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Lost Dragons - Total Modification Alpha
HorribleGoat posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
-LOST DRAGONS- ARMA III Total Modification When the War finally ended the galaxy was in ruins and mankind struggled to survive in the cold depths of space. Many worlds were lost, many wonders of technology forgotten, scattered all across the galaxy when the spacelane network collapsed plunging the great nations of men into chaos. For decades we were lost. In 2235 Unity-Project successfully re-established some of the old space network bringing together hundreds of worlds and launched out a great effort to reclaim what once was lost.. For a moment men rejoiced together in peace but it was not to last as new rediscoveries soon sparked up secret arms race between the surviving nations. The race back to the stars began as fortune hunters set out into the void to seek out glory and fame. In Lost Dragons you take up the role of a member of a fortune hunter company racing to find one of the most powerful Old World relics, the mighty Dragon class warship hidden on a long lost world of New Eden. Unfortunately you are not alone as others have found their way here too and it is up to your skill and cunning to ensure you emerge victorious from the battle. There is no turning back now - Dropship ETA 1 minute. Welcome to the treasure hunt. Lost Dragons is a multiplayer total modification aiming to bring out a new thrilling gamemode for Arma3. Our concept is futuristic objective based team warfare with randomly generated map elements to ensure every game is a unique experience with completely new set of units, weapons, structures and terrain. +LoDR Features a 20x20 square kilometer map with unique post war/ long deserted atmosphere with unique randomgeneration element that ensures every game is different from the others. Explore the ruined cities, military bases, hidden laboratories and fallen warships to find the location of your prize. +Complete set of new units and vehicles, from your basic gear to powerful war relics scattered around the battlefield. + We aim to create 2 sides of the Old war conflict that once waged war on New Eden, a civilian side to represent the long gone population of New Eden and also 2 corporate salvage companies that are now arriving on the planet. + Vehicles from personal transports to huge battleships, with tanks, planes, vtols, walkers and more in between. +Powerful new weapons to lay waste upon your rivals and claim the victory + Both corporates will have their own starting equipment and there will be a great number of weapons and equipment to be reclaimed from the old battlefield +Challenging main victory goal with multiple ways to win. Mission details: (Subject to change) +World of New Eden is covered with lush Jungle (as Arma allows it) and the abandoned cities will be partly reclaimed by nature as well as ruined by battle. +Terrain will consist of fixed elements and a great number of randomized elements that will make every game different. (objectives, key buildings/ locations, weapons, vehicles, spawnpoints, AI-enemies) +Max team sizes will be decided through testing +Player takes control of a small AI squad, but main gameplay focues on team PvP spiced up with some Independet AI combat. +AI characters will be portrayed as cyborg/robot drones and the area will have roaming abandoned AI combat drones and possibly wildlife elements lurking in the shadows. +Supporting drone units will have quite bad aim and are there to act as drivers, pilots and firesupport. (crappy aimbot module installed) +Players will have access to their respective teams basic gear throughout the game and may alter their loadout. +Starting equipment selection in a pre-start menu and respawn loadout customization. +More exotic and powerful weapons may be scavenged from various locations but beware the limited ammosupply on these weapons. +Players begin the game from a randomized dropzone with HQ-vehicle, supply vehicles and a few light transports. (This is no military operation) +Light combat vehicles, light armored transports, recon vehicles and personal transports are available throughout the game. (Droid pickup / aerodrop) +More powerful vehicles may be reclaimed from the battlefield. (military bases, battlelines, supply caches) +Scavenged vehicle may be damaged or low on ammo and can be repaired and rearmed in designated locations. +Main objective is to find and activate the last of the mighty Dragon class Warship: +Dragon is an autonomous weapons platform capable of immense destruction and cannot be controlled without a command module -> First objective is to find and begin the restoration of a Warrior class Battleship that acts as the command unit and can access the Dragon (2-4 Warriors in good enough shape will be present on the map) +Once found the Warrior will act as a forward base and must be defended. +The Dragon is hidden somewhere in the area and the location can be found through simple exploration or by gathering Intel from various objectives -> Intelpoints come available by time as the HQ vehicle scans the area and compiles recovered data. -> By gathering intel you narrow down the area the Dragon is "hidden" on the map -> Due to its immense size the Dragon will be randomly located in one of the six "ARK" bunker facilites and intel gathering will narrow down which one