the campfire may end up floating in mid-air over the side. Download: Sentinel - Outbreak - Altis Edition (v1.05) http://www.mediafire.com/download/h2tr4rti3xk2wte/sentinel-outbreak-altis-edition-v1-0-5.rar (Rar file) http://www.mediafire.com/download/dlofad6l8u1vd80/sentinel-outbreak-altis-edition-v1-0-5.7z (7Zip file) Sentinel - Outbreak - Esseker Edition (v1.05) http://www.mediafire.com/download/1izk97f1bgjr323/sentinel-outbreak-esseker-edition-v1-0-5.rar (Rar file) http://www.mediafire.com/download/r78yjl1ymcuc4wr/sentinel-outbreak-esseker-edition-v1-0-5.7z (7Zip file) Sentinel - Outbreak - Chernarus Edition (v1.05) http://www.mediafire.com/download/d9a8g0uiv9ovf4x/sentinel-outbreak-chernarus-edition-v1-0-5.rar (Rar file) http://www.mediafire.com/download/t29wxtcvyjt8gbm/sentinel-outbreak-chernarus-edition-v1-0-5.7z (7Zip file) Gallery: YouTube Videos:
  18. If you have Arma 3 Apex and are either incapable or can't bother to be making some missions and content I made one myself. It's an open sandbox with every Apex vehicle, gun, and gear piece available. It features a firing range, respawn and revive system, vehicle respawns, toggle-able missions, and a fully stocked virtual arsenal. Linked below is the 16 player Multiplayer version and Singleplayer version: Multiplayer version: https://steamcommunity.com/sharedfiles/filedetails/?id=704886710&searchtext=peacemakers Singleplayer version: https://steamcommunity.com/sharedfiles/filedetails/?id=704884013&searchtext=peacemakers The singleplayer version has some different features. No player respawns, but you can switch between several playable characters and recruit as many or as little as you would like into your squad. You could also just go completely solo.
  19. Dead Catalina Rising (Coop 6 players and SP) Mission on Steamwokshop: Original Mission - http://steamcommunity.com/sharedfiles/filedetails/?id=520119742 "Director´s Cut" - http://steamcommunity.com/sharedfiles/filedetails/?id=527195446 Mission on Dropbox - https://dl.dropboxusercontent.com/u/6382845/%5BSPCOOP6%5D%20DEAD%20CATALINA%20RISING.rar Mission on Armaholic - http://www.armaholic.com/page.php?id=29548#c66172 THIS MISSION USES RICK_B´s ZOMBIES AND HAS WORKING LOOT/HUNGRY/THRISTY MODULES - read instructions below... [uPDATE: It doesn´t requires AiA TP, as Santa Catalina Island is standalone... silly me lol ;) ] ION PMC has been playing with biochemical warfare and finally got burnt! An undercover/blackops experiment with a test H1Z1 strain on Santa Catalina Island (right next to California shores) population has gone wrong, and now you and your 6 men PMC BO team have got to scaravenge for suplies and kill your way out of a zombie horde to get to the island´s airport, refuel an old skied Antonov An-2 and fly back to ION PMC headquarters to report back the flopped experiment (or not so floppied, as it showed almost 98% efficiency on turning the indigenous civilian population on enraged canibals killing machines...) It features Rick_Bs zombies, IMHO better zombies with boomer/smokey/fast and slow and ressurected units zombies (I have an old 4 y.o. PC and these monsters don´t make it choke) This mission has working survival modules and requires the following mods: CBA - http://www.armaholic.com/page.php?id=18767 MCC (for the blizzard effect) - http://www.armaholic.com/page.php?id=19580&highlight=MCC Santa Catalina Island - http://steamcommunity.com/sharedfiles/filedetails/?id=473331251 Rick_B´s Arma3 Inventory Itens/Survival modules - http://www.armaholic.com/page.php?id=28752 Rick_B´s Walkers (aka Zombies) - http://www.armaholic.com/page.php?id=29006 RHS - http://www.armaholic.com/page.php?id=27139 RHS ION PMC - http://www.armaholic.com/page.php?id=29010&highlight=RHS%2BION RKSL Attachments (for cool LDS scope on loot) - http://www.armaholic.com/page.php?id=25843&highlight=RKSL%2BLDS and last, but not least, Sabre´s Antonov An-2 A2 port - http://steamcommunity.com/sharedfiles/filedetails/?id=375881770&searchtext=Antonov ... and I recomend playing with ACE3 for an extra challenge! http://www.armaholic.com/page.php?id=28557 ... and Cunico´s Hidden Identity Pack for Gas Masks (protect against Smokey´s Killing Haze) - http://www.armaholic.com/page.php?id=24936&highlight=HIDDEN%2BIDENTITY ... and MOCAP mod to beat the crap outta zombies if you run dry on ammo - http://www.armaholic.com/page.php?id=27262&highlight=MOCAP Screenshots: Instructions on Rick_B´s Survival Modules: Known issues: Thanks/Credits: BIS for this awesome military shooter sandbox, addictive as heck, big fan since OPF days... Misty Ronin for his ION PMCs mod and mission mentoring (as well as SIG aka Phantom for convincing me to publich this, and inspiring me with his Doomsday Night series) RHS for their awesome Escalation mod Sabre for his Antonov (and other A2 airplane ports) Shay_gman for his uncanny MCC (make arma easier) Rick_Bs for his modules and zombies Got_ Dead_ for Sta Catalina Island DA12TH Monkey for LDS scope CBA team and KJU for their essentials mods (CBA and AiATP) Foxhound and Big for hosting my missions on Armaholic (best ArmA series content repository evah =) and on and on and on (sorry if I forget to mention your work... hit me and I´ll add it here =D) ... happy survival/zombie carnage! =) Cheers!