and also grant you access codes to get in more safely. + It will be possible to hack your way in, but it will be hard, slow and dangerous. The ARKs will have sophisticated security measures and you might even wake the Dragon from its slumber if you fumble. +Once operational the Warrior battleship must be flown (yes flying battleships) to the Dragons Location and they both need to be defended during docking procedures and while the Dragon powers up. -> Both sides have access to Warriors and may interfere with the docking procedures or even steal the Dragon if they manage to down the other Warrior or board the Dragon. +Note that these are very powerful vehicles and will need full team effort to manage full operational status and also taking one down is not an easy job. -> Once the Dragon is awakened there is still a change for the opposing team to sway the race as the round will end when the Dragon completes its powerup sequence and becomes fully operational. +By attacking certain weakspots with enough power the sequence may be interrupted and if the winning team is held off long enough the Dragon may be stolen even in its awakened state. New factions are as follows: WesT/Blufor: Hastur Corp : Salvage corporation (Player faction in "Treasure Hunt" gamemode) East/Opfor: Blackbird Salvage INC. : Salvage corporation (Player faction in "Treasure Hunt" gamemode) Independet: "Old War attacker name placeholder" : Old War Attacker faction Civilian: "Old War Defender name placeholder" : Old War Defender Faction "New Eden Civilians": Old War Civilians Downloads: Very old release version: Version 0.1.99 Download New one worked on as fast as we can! You may find us at: MODDB - LOST DRAGONS and Make Arma Not War - Contest Your support is always appreciated! For most up to date news, follow us at MODDB more pictures from early development: Original alpha release post:- 420 replies
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Hello everyone, For a long while now, I have struggled with trying to manage the maximum number of inventory space on players as a mission maker. Despite my best efforts, players still find ways when I am Zeus to either pick a container where they can have like 40 mags, or loot one later on in some way. I am wondering if there is a way that by scripting, limit the number of magazines all players in a session can pick up. For instance, if you set a limit of 10 magazines, either by stating which mag class names or just having all Cfg ammo you will not be able to add any more and get something like a message saying "I can't carry any more ammo. This is getting too heavy." regardless if you have more inventory space or not. Tips or thoughts appreciated 🙂
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There is Only War, Warhammer 40,000 Mod
E_50_Panzer posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
THERE IS ONLY WAR A Warhammer 40,000 mod for Arma 3. Warhammer 40,000 is a thrilling fantasy universe, one filled with deep stories, enormous conflicts, supremely evil characters, and an eternity of unending, soul-crushing war. It deserves a proper, massive, frontline experience that only a certain game can provide, and that game is Arma 3. "There is Only War" is a mod whose goal is a true representation of 40k in Arma. There will be a no-nonsense approach to creating this ultimate experience - Boltguns will blow targets away, Necrons will be nigh indestructible, Space Marines will stand heads taller than mortals, and one day, Battle Titans may stride over warzones, crushing and annihilating whole companies of troops with one volley of fire. This project will be true to the universe, and lore will be followed as closely as possible, confined only by game limitations, and in extreme cases, common sense. Now, this mod is not affiliated with the Warhammer 40k mod already on the Steam Workshop. While most of the devs on this team came from that project, and quite a few assets were given to us by that mod, we are not working with them, we are a separate mod. It is also important to state that we are not and will not be using any stolen assets, or assets from 40k video games, content will be made the old-fashioned way. "There is Only War" is currently in early development, and we have under a dozen developers at this time. We don't have a first release date yet, but it is certainly within a few months, and afterwards, we plan on monthly updates and patches! This mod is a very ambitious one, scores of animations must be done, hundreds of models completed and textured, and uncountable hitboxes and configs made, and we are looking for more developers to aid us in our endeavor, if you love this universe you'll find yourself at home with us. It's a tough job, but this task is not impossible to complete. Here is a short gallery of assets currently being worked on : There are many more assets in production, but all will be posted in time. Lastly, we do not own Warhammer 40k, all credit goes to the respective owners!- 38 replies
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Hi, Yesterday I tried to publish my mission to workshop but I couldn't do that because my space "bar" was red. It says that I need more space, but even if I delete 10 old missions and gain more MB free, space requirement gets higher so bar is still red.. I'm playing arma for a while now (1500 hours +) and I never saw anything like that anywhere.. if you know solution, please help me
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wh40k [A3][EU/NA][WH40K][Semi-Milsim] Regicide Tempestus Scions
Evaneiro posted a topic in ARMA 3 - SQUADS AND FANPAGES
Regicide Tempestus Scions For the Emperor! Introduction We are a tightly connected and constantly growing ArmA 3 semi-serious unit playing in the universe of Warhammer 40,000. We are impersonating an elite special force of the Imperium of Man known as Tempestus Scions. The elite status allows our unit to access a wide range of equipment - starting with lasguns and flamers, going through plasmaguns all the way up to destructive melta bombs and meltaguns. We fight across a vast plethora of environments - from snowy tundras or huge jungles of unexplored planets to centres of massive hive cities populated with both allies and civilians. The enemy of men is our enemy - orks, forces of chaos, tyranids, traitors, demons and much, much more. About us Our main objective is to create a fun and unique experience enjoyed by every member of the unit. The experience, which is both challenging and entertaining. We boast a wide range of operations, whether that is our main campaign, side campaign or a simple fun op where we impersonate other armies - Warhammer or not. Depending on the Zeus, we may have different ORBATs, different style of campaign and totally different experience. Currently, we have two main parts of the unit: Tempestus Scions Adeptus Mechanicus Tempestus Scions are the core of the unit - the killers and the defenders in every conflict we are engaged in. This is the main backbone of the unit - Assault, Armour, Heavy Weapons, Mortars, Heavy Artillery, Fire Support and many more. Adeptus Mechanicus is a new part of our unit that we have started developing recently. This is the backbone of our support - medics, demolitions, engineers, researchers, technicians and pilots. We and the Emperor want you! Don't wait, don't hesitate! Join our Discord today! -
Hello, everyone. As you can see from my title, I am looking for a script to use in a mission. I need to be able to unlock a door of any building in the editor. I guess there's an option in the attributes of a building that must be changed or I need to put a script in the init field. I didn't find anything useful in Google, but I think it hast to be something with: this addAction. Any suggestions? Thanks in advance. Cheers!
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aliens [WIP][Release] First Contact - Alien Invasion
MrCrazyDude115 posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello everyone! Today, I bring you FIRST CONTACT. The idea came to me a few years ago when I was playing Zeus with a few buddies, and decided to surprise them by bringing in "Aliens". What I did was use existing CSAT equipment but make them look a little Alien-ish. That's where the idea came from. In this mod, I re-purposed existing CSAT, BLUFOR, and Civilian clothing/equipment to somewhat make it look like an extraterrestrial force has invaded Earth, and humanity responded by forming the United Nations Space Force. This is still very WIP, but so far I have the essential units for both sides. Each unique in their own way. Later, I plan to add more unit classes, retexture BLUFOR vehicles for the UNSF, and to add variants of existing CSAT vehicles but with Alien crews. DOWNLOADS: Steam Workshop Hope you all enjoy! -
Space; the Final frontier. These are the voyages of the starship Enterprise. Its five-year mission: to explore strange new worlds; to seek out new life and new civilisations; to boldly go where no man has gone before. - Cpt James T. Kirk Welcome to ArmA 3: Star Trek - Evolution! This mod aims to develop starships and weapons, seen from most of the popular series and titles of Star Trek! The project was originaly inspired of Abs' effort towards his mod 'Star Trek: Road to The Stars', which I intend to keep this at high priority. The project is not only inspired of Abs' mod, but prior to the next movie, "Star Trek: Beyond", which is in cinemas by 22nd July, 2016! In addition, plans are not final and more features may be on the way, this may include: Borg faction, characters, land vehicles and gear. To kick-start the project, below are preview shots on what starships and weapons will be added. Starships: Federation: - Armstrong Class (Finished) - Constitution Class (In Queue) - Intrepid Class (Finished) - Kelvin Class (In Queue) - Mayflower Class (Finished) - Newton Class (Finished) - Saladin Class - Refit (Finished) - Mk. 9 Federation Shuttle (In Queue) Klingon: - Bird of Prey (In Queue) - K'Tinga (Underway) Romulan: - D'deridex (In Queue) Weapons: - Phaser Rifle (In Queue) - Phaser Pistol (In Queue) - Sniper Rifle (In Queue) - Vulcan SMG (In Queue) Also sneak peak at a prototype test for the warp drive system. Disclaimer: - Starships and weapons will be developed from scratch, not ripped or ported (as I already frown upon illegal activity). What this means, is that they will be developed straight from scratch in 3DS Max 2015 (Student Version) and in Blender. In order to construct the models, orientations/blueprints (like all modellers will use) will be used to accurately design the models. If you would like to know where I get most of these orientations/blueprints, you can find them Here. The two weapon pictures you see (Sniper Rifle and Vulcan SMG), however, can be found Here.
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Hi, have anyone noticed lagre size of savegames? I dont remember this from previous Arma series. Is there anything i can do about it? Month ago when i was tidy up my HDD i saw 760mb savegames folder of arma3. Today it was 540mb...
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Future Soldiers aka Space Marines, Space Infantry etc
R0adki11 posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I was playing around in the Arsenal recently and got the following clothing and weapon set-up. I thought they looked quite Scifi/Future based and could be used for a number of scenarios and perhaps they can be a enemy to the ETA - Extra Terrestrial Adversaries mod by Sabre_Dust‎. Anyway here a few screenshots, if there is a enough interest i may release these as a small addon :) http://naf.8bit-online.co.uk/wp-content/gallery/arma3/arma3-2015-02-02-23-01-44-580.jpg (133 kB) http://naf.8bit-online.co.uk/wp-content/gallery/arma3/arma3-2015-02-02-23-04-08-191.jpg (115 kB) http://naf.8bit-online.co.uk/wp-content/gallery/arma3/arma3-2015-02-02-23-02-12-351.jpg (124 kB) Cheers R0adki11 -
Operation Ligneous Steed by: Monsoon Hi everyone! Today I'd like to share with you a mission of mine that has a rich history dating back roughly 2.5 years. It was my biggest and most ambitious Arma2 mission, but when the Arma3 alpha launched development kind of trailed off. With the recent releases and updates to @MEC & @CUP I had most of what I needed to port the mission to A3. Ligneous Steed is a product of countless hours of planning, tweaking, and writing between myself and my good friend Unfrail. I hope you all find it challenging, interesting, and most of all fun. Please enjoy! Briefing CIA operatives have gathered intel from tribal leaders in Takistan concerning the whereabouts of a missing US Predator Drone. Several sources have confirmed that the now defunct aircraft is located in a fortified bunker in a Takistani held airbase outside of Rasman. Due to heightened foreign political interests it is impossible to deploy an overt military presence to reclaim the craft. CIA resources are spread thin and they are unable to mobilize within the time frame required. You and your squad are assigned to infiltrate and destroy the craft to secure these technologies from Takistani Hands. An operative safe house in Falar will be the rendezvous point. A small stash of munitions have been stockpiled and should provide the tools necessary to complete the mission with effect. The local population in Falar are cooperative to most extents, but the surrounding settlements are not counted as friendly and extreme caution should be taken in transit to the objective. Your recommended approach is that of secrecy. This is a clandestine operation, and your presence will not be acknowledged by the US government. It would be best if your presence was unknown to the Takistani government as well, however you are authorized to use whatever force necessary to complete the task at hand. Features: Story driven mission w/audio! (~2.5hrs) SRS revive script (optional) EPD IEDs (optional) TPWCAS supression system Random AI via DAC Squad respawn Tested in a SP/MP/Dedicated environment Required Mods: @AllInArmaTerrainPack @MEC (@cup; @asdg_jr; @cha_mi24; @rds; @rds_tank) @mas_nato_rus_sf_veh @akp_spotlight (PW6 Collection) Notes AI heavy mission; my i7 2700k 3.5Ghz server averages~50fps for the first part, and ~30fps for the second. On lower end systems this could potentially cause the AI to turn into potatoes. Low server FPS situations may also delay or completely screw up the convoy because the AI are horrible drivers. Download Steam Workshop Dropbox
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I don't usually post or participate in these kinds of discussions, but this news has me cautiously excited. Here's a link to the article on Wired.co.uk and a link to NASA's test results (abstract). The TL;DR of the story: It seems that someone has found a way to create thrust using only electricty, without the need of reaction mass / propellant. If this is true, it could be a huge game-changer for space exploration. As the article says: And from the NASA's test: I hope this isn't another fluke, like the "faster than light neutrinos".
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Dedicated Server only shows through Remote...
bathmatt posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
Hey guys, I've got a dedicated server which I've just put up and it's a very basic config. Now the server is working well, great pings etc. However, it takes forever to show up when I filter my clans tag. Now it's the only server that shows up, but it does take a good 15-30, potentially a little longer to appear when filtered. Is there any reason why this is the case? Is there anything I can do to speed up the process? Regards, Matt- 1 reply
